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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 1.136 by root, Sat Nov 17 23:40:00 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 (©) 2017,2018 Marc Alexander Lehmann / the Deliantra team
5 * 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 6 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 7 * Copyright (©) 1992 Frank Tore Johansen
7 * 8 *
8 * This program is free software; you can redistribute it and/or modify 9 * 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 10 * 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 11 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 12 * option) any later version.
12 * 13 *
13 * This program is distributed in the hope that it will be useful, 14 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 17 * 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 * 18 *
19 * You should have received a copy of the Affero GNU General Public License
20 * and the GNU General Public License along with this program. If not, see
21 * <http://www.gnu.org/licenses/>.
22 *
22 * The authors can be reached via e-mail at <crossfire@schmorp.de> 23 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 24 */
24 25
25#include <global.h> 26#include <global.h>
26#include <funcpoint.h>
27 27
28/* Handy little macro that adds exp and keeps it within bounds. Since 28/* 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 29 * 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 30 * with exptotal wrapping. exptotal is typically op->exp, or op->perm_exp
31 */ 31 */
34static const int con_bonus[MAX_STAT + 1] = { 34static 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, 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,
36 22, 25, 30, 40, 50 36 22, 25, 30, 40, 50
37}; 37};
38 38
39/* changed the name of this to "sp_bonus" from "int_bonus" 39/* changed the name of this to "sp_bonus" from "int_bonus"
40 * because Pow can now be the stat that controls spellpoint 40 * because Pow can now be the stat that controls spellpoint
41 * advancement. -b.t. 41 * advancement. -b.t.
42 */ 42 */
43static const int sp_bonus[MAX_STAT + 1] = { 43static 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, 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,
48static const int grace_bonus[MAX_STAT + 1] = { 48static 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, 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,
50 30, 40, 50, 70, 100 50 30, 40, 50, 70, 100
51}; 51};
52 52
53/* 0.92.7 Changed way charisma works. Values now 53/* 0.92.7 Changed way charisma works. Values now
54 * represent how much more it costs to buy something than to sell it 54 * 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 55 * (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 56 * 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 57 * 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 58 * 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 59 * buying and selling is both the same value - any value less than or equal
60 * to 1 should not be used. 60 * to 1 should not be used.
61 * At least as of now, the only place that uses this code is query_cost, 61 * 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 62 * 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 63 * (ie, if the bonus is 2.0, then items are bought for 1.33 list, and sold
64 * at .667 64 * at .667
65 * This is figured by diff=(y-1)/(1+y), and for buy, it is 1+diff, for sell 65 * 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 109 * These limits are probably overly generous, but being there were no values
110 * before, you need to start someplace. 110 * before, you need to start someplace.
111 */ 111 */
112 112
113const uint32 weight_limit[MAX_STAT + 1] = { 113const uint32 weight_limit[MAX_STAT + 1] = {
114 200000, /* 0 */ 114 200000, /* 0 */
115 250000, 300000, 350000, 400000, 500000, /* 5 */ 115 250000, 300000, 350000, 400000, 500000, /* 5 */
116 600000, 700000, 800000, 900000, 1000000, /* 10 */ 116 600000, 700000, 800000, 900000, 1000000, /* 10 */
117 1100000, 1200000, 1300000, 1400000, 1500000, /* 15 */ 117 1100000, 1200000, 1300000, 1400000, 1500000, /* 15 */
118 1650000, 1800000, 1950000, 2100000, 2250000, /* 20 */ 118 1650000, 1800000, 1950000, 2100000, 2250000, /* 20 */
119 2400000, 2550000, 2700000, 2850000, 3000000, /* 25 */ 119 2400000, 2550000, 2700000, 2850000, 3000000, /* 25 */
120 3250000, 3500000, 3750000, 4000000, 4500000 /*30 */ 120 3250000, 3500000, 3750000, 4000000, 4500000 /* 30 */
121}; 121};
122 122
123const int learn_spell[MAX_STAT + 1] = { 123const 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, 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,
125 100, 100, 100, 100, 100, 100 125 100, 100, 100, 100, 100, 100
140/* 140/*
141 Since this is nowhere defined ... 141 Since this is nowhere defined ...
142 Both come in handy at least in function add_exp() 142 Both come in handy at least in function add_exp()
143*/ 143*/
144 144
145#define MAX_EXPERIENCE levels[settings.max_level] 145#define MAX_EXPERIENCE levels [settings.max_level]
146 146
147/* because exp_obj sum to make the total score, 147/* because exp_obj sum to make the total score,
148 * we cannot allow that sum to exceed the maximum 148 * we cannot allow that sum to exceed the maximum
149 * amount of experience a player can gain. Thus 149 * amount of experience a player can gain. Thus
150 * we define MAX_EXP_IN_OBJ. It is important to try 150 * we define MAX_EXP_IN_OBJ. It is important to try
151 * to make the value of MAX_EXP_CAT close to the 151 * to make the value of MAX_EXP_CAT close to the
152 * actual number of experience objects in the game, 152 * actual number of experience objects in the game,
153 * otherwise the maximum level in any experience 153 * otherwise the maximum level in any experience
154 * category could be quite low. To help the situation 154 * category could be quite low. To help the situation
155 * out a little I added 10 more levels, and jacked 155 * out a little I added 10 more levels, and jacked
156 * up the last level experience value. Its out of 156 * up the last level experience value. Its out of
157 * line with progression of previous levels, so 157 * line with progression of previous levels, so
158 * if more levels are desired, this should be fixed. 158 * if more levels are desired, this should be fixed.
159 * -b.t. 159 * -b.t.
160 */ 160 */
161 161
162#define MAX_EXP_IN_OBJ levels[settings.max_level]/(MAX_EXP_CAT - 1) 162#define MAX_EXP_IN_OBJ MAX_EXP_IN_OBJ / (MAX_EXP_CAT - 1)
163
164extern sint64 *levels;
165 163
166#define MAX_SAVE_LEVEL 110 164#define MAX_SAVE_LEVEL 110
167 165
168/* This no longer needs to be changed anytime the number of 166/* This no longer needs to be changed anytime the number of
169 * levels is increased - rather, did_make_save will do the 167 * levels is increased - rather, did_make_save will do the
242change_attr_value (living *stats, int attr, sint8 value) 240change_attr_value (living *stats, int attr, sint8 value)
243{ 241{
244 stats->stat (attr) += value; 242 stats->stat (attr) += value;
245} 243}
246 244
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/* 245/*
286 * Ensures that all stats (str/dex/con/wis/cha/int) are within the 246 * Ensures that all stats (str/dex/con/wis/cha/int) are within the
287 * 1-30 stat limit. 247 * 1-30 stat limit.
288 */ 248 */
289void 249void
301/* Rather than having a whole bunch of if (flag) new_draw.. else new_draw, 261/* Rather than having a whole bunch of if (flag) new_draw.. else new_draw,
302 * make this macro to clean those up. Not usuable outside change_abil 262 * 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. 263 * function since some of the values passed to new_draw_info are hardcoded.
304 */ 264 */
305#define DIFF_MSG(flag, msg1, msg2) \ 265#define DIFF_MSG(flag, msg1, msg2) \
306 new_draw_info(NDI_UNIQUE, 0, op, (flag>0)?msg1:msg2); 266 new_draw_info (NDI_UNIQUE, 0, op, (flag > 0) ? msg1 : msg2);
307 267
308/* return 1 if we sucessfully changed a stat, 0 if nothing was changed. */ 268/* return 1 if we sucessfully changed a stat, 0 if nothing was changed. */
309 269
310/* flag is set to 1 if we are applying the object, -1 if we are removing 270/* flag is set to 1 if we are applying the object, -1 if we are removing
311 * the object. 271 * the object.
319 * that gives them that ability. 279 * that gives them that ability.
320 */ 280 */
321int 281int
322change_abil (object *op, object *tmp) 282change_abil (object *op, object *tmp)
323{ 283{
324 int flag = QUERY_FLAG (tmp, FLAG_APPLIED) ? 1 : -1, i, j, success = 0; 284 int flag = tmp->flag [FLAG_APPLIED] ? 1 : -1;
285 int success = 0;
325 char message[MAX_BUF]; 286 char message[MAX_BUF];
326 int potion_max = 0; 287 int potion_max = 0;
327 288
328 /* remember what object was like before it was changed. note that 289 // keep some stats for comparison purposes
329 * refop is a local copy of op only to be used for detecting changes 290 object::flags_t prev_flag = op->flag;
330 * found by update_stats. refop is not a real object 291 MoveType prev_move_type = op->move_type;
331 */ 292 sint16 prev_resist [NROFATTACKS]; // clumsy
332 object_copy refop = *op; 293 assert (sizeof (prev_resist) == sizeof (op->resist));
294 memcpy (prev_resist, op->resist, sizeof (prev_resist));
333 295
334 if (op->type == PLAYER) 296 if (op->type == PLAYER)
335 { 297 {
336 if (tmp->type == POTION) 298 if (tmp->type == POTION)
337 { 299 {
338 potion_max = 1; 300 potion_max = 1;
301
339 for (j = 0; j < NUM_STATS; j++) 302 for (int j = 0; j < NUM_STATS; j++)
340 { 303 {
341 int nstat, ostat;
342
343 ostat = op->contr->orig_stats.stat (j); 304 int ostat = op->contr->orig_stats.stat (j);
344 i = tmp->stats.stat (j); 305 int i = tmp->stats.stat (j);
345 306
346 /* nstat is what the stat will be after use of the potion */ 307 /* nstat is what the stat will be after use of the potion */
347 nstat = flag * i + ostat; 308 int nstat = flag * i + ostat;
348 309
349 /* Do some bounds checking. While I don't think any 310 /* 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 311 * that adjust that stat by more than one point, so we need
352 * to allow for that. 312 * to allow for that.
353 */ 313 */
354 if (nstat < 1 && i * flag < 0) 314 if (nstat < 1 && i * flag < 0)
355 nstat = 1; 315 nstat = 1;
356 else if (nstat > 20 + op->arch->clone.stats.stat (j)) 316 else if (nstat > 20 + op->arch->stats.stat (j))
357 nstat = 20 + op->arch->clone.stats.stat (j); 317 nstat = 20 + op->arch->stats.stat (j);
358 318
359 if (nstat != ostat) 319 if (nstat != ostat)
360 { 320 {
361 op->contr->orig_stats.stat (j) = nstat; 321 op->contr->orig_stats.stat (j) = nstat;
362 potion_max = 0; 322 potion_max = 0;
370 330
371 /* This section of code ups the characters normal stats also. I am not 331 /* This section of code ups the characters normal stats also. I am not
372 * sure if this is strictly necessary, being that fix_player probably 332 * sure if this is strictly necessary, being that fix_player probably
373 * recalculates this anyway. 333 * recalculates this anyway.
374 */ 334 */
375 for (j = 0; j < NUM_STATS; j++) 335 for (int j = 0; j < NUM_STATS; j++)
376 change_attr_value (&op->stats, j, flag * tmp->stats.stat (j)); 336 change_attr_value (&op->stats, j, flag * tmp->stats.stat (j));
377 337
378 check_stat_bounds (&op->stats); 338 check_stat_bounds (&op->stats);
379 } /* end of potion handling code */ 339 } /* end of potion handling code */
380 } 340 }
381 341
382 /* reset attributes that fix_player doesn't reset since it doesn't search 342 /* reset attributes that update_stats doesn't reset since it doesn't search
383 * everything to set 343 * everything to set
384 */ 344 */
385 if (flag == -1) 345 if (flag == -1)
386 { 346 {
387 op->attacktype &= ~tmp->attacktype; 347 op->attacktype &= ~tmp->attacktype;
388 op->path_attuned &= ~tmp->path_attuned; 348 op->path_attuned &= ~tmp->path_attuned;
393 */ 353 */
394 op->move_type &= ~tmp->move_type; 354 op->move_type &= ~tmp->move_type;
395 } 355 }
396 356
397 /* call fix_player since op object could have whatever attribute due 357 /* call fix_player since op object could have whatever attribute due
398 * to multiple items. if fix_player always has to be called after 358 * to multiple items. if update_stats always has to be called after
399 * change_ability then might as well call it from here 359 * change_ability then might as well call it from here
400 */ 360 */
401 op->update_stats (); 361 op->update_stats ();
402 362
403 /* Fix player won't add the bows ability to the player, so don't 363 /* update_stats won't add the bows ability to the player, so don't
404 * print out message if this is a bow. 364 * print out message if this is a bow.
405 */ 365 */
406 if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW) 366 if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW)
407 { 367 {
408 success = 1; 368 success = 1;
409 DIFF_MSG (flag, "Your hands begin to glow red.", "Your hands stop glowing red."); 369 DIFF_MSG (flag, "Your hands begin to glow red.", "Your hands stop glowing red.");
410 } 370 }
411 371
412 if (QUERY_FLAG (op, FLAG_LIFESAVE) != QUERY_FLAG (&refop, FLAG_LIFESAVE)) 372 if (op->flag [FLAG_LIFESAVE] != prev_flag [FLAG_LIFESAVE])
413 { 373 {
414 success = 1; 374 success = 1;
415 DIFF_MSG (flag, "You feel very protected.", "You don't feel protected anymore."); 375 DIFF_MSG (flag, "You feel very protected.", "You don't feel protected anymore.");
416 } 376 }
417 377
418 if (QUERY_FLAG (op, FLAG_REFL_MISSILE) != QUERY_FLAG (&refop, FLAG_REFL_MISSILE)) 378 if (op->flag [FLAG_REFL_MISSILE] != prev_flag [FLAG_REFL_MISSILE])
419 { 379 {
420 success = 1; 380 success = 1;
421 DIFF_MSG (flag, "A magic force shimmers around you.", "The magic force fades away."); 381 DIFF_MSG (flag, "A magic force shimmers around you.", "The magic force fades away.");
422 } 382 }
423 383
424 if (QUERY_FLAG (op, FLAG_REFL_SPELL) != QUERY_FLAG (&refop, FLAG_REFL_SPELL)) 384 if (op->flag [FLAG_REFL_SPELL] != prev_flag [FLAG_REFL_SPELL])
425 { 385 {
426 success = 1; 386 success = 1;
427 DIFF_MSG (flag, "You feel more safe now, somehow.", "Suddenly you feel less safe, somehow."); 387 DIFF_MSG (flag, "You feel more safe now, somehow.", "Suddenly you feel less safe, somehow.");
428 } 388 }
429 389
431 * user has multiple items giving the same type appled like we 391 * user has multiple items giving the same type appled like we
432 * used to - that is more work than what we gain, plus messages 392 * used to - that is more work than what we gain, plus messages
433 * can be misleading (a little higher could be miscontrued from 393 * can be misleading (a little higher could be miscontrued from
434 * from fly high) 394 * from fly high)
435 */ 395 */
436 if (tmp->move_type && op->move_type != refop.move_type) 396 if (tmp->move_type && op->move_type != prev_move_type)
437 { 397 {
438 success = 1; 398 success = 1;
439 399
440 /* MOVE_FLY_HIGH trumps MOVE_FLY_LOW - changing your move_fly_low 400 /* MOVE_FLY_HIGH trumps MOVE_FLY_LOW - changing your move_fly_low
441 * status doesn't make a difference if you are flying high 401 * status doesn't make a difference if you are flying high
442 */ 402 */
443 if (tmp->move_type & MOVE_FLY_LOW && !(op->move_type & MOVE_FLY_HIGH)) 403 if (tmp->move_type & MOVE_FLY_LOW && !(op->move_type & MOVE_FLY_HIGH))
444 { 404 {
445 DIFF_MSG (flag, "You start to float in the air!.", "You float down to the ground."); 405 DIFF_MSG (flag, "You start to float in the air!", "You float down to the ground.");
446 } 406 }
447 407
448 if (tmp->move_type & MOVE_FLY_HIGH) 408 if (tmp->move_type & MOVE_FLY_HIGH)
449 { 409 {
450 /* double conditional - second case covers if you have move_fly_low - 410 /* double conditional - second case covers if you have move_fly_low -
451 * in that case, you don't actually land 411 * in that case, you don't actually land
452 */ 412 */
453 DIFF_MSG (flag, "You soar into the air air!.", 413 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.")); 414 (op->move_type & MOVE_FLY_LOW ? "You fly lower in the air" : "You float down to the ground."));
455 } 415 }
456 416
457 if (tmp->move_type & MOVE_SWIM) 417 if (tmp->move_type & MOVE_SWIM)
458 DIFF_MSG (flag, "You feel ready for a swim", "You no longer feel like swimming"); 418 DIFF_MSG (flag, "You feel ready for a swim", "You no longer feel like swimming");
459
460 /* Changing move status may mean you are affected by things you weren't before */
461 check_move_on (op, op);
462 } 419 }
463 420
464 /* becoming UNDEAD... a special treatment for this flag. Only those not 421 /* becoming UNDEAD... a special treatment for this flag. Only those not
465 * originally undead may change their status 422 * originally undead may change their status
466 */ 423 */
467 if (!QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 424 if (!op->arch->flag [FLAG_UNDEAD])
468 if (QUERY_FLAG (op, FLAG_UNDEAD) != QUERY_FLAG (&refop, FLAG_UNDEAD)) 425 if (op->flag [FLAG_UNDEAD] != prev_flag [FLAG_UNDEAD])
469 { 426 {
470 success = 1; 427 success = 1;
471 if (flag > 0) 428 if (flag > 0)
472 { 429 {
473 op->race = "undead"; 430 op->race = "undead";
474 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce drains away!"); 431 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce drains away!");
475 } 432 }
476 else 433 else
477 { 434 {
478 op->race = op->arch->clone.race; 435 op->race = op->arch->race;
479 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!"); 436 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!");
480 } 437 }
481 } 438 }
482 439
483 if (QUERY_FLAG (op, FLAG_STEALTH) != QUERY_FLAG (&refop, FLAG_STEALTH)) 440 if (op->flag [FLAG_STEALTH] != prev_flag [FLAG_STEALTH])
484 { 441 {
485 success = 1; 442 success = 1;
486 DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily."); 443 DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily.");
487 } 444 }
488 445
489 if (QUERY_FLAG (op, FLAG_MAKE_INVIS) != QUERY_FLAG (&refop, FLAG_MAKE_INVIS)) 446 if (op->flag [FLAG_MAKE_INVIS] != prev_flag [FLAG_MAKE_INVIS])
490 { 447 {
491 success = 1; 448 success = 1;
492 DIFF_MSG (flag, "You become transparent.", "You can see yourself."); 449 DIFF_MSG (flag, "You become transparent.", "You can see yourself.");
493 } 450 }
494 451
495 /* blinded you can tell if more blinded since blinded player has minimal 452 /* blinded you can tell if more blinded since blinded player has minimal
496 * vision 453 * vision
497 */ 454 */
498 if (QUERY_FLAG (tmp, FLAG_BLIND)) 455 if (tmp->flag [FLAG_BLIND])
499 { 456 {
500 success = 1; 457 success = 1;
501 if (flag > 0) 458 if (flag > 0)
502 { 459 {
503 if (QUERY_FLAG (op, FLAG_WIZ)) 460 if (op->flag [FLAG_WIZ])
504 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self is blinded."); 461 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self is blinded.");
505 else 462 else
506 { 463 {
507 new_draw_info (NDI_UNIQUE, 0, op, "You are blinded."); 464 new_draw_info (NDI_UNIQUE, 0, op, "You are blinded.");
508 SET_FLAG (op, FLAG_BLIND); 465 op->set_flag (FLAG_BLIND);
509 if (op->type == PLAYER) 466 if (op->type == PLAYER)
510 op->contr->do_los = 1; 467 op->contr->do_los = 1;
511 } 468 }
512 } 469 }
513 else 470 else
514 { 471 {
515 if (QUERY_FLAG (op, FLAG_WIZ)) 472 if (op->flag [FLAG_WIZ])
516 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self can now see again."); 473 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self can now see again.");
517 else 474 else
518 { 475 {
519 new_draw_info (NDI_UNIQUE, 0, op, "Your vision returns."); 476 new_draw_info (NDI_UNIQUE, 0, op, "Your vision returns.");
520 CLEAR_FLAG (op, FLAG_BLIND); 477 op->clr_flag (FLAG_BLIND);
521 if (op->type == PLAYER) 478 if (op->type == PLAYER)
522 op->contr->do_los = 1; 479 op->contr->do_los = 1;
523 } 480 }
524 } 481 }
525 } 482 }
526 483
527 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK) != QUERY_FLAG (&refop, FLAG_SEE_IN_DARK)) 484 if (op->flag [FLAG_SEE_IN_DARK] != prev_flag [FLAG_SEE_IN_DARK])
528 { 485 {
529 success = 1; 486 success = 1;
530 if (op->type == PLAYER) 487 if (op->type == PLAYER)
531 op->contr->do_los = 1; 488 op->contr->do_los = 1;
532 DIFF_MSG (flag, "Your vision is better in the dark.", "You see less well in the dark."); 489 DIFF_MSG (flag, "Your vision is better in the dark.", "You see less well in the dark.");
533 } 490 }
534 491
535 if (QUERY_FLAG (op, FLAG_XRAYS) != QUERY_FLAG (&refop, FLAG_XRAYS)) 492 if (op->flag [FLAG_XRAYS] != prev_flag [FLAG_XRAYS])
536 { 493 {
537 success = 1; 494 success = 1;
538 if (flag > 0) 495 if (flag > 0)
539 { 496 {
540 if (QUERY_FLAG (op, FLAG_WIZ)) 497 if (op->flag [FLAG_WIZ])
541 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a little clearer."); 498 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a little clearer.");
542 else 499 else
543 { 500 {
544 new_draw_info (NDI_UNIQUE, 0, op, "Everything becomes transparent."); 501 new_draw_info (NDI_UNIQUE, 0, op, "Everything becomes transparent.");
545 if (op->type == PLAYER) 502 if (op->type == PLAYER)
546 op->contr->do_los = 1; 503 op->contr->do_los = 1;
547 } 504 }
548 } 505 }
549 else 506 else
550 { 507 {
551 if (QUERY_FLAG (op, FLAG_WIZ)) 508 if (op->flag [FLAG_WIZ])
552 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a bit out of focus."); 509 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a bit out of focus.");
553 else 510 else
554 { 511 {
555 new_draw_info (NDI_UNIQUE, 0, op, "Everything suddenly looks very solid."); 512 new_draw_info (NDI_UNIQUE, 0, op, "Everything suddenly looks very solid.");
556 if (op->type == PLAYER) 513 if (op->type == PLAYER)
563 { 520 {
564 success = 1; 521 success = 1;
565 DIFF_MSG (flag * tmp->stats.luck, "You feel more lucky.", "You feel less lucky."); 522 DIFF_MSG (flag * tmp->stats.luck, "You feel more lucky.", "You feel less lucky.");
566 } 523 }
567 524
525 if (digest_types [tmp->type])
526 {
568 if (tmp->stats.hp && op->type == PLAYER) 527 if (tmp->stats.hp && op->type == PLAYER)
569 { 528 {
570 success = 1; 529 success = 1;
571 DIFF_MSG (flag * tmp->stats.hp, "You feel much more healthy!", "You feel much less healthy!"); 530 DIFF_MSG (flag * tmp->stats.hp, "You feel much more healthy!", "You feel much less healthy!");
572 } 531 }
573 532
574 if (tmp->stats.sp && op->type == PLAYER && tmp->type != SKILL) 533 if (tmp->stats.sp && op->type == PLAYER
575 { 534 && tmp->type != SKILL && tmp->type != BOW)
535 {
576 success = 1; 536 success = 1;
577 DIFF_MSG (flag * tmp->stats.sp, "You feel one with the powers of magic!", "You suddenly feel very mundane."); 537 DIFF_MSG (flag * tmp->stats.sp, "You feel one with the powers of magic!", "You suddenly feel very mundane.");
578 } 538 }
579 539
580 /* for the future when artifacts set this -b.t. */ 540 /* for the future when artifacts set this -b.t. */
581 if (tmp->stats.grace && op->type == PLAYER) 541 if (tmp->stats.grace && op->type == PLAYER)
582 { 542 {
583 success = 1; 543 success = 1;
584 DIFF_MSG (flag * tmp->stats.grace, "You feel closer to your god!", "You suddenly feel less holy."); 544 DIFF_MSG (flag * tmp->stats.grace, "You feel closer to your god!", "You suddenly feel less holy.");
585 } 545 }
586 546
587 if (tmp->stats.food && op->type == PLAYER) 547 if (tmp->stats.food && op->type == PLAYER)
588 { 548 {
589 success = 1; 549 success = 1;
590 DIFF_MSG (flag * tmp->stats.food, "You feel your digestion slowing down.", "You feel your digestion speeding up."); 550 DIFF_MSG (flag * tmp->stats.food, "You feel your digestion slowing down.", "You feel your digestion speeding up.");
551 }
591 } 552 }
592 553
593 /* Messages for changed resistance */ 554 /* Messages for changed resistance */
594 for (i = 0; i < NROFATTACKS; i++) 555 for (int i = 0; i < NROFATTACKS; i++)
595 { 556 {
596 if (i == ATNR_PHYSICAL) 557 if (i == ATNR_PHYSICAL)
597 continue; /* Don't display about armour */ 558 continue; /* Don't display about armour */
598 559
599 if (op->resist[i] != refop.resist[i]) 560 if (op->resist [i] != prev_resist [i])
600 { 561 {
601 success = 1; 562 success = 1;
563
602 if (op->resist[i] > refop.resist[i]) 564 if (op->resist [i] > prev_resist [i])
603 sprintf (message, "Your resistance to %s rises to %d%%.", change_resist_msg[i], op->resist[i]); 565 sprintf (message, "Your resistance to %s rises to %d%%.", change_resist_msg [i], op->resist [i]);
604 else 566 else
605 sprintf (message, "Your resistance to %s drops to %d%%.", change_resist_msg[i], op->resist[i]); 567 sprintf (message, "Your resistance to %s drops to %d%%.", change_resist_msg [i], op->resist [i]);
606 568
607 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message); 569 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message);
608 } 570 }
609 } 571 }
610 572
611 if (!potion_max) 573 if (!potion_max)
612 {
613 for (j = 0; j < NUM_STATS; j++) 574 for (int j = 0; j < NUM_STATS; j++)
614 {
615 if ((i = tmp->stats.stat (j))) 575 if (int i = tmp->stats.stat (j))
616 { 576 {
617 success = 1; 577 success = 1;
618 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]); 578 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]);
619 } 579 }
620 }
621 }
622 580
623 return success; 581 return success;
624} 582}
625 583
626/* 584/*
637object::drain_specific_stat (int deplete_stats) 595object::drain_specific_stat (int deplete_stats)
638{ 596{
639 object *tmp; 597 object *tmp;
640 archetype *at; 598 archetype *at;
641 599
642 at = archetype::find (ARCH_DEPLETION); 600 at = archetype::find (shstr_depletion);
643 if (!at) 601 if (!at)
644 { 602 {
645 LOG (llevError, "Couldn't find archetype depletion.\n"); 603 LOG (llevError, "Couldn't find archetype depletion.\n");
646 return; 604 return;
647 } 605 }
649 { 607 {
650 tmp = present_arch_in_ob (at, this); 608 tmp = present_arch_in_ob (at, this);
651 609
652 if (!tmp) 610 if (!tmp)
653 { 611 {
654 tmp = arch_to_object (at); 612 tmp = at->instance ();
655 tmp = insert_ob_in_ob (tmp, this); 613 tmp = insert_ob_in_ob (tmp, this);
656 SET_FLAG (tmp, FLAG_APPLIED); 614 tmp->set_flag (FLAG_APPLIED);
657 } 615 }
658 } 616 }
659 617
660 new_draw_info (NDI_UNIQUE, 0, this, drain_msg[deplete_stats]); 618 new_draw_info (NDI_UNIQUE, 0, this, drain_msg[deplete_stats]);
661 change_attr_value (&tmp->stats, deplete_stats, -1); 619 change_attr_value (&tmp->stats, deplete_stats, -1);
667 * via an applied bad_luck object. 625 * via an applied bad_luck object.
668 */ 626 */
669void 627void
670object::change_luck (int value) 628object::change_luck (int value)
671{ 629{
672 archetype *at = archetype::find ("luck"); 630 archetype *at = archetype::find (shstr_luck);
673 if (!at) 631 if (!at)
674 LOG (llevError, "Couldn't find archetype luck.\n"); 632 LOG (llevError, "Couldn't find archetype luck.\n");
675 else 633 else
676 { 634 {
677 object *tmp = present_arch_in_ob (at, this); 635 object *tmp = present_arch_in_ob (at, this);
679 if (!tmp) 637 if (!tmp)
680 { 638 {
681 if (!value) 639 if (!value)
682 return; 640 return;
683 641
684 tmp = arch_to_object (at); 642 tmp = at->instance ();
685 tmp = insert_ob_in_ob (tmp, this); 643 tmp = insert_ob_in_ob (tmp, this);
686 SET_FLAG (tmp, FLAG_APPLIED); 644 tmp->set_flag (FLAG_APPLIED);
687 } 645 }
688 646
689 if (value) 647 if (value)
690 { 648 {
691 /* Limit the luck value of the bad luck object to +/-100. This 649 /* 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. 681 * Subtracts stat-bonuses given by the class which the player has chosen.
724 */ 682 */
725void 683void
726object::remove_statbonus () 684object::remove_statbonus ()
727{ 685{
728 stats.Str -= arch->clone.stats.Str; 686 for (int i = 0; i < NUM_STATS; ++i)
729 stats.Dex -= arch->clone.stats.Dex; 687 {
730 stats.Con -= arch->clone.stats.Con; 688 sint8 v = arch->stats.stat (i);
731 stats.Wis -= arch->clone.stats.Wis; 689 stats.stat (i) -= v;
732 stats.Pow -= arch->clone.stats.Pow; 690 contr->orig_stats.stat (i) -= v;
733 stats.Cha -= arch->clone.stats.Cha; 691 }
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} 692}
744 693
745/* 694/*
746 * Adds stat-bonuses given by the class which the player has chosen. 695 * Adds stat-bonuses given by the class which the player has chosen.
747 */ 696 */
748void 697void
749object::add_statbonus () 698object::add_statbonus ()
750{ 699{
751 stats.Str += arch->clone.stats.Str; 700 for (int i = 0; i < NUM_STATS; ++i)
752 stats.Dex += arch->clone.stats.Dex; 701 {
753 stats.Con += arch->clone.stats.Con; 702 sint8 v = arch->stats.stat (i);
754 stats.Wis += arch->clone.stats.Wis; 703 stats.stat (i) += v;
755 stats.Pow += arch->clone.stats.Pow; 704 contr->orig_stats.stat (i) += v;
756 stats.Cha += arch->clone.stats.Cha; 705 }
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} 706}
707
708static struct copy_flags : object::flags_t
709{
710 copy_flags ()
711 {
712 set (FLAG_LIFESAVE);
713 set (FLAG_REFL_SPELL);
714 set (FLAG_REFL_MISSILE);
715 set (FLAG_STEALTH);
716 set (FLAG_XRAYS);
717 set (FLAG_BLIND);
718 set (FLAG_SEE_IN_DARK);
719 }
720} copy_flags;
767 721
768/* 722/*
769 * Updates all abilities given by applied objects in the inventory 723 * Updates all abilities given by applied objects in the inventory
770 * of the given object. Note: This function works for both monsters 724 * of the given object. Note: This function works for both monsters
771 * and players; the "player" in the name is purely an archaic inheritance. 725 * and players; the "player" in the name is purely an archaic inheritance.
776 * spell system split, grace points now added to system --peterm 730 * spell system split, grace points now added to system --peterm
777 */ 731 */
778void 732void
779object::update_stats () 733object::update_stats ()
780{ 734{
781 int i, j;
782 float f, max = 9, added_speed = 0, bonus_speed = 0, sp_tmp, speed_reduce_from_disease = 1; 735 float max_speed = 9, added_speed = 0, bonus_speed = 0, speed_reduce_from_disease = 1;
783 int weapon_weight = 0, weapon_speed = 0; 736 weight_t weapon_weight = 0;
737 int weapon_speed = 0;
784 int best_wc = 0, best_ac = 0, wc = 0, ac = 0; 738 int best_wc = 0, best_ac = 0, wc = 0, ac = 0;
785 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; 739 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS];
786 object *grace_obj = NULL, *mana_obj = NULL, *wc_obj = NULL, *tmp; 740 object *grace_obj = NULL, *mana_obj = NULL, *tmp;
787 float old_speed = speed; 741 float old_speed = speed;
742 int stat_sum [NUM_STATS];
743
744 MoveType move_type; // we use change_move_type to change it, so use a local copy
788 745
789 /* First task is to clear all the values back to their original values */ 746 /* First task is to clear all the values back to their original values */
790 if (type == PLAYER) 747 if (type == PLAYER)
791 { 748 {
749 contr->delayed_update = false;
750
792 for (i = 0; i < NUM_STATS; i++) 751 for (int i = 0; i < NUM_STATS; i++)
793 stats.stat (i) = contr->orig_stats.stat (i); 752 stat_sum [i] = contr->orig_stats.stat (i);
794 753
795 if (settings.spell_encumbrance == TRUE) 754 if (settings.spell_encumbrance == TRUE)
796 contr->encumbrance = 0; 755 contr->encumbrance = 0;
797 756
798 attacktype = 0; 757 attacktype = 0;
803 contr->gen_grace = 0; 762 contr->gen_grace = 0;
804 contr->gen_sp_armour = 10; 763 contr->gen_sp_armour = 10;
805 contr->item_power = 0; 764 contr->item_power = 0;
806 } 765 }
807 766
808 for (int i = NUM_BODY_LOCATIONS; i--; ) 767 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
809 slot[i].used = slot[i].info; 768 slot[i].used = slot[i].info;
810 769
811 slaying = 0; 770 slaying = 0;
812 771
813 if (!QUERY_FLAG (this, FLAG_WIZ)) 772 if (!this->flag [FLAG_WIZ])
814 {
815 CLEAR_FLAG (this, FLAG_XRAYS);
816 CLEAR_FLAG (this, FLAG_MAKE_INVIS);
817 } 773 {
774 this->clr_flag (FLAG_XRAYS);
775 this->clr_flag (FLAG_MAKE_INVIS);
776 }
818 777
819 CLEAR_FLAG (this, FLAG_LIFESAVE); 778 this->clr_flag (FLAG_LIFESAVE);
820 CLEAR_FLAG (this, FLAG_STEALTH); 779 this->clr_flag (FLAG_STEALTH);
821 CLEAR_FLAG (this, FLAG_BLIND); 780 this->clr_flag (FLAG_BLIND);
822 781
823 if (!QUERY_FLAG (&arch->clone, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL); 782 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); 783 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); 784 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); 785 if (!arch->flag [FLAG_SEE_IN_DARK ]) this->clr_flag (FLAG_SEE_IN_DARK);
827 786
828 path_attuned = arch->clone.path_attuned; 787 path_attuned = arch->path_attuned;
829 path_repelled = arch->clone.path_repelled; 788 path_repelled = arch->path_repelled;
830 path_denied = arch->clone.path_denied; 789 path_denied = arch->path_denied;
831 glow_radius = arch->clone.glow_radius; 790 glow_radius = arch->glow_radius;
832 move_type = arch->clone.move_type; 791 move_type = arch->move_type;
833
834 chosen_skill = 0;
835 792
836 /* initializing resistances from the values in player/monster's 793 /* initializing resistances from the values in player/monster's
837 * archetype clone 794 * archetype clone
838 */ 795 */
839 memcpy (&resist, &arch->clone.resist, sizeof (resist)); 796 memcpy (&resist, &arch->resist, sizeof (resist));
840 797
841 for (i = 0; i < NROFATTACKS; i++) 798 for (int i = 0; i < NROFATTACKS; i++)
842 { 799 {
843 if (resist[i] > 0) 800 if (resist[i] > 0)
844 prot[i] = resist[i], vuln[i] = 0; 801 prot[i] = resist[i], vuln[i] = 0;
845 else 802 else
846 vuln[i] = -(resist[i]), prot[i] = 0; 803 vuln[i] = -resist[i], prot[i] = 0;
847 804
848 potion_resist[i] = 0; 805 potion_resist[i] = -1000;
849 } 806 }
850 807
851 wc = arch->clone.stats.wc; 808 wc = arch->stats.wc;
852 stats.dam = arch->clone.stats.dam; 809 stats.dam = arch->stats.dam;
853 810
854 /* for players which cannot use armour, they gain AC -1 per 3 levels, 811 /* for players which cannot use armour, they gain AC -1 per 3 levels,
855 * plus a small amount of physical resist, those poor suckers. ;) 812 * plus a small amount of physical resist, those poor suckers. ;)
856 * the fact that maxlevel is factored in could be considered sort of bogus - 813 * 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, 814 * 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 815 * basically, if a server updates its max level, these playes may find
859 * that their protection from physical goes down 816 * that their protection from physical goes down
860 */ 817 */
861 if (!QUERY_FLAG (this, FLAG_USE_ARMOUR) && type == PLAYER) 818 if (!this->flag [FLAG_USE_ARMOUR] && type == PLAYER)
862 { 819 {
863 ac = MAX (-10, arch->clone.stats.ac - level / 3); 820 ac = max (-10, arch->stats.ac - level / 3);
864 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100; 821 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100;
865 } 822 }
866 else 823 else
867 ac = arch->clone.stats.ac; 824 ac = arch->stats.ac;
868 825
869 stats.luck = arch->clone.stats.luck; 826 stats.luck = arch->stats.luck;
870 speed = arch->clone.speed; 827 speed = arch->speed;
828
829 chosen_skill = 0;
871 830
872 /* OK - we've reset most all the objects attributes to sane values. 831 /* 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. 832 * now go through and make adjustments for what the player has equipped.
874 */ 833 */
875 for (tmp = inv; tmp; tmp = tmp->below) 834 for (tmp = inv; tmp; tmp = tmp->below)
876 { 835 {
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 836 /* This happens because apply_potion calls change_abil with the potion
884 * applied so we can tell the player what changed. But change_abil 837 * applied so we can tell the player what changed. But change_abil
885 * then calls this function. 838 * then calls this function.
886 */ 839 */
887 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION) 840 if (tmp->flag [FLAG_APPLIED] && tmp->type == POTION)
888 continue; 841 continue;
842
843 glow_radius += tmp->glow_radius;
889 844
890 /* For some things, we don't care what is equipped */ 845 /* For some things, we don't care what is equipped */
891 if (tmp->type == SKILL) 846 if (tmp->type == SKILL)
892 { 847 {
893 /* Want to take the highest skill here. */ 848 /* Want to take the highest skill here. */
906 else if (tmp->level > grace_obj->level) 861 else if (tmp->level > grace_obj->level)
907 grace_obj = tmp; 862 grace_obj = tmp;
908 } 863 }
909 } 864 }
910 865
911 /* Container objects are not meant to adjust a players, but other applied 866 /* Container objects are not meant to adjust players, but other applied
912 * objects need to make adjustments. 867 * objects need to make adjustments.
913 * This block should handle all player specific changes 868 * This block should handle all player specific changes
914 * The check for Praying is a bit of a hack - god given bonuses are put 869 * 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. 870 * 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, 871 * 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 872 * because the skill shouldn't count against body positions being used
918 * up, etc. 873 * up, etc.
919 */ 874 */
920 if ((tmp->flag [FLAG_APPLIED] 875 if ((tmp->flag [FLAG_APPLIED]
921 && tmp->type != CONTAINER 876 && tmp->type != CONTAINER
922 && tmp->type != CLOSE_CON) 877 && tmp->type != CLOSE_CON
923 || (tmp->type == SKILL 878 && tmp->type != SPELL)
924 && tmp->subtype == SK_PRAYING)) 879 || (tmp->type == SKILL && tmp->subtype == SK_PRAYING))
925 { 880 {
926 if (type == PLAYER) 881 if (type == PLAYER)
927 { 882 {
928 if (tmp == contr->combat_ob || tmp == contr->ranged_ob) 883 contr->item_power += tmp->item_power;
929 if (tmp != current_weapon && (tmp->type != SKILL || tmp->subtype != SK_PRAYING))
930 continue;
931 884
932 for (i = 0; i < NUM_STATS; i++) 885 for (int i = 0; i < NUM_STATS; i++)
933 change_attr_value (&stats, i, tmp->stats.stat (i)); 886 stat_sum [i] += tmp->stats.stat (i);
934 887
935 /* these are the items that currently can change digestion, regeneration, 888 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 { 889 {
948 contr->digestion += tmp->stats.food; 890 contr->digestion += tmp->stats.food;
949 contr->gen_hp += tmp->stats.hp; 891 contr->gen_hp += tmp->stats.hp;
892 if (tmp->type != BOW) // ugly exception for bows
950 contr->gen_sp += tmp->stats.sp; 893 contr->gen_sp += tmp->stats.sp;
951 contr->gen_grace += tmp->stats.grace; 894 contr->gen_grace += tmp->stats.grace;
952 contr->gen_sp_armour += tmp->gen_sp_armour; 895 contr->gen_sp_armour += tmp->gen_sp_armour;
953 contr->item_power += tmp->item_power;
954 } 896 }
955 } /* if this is a player */ 897 } /* if this is a player */
956 else 898 else
957 { 899 {
958 if (tmp->type == WEAPON) 900 if (tmp->type == WEAPON)
959 current_weapon = tmp; 901 current_weapon = tmp;
960 } 902 }
961 903
962 /* Update slots used for items */ 904 /* Update slots used for items */
963 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 905 if (tmp->flag [FLAG_APPLIED]) // exclude praying...
964 for (i = 0; i < NUM_BODY_LOCATIONS; i++) 906 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
965 slot[i].used += tmp->slot[i].info; 907 slot[i].used += tmp->slot[i].info;
966 908
967 if (tmp->type == SYMPTOM) 909 if (tmp->type == SYMPTOM)
968 {
969 speed_reduce_from_disease = tmp->last_sp / 100.f; 910 min_it (speed_reduce_from_disease, tmp->last_sp ? tmp->last_sp / 100.f : 1.f);
970 911
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). 912 /* Pos. and neg. protections are counted separate (-> pro/vuln).
976 * (Negative protections are calculated exactly like positive.) 913 * (Negative protections are calculated exactly like positive.)
977 * Resistance from potions are treated special as well. If there's 914 * Resistance from potions are treated special as well. If there's
978 * more than one potion-effect, the bigger prot.-value is taken. 915 * more than one potion-effect, the bigger prot.-value is taken.
979 */ 916 */
980 if (tmp->type != POTION) 917 if (tmp->type == POTION_EFFECT)
981 {
982 for (i = 0; i < NROFATTACKS; i++) 918 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]; 919 max_it (potion_resist[i], tmp->resist[i]);
993 } 920 else if (tmp->type != POTION)
921 for (int i = 0; i < NROFATTACKS; i++)
994 else if (tmp->resist[i] > 0) 922 if (tmp->resist[i] > 0)
995 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100; 923 prot[i] += (100 - prot[i]) * tmp->resist[i] / 100;
996 else if (tmp->resist[i] < 0) 924 else if (tmp->resist[i] < 0)
997 vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100; 925 vuln[i] += (100 - vuln[i]) * -tmp->resist[i] / 100;
998 }
999 }
1000 926
1001 /* There may be other things that should not adjust the attacktype */ 927 /* There may be other things that should not adjust the attacktype */
1002 if ((tmp->type != WEAPON && tmp->type != BOW && tmp->type != SYMPTOM) 928 if (tmp->type != SYMPTOM)
1003 || current_weapon == tmp)
1004 { 929 {
1005 attacktype |= tmp->attacktype; 930 attacktype |= tmp->attacktype;
1006 path_attuned |= tmp->path_attuned; 931 path_attuned |= tmp->path_attuned;
1007 path_repelled |= tmp->path_repelled; 932 path_repelled |= tmp->path_repelled;
1008 path_denied |= tmp->path_denied; 933 path_denied |= tmp->path_denied;
1009 move_type |= tmp->move_type; 934 move_type |= tmp->move_type;
1010 stats.luck += tmp->stats.luck; 935 stats.luck += tmp->stats.luck;
1011 } 936 }
1012 937
1013 if (QUERY_FLAG (tmp, FLAG_LIFESAVE )) SET_FLAG (this, FLAG_LIFESAVE); 938 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 939
1021 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (&arch->clone, FLAG_UNDEAD)) 940 if (tmp->flag [FLAG_UNDEAD] && !arch->flag [FLAG_UNDEAD])
1022 SET_FLAG (this, FLAG_UNDEAD); 941 this->set_flag (FLAG_UNDEAD);
1023 942
1024 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS)) 943 //TODO: copy_flags?
944 if (tmp->flag [FLAG_MAKE_INVIS])
1025 { 945 {
1026 SET_FLAG (this, FLAG_MAKE_INVIS); 946 set_flag (FLAG_MAKE_INVIS);
1027 invisible = 1; 947 invisible = 1;
1028 } 948 }
1029 949
1030 if (tmp->stats.exp && tmp->type != SKILL) 950 if (tmp->stats.exp && tmp->type != SKILL)
1031 { 951 {
1038 added_speed += tmp->stats.exp; 958 added_speed += tmp->stats.exp;
1039 } 959 }
1040 960
1041 switch (tmp->type) 961 switch (tmp->type)
1042 { 962 {
1043#if 0
1044 case WAND:
1045 case ROD: 963 case SKILL:
1046 case HORN: 964 {
1047 if (type != PLAYER || current_weapon == tmp) 965 // some skills will end up here without counting as "applied"
966 if (!tmp->flag [FLAG_APPLIED] || skill_flags [tmp->subtype] & SF_AUTARK)
967 break;
968
969 if (chosen_skill)
970 {
971 LOG (llevDebug, "fix_player, op %s has multiple skills applied (%s and %s)\n",
972 &name, &chosen_skill->name, &tmp->name);
973
974 tmp->flag [FLAG_APPLIED] = false;
975 update_stats ();
976 return;
977 }
978
1048 chosen_skill = tmp; 979 chosen_skill = tmp;
1049 break;
1050#endif
1051 980
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) 981 if (tmp->stats.dam > 0)
1067 { /* skill is a 'weapon' */ 982 { /* skill is a 'weapon' */
1068 if (!QUERY_FLAG (this, FLAG_READY_WEAPON)) 983 if (!this->flag [FLAG_READY_WEAPON])
1069 weapon_speed = WEAPON_SPEED (tmp); 984 weapon_speed = max (0, WEAPON_SPEED (tmp));
1070 985
1071 if (weapon_speed < 0)
1072 weapon_speed = 0;
1073
1074 weapon_weight = tmp->weight; 986 weapon_weight = tmp->weight;
1075 stats.dam += tmp->stats.dam * (1 + (chosen_skill->level / 9)); 987 stats.dam += 1 + chosen_skill->level * tmp->stats.dam / 9;
1076 988
1077 if (tmp->magic) 989 if (tmp->magic)
1078 stats.dam += tmp->magic; 990 stats.dam += tmp->magic;
1079 } 991 }
1080 992
1081 if (tmp->stats.wc) 993 if (tmp->stats.wc)
1082 wc -= tmp->stats.wc + tmp->magic; 994 wc -= tmp->stats.wc + tmp->magic;
1083 995
1084 if (tmp->slaying) 996 if (tmp->slaying)
1085 slaying = tmp->slaying; 997 slaying = tmp->slaying;
1086 998
1087 if (tmp->stats.ac) 999 if (tmp->stats.ac)
1088 ac -= tmp->stats.ac + tmp->magic; 1000 ac -= tmp->stats.ac + tmp->magic;
1089 1001
1090 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1002 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1091 contr->encumbrance += (int) 3 *tmp->weight / 1000; 1003 contr->encumbrance += weight_to_kg_approx (3 * tmp->weight);
1092
1093 break; 1004 }
1094 1005
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; 1006 break;
1101 1007
1102 case SHIELD: 1008 case SHIELD:
1103 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1009 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1104 contr->encumbrance += (int) tmp->weight / 2000; 1010 contr->encumbrance += weight_to_kg_approx (tmp->weight) >> 1;
1011 //FALLTHROUGH
1105 case RING: 1012 case RING:
1106 case AMULET: 1013 case AMULET:
1107 case GIRDLE: 1014 case GIRDLE:
1108 case HELMET: 1015 case HELMET:
1109 case BOOTS: 1016 case BOOTS:
1118 if (tmp->stats.ac) 1025 if (tmp->stats.ac)
1119 ac -= tmp->stats.ac + tmp->magic; 1026 ac -= tmp->stats.ac + tmp->magic;
1120 1027
1121 break; 1028 break;
1122 1029
1030 case RANGED:
1123 case BOW: 1031 case BOW:
1124 case WEAPON: 1032 case WEAPON:
1125 if (type != PLAYER || current_weapon == tmp)
1126 {
1127 wc -= tmp->stats.wc + tmp->magic; 1033 wc -= tmp->stats.wc + tmp->magic;
1128 1034
1129 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0) 1035 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0)
1130 ac -= tmp->stats.ac + tmp->magic; 1036 ac -= tmp->stats.ac + tmp->magic;
1131 1037
1132 stats.dam += tmp->stats.dam + tmp->magic; 1038 stats.dam += tmp->stats.dam + tmp->magic;
1133 weapon_weight = tmp->weight; 1039 weapon_weight = tmp->weight;
1134 weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2; 1040 weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2;
1135 1041
1136 if (weapon_speed < 0) 1042 if (weapon_speed < 0)
1137 weapon_speed = 0; 1043 weapon_speed = 0;
1138 1044
1139 slaying = tmp->slaying; 1045 slaying = tmp->slaying;
1140 1046
1141 /* If there is desire that two handed weapons should do 1047 /* If there is desire that two handed weapons should do
1142 * extra strength damage, this is where the code should 1048 * extra strength damage, this is where the code should
1143 * go. 1049 * go.
1144 */ 1050 */
1145 1051
1146 if (type == PLAYER) 1052 if (type == PLAYER)
1147 if (settings.spell_encumbrance) 1053 if (settings.spell_encumbrance)
1148 contr->encumbrance += tmp->weight * 3 / 1000; 1054 contr->encumbrance += weight_to_kg_approx (3 * tmp->weight);
1149 }
1150 1055
1151 break; 1056 break;
1152 1057
1153 case ARMOUR: /* Only the best of these three are used: */ 1058 case ARMOUR: /* Only the best of these three are used: */
1154 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1059 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1155 contr->encumbrance += tmp->weight / 1000; 1060 contr->encumbrance += weight_to_kg_approx (tmp->weight);
1156 1061
1157 case BRACERS: 1062 case BRACERS:
1158 case FORCE: 1063 case FORCE:
1159 if (tmp->stats.wc) 1064 if (tmp->stats.wc)
1160 { 1065 {
1177 else /* To nullify the below effect */ 1082 else /* To nullify the below effect */
1178 ac += tmp->stats.ac + tmp->magic; 1083 ac += tmp->stats.ac + tmp->magic;
1179 } 1084 }
1180 1085
1181 if (tmp->stats.wc) 1086 if (tmp->stats.wc)
1182 wc -= (tmp->stats.wc + tmp->magic); 1087 wc -= tmp->stats.wc + tmp->magic;
1183 1088
1184 if (tmp->stats.ac) 1089 if (tmp->stats.ac)
1185 ac -= (tmp->stats.ac + tmp->magic); 1090 ac -= tmp->stats.ac + tmp->magic;
1186 1091
1187 if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.f < max) 1092 if (ARMOUR_SPEED (tmp))
1188 max = ARMOUR_SPEED (tmp) / 10.f; 1093 min_it (max_speed, ARMOUR_SPEED (tmp) / 10.f);
1189 1094
1190 break; 1095 break;
1191 } /* switch tmp->type */ 1096 } /* switch tmp->type */
1192 } /* item is equipped */ 1097 } /* item is equipped */
1193 } /* for loop of items */ 1098 } /* for loop of items */
1194 1099
1100 min_it (glow_radius, MAX_LIGHT_RADIUS);
1101
1195 /* We've gone through all the objects the player has equipped. For many things, we 1102 /* 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. 1103 * have generated intermediate values which we now need to assign.
1197 */ 1104 */
1198 1105
1199 /* 'total resistance = total protections - total vulnerabilities'. 1106 /* 'total resistance = total protections - total vulnerabilities'.
1200 * If there is an uncursed potion in effect, granting more protection 1107 * If there is an uncursed potion in effect, granting more protection
1201 * than that, we take: 'total resistance = resistance from potion'. 1108 * than that, we take: 'total resistance = resistance from potion'.
1202 * If there is a cursed (and no uncursed) potion in effect, we take 1109 * If there is a cursed (and no uncursed) potion in effect, we take
1203 * 'total resistance = vulnerability from cursed potion'. 1110 * 'total resistance = vulnerability from cursed potion'.
1204 */ 1111 */
1205 for (i = 0; i < NROFATTACKS; i++) 1112 for (int i = 0; i < NROFATTACKS; i++)
1206 { 1113 {
1207 resist[i] = prot[i] - vuln[i]; 1114 resist[i] = prot[i] - vuln[i];
1208 1115
1209 if (potion_resist[i] && ((potion_resist[i] > resist[i]) || (potion_resist[i] < 0))) 1116 if (potion_resist[i] != -1000
1117 && (potion_resist[i] < 0 || potion_resist[i] > resist[i]))
1210 resist[i] = potion_resist[i]; 1118 resist[i] = potion_resist[i];
1211 } 1119 }
1212 1120
1213 /* Figure out the players sp/mana/hp totals. */
1214 if (type == PLAYER) 1121 if (type == PLAYER)
1215 { 1122 {
1123 // clamp various player stats
1124 for (int i = 0; i < NUM_STATS; ++i)
1125 stats.stat (i) = stat_sum [i];
1126
1127 check_stat_bounds (&stats);
1128
1129 contr->digestion = clamp (contr->digestion, MIN_DIGESTION, MAX_DIGESTION);
1130
1131 /* Figure out the players sp/mana/hp totals. */
1216 int pl_level; 1132 int pl_level;
1217 1133
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! */ 1134 pl_level = max (1, level); /* safety, we should always get 1 levels worth of hp! */
1223 1135
1224 /* You basically get half a con bonus/level. But we do take into account rounding, 1136 /* 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. 1137 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels.
1226 */ 1138 */
1227 for (i = 1, stats.maxhp = 0; i <= pl_level && i <= 10; i++) 1139 stats.maxhp = 0;
1140 for (int i = 1; i <= min (10, pl_level); i++)
1228 { 1141 {
1229 j = contr->levhp[i] + con_bonus[stats.Con] / 2; 1142 int j = contr->levhp[i] + con_bonus[stats.Con] / 2;
1230 1143
1231 if (i % 2 && con_bonus[stats.Con] % 2) 1144 if (i % 2 && con_bonus[stats.Con] % 2)
1232 {
1233 if (con_bonus[stats.Con] > 0) 1145 if (con_bonus[stats.Con] > 0)
1234 j++; 1146 j++;
1235 else 1147 else
1236 j--; 1148 j--;
1237 }
1238 1149
1239 stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */ 1150 stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */
1240 } 1151 }
1241 1152
1242 for (i = 11; i <= level; i++) 1153 stats.maxhp += 2 * max (0, level - 10);
1243 stats.maxhp += 2;
1244 1154
1245 if (stats.hp > stats.maxhp) 1155 if (stats.hp > stats.maxhp)
1246 stats.hp = stats.maxhp; 1156 stats.hp = stats.maxhp;
1247 1157
1248 /* Sp gain is controlled by the level of the player's 1158 /* Sp gain is controlled by the level of the player's
1249 * relevant experience object (mana_obj, see above) 1159 * relevant experience object (mana_obj, see above)
1250 */ 1160 */
1251 /* following happen when skills system is not used */ 1161 /* following happen when skills system is not used */
1252 if (!mana_obj) 1162 if (!mana_obj)
1253 mana_obj = this; 1163 mana_obj = this;
1254 1164
1261 1171
1262 if (mana_obj == this && type == PLAYER) 1172 if (mana_obj == this && type == PLAYER)
1263 stats.maxsp = 1; 1173 stats.maxsp = 1;
1264 else 1174 else
1265 { 1175 {
1266 sp_tmp = 0.f; 1176 float sp_tmp = 0.f;
1267 1177
1268 for (i = 1; i <= mana_obj->level && i <= 10; i++) 1178 for (int i = 1; i <= min (10, mana_obj->level); i++)
1269 { 1179 {
1270 float stmp; 1180 float stmp;
1271 1181
1272 /* Got some extra bonus at first level */ 1182 /* Got some extra bonus at first level */
1273 if (i < 2) 1183 if (i < 2)
1274 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 6.f; 1184 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 6.f;
1275 else 1185 else
1276 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 12.f; 1186 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 12.f;
1277 1187
1278 if (stmp < 1.f)
1279 stmp = 1.f;
1280
1281 sp_tmp += stmp; 1188 sp_tmp += max (1.f, stmp);
1282 } 1189 }
1283 1190
1284 stats.maxsp = (sint16)sp_tmp; 1191 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 } 1192 }
1193
1289 /* Characters can get their sp supercharged via rune of transferrance */ 1194 /* Characters can get their sp supercharged via rune of transferrance */
1290 if (stats.sp > stats.maxsp * 2) 1195 stats.sp = min (stats.sp, stats.maxsp * 2);
1291 stats.sp = stats.maxsp * 2;
1292 1196
1293 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */ 1197 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */
1294 if (!grace_obj || !grace_obj->level || type != PLAYER) 1198 if (!grace_obj || !grace_obj->level || type != PLAYER)
1295 grace_obj = this; 1199 grace_obj = this;
1296 1200
1301 /* store grace in a float - this way, the divisions below don't create 1205 /* 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 1206 * 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 1207 * becomes big jumps when the sums of the bonuses jump to the next
1304 * step of 8 - with floats, even fractional ones are useful. 1208 * step of 8 - with floats, even fractional ones are useful.
1305 */ 1209 */
1306 sp_tmp = 0.f; 1210 float sp_tmp = 0.f;
1307 for (i = 1, stats.maxgrace = 0; i <= grace_obj->level && i <= 10; i++) 1211
1212 for (int i = 1; i <= min (10, grace_obj->level); i++)
1308 { 1213 {
1309 float grace_tmp = 0.f; 1214 float grace_tmp = 0.f;
1310 1215
1311 /* Got some extra bonus at first level */ 1216 /* Got some extra bonus at first level */
1312 if (i < 2) 1217 if (i < 2)
1313 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 6.f; 1218 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 6.f;
1314 else 1219 else
1315 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 12.f; 1220 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 12.f;
1316 1221
1317 if (grace_tmp < 1.f)
1318 grace_tmp = 1.f;
1319
1320 sp_tmp += grace_tmp; 1222 sp_tmp += max (1.f, grace_tmp);
1321 } 1223 }
1322 1224
1323 stats.maxgrace = (sint16)sp_tmp;
1324
1325 /* two grace points per level after 11 */ 1225 /* two grace points per level after 10 */
1326 for (i = 11; i <= grace_obj->level; i++) 1226 stats.maxgrace = int (sp_tmp) + 2 * max (0, grace_obj->level - 10);
1327 stats.maxgrace += 2;
1328 } 1227 }
1228
1329 /* No limit on grace vs maxgrace */ 1229 /* No limit on grace vs maxgrace */
1330 1230
1331 if (contr->braced) 1231 if (contr->braced)
1332 { 1232 {
1333 ac += 2; 1233 ac += 2;
1334 wc += 4; 1234 wc += 4;
1335 } 1235 }
1336 else 1236 else
1337 ac -= dex_bonus[stats.Dex]; 1237 ac -= dex_bonus[stats.Dex];
1338 1238
1339 /* In new exp/skills system, wc bonuses are related to 1239 /* In new exp/skills system, wc bonuses are related to
1340 * the players level in a relevant exp object (wc_obj) 1240 * the players level in a relevant exp object (wc_obj)
1341 * not the general player level -b.t. 1241 * not the general player level -b.t.
1342 * I changed this slightly so that wc bonuses are better 1242 * I changed this slightly so that wc bonuses are better
1343 * than before. This is to balance out the fact that 1243 * than before. This is to balance out the fact that
1344 * the player no longer gets a personal weapon w/ 1 1244 * the player no longer gets a personal weapon w/ 1
1345 * improvement every level, now its fighterlevel/5. So 1245 * improvement every level, now its fighterlevel/5. So
1346 * we give the player a bonus here in wc and dam 1246 * we give the player a bonus here in wc and dam
1347 * to make up for the change. Note that I left the 1247 * to make up for the change. Note that I left the
1348 * monster bonus the same as before. -b.t. 1248 * monster bonus the same as before. -b.t.
1349 */ 1249 */
1250 object *wc_obj = chosen_skill;
1350 1251
1351 if (type == PLAYER && wc_obj && wc_obj->level > 1) 1252 if (contr && wc_obj && wc_obj->level > 1)
1352 { 1253 {
1353 wc -= wc_obj->level + thaco_bonus[stats.Str]; 1254 wc -= wc_obj->level + thaco_bonus[stats.Str];
1354 1255
1355 for (i = 1; i < wc_obj->level; i++) 1256 for (int i = 1; i < wc_obj->level; i++)
1356 { 1257 {
1357 /* addtional wc every 6 levels */ 1258 /* additional wc every 6 levels */
1358 if (!(i % 6)) 1259 if (!(i % 6))
1359 wc--; 1260 wc--;
1360 1261
1361 /* addtional dam every 4 levels. */ 1262 /* additional dam every 4 levels. */
1362 if (!(i % 4) && dam_bonus[stats.Str] >= 0) 1263 if (!(i % 4) && dam_bonus[stats.Str] >= 0)
1363 stats.dam += 1 + dam_bonus[stats.Str] / 5; 1264 stats.dam += 1 + dam_bonus[stats.Str] / 5;
1364 } 1265 }
1365 } 1266 }
1366 else 1267 else
1373 1274
1374 speed = 1.f + speed_bonus[stats.Dex]; 1275 speed = 1.f + speed_bonus[stats.Dex];
1375 1276
1376 if (settings.search_items && contr->search_str[0]) 1277 if (settings.search_items && contr->search_str[0])
1377 speed -= 1; 1278 speed -= 1;
1378
1379 if (attacktype == 0)
1380 attacktype = arch->clone.attacktype;
1381
1382 } /* End if player */ 1279 } /* End if player */
1383 1280
1384 if (added_speed >= 0) 1281 if (added_speed >= 0)
1385 speed += added_speed / 10.f; 1282 speed += added_speed / 10.f;
1386 else /* Something wrong here...: */ 1283 else /* Something wrong here...: */
1387 speed /= 1.f - added_speed; 1284 speed /= 1.f - added_speed;
1388 1285
1389 /* Max is determined by armour */ 1286 /* Max is determined by armour */
1390 if (speed > max) 1287 speed = min (speed, max_speed);
1391 speed = max;
1392 1288
1393 if (type == PLAYER) 1289 if (type == PLAYER)
1394 { 1290 {
1395 /* f is a number the represents the number of kg above (positive num) 1291 /* 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 1292 * or below (negative number) that the player is carrying. If above
1397 * weight limit, then player suffers a speed reduction based on how 1293 * weight limit, then player suffers a speed reduction based on how
1398 * much above he is, and what is max carry is 1294 * much above he is, and what is max carry is
1399 */ 1295 */
1400 f = (carrying / 1000) - max_carry[stats.Str]; 1296 float f = (sint32)weight_to_kg_approx (carrying) - max_carry[stats.Str];
1401 if (f > 0) 1297 if (f > 0.f)
1402 speed = speed / (1.f + f / max_carry[stats.Str]); 1298 speed /= (1.f + f / max_carry[stats.Str]);
1403 } 1299 }
1404 1300
1405 speed += bonus_speed / 10.f; /* Not affected by limits */ 1301 speed += bonus_speed / 10.f; /* Not affected by limits */
1302 speed *= speed_reduce_from_disease;
1406 1303
1407 /* Put a lower limit on speed. Note with this speed, you move once every 1304 /* 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. 1305 * 25 ticks or so. This amounts to once every 3 seconds of realtime.
1409 */ 1306 */
1410 speed = speed * speed_reduce_from_disease; 1307 max_it (speed, is_player () ? MIN_PLAYER_SPEED : MIN_ACTIVE_SPEED);
1411 1308
1412 if (speed < 0.01f && type == PLAYER) 1309 if (speed != old_speed)
1413 speed = 0.01f; 1310 set_speed (speed);
1414 1311
1415 if (type == PLAYER) 1312 if (type == PLAYER)
1416 { 1313 {
1417 /* (This formula was made by vidarl@ifi.uio.no) 1314 /* (This formula was made by vidarl@ifi.uio.no)
1418 * Note that we never used these values again - basically 1315 * Note that we never used these values again - basically
1420 * that would just be a real pain to read. 1317 * that would just be a real pain to read.
1421 */ 1318 */
1422 float M = (max_carry[stats.Str] - 121) / 121.f; 1319 float M = (max_carry[stats.Str] - 121) / 121.f;
1423 float M2 = max_carry[stats.Str] / 100.f; 1320 float M2 = max_carry[stats.Str] / 100.f;
1424 float W = weapon_weight / 20000.f; 1321 float W = weapon_weight / 20000.f;
1425 float s = 2 - weapon_speed / 10.f; 1322 float s = (20 - weapon_speed) / 10.f;
1426 float D = (stats.Dex - 14) / 14.f; 1323 float D = (stats.Dex - 14) / 14.f;
1427 float K = 1 + M / 3.f - W / (3 * M2) + speed / 5.f + D / 2.f; 1324 float K = 1 + M / 3.f - W / (3 * M2) + speed / 5.f + D / 2.f;
1428 1325
1429 K *= (4 + level) *1.2f / (6 + level); 1326 K *= (4 + level) * 1.2f / (6 + level);
1430 1327
1431 if (K <= 0.f) 1328 if (K <= 0.01f)
1432 K = 0.01f; 1329 K = 0.01f;
1433 1330
1434 float S = speed / (K * s); 1331 contr->weapon_sp = K * s * .5f; //TODO: balance the .5
1435
1436 contr->weapon_sp = S;
1437 } 1332 }
1438 1333
1439 /* I want to limit the power of small monsters with big weapons: */ 1334 /* I want to limit the power of small monsters with big weapons: */
1440 if (type != PLAYER && arch && stats.dam > arch->clone.stats.dam * 3) 1335 if (type != PLAYER && arch && stats.dam > arch->stats.dam * 3)
1441 stats.dam = arch->clone.stats.dam * 3; 1336 stats.dam = arch->stats.dam * 3;
1442 1337
1443 /* Prevent overflows of wc - best you can get is ABS(120) - this 1338 stats.wc = clamp (wc, MIN_WC, MAX_WC);
1444 * should be more than enough - remember, AC is also in 8 bits, 1339 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 1340
1461 /* if for some reason the creature doesn't have any move type, 1341 /* if for some reason the creature doesn't have any move type,
1462 * give them walking as a default. 1342 * give them walking as a default.
1463 * The second case is a special case - to more closely mimic the 1343 * The second case is a special case - to more closely mimic the
1464 * old behaviour - if your flying, your not walking - just 1344 * old behaviour - if your flying, your not walking - just
1467 if (move_type == 0) 1347 if (move_type == 0)
1468 move_type = MOVE_WALK; 1348 move_type = MOVE_WALK;
1469 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) 1349 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH))
1470 move_type &= ~MOVE_WALK; 1350 move_type &= ~MOVE_WALK;
1471 1351
1472 if (speed != old_speed) 1352 // now apply the new move_type
1473 set_speed (speed); 1353 if (this->move_type != move_type)
1354 change_move_type (move_type);
1474 1355
1475 /* It is quite possible that a player's spell costing might have changed, 1356 /* It is quite possible that a player's spell costing might have changed,
1476 * so we will check that now. 1357 * so we will check that now.
1477 */ 1358 */
1478 if (type == PLAYER) 1359 if (is_player ())
1479 { 1360 contr->update_spells ();
1480 esrv_update_stats (contr);
1481 esrv_update_spells (contr);
1482 }
1483 1361
1484 // update the mapspace, if we are on a map 1362 // update the mapspace, if we are on a map
1485 if (!flag [FLAG_REMOVED] && map) 1363 if (!flag [FLAG_REMOVED] && map)
1486 map->at (x, y).flags_ = 0; 1364 map->at (x, y).flags_ = 0;
1487} 1365}
1488 1366
1489/* 1367void
1490 * Returns true if the given player is a legal class. 1368object::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{ 1369{
1499 return op->stats.Dex > 0 1370 glow_radius = rad;
1500 && op->stats.Str > 0 1371
1501 && op->stats.Con > 0 1372 if (is_on_map ())
1502 && op->stats.Int > 0 1373 update_all_los (map, x, y);
1503 && op->stats.Wis > 0 1374 else if (object *env = outer_env ())
1504 && op->stats.Pow > 0 1375 {
1505 && op->stats.Cha > 0; 1376 env->update_stats ();
1377
1378 if (env->is_on_map ())
1379 update_all_los (env->map, env->x, env->y);
1380 }
1506} 1381}
1507 1382
1508/* 1383/*
1509 * set the new dragon name after gaining levels or 1384 * set the new dragon name after gaining levels or
1510 * changing ability focus (later this can be extended to 1385 * changing ability focus (later this can be extended to
1511 * eventually change the player's face and animation) 1386 * 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 */ 1387 */
1518void 1388void
1519set_dragon_name (object *pl, const object *abil, const object *skin) 1389set_dragon_name (object *pl, const object *abil, const object *skin)
1520{ 1390{
1521 int atnr = -1; /* attacknumber of highest level */ 1391 int atnr = -1; /* attacknumber of highest level */
1539 /* now if there are equals at highest level, pick the one with focus, 1409 /* now if there are equals at highest level, pick the one with focus,
1540 or else at random */ 1410 or else at random */
1541 if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level) 1411 if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level)
1542 atnr = abil->stats.exp; 1412 atnr = abil->stats.exp;
1543 1413
1544 level = (int) (level / 5.);
1545
1546 /* now set the new title */ 1414 /* now set the new title */
1547 if (pl->contr != NULL)
1548 {
1549 if (level == 0)
1550 sprintf (pl->contr->title, "%s hatchling", attacks[atnr]); 1415 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]); 1416 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]); 1417 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]); 1418 else if (level < 100) sprintf (pl->contr->title, "%s dragon" , attacks[atnr]);
1557 else 1419 else
1558 { 1420 {
1559 /* special titles for extra high resistance! */ 1421 /* special titles for extra high resistance! */
1560 if (skin->resist[atnr] > 80)
1561 sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]); 1422 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]); 1423 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]); 1424 else sprintf (pl->contr->title, "big %s dragon" , attacks[atnr]);
1566 }
1567 } 1425 }
1568 1426
1569 strcpy (pl->contr->own_title, ""); 1427 strcpy (pl->contr->own_title, "");
1570} 1428}
1571 1429
1572/* 1430/*
1573 * This function is called when a dragon-player gains 1431 * This function is called when a dragon-player gains
1574 * an overall level. Here, the dragon might gain new abilities 1432 * an overall level. Here, the dragon might gain new abilities
1575 * or change the ability-focus. 1433 * or change the ability-focus.
1576 */ 1434 */
1577void 1435static void
1578dragon_level_gain (object *who) 1436dragon_level_gain (object *who)
1579{ 1437{
1580 object *abil = NULL; /* pointer to dragon ability force */ 1438 object *abil = NULL; /* pointer to dragon ability force */
1581 object *skin = NULL; /* pointer to dragon skin force */ 1439 object *skin = NULL; /* pointer to dragon skin force */
1582 object *tmp = NULL; /* tmp. object */ 1440 object *tmp = NULL; /* tmp. object */
1583 char buf[MAX_BUF]; /* tmp. string buffer */ 1441 char buf[MAX_BUF]; /* tmp. string buffer */
1584 1442
1585 /* now grab the 'dragon_ability'-forces from the player's inventory */ 1443 /* 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) 1444 for (tmp = who->inv; tmp; tmp = tmp->below)
1590 if (tmp->type == FORCE) 1445 if (tmp->type == FORCE)
1591 if (tmp->arch->name == dragon_ability_force) 1446 if (tmp->arch->archname == shstr_dragon_ability_force)
1592 abil = tmp; 1447 abil = tmp;
1593 else if (tmp->arch->name == dragon_skin_force) 1448 else if (tmp->arch->archname == shstr_dragon_skin_force)
1594 skin = tmp; 1449 skin = tmp;
1595 1450
1596 /* if the force is missing -> bail out */ 1451 /* if the force is missing -> bail out */
1597 if (abil == NULL) 1452 if (abil == NULL)
1598 return; 1453 return;
1599 1454
1600 /* The ability_force keeps track of maximum level ever achieved. 1455 /* The ability_force keeps track of maximum level ever achieved.
1601 * New abilties can only be gained by surpassing this max level 1456 * New abilties can only be gained by surpassing this max level
1602 */ 1457 */
1603 if (who->level > abil->level) 1458 if (who->level > abil->level)
1604 { 1459 {
1605 /* increase our focused ability */ 1460 /* increase our focused ability */
1606 abil->resist[abil->stats.exp]++; 1461 abil->resist[abil->stats.exp]++;
1641 object *skill_obj; 1496 object *skill_obj;
1642 1497
1643 skill_obj = get_archetype_by_skill_name (skill_name, SKILL); 1498 skill_obj = get_archetype_by_skill_name (skill_name, SKILL);
1644 if (!skill_obj) 1499 if (!skill_obj)
1645 { 1500 {
1646 LOG (llevError, "add_player_exp: couldn't find skill %s\n", skill_name); 1501 LOG (llevError, "give_skill_by_name: couldn't find skill %s\n", skill_name);
1647 return NULL; 1502 return NULL;
1648 } 1503 }
1504
1649 /* clear the flag - exp goes into this bucket, but player 1505 /* clear the flag - exp goes into this bucket, but player
1650 * still doesn't know it. 1506 * still doesn't know it.
1651 */ 1507 */
1652 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL); 1508 skill_obj->clr_flag (FLAG_CAN_USE_SKILL);
1653 skill_obj->stats.exp = 0; 1509 skill_obj->stats.exp = 0;
1654 skill_obj->level = 1; 1510 skill_obj->level = 1;
1655 insert_ob_in_ob (skill_obj, op); 1511 op->insert (skill_obj);
1656 1512
1657 if (op->contr) 1513 if (player *pl = op->contr)
1658 { 1514 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 1515
1664 return skill_obj; 1516 return skill_obj;
1665} 1517}
1666
1667 1518
1668/* player_lvl_adj() - for the new exp system. we are concerned with 1519/* player_lvl_adj() - for the new exp system. we are concerned with
1669 * whether the player gets more hp, sp and new levels. 1520 * whether the player gets more hp, sp and new levels.
1670 * Note this this function should only be called for players. Monstes 1521 * Note this this function should only be called for players. Monstes
1671 * don't really gain levels 1522 * don't really gain levels
1674 */ 1525 */
1675void 1526void
1676player_lvl_adj (object *who, object *op) 1527player_lvl_adj (object *who, object *op)
1677{ 1528{
1678 char buf[MAX_BUF]; 1529 char buf[MAX_BUF];
1530 bool changed = false;
1679 1531
1680 if (!op) /* when rolling stats */ 1532 if (!op) /* when rolling stats */
1681 op = who; 1533 op = who;
1682 1534
1683 if (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul)) 1535 while (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul))
1684 { 1536 {
1537 changed = true;
1538
1685 op->level++; 1539 op->level++;
1686 1540
1687 if (op != NULL && op == who && op->stats.exp > 1 && is_dragon_pl (who)) 1541 if (op && op == who && op->stats.exp > 1 && who->is_dragon ())
1688 dragon_level_gain (who); 1542 dragon_level_gain (who);
1689 1543
1690 /* Only roll these if it is the player (who) that gained the level */ 1544 /* Only roll these if it is the player (who) that gained the level */
1691 if (op == who && (who->level < 11) && who->type == PLAYER) 1545 if (op == who && (who->level < 11) && who->type == PLAYER)
1692 { 1546 {
1693 who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1; 1547 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); 1548 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; 1549 who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1;
1696 } 1550 }
1697 1551
1698 who->update_stats ();
1699 if (op->level > 1) 1552 if (op->level > 1)
1700 { 1553 {
1701 if (op->type != PLAYER) 1554 if (op->type != PLAYER)
1555 {
1556 who->contr->play_sound (sound_find ("skill_up"));
1702 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); 1557 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1558 }
1703 else 1559 else
1560 {
1561 who->contr->play_sound (sound_find ("level_up"));
1704 sprintf (buf, "You are now level %d.", op->level); 1562 sprintf (buf, "You are now level %d.", op->level);
1563 }
1564
1705 if (who) 1565 if (who)
1706 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); 1566 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1707 } 1567 }
1708 player_lvl_adj (who, op); /* To increase more levels */
1709 } 1568 }
1569
1710 else if (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul)) 1570 while (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul))
1711 { 1571 {
1572 changed = true;
1573
1712 op->level--; 1574 op->level--;
1713 who->update_stats (); 1575
1714 if (op->type != PLAYER) 1576 if (op->type != PLAYER)
1715 { 1577 {
1716 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); 1578 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); 1579 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1718 } 1580 }
1719 player_lvl_adj (who, op); /* To decrease more levels */
1720 } 1581 }
1721 1582
1722 /* check if the spell data has changed */ 1583 if (changed)
1723 esrv_update_stats (who->contr); 1584 who->update_stats (); // should cause esrv_update_stats and esrv_update_spells
1724 esrv_update_spells (who->contr);
1725} 1585}
1726 1586
1727/* 1587/*
1728 * Returns how much experience is needed for a player to become 1588 * Returns how much experience is needed for a player to become
1729 * the given level. level should really never exceed max_level 1589 * the given level. level should really never exceed max_level
1730 */ 1590 */
1731 1591
1732sint64 1592sint64
1733level_exp (int level, double expmul) 1593level_exp (int level, double expmul)
1734{ 1594{
1735 if (level > settings.max_level) 1595 return expmul * level_to_min_exp (level);
1736 return (sint64) (expmul * levels[settings.max_level]);
1737
1738 return (sint64) (expmul * levels[level]);
1739} 1596}
1740 1597
1741/* 1598/*
1742 * Ensure that the permanent experience requirements in an exp object are met. 1599 * 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 1600 * This really just checks 'op to make sure the perm_exp value is within
1749calc_perm_exp (object *op) 1606calc_perm_exp (object *op)
1750{ 1607{
1751 int p_exp_min; 1608 int p_exp_min;
1752 1609
1753 /* Ensure that our permanent experience minimum is met. 1610 /* Ensure that our permanent experience minimum is met.
1754 * permenent_exp_ratio is an integer percentage, we divide by 100 1611 * permenent_exp_ratio is an integer percentage, we divide by 100
1755 * to get the fraction */ 1612 * to get the fraction */
1756 p_exp_min = (int) (settings.permanent_exp_ratio * (float) (op->stats.exp) / 100); 1613 p_exp_min = (int) (settings.permanent_exp_ratio * (float) (op->stats.exp) / 100);
1757 1614
1758 if (op->perm_exp < p_exp_min) 1615 if (op->perm_exp < p_exp_min)
1759 op->perm_exp = p_exp_min; 1616 op->perm_exp = p_exp_min;
1771 * NULL, in which case exp increases the players general 1628 * NULL, in which case exp increases the players general
1772 * total, but not any particular skill. 1629 * total, but not any particular skill.
1773 * flag is what to do if the player doesn't have the skill: 1630 * flag is what to do if the player doesn't have the skill:
1774 */ 1631 */
1775static void 1632static void
1776add_player_exp (object *op, sint64 exp, const char *skill_name, int flag) 1633add_player_exp (object *op, sint64 exp, shstr_tmp skill_name, int flag)
1777{ 1634{
1778 object *skill_obj = NULL; 1635 object *skill_obj;
1779 sint64 limit, exp_to_add; 1636 sint64 limit, exp_to_add;
1780 int i;
1781 1637
1782 /* prevents some forms of abuse. */ 1638 /* prevents some forms of abuse. */
1783 if (op->contr->braced) 1639 if (op->contr->braced)
1784 exp /= 5; 1640 exp /= 5;
1785 1641
1786 /* Try to find the matching skill. 1642 /* Try to find the matching skill.
1787 * We do a shortcut/time saving mechanism first - see if it matches 1643 * We do a shortcut/time saving mechanism first - see if it matches
1788 * chosen_skill. This means we don't need to search through 1644 * chosen_skill. This means we don't need to search through
1789 * the players inventory. 1645 * the players inventory.
1790 */ 1646 */
1647 skill_obj = 0;
1648
1791 if (skill_name) 1649 if (skill_name)
1792 { 1650 {
1793 if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill)) 1651 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 1652
1804 /* Player doesn't have the skill. Check to see what to do, and give 1653 /* Player doesn't have the skill. Check to see what to do, and give
1805 * it to the player if necessary 1654 * it to the player if necessary
1806 */ 1655 */
1807 if (!skill_obj) 1656 if (!skill_obj)
1808 { 1657 {
1809 if (flag == SK_EXP_NONE) 1658 if (flag == SK_EXP_NONE)
1810 return; 1659 return;
1660
1811 else if (flag == SK_EXP_ADD_SKILL) 1661 if (flag == SK_EXP_ADD_SKILL)
1812 give_skill_by_name (op, skill_name); 1662 skill_obj = give_skill_by_name (op, skill_name);
1813 }
1814 } 1663 }
1815 } 1664 }
1816 1665
1817 if (flag != SK_EXP_SKILL_ONLY) 1666 if (flag != SK_EXP_SKILL_ONLY)
1818 { 1667 {
1819 /* Basically, you can never gain more experience in one shot 1668 /* Basically, you can never gain more experience in one shot
1820 * than half what you need to gain for next level. 1669 * than half what you need to gain for next level.
1821 */ 1670 */
1822 exp_to_add = exp; 1671 exp_to_add = exp;
1823 limit = (levels[op->level + 1] - levels[op->level]) / 2; 1672 limit = (levels [op->level + 1] - levels [op->level]) / 2;
1824 if (exp_to_add > limit) 1673 if (exp_to_add > limit)
1825 exp_to_add = limit; 1674 exp_to_add = limit;
1826 1675
1827 ADD_EXP (op->stats.exp, (sint64) ((float) exp_to_add * (skill_obj ? skill_obj->expmul : 1))); 1676 ADD_EXP (op->stats.exp, (sint64) ((float) exp_to_add * (skill_obj ? skill_obj->expmul : 1)));
1828 if (settings.permanent_exp_ratio) 1677 if (settings.permanent_exp_ratio)
1835 } 1684 }
1836 1685
1837 if (skill_obj) 1686 if (skill_obj)
1838 { 1687 {
1839 exp_to_add = exp; 1688 exp_to_add = exp;
1840 limit = (levels[skill_obj->level + 1] - levels[skill_obj->level]) / 2; 1689 limit = (levels [skill_obj->level + 1] - levels [skill_obj->level]) / 2;
1841 if (exp_to_add > limit) 1690 if (exp_to_add > limit)
1842 exp_to_add = limit; 1691 exp_to_add = limit;
1843 1692
1844 ADD_EXP (skill_obj->stats.exp, exp_to_add); 1693 ADD_EXP (skill_obj->stats.exp, exp_to_add);
1845 if (settings.permanent_exp_ratio) 1694 if (settings.permanent_exp_ratio)
1851 player_lvl_adj (op, skill_obj); 1700 player_lvl_adj (op, skill_obj);
1852 } 1701 }
1853} 1702}
1854 1703
1855/* This function checks to make sure that object 'op' can 1704/* This function checks to make sure that object 'op' can
1856 * lost 'exp' experience. It returns the amount of exp 1705 * lose 'exp' experience. It returns the amount of exp
1857 * object 'op' can in fact lose - it basically makes 1706 * object 'op' can in fact lose - it basically makes
1858 * adjustments based on permanent exp and the like. 1707 * adjustments based on permanent exp and the like.
1859 * This function should always be used for losing experience - 1708 * This function should always be used for losing experience -
1860 * the 'exp' value passed should be positive - this is the 1709 * the 'exp' value passed should be positive - this is the
1861 * amount that should get subtract from the player. 1710 * amount that should get subtract from the player.
1862 */ 1711 */
1863sint64 1712static sint64
1864check_exp_loss (const object *op, sint64 exp) 1713check_exp_loss (const object *op, sint64 exp)
1865{ 1714{
1866 sint64 del_exp; 1715 sint64 del_exp;
1867 1716
1868 if (exp > op->stats.exp) 1717 if (exp > op->stats.exp)
1869 exp = op->stats.exp; 1718 exp = op->stats.exp;
1719
1870 if (settings.permanent_exp_ratio) 1720 if (settings.permanent_exp_ratio)
1871 { 1721 {
1872 del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO); 1722 del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO);
1723
1873 if (del_exp < 0) 1724 if (del_exp < 0)
1874 del_exp = 0; 1725 del_exp = 0;
1726
1875 if (exp > del_exp) 1727 if (exp > del_exp)
1876 exp = del_exp; 1728 exp = del_exp;
1877 } 1729 }
1730
1878 return exp; 1731 return exp;
1879} 1732}
1880 1733
1881sint64 1734sint64
1882check_exp_adjust (const object *op, sint64 exp) 1735check_exp_adjust (const object *op, sint64 exp)
1883{ 1736{
1884 if (exp < 0) 1737 if (exp < 0)
1885 return check_exp_loss (op, exp); 1738 return check_exp_loss (op, exp);
1886 else 1739 else
1887 return MIN (exp, (sint64) MAX_EXPERIENCE - op->stats.exp); 1740 return min (exp, (sint64)MAX_EXPERIENCE - op->stats.exp);
1888} 1741}
1889
1890 1742
1891/* Subtracts experience from player. 1743/* Subtracts experience from player.
1892 * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we 1744 * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we
1893 * only subtract from the matching skill. Otherwise, 1745 * only subtract from the matching skill. Otherwise,
1894 * this subtracts a portion from all 1746 * this subtracts a portion from all
1899 * where everything is at the minimum perm exp, he would lose nothing. 1751 * 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 1752 * exp is the amount of exp to subtract - thus, it should be
1901 * a postive number. 1753 * a postive number.
1902 */ 1754 */
1903static void 1755static void
1904subtract_player_exp (object *op, sint64 exp, const char *skill, int flag) 1756subtract_player_exp (object *op, sint64 exp, shstr_tmp skill, int flag)
1905{ 1757{
1906 float fraction = (float) exp / (float) op->stats.exp; 1758 float fraction = (float) exp / (float) op->stats.exp;
1907 object *tmp; 1759 object *tmp;
1908 sint64 del_exp; 1760 sint64 del_exp;
1909 1761
1910 for (tmp = op->inv; tmp; tmp = tmp->below) 1762 for (tmp = op->inv; tmp; tmp = tmp->below)
1911 if (tmp->type == SKILL && tmp->stats.exp) 1763 if (tmp->type == SKILL && tmp->stats.exp)
1912 { 1764 {
1913 if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (tmp->skill, skill)) 1765 if (flag == SK_SUBTRACT_SKILL_EXP && skill && tmp->skill == skill)
1914 { 1766 {
1915 del_exp = check_exp_loss (tmp, exp); 1767 del_exp = check_exp_loss (tmp, exp);
1916 tmp->stats.exp -= del_exp; 1768 tmp->stats.exp -= del_exp;
1917 player_lvl_adj (op, tmp); 1769 player_lvl_adj (op, tmp);
1918 } 1770 }
1919 else if (flag != SK_SUBTRACT_SKILL_EXP) 1771 else if (flag != SK_SUBTRACT_SKILL_EXP)
1920 { 1772 {
1921 /* only want to process other skills if we are not trying 1773 /* only want to process other skills if we are not trying
1922 * to match a specific skill. 1774 * to match a specific skill.
1923 */ 1775 */
1924 del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction)); 1776 del_exp = check_exp_loss (tmp, tmp->stats.exp * fraction);
1925 tmp->stats.exp -= del_exp; 1777 tmp->stats.exp -= del_exp;
1926 player_lvl_adj (op, tmp); 1778 player_lvl_adj (op, tmp);
1927 } 1779 }
1928 } 1780 }
1929 1781
1943 * skill_name is the skill that should get the exp added. 1795 * skill_name is the skill that should get the exp added.
1944 * flag is what to do if player doesn't have the skill. 1796 * flag is what to do if player doesn't have the skill.
1945 * these last two values are only used for players. 1797 * these last two values are only used for players.
1946 */ 1798 */
1947void 1799void
1948change_exp (object *op, sint64 exp, const char *skill_name, int flag) 1800change_exp (object *op, sint64 exp, shstr_tmp skill_name, int flag)
1949{ 1801{
1950#ifdef EXP_DEBUG 1802#ifdef EXP_DEBUG
1951 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp); 1803 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp);
1952#endif 1804#endif
1953 1805
1962 * won't do anything if the value is 0 anyways. 1814 * won't do anything if the value is 0 anyways.
1963 */ 1815 */
1964 if (exp == 0) 1816 if (exp == 0)
1965 return; 1817 return;
1966 1818
1967 /* Monsters are easy - we just adjust their exp - we 1819 /* Monsters are easy - we just adjust their exp - we
1968 * don't adjust level, since in most cases it is unrelated to 1820 * don't adjust level, since in most cases it is unrelated to
1969 * the exp they have - the monsters exp represents what its 1821 * the exp they have - the monsters exp represents what its
1970 * worth. 1822 * worth.
1971 */ 1823 */
1972 if (op->type != PLAYER) 1824 if (op->type != PLAYER)
1973 { 1825 {
1974 /* Sanity check */ 1826 /* Sanity check */
1975 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1827 if (!op->flag [FLAG_ALIVE])
1976 return; 1828 return;
1977 1829
1978 /* reset exp to max allowed value. We subtract from 1830 /* reset exp to max allowed value. We subtract from
1979 * MAX_EXPERIENCE to prevent overflows. If the player somehow has 1831 * MAX_EXPERIENCE to prevent overflows. If the player somehow has
1980 * more than max exp, just return. 1832 * more than max exp, just return.
1999 */ 1851 */
2000 subtract_player_exp (op, abs (exp), skill_name, flag); 1852 subtract_player_exp (op, abs (exp), skill_name, flag);
2001 } 1853 }
2002} 1854}
2003 1855
2004/* Applies a death penalty experience, the size of this is defined by the 1856/* 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 1857 * settings death_penalty_percentage and death_penalty_levels, and by the
2006 * amount of permenent experience, whichever gives the lowest loss. 1858 * amount of permenent experience, whichever gives the lowest loss.
2007 */ 1859 */
2008void 1860void
2009apply_death_exp_penalty (object *op) 1861apply_death_exp_penalty (object *op)
2010{ 1862{
2011 object *tmp;
2012 sint64 loss; 1863 sint64 loss;
2013 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */ 1864 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */
2014 sint64 level_loss; /* defined by the setting 'death_penalty_levels */ 1865 sint64 level_loss; /* defined by the setting 'death_penalty_levels */
2015 1866
2016 for (tmp = op->inv; tmp; tmp = tmp->below) 1867 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2017 if (tmp->type == SKILL && tmp->stats.exp) 1868 if (tmp->type == SKILL && tmp->stats.exp)
2018 { 1869 {
2019
2020 percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100; 1870 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)]; 1871 level_loss = tmp->stats.exp - levels [max (0, tmp->level - settings.death_penalty_level)];
2022 1872
2023 /* With the revised exp system, you can get cases where 1873 /* With the revised exp system, you can get cases where
2024 * losing several levels would still require that you have more 1874 * losing several levels would still require that you have more
2025 * exp than you currently have - this is true if the levels 1875 * exp than you currently have - this is true if the levels
2026 * tables is a lot harder. 1876 * tables is a lot harder.
2027 */ 1877 */
2028 if (level_loss < 0) 1878 if (level_loss < 0)
2029 level_loss = 0; 1879 level_loss = 0;
2030 1880
2031 loss = check_exp_loss (tmp, MIN (level_loss, percentage_loss)); 1881 loss = check_exp_loss (tmp, min (level_loss, percentage_loss));
2032 1882
2033 tmp->stats.exp -= loss; 1883 tmp->stats.exp -= loss;
2034 player_lvl_adj (op, tmp); 1884 player_lvl_adj (op, tmp);
2035 } 1885 }
2036 1886
2037 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100; 1887 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)]; 1888 level_loss = op->stats.exp - levels [max (0, op->level - settings.death_penalty_level)];
1889
2039 if (level_loss < 0) 1890 if (level_loss < 0)
2040 level_loss = 0; 1891 level_loss = 0;
1892
2041 loss = check_exp_loss (op, MIN (level_loss, percentage_loss)); 1893 loss = check_exp_loss (op, min (level_loss, percentage_loss));
2042 1894
2043 op->stats.exp -= loss; 1895 op->stats.exp -= loss;
2044 player_lvl_adj (op, NULL); 1896 player_lvl_adj (op, NULL);
2045} 1897}
2046 1898

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