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Comparing deliantra/server/common/living.C (file contents):
Revision 1.50 by root, Sat May 12 18:14:47 2007 UTC vs.
Revision 1.116 by root, Sun Apr 4 04:10:47 2010 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 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 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
21 * 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 */
242change_attr_value (living *stats, int attr, sint8 value) 241change_attr_value (living *stats, int attr, sint8 value)
243{ 242{
244 stats->stat (attr) += value; 243 stats->stat (attr) += value;
245} 244}
246 245
247sint8 &
248living::stat (int index)
249{
250 switch (index)
251 {
252 case STR: return Str;
253 case DEX: return Dex;
254 case CON: return Con;
255 case INT: return Int;
256 case WIS: return Wis;
257 case POW: return Pow;
258 case CHA: return Cha;
259 }
260
261 LOG (llevError | logBacktrace, "living.stat() called with out-of-range stat index");
262 static sint8 dummy;
263 return dummy;
264}
265
266sint8
267living::stat (int index) const
268{
269 switch (index)
270 {
271 case STR: return Str;
272 case DEX: return Dex;
273 case CON: return Con;
274 case INT: return Int;
275 case WIS: return Wis;
276 case POW: return Pow;
277 case CHA: return Cha;
278 }
279
280 LOG (llevError | logBacktrace, "living.stat() called with out-of-range stat index");
281 static sint8 dummy;
282 return dummy;
283}
284
285/* 246/*
286 * Ensures that all stats (str/dex/con/wis/cha/int) are within the 247 * Ensures that all stats (str/dex/con/wis/cha/int) are within the
287 * 1-30 stat limit. 248 * 1-30 stat limit.
288 */ 249 */
289void 250void
301/* Rather than having a whole bunch of if (flag) new_draw.. else new_draw, 262/* Rather than having a whole bunch of if (flag) new_draw.. else new_draw,
302 * make this macro to clean those up. Not usuable outside change_abil 263 * make this macro to clean those up. Not usuable outside change_abil
303 * function since some of the values passed to new_draw_info are hardcoded. 264 * function since some of the values passed to new_draw_info are hardcoded.
304 */ 265 */
305#define DIFF_MSG(flag, msg1, msg2) \ 266#define DIFF_MSG(flag, msg1, msg2) \
306 new_draw_info(NDI_UNIQUE, 0, op, (flag>0)?msg1:msg2); 267 new_draw_info (NDI_UNIQUE, 0, op, (flag > 0) ? msg1 : msg2);
307 268
308/* return 1 if we sucessfully changed a stat, 0 if nothing was changed. */ 269/* return 1 if we sucessfully changed a stat, 0 if nothing was changed. */
309 270
310/* flag is set to 1 if we are applying the object, -1 if we are removing 271/* flag is set to 1 if we are applying the object, -1 if we are removing
311 * the object. 272 * the object.
319 * that gives them that ability. 280 * that gives them that ability.
320 */ 281 */
321int 282int
322change_abil (object *op, object *tmp) 283change_abil (object *op, object *tmp)
323{ 284{
324 int flag = QUERY_FLAG (tmp, FLAG_APPLIED) ? 1 : -1, i, j, success = 0; 285 int flag = tmp->flag [FLAG_APPLIED] ? 1 : -1;
286 int success = 0;
325 char message[MAX_BUF]; 287 char message[MAX_BUF];
326 int potion_max = 0; 288 int potion_max = 0;
327 289
328 /* remember what object was like before it was changed. note that 290 // keep some stats for comparison purposes
329 * refop is a local copy of op only to be used for detecting changes 291 object::flags_t prev_flag = op->flag;
330 * found by update_stats. refop is not a real object 292 MoveType prev_move_type = op->move_type;
331 */ 293 sint16 prev_resist [NROFATTACKS]; // clumsy
332 object_copy refop = *op; 294 assert (sizeof (prev_resist) == sizeof (op->resist));
295 memcpy (prev_resist, op->resist, sizeof (prev_resist));
333 296
334 if (op->type == PLAYER) 297 if (op->type == PLAYER)
335 { 298 {
336 if (tmp->type == POTION) 299 if (tmp->type == POTION)
337 { 300 {
338 potion_max = 1; 301 potion_max = 1;
302
339 for (j = 0; j < NUM_STATS; j++) 303 for (int j = 0; j < NUM_STATS; j++)
340 { 304 {
341 int nstat, ostat;
342
343 ostat = op->contr->orig_stats.stat (j); 305 int ostat = op->contr->orig_stats.stat (j);
344 i = tmp->stats.stat (j); 306 int i = tmp->stats.stat (j);
345 307
346 /* nstat is what the stat will be after use of the potion */ 308 /* nstat is what the stat will be after use of the potion */
347 nstat = flag * i + ostat; 309 int nstat = flag * i + ostat;
348 310
349 /* Do some bounds checking. While I don't think any 311 /* Do some bounds checking. There is the potential for potions
350 * potions do so right now, there is the potential for potions
351 * that adjust that stat by more than one point, so we need 312 * that adjust that stat by more than one point, so we need
352 * to allow for that. 313 * to allow for that.
353 */ 314 */
354 if (nstat < 1 && i * flag < 0) 315 if (nstat < 1 && i * flag < 0)
355 nstat = 1; 316 nstat = 1;
356 else if (nstat > 20 + op->arch->clone.stats.stat (j)) 317 else if (nstat > 20 + op->arch->stats.stat (j))
357 nstat = 20 + op->arch->clone.stats.stat (j); 318 nstat = 20 + op->arch->stats.stat (j);
358 319
359 if (nstat != ostat) 320 if (nstat != ostat)
360 { 321 {
361 op->contr->orig_stats.stat (j) = nstat; 322 op->contr->orig_stats.stat (j) = nstat;
362 potion_max = 0; 323 potion_max = 0;
370 331
371 /* This section of code ups the characters normal stats also. I am not 332 /* This section of code ups the characters normal stats also. I am not
372 * sure if this is strictly necessary, being that fix_player probably 333 * sure if this is strictly necessary, being that fix_player probably
373 * recalculates this anyway. 334 * recalculates this anyway.
374 */ 335 */
375 for (j = 0; j < NUM_STATS; j++) 336 for (int j = 0; j < NUM_STATS; j++)
376 change_attr_value (&op->stats, j, flag * tmp->stats.stat (j)); 337 change_attr_value (&op->stats, j, flag * tmp->stats.stat (j));
377 338
378 check_stat_bounds (&op->stats); 339 check_stat_bounds (&op->stats);
379 } /* end of potion handling code */ 340 } /* end of potion handling code */
380 } 341 }
381 342
382 /* reset attributes that fix_player doesn't reset since it doesn't search 343 /* reset attributes that update_stats doesn't reset since it doesn't search
383 * everything to set 344 * everything to set
384 */ 345 */
385 if (flag == -1) 346 if (flag == -1)
386 { 347 {
387 op->attacktype &= ~tmp->attacktype; 348 op->attacktype &= ~tmp->attacktype;
393 */ 354 */
394 op->move_type &= ~tmp->move_type; 355 op->move_type &= ~tmp->move_type;
395 } 356 }
396 357
397 /* call fix_player since op object could have whatever attribute due 358 /* call fix_player since op object could have whatever attribute due
398 * to multiple items. if fix_player always has to be called after 359 * to multiple items. if update_stats always has to be called after
399 * change_ability then might as well call it from here 360 * change_ability then might as well call it from here
400 */ 361 */
401 op->update_stats (); 362 op->update_stats ();
402 363
403 /* Fix player won't add the bows ability to the player, so don't 364 /* update_stats won't add the bows ability to the player, so don't
404 * print out message if this is a bow. 365 * print out message if this is a bow.
405 */ 366 */
406 if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW) 367 if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW)
407 { 368 {
408 success = 1; 369 success = 1;
409 DIFF_MSG (flag, "Your hands begin to glow red.", "Your hands stop glowing red."); 370 DIFF_MSG (flag, "Your hands begin to glow red.", "Your hands stop glowing red.");
410 } 371 }
411 372
412 if (QUERY_FLAG (op, FLAG_LIFESAVE) != QUERY_FLAG (&refop, FLAG_LIFESAVE)) 373 if (op->flag [FLAG_LIFESAVE] != prev_flag [FLAG_LIFESAVE])
413 { 374 {
414 success = 1; 375 success = 1;
415 DIFF_MSG (flag, "You feel very protected.", "You don't feel protected anymore."); 376 DIFF_MSG (flag, "You feel very protected.", "You don't feel protected anymore.");
416 } 377 }
417 378
418 if (QUERY_FLAG (op, FLAG_REFL_MISSILE) != QUERY_FLAG (&refop, FLAG_REFL_MISSILE)) 379 if (op->flag [FLAG_REFL_MISSILE] != prev_flag [FLAG_REFL_MISSILE])
419 { 380 {
420 success = 1; 381 success = 1;
421 DIFF_MSG (flag, "A magic force shimmers around you.", "The magic force fades away."); 382 DIFF_MSG (flag, "A magic force shimmers around you.", "The magic force fades away.");
422 } 383 }
423 384
424 if (QUERY_FLAG (op, FLAG_REFL_SPELL) != QUERY_FLAG (&refop, FLAG_REFL_SPELL)) 385 if (op->flag [FLAG_REFL_SPELL] != prev_flag [FLAG_REFL_SPELL])
425 { 386 {
426 success = 1; 387 success = 1;
427 DIFF_MSG (flag, "You feel more safe now, somehow.", "Suddenly you feel less safe, somehow."); 388 DIFF_MSG (flag, "You feel more safe now, somehow.", "Suddenly you feel less safe, somehow.");
428 } 389 }
429 390
431 * user has multiple items giving the same type appled like we 392 * user has multiple items giving the same type appled like we
432 * used to - that is more work than what we gain, plus messages 393 * used to - that is more work than what we gain, plus messages
433 * can be misleading (a little higher could be miscontrued from 394 * can be misleading (a little higher could be miscontrued from
434 * from fly high) 395 * from fly high)
435 */ 396 */
436 if (tmp->move_type && op->move_type != refop.move_type) 397 if (tmp->move_type && op->move_type != prev_move_type)
437 { 398 {
438 success = 1; 399 success = 1;
439 400
440 /* MOVE_FLY_HIGH trumps MOVE_FLY_LOW - changing your move_fly_low 401 /* MOVE_FLY_HIGH trumps MOVE_FLY_LOW - changing your move_fly_low
441 * status doesn't make a difference if you are flying high 402 * status doesn't make a difference if you are flying high
442 */ 403 */
443 if (tmp->move_type & MOVE_FLY_LOW && !(op->move_type & MOVE_FLY_HIGH)) 404 if (tmp->move_type & MOVE_FLY_LOW && !(op->move_type & MOVE_FLY_HIGH))
444 { 405 {
445 DIFF_MSG (flag, "You start to float in the air!.", "You float down to the ground."); 406 DIFF_MSG (flag, "You start to float in the air!", "You float down to the ground.");
446 } 407 }
447 408
448 if (tmp->move_type & MOVE_FLY_HIGH) 409 if (tmp->move_type & MOVE_FLY_HIGH)
449 { 410 {
450 /* double conditional - second case covers if you have move_fly_low - 411 /* double conditional - second case covers if you have move_fly_low -
451 * in that case, you don't actually land 412 * in that case, you don't actually land
452 */ 413 */
453 DIFF_MSG (flag, "You soar into the air air!.", 414 DIFF_MSG (flag, "You soar into the air!",
454 (op->move_type & MOVE_FLY_LOW ? "You fly lower in the air" : "You float down to the ground.")); 415 (op->move_type & MOVE_FLY_LOW ? "You fly lower in the air" : "You float down to the ground."));
455 } 416 }
456 417
457 if (tmp->move_type & MOVE_SWIM) 418 if (tmp->move_type & MOVE_SWIM)
458 DIFF_MSG (flag, "You feel ready for a swim", "You no longer feel like swimming"); 419 DIFF_MSG (flag, "You feel ready for a swim", "You no longer feel like swimming");
459
460 /* Changing move status may mean you are affected by things you weren't before */
461 check_move_on (op, op);
462 } 420 }
463 421
464 /* becoming UNDEAD... a special treatment for this flag. Only those not 422 /* becoming UNDEAD... a special treatment for this flag. Only those not
465 * originally undead may change their status 423 * originally undead may change their status
466 */ 424 */
467 if (!QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 425 if (!op->arch->flag [FLAG_UNDEAD])
468 if (QUERY_FLAG (op, FLAG_UNDEAD) != QUERY_FLAG (&refop, FLAG_UNDEAD)) 426 if (op->flag [FLAG_UNDEAD] != prev_flag [FLAG_UNDEAD])
469 { 427 {
470 success = 1; 428 success = 1;
471 if (flag > 0) 429 if (flag > 0)
472 { 430 {
473 op->race = "undead"; 431 op->race = "undead";
474 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce drains away!"); 432 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce drains away!");
475 } 433 }
476 else 434 else
477 { 435 {
478 op->race = op->arch->clone.race; 436 op->race = op->arch->race;
479 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!"); 437 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!");
480 } 438 }
481 } 439 }
482 440
483 if (QUERY_FLAG (op, FLAG_STEALTH) != QUERY_FLAG (&refop, FLAG_STEALTH)) 441 if (op->flag [FLAG_STEALTH] != prev_flag [FLAG_STEALTH])
484 { 442 {
485 success = 1; 443 success = 1;
486 DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily."); 444 DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily.");
487 } 445 }
488 446
489 if (QUERY_FLAG (op, FLAG_MAKE_INVIS) != QUERY_FLAG (&refop, FLAG_MAKE_INVIS)) 447 if (op->flag [FLAG_MAKE_INVIS] != prev_flag [FLAG_MAKE_INVIS])
490 { 448 {
491 success = 1; 449 success = 1;
492 DIFF_MSG (flag, "You become transparent.", "You can see yourself."); 450 DIFF_MSG (flag, "You become transparent.", "You can see yourself.");
493 } 451 }
494 452
495 /* blinded you can tell if more blinded since blinded player has minimal 453 /* blinded you can tell if more blinded since blinded player has minimal
496 * vision 454 * vision
497 */ 455 */
498 if (QUERY_FLAG (tmp, FLAG_BLIND)) 456 if (tmp->flag [FLAG_BLIND])
499 { 457 {
500 success = 1; 458 success = 1;
501 if (flag > 0) 459 if (flag > 0)
502 { 460 {
503 if (QUERY_FLAG (op, FLAG_WIZ)) 461 if (op->flag [FLAG_WIZ])
504 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self is blinded."); 462 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self is blinded.");
505 else 463 else
506 { 464 {
507 new_draw_info (NDI_UNIQUE, 0, op, "You are blinded."); 465 new_draw_info (NDI_UNIQUE, 0, op, "You are blinded.");
508 SET_FLAG (op, FLAG_BLIND); 466 SET_FLAG (op, FLAG_BLIND);
510 op->contr->do_los = 1; 468 op->contr->do_los = 1;
511 } 469 }
512 } 470 }
513 else 471 else
514 { 472 {
515 if (QUERY_FLAG (op, FLAG_WIZ)) 473 if (op->flag [FLAG_WIZ])
516 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self can now see again."); 474 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self can now see again.");
517 else 475 else
518 { 476 {
519 new_draw_info (NDI_UNIQUE, 0, op, "Your vision returns."); 477 new_draw_info (NDI_UNIQUE, 0, op, "Your vision returns.");
520 CLEAR_FLAG (op, FLAG_BLIND); 478 CLEAR_FLAG (op, FLAG_BLIND);
522 op->contr->do_los = 1; 480 op->contr->do_los = 1;
523 } 481 }
524 } 482 }
525 } 483 }
526 484
527 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK) != QUERY_FLAG (&refop, FLAG_SEE_IN_DARK)) 485 if (op->flag [FLAG_SEE_IN_DARK] != prev_flag [FLAG_SEE_IN_DARK])
528 { 486 {
529 success = 1; 487 success = 1;
530 if (op->type == PLAYER) 488 if (op->type == PLAYER)
531 op->contr->do_los = 1; 489 op->contr->do_los = 1;
532 DIFF_MSG (flag, "Your vision is better in the dark.", "You see less well in the dark."); 490 DIFF_MSG (flag, "Your vision is better in the dark.", "You see less well in the dark.");
533 } 491 }
534 492
535 if (QUERY_FLAG (op, FLAG_XRAYS) != QUERY_FLAG (&refop, FLAG_XRAYS)) 493 if (op->flag [FLAG_XRAYS] != prev_flag [FLAG_XRAYS])
536 { 494 {
537 success = 1; 495 success = 1;
538 if (flag > 0) 496 if (flag > 0)
539 { 497 {
540 if (QUERY_FLAG (op, FLAG_WIZ)) 498 if (op->flag [FLAG_WIZ])
541 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a little clearer."); 499 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a little clearer.");
542 else 500 else
543 { 501 {
544 new_draw_info (NDI_UNIQUE, 0, op, "Everything becomes transparent."); 502 new_draw_info (NDI_UNIQUE, 0, op, "Everything becomes transparent.");
545 if (op->type == PLAYER) 503 if (op->type == PLAYER)
546 op->contr->do_los = 1; 504 op->contr->do_los = 1;
547 } 505 }
548 } 506 }
549 else 507 else
550 { 508 {
551 if (QUERY_FLAG (op, FLAG_WIZ)) 509 if (op->flag [FLAG_WIZ])
552 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a bit out of focus."); 510 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a bit out of focus.");
553 else 511 else
554 { 512 {
555 new_draw_info (NDI_UNIQUE, 0, op, "Everything suddenly looks very solid."); 513 new_draw_info (NDI_UNIQUE, 0, op, "Everything suddenly looks very solid.");
556 if (op->type == PLAYER) 514 if (op->type == PLAYER)
589 success = 1; 547 success = 1;
590 DIFF_MSG (flag * tmp->stats.food, "You feel your digestion slowing down.", "You feel your digestion speeding up."); 548 DIFF_MSG (flag * tmp->stats.food, "You feel your digestion slowing down.", "You feel your digestion speeding up.");
591 } 549 }
592 550
593 /* Messages for changed resistance */ 551 /* Messages for changed resistance */
594 for (i = 0; i < NROFATTACKS; i++) 552 for (int i = 0; i < NROFATTACKS; i++)
595 { 553 {
596 if (i == ATNR_PHYSICAL) 554 if (i == ATNR_PHYSICAL)
597 continue; /* Don't display about armour */ 555 continue; /* Don't display about armour */
598 556
599 if (op->resist[i] != refop.resist[i]) 557 if (op->resist [i] != prev_resist [i])
600 { 558 {
601 success = 1; 559 success = 1;
560
602 if (op->resist[i] > refop.resist[i]) 561 if (op->resist [i] > prev_resist [i])
603 sprintf (message, "Your resistance to %s rises to %d%%.", change_resist_msg[i], op->resist[i]); 562 sprintf (message, "Your resistance to %s rises to %d%%.", change_resist_msg [i], op->resist [i]);
604 else 563 else
605 sprintf (message, "Your resistance to %s drops to %d%%.", change_resist_msg[i], op->resist[i]); 564 sprintf (message, "Your resistance to %s drops to %d%%.", change_resist_msg [i], op->resist [i]);
606 565
607 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message); 566 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message);
608 } 567 }
609 } 568 }
610 569
611 if (!potion_max) 570 if (!potion_max)
612 {
613 for (j = 0; j < NUM_STATS; j++) 571 for (int j = 0; j < NUM_STATS; j++)
614 {
615 if ((i = tmp->stats.stat (j))) 572 if (int i = tmp->stats.stat (j))
616 { 573 {
617 success = 1; 574 success = 1;
618 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]); 575 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]);
619 } 576 }
620 }
621 }
622 577
623 return success; 578 return success;
624} 579}
625 580
626/* 581/*
637object::drain_specific_stat (int deplete_stats) 592object::drain_specific_stat (int deplete_stats)
638{ 593{
639 object *tmp; 594 object *tmp;
640 archetype *at; 595 archetype *at;
641 596
642 at = archetype::find (ARCH_DEPLETION); 597 at = archetype::find (shstr_depletion);
643 if (!at) 598 if (!at)
644 { 599 {
645 LOG (llevError, "Couldn't find archetype depletion.\n"); 600 LOG (llevError, "Couldn't find archetype depletion.\n");
646 return; 601 return;
647 } 602 }
649 { 604 {
650 tmp = present_arch_in_ob (at, this); 605 tmp = present_arch_in_ob (at, this);
651 606
652 if (!tmp) 607 if (!tmp)
653 { 608 {
654 tmp = arch_to_object (at); 609 tmp = at->instance ();
655 tmp = insert_ob_in_ob (tmp, this); 610 tmp = insert_ob_in_ob (tmp, this);
656 SET_FLAG (tmp, FLAG_APPLIED); 611 SET_FLAG (tmp, FLAG_APPLIED);
657 } 612 }
658 } 613 }
659 614
667 * via an applied bad_luck object. 622 * via an applied bad_luck object.
668 */ 623 */
669void 624void
670object::change_luck (int value) 625object::change_luck (int value)
671{ 626{
672 archetype *at = archetype::find ("luck"); 627 archetype *at = archetype::find (shstr_luck);
673 if (!at) 628 if (!at)
674 LOG (llevError, "Couldn't find archetype luck.\n"); 629 LOG (llevError, "Couldn't find archetype luck.\n");
675 else 630 else
676 { 631 {
677 object *tmp = present_arch_in_ob (at, this); 632 object *tmp = present_arch_in_ob (at, this);
679 if (!tmp) 634 if (!tmp)
680 { 635 {
681 if (!value) 636 if (!value)
682 return; 637 return;
683 638
684 tmp = arch_to_object (at); 639 tmp = at->instance ();
685 tmp = insert_ob_in_ob (tmp, this); 640 tmp = insert_ob_in_ob (tmp, this);
686 SET_FLAG (tmp, FLAG_APPLIED); 641 SET_FLAG (tmp, FLAG_APPLIED);
687 } 642 }
688 643
689 if (value) 644 if (value)
723 * Subtracts stat-bonuses given by the class which the player has chosen. 678 * Subtracts stat-bonuses given by the class which the player has chosen.
724 */ 679 */
725void 680void
726object::remove_statbonus () 681object::remove_statbonus ()
727{ 682{
728 stats.Str -= arch->clone.stats.Str; 683 for (int i = 0; i < NUM_STATS; ++i)
729 stats.Dex -= arch->clone.stats.Dex; 684 {
730 stats.Con -= arch->clone.stats.Con; 685 sint8 v = arch->stats.stat (i);
731 stats.Wis -= arch->clone.stats.Wis; 686 stats.stat (i) -= v;
732 stats.Pow -= arch->clone.stats.Pow; 687 contr->orig_stats.stat (i) -= v;
733 stats.Cha -= arch->clone.stats.Cha; 688 }
734 stats.Int -= arch->clone.stats.Int;
735
736 contr->orig_stats.Str -= arch->clone.stats.Str;
737 contr->orig_stats.Dex -= arch->clone.stats.Dex;
738 contr->orig_stats.Con -= arch->clone.stats.Con;
739 contr->orig_stats.Wis -= arch->clone.stats.Wis;
740 contr->orig_stats.Pow -= arch->clone.stats.Pow;
741 contr->orig_stats.Cha -= arch->clone.stats.Cha;
742 contr->orig_stats.Int -= arch->clone.stats.Int;
743} 689}
744 690
745/* 691/*
746 * Adds stat-bonuses given by the class which the player has chosen. 692 * Adds stat-bonuses given by the class which the player has chosen.
747 */ 693 */
748void 694void
749object::add_statbonus () 695object::add_statbonus ()
750{ 696{
751 stats.Str += arch->clone.stats.Str; 697 for (int i = 0; i < NUM_STATS; ++i)
752 stats.Dex += arch->clone.stats.Dex; 698 {
753 stats.Con += arch->clone.stats.Con; 699 sint8 v = arch->stats.stat (i);
754 stats.Wis += arch->clone.stats.Wis; 700 stats.stat (i) += v;
755 stats.Pow += arch->clone.stats.Pow; 701 contr->orig_stats.stat (i) += v;
756 stats.Cha += arch->clone.stats.Cha; 702 }
757 stats.Int += arch->clone.stats.Int;
758
759 contr->orig_stats.Str += arch->clone.stats.Str;
760 contr->orig_stats.Dex += arch->clone.stats.Dex;
761 contr->orig_stats.Con += arch->clone.stats.Con;
762 contr->orig_stats.Wis += arch->clone.stats.Wis;
763 contr->orig_stats.Pow += arch->clone.stats.Pow;
764 contr->orig_stats.Cha += arch->clone.stats.Cha;
765 contr->orig_stats.Int += arch->clone.stats.Int;
766} 703}
704
705/* These are the items that currently can change digestion, regeneration,
706 * spell point recovery and mana point recovery. Seems sort of an arbitary
707 * list, but other items store other info into stats array.
708 */
709static struct digest_types : std::bitset<NUM_TYPES>
710{
711 digest_types ()
712 {
713 set (WEAPON);
714 set (BOW);
715 set (ARMOUR);
716 set (HELMET);
717 set (SHIELD);
718 set (RING);
719 set (BOOTS);
720 set (GLOVES);
721 set (AMULET);
722 set (GIRDLE);
723 set (BRACERS);
724 set (CLOAK);
725 set (DISEASE);
726 set (FORCE);
727 set (SKILL);
728 }
729} digest_types;
730
731static struct copy_flags : object::flags_t
732{
733 copy_flags ()
734 {
735 set (FLAG_LIFESAVE);
736 set (FLAG_REFL_SPELL);
737 set (FLAG_REFL_MISSILE);
738 set (FLAG_STEALTH);
739 set (FLAG_XRAYS);
740 set (FLAG_BLIND);
741 set (FLAG_SEE_IN_DARK);
742 }
743} copy_flags;
767 744
768/* 745/*
769 * Updates all abilities given by applied objects in the inventory 746 * Updates all abilities given by applied objects in the inventory
770 * of the given object. Note: This function works for both monsters 747 * of the given object. Note: This function works for both monsters
771 * and players; the "player" in the name is purely an archaic inheritance. 748 * and players; the "player" in the name is purely an archaic inheritance.
776 * spell system split, grace points now added to system --peterm 753 * spell system split, grace points now added to system --peterm
777 */ 754 */
778void 755void
779object::update_stats () 756object::update_stats ()
780{ 757{
781 int i, j;
782 float f, max = 9, added_speed = 0, bonus_speed = 0, sp_tmp, speed_reduce_from_disease = 1; 758 float f, max_speed = 9, added_speed = 0, bonus_speed = 0, speed_reduce_from_disease = 1;
783 int weapon_weight = 0, weapon_speed = 0; 759 int weapon_weight = 0, weapon_speed = 0;
784 int best_wc = 0, best_ac = 0, wc = 0, ac = 0; 760 int best_wc = 0, best_ac = 0, wc = 0, ac = 0;
785 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; 761 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS];
786 object *grace_obj = NULL, *mana_obj = NULL, *wc_obj = NULL, *tmp; 762 object *grace_obj = NULL, *mana_obj = NULL, *tmp;
787 float old_speed = speed; 763 float old_speed = speed;
764 int stat_sum [NUM_STATS];
765
766 MoveType move_type; // we use change_move_type to change it, so use a local copy
788 767
789 /* 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 */
790 if (type == PLAYER) 769 if (type == PLAYER)
791 { 770 {
771 contr->delayed_update = false;
772
792 for (i = 0; i < NUM_STATS; i++) 773 for (int i = 0; i < NUM_STATS; i++)
793 stats.stat (i) = contr->orig_stats.stat (i); 774 stat_sum [i] = contr->orig_stats.stat (i);
794 775
795 if (settings.spell_encumbrance == TRUE) 776 if (settings.spell_encumbrance == TRUE)
796 contr->encumbrance = 0; 777 contr->encumbrance = 0;
797 778
798 attacktype = 0; 779 attacktype = 0;
818 799
819 CLEAR_FLAG (this, FLAG_LIFESAVE); 800 CLEAR_FLAG (this, FLAG_LIFESAVE);
820 CLEAR_FLAG (this, FLAG_STEALTH); 801 CLEAR_FLAG (this, FLAG_STEALTH);
821 CLEAR_FLAG (this, FLAG_BLIND); 802 CLEAR_FLAG (this, FLAG_BLIND);
822 803
823 if (!QUERY_FLAG (&arch->clone, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL); 804 if (!QUERY_FLAG (arch, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL);
824 if (!QUERY_FLAG (&arch->clone, FLAG_REFL_MISSILE)) CLEAR_FLAG (this, FLAG_REFL_MISSILE); 805 if (!QUERY_FLAG (arch, FLAG_REFL_MISSILE)) CLEAR_FLAG (this, FLAG_REFL_MISSILE);
825 if (!QUERY_FLAG (&arch->clone, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD); 806 if (!QUERY_FLAG (arch, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD);
826 if (!QUERY_FLAG (&arch->clone, FLAG_SEE_IN_DARK )) CLEAR_FLAG (this, FLAG_SEE_IN_DARK); 807 if (!QUERY_FLAG (arch, FLAG_SEE_IN_DARK )) CLEAR_FLAG (this, FLAG_SEE_IN_DARK);
827 808
828 path_attuned = arch->clone.path_attuned; 809 path_attuned = arch->path_attuned;
829 path_repelled = arch->clone.path_repelled; 810 path_repelled = arch->path_repelled;
830 path_denied = arch->clone.path_denied; 811 path_denied = arch->path_denied;
831 glow_radius = arch->clone.glow_radius; 812 glow_radius = arch->glow_radius;
832 move_type = arch->clone.move_type; 813 move_type = arch->move_type;
833
834 chosen_skill = 0;
835 814
836 /* initializing resistances from the values in player/monster's 815 /* initializing resistances from the values in player/monster's
837 * archetype clone 816 * archetype clone
838 */ 817 */
839 memcpy (&resist, &arch->clone.resist, sizeof (resist)); 818 memcpy (&resist, &arch->resist, sizeof (resist));
840 819
841 for (i = 0; i < NROFATTACKS; i++) 820 for (int i = 0; i < NROFATTACKS; i++)
842 { 821 {
843 if (resist[i] > 0) 822 if (resist[i] > 0)
844 prot[i] = resist[i], vuln[i] = 0; 823 prot[i] = resist[i], vuln[i] = 0;
845 else 824 else
846 vuln[i] = -(resist[i]), prot[i] = 0; 825 vuln[i] = -resist[i], prot[i] = 0;
847 826
848 potion_resist[i] = 0; 827 potion_resist[i] = -1000;
849 } 828 }
850 829
851 wc = arch->clone.stats.wc; 830 wc = arch->stats.wc;
852 stats.dam = arch->clone.stats.dam; 831 stats.dam = arch->stats.dam;
853 832
854 /* 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,
855 * plus a small amount of physical resist, those poor suckers. ;) 834 * plus a small amount of physical resist, those poor suckers. ;)
856 * 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 -
857 * 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,
858 * 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
859 * that their protection from physical goes down 838 * that their protection from physical goes down
860 */ 839 */
861 if (!QUERY_FLAG (this, FLAG_USE_ARMOUR) && type == PLAYER) 840 if (!QUERY_FLAG (this, FLAG_USE_ARMOUR) && type == PLAYER)
862 { 841 {
863 ac = MAX (-10, arch->clone.stats.ac - level / 3); 842 ac = max (-10, arch->stats.ac - level / 3);
864 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;
865 } 844 }
866 else 845 else
867 ac = arch->clone.stats.ac; 846 ac = arch->stats.ac;
868 847
869 stats.luck = arch->clone.stats.luck; 848 stats.luck = arch->stats.luck;
870 speed = arch->clone.speed; 849 speed = arch->speed;
850
851 chosen_skill = 0;
871 852
872 /* OK - we've reset most all the objects attributes to sane values. 853 /* OK - we've reset most all the objects attributes to sane values.
873 * now go through and make adjustments for what the player has equipped. 854 * now go through and make adjustments for what the player has equipped.
874 */ 855 */
875 for (tmp = inv; tmp; tmp = tmp->below) 856 for (tmp = inv; tmp; tmp = tmp->below)
876 { 857 {
877 /* See note in map.c:update_position about making this additive
878 * since light sources are never applied, need to put check here.
879 */
880 if (tmp->glow_radius > glow_radius)
881 glow_radius = tmp->glow_radius;
882
883 /* This happens because apply_potion calls change_abil with the potion 858 /* This happens because apply_potion calls change_abil with the potion
884 * applied so we can tell the player what changed. But change_abil 859 * applied so we can tell the player what changed. But change_abil
885 * then calls this function. 860 * then calls this function.
886 */ 861 */
887 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION) 862 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION)
888 continue; 863 continue;
864
865 glow_radius += tmp->glow_radius;
889 866
890 /* For some things, we don't care what is equipped */ 867 /* For some things, we don't care what is equipped */
891 if (tmp->type == SKILL) 868 if (tmp->type == SKILL)
892 { 869 {
893 /* Want to take the highest skill here. */ 870 /* Want to take the highest skill here. */
906 else if (tmp->level > grace_obj->level) 883 else if (tmp->level > grace_obj->level)
907 grace_obj = tmp; 884 grace_obj = tmp;
908 } 885 }
909 } 886 }
910 887
911 /* Container objects are not meant to adjust a players, but other applied 888 /* Container objects are not meant to adjust players, but other applied
912 * objects need to make adjustments. 889 * objects need to make adjustments.
913 * This block should handle all player specific changes 890 * This block should handle all player specific changes
914 * The check for Praying is a bit of a hack - god given bonuses are put 891 * The check for Praying is a bit of a hack - god given bonuses are put
915 * in the praying skill, and the player should always get those. 892 * in the praying skill, and the player should always get those.
916 * It also means we need to put in additional checks for applied below, 893 * It also means we need to put in additional checks for applied below,
918 * up, etc. 895 * up, etc.
919 */ 896 */
920 if ((tmp->flag [FLAG_APPLIED] 897 if ((tmp->flag [FLAG_APPLIED]
921 && tmp->type != CONTAINER 898 && tmp->type != CONTAINER
922 && tmp->type != CLOSE_CON) 899 && tmp->type != CLOSE_CON)
923 || (tmp->type == SKILL
924 && tmp->subtype == SK_PRAYING)) 900 || (tmp->type == SKILL && tmp->subtype == SK_PRAYING))
925 { 901 {
926 if (type == PLAYER) 902 if (type == PLAYER)
927 { 903 {
928 if (tmp == contr->combat_ob || tmp == contr->ranged_ob) 904 contr->item_power += tmp->item_power;
929 if (tmp != current_weapon && (tmp->type != SKILL || tmp->subtype != SK_PRAYING))
930 continue;
931 905
932 for (i = 0; i < NUM_STATS; i++) 906 for (int i = 0; i < NUM_STATS; i++)
933 change_attr_value (&stats, i, tmp->stats.stat (i)); 907 stat_sum [i] += tmp->stats.stat (i);
934 908
935 /* these are the items that currently can change digestion, regeneration, 909 if (digest_types [tmp->type])
936 * spell point recovery and mana point recovery. Seems sort of an arbitary
937 * list, but other items store other info into stats array.
938 */
939 if (tmp->type == WEAPON || tmp->type == BOW ||
940 tmp->type == ARMOUR || tmp->type == HELMET ||
941 tmp->type == SHIELD || tmp->type == RING ||
942 tmp->type == BOOTS || tmp->type == GLOVES ||
943 tmp->type == AMULET || tmp->type == GIRDLE ||
944 tmp->type == BRACERS || tmp->type == CLOAK ||
945 tmp->type == DISEASE || tmp->type == FORCE ||
946 tmp->type == SKILL)
947 { 910 {
948 contr->digestion += tmp->stats.food; 911 contr->digestion += tmp->stats.food;
949 contr->gen_hp += tmp->stats.hp; 912 contr->gen_hp += tmp->stats.hp;
913 if (tmp->type != BOW) // ugly exception for bows
950 contr->gen_sp += tmp->stats.sp; 914 contr->gen_sp += tmp->stats.sp;
951 contr->gen_grace += tmp->stats.grace; 915 contr->gen_grace += tmp->stats.grace;
952 contr->gen_sp_armour += tmp->gen_sp_armour; 916 contr->gen_sp_armour += tmp->gen_sp_armour;
953 contr->item_power += tmp->item_power;
954 } 917 }
955 } /* if this is a player */ 918 } /* if this is a player */
956 else 919 else
957 { 920 {
958 if (tmp->type == WEAPON) 921 if (tmp->type == WEAPON)
959 current_weapon = tmp; 922 current_weapon = tmp;
960 } 923 }
961 924
962 /* Update slots used for items */ 925 /* Update slots used for items */
963 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 926 if (tmp->flag [FLAG_APPLIED]) // exclude praying...
964 for (i = 0; i < NUM_BODY_LOCATIONS; i++) 927 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
965 slot[i].used += tmp->slot[i].info; 928 slot[i].used += tmp->slot[i].info;
966 929
967 if (tmp->type == SYMPTOM) 930 if (tmp->type == SYMPTOM)
968 {
969 speed_reduce_from_disease = tmp->last_sp / 100.f; 931 min_it (speed_reduce_from_disease, tmp->last_sp ? tmp->last_sp / 100.f : 1.f);
970 932
971 if (speed_reduce_from_disease == 0)
972 speed_reduce_from_disease = 1;
973 }
974
975 /* Pos. and neg. protections are counted seperate (-> pro/vuln). 933 /* Pos. and neg. protections are counted separate (-> pro/vuln).
976 * (Negative protections are calculated exactly like positive.) 934 * (Negative protections are calculated exactly like positive.)
977 * Resistance from potions are treated special as well. If there's 935 * Resistance from potions are treated special as well. If there's
978 * more than one potion-effect, the bigger prot.-value is taken. 936 * more than one potion-effect, the bigger prot.-value is taken.
979 */ 937 */
980 if (tmp->type != POTION) 938 if (tmp->type == POTION_EFFECT)
981 {
982 for (i = 0; i < NROFATTACKS; i++) 939 for (int i = 0; i < NROFATTACKS; i++)
983 {
984 /* Potential for cursed potions, in which case we just can use
985 * a straight MAX, as potion_resist is initialised to zero.
986 */
987 if (tmp->type == POTION_EFFECT)
988 {
989 if (potion_resist[i])
990 potion_resist[i] = MAX (potion_resist[i], tmp->resist[i]);
991 else
992 potion_resist[i] = tmp->resist[i]; 940 max_it (potion_resist[i], tmp->resist[i]);
993 } 941 else if (tmp->type != POTION)
942 for (int i = 0; i < NROFATTACKS; i++)
994 else if (tmp->resist[i] > 0) 943 if (tmp->resist[i] > 0)
995 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100; 944 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100;
996 else if (tmp->resist[i] < 0) 945 else if (tmp->resist[i] < 0)
997 vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100; 946 vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100;
998 }
999 }
1000 947
1001 /* There may be other things that should not adjust the attacktype */ 948 /* There may be other things that should not adjust the attacktype */
1002 if ((tmp->type != WEAPON && tmp->type != BOW && tmp->type != SYMPTOM) 949 if (tmp->type != SYMPTOM)
1003 || current_weapon == tmp)
1004 { 950 {
1005 attacktype |= tmp->attacktype; 951 attacktype |= tmp->attacktype;
1006 path_attuned |= tmp->path_attuned; 952 path_attuned |= tmp->path_attuned;
1007 path_repelled |= tmp->path_repelled; 953 path_repelled |= tmp->path_repelled;
1008 path_denied |= tmp->path_denied; 954 path_denied |= tmp->path_denied;
1009 move_type |= tmp->move_type; 955 move_type |= tmp->move_type;
1010 stats.luck += tmp->stats.luck; 956 stats.luck += tmp->stats.luck;
1011 } 957 }
1012 958
1013 if (QUERY_FLAG (tmp, FLAG_LIFESAVE )) SET_FLAG (this, FLAG_LIFESAVE); 959 flag |= tmp->flag & copy_flags;
1014 if (QUERY_FLAG (tmp, FLAG_REFL_SPELL )) SET_FLAG (this, FLAG_REFL_SPELL);
1015 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE)) SET_FLAG (this, FLAG_REFL_MISSILE);
1016 if (QUERY_FLAG (tmp, FLAG_STEALTH )) SET_FLAG (this, FLAG_STEALTH);
1017 if (QUERY_FLAG (tmp, FLAG_XRAYS )) SET_FLAG (this, FLAG_XRAYS);
1018 if (QUERY_FLAG (tmp, FLAG_BLIND )) SET_FLAG (this, FLAG_BLIND);
1019 if (QUERY_FLAG (tmp, FLAG_SEE_IN_DARK )) SET_FLAG (this, FLAG_SEE_IN_DARK);
1020 960
1021 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (&arch->clone, FLAG_UNDEAD)) 961 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (arch, FLAG_UNDEAD))
1022 SET_FLAG (this, FLAG_UNDEAD); 962 SET_FLAG (this, FLAG_UNDEAD);
1023 963
964 //TODO: copy_flags?
1024 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS)) 965 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS))
1025 { 966 {
1026 SET_FLAG (this, FLAG_MAKE_INVIS); 967 SET_FLAG (this, FLAG_MAKE_INVIS);
1027 invisible = 1; 968 invisible = 1;
1028 } 969 }
1038 added_speed += tmp->stats.exp; 979 added_speed += tmp->stats.exp;
1039 } 980 }
1040 981
1041 switch (tmp->type) 982 switch (tmp->type)
1042 { 983 {
1043#if 0
1044 case WAND:
1045 case ROD: 984 case SKILL:
1046 case HORN: 985 {
1047 if (type != PLAYER || current_weapon == tmp) 986 // some skills will end up here without counting as "applied"
987 if (!tmp->flag [FLAG_APPLIED] || skill_flags [tmp->subtype] & SF_AUTARK)
988 break;
989
990 if (chosen_skill)
991 {
992 LOG (llevDebug, "fix_player, op %s has multiple skills applied (%s and %s)\n",
993 &name, &chosen_skill->name, &tmp->name);
994
995 tmp->flag [FLAG_APPLIED] = false;
996 update_stats ();
997 return;
998 }
999
1048 chosen_skill = tmp; 1000 chosen_skill = tmp;
1049 break;
1050#endif
1051 1001
1052 /* skills modifying the character -b.t. */
1053 /* for all skills and skill granting objects */
1054 case SKILL:
1055 if (!QUERY_FLAG (tmp, FLAG_APPLIED))
1056 break;
1057
1058 if (IS_COMBAT_SKILL (tmp->subtype))
1059 wc_obj = tmp;
1060
1061 if (chosen_skill)
1062 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name);
1063
1064 chosen_skill = tmp;
1065
1066 if (tmp->stats.dam > 0) 1002 if (tmp->stats.dam > 0)
1067 { /* skill is a 'weapon' */ 1003 { /* skill is a 'weapon' */
1068 if (!QUERY_FLAG (this, FLAG_READY_WEAPON)) 1004 if (!QUERY_FLAG (this, FLAG_READY_WEAPON))
1069 weapon_speed = WEAPON_SPEED (tmp); 1005 weapon_speed = max (0, WEAPON_SPEED (tmp));
1070 1006
1071 if (weapon_speed < 0)
1072 weapon_speed = 0;
1073
1074 weapon_weight = tmp->weight; 1007 weapon_weight = tmp->weight;
1075 stats.dam += tmp->stats.dam * (1 + (chosen_skill->level / 9)); 1008 stats.dam += 1 + chosen_skill->level * tmp->stats.dam / 9;
1076 1009
1077 if (tmp->magic) 1010 if (tmp->magic)
1078 stats.dam += tmp->magic; 1011 stats.dam += tmp->magic;
1079 } 1012 }
1080 1013
1081 if (tmp->stats.wc) 1014 if (tmp->stats.wc)
1082 wc -= tmp->stats.wc + tmp->magic; 1015 wc -= tmp->stats.wc + tmp->magic;
1083 1016
1084 if (tmp->slaying) 1017 if (tmp->slaying)
1085 slaying = tmp->slaying; 1018 slaying = tmp->slaying;
1086 1019
1087 if (tmp->stats.ac) 1020 if (tmp->stats.ac)
1088 ac -= tmp->stats.ac + tmp->magic; 1021 ac -= tmp->stats.ac + tmp->magic;
1089 1022
1090 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1023 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1091 contr->encumbrance += (int) 3 *tmp->weight / 1000; 1024 contr->encumbrance += 3 * tmp->weight / 1000;
1092
1093 break; 1025 }
1094 1026
1095 case SKILL_TOOL:
1096 if (chosen_skill)
1097 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name);
1098
1099 chosen_skill = tmp;
1100 break; 1027 break;
1101 1028
1102 case SHIELD: 1029 case SHIELD:
1103 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1030 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1104 contr->encumbrance += (int) tmp->weight / 2000; 1031 contr->encumbrance += tmp->weight / 2000;
1032 //FALLTHROUGH
1105 case RING: 1033 case RING:
1106 case AMULET: 1034 case AMULET:
1107 case GIRDLE: 1035 case GIRDLE:
1108 case HELMET: 1036 case HELMET:
1109 case BOOTS: 1037 case BOOTS:
1118 if (tmp->stats.ac) 1046 if (tmp->stats.ac)
1119 ac -= tmp->stats.ac + tmp->magic; 1047 ac -= tmp->stats.ac + tmp->magic;
1120 1048
1121 break; 1049 break;
1122 1050
1051 case WAND:
1052 case ROD:
1053 case HORN:
1054 break;
1055
1123 case BOW: 1056 case BOW:
1124 case WEAPON: 1057 case WEAPON:
1125 if (type != PLAYER || current_weapon == tmp)
1126 {
1127 wc -= tmp->stats.wc + tmp->magic; 1058 wc -= tmp->stats.wc + tmp->magic;
1128 1059
1129 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0) 1060 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0)
1130 ac -= tmp->stats.ac + tmp->magic; 1061 ac -= tmp->stats.ac + tmp->magic;
1131 1062
1132 stats.dam += tmp->stats.dam + tmp->magic; 1063 stats.dam += tmp->stats.dam + tmp->magic;
1133 weapon_weight = tmp->weight; 1064 weapon_weight = tmp->weight;
1134 weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2; 1065 weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2;
1135 1066
1136 if (weapon_speed < 0) 1067 if (weapon_speed < 0)
1137 weapon_speed = 0; 1068 weapon_speed = 0;
1138 1069
1139 slaying = tmp->slaying; 1070 slaying = tmp->slaying;
1140 1071
1141 /* If there is desire that two handed weapons should do 1072 /* If there is desire that two handed weapons should do
1142 * extra strength damage, this is where the code should 1073 * extra strength damage, this is where the code should
1143 * go. 1074 * go.
1144 */ 1075 */
1145 1076
1146 if (type == PLAYER) 1077 if (type == PLAYER)
1147 if (settings.spell_encumbrance) 1078 if (settings.spell_encumbrance)
1148 contr->encumbrance += tmp->weight * 3 / 1000; 1079 contr->encumbrance += tmp->weight * 3 / 1000;
1149 }
1150 1080
1151 break; 1081 break;
1152 1082
1153 case ARMOUR: /* Only the best of these three are used: */ 1083 case ARMOUR: /* Only the best of these three are used: */
1154 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1084 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1177 else /* To nullify the below effect */ 1107 else /* To nullify the below effect */
1178 ac += tmp->stats.ac + tmp->magic; 1108 ac += tmp->stats.ac + tmp->magic;
1179 } 1109 }
1180 1110
1181 if (tmp->stats.wc) 1111 if (tmp->stats.wc)
1182 wc -= (tmp->stats.wc + tmp->magic); 1112 wc -= tmp->stats.wc + tmp->magic;
1183 1113
1184 if (tmp->stats.ac) 1114 if (tmp->stats.ac)
1185 ac -= (tmp->stats.ac + tmp->magic); 1115 ac -= tmp->stats.ac + tmp->magic;
1186 1116
1187 if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.f < max) 1117 if (ARMOUR_SPEED (tmp))
1188 max = ARMOUR_SPEED (tmp) / 10.f; 1118 max_speed = min (max_speed, ARMOUR_SPEED (tmp) / 10.f);
1189 1119
1190 break; 1120 break;
1191 } /* switch tmp->type */ 1121 } /* switch tmp->type */
1192 } /* item is equipped */ 1122 } /* item is equipped */
1193 } /* for loop of items */ 1123 } /* for loop of items */
1124
1125 min_it (glow_radius, MAX_LIGHT_RADIUS);
1194 1126
1195 /* We've gone through all the objects the player has equipped. For many things, we 1127 /* We've gone through all the objects the player has equipped. For many things, we
1196 * have generated intermediate values which we now need to assign. 1128 * have generated intermediate values which we now need to assign.
1197 */ 1129 */
1198 1130
1200 * If there is an uncursed potion in effect, granting more protection 1132 * If there is an uncursed potion in effect, granting more protection
1201 * than that, we take: 'total resistance = resistance from potion'. 1133 * than that, we take: 'total resistance = resistance from potion'.
1202 * If there is a cursed (and no uncursed) potion in effect, we take 1134 * If there is a cursed (and no uncursed) potion in effect, we take
1203 * 'total resistance = vulnerability from cursed potion'. 1135 * 'total resistance = vulnerability from cursed potion'.
1204 */ 1136 */
1205 for (i = 0; i < NROFATTACKS; i++) 1137 for (int i = 0; i < NROFATTACKS; i++)
1206 { 1138 {
1207 resist[i] = prot[i] - vuln[i]; 1139 resist[i] = prot[i] - vuln[i];
1208 1140
1209 if (potion_resist[i] && ((potion_resist[i] > resist[i]) || (potion_resist[i] < 0))) 1141 if (potion_resist[i] != -1000
1142 && (potion_resist[i] < 0 || potion_resist[i] > resist[i]))
1210 resist[i] = potion_resist[i]; 1143 resist[i] = potion_resist[i];
1211 } 1144 }
1212 1145
1213 /* Figure out the players sp/mana/hp totals. */
1214 if (type == PLAYER) 1146 if (type == PLAYER)
1215 { 1147 {
1148 // clamp various player stats
1149 for (int i = 0; i < NUM_STATS; ++i)
1150 stats.stat (i) = stat_sum [i];
1151
1152 check_stat_bounds (&stats);
1153
1154 contr->digestion = clamp (contr->digestion, MIN_DIGESTION, MAX_DIGESTION);
1155
1156 /* Figure out the players sp/mana/hp totals. */
1216 int pl_level; 1157 int pl_level;
1217 1158
1218 check_stat_bounds (&(stats));
1219 pl_level = level;
1220
1221 if (pl_level < 1)
1222 pl_level = 1; /* safety, we should always get 1 levels worth of hp! */ 1159 pl_level = max (1, level); /* safety, we should always get 1 levels worth of hp! */
1223 1160
1224 /* You basically get half a con bonus/level. But we do take into account rounding, 1161 /* You basically get half a con bonus/level. But we do take into account rounding,
1225 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels. 1162 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels.
1226 */ 1163 */
1227 for (i = 1, stats.maxhp = 0; i <= pl_level && i <= 10; i++) 1164 stats.maxhp = 0;
1165 for (int i = 1; i <= min (10, pl_level); i++)
1228 { 1166 {
1229 j = contr->levhp[i] + con_bonus[stats.Con] / 2; 1167 int j = contr->levhp[i] + con_bonus[stats.Con] / 2;
1230 1168
1231 if (i % 2 && con_bonus[stats.Con] % 2) 1169 if (i % 2 && con_bonus[stats.Con] % 2)
1232 {
1233 if (con_bonus[stats.Con] > 0) 1170 if (con_bonus[stats.Con] > 0)
1234 j++; 1171 j++;
1235 else 1172 else
1236 j--; 1173 j--;
1237 }
1238 1174
1239 stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */ 1175 stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */
1240 } 1176 }
1241 1177
1242 for (i = 11; i <= level; i++) 1178 stats.maxhp += 2 * max (0, level - 10);
1243 stats.maxhp += 2;
1244 1179
1245 if (stats.hp > stats.maxhp) 1180 if (stats.hp > stats.maxhp)
1246 stats.hp = stats.maxhp; 1181 stats.hp = stats.maxhp;
1247 1182
1248 /* Sp gain is controlled by the level of the player's 1183 /* Sp gain is controlled by the level of the player's
1261 1196
1262 if (mana_obj == this && type == PLAYER) 1197 if (mana_obj == this && type == PLAYER)
1263 stats.maxsp = 1; 1198 stats.maxsp = 1;
1264 else 1199 else
1265 { 1200 {
1266 sp_tmp = 0.f; 1201 float sp_tmp = 0.f;
1267 1202
1268 for (i = 1; i <= mana_obj->level && i <= 10; i++) 1203 for (int i = 1; i <= min (10, mana_obj->level); i++)
1269 { 1204 {
1270 float stmp; 1205 float stmp;
1271 1206
1272 /* Got some extra bonus at first level */ 1207 /* Got some extra bonus at first level */
1273 if (i < 2) 1208 if (i < 2)
1274 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 6.f; 1209 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 6.f;
1275 else 1210 else
1276 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 12.f; 1211 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 12.f;
1277 1212
1278 if (stmp < 1.f)
1279 stmp = 1.f;
1280
1281 sp_tmp += stmp; 1213 sp_tmp += max (1.f, stmp);
1282 } 1214 }
1283 1215
1284 stats.maxsp = (sint16)sp_tmp; 1216 stats.maxsp = int (sp_tmp) + 2 * max (0, mana_obj->level - 10);
1285
1286 for (i = 11; i <= mana_obj->level; i++)
1287 stats.maxsp += 2;
1288 } 1217 }
1218
1289 /* Characters can get their sp supercharged via rune of transferrance */ 1219 /* Characters can get their sp supercharged via rune of transferrance */
1290 if (stats.sp > stats.maxsp * 2) 1220 stats.sp = min (stats.sp, stats.maxsp * 2);
1291 stats.sp = stats.maxsp * 2;
1292 1221
1293 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */ 1222 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */
1294 if (!grace_obj || !grace_obj->level || type != PLAYER) 1223 if (!grace_obj || !grace_obj->level || type != PLAYER)
1295 grace_obj = this; 1224 grace_obj = this;
1296 1225
1301 /* store grace in a float - this way, the divisions below don't create 1230 /* store grace in a float - this way, the divisions below don't create
1302 * big jumps when you go from level to level - with int's, it then 1231 * big jumps when you go from level to level - with int's, it then
1303 * becomes big jumps when the sums of the bonuses jump to the next 1232 * becomes big jumps when the sums of the bonuses jump to the next
1304 * step of 8 - with floats, even fractional ones are useful. 1233 * step of 8 - with floats, even fractional ones are useful.
1305 */ 1234 */
1306 sp_tmp = 0.f; 1235 float sp_tmp = 0.f;
1307 for (i = 1, stats.maxgrace = 0; i <= grace_obj->level && i <= 10; i++) 1236
1237 for (int i = 1; i <= min (10, grace_obj->level); i++)
1308 { 1238 {
1309 float grace_tmp = 0.f; 1239 float grace_tmp = 0.f;
1310 1240
1311 /* Got some extra bonus at first level */ 1241 /* Got some extra bonus at first level */
1312 if (i < 2) 1242 if (i < 2)
1313 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 6.f; 1243 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 6.f;
1314 else 1244 else
1315 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 12.f; 1245 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 12.f;
1316 1246
1317 if (grace_tmp < 1.f)
1318 grace_tmp = 1.f;
1319
1320 sp_tmp += grace_tmp; 1247 sp_tmp += max (1.f, grace_tmp);
1321 } 1248 }
1322 1249
1323 stats.maxgrace = (sint16)sp_tmp;
1324
1325 /* two grace points per level after 11 */ 1250 /* two grace points per level after 10 */
1326 for (i = 11; i <= grace_obj->level; i++) 1251 stats.maxgrace = int (sp_tmp) + 2 * max (0, grace_obj->level - 10);
1327 stats.maxgrace += 2;
1328 } 1252 }
1253
1329 /* No limit on grace vs maxgrace */ 1254 /* No limit on grace vs maxgrace */
1330 1255
1331 if (contr->braced) 1256 if (contr->braced)
1332 { 1257 {
1333 ac += 2; 1258 ac += 2;
1345 * improvement every level, now its fighterlevel/5. So 1270 * improvement every level, now its fighterlevel/5. So
1346 * we give the player a bonus here in wc and dam 1271 * we give the player a bonus here in wc and dam
1347 * to make up for the change. Note that I left the 1272 * to make up for the change. Note that I left the
1348 * monster bonus the same as before. -b.t. 1273 * monster bonus the same as before. -b.t.
1349 */ 1274 */
1275 object *wc_obj = chosen_skill;
1350 1276
1351 if (type == PLAYER && wc_obj && wc_obj->level > 1) 1277 if (contr && wc_obj && wc_obj->level > 1)
1352 { 1278 {
1353 wc -= wc_obj->level + thaco_bonus[stats.Str]; 1279 wc -= wc_obj->level + thaco_bonus[stats.Str];
1354 1280
1355 for (i = 1; i < wc_obj->level; i++) 1281 for (int i = 1; i < wc_obj->level; i++)
1356 { 1282 {
1357 /* addtional wc every 6 levels */ 1283 /* additional wc every 6 levels */
1358 if (!(i % 6)) 1284 if (!(i % 6))
1359 wc--; 1285 wc--;
1360 1286
1361 /* addtional dam every 4 levels. */ 1287 /* additional dam every 4 levels. */
1362 if (!(i % 4) && dam_bonus[stats.Str] >= 0) 1288 if (!(i % 4) && dam_bonus[stats.Str] >= 0)
1363 stats.dam += 1 + dam_bonus[stats.Str] / 5; 1289 stats.dam += 1 + dam_bonus[stats.Str] / 5;
1364 } 1290 }
1365 } 1291 }
1366 else 1292 else
1373 1299
1374 speed = 1.f + speed_bonus[stats.Dex]; 1300 speed = 1.f + speed_bonus[stats.Dex];
1375 1301
1376 if (settings.search_items && contr->search_str[0]) 1302 if (settings.search_items && contr->search_str[0])
1377 speed -= 1; 1303 speed -= 1;
1378
1379 if (attacktype == 0)
1380 attacktype = arch->clone.attacktype;
1381
1382 } /* End if player */ 1304 } /* End if player */
1383 1305
1384 if (added_speed >= 0) 1306 if (added_speed >= 0)
1385 speed += added_speed / 10.f; 1307 speed += added_speed / 10.f;
1386 else /* Something wrong here...: */ 1308 else /* Something wrong here...: */
1387 speed /= 1.f - added_speed; 1309 speed /= 1.f - added_speed;
1388 1310
1389 /* Max is determined by armour */ 1311 /* Max is determined by armour */
1390 if (speed > max) 1312 speed = min (speed, max_speed);
1391 speed = max;
1392 1313
1393 if (type == PLAYER) 1314 if (type == PLAYER)
1394 { 1315 {
1395 /* f is a number the represents the number of kg above (positive num) 1316 /* f is a number the represents the number of kg above (positive num)
1396 * or below (negative number) that the player is carrying. If above 1317 * or below (negative number) that the player is carrying. If above
1397 * weight limit, then player suffers a speed reduction based on how 1318 * weight limit, then player suffers a speed reduction based on how
1398 * much above he is, and what is max carry is 1319 * much above he is, and what is max carry is
1399 */ 1320 */
1400 f = (carrying / 1000) - max_carry[stats.Str]; 1321 float f = (carrying / 1000) - max_carry[stats.Str];
1401 if (f > 0) 1322 if (f > 0.f)
1402 speed = speed / (1.f + f / max_carry[stats.Str]); 1323 speed = speed / (1.f + f / max_carry[stats.Str]);
1403 } 1324 }
1404 1325
1405 speed += bonus_speed / 10.f; /* Not affected by limits */ 1326 speed += bonus_speed / 10.f; /* Not affected by limits */
1327 speed *= speed_reduce_from_disease;
1406 1328
1407 /* Put a lower limit on speed. Note with this speed, you move once every 1329 /* Put a lower limit on speed. Note with this speed, you move once every
1408 * 100 ticks or so. This amounts to once every 12 seconds of realtime. 1330 * 25 ticks or so. This amounts to once every 3 seconds of realtime.
1409 */ 1331 */
1410 speed = speed * speed_reduce_from_disease; 1332 max_it (speed, is_player () ? MIN_PLAYER_SPEED : MIN_ACTIVE_SPEED);
1411 1333
1412 if (speed < 0.01f && type == PLAYER) 1334 if (speed != old_speed)
1413 speed = 0.01f; 1335 set_speed (speed);
1414 1336
1415 if (type == PLAYER) 1337 if (type == PLAYER)
1416 { 1338 {
1417 /* (This formula was made by vidarl@ifi.uio.no) 1339 /* (This formula was made by vidarl@ifi.uio.no)
1418 * Note that we never used these values again - basically 1340 * Note that we never used these values again - basically
1420 * that would just be a real pain to read. 1342 * that would just be a real pain to read.
1421 */ 1343 */
1422 float M = (max_carry[stats.Str] - 121) / 121.f; 1344 float M = (max_carry[stats.Str] - 121) / 121.f;
1423 float M2 = max_carry[stats.Str] / 100.f; 1345 float M2 = max_carry[stats.Str] / 100.f;
1424 float W = weapon_weight / 20000.f; 1346 float W = weapon_weight / 20000.f;
1425 float s = 2 - weapon_speed / 10.f; 1347 float s = (20 - weapon_speed) / 10.f;
1426 float D = (stats.Dex - 14) / 14.f; 1348 float D = (stats.Dex - 14) / 14.f;
1427 float K = 1 + M / 3.f - W / (3 * M2) + speed / 5.f + D / 2.f; 1349 float K = 1 + M / 3.f - W / (3 * M2) + speed / 5.f + D / 2.f;
1428 1350
1429 K *= (4 + level) *1.2f / (6 + level); 1351 K *= (4 + level) * 1.2f / (6 + level);
1430 1352
1431 if (K <= 0.f) 1353 if (K <= 0.01f)
1432 K = 0.01f; 1354 K = 0.01f;
1433 1355
1434 float S = speed / (K * s); 1356 contr->weapon_sp = K * s * .5f; //TODO: balance the .5
1435
1436 contr->weapon_sp = S;
1437 } 1357 }
1438 1358
1439 /* I want to limit the power of small monsters with big weapons: */ 1359 /* I want to limit the power of small monsters with big weapons: */
1440 if (type != PLAYER && arch && stats.dam > arch->clone.stats.dam * 3) 1360 if (type != PLAYER && arch && stats.dam > arch->stats.dam * 3)
1441 stats.dam = arch->clone.stats.dam * 3; 1361 stats.dam = arch->stats.dam * 3;
1442 1362
1443 /* Prevent overflows of wc - best you can get is ABS(120) - this 1363 stats.wc = clamp (wc, MIN_WC, MAX_WC);
1444 * should be more than enough - remember, AC is also in 8 bits, 1364 stats.ac = clamp (ac, MIN_AC, MAX_AC);
1445 * so its value is the same.
1446 */
1447 if (wc > 120)
1448 wc = 120;
1449 else if (wc < -120)
1450 wc = -120;
1451
1452 stats.wc = wc;
1453
1454 if (ac > 120)
1455 ac = 120;
1456 else if (ac < -120)
1457 ac = -120;
1458
1459 stats.ac = ac;
1460 1365
1461 /* if for some reason the creature doesn't have any move type, 1366 /* if for some reason the creature doesn't have any move type,
1462 * give them walking as a default. 1367 * give them walking as a default.
1463 * The second case is a special case - to more closely mimic the 1368 * The second case is a special case - to more closely mimic the
1464 * old behaviour - if your flying, your not walking - just 1369 * old behaviour - if your flying, your not walking - just
1467 if (move_type == 0) 1372 if (move_type == 0)
1468 move_type = MOVE_WALK; 1373 move_type = MOVE_WALK;
1469 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) 1374 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH))
1470 move_type &= ~MOVE_WALK; 1375 move_type &= ~MOVE_WALK;
1471 1376
1472 if (speed != old_speed) 1377 // now apply the new move_type
1473 set_speed (speed); 1378 if (this->move_type != move_type)
1379 change_move_type (move_type);
1474 1380
1475 /* It is quite possible that a player's spell costing might have changed, 1381 /* It is quite possible that a player's spell costing might have changed,
1476 * so we will check that now. 1382 * so we will check that now.
1477 */ 1383 */
1478 if (type == PLAYER) 1384 if (is_player ())
1479 { 1385 contr->update_spells ();
1480 esrv_update_stats (contr);
1481 esrv_update_spells (contr);
1482 }
1483 1386
1484 // update the mapspace, if we are on a map 1387 // update the mapspace, if we are on a map
1485 if (!flag [FLAG_REMOVED] && map) 1388 if (!flag [FLAG_REMOVED] && map)
1486 map->at (x, y).flags_ = 0; 1389 map->at (x, y).flags_ = 0;
1390}
1391
1392void
1393object::set_glow_radius (sint8 rad)
1394{
1395 glow_radius = rad;
1396
1397 if (is_on_map ())
1398 update_all_los (map, x, y);
1399 else if (object *env = outer_env ())
1400 {
1401 env->update_stats ();
1402
1403 if (env->is_on_map ())
1404 update_all_los (env->map, env->x, env->y);
1405 }
1487} 1406}
1488 1407
1489/* 1408/*
1490 * Returns true if the given player is a legal class. 1409 * Returns true if the given player is a legal class.
1491 * The function to add and remove class-bonuses to the stats doesn't 1410 * The function to add and remove class-bonuses to the stats doesn't
1507 1426
1508/* 1427/*
1509 * set the new dragon name after gaining levels or 1428 * set the new dragon name after gaining levels or
1510 * changing ability focus (later this can be extended to 1429 * changing ability focus (later this can be extended to
1511 * eventually change the player's face and animation) 1430 * eventually change the player's face and animation)
1512 *
1513 * Note that the title is written to 'own_title' in the
1514 * player struct. This should be changed to 'ext_title'
1515 * as soon as clients support this!
1516 * Please, anyone, write support for 'ext_title'.
1517 */ 1431 */
1518void 1432void
1519set_dragon_name (object *pl, const object *abil, const object *skin) 1433set_dragon_name (object *pl, const object *abil, const object *skin)
1520{ 1434{
1521 int atnr = -1; /* attacknumber of highest level */ 1435 int atnr = -1; /* attacknumber of highest level */
1539 /* now if there are equals at highest level, pick the one with focus, 1453 /* now if there are equals at highest level, pick the one with focus,
1540 or else at random */ 1454 or else at random */
1541 if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level) 1455 if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level)
1542 atnr = abil->stats.exp; 1456 atnr = abil->stats.exp;
1543 1457
1544 level = (int) (level / 5.);
1545
1546 /* now set the new title */ 1458 /* now set the new title */
1547 if (pl->contr != NULL)
1548 {
1549 if (level == 0)
1550 sprintf (pl->contr->title, "%s hatchling", attacks[atnr]); 1459 if (level < 25) sprintf (pl->contr->title, "%s hatchling", attacks[atnr]);
1551 else if (level == 1)
1552 sprintf (pl->contr->title, "%s wyrm", attacks[atnr]); 1460 else if (level < 50) sprintf (pl->contr->title, "%s wyrm" , attacks[atnr]);
1553 else if (level == 2)
1554 sprintf (pl->contr->title, "%s wyvern", attacks[atnr]); 1461 else if (level < 75) sprintf (pl->contr->title, "%s wyvern" , attacks[atnr]);
1555 else if (level == 3)
1556 sprintf (pl->contr->title, "%s dragon", attacks[atnr]); 1462 else if (level < 100) sprintf (pl->contr->title, "%s dragon" , attacks[atnr]);
1557 else 1463 else
1558 { 1464 {
1559 /* special titles for extra high resistance! */ 1465 /* special titles for extra high resistance! */
1560 if (skin->resist[atnr] > 80)
1561 sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]); 1466 if (skin->resist[atnr] > 80) sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]);
1562 else if (skin->resist[atnr] > 50)
1563 sprintf (pl->contr->title, "ancient %s dragon", attacks[atnr]); 1467 else if (skin->resist[atnr] > 50) sprintf (pl->contr->title, "ancient %s dragon" , attacks[atnr]);
1564 else
1565 sprintf (pl->contr->title, "big %s dragon", attacks[atnr]); 1468 else sprintf (pl->contr->title, "big %s dragon" , attacks[atnr]);
1566 }
1567 } 1469 }
1568 1470
1569 strcpy (pl->contr->own_title, ""); 1471 strcpy (pl->contr->own_title, "");
1570} 1472}
1571 1473
1572/* 1474/*
1573 * This function is called when a dragon-player gains 1475 * This function is called when a dragon-player gains
1574 * an overall level. Here, the dragon might gain new abilities 1476 * an overall level. Here, the dragon might gain new abilities
1575 * or change the ability-focus. 1477 * or change the ability-focus.
1576 */ 1478 */
1577void 1479static void
1578dragon_level_gain (object *who) 1480dragon_level_gain (object *who)
1579{ 1481{
1580 object *abil = NULL; /* pointer to dragon ability force */ 1482 object *abil = NULL; /* pointer to dragon ability force */
1581 object *skin = NULL; /* pointer to dragon skin force */ 1483 object *skin = NULL; /* pointer to dragon skin force */
1582 object *tmp = NULL; /* tmp. object */ 1484 object *tmp = NULL; /* tmp. object */
1583 char buf[MAX_BUF]; /* tmp. string buffer */ 1485 char buf[MAX_BUF]; /* tmp. string buffer */
1584 1486
1585 /* now grab the 'dragon_ability'-forces from the player's inventory */ 1487 /* now grab the 'dragon_ability'-forces from the player's inventory */
1586 shstr_cmp dragon_ability_force ("dragon_ability_force");
1587 shstr_cmp dragon_skin_force ("dragon_skin_force");
1588
1589 for (tmp = who->inv; tmp; tmp = tmp->below) 1488 for (tmp = who->inv; tmp; tmp = tmp->below)
1590 if (tmp->type == FORCE) 1489 if (tmp->type == FORCE)
1591 if (tmp->arch->name == dragon_ability_force) 1490 if (tmp->arch->archname == shstr_dragon_ability_force)
1592 abil = tmp; 1491 abil = tmp;
1593 else if (tmp->arch->name == dragon_skin_force) 1492 else if (tmp->arch->archname == shstr_dragon_skin_force)
1594 skin = tmp; 1493 skin = tmp;
1595 1494
1596 /* if the force is missing -> bail out */ 1495 /* if the force is missing -> bail out */
1597 if (abil == NULL) 1496 if (abil == NULL)
1598 return; 1497 return;
1641 object *skill_obj; 1540 object *skill_obj;
1642 1541
1643 skill_obj = get_archetype_by_skill_name (skill_name, SKILL); 1542 skill_obj = get_archetype_by_skill_name (skill_name, SKILL);
1644 if (!skill_obj) 1543 if (!skill_obj)
1645 { 1544 {
1646 LOG (llevError, "add_player_exp: couldn't find skill %s\n", skill_name); 1545 LOG (llevError, "give_skill_by_name: couldn't find skill %s\n", skill_name);
1647 return NULL; 1546 return NULL;
1648 } 1547 }
1548
1649 /* clear the flag - exp goes into this bucket, but player 1549 /* clear the flag - exp goes into this bucket, but player
1650 * still doesn't know it. 1550 * still doesn't know it.
1651 */ 1551 */
1652 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL); 1552 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL);
1653 skill_obj->stats.exp = 0; 1553 skill_obj->stats.exp = 0;
1654 skill_obj->level = 1; 1554 skill_obj->level = 1;
1655 insert_ob_in_ob (skill_obj, op); 1555 op->insert (skill_obj);
1656 1556
1657 if (op->contr) 1557 if (player *pl = op->contr)
1658 { 1558 pl->link_skills ();
1659 op->contr->last_skill_ob [skill_obj->subtype] = skill_obj;
1660 if (op->contr->ns)
1661 op->contr->ns->last_skill_exp[skill_obj->subtype] = -1;//TODO: should be made superfluous
1662 }
1663 1559
1664 return skill_obj; 1560 return skill_obj;
1665} 1561}
1666
1667 1562
1668/* player_lvl_adj() - for the new exp system. we are concerned with 1563/* player_lvl_adj() - for the new exp system. we are concerned with
1669 * whether the player gets more hp, sp and new levels. 1564 * whether the player gets more hp, sp and new levels.
1670 * Note this this function should only be called for players. Monstes 1565 * Note this this function should only be called for players. Monstes
1671 * don't really gain levels 1566 * don't really gain levels
1674 */ 1569 */
1675void 1570void
1676player_lvl_adj (object *who, object *op) 1571player_lvl_adj (object *who, object *op)
1677{ 1572{
1678 char buf[MAX_BUF]; 1573 char buf[MAX_BUF];
1574 bool changed = false;
1679 1575
1680 if (!op) /* when rolling stats */ 1576 if (!op) /* when rolling stats */
1681 op = who; 1577 op = who;
1682 1578
1683 if (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul)) 1579 while (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul))
1684 { 1580 {
1581 changed = true;
1582
1685 op->level++; 1583 op->level++;
1686 1584
1687 if (op != NULL && op == who && op->stats.exp > 1 && is_dragon_pl (who)) 1585 if (op && op == who && op->stats.exp > 1 && who->is_dragon ())
1688 dragon_level_gain (who); 1586 dragon_level_gain (who);
1689 1587
1690 /* Only roll these if it is the player (who) that gained the level */ 1588 /* Only roll these if it is the player (who) that gained the level */
1691 if (op == who && (who->level < 11) && who->type == PLAYER) 1589 if (op == who && (who->level < 11) && who->type == PLAYER)
1692 { 1590 {
1693 who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1; 1591 who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1;
1694 who->contr->levsp[who->level] = die_roll (2, 3, who, PREFER_HIGH); 1592 who->contr->levsp[who->level] = die_roll (2, 3, who, PREFER_HIGH);
1695 who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1; 1593 who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1;
1696 } 1594 }
1697 1595
1698 who->update_stats ();
1699 if (op->level > 1) 1596 if (op->level > 1)
1700 { 1597 {
1701 if (op->type != PLAYER) 1598 if (op->type != PLAYER)
1599 {
1600 who->contr->play_sound (sound_find ("skill_up"));
1702 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); 1601 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1602 }
1703 else 1603 else
1604 {
1605 who->contr->play_sound (sound_find ("level_up"));
1704 sprintf (buf, "You are now level %d.", op->level); 1606 sprintf (buf, "You are now level %d.", op->level);
1607 }
1608
1705 if (who) 1609 if (who)
1706 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); 1610 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1707 } 1611 }
1708 player_lvl_adj (who, op); /* To increase more levels */
1709 } 1612 }
1613
1710 else if (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul)) 1614 while (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul))
1711 { 1615 {
1616 changed = true;
1617
1712 op->level--; 1618 op->level--;
1713 who->update_stats (); 1619
1714 if (op->type != PLAYER) 1620 if (op->type != PLAYER)
1715 { 1621 {
1716 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); 1622 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1717 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); 1623 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1718 } 1624 }
1719 player_lvl_adj (who, op); /* To decrease more levels */
1720 } 1625 }
1721 1626
1722 /* check if the spell data has changed */ 1627 if (changed)
1723 esrv_update_stats (who->contr); 1628 who->update_stats (); // should cause esrv_update_stats and esrv_update_spells
1724 esrv_update_spells (who->contr);
1725} 1629}
1726 1630
1727/* 1631/*
1728 * Returns how much experience is needed for a player to become 1632 * Returns how much experience is needed for a player to become
1729 * the given level. level should really never exceed max_level 1633 * the given level. level should really never exceed max_level
1773 * flag is what to do if the player doesn't have the skill: 1677 * flag is what to do if the player doesn't have the skill:
1774 */ 1678 */
1775static void 1679static void
1776add_player_exp (object *op, sint64 exp, const char *skill_name, int flag) 1680add_player_exp (object *op, sint64 exp, const char *skill_name, int flag)
1777{ 1681{
1778 object *skill_obj = NULL; 1682 object *skill_obj;
1779 sint64 limit, exp_to_add; 1683 sint64 limit, exp_to_add;
1780 int i; 1684 int i;
1781 1685
1782 /* prevents some forms of abuse. */ 1686 /* prevents some forms of abuse. */
1783 if (op->contr->braced) 1687 if (op->contr->braced)
1786 /* Try to find the matching skill. 1690 /* Try to find the matching skill.
1787 * We do a shortcut/time saving mechanism first - see if it matches 1691 * We do a shortcut/time saving mechanism first - see if it matches
1788 * chosen_skill. This means we don't need to search through 1692 * chosen_skill. This means we don't need to search through
1789 * the players inventory. 1693 * the players inventory.
1790 */ 1694 */
1695 skill_obj = 0;
1696
1791 if (skill_name) 1697 if (skill_name)
1792 { 1698 {
1793 if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill)) 1699 skill_obj = op->contr->find_skill (skill_name);
1794 skill_obj = op->chosen_skill;
1795 else
1796 {
1797 for (i = 0; i < NUM_SKILLS; i++)
1798 if (op->contr->last_skill_ob[i] && !strcmp (op->contr->last_skill_ob[i]->skill, skill_name))
1799 {
1800 skill_obj = op->contr->last_skill_ob[i];
1801 break;
1802 }
1803 1700
1804 /* Player doesn't have the skill. Check to see what to do, and give 1701 /* Player doesn't have the skill. Check to see what to do, and give
1805 * it to the player if necessary 1702 * it to the player if necessary
1806 */ 1703 */
1807 if (!skill_obj) 1704 if (!skill_obj)
1808 { 1705 {
1809 if (flag == SK_EXP_NONE) 1706 if (flag == SK_EXP_NONE)
1810 return; 1707 return;
1708
1811 else if (flag == SK_EXP_ADD_SKILL) 1709 if (flag == SK_EXP_ADD_SKILL)
1812 give_skill_by_name (op, skill_name); 1710 skill_obj = give_skill_by_name (op, skill_name);
1813 }
1814 } 1711 }
1815 } 1712 }
1816 1713
1817 if (flag != SK_EXP_SKILL_ONLY) 1714 if (flag != SK_EXP_SKILL_ONLY)
1818 { 1715 {
1851 player_lvl_adj (op, skill_obj); 1748 player_lvl_adj (op, skill_obj);
1852 } 1749 }
1853} 1750}
1854 1751
1855/* This function checks to make sure that object 'op' can 1752/* This function checks to make sure that object 'op' can
1856 * lost 'exp' experience. It returns the amount of exp 1753 * lose 'exp' experience. It returns the amount of exp
1857 * object 'op' can in fact lose - it basically makes 1754 * object 'op' can in fact lose - it basically makes
1858 * adjustments based on permanent exp and the like. 1755 * adjustments based on permanent exp and the like.
1859 * This function should always be used for losing experience - 1756 * This function should always be used for losing experience -
1860 * the 'exp' value passed should be positive - this is the 1757 * the 'exp' value passed should be positive - this is the
1861 * amount that should get subtract from the player. 1758 * amount that should get subtract from the player.
1862 */ 1759 */
1863sint64 1760static sint64
1864check_exp_loss (const object *op, sint64 exp) 1761check_exp_loss (const object *op, sint64 exp)
1865{ 1762{
1866 sint64 del_exp; 1763 sint64 del_exp;
1867 1764
1868 if (exp > op->stats.exp) 1765 if (exp > op->stats.exp)
1869 exp = op->stats.exp; 1766 exp = op->stats.exp;
1767
1870 if (settings.permanent_exp_ratio) 1768 if (settings.permanent_exp_ratio)
1871 { 1769 {
1872 del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO); 1770 del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO);
1771
1873 if (del_exp < 0) 1772 if (del_exp < 0)
1874 del_exp = 0; 1773 del_exp = 0;
1774
1875 if (exp > del_exp) 1775 if (exp > del_exp)
1876 exp = del_exp; 1776 exp = del_exp;
1877 } 1777 }
1778
1878 return exp; 1779 return exp;
1879} 1780}
1880 1781
1881sint64 1782sint64
1882check_exp_adjust (const object *op, sint64 exp) 1783check_exp_adjust (const object *op, sint64 exp)
1883{ 1784{
1884 if (exp < 0) 1785 if (exp < 0)
1885 return check_exp_loss (op, exp); 1786 return check_exp_loss (op, exp);
1886 else 1787 else
1887 return MIN (exp, (sint64) MAX_EXPERIENCE - op->stats.exp); 1788 return min (exp, (sint64)MAX_EXPERIENCE - op->stats.exp);
1888} 1789}
1889
1890 1790
1891/* Subtracts experience from player. 1791/* Subtracts experience from player.
1892 * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we 1792 * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we
1893 * only subtract from the matching skill. Otherwise, 1793 * only subtract from the matching skill. Otherwise,
1894 * this subtracts a portion from all 1794 * this subtracts a portion from all
1908 sint64 del_exp; 1808 sint64 del_exp;
1909 1809
1910 for (tmp = op->inv; tmp; tmp = tmp->below) 1810 for (tmp = op->inv; tmp; tmp = tmp->below)
1911 if (tmp->type == SKILL && tmp->stats.exp) 1811 if (tmp->type == SKILL && tmp->stats.exp)
1912 { 1812 {
1913 if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (tmp->skill, skill)) 1813 if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (&tmp->skill, skill))
1914 { 1814 {
1915 del_exp = check_exp_loss (tmp, exp); 1815 del_exp = check_exp_loss (tmp, exp);
1916 tmp->stats.exp -= del_exp; 1816 tmp->stats.exp -= del_exp;
1917 player_lvl_adj (op, tmp); 1817 player_lvl_adj (op, tmp);
1918 } 1818 }
2006 * amount of permenent experience, whichever gives the lowest loss. 1906 * amount of permenent experience, whichever gives the lowest loss.
2007 */ 1907 */
2008void 1908void
2009apply_death_exp_penalty (object *op) 1909apply_death_exp_penalty (object *op)
2010{ 1910{
2011 object *tmp;
2012 sint64 loss; 1911 sint64 loss;
2013 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */ 1912 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */
2014 sint64 level_loss; /* defined by the setting 'death_penalty_levels */ 1913 sint64 level_loss; /* defined by the setting 'death_penalty_levels */
2015 1914
2016 for (tmp = op->inv; tmp; tmp = tmp->below) 1915 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2017 if (tmp->type == SKILL && tmp->stats.exp) 1916 if (tmp->type == SKILL && tmp->stats.exp)
2018 { 1917 {
2019
2020 percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100; 1918 percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100;
2021 level_loss = tmp->stats.exp - levels[MAX (0, tmp->level - settings.death_penalty_level)]; 1919 level_loss = tmp->stats.exp - levels [max (0, tmp->level - settings.death_penalty_level)];
2022 1920
2023 /* With the revised exp system, you can get cases where 1921 /* With the revised exp system, you can get cases where
2024 * losing several levels would still require that you have more 1922 * losing several levels would still require that you have more
2025 * exp than you currently have - this is true if the levels 1923 * exp than you currently have - this is true if the levels
2026 * tables is a lot harder. 1924 * tables is a lot harder.
2027 */ 1925 */
2028 if (level_loss < 0) 1926 if (level_loss < 0)
2029 level_loss = 0; 1927 level_loss = 0;
2030 1928
2031 loss = check_exp_loss (tmp, MIN (level_loss, percentage_loss)); 1929 loss = check_exp_loss (tmp, min (level_loss, percentage_loss));
2032 1930
2033 tmp->stats.exp -= loss; 1931 tmp->stats.exp -= loss;
2034 player_lvl_adj (op, tmp); 1932 player_lvl_adj (op, tmp);
2035 } 1933 }
2036 1934
2037 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100; 1935 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100;
2038 level_loss = op->stats.exp - levels[MAX (0, op->level - settings.death_penalty_level)]; 1936 level_loss = op->stats.exp - levels[max (0, op->level - settings.death_penalty_level)];
1937
2039 if (level_loss < 0) 1938 if (level_loss < 0)
2040 level_loss = 0; 1939 level_loss = 0;
1940
2041 loss = check_exp_loss (op, MIN (level_loss, percentage_loss)); 1941 loss = check_exp_loss (op, min (level_loss, percentage_loss));
2042 1942
2043 op->stats.exp -= loss; 1943 op->stats.exp -= loss;
2044 player_lvl_adj (op, NULL); 1944 player_lvl_adj (op, NULL);
2045} 1945}
2046 1946

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