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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 1.135 by root, Sat Nov 17 22:02:47 2018 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 *
18 * You should have received a copy of the GNU General Public License
19 * along with this program; if not, write to the Free Software
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 * 17 *
18 * You should have received a copy of the Affero GNU General Public License
19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
21 *
22 * The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 23 */
24 24
25#include <global.h> 25#include <global.h>
26#include <funcpoint.h>
27 26
28/* Handy little macro that adds exp and keeps it within bounds. Since 27/* Handy little macro that adds exp and keeps it within bounds. Since
29 * we are now using 64 bit values, I'm not all concerned about overflow issues 28 * we are now using 64 bit values, I'm not all concerned about overflow issues
30 * with exptotal wrapping. exptotal is typically op->exp, or op->perm_exp 29 * with exptotal wrapping. exptotal is typically op->exp, or op->perm_exp
31 */ 30 */
34static const int con_bonus[MAX_STAT + 1] = { 33static const int con_bonus[MAX_STAT + 1] = {
35 -6, -5, -4, -3, -2, -1, -1, 0, 0, 0, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 12, 14, 16, 18, 20, 34 -6, -5, -4, -3, -2, -1, -1, 0, 0, 0, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 12, 14, 16, 18, 20,
36 22, 25, 30, 40, 50 35 22, 25, 30, 40, 50
37}; 36};
38 37
39/* changed the name of this to "sp_bonus" from "int_bonus" 38/* changed the name of this to "sp_bonus" from "int_bonus"
40 * because Pow can now be the stat that controls spellpoint 39 * because Pow can now be the stat that controls spellpoint
41 * advancement. -b.t. 40 * advancement. -b.t.
42 */ 41 */
43static const int sp_bonus[MAX_STAT + 1] = { 42static const int sp_bonus[MAX_STAT + 1] = {
44 -10, -10, -9, -8, -7, -6, -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 12, 15, 20, 25, 43 -10, -10, -9, -8, -7, -6, -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 12, 15, 20, 25,
48static const int grace_bonus[MAX_STAT + 1] = { 47static const int grace_bonus[MAX_STAT + 1] = {
49 -10, -10, -9, -8, -7, -6, -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 12, 15, 20, 25, 48 -10, -10, -9, -8, -7, -6, -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 12, 15, 20, 25,
50 30, 40, 50, 70, 100 49 30, 40, 50, 70, 100
51}; 50};
52 51
53/* 0.92.7 Changed way charisma works. Values now 52/* 0.92.7 Changed way charisma works. Values now
54 * represent how much more it costs to buy something than to sell it 53 * represent how much more it costs to buy something than to sell it
55 * (10, a value of 10 means it is that if it costs 50 gp to buy, you 54 * (10, a value of 10 means it is that if it costs 50 gp to buy, you
56 * would only get 5 gp when you sell.) Let query_cost do the calculations 55 * would only get 5 gp when you sell.) Let query_cost do the calculations
57 * on how to really do this. Buy keeping it this simple number, it is 56 * on how to really do this. Buy keeping it this simple number, it is
58 * much easier to know how things will be influenced. A value of '1' means 57 * much easier to know how things will be influenced. A value of '1' means
59 * buying and selling is both the same value - any value less than or equal 58 * buying and selling is both the same value - any value less than or equal
60 * to 1 should not be used. 59 * to 1 should not be used.
61 * At least as of now, the only place that uses this code is query_cost, 60 * At least as of now, the only place that uses this code is query_cost,
62 * in server/shop.c. This bonus is split evenly between buying and selling 61 * in server/shop.c. This bonus is split evenly between buying and selling
63 * (ie, if the bonus is 2.0, then items are bought for 1.33 list, and sold 62 * (ie, if the bonus is 2.0, then items are bought for 1.33 list, and sold
64 * at .667 63 * at .667
65 * This is figured by diff=(y-1)/(1+y), and for buy, it is 1+diff, for sell 64 * This is figured by diff=(y-1)/(1+y), and for buy, it is 1+diff, for sell
109 * These limits are probably overly generous, but being there were no values 108 * These limits are probably overly generous, but being there were no values
110 * before, you need to start someplace. 109 * before, you need to start someplace.
111 */ 110 */
112 111
113const uint32 weight_limit[MAX_STAT + 1] = { 112const uint32 weight_limit[MAX_STAT + 1] = {
114 200000, /* 0 */ 113 200000, /* 0 */
115 250000, 300000, 350000, 400000, 500000, /* 5 */ 114 250000, 300000, 350000, 400000, 500000, /* 5 */
116 600000, 700000, 800000, 900000, 1000000, /* 10 */ 115 600000, 700000, 800000, 900000, 1000000, /* 10 */
117 1100000, 1200000, 1300000, 1400000, 1500000, /* 15 */ 116 1100000, 1200000, 1300000, 1400000, 1500000, /* 15 */
118 1650000, 1800000, 1950000, 2100000, 2250000, /* 20 */ 117 1650000, 1800000, 1950000, 2100000, 2250000, /* 20 */
119 2400000, 2550000, 2700000, 2850000, 3000000, /* 25 */ 118 2400000, 2550000, 2700000, 2850000, 3000000, /* 25 */
120 3250000, 3500000, 3750000, 4000000, 4500000 /*30 */ 119 3250000, 3500000, 3750000, 4000000, 4500000 /* 30 */
121}; 120};
122 121
123const int learn_spell[MAX_STAT + 1] = { 122const int learn_spell[MAX_STAT + 1] = {
124 0, 0, 0, 1, 2, 4, 8, 12, 16, 25, 36, 45, 55, 65, 70, 75, 80, 85, 90, 95, 100, 100, 100, 100, 100, 123 0, 0, 0, 1, 2, 4, 8, 12, 16, 25, 36, 45, 55, 65, 70, 75, 80, 85, 90, 95, 100, 100, 100, 100, 100,
125 100, 100, 100, 100, 100, 100 124 100, 100, 100, 100, 100, 100
140/* 139/*
141 Since this is nowhere defined ... 140 Since this is nowhere defined ...
142 Both come in handy at least in function add_exp() 141 Both come in handy at least in function add_exp()
143*/ 142*/
144 143
145#define MAX_EXPERIENCE levels[settings.max_level] 144#define MAX_EXPERIENCE levels [settings.max_level]
146 145
147/* because exp_obj sum to make the total score, 146/* because exp_obj sum to make the total score,
148 * we cannot allow that sum to exceed the maximum 147 * we cannot allow that sum to exceed the maximum
149 * amount of experience a player can gain. Thus 148 * amount of experience a player can gain. Thus
150 * we define MAX_EXP_IN_OBJ. It is important to try 149 * we define MAX_EXP_IN_OBJ. It is important to try
151 * to make the value of MAX_EXP_CAT close to the 150 * to make the value of MAX_EXP_CAT close to the
152 * actual number of experience objects in the game, 151 * actual number of experience objects in the game,
153 * otherwise the maximum level in any experience 152 * otherwise the maximum level in any experience
154 * category could be quite low. To help the situation 153 * category could be quite low. To help the situation
155 * out a little I added 10 more levels, and jacked 154 * out a little I added 10 more levels, and jacked
156 * up the last level experience value. Its out of 155 * up the last level experience value. Its out of
157 * line with progression of previous levels, so 156 * line with progression of previous levels, so
158 * if more levels are desired, this should be fixed. 157 * if more levels are desired, this should be fixed.
159 * -b.t. 158 * -b.t.
160 */ 159 */
161 160
162#define MAX_EXP_IN_OBJ levels[settings.max_level]/(MAX_EXP_CAT - 1) 161#define MAX_EXP_IN_OBJ MAX_EXP_IN_OBJ / (MAX_EXP_CAT - 1)
163
164extern sint64 *levels;
165 162
166#define MAX_SAVE_LEVEL 110 163#define MAX_SAVE_LEVEL 110
167 164
168/* This no longer needs to be changed anytime the number of 165/* This no longer needs to be changed anytime the number of
169 * levels is increased - rather, did_make_save will do the 166 * levels is increased - rather, did_make_save will do the
242change_attr_value (living *stats, int attr, sint8 value) 239change_attr_value (living *stats, int attr, sint8 value)
243{ 240{
244 stats->stat (attr) += value; 241 stats->stat (attr) += value;
245} 242}
246 243
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/* 244/*
286 * Ensures that all stats (str/dex/con/wis/cha/int) are within the 245 * Ensures that all stats (str/dex/con/wis/cha/int) are within the
287 * 1-30 stat limit. 246 * 1-30 stat limit.
288 */ 247 */
289void 248void
301/* Rather than having a whole bunch of if (flag) new_draw.. else new_draw, 260/* Rather than having a whole bunch of if (flag) new_draw.. else new_draw,
302 * make this macro to clean those up. Not usuable outside change_abil 261 * make this macro to clean those up. Not usuable outside change_abil
303 * function since some of the values passed to new_draw_info are hardcoded. 262 * function since some of the values passed to new_draw_info are hardcoded.
304 */ 263 */
305#define DIFF_MSG(flag, msg1, msg2) \ 264#define DIFF_MSG(flag, msg1, msg2) \
306 new_draw_info(NDI_UNIQUE, 0, op, (flag>0)?msg1:msg2); 265 new_draw_info (NDI_UNIQUE, 0, op, (flag > 0) ? msg1 : msg2);
307 266
308/* return 1 if we sucessfully changed a stat, 0 if nothing was changed. */ 267/* return 1 if we sucessfully changed a stat, 0 if nothing was changed. */
309 268
310/* flag is set to 1 if we are applying the object, -1 if we are removing 269/* flag is set to 1 if we are applying the object, -1 if we are removing
311 * the object. 270 * the object.
319 * that gives them that ability. 278 * that gives them that ability.
320 */ 279 */
321int 280int
322change_abil (object *op, object *tmp) 281change_abil (object *op, object *tmp)
323{ 282{
324 int flag = QUERY_FLAG (tmp, FLAG_APPLIED) ? 1 : -1, i, j, success = 0; 283 int flag = tmp->flag [FLAG_APPLIED] ? 1 : -1;
284 int success = 0;
325 char message[MAX_BUF]; 285 char message[MAX_BUF];
326 int potion_max = 0; 286 int potion_max = 0;
327 287
328 /* remember what object was like before it was changed. note that 288 // keep some stats for comparison purposes
329 * refop is a local copy of op only to be used for detecting changes 289 object::flags_t prev_flag = op->flag;
330 * found by update_stats. refop is not a real object 290 MoveType prev_move_type = op->move_type;
331 */ 291 sint16 prev_resist [NROFATTACKS]; // clumsy
332 object_copy refop = *op; 292 assert (sizeof (prev_resist) == sizeof (op->resist));
293 memcpy (prev_resist, op->resist, sizeof (prev_resist));
333 294
334 if (op->type == PLAYER) 295 if (op->type == PLAYER)
335 { 296 {
336 if (tmp->type == POTION) 297 if (tmp->type == POTION)
337 { 298 {
338 potion_max = 1; 299 potion_max = 1;
300
339 for (j = 0; j < NUM_STATS; j++) 301 for (int j = 0; j < NUM_STATS; j++)
340 { 302 {
341 int nstat, ostat;
342
343 ostat = op->contr->orig_stats.stat (j); 303 int ostat = op->contr->orig_stats.stat (j);
344 i = tmp->stats.stat (j); 304 int i = tmp->stats.stat (j);
345 305
346 /* nstat is what the stat will be after use of the potion */ 306 /* nstat is what the stat will be after use of the potion */
347 nstat = flag * i + ostat; 307 int nstat = flag * i + ostat;
348 308
349 /* Do some bounds checking. While I don't think any 309 /* 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 310 * that adjust that stat by more than one point, so we need
352 * to allow for that. 311 * to allow for that.
353 */ 312 */
354 if (nstat < 1 && i * flag < 0) 313 if (nstat < 1 && i * flag < 0)
355 nstat = 1; 314 nstat = 1;
356 else if (nstat > 20 + op->arch->clone.stats.stat (j)) 315 else if (nstat > 20 + op->arch->stats.stat (j))
357 nstat = 20 + op->arch->clone.stats.stat (j); 316 nstat = 20 + op->arch->stats.stat (j);
358 317
359 if (nstat != ostat) 318 if (nstat != ostat)
360 { 319 {
361 op->contr->orig_stats.stat (j) = nstat; 320 op->contr->orig_stats.stat (j) = nstat;
362 potion_max = 0; 321 potion_max = 0;
370 329
371 /* This section of code ups the characters normal stats also. I am not 330 /* This section of code ups the characters normal stats also. I am not
372 * sure if this is strictly necessary, being that fix_player probably 331 * sure if this is strictly necessary, being that fix_player probably
373 * recalculates this anyway. 332 * recalculates this anyway.
374 */ 333 */
375 for (j = 0; j < NUM_STATS; j++) 334 for (int j = 0; j < NUM_STATS; j++)
376 change_attr_value (&op->stats, j, flag * tmp->stats.stat (j)); 335 change_attr_value (&op->stats, j, flag * tmp->stats.stat (j));
377 336
378 check_stat_bounds (&op->stats); 337 check_stat_bounds (&op->stats);
379 } /* end of potion handling code */ 338 } /* end of potion handling code */
380 } 339 }
381 340
382 /* reset attributes that fix_player doesn't reset since it doesn't search 341 /* reset attributes that update_stats doesn't reset since it doesn't search
383 * everything to set 342 * everything to set
384 */ 343 */
385 if (flag == -1) 344 if (flag == -1)
386 { 345 {
387 op->attacktype &= ~tmp->attacktype; 346 op->attacktype &= ~tmp->attacktype;
388 op->path_attuned &= ~tmp->path_attuned; 347 op->path_attuned &= ~tmp->path_attuned;
393 */ 352 */
394 op->move_type &= ~tmp->move_type; 353 op->move_type &= ~tmp->move_type;
395 } 354 }
396 355
397 /* call fix_player since op object could have whatever attribute due 356 /* call fix_player since op object could have whatever attribute due
398 * to multiple items. if fix_player always has to be called after 357 * to multiple items. if update_stats always has to be called after
399 * change_ability then might as well call it from here 358 * change_ability then might as well call it from here
400 */ 359 */
401 op->update_stats (); 360 op->update_stats ();
402 361
403 /* Fix player won't add the bows ability to the player, so don't 362 /* update_stats won't add the bows ability to the player, so don't
404 * print out message if this is a bow. 363 * print out message if this is a bow.
405 */ 364 */
406 if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW) 365 if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW)
407 { 366 {
408 success = 1; 367 success = 1;
409 DIFF_MSG (flag, "Your hands begin to glow red.", "Your hands stop glowing red."); 368 DIFF_MSG (flag, "Your hands begin to glow red.", "Your hands stop glowing red.");
410 } 369 }
411 370
412 if (QUERY_FLAG (op, FLAG_LIFESAVE) != QUERY_FLAG (&refop, FLAG_LIFESAVE)) 371 if (op->flag [FLAG_LIFESAVE] != prev_flag [FLAG_LIFESAVE])
413 { 372 {
414 success = 1; 373 success = 1;
415 DIFF_MSG (flag, "You feel very protected.", "You don't feel protected anymore."); 374 DIFF_MSG (flag, "You feel very protected.", "You don't feel protected anymore.");
416 } 375 }
417 376
418 if (QUERY_FLAG (op, FLAG_REFL_MISSILE) != QUERY_FLAG (&refop, FLAG_REFL_MISSILE)) 377 if (op->flag [FLAG_REFL_MISSILE] != prev_flag [FLAG_REFL_MISSILE])
419 { 378 {
420 success = 1; 379 success = 1;
421 DIFF_MSG (flag, "A magic force shimmers around you.", "The magic force fades away."); 380 DIFF_MSG (flag, "A magic force shimmers around you.", "The magic force fades away.");
422 } 381 }
423 382
424 if (QUERY_FLAG (op, FLAG_REFL_SPELL) != QUERY_FLAG (&refop, FLAG_REFL_SPELL)) 383 if (op->flag [FLAG_REFL_SPELL] != prev_flag [FLAG_REFL_SPELL])
425 { 384 {
426 success = 1; 385 success = 1;
427 DIFF_MSG (flag, "You feel more safe now, somehow.", "Suddenly you feel less safe, somehow."); 386 DIFF_MSG (flag, "You feel more safe now, somehow.", "Suddenly you feel less safe, somehow.");
428 } 387 }
429 388
431 * user has multiple items giving the same type appled like we 390 * user has multiple items giving the same type appled like we
432 * used to - that is more work than what we gain, plus messages 391 * used to - that is more work than what we gain, plus messages
433 * can be misleading (a little higher could be miscontrued from 392 * can be misleading (a little higher could be miscontrued from
434 * from fly high) 393 * from fly high)
435 */ 394 */
436 if (tmp->move_type && op->move_type != refop.move_type) 395 if (tmp->move_type && op->move_type != prev_move_type)
437 { 396 {
438 success = 1; 397 success = 1;
439 398
440 /* MOVE_FLY_HIGH trumps MOVE_FLY_LOW - changing your move_fly_low 399 /* MOVE_FLY_HIGH trumps MOVE_FLY_LOW - changing your move_fly_low
441 * status doesn't make a difference if you are flying high 400 * status doesn't make a difference if you are flying high
442 */ 401 */
443 if (tmp->move_type & MOVE_FLY_LOW && !(op->move_type & MOVE_FLY_HIGH)) 402 if (tmp->move_type & MOVE_FLY_LOW && !(op->move_type & MOVE_FLY_HIGH))
444 { 403 {
445 DIFF_MSG (flag, "You start to float in the air!.", "You float down to the ground."); 404 DIFF_MSG (flag, "You start to float in the air!", "You float down to the ground.");
446 } 405 }
447 406
448 if (tmp->move_type & MOVE_FLY_HIGH) 407 if (tmp->move_type & MOVE_FLY_HIGH)
449 { 408 {
450 /* double conditional - second case covers if you have move_fly_low - 409 /* double conditional - second case covers if you have move_fly_low -
451 * in that case, you don't actually land 410 * in that case, you don't actually land
452 */ 411 */
453 DIFF_MSG (flag, "You soar into the air air!.", 412 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.")); 413 (op->move_type & MOVE_FLY_LOW ? "You fly lower in the air" : "You float down to the ground."));
455 } 414 }
456 415
457 if (tmp->move_type & MOVE_SWIM) 416 if (tmp->move_type & MOVE_SWIM)
458 DIFF_MSG (flag, "You feel ready for a swim", "You no longer feel like swimming"); 417 DIFF_MSG (flag, "You feel ready for a swim", "You no longer feel like swimming");
459
460 /* Changing move status may mean you are affected by things you weren't before */
461 check_move_on (op, op);
462 } 418 }
463 419
464 /* becoming UNDEAD... a special treatment for this flag. Only those not 420 /* becoming UNDEAD... a special treatment for this flag. Only those not
465 * originally undead may change their status 421 * originally undead may change their status
466 */ 422 */
467 if (!QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 423 if (!op->arch->flag [FLAG_UNDEAD])
468 if (QUERY_FLAG (op, FLAG_UNDEAD) != QUERY_FLAG (&refop, FLAG_UNDEAD)) 424 if (op->flag [FLAG_UNDEAD] != prev_flag [FLAG_UNDEAD])
469 { 425 {
470 success = 1; 426 success = 1;
471 if (flag > 0) 427 if (flag > 0)
472 { 428 {
473 op->race = "undead"; 429 op->race = "undead";
474 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce drains away!"); 430 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce drains away!");
475 } 431 }
476 else 432 else
477 { 433 {
478 op->race = op->arch->clone.race; 434 op->race = op->arch->race;
479 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!"); 435 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!");
480 } 436 }
481 } 437 }
482 438
483 if (QUERY_FLAG (op, FLAG_STEALTH) != QUERY_FLAG (&refop, FLAG_STEALTH)) 439 if (op->flag [FLAG_STEALTH] != prev_flag [FLAG_STEALTH])
484 { 440 {
485 success = 1; 441 success = 1;
486 DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily."); 442 DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily.");
487 } 443 }
488 444
489 if (QUERY_FLAG (op, FLAG_MAKE_INVIS) != QUERY_FLAG (&refop, FLAG_MAKE_INVIS)) 445 if (op->flag [FLAG_MAKE_INVIS] != prev_flag [FLAG_MAKE_INVIS])
490 { 446 {
491 success = 1; 447 success = 1;
492 DIFF_MSG (flag, "You become transparent.", "You can see yourself."); 448 DIFF_MSG (flag, "You become transparent.", "You can see yourself.");
493 } 449 }
494 450
495 /* blinded you can tell if more blinded since blinded player has minimal 451 /* blinded you can tell if more blinded since blinded player has minimal
496 * vision 452 * vision
497 */ 453 */
498 if (QUERY_FLAG (tmp, FLAG_BLIND)) 454 if (tmp->flag [FLAG_BLIND])
499 { 455 {
500 success = 1; 456 success = 1;
501 if (flag > 0) 457 if (flag > 0)
502 { 458 {
503 if (QUERY_FLAG (op, FLAG_WIZ)) 459 if (op->flag [FLAG_WIZ])
504 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self is blinded."); 460 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self is blinded.");
505 else 461 else
506 { 462 {
507 new_draw_info (NDI_UNIQUE, 0, op, "You are blinded."); 463 new_draw_info (NDI_UNIQUE, 0, op, "You are blinded.");
508 SET_FLAG (op, FLAG_BLIND); 464 op->set_flag (FLAG_BLIND);
509 if (op->type == PLAYER) 465 if (op->type == PLAYER)
510 op->contr->do_los = 1; 466 op->contr->do_los = 1;
511 } 467 }
512 } 468 }
513 else 469 else
514 { 470 {
515 if (QUERY_FLAG (op, FLAG_WIZ)) 471 if (op->flag [FLAG_WIZ])
516 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self can now see again."); 472 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self can now see again.");
517 else 473 else
518 { 474 {
519 new_draw_info (NDI_UNIQUE, 0, op, "Your vision returns."); 475 new_draw_info (NDI_UNIQUE, 0, op, "Your vision returns.");
520 CLEAR_FLAG (op, FLAG_BLIND); 476 op->clr_flag (FLAG_BLIND);
521 if (op->type == PLAYER) 477 if (op->type == PLAYER)
522 op->contr->do_los = 1; 478 op->contr->do_los = 1;
523 } 479 }
524 } 480 }
525 } 481 }
526 482
527 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK) != QUERY_FLAG (&refop, FLAG_SEE_IN_DARK)) 483 if (op->flag [FLAG_SEE_IN_DARK] != prev_flag [FLAG_SEE_IN_DARK])
528 { 484 {
529 success = 1; 485 success = 1;
530 if (op->type == PLAYER) 486 if (op->type == PLAYER)
531 op->contr->do_los = 1; 487 op->contr->do_los = 1;
532 DIFF_MSG (flag, "Your vision is better in the dark.", "You see less well in the dark."); 488 DIFF_MSG (flag, "Your vision is better in the dark.", "You see less well in the dark.");
533 } 489 }
534 490
535 if (QUERY_FLAG (op, FLAG_XRAYS) != QUERY_FLAG (&refop, FLAG_XRAYS)) 491 if (op->flag [FLAG_XRAYS] != prev_flag [FLAG_XRAYS])
536 { 492 {
537 success = 1; 493 success = 1;
538 if (flag > 0) 494 if (flag > 0)
539 { 495 {
540 if (QUERY_FLAG (op, FLAG_WIZ)) 496 if (op->flag [FLAG_WIZ])
541 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a little clearer."); 497 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a little clearer.");
542 else 498 else
543 { 499 {
544 new_draw_info (NDI_UNIQUE, 0, op, "Everything becomes transparent."); 500 new_draw_info (NDI_UNIQUE, 0, op, "Everything becomes transparent.");
545 if (op->type == PLAYER) 501 if (op->type == PLAYER)
546 op->contr->do_los = 1; 502 op->contr->do_los = 1;
547 } 503 }
548 } 504 }
549 else 505 else
550 { 506 {
551 if (QUERY_FLAG (op, FLAG_WIZ)) 507 if (op->flag [FLAG_WIZ])
552 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a bit out of focus."); 508 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a bit out of focus.");
553 else 509 else
554 { 510 {
555 new_draw_info (NDI_UNIQUE, 0, op, "Everything suddenly looks very solid."); 511 new_draw_info (NDI_UNIQUE, 0, op, "Everything suddenly looks very solid.");
556 if (op->type == PLAYER) 512 if (op->type == PLAYER)
563 { 519 {
564 success = 1; 520 success = 1;
565 DIFF_MSG (flag * tmp->stats.luck, "You feel more lucky.", "You feel less lucky."); 521 DIFF_MSG (flag * tmp->stats.luck, "You feel more lucky.", "You feel less lucky.");
566 } 522 }
567 523
524 if (digest_types [tmp->type])
525 {
568 if (tmp->stats.hp && op->type == PLAYER) 526 if (tmp->stats.hp && op->type == PLAYER)
569 { 527 {
570 success = 1; 528 success = 1;
571 DIFF_MSG (flag * tmp->stats.hp, "You feel much more healthy!", "You feel much less healthy!"); 529 DIFF_MSG (flag * tmp->stats.hp, "You feel much more healthy!", "You feel much less healthy!");
572 } 530 }
573 531
574 if (tmp->stats.sp && op->type == PLAYER && tmp->type != SKILL) 532 if (tmp->stats.sp && op->type == PLAYER
575 { 533 && tmp->type != SKILL && tmp->type != BOW)
534 {
576 success = 1; 535 success = 1;
577 DIFF_MSG (flag * tmp->stats.sp, "You feel one with the powers of magic!", "You suddenly feel very mundane."); 536 DIFF_MSG (flag * tmp->stats.sp, "You feel one with the powers of magic!", "You suddenly feel very mundane.");
578 } 537 }
579 538
580 /* for the future when artifacts set this -b.t. */ 539 /* for the future when artifacts set this -b.t. */
581 if (tmp->stats.grace && op->type == PLAYER) 540 if (tmp->stats.grace && op->type == PLAYER)
582 { 541 {
583 success = 1; 542 success = 1;
584 DIFF_MSG (flag * tmp->stats.grace, "You feel closer to your god!", "You suddenly feel less holy."); 543 DIFF_MSG (flag * tmp->stats.grace, "You feel closer to your god!", "You suddenly feel less holy.");
585 } 544 }
586 545
587 if (tmp->stats.food && op->type == PLAYER) 546 if (tmp->stats.food && op->type == PLAYER)
588 { 547 {
589 success = 1; 548 success = 1;
590 DIFF_MSG (flag * tmp->stats.food, "You feel your digestion slowing down.", "You feel your digestion speeding up."); 549 DIFF_MSG (flag * tmp->stats.food, "You feel your digestion slowing down.", "You feel your digestion speeding up.");
550 }
591 } 551 }
592 552
593 /* Messages for changed resistance */ 553 /* Messages for changed resistance */
594 for (i = 0; i < NROFATTACKS; i++) 554 for (int i = 0; i < NROFATTACKS; i++)
595 { 555 {
596 if (i == ATNR_PHYSICAL) 556 if (i == ATNR_PHYSICAL)
597 continue; /* Don't display about armour */ 557 continue; /* Don't display about armour */
598 558
599 if (op->resist[i] != refop.resist[i]) 559 if (op->resist [i] != prev_resist [i])
600 { 560 {
601 success = 1; 561 success = 1;
562
602 if (op->resist[i] > refop.resist[i]) 563 if (op->resist [i] > prev_resist [i])
603 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]);
604 else 565 else
605 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]);
606 567
607 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message); 568 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message);
608 } 569 }
609 } 570 }
610 571
611 if (!potion_max) 572 if (!potion_max)
612 {
613 for (j = 0; j < NUM_STATS; j++) 573 for (int j = 0; j < NUM_STATS; j++)
614 {
615 if ((i = tmp->stats.stat (j))) 574 if (int i = tmp->stats.stat (j))
616 { 575 {
617 success = 1; 576 success = 1;
618 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]); 577 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]);
619 } 578 }
620 }
621 }
622 579
623 return success; 580 return success;
624} 581}
625 582
626/* 583/*
637object::drain_specific_stat (int deplete_stats) 594object::drain_specific_stat (int deplete_stats)
638{ 595{
639 object *tmp; 596 object *tmp;
640 archetype *at; 597 archetype *at;
641 598
642 at = archetype::find (ARCH_DEPLETION); 599 at = archetype::find (shstr_depletion);
643 if (!at) 600 if (!at)
644 { 601 {
645 LOG (llevError, "Couldn't find archetype depletion.\n"); 602 LOG (llevError, "Couldn't find archetype depletion.\n");
646 return; 603 return;
647 } 604 }
649 { 606 {
650 tmp = present_arch_in_ob (at, this); 607 tmp = present_arch_in_ob (at, this);
651 608
652 if (!tmp) 609 if (!tmp)
653 { 610 {
654 tmp = arch_to_object (at); 611 tmp = at->instance ();
655 tmp = insert_ob_in_ob (tmp, this); 612 tmp = insert_ob_in_ob (tmp, this);
656 SET_FLAG (tmp, FLAG_APPLIED); 613 tmp->set_flag (FLAG_APPLIED);
657 } 614 }
658 } 615 }
659 616
660 new_draw_info (NDI_UNIQUE, 0, this, drain_msg[deplete_stats]); 617 new_draw_info (NDI_UNIQUE, 0, this, drain_msg[deplete_stats]);
661 change_attr_value (&tmp->stats, deplete_stats, -1); 618 change_attr_value (&tmp->stats, deplete_stats, -1);
667 * via an applied bad_luck object. 624 * via an applied bad_luck object.
668 */ 625 */
669void 626void
670object::change_luck (int value) 627object::change_luck (int value)
671{ 628{
672 archetype *at = archetype::find ("luck"); 629 archetype *at = archetype::find (shstr_luck);
673 if (!at) 630 if (!at)
674 LOG (llevError, "Couldn't find archetype luck.\n"); 631 LOG (llevError, "Couldn't find archetype luck.\n");
675 else 632 else
676 { 633 {
677 object *tmp = present_arch_in_ob (at, this); 634 object *tmp = present_arch_in_ob (at, this);
679 if (!tmp) 636 if (!tmp)
680 { 637 {
681 if (!value) 638 if (!value)
682 return; 639 return;
683 640
684 tmp = arch_to_object (at); 641 tmp = at->instance ();
685 tmp = insert_ob_in_ob (tmp, this); 642 tmp = insert_ob_in_ob (tmp, this);
686 SET_FLAG (tmp, FLAG_APPLIED); 643 tmp->set_flag (FLAG_APPLIED);
687 } 644 }
688 645
689 if (value) 646 if (value)
690 { 647 {
691 /* Limit the luck value of the bad luck object to +/-100. This 648 /* Limit the luck value of the bad luck object to +/-100. This
723 * 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.
724 */ 681 */
725void 682void
726object::remove_statbonus () 683object::remove_statbonus ()
727{ 684{
728 stats.Str -= arch->clone.stats.Str; 685 for (int i = 0; i < NUM_STATS; ++i)
729 stats.Dex -= arch->clone.stats.Dex; 686 {
730 stats.Con -= arch->clone.stats.Con; 687 sint8 v = arch->stats.stat (i);
731 stats.Wis -= arch->clone.stats.Wis; 688 stats.stat (i) -= v;
732 stats.Pow -= arch->clone.stats.Pow; 689 contr->orig_stats.stat (i) -= v;
733 stats.Cha -= arch->clone.stats.Cha; 690 }
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} 691}
744 692
745/* 693/*
746 * 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.
747 */ 695 */
748void 696void
749object::add_statbonus () 697object::add_statbonus ()
750{ 698{
751 stats.Str += arch->clone.stats.Str; 699 for (int i = 0; i < NUM_STATS; ++i)
752 stats.Dex += arch->clone.stats.Dex; 700 {
753 stats.Con += arch->clone.stats.Con; 701 sint8 v = arch->stats.stat (i);
754 stats.Wis += arch->clone.stats.Wis; 702 stats.stat (i) += v;
755 stats.Pow += arch->clone.stats.Pow; 703 contr->orig_stats.stat (i) += v;
756 stats.Cha += arch->clone.stats.Cha; 704 }
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} 705}
706
707static struct copy_flags : object::flags_t
708{
709 copy_flags ()
710 {
711 set (FLAG_LIFESAVE);
712 set (FLAG_REFL_SPELL);
713 set (FLAG_REFL_MISSILE);
714 set (FLAG_STEALTH);
715 set (FLAG_XRAYS);
716 set (FLAG_BLIND);
717 set (FLAG_SEE_IN_DARK);
718 }
719} copy_flags;
767 720
768/* 721/*
769 * Updates all abilities given by applied objects in the inventory 722 * Updates all abilities given by applied objects in the inventory
770 * of the given object. Note: This function works for both monsters 723 * of the given object. Note: This function works for both monsters
771 * and players; the "player" in the name is purely an archaic inheritance. 724 * and players; the "player" in the name is purely an archaic inheritance.
776 * spell system split, grace points now added to system --peterm 729 * spell system split, grace points now added to system --peterm
777 */ 730 */
778void 731void
779object::update_stats () 732object::update_stats ()
780{ 733{
781 int i, j;
782 float f, max = 9, added_speed = 0, bonus_speed = 0, sp_tmp, speed_reduce_from_disease = 1; 734 float max_speed = 9, added_speed = 0, bonus_speed = 0, speed_reduce_from_disease = 1;
783 int weapon_weight = 0, weapon_speed = 0; 735 weight_t weapon_weight = 0;
736 int weapon_speed = 0;
784 int best_wc = 0, best_ac = 0, wc = 0, ac = 0; 737 int best_wc = 0, best_ac = 0, wc = 0, ac = 0;
785 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; 738 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS];
786 object *grace_obj = NULL, *mana_obj = NULL, *wc_obj = NULL, *tmp; 739 object *grace_obj = NULL, *mana_obj = NULL, *tmp;
787 float old_speed = speed; 740 float old_speed = speed;
741 int stat_sum [NUM_STATS];
742
743 MoveType move_type; // we use change_move_type to change it, so use a local copy
788 744
789 /* First task is to clear all the values back to their original values */ 745 /* First task is to clear all the values back to their original values */
790 if (type == PLAYER) 746 if (type == PLAYER)
791 { 747 {
748 contr->delayed_update = false;
749
792 for (i = 0; i < NUM_STATS; i++) 750 for (int i = 0; i < NUM_STATS; i++)
793 stats.stat (i) = contr->orig_stats.stat (i); 751 stat_sum [i] = contr->orig_stats.stat (i);
794 752
795 if (settings.spell_encumbrance == TRUE) 753 if (settings.spell_encumbrance == TRUE)
796 contr->encumbrance = 0; 754 contr->encumbrance = 0;
797 755
798 attacktype = 0; 756 attacktype = 0;
803 contr->gen_grace = 0; 761 contr->gen_grace = 0;
804 contr->gen_sp_armour = 10; 762 contr->gen_sp_armour = 10;
805 contr->item_power = 0; 763 contr->item_power = 0;
806 } 764 }
807 765
808 for (int i = NUM_BODY_LOCATIONS; i--; ) 766 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
809 slot[i].used = slot[i].info; 767 slot[i].used = slot[i].info;
810 768
811 slaying = 0; 769 slaying = 0;
812 770
813 if (!QUERY_FLAG (this, FLAG_WIZ)) 771 if (!this->flag [FLAG_WIZ])
814 {
815 CLEAR_FLAG (this, FLAG_XRAYS);
816 CLEAR_FLAG (this, FLAG_MAKE_INVIS);
817 } 772 {
773 this->clr_flag (FLAG_XRAYS);
774 this->clr_flag (FLAG_MAKE_INVIS);
775 }
818 776
819 CLEAR_FLAG (this, FLAG_LIFESAVE); 777 this->clr_flag (FLAG_LIFESAVE);
820 CLEAR_FLAG (this, FLAG_STEALTH); 778 this->clr_flag (FLAG_STEALTH);
821 CLEAR_FLAG (this, FLAG_BLIND); 779 this->clr_flag (FLAG_BLIND);
822 780
823 if (!QUERY_FLAG (&arch->clone, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL); 781 if (!arch->flag [FLAG_REFL_SPELL ]) this->clr_flag (FLAG_REFL_SPELL);
824 if (!QUERY_FLAG (&arch->clone, FLAG_REFL_MISSILE)) CLEAR_FLAG (this, FLAG_REFL_MISSILE); 782 if (!arch->flag [FLAG_REFL_MISSILE]) this->clr_flag (FLAG_REFL_MISSILE);
825 if (!QUERY_FLAG (&arch->clone, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD); 783 if (!arch->flag [FLAG_UNDEAD ]) this->clr_flag (FLAG_UNDEAD);
826 if (!QUERY_FLAG (&arch->clone, FLAG_SEE_IN_DARK )) CLEAR_FLAG (this, FLAG_SEE_IN_DARK); 784 if (!arch->flag [FLAG_SEE_IN_DARK ]) this->clr_flag (FLAG_SEE_IN_DARK);
827 785
828 path_attuned = arch->clone.path_attuned; 786 path_attuned = arch->path_attuned;
829 path_repelled = arch->clone.path_repelled; 787 path_repelled = arch->path_repelled;
830 path_denied = arch->clone.path_denied; 788 path_denied = arch->path_denied;
831 glow_radius = arch->clone.glow_radius; 789 glow_radius = arch->glow_radius;
832 move_type = arch->clone.move_type; 790 move_type = arch->move_type;
833
834 chosen_skill = 0;
835 791
836 /* initializing resistances from the values in player/monster's 792 /* initializing resistances from the values in player/monster's
837 * archetype clone 793 * archetype clone
838 */ 794 */
839 memcpy (&resist, &arch->clone.resist, sizeof (resist)); 795 memcpy (&resist, &arch->resist, sizeof (resist));
840 796
841 for (i = 0; i < NROFATTACKS; i++) 797 for (int i = 0; i < NROFATTACKS; i++)
842 { 798 {
843 if (resist[i] > 0) 799 if (resist[i] > 0)
844 prot[i] = resist[i], vuln[i] = 0; 800 prot[i] = resist[i], vuln[i] = 0;
845 else 801 else
846 vuln[i] = -(resist[i]), prot[i] = 0; 802 vuln[i] = -resist[i], prot[i] = 0;
847 803
848 potion_resist[i] = 0; 804 potion_resist[i] = -1000;
849 } 805 }
850 806
851 wc = arch->clone.stats.wc; 807 wc = arch->stats.wc;
852 stats.dam = arch->clone.stats.dam; 808 stats.dam = arch->stats.dam;
853 809
854 /* for players which cannot use armour, they gain AC -1 per 3 levels, 810 /* for players which cannot use armour, they gain AC -1 per 3 levels,
855 * plus a small amount of physical resist, those poor suckers. ;) 811 * plus a small amount of physical resist, those poor suckers. ;)
856 * the fact that maxlevel is factored in could be considered sort of bogus - 812 * the fact that maxlevel is factored in could be considered sort of bogus -
857 * we should probably give them some bonus and cap it off - otherwise, 813 * we should probably give them some bonus and cap it off - otherwise,
858 * basically, if a server updates its max level, these playes may find 814 * basically, if a server updates its max level, these playes may find
859 * that their protection from physical goes down 815 * that their protection from physical goes down
860 */ 816 */
861 if (!QUERY_FLAG (this, FLAG_USE_ARMOUR) && type == PLAYER) 817 if (!this->flag [FLAG_USE_ARMOUR] && type == PLAYER)
862 { 818 {
863 ac = MAX (-10, arch->clone.stats.ac - level / 3); 819 ac = max (-10, arch->stats.ac - level / 3);
864 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100; 820 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100;
865 } 821 }
866 else 822 else
867 ac = arch->clone.stats.ac; 823 ac = arch->stats.ac;
868 824
869 stats.luck = arch->clone.stats.luck; 825 stats.luck = arch->stats.luck;
870 speed = arch->clone.speed; 826 speed = arch->speed;
827
828 chosen_skill = 0;
871 829
872 /* OK - we've reset most all the objects attributes to sane values. 830 /* OK - we've reset most all the objects attributes to sane values.
873 * now go through and make adjustments for what the player has equipped. 831 * now go through and make adjustments for what the player has equipped.
874 */ 832 */
875 for (tmp = inv; tmp; tmp = tmp->below) 833 for (tmp = inv; tmp; tmp = tmp->below)
876 { 834 {
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 835 /* This happens because apply_potion calls change_abil with the potion
884 * applied so we can tell the player what changed. But change_abil 836 * applied so we can tell the player what changed. But change_abil
885 * then calls this function. 837 * then calls this function.
886 */ 838 */
887 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION) 839 if (tmp->flag [FLAG_APPLIED] && tmp->type == POTION)
888 continue; 840 continue;
841
842 glow_radius += tmp->glow_radius;
889 843
890 /* For some things, we don't care what is equipped */ 844 /* For some things, we don't care what is equipped */
891 if (tmp->type == SKILL) 845 if (tmp->type == SKILL)
892 { 846 {
893 /* Want to take the highest skill here. */ 847 /* Want to take the highest skill here. */
906 else if (tmp->level > grace_obj->level) 860 else if (tmp->level > grace_obj->level)
907 grace_obj = tmp; 861 grace_obj = tmp;
908 } 862 }
909 } 863 }
910 864
911 /* Container objects are not meant to adjust a players, but other applied 865 /* Container objects are not meant to adjust players, but other applied
912 * objects need to make adjustments. 866 * objects need to make adjustments.
913 * This block should handle all player specific changes 867 * This block should handle all player specific changes
914 * The check for Praying is a bit of a hack - god given bonuses are put 868 * The check for Praying is a bit of a hack - god given bonuses are put
915 * in the praying skill, and the player should always get those. 869 * 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, 870 * It also means we need to put in additional checks for applied below,
917 * because the skill shouldn't count against body positions being used 871 * because the skill shouldn't count against body positions being used
918 * up, etc. 872 * up, etc.
919 */ 873 */
920 if ((tmp->flag [FLAG_APPLIED] 874 if ((tmp->flag [FLAG_APPLIED]
921 && tmp->type != CONTAINER 875 && tmp->type != CONTAINER
922 && tmp->type != CLOSE_CON) 876 && tmp->type != CLOSE_CON
923 || (tmp->type == SKILL 877 && tmp->type != SPELL)
924 && tmp->subtype == SK_PRAYING)) 878 || (tmp->type == SKILL && tmp->subtype == SK_PRAYING))
925 { 879 {
926 if (type == PLAYER) 880 if (type == PLAYER)
927 { 881 {
928 if (tmp == contr->combat_ob || tmp == contr->ranged_ob) 882 contr->item_power += tmp->item_power;
929 if (tmp != current_weapon && (tmp->type != SKILL || tmp->subtype != SK_PRAYING))
930 continue;
931 883
932 for (i = 0; i < NUM_STATS; i++) 884 for (int i = 0; i < NUM_STATS; i++)
933 change_attr_value (&stats, i, tmp->stats.stat (i)); 885 stat_sum [i] += tmp->stats.stat (i);
934 886
935 /* these are the items that currently can change digestion, regeneration, 887 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 { 888 {
948 contr->digestion += tmp->stats.food; 889 contr->digestion += tmp->stats.food;
949 contr->gen_hp += tmp->stats.hp; 890 contr->gen_hp += tmp->stats.hp;
891 if (tmp->type != BOW) // ugly exception for bows
950 contr->gen_sp += tmp->stats.sp; 892 contr->gen_sp += tmp->stats.sp;
951 contr->gen_grace += tmp->stats.grace; 893 contr->gen_grace += tmp->stats.grace;
952 contr->gen_sp_armour += tmp->gen_sp_armour; 894 contr->gen_sp_armour += tmp->gen_sp_armour;
953 contr->item_power += tmp->item_power;
954 } 895 }
955 } /* if this is a player */ 896 } /* if this is a player */
956 else 897 else
957 { 898 {
958 if (tmp->type == WEAPON) 899 if (tmp->type == WEAPON)
959 current_weapon = tmp; 900 current_weapon = tmp;
960 } 901 }
961 902
962 /* Update slots used for items */ 903 /* Update slots used for items */
963 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 904 if (tmp->flag [FLAG_APPLIED]) // exclude praying...
964 for (i = 0; i < NUM_BODY_LOCATIONS; i++) 905 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
965 slot[i].used += tmp->slot[i].info; 906 slot[i].used += tmp->slot[i].info;
966 907
967 if (tmp->type == SYMPTOM) 908 if (tmp->type == SYMPTOM)
968 {
969 speed_reduce_from_disease = tmp->last_sp / 100.f; 909 min_it (speed_reduce_from_disease, tmp->last_sp ? tmp->last_sp / 100.f : 1.f);
970 910
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). 911 /* Pos. and neg. protections are counted separate (-> pro/vuln).
976 * (Negative protections are calculated exactly like positive.) 912 * (Negative protections are calculated exactly like positive.)
977 * Resistance from potions are treated special as well. If there's 913 * Resistance from potions are treated special as well. If there's
978 * more than one potion-effect, the bigger prot.-value is taken. 914 * more than one potion-effect, the bigger prot.-value is taken.
979 */ 915 */
980 if (tmp->type != POTION) 916 if (tmp->type == POTION_EFFECT)
981 {
982 for (i = 0; i < NROFATTACKS; i++) 917 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]; 918 max_it (potion_resist[i], tmp->resist[i]);
993 } 919 else if (tmp->type != POTION)
920 for (int i = 0; i < NROFATTACKS; i++)
994 else if (tmp->resist[i] > 0) 921 if (tmp->resist[i] > 0)
995 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100; 922 prot[i] += (100 - prot[i]) * tmp->resist[i] / 100;
996 else if (tmp->resist[i] < 0) 923 else if (tmp->resist[i] < 0)
997 vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100; 924 vuln[i] += (100 - vuln[i]) * -tmp->resist[i] / 100;
998 }
999 }
1000 925
1001 /* There may be other things that should not adjust the attacktype */ 926 /* There may be other things that should not adjust the attacktype */
1002 if ((tmp->type != WEAPON && tmp->type != BOW && tmp->type != SYMPTOM) 927 if (tmp->type != SYMPTOM)
1003 || current_weapon == tmp)
1004 { 928 {
1005 attacktype |= tmp->attacktype; 929 attacktype |= tmp->attacktype;
1006 path_attuned |= tmp->path_attuned; 930 path_attuned |= tmp->path_attuned;
1007 path_repelled |= tmp->path_repelled; 931 path_repelled |= tmp->path_repelled;
1008 path_denied |= tmp->path_denied; 932 path_denied |= tmp->path_denied;
1009 move_type |= tmp->move_type; 933 move_type |= tmp->move_type;
1010 stats.luck += tmp->stats.luck; 934 stats.luck += tmp->stats.luck;
1011 } 935 }
1012 936
1013 if (QUERY_FLAG (tmp, FLAG_LIFESAVE )) SET_FLAG (this, FLAG_LIFESAVE); 937 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 938
1021 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (&arch->clone, FLAG_UNDEAD)) 939 if (tmp->flag [FLAG_UNDEAD] && !arch->flag [FLAG_UNDEAD])
1022 SET_FLAG (this, FLAG_UNDEAD); 940 this->set_flag (FLAG_UNDEAD);
1023 941
1024 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS)) 942 //TODO: copy_flags?
943 if (tmp->flag [FLAG_MAKE_INVIS])
1025 { 944 {
1026 SET_FLAG (this, FLAG_MAKE_INVIS); 945 set_flag (FLAG_MAKE_INVIS);
1027 invisible = 1; 946 invisible = 1;
1028 } 947 }
1029 948
1030 if (tmp->stats.exp && tmp->type != SKILL) 949 if (tmp->stats.exp && tmp->type != SKILL)
1031 { 950 {
1038 added_speed += tmp->stats.exp; 957 added_speed += tmp->stats.exp;
1039 } 958 }
1040 959
1041 switch (tmp->type) 960 switch (tmp->type)
1042 { 961 {
1043#if 0
1044 case WAND:
1045 case ROD: 962 case SKILL:
1046 case HORN: 963 {
1047 if (type != PLAYER || current_weapon == tmp) 964 // some skills will end up here without counting as "applied"
965 if (!tmp->flag [FLAG_APPLIED] || skill_flags [tmp->subtype] & SF_AUTARK)
966 break;
967
968 if (chosen_skill)
969 {
970 LOG (llevDebug, "fix_player, op %s has multiple skills applied (%s and %s)\n",
971 &name, &chosen_skill->name, &tmp->name);
972
973 tmp->flag [FLAG_APPLIED] = false;
974 update_stats ();
975 return;
976 }
977
1048 chosen_skill = tmp; 978 chosen_skill = tmp;
1049 break;
1050#endif
1051 979
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) 980 if (tmp->stats.dam > 0)
1067 { /* skill is a 'weapon' */ 981 { /* skill is a 'weapon' */
1068 if (!QUERY_FLAG (this, FLAG_READY_WEAPON)) 982 if (!this->flag [FLAG_READY_WEAPON])
1069 weapon_speed = WEAPON_SPEED (tmp); 983 weapon_speed = max (0, WEAPON_SPEED (tmp));
1070 984
1071 if (weapon_speed < 0)
1072 weapon_speed = 0;
1073
1074 weapon_weight = tmp->weight; 985 weapon_weight = tmp->weight;
1075 stats.dam += tmp->stats.dam * (1 + (chosen_skill->level / 9)); 986 stats.dam += 1 + chosen_skill->level * tmp->stats.dam / 9;
1076 987
1077 if (tmp->magic) 988 if (tmp->magic)
1078 stats.dam += tmp->magic; 989 stats.dam += tmp->magic;
1079 } 990 }
1080 991
1081 if (tmp->stats.wc) 992 if (tmp->stats.wc)
1082 wc -= tmp->stats.wc + tmp->magic; 993 wc -= tmp->stats.wc + tmp->magic;
1083 994
1084 if (tmp->slaying) 995 if (tmp->slaying)
1085 slaying = tmp->slaying; 996 slaying = tmp->slaying;
1086 997
1087 if (tmp->stats.ac) 998 if (tmp->stats.ac)
1088 ac -= tmp->stats.ac + tmp->magic; 999 ac -= tmp->stats.ac + tmp->magic;
1089 1000
1090 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1001 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1091 contr->encumbrance += (int) 3 *tmp->weight / 1000; 1002 contr->encumbrance += weight_to_kg_approx (3 * tmp->weight);
1092
1093 break; 1003 }
1094 1004
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; 1005 break;
1101 1006
1102 case SHIELD: 1007 case SHIELD:
1103 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1008 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1104 contr->encumbrance += (int) tmp->weight / 2000; 1009 contr->encumbrance += weight_to_kg_approx (tmp->weight) >> 1;
1010 //FALLTHROUGH
1105 case RING: 1011 case RING:
1106 case AMULET: 1012 case AMULET:
1107 case GIRDLE: 1013 case GIRDLE:
1108 case HELMET: 1014 case HELMET:
1109 case BOOTS: 1015 case BOOTS:
1118 if (tmp->stats.ac) 1024 if (tmp->stats.ac)
1119 ac -= tmp->stats.ac + tmp->magic; 1025 ac -= tmp->stats.ac + tmp->magic;
1120 1026
1121 break; 1027 break;
1122 1028
1029 case RANGED:
1123 case BOW: 1030 case BOW:
1124 case WEAPON: 1031 case WEAPON:
1125 if (type != PLAYER || current_weapon == tmp)
1126 {
1127 wc -= tmp->stats.wc + tmp->magic; 1032 wc -= tmp->stats.wc + tmp->magic;
1128 1033
1129 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0) 1034 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0)
1130 ac -= tmp->stats.ac + tmp->magic; 1035 ac -= tmp->stats.ac + tmp->magic;
1131 1036
1132 stats.dam += tmp->stats.dam + tmp->magic; 1037 stats.dam += tmp->stats.dam + tmp->magic;
1133 weapon_weight = tmp->weight; 1038 weapon_weight = tmp->weight;
1134 weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2; 1039 weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2;
1135 1040
1136 if (weapon_speed < 0) 1041 if (weapon_speed < 0)
1137 weapon_speed = 0; 1042 weapon_speed = 0;
1138 1043
1139 slaying = tmp->slaying; 1044 slaying = tmp->slaying;
1140 1045
1141 /* If there is desire that two handed weapons should do 1046 /* If there is desire that two handed weapons should do
1142 * extra strength damage, this is where the code should 1047 * extra strength damage, this is where the code should
1143 * go. 1048 * go.
1144 */ 1049 */
1145 1050
1146 if (type == PLAYER) 1051 if (type == PLAYER)
1147 if (settings.spell_encumbrance) 1052 if (settings.spell_encumbrance)
1148 contr->encumbrance += tmp->weight * 3 / 1000; 1053 contr->encumbrance += weight_to_kg_approx (3 * tmp->weight);
1149 }
1150 1054
1151 break; 1055 break;
1152 1056
1153 case ARMOUR: /* Only the best of these three are used: */ 1057 case ARMOUR: /* Only the best of these three are used: */
1154 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1058 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1155 contr->encumbrance += tmp->weight / 1000; 1059 contr->encumbrance += weight_to_kg_approx (tmp->weight);
1156 1060
1157 case BRACERS: 1061 case BRACERS:
1158 case FORCE: 1062 case FORCE:
1159 if (tmp->stats.wc) 1063 if (tmp->stats.wc)
1160 { 1064 {
1177 else /* To nullify the below effect */ 1081 else /* To nullify the below effect */
1178 ac += tmp->stats.ac + tmp->magic; 1082 ac += tmp->stats.ac + tmp->magic;
1179 } 1083 }
1180 1084
1181 if (tmp->stats.wc) 1085 if (tmp->stats.wc)
1182 wc -= (tmp->stats.wc + tmp->magic); 1086 wc -= tmp->stats.wc + tmp->magic;
1183 1087
1184 if (tmp->stats.ac) 1088 if (tmp->stats.ac)
1185 ac -= (tmp->stats.ac + tmp->magic); 1089 ac -= tmp->stats.ac + tmp->magic;
1186 1090
1187 if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.f < max) 1091 if (ARMOUR_SPEED (tmp))
1188 max = ARMOUR_SPEED (tmp) / 10.f; 1092 min_it (max_speed, ARMOUR_SPEED (tmp) / 10.f);
1189 1093
1190 break; 1094 break;
1191 } /* switch tmp->type */ 1095 } /* switch tmp->type */
1192 } /* item is equipped */ 1096 } /* item is equipped */
1193 } /* for loop of items */ 1097 } /* for loop of items */
1194 1098
1099 min_it (glow_radius, MAX_LIGHT_RADIUS);
1100
1195 /* We've gone through all the objects the player has equipped. For many things, we 1101 /* We've gone through all the objects the player has equipped. For many things, we
1196 * have generated intermediate values which we now need to assign. 1102 * have generated intermediate values which we now need to assign.
1197 */ 1103 */
1198 1104
1199 /* 'total resistance = total protections - total vulnerabilities'. 1105 /* 'total resistance = total protections - total vulnerabilities'.
1200 * If there is an uncursed potion in effect, granting more protection 1106 * If there is an uncursed potion in effect, granting more protection
1201 * than that, we take: 'total resistance = resistance from potion'. 1107 * than that, we take: 'total resistance = resistance from potion'.
1202 * If there is a cursed (and no uncursed) potion in effect, we take 1108 * If there is a cursed (and no uncursed) potion in effect, we take
1203 * 'total resistance = vulnerability from cursed potion'. 1109 * 'total resistance = vulnerability from cursed potion'.
1204 */ 1110 */
1205 for (i = 0; i < NROFATTACKS; i++) 1111 for (int i = 0; i < NROFATTACKS; i++)
1206 { 1112 {
1207 resist[i] = prot[i] - vuln[i]; 1113 resist[i] = prot[i] - vuln[i];
1208 1114
1209 if (potion_resist[i] && ((potion_resist[i] > resist[i]) || (potion_resist[i] < 0))) 1115 if (potion_resist[i] != -1000
1116 && (potion_resist[i] < 0 || potion_resist[i] > resist[i]))
1210 resist[i] = potion_resist[i]; 1117 resist[i] = potion_resist[i];
1211 } 1118 }
1212 1119
1213 /* Figure out the players sp/mana/hp totals. */
1214 if (type == PLAYER) 1120 if (type == PLAYER)
1215 { 1121 {
1122 // clamp various player stats
1123 for (int i = 0; i < NUM_STATS; ++i)
1124 stats.stat (i) = stat_sum [i];
1125
1126 check_stat_bounds (&stats);
1127
1128 contr->digestion = clamp (contr->digestion, MIN_DIGESTION, MAX_DIGESTION);
1129
1130 /* Figure out the players sp/mana/hp totals. */
1216 int pl_level; 1131 int pl_level;
1217 1132
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! */ 1133 pl_level = max (1, level); /* safety, we should always get 1 levels worth of hp! */
1223 1134
1224 /* You basically get half a con bonus/level. But we do take into account rounding, 1135 /* You basically get half a con bonus/level. But we do take into account rounding,
1225 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels. 1136 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels.
1226 */ 1137 */
1227 for (i = 1, stats.maxhp = 0; i <= pl_level && i <= 10; i++) 1138 stats.maxhp = 0;
1139 for (int i = 1; i <= min (10, pl_level); i++)
1228 { 1140 {
1229 j = contr->levhp[i] + con_bonus[stats.Con] / 2; 1141 int j = contr->levhp[i] + con_bonus[stats.Con] / 2;
1230 1142
1231 if (i % 2 && con_bonus[stats.Con] % 2) 1143 if (i % 2 && con_bonus[stats.Con] % 2)
1232 {
1233 if (con_bonus[stats.Con] > 0) 1144 if (con_bonus[stats.Con] > 0)
1234 j++; 1145 j++;
1235 else 1146 else
1236 j--; 1147 j--;
1237 }
1238 1148
1239 stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */ 1149 stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */
1240 } 1150 }
1241 1151
1242 for (i = 11; i <= level; i++) 1152 stats.maxhp += 2 * max (0, level - 10);
1243 stats.maxhp += 2;
1244 1153
1245 if (stats.hp > stats.maxhp) 1154 if (stats.hp > stats.maxhp)
1246 stats.hp = stats.maxhp; 1155 stats.hp = stats.maxhp;
1247 1156
1248 /* Sp gain is controlled by the level of the player's 1157 /* Sp gain is controlled by the level of the player's
1249 * relevant experience object (mana_obj, see above) 1158 * relevant experience object (mana_obj, see above)
1250 */ 1159 */
1251 /* following happen when skills system is not used */ 1160 /* following happen when skills system is not used */
1252 if (!mana_obj) 1161 if (!mana_obj)
1253 mana_obj = this; 1162 mana_obj = this;
1254 1163
1261 1170
1262 if (mana_obj == this && type == PLAYER) 1171 if (mana_obj == this && type == PLAYER)
1263 stats.maxsp = 1; 1172 stats.maxsp = 1;
1264 else 1173 else
1265 { 1174 {
1266 sp_tmp = 0.f; 1175 float sp_tmp = 0.f;
1267 1176
1268 for (i = 1; i <= mana_obj->level && i <= 10; i++) 1177 for (int i = 1; i <= min (10, mana_obj->level); i++)
1269 { 1178 {
1270 float stmp; 1179 float stmp;
1271 1180
1272 /* Got some extra bonus at first level */ 1181 /* Got some extra bonus at first level */
1273 if (i < 2) 1182 if (i < 2)
1274 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 6.f; 1183 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 6.f;
1275 else 1184 else
1276 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 12.f; 1185 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 12.f;
1277 1186
1278 if (stmp < 1.f)
1279 stmp = 1.f;
1280
1281 sp_tmp += stmp; 1187 sp_tmp += max (1.f, stmp);
1282 } 1188 }
1283 1189
1284 stats.maxsp = (sint16)sp_tmp; 1190 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 } 1191 }
1192
1289 /* Characters can get their sp supercharged via rune of transferrance */ 1193 /* Characters can get their sp supercharged via rune of transferrance */
1290 if (stats.sp > stats.maxsp * 2) 1194 stats.sp = min (stats.sp, stats.maxsp * 2);
1291 stats.sp = stats.maxsp * 2;
1292 1195
1293 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */ 1196 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */
1294 if (!grace_obj || !grace_obj->level || type != PLAYER) 1197 if (!grace_obj || !grace_obj->level || type != PLAYER)
1295 grace_obj = this; 1198 grace_obj = this;
1296 1199
1301 /* store grace in a float - this way, the divisions below don't create 1204 /* store grace in a float - this way, the divisions below don't create
1302 * big jumps when you go from level to level - with int's, it then 1205 * big jumps when you go from level to level - with int's, it then
1303 * becomes big jumps when the sums of the bonuses jump to the next 1206 * becomes big jumps when the sums of the bonuses jump to the next
1304 * step of 8 - with floats, even fractional ones are useful. 1207 * step of 8 - with floats, even fractional ones are useful.
1305 */ 1208 */
1306 sp_tmp = 0.f; 1209 float sp_tmp = 0.f;
1307 for (i = 1, stats.maxgrace = 0; i <= grace_obj->level && i <= 10; i++) 1210
1211 for (int i = 1; i <= min (10, grace_obj->level); i++)
1308 { 1212 {
1309 float grace_tmp = 0.f; 1213 float grace_tmp = 0.f;
1310 1214
1311 /* Got some extra bonus at first level */ 1215 /* Got some extra bonus at first level */
1312 if (i < 2) 1216 if (i < 2)
1313 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 6.f; 1217 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 6.f;
1314 else 1218 else
1315 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 12.f; 1219 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 12.f;
1316 1220
1317 if (grace_tmp < 1.f)
1318 grace_tmp = 1.f;
1319
1320 sp_tmp += grace_tmp; 1221 sp_tmp += max (1.f, grace_tmp);
1321 } 1222 }
1322 1223
1323 stats.maxgrace = (sint16)sp_tmp;
1324
1325 /* two grace points per level after 11 */ 1224 /* two grace points per level after 10 */
1326 for (i = 11; i <= grace_obj->level; i++) 1225 stats.maxgrace = int (sp_tmp) + 2 * max (0, grace_obj->level - 10);
1327 stats.maxgrace += 2;
1328 } 1226 }
1227
1329 /* No limit on grace vs maxgrace */ 1228 /* No limit on grace vs maxgrace */
1330 1229
1331 if (contr->braced) 1230 if (contr->braced)
1332 { 1231 {
1333 ac += 2; 1232 ac += 2;
1334 wc += 4; 1233 wc += 4;
1335 } 1234 }
1336 else 1235 else
1337 ac -= dex_bonus[stats.Dex]; 1236 ac -= dex_bonus[stats.Dex];
1338 1237
1339 /* In new exp/skills system, wc bonuses are related to 1238 /* In new exp/skills system, wc bonuses are related to
1340 * the players level in a relevant exp object (wc_obj) 1239 * the players level in a relevant exp object (wc_obj)
1341 * not the general player level -b.t. 1240 * not the general player level -b.t.
1342 * I changed this slightly so that wc bonuses are better 1241 * I changed this slightly so that wc bonuses are better
1343 * than before. This is to balance out the fact that 1242 * than before. This is to balance out the fact that
1344 * the player no longer gets a personal weapon w/ 1 1243 * the player no longer gets a personal weapon w/ 1
1345 * improvement every level, now its fighterlevel/5. So 1244 * improvement every level, now its fighterlevel/5. So
1346 * we give the player a bonus here in wc and dam 1245 * we give the player a bonus here in wc and dam
1347 * to make up for the change. Note that I left the 1246 * to make up for the change. Note that I left the
1348 * monster bonus the same as before. -b.t. 1247 * monster bonus the same as before. -b.t.
1349 */ 1248 */
1249 object *wc_obj = chosen_skill;
1350 1250
1351 if (type == PLAYER && wc_obj && wc_obj->level > 1) 1251 if (contr && wc_obj && wc_obj->level > 1)
1352 { 1252 {
1353 wc -= wc_obj->level + thaco_bonus[stats.Str]; 1253 wc -= wc_obj->level + thaco_bonus[stats.Str];
1354 1254
1355 for (i = 1; i < wc_obj->level; i++) 1255 for (int i = 1; i < wc_obj->level; i++)
1356 { 1256 {
1357 /* addtional wc every 6 levels */ 1257 /* additional wc every 6 levels */
1358 if (!(i % 6)) 1258 if (!(i % 6))
1359 wc--; 1259 wc--;
1360 1260
1361 /* addtional dam every 4 levels. */ 1261 /* additional dam every 4 levels. */
1362 if (!(i % 4) && dam_bonus[stats.Str] >= 0) 1262 if (!(i % 4) && dam_bonus[stats.Str] >= 0)
1363 stats.dam += 1 + dam_bonus[stats.Str] / 5; 1263 stats.dam += 1 + dam_bonus[stats.Str] / 5;
1364 } 1264 }
1365 } 1265 }
1366 else 1266 else
1373 1273
1374 speed = 1.f + speed_bonus[stats.Dex]; 1274 speed = 1.f + speed_bonus[stats.Dex];
1375 1275
1376 if (settings.search_items && contr->search_str[0]) 1276 if (settings.search_items && contr->search_str[0])
1377 speed -= 1; 1277 speed -= 1;
1378
1379 if (attacktype == 0)
1380 attacktype = arch->clone.attacktype;
1381
1382 } /* End if player */ 1278 } /* End if player */
1383 1279
1384 if (added_speed >= 0) 1280 if (added_speed >= 0)
1385 speed += added_speed / 10.f; 1281 speed += added_speed / 10.f;
1386 else /* Something wrong here...: */ 1282 else /* Something wrong here...: */
1387 speed /= 1.f - added_speed; 1283 speed /= 1.f - added_speed;
1388 1284
1389 /* Max is determined by armour */ 1285 /* Max is determined by armour */
1390 if (speed > max) 1286 speed = min (speed, max_speed);
1391 speed = max;
1392 1287
1393 if (type == PLAYER) 1288 if (type == PLAYER)
1394 { 1289 {
1395 /* f is a number the represents the number of kg above (positive num) 1290 /* f is a number the represents the number of kg above (positive num)
1396 * or below (negative number) that the player is carrying. If above 1291 * or below (negative number) that the player is carrying. If above
1397 * weight limit, then player suffers a speed reduction based on how 1292 * weight limit, then player suffers a speed reduction based on how
1398 * much above he is, and what is max carry is 1293 * much above he is, and what is max carry is
1399 */ 1294 */
1400 f = (carrying / 1000) - max_carry[stats.Str]; 1295 float f = (sint32)weight_to_kg_approx (carrying) - max_carry[stats.Str];
1401 if (f > 0) 1296 if (f > 0.f)
1402 speed = speed / (1.f + f / max_carry[stats.Str]); 1297 speed /= (1.f + f / max_carry[stats.Str]);
1403 } 1298 }
1404 1299
1405 speed += bonus_speed / 10.f; /* Not affected by limits */ 1300 speed += bonus_speed / 10.f; /* Not affected by limits */
1301 speed *= speed_reduce_from_disease;
1406 1302
1407 /* Put a lower limit on speed. Note with this speed, you move once every 1303 /* Put a lower limit on speed. Note with this speed, you move once every
1408 * 100 ticks or so. This amounts to once every 12 seconds of realtime. 1304 * 25 ticks or so. This amounts to once every 3 seconds of realtime.
1409 */ 1305 */
1410 speed = speed * speed_reduce_from_disease; 1306 max_it (speed, is_player () ? MIN_PLAYER_SPEED : MIN_ACTIVE_SPEED);
1411 1307
1412 if (speed < 0.01f && type == PLAYER) 1308 if (speed != old_speed)
1413 speed = 0.01f; 1309 set_speed (speed);
1414 1310
1415 if (type == PLAYER) 1311 if (type == PLAYER)
1416 { 1312 {
1417 /* (This formula was made by vidarl@ifi.uio.no) 1313 /* (This formula was made by vidarl@ifi.uio.no)
1418 * Note that we never used these values again - basically 1314 * Note that we never used these values again - basically
1420 * that would just be a real pain to read. 1316 * that would just be a real pain to read.
1421 */ 1317 */
1422 float M = (max_carry[stats.Str] - 121) / 121.f; 1318 float M = (max_carry[stats.Str] - 121) / 121.f;
1423 float M2 = max_carry[stats.Str] / 100.f; 1319 float M2 = max_carry[stats.Str] / 100.f;
1424 float W = weapon_weight / 20000.f; 1320 float W = weapon_weight / 20000.f;
1425 float s = 2 - weapon_speed / 10.f; 1321 float s = (20 - weapon_speed) / 10.f;
1426 float D = (stats.Dex - 14) / 14.f; 1322 float D = (stats.Dex - 14) / 14.f;
1427 float K = 1 + M / 3.f - W / (3 * M2) + speed / 5.f + D / 2.f; 1323 float K = 1 + M / 3.f - W / (3 * M2) + speed / 5.f + D / 2.f;
1428 1324
1429 K *= (4 + level) *1.2f / (6 + level); 1325 K *= (4 + level) * 1.2f / (6 + level);
1430 1326
1431 if (K <= 0.f) 1327 if (K <= 0.01f)
1432 K = 0.01f; 1328 K = 0.01f;
1433 1329
1434 float S = speed / (K * s); 1330 contr->weapon_sp = K * s * .5f; //TODO: balance the .5
1435
1436 contr->weapon_sp = S;
1437 } 1331 }
1438 1332
1439 /* I want to limit the power of small monsters with big weapons: */ 1333 /* I want to limit the power of small monsters with big weapons: */
1440 if (type != PLAYER && arch && stats.dam > arch->clone.stats.dam * 3) 1334 if (type != PLAYER && arch && stats.dam > arch->stats.dam * 3)
1441 stats.dam = arch->clone.stats.dam * 3; 1335 stats.dam = arch->stats.dam * 3;
1442 1336
1443 /* Prevent overflows of wc - best you can get is ABS(120) - this 1337 stats.wc = clamp (wc, MIN_WC, MAX_WC);
1444 * should be more than enough - remember, AC is also in 8 bits, 1338 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 1339
1461 /* if for some reason the creature doesn't have any move type, 1340 /* if for some reason the creature doesn't have any move type,
1462 * give them walking as a default. 1341 * give them walking as a default.
1463 * The second case is a special case - to more closely mimic the 1342 * The second case is a special case - to more closely mimic the
1464 * old behaviour - if your flying, your not walking - just 1343 * old behaviour - if your flying, your not walking - just
1467 if (move_type == 0) 1346 if (move_type == 0)
1468 move_type = MOVE_WALK; 1347 move_type = MOVE_WALK;
1469 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) 1348 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH))
1470 move_type &= ~MOVE_WALK; 1349 move_type &= ~MOVE_WALK;
1471 1350
1472 if (speed != old_speed) 1351 // now apply the new move_type
1473 set_speed (speed); 1352 if (this->move_type != move_type)
1353 change_move_type (move_type);
1474 1354
1475 /* It is quite possible that a player's spell costing might have changed, 1355 /* It is quite possible that a player's spell costing might have changed,
1476 * so we will check that now. 1356 * so we will check that now.
1477 */ 1357 */
1478 if (type == PLAYER) 1358 if (is_player ())
1479 { 1359 contr->update_spells ();
1480 esrv_update_stats (contr);
1481 esrv_update_spells (contr);
1482 }
1483 1360
1484 // update the mapspace, if we are on a map 1361 // update the mapspace, if we are on a map
1485 if (!flag [FLAG_REMOVED] && map) 1362 if (!flag [FLAG_REMOVED] && map)
1486 map->at (x, y).flags_ = 0; 1363 map->at (x, y).flags_ = 0;
1487} 1364}
1488 1365
1489/* 1366void
1490 * Returns true if the given player is a legal class. 1367object::set_glow_radius (sint8 rad)
1491 * The function to add and remove class-bonuses to the stats doesn't
1492 * check if the stat becomes negative, thus this function
1493 * merely checks that all stats are 1 or more, and returns
1494 * false otherwise.
1495 */
1496int
1497allowed_class (const object *op)
1498{ 1368{
1499 return op->stats.Dex > 0 1369 glow_radius = rad;
1500 && op->stats.Str > 0 1370
1501 && op->stats.Con > 0 1371 if (is_on_map ())
1502 && op->stats.Int > 0 1372 update_all_los (map, x, y);
1503 && op->stats.Wis > 0 1373 else if (object *env = outer_env ())
1504 && op->stats.Pow > 0 1374 {
1505 && op->stats.Cha > 0; 1375 env->update_stats ();
1376
1377 if (env->is_on_map ())
1378 update_all_los (env->map, env->x, env->y);
1379 }
1506} 1380}
1507 1381
1508/* 1382/*
1509 * set the new dragon name after gaining levels or 1383 * set the new dragon name after gaining levels or
1510 * changing ability focus (later this can be extended to 1384 * changing ability focus (later this can be extended to
1511 * eventually change the player's face and animation) 1385 * 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 */ 1386 */
1518void 1387void
1519set_dragon_name (object *pl, const object *abil, const object *skin) 1388set_dragon_name (object *pl, const object *abil, const object *skin)
1520{ 1389{
1521 int atnr = -1; /* attacknumber of highest level */ 1390 int atnr = -1; /* attacknumber of highest level */
1539 /* now if there are equals at highest level, pick the one with focus, 1408 /* now if there are equals at highest level, pick the one with focus,
1540 or else at random */ 1409 or else at random */
1541 if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level) 1410 if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level)
1542 atnr = abil->stats.exp; 1411 atnr = abil->stats.exp;
1543 1412
1544 level = (int) (level / 5.);
1545
1546 /* now set the new title */ 1413 /* now set the new title */
1547 if (pl->contr != NULL)
1548 {
1549 if (level == 0)
1550 sprintf (pl->contr->title, "%s hatchling", attacks[atnr]); 1414 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]); 1415 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]); 1416 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]); 1417 else if (level < 100) sprintf (pl->contr->title, "%s dragon" , attacks[atnr]);
1557 else 1418 else
1558 { 1419 {
1559 /* special titles for extra high resistance! */ 1420 /* special titles for extra high resistance! */
1560 if (skin->resist[atnr] > 80)
1561 sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]); 1421 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]); 1422 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]); 1423 else sprintf (pl->contr->title, "big %s dragon" , attacks[atnr]);
1566 }
1567 } 1424 }
1568 1425
1569 strcpy (pl->contr->own_title, ""); 1426 strcpy (pl->contr->own_title, "");
1570} 1427}
1571 1428
1572/* 1429/*
1573 * This function is called when a dragon-player gains 1430 * This function is called when a dragon-player gains
1574 * an overall level. Here, the dragon might gain new abilities 1431 * an overall level. Here, the dragon might gain new abilities
1575 * or change the ability-focus. 1432 * or change the ability-focus.
1576 */ 1433 */
1577void 1434static void
1578dragon_level_gain (object *who) 1435dragon_level_gain (object *who)
1579{ 1436{
1580 object *abil = NULL; /* pointer to dragon ability force */ 1437 object *abil = NULL; /* pointer to dragon ability force */
1581 object *skin = NULL; /* pointer to dragon skin force */ 1438 object *skin = NULL; /* pointer to dragon skin force */
1582 object *tmp = NULL; /* tmp. object */ 1439 object *tmp = NULL; /* tmp. object */
1583 char buf[MAX_BUF]; /* tmp. string buffer */ 1440 char buf[MAX_BUF]; /* tmp. string buffer */
1584 1441
1585 /* now grab the 'dragon_ability'-forces from the player's inventory */ 1442 /* 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) 1443 for (tmp = who->inv; tmp; tmp = tmp->below)
1590 if (tmp->type == FORCE) 1444 if (tmp->type == FORCE)
1591 if (tmp->arch->name == dragon_ability_force) 1445 if (tmp->arch->archname == shstr_dragon_ability_force)
1592 abil = tmp; 1446 abil = tmp;
1593 else if (tmp->arch->name == dragon_skin_force) 1447 else if (tmp->arch->archname == shstr_dragon_skin_force)
1594 skin = tmp; 1448 skin = tmp;
1595 1449
1596 /* if the force is missing -> bail out */ 1450 /* if the force is missing -> bail out */
1597 if (abil == NULL) 1451 if (abil == NULL)
1598 return; 1452 return;
1599 1453
1600 /* The ability_force keeps track of maximum level ever achieved. 1454 /* The ability_force keeps track of maximum level ever achieved.
1601 * New abilties can only be gained by surpassing this max level 1455 * New abilties can only be gained by surpassing this max level
1602 */ 1456 */
1603 if (who->level > abil->level) 1457 if (who->level > abil->level)
1604 { 1458 {
1605 /* increase our focused ability */ 1459 /* increase our focused ability */
1606 abil->resist[abil->stats.exp]++; 1460 abil->resist[abil->stats.exp]++;
1641 object *skill_obj; 1495 object *skill_obj;
1642 1496
1643 skill_obj = get_archetype_by_skill_name (skill_name, SKILL); 1497 skill_obj = get_archetype_by_skill_name (skill_name, SKILL);
1644 if (!skill_obj) 1498 if (!skill_obj)
1645 { 1499 {
1646 LOG (llevError, "add_player_exp: couldn't find skill %s\n", skill_name); 1500 LOG (llevError, "give_skill_by_name: couldn't find skill %s\n", skill_name);
1647 return NULL; 1501 return NULL;
1648 } 1502 }
1503
1649 /* clear the flag - exp goes into this bucket, but player 1504 /* clear the flag - exp goes into this bucket, but player
1650 * still doesn't know it. 1505 * still doesn't know it.
1651 */ 1506 */
1652 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL); 1507 skill_obj->clr_flag (FLAG_CAN_USE_SKILL);
1653 skill_obj->stats.exp = 0; 1508 skill_obj->stats.exp = 0;
1654 skill_obj->level = 1; 1509 skill_obj->level = 1;
1655 insert_ob_in_ob (skill_obj, op); 1510 op->insert (skill_obj);
1656 1511
1657 if (op->contr) 1512 if (player *pl = op->contr)
1658 { 1513 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 1514
1664 return skill_obj; 1515 return skill_obj;
1665} 1516}
1666
1667 1517
1668/* player_lvl_adj() - for the new exp system. we are concerned with 1518/* player_lvl_adj() - for the new exp system. we are concerned with
1669 * whether the player gets more hp, sp and new levels. 1519 * whether the player gets more hp, sp and new levels.
1670 * Note this this function should only be called for players. Monstes 1520 * Note this this function should only be called for players. Monstes
1671 * don't really gain levels 1521 * don't really gain levels
1674 */ 1524 */
1675void 1525void
1676player_lvl_adj (object *who, object *op) 1526player_lvl_adj (object *who, object *op)
1677{ 1527{
1678 char buf[MAX_BUF]; 1528 char buf[MAX_BUF];
1529 bool changed = false;
1679 1530
1680 if (!op) /* when rolling stats */ 1531 if (!op) /* when rolling stats */
1681 op = who; 1532 op = who;
1682 1533
1683 if (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul)) 1534 while (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul))
1684 { 1535 {
1536 changed = true;
1537
1685 op->level++; 1538 op->level++;
1686 1539
1687 if (op != NULL && op == who && op->stats.exp > 1 && is_dragon_pl (who)) 1540 if (op && op == who && op->stats.exp > 1 && who->is_dragon ())
1688 dragon_level_gain (who); 1541 dragon_level_gain (who);
1689 1542
1690 /* Only roll these if it is the player (who) that gained the level */ 1543 /* Only roll these if it is the player (who) that gained the level */
1691 if (op == who && (who->level < 11) && who->type == PLAYER) 1544 if (op == who && (who->level < 11) && who->type == PLAYER)
1692 { 1545 {
1693 who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1; 1546 who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1;
1694 who->contr->levsp[who->level] = die_roll (2, 3, who, PREFER_HIGH); 1547 who->contr->levsp[who->level] = die_roll (2, 3, who, PREFER_HIGH);
1695 who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1; 1548 who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1;
1696 } 1549 }
1697 1550
1698 who->update_stats ();
1699 if (op->level > 1) 1551 if (op->level > 1)
1700 { 1552 {
1701 if (op->type != PLAYER) 1553 if (op->type != PLAYER)
1554 {
1555 who->contr->play_sound (sound_find ("skill_up"));
1702 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); 1556 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1557 }
1703 else 1558 else
1559 {
1560 who->contr->play_sound (sound_find ("level_up"));
1704 sprintf (buf, "You are now level %d.", op->level); 1561 sprintf (buf, "You are now level %d.", op->level);
1562 }
1563
1705 if (who) 1564 if (who)
1706 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); 1565 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1707 } 1566 }
1708 player_lvl_adj (who, op); /* To increase more levels */
1709 } 1567 }
1568
1710 else if (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul)) 1569 while (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul))
1711 { 1570 {
1571 changed = true;
1572
1712 op->level--; 1573 op->level--;
1713 who->update_stats (); 1574
1714 if (op->type != PLAYER) 1575 if (op->type != PLAYER)
1715 { 1576 {
1716 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); 1577 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1717 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); 1578 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1718 } 1579 }
1719 player_lvl_adj (who, op); /* To decrease more levels */
1720 } 1580 }
1721 1581
1722 /* check if the spell data has changed */ 1582 if (changed)
1723 esrv_update_stats (who->contr); 1583 who->update_stats (); // should cause esrv_update_stats and esrv_update_spells
1724 esrv_update_spells (who->contr);
1725} 1584}
1726 1585
1727/* 1586/*
1728 * Returns how much experience is needed for a player to become 1587 * Returns how much experience is needed for a player to become
1729 * the given level. level should really never exceed max_level 1588 * the given level. level should really never exceed max_level
1730 */ 1589 */
1731 1590
1732sint64 1591sint64
1733level_exp (int level, double expmul) 1592level_exp (int level, double expmul)
1734{ 1593{
1735 if (level > settings.max_level) 1594 return expmul * level_to_min_exp (level);
1736 return (sint64) (expmul * levels[settings.max_level]);
1737
1738 return (sint64) (expmul * levels[level]);
1739} 1595}
1740 1596
1741/* 1597/*
1742 * Ensure that the permanent experience requirements in an exp object are met. 1598 * Ensure that the permanent experience requirements in an exp object are met.
1743 * This really just checks 'op to make sure the perm_exp value is within 1599 * This really just checks 'op to make sure the perm_exp value is within
1749calc_perm_exp (object *op) 1605calc_perm_exp (object *op)
1750{ 1606{
1751 int p_exp_min; 1607 int p_exp_min;
1752 1608
1753 /* Ensure that our permanent experience minimum is met. 1609 /* Ensure that our permanent experience minimum is met.
1754 * permenent_exp_ratio is an integer percentage, we divide by 100 1610 * permenent_exp_ratio is an integer percentage, we divide by 100
1755 * to get the fraction */ 1611 * to get the fraction */
1756 p_exp_min = (int) (settings.permanent_exp_ratio * (float) (op->stats.exp) / 100); 1612 p_exp_min = (int) (settings.permanent_exp_ratio * (float) (op->stats.exp) / 100);
1757 1613
1758 if (op->perm_exp < p_exp_min) 1614 if (op->perm_exp < p_exp_min)
1759 op->perm_exp = p_exp_min; 1615 op->perm_exp = p_exp_min;
1771 * NULL, in which case exp increases the players general 1627 * NULL, in which case exp increases the players general
1772 * total, but not any particular skill. 1628 * total, but not any particular skill.
1773 * flag is what to do if the player doesn't have the skill: 1629 * flag is what to do if the player doesn't have the skill:
1774 */ 1630 */
1775static void 1631static void
1776add_player_exp (object *op, sint64 exp, const char *skill_name, int flag) 1632add_player_exp (object *op, sint64 exp, shstr_tmp skill_name, int flag)
1777{ 1633{
1778 object *skill_obj = NULL; 1634 object *skill_obj;
1779 sint64 limit, exp_to_add; 1635 sint64 limit, exp_to_add;
1780 int i;
1781 1636
1782 /* prevents some forms of abuse. */ 1637 /* prevents some forms of abuse. */
1783 if (op->contr->braced) 1638 if (op->contr->braced)
1784 exp /= 5; 1639 exp /= 5;
1785 1640
1786 /* Try to find the matching skill. 1641 /* Try to find the matching skill.
1787 * We do a shortcut/time saving mechanism first - see if it matches 1642 * We do a shortcut/time saving mechanism first - see if it matches
1788 * chosen_skill. This means we don't need to search through 1643 * chosen_skill. This means we don't need to search through
1789 * the players inventory. 1644 * the players inventory.
1790 */ 1645 */
1646 skill_obj = 0;
1647
1791 if (skill_name) 1648 if (skill_name)
1792 { 1649 {
1793 if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill)) 1650 skill_obj = op->contr->find_skill (skill_name);
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 1651
1804 /* Player doesn't have the skill. Check to see what to do, and give 1652 /* Player doesn't have the skill. Check to see what to do, and give
1805 * it to the player if necessary 1653 * it to the player if necessary
1806 */ 1654 */
1807 if (!skill_obj) 1655 if (!skill_obj)
1808 { 1656 {
1809 if (flag == SK_EXP_NONE) 1657 if (flag == SK_EXP_NONE)
1810 return; 1658 return;
1659
1811 else if (flag == SK_EXP_ADD_SKILL) 1660 if (flag == SK_EXP_ADD_SKILL)
1812 give_skill_by_name (op, skill_name); 1661 skill_obj = give_skill_by_name (op, skill_name);
1813 }
1814 } 1662 }
1815 } 1663 }
1816 1664
1817 if (flag != SK_EXP_SKILL_ONLY) 1665 if (flag != SK_EXP_SKILL_ONLY)
1818 { 1666 {
1819 /* Basically, you can never gain more experience in one shot 1667 /* Basically, you can never gain more experience in one shot
1820 * than half what you need to gain for next level. 1668 * than half what you need to gain for next level.
1821 */ 1669 */
1822 exp_to_add = exp; 1670 exp_to_add = exp;
1823 limit = (levels[op->level + 1] - levels[op->level]) / 2; 1671 limit = (levels [op->level + 1] - levels [op->level]) / 2;
1824 if (exp_to_add > limit) 1672 if (exp_to_add > limit)
1825 exp_to_add = limit; 1673 exp_to_add = limit;
1826 1674
1827 ADD_EXP (op->stats.exp, (sint64) ((float) exp_to_add * (skill_obj ? skill_obj->expmul : 1))); 1675 ADD_EXP (op->stats.exp, (sint64) ((float) exp_to_add * (skill_obj ? skill_obj->expmul : 1)));
1828 if (settings.permanent_exp_ratio) 1676 if (settings.permanent_exp_ratio)
1835 } 1683 }
1836 1684
1837 if (skill_obj) 1685 if (skill_obj)
1838 { 1686 {
1839 exp_to_add = exp; 1687 exp_to_add = exp;
1840 limit = (levels[skill_obj->level + 1] - levels[skill_obj->level]) / 2; 1688 limit = (levels [skill_obj->level + 1] - levels [skill_obj->level]) / 2;
1841 if (exp_to_add > limit) 1689 if (exp_to_add > limit)
1842 exp_to_add = limit; 1690 exp_to_add = limit;
1843 1691
1844 ADD_EXP (skill_obj->stats.exp, exp_to_add); 1692 ADD_EXP (skill_obj->stats.exp, exp_to_add);
1845 if (settings.permanent_exp_ratio) 1693 if (settings.permanent_exp_ratio)
1851 player_lvl_adj (op, skill_obj); 1699 player_lvl_adj (op, skill_obj);
1852 } 1700 }
1853} 1701}
1854 1702
1855/* This function checks to make sure that object 'op' can 1703/* This function checks to make sure that object 'op' can
1856 * lost 'exp' experience. It returns the amount of exp 1704 * lose 'exp' experience. It returns the amount of exp
1857 * object 'op' can in fact lose - it basically makes 1705 * object 'op' can in fact lose - it basically makes
1858 * adjustments based on permanent exp and the like. 1706 * adjustments based on permanent exp and the like.
1859 * This function should always be used for losing experience - 1707 * This function should always be used for losing experience -
1860 * the 'exp' value passed should be positive - this is the 1708 * the 'exp' value passed should be positive - this is the
1861 * amount that should get subtract from the player. 1709 * amount that should get subtract from the player.
1862 */ 1710 */
1863sint64 1711static sint64
1864check_exp_loss (const object *op, sint64 exp) 1712check_exp_loss (const object *op, sint64 exp)
1865{ 1713{
1866 sint64 del_exp; 1714 sint64 del_exp;
1867 1715
1868 if (exp > op->stats.exp) 1716 if (exp > op->stats.exp)
1869 exp = op->stats.exp; 1717 exp = op->stats.exp;
1718
1870 if (settings.permanent_exp_ratio) 1719 if (settings.permanent_exp_ratio)
1871 { 1720 {
1872 del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO); 1721 del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO);
1722
1873 if (del_exp < 0) 1723 if (del_exp < 0)
1874 del_exp = 0; 1724 del_exp = 0;
1725
1875 if (exp > del_exp) 1726 if (exp > del_exp)
1876 exp = del_exp; 1727 exp = del_exp;
1877 } 1728 }
1729
1878 return exp; 1730 return exp;
1879} 1731}
1880 1732
1881sint64 1733sint64
1882check_exp_adjust (const object *op, sint64 exp) 1734check_exp_adjust (const object *op, sint64 exp)
1883{ 1735{
1884 if (exp < 0) 1736 if (exp < 0)
1885 return check_exp_loss (op, exp); 1737 return check_exp_loss (op, exp);
1886 else 1738 else
1887 return MIN (exp, (sint64) MAX_EXPERIENCE - op->stats.exp); 1739 return min (exp, (sint64)MAX_EXPERIENCE - op->stats.exp);
1888} 1740}
1889
1890 1741
1891/* Subtracts experience from player. 1742/* Subtracts experience from player.
1892 * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we 1743 * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we
1893 * only subtract from the matching skill. Otherwise, 1744 * only subtract from the matching skill. Otherwise,
1894 * this subtracts a portion from all 1745 * this subtracts a portion from all
1899 * where everything is at the minimum perm exp, he would lose nothing. 1750 * where everything is at the minimum perm exp, he would lose nothing.
1900 * exp is the amount of exp to subtract - thus, it should be 1751 * exp is the amount of exp to subtract - thus, it should be
1901 * a postive number. 1752 * a postive number.
1902 */ 1753 */
1903static void 1754static void
1904subtract_player_exp (object *op, sint64 exp, const char *skill, int flag) 1755subtract_player_exp (object *op, sint64 exp, shstr_tmp skill, int flag)
1905{ 1756{
1906 float fraction = (float) exp / (float) op->stats.exp; 1757 float fraction = (float) exp / (float) op->stats.exp;
1907 object *tmp; 1758 object *tmp;
1908 sint64 del_exp; 1759 sint64 del_exp;
1909 1760
1910 for (tmp = op->inv; tmp; tmp = tmp->below) 1761 for (tmp = op->inv; tmp; tmp = tmp->below)
1911 if (tmp->type == SKILL && tmp->stats.exp) 1762 if (tmp->type == SKILL && tmp->stats.exp)
1912 { 1763 {
1913 if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (tmp->skill, skill)) 1764 if (flag == SK_SUBTRACT_SKILL_EXP && skill && tmp->skill == skill)
1914 { 1765 {
1915 del_exp = check_exp_loss (tmp, exp); 1766 del_exp = check_exp_loss (tmp, exp);
1916 tmp->stats.exp -= del_exp; 1767 tmp->stats.exp -= del_exp;
1917 player_lvl_adj (op, tmp); 1768 player_lvl_adj (op, tmp);
1918 } 1769 }
1919 else if (flag != SK_SUBTRACT_SKILL_EXP) 1770 else if (flag != SK_SUBTRACT_SKILL_EXP)
1920 { 1771 {
1921 /* only want to process other skills if we are not trying 1772 /* only want to process other skills if we are not trying
1922 * to match a specific skill. 1773 * to match a specific skill.
1923 */ 1774 */
1924 del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction)); 1775 del_exp = check_exp_loss (tmp, tmp->stats.exp * fraction);
1925 tmp->stats.exp -= del_exp; 1776 tmp->stats.exp -= del_exp;
1926 player_lvl_adj (op, tmp); 1777 player_lvl_adj (op, tmp);
1927 } 1778 }
1928 } 1779 }
1929 1780
1943 * skill_name is the skill that should get the exp added. 1794 * skill_name is the skill that should get the exp added.
1944 * flag is what to do if player doesn't have the skill. 1795 * flag is what to do if player doesn't have the skill.
1945 * these last two values are only used for players. 1796 * these last two values are only used for players.
1946 */ 1797 */
1947void 1798void
1948change_exp (object *op, sint64 exp, const char *skill_name, int flag) 1799change_exp (object *op, sint64 exp, shstr_tmp skill_name, int flag)
1949{ 1800{
1950#ifdef EXP_DEBUG 1801#ifdef EXP_DEBUG
1951 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp); 1802 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp);
1952#endif 1803#endif
1953 1804
1962 * won't do anything if the value is 0 anyways. 1813 * won't do anything if the value is 0 anyways.
1963 */ 1814 */
1964 if (exp == 0) 1815 if (exp == 0)
1965 return; 1816 return;
1966 1817
1967 /* Monsters are easy - we just adjust their exp - we 1818 /* Monsters are easy - we just adjust their exp - we
1968 * don't adjust level, since in most cases it is unrelated to 1819 * don't adjust level, since in most cases it is unrelated to
1969 * the exp they have - the monsters exp represents what its 1820 * the exp they have - the monsters exp represents what its
1970 * worth. 1821 * worth.
1971 */ 1822 */
1972 if (op->type != PLAYER) 1823 if (op->type != PLAYER)
1973 { 1824 {
1974 /* Sanity check */ 1825 /* Sanity check */
1975 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1826 if (!op->flag [FLAG_ALIVE])
1976 return; 1827 return;
1977 1828
1978 /* reset exp to max allowed value. We subtract from 1829 /* reset exp to max allowed value. We subtract from
1979 * MAX_EXPERIENCE to prevent overflows. If the player somehow has 1830 * MAX_EXPERIENCE to prevent overflows. If the player somehow has
1980 * more than max exp, just return. 1831 * more than max exp, just return.
1999 */ 1850 */
2000 subtract_player_exp (op, abs (exp), skill_name, flag); 1851 subtract_player_exp (op, abs (exp), skill_name, flag);
2001 } 1852 }
2002} 1853}
2003 1854
2004/* Applies a death penalty experience, the size of this is defined by the 1855/* Applies a death penalty experience, the size of this is defined by the
2005 * settings death_penalty_percentage and death_penalty_levels, and by the 1856 * settings death_penalty_percentage and death_penalty_levels, and by the
2006 * amount of permenent experience, whichever gives the lowest loss. 1857 * amount of permenent experience, whichever gives the lowest loss.
2007 */ 1858 */
2008void 1859void
2009apply_death_exp_penalty (object *op) 1860apply_death_exp_penalty (object *op)
2010{ 1861{
2011 object *tmp;
2012 sint64 loss; 1862 sint64 loss;
2013 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */ 1863 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */
2014 sint64 level_loss; /* defined by the setting 'death_penalty_levels */ 1864 sint64 level_loss; /* defined by the setting 'death_penalty_levels */
2015 1865
2016 for (tmp = op->inv; tmp; tmp = tmp->below) 1866 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2017 if (tmp->type == SKILL && tmp->stats.exp) 1867 if (tmp->type == SKILL && tmp->stats.exp)
2018 { 1868 {
2019
2020 percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100; 1869 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)]; 1870 level_loss = tmp->stats.exp - levels [max (0, tmp->level - settings.death_penalty_level)];
2022 1871
2023 /* With the revised exp system, you can get cases where 1872 /* With the revised exp system, you can get cases where
2024 * losing several levels would still require that you have more 1873 * losing several levels would still require that you have more
2025 * exp than you currently have - this is true if the levels 1874 * exp than you currently have - this is true if the levels
2026 * tables is a lot harder. 1875 * tables is a lot harder.
2027 */ 1876 */
2028 if (level_loss < 0) 1877 if (level_loss < 0)
2029 level_loss = 0; 1878 level_loss = 0;
2030 1879
2031 loss = check_exp_loss (tmp, MIN (level_loss, percentage_loss)); 1880 loss = check_exp_loss (tmp, min (level_loss, percentage_loss));
2032 1881
2033 tmp->stats.exp -= loss; 1882 tmp->stats.exp -= loss;
2034 player_lvl_adj (op, tmp); 1883 player_lvl_adj (op, tmp);
2035 } 1884 }
2036 1885
2037 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100; 1886 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)]; 1887 level_loss = op->stats.exp - levels [max (0, op->level - settings.death_penalty_level)];
1888
2039 if (level_loss < 0) 1889 if (level_loss < 0)
2040 level_loss = 0; 1890 level_loss = 0;
1891
2041 loss = check_exp_loss (op, MIN (level_loss, percentage_loss)); 1892 loss = check_exp_loss (op, min (level_loss, percentage_loss));
2042 1893
2043 op->stats.exp -= loss; 1894 op->stats.exp -= loss;
2044 player_lvl_adj (op, NULL); 1895 player_lvl_adj (op, NULL);
2045} 1896}
2046 1897

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