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Comparing deliantra/server/common/living.C (file contents):
Revision 1.63 by root, Tue May 22 10:49:57 2007 UTC vs.
Revision 1.128 by root, Mon Oct 29 23:55:52 2012 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 *
18 * You should have received a copy of the GNU General Public License
19 * along with this program; if not, write to the Free Software
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 * 17 *
18 * You should have received a copy of the Affero GNU General Public License
19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
21 *
22 * The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 23 */
24 24
25#include <global.h> 25#include <global.h>
26#include <funcpoint.h>
27 26
28/* Handy little macro that adds exp and keeps it within bounds. Since 27/* Handy little macro that adds exp and keeps it within bounds. Since
29 * we are now using 64 bit values, I'm not all concerned about overflow issues 28 * we are now using 64 bit values, I'm not all concerned about overflow issues
30 * with exptotal wrapping. exptotal is typically op->exp, or op->perm_exp 29 * with exptotal wrapping. exptotal is typically op->exp, or op->perm_exp
31 */ 30 */
140/* 139/*
141 Since this is nowhere defined ... 140 Since this is nowhere defined ...
142 Both come in handy at least in function add_exp() 141 Both come in handy at least in function add_exp()
143*/ 142*/
144 143
145#define MAX_EXPERIENCE levels[settings.max_level] 144#define MAX_EXPERIENCE levels [settings.max_level]
146 145
147/* because exp_obj sum to make the total score, 146/* because exp_obj sum to make the total score,
148 * we cannot allow that sum to exceed the maximum 147 * we cannot allow that sum to exceed the maximum
149 * amount of experience a player can gain. Thus 148 * amount of experience a player can gain. Thus
150 * we define MAX_EXP_IN_OBJ. It is important to try 149 * we define MAX_EXP_IN_OBJ. It is important to try
157 * line with progression of previous levels, so 156 * line with progression of previous levels, so
158 * if more levels are desired, this should be fixed. 157 * if more levels are desired, this should be fixed.
159 * -b.t. 158 * -b.t.
160 */ 159 */
161 160
162#define MAX_EXP_IN_OBJ levels[settings.max_level]/(MAX_EXP_CAT - 1) 161#define MAX_EXP_IN_OBJ MAX_EXP_IN_OBJ / (MAX_EXP_CAT - 1)
163
164extern sint64 *levels;
165 162
166#define MAX_SAVE_LEVEL 110 163#define MAX_SAVE_LEVEL 110
167 164
168/* This no longer needs to be changed anytime the number of 165/* This no longer needs to be changed anytime the number of
169 * levels is increased - rather, did_make_save will do the 166 * levels is increased - rather, did_make_save will do the
263/* Rather than having a whole bunch of if (flag) new_draw.. else new_draw, 260/* Rather than having a whole bunch of if (flag) new_draw.. else new_draw,
264 * make this macro to clean those up. Not usuable outside change_abil 261 * make this macro to clean those up. Not usuable outside change_abil
265 * function since some of the values passed to new_draw_info are hardcoded. 262 * function since some of the values passed to new_draw_info are hardcoded.
266 */ 263 */
267#define DIFF_MSG(flag, msg1, msg2) \ 264#define DIFF_MSG(flag, msg1, msg2) \
268 new_draw_info(NDI_UNIQUE, 0, op, (flag>0)?msg1:msg2); 265 new_draw_info (NDI_UNIQUE, 0, op, (flag > 0) ? msg1 : msg2);
269 266
270/* return 1 if we sucessfully changed a stat, 0 if nothing was changed. */ 267/* return 1 if we sucessfully changed a stat, 0 if nothing was changed. */
271 268
272/* flag is set to 1 if we are applying the object, -1 if we are removing 269/* flag is set to 1 if we are applying the object, -1 if we are removing
273 * the object. 270 * the object.
281 * that gives them that ability. 278 * that gives them that ability.
282 */ 279 */
283int 280int
284change_abil (object *op, object *tmp) 281change_abil (object *op, object *tmp)
285{ 282{
286 int flag = QUERY_FLAG (tmp, FLAG_APPLIED) ? 1 : -1, success = 0; 283 int flag = tmp->flag [FLAG_APPLIED] ? 1 : -1;
284 int success = 0;
287 char message[MAX_BUF]; 285 char message[MAX_BUF];
288 int potion_max = 0; 286 int potion_max = 0;
289 287
290 /* remember what object was like before it was changed. note that 288 // keep some stats for comparison purposes
291 * refop is a local copy of op only to be used for detecting changes 289 object::flags_t prev_flag = op->flag;
292 * found by update_stats. refop is not a real object 290 MoveType prev_move_type = op->move_type;
293 */ 291 sint16 prev_resist [NROFATTACKS]; // clumsy
294 object_copy refop = *op; 292 assert (sizeof (prev_resist) == sizeof (op->resist));
293 memcpy (prev_resist, op->resist, sizeof (prev_resist));
295 294
296 if (op->type == PLAYER) 295 if (op->type == PLAYER)
297 { 296 {
298 if (tmp->type == POTION) 297 if (tmp->type == POTION)
299 { 298 {
300 potion_max = 1; 299 potion_max = 1;
300
301 for (int j = 0; j < NUM_STATS; j++) 301 for (int j = 0; j < NUM_STATS; j++)
302 { 302 {
303 int ostat = op->contr->orig_stats.stat (j); 303 int ostat = op->contr->orig_stats.stat (j);
304 int i = tmp->stats.stat (j); 304 int i = tmp->stats.stat (j);
305 305
306 /* nstat is what the stat will be after use of the potion */ 306 /* nstat is what the stat will be after use of the potion */
307 int nstat = flag * i + ostat; 307 int nstat = flag * i + ostat;
308 308
309 /* Do some bounds checking. While I don't think any 309 /* Do some bounds checking. There is the potential for potions
310 * potions do so right now, there is the potential for potions
311 * that adjust that stat by more than one point, so we need 310 * that adjust that stat by more than one point, so we need
312 * to allow for that. 311 * to allow for that.
313 */ 312 */
314 if (nstat < 1 && i * flag < 0) 313 if (nstat < 1 && i * flag < 0)
315 nstat = 1; 314 nstat = 1;
316 else if (nstat > 20 + op->arch->clone.stats.stat (j)) 315 else if (nstat > 20 + op->arch->stats.stat (j))
317 nstat = 20 + op->arch->clone.stats.stat (j); 316 nstat = 20 + op->arch->stats.stat (j);
318 317
319 if (nstat != ostat) 318 if (nstat != ostat)
320 { 319 {
321 op->contr->orig_stats.stat (j) = nstat; 320 op->contr->orig_stats.stat (j) = nstat;
322 potion_max = 0; 321 potion_max = 0;
367 { 366 {
368 success = 1; 367 success = 1;
369 DIFF_MSG (flag, "Your hands begin to glow red.", "Your hands stop glowing red."); 368 DIFF_MSG (flag, "Your hands begin to glow red.", "Your hands stop glowing red.");
370 } 369 }
371 370
372 if (QUERY_FLAG (op, FLAG_LIFESAVE) != QUERY_FLAG (&refop, FLAG_LIFESAVE)) 371 if (op->flag [FLAG_LIFESAVE] != prev_flag [FLAG_LIFESAVE])
373 { 372 {
374 success = 1; 373 success = 1;
375 DIFF_MSG (flag, "You feel very protected.", "You don't feel protected anymore."); 374 DIFF_MSG (flag, "You feel very protected.", "You don't feel protected anymore.");
376 } 375 }
377 376
378 if (QUERY_FLAG (op, FLAG_REFL_MISSILE) != QUERY_FLAG (&refop, FLAG_REFL_MISSILE)) 377 if (op->flag [FLAG_REFL_MISSILE] != prev_flag [FLAG_REFL_MISSILE])
379 { 378 {
380 success = 1; 379 success = 1;
381 DIFF_MSG (flag, "A magic force shimmers around you.", "The magic force fades away."); 380 DIFF_MSG (flag, "A magic force shimmers around you.", "The magic force fades away.");
382 } 381 }
383 382
384 if (QUERY_FLAG (op, FLAG_REFL_SPELL) != QUERY_FLAG (&refop, FLAG_REFL_SPELL)) 383 if (op->flag [FLAG_REFL_SPELL] != prev_flag [FLAG_REFL_SPELL])
385 { 384 {
386 success = 1; 385 success = 1;
387 DIFF_MSG (flag, "You feel more safe now, somehow.", "Suddenly you feel less safe, somehow."); 386 DIFF_MSG (flag, "You feel more safe now, somehow.", "Suddenly you feel less safe, somehow.");
388 } 387 }
389 388
391 * user has multiple items giving the same type appled like we 390 * user has multiple items giving the same type appled like we
392 * used to - that is more work than what we gain, plus messages 391 * used to - that is more work than what we gain, plus messages
393 * can be misleading (a little higher could be miscontrued from 392 * can be misleading (a little higher could be miscontrued from
394 * from fly high) 393 * from fly high)
395 */ 394 */
396 if (tmp->move_type && op->move_type != refop.move_type) 395 if (tmp->move_type && op->move_type != prev_move_type)
397 { 396 {
398 success = 1; 397 success = 1;
399 398
400 /* MOVE_FLY_HIGH trumps MOVE_FLY_LOW - changing your move_fly_low 399 /* MOVE_FLY_HIGH trumps MOVE_FLY_LOW - changing your move_fly_low
401 * status doesn't make a difference if you are flying high 400 * status doesn't make a difference if you are flying high
402 */ 401 */
403 if (tmp->move_type & MOVE_FLY_LOW && !(op->move_type & MOVE_FLY_HIGH)) 402 if (tmp->move_type & MOVE_FLY_LOW && !(op->move_type & MOVE_FLY_HIGH))
404 { 403 {
405 DIFF_MSG (flag, "You start to float in the air!.", "You float down to the ground."); 404 DIFF_MSG (flag, "You start to float in the air!", "You float down to the ground.");
406 } 405 }
407 406
408 if (tmp->move_type & MOVE_FLY_HIGH) 407 if (tmp->move_type & MOVE_FLY_HIGH)
409 { 408 {
410 /* double conditional - second case covers if you have move_fly_low - 409 /* double conditional - second case covers if you have move_fly_low -
414 (op->move_type & MOVE_FLY_LOW ? "You fly lower in the air" : "You float down to the ground.")); 413 (op->move_type & MOVE_FLY_LOW ? "You fly lower in the air" : "You float down to the ground."));
415 } 414 }
416 415
417 if (tmp->move_type & MOVE_SWIM) 416 if (tmp->move_type & MOVE_SWIM)
418 DIFF_MSG (flag, "You feel ready for a swim", "You no longer feel like swimming"); 417 DIFF_MSG (flag, "You feel ready for a swim", "You no longer feel like swimming");
419
420 /* Changing move status may mean you are affected by things you weren't before */
421 check_move_on (op, op);
422 } 418 }
423 419
424 /* becoming UNDEAD... a special treatment for this flag. Only those not 420 /* becoming UNDEAD... a special treatment for this flag. Only those not
425 * originally undead may change their status 421 * originally undead may change their status
426 */ 422 */
427 if (!QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 423 if (!op->arch->flag [FLAG_UNDEAD])
428 if (QUERY_FLAG (op, FLAG_UNDEAD) != QUERY_FLAG (&refop, FLAG_UNDEAD)) 424 if (op->flag [FLAG_UNDEAD] != prev_flag [FLAG_UNDEAD])
429 { 425 {
430 success = 1; 426 success = 1;
431 if (flag > 0) 427 if (flag > 0)
432 { 428 {
433 op->race = "undead"; 429 op->race = "undead";
434 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce drains away!"); 430 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce drains away!");
435 } 431 }
436 else 432 else
437 { 433 {
438 op->race = op->arch->clone.race; 434 op->race = op->arch->race;
439 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!"); 435 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!");
440 } 436 }
441 } 437 }
442 438
443 if (QUERY_FLAG (op, FLAG_STEALTH) != QUERY_FLAG (&refop, FLAG_STEALTH)) 439 if (op->flag [FLAG_STEALTH] != prev_flag [FLAG_STEALTH])
444 { 440 {
445 success = 1; 441 success = 1;
446 DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily."); 442 DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily.");
447 } 443 }
448 444
449 if (QUERY_FLAG (op, FLAG_MAKE_INVIS) != QUERY_FLAG (&refop, FLAG_MAKE_INVIS)) 445 if (op->flag [FLAG_MAKE_INVIS] != prev_flag [FLAG_MAKE_INVIS])
450 { 446 {
451 success = 1; 447 success = 1;
452 DIFF_MSG (flag, "You become transparent.", "You can see yourself."); 448 DIFF_MSG (flag, "You become transparent.", "You can see yourself.");
453 } 449 }
454 450
455 /* blinded you can tell if more blinded since blinded player has minimal 451 /* blinded you can tell if more blinded since blinded player has minimal
456 * vision 452 * vision
457 */ 453 */
458 if (QUERY_FLAG (tmp, FLAG_BLIND)) 454 if (tmp->flag [FLAG_BLIND])
459 { 455 {
460 success = 1; 456 success = 1;
461 if (flag > 0) 457 if (flag > 0)
462 { 458 {
463 if (QUERY_FLAG (op, FLAG_WIZ)) 459 if (op->flag [FLAG_WIZ])
464 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self is blinded."); 460 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self is blinded.");
465 else 461 else
466 { 462 {
467 new_draw_info (NDI_UNIQUE, 0, op, "You are blinded."); 463 new_draw_info (NDI_UNIQUE, 0, op, "You are blinded.");
468 SET_FLAG (op, FLAG_BLIND); 464 op->set_flag (FLAG_BLIND);
469 if (op->type == PLAYER) 465 if (op->type == PLAYER)
470 op->contr->do_los = 1; 466 op->contr->do_los = 1;
471 } 467 }
472 } 468 }
473 else 469 else
474 { 470 {
475 if (QUERY_FLAG (op, FLAG_WIZ)) 471 if (op->flag [FLAG_WIZ])
476 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self can now see again."); 472 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self can now see again.");
477 else 473 else
478 { 474 {
479 new_draw_info (NDI_UNIQUE, 0, op, "Your vision returns."); 475 new_draw_info (NDI_UNIQUE, 0, op, "Your vision returns.");
480 CLEAR_FLAG (op, FLAG_BLIND); 476 op->clr_flag (FLAG_BLIND);
481 if (op->type == PLAYER) 477 if (op->type == PLAYER)
482 op->contr->do_los = 1; 478 op->contr->do_los = 1;
483 } 479 }
484 } 480 }
485 } 481 }
486 482
487 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK) != QUERY_FLAG (&refop, FLAG_SEE_IN_DARK)) 483 if (op->flag [FLAG_SEE_IN_DARK] != prev_flag [FLAG_SEE_IN_DARK])
488 { 484 {
489 success = 1; 485 success = 1;
490 if (op->type == PLAYER) 486 if (op->type == PLAYER)
491 op->contr->do_los = 1; 487 op->contr->do_los = 1;
492 DIFF_MSG (flag, "Your vision is better in the dark.", "You see less well in the dark."); 488 DIFF_MSG (flag, "Your vision is better in the dark.", "You see less well in the dark.");
493 } 489 }
494 490
495 if (QUERY_FLAG (op, FLAG_XRAYS) != QUERY_FLAG (&refop, FLAG_XRAYS)) 491 if (op->flag [FLAG_XRAYS] != prev_flag [FLAG_XRAYS])
496 { 492 {
497 success = 1; 493 success = 1;
498 if (flag > 0) 494 if (flag > 0)
499 { 495 {
500 if (QUERY_FLAG (op, FLAG_WIZ)) 496 if (op->flag [FLAG_WIZ])
501 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a little clearer."); 497 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a little clearer.");
502 else 498 else
503 { 499 {
504 new_draw_info (NDI_UNIQUE, 0, op, "Everything becomes transparent."); 500 new_draw_info (NDI_UNIQUE, 0, op, "Everything becomes transparent.");
505 if (op->type == PLAYER) 501 if (op->type == PLAYER)
506 op->contr->do_los = 1; 502 op->contr->do_los = 1;
507 } 503 }
508 } 504 }
509 else 505 else
510 { 506 {
511 if (QUERY_FLAG (op, FLAG_WIZ)) 507 if (op->flag [FLAG_WIZ])
512 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a bit out of focus."); 508 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a bit out of focus.");
513 else 509 else
514 { 510 {
515 new_draw_info (NDI_UNIQUE, 0, op, "Everything suddenly looks very solid."); 511 new_draw_info (NDI_UNIQUE, 0, op, "Everything suddenly looks very solid.");
516 if (op->type == PLAYER) 512 if (op->type == PLAYER)
523 { 519 {
524 success = 1; 520 success = 1;
525 DIFF_MSG (flag * tmp->stats.luck, "You feel more lucky.", "You feel less lucky."); 521 DIFF_MSG (flag * tmp->stats.luck, "You feel more lucky.", "You feel less lucky.");
526 } 522 }
527 523
524 if (digest_types [tmp->type])
525 {
528 if (tmp->stats.hp && op->type == PLAYER) 526 if (tmp->stats.hp && op->type == PLAYER)
529 { 527 {
530 success = 1; 528 success = 1;
531 DIFF_MSG (flag * tmp->stats.hp, "You feel much more healthy!", "You feel much less healthy!"); 529 DIFF_MSG (flag * tmp->stats.hp, "You feel much more healthy!", "You feel much less healthy!");
532 } 530 }
533 531
534 if (tmp->stats.sp && op->type == PLAYER && tmp->type != SKILL) 532 if (tmp->stats.sp && op->type == PLAYER
535 { 533 && tmp->type != SKILL && tmp->type != BOW)
534 {
536 success = 1; 535 success = 1;
537 DIFF_MSG (flag * tmp->stats.sp, "You feel one with the powers of magic!", "You suddenly feel very mundane."); 536 DIFF_MSG (flag * tmp->stats.sp, "You feel one with the powers of magic!", "You suddenly feel very mundane.");
538 } 537 }
539 538
540 /* for the future when artifacts set this -b.t. */ 539 /* for the future when artifacts set this -b.t. */
541 if (tmp->stats.grace && op->type == PLAYER) 540 if (tmp->stats.grace && op->type == PLAYER)
542 { 541 {
543 success = 1; 542 success = 1;
544 DIFF_MSG (flag * tmp->stats.grace, "You feel closer to your god!", "You suddenly feel less holy."); 543 DIFF_MSG (flag * tmp->stats.grace, "You feel closer to your god!", "You suddenly feel less holy.");
545 } 544 }
546 545
547 if (tmp->stats.food && op->type == PLAYER) 546 if (tmp->stats.food && op->type == PLAYER)
548 { 547 {
549 success = 1; 548 success = 1;
550 DIFF_MSG (flag * tmp->stats.food, "You feel your digestion slowing down.", "You feel your digestion speeding up."); 549 DIFF_MSG (flag * tmp->stats.food, "You feel your digestion slowing down.", "You feel your digestion speeding up.");
550 }
551 } 551 }
552 552
553 /* Messages for changed resistance */ 553 /* Messages for changed resistance */
554 for (int i = 0; i < NROFATTACKS; i++) 554 for (int i = 0; i < NROFATTACKS; i++)
555 { 555 {
556 if (i == ATNR_PHYSICAL) 556 if (i == ATNR_PHYSICAL)
557 continue; /* Don't display about armour */ 557 continue; /* Don't display about armour */
558 558
559 if (op->resist[i] != refop.resist[i]) 559 if (op->resist [i] != prev_resist [i])
560 { 560 {
561 success = 1; 561 success = 1;
562
562 if (op->resist[i] > refop.resist[i]) 563 if (op->resist [i] > prev_resist [i])
563 sprintf (message, "Your resistance to %s rises to %d%%.", change_resist_msg[i], op->resist[i]); 564 sprintf (message, "Your resistance to %s rises to %d%%.", change_resist_msg [i], op->resist [i]);
564 else 565 else
565 sprintf (message, "Your resistance to %s drops to %d%%.", change_resist_msg[i], op->resist[i]); 566 sprintf (message, "Your resistance to %s drops to %d%%.", change_resist_msg [i], op->resist [i]);
566 567
567 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message); 568 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message);
568 } 569 }
569 } 570 }
570 571
571 if (!potion_max) 572 if (!potion_max)
572 {
573 for (int j = 0; j < NUM_STATS; j++) 573 for (int j = 0; j < NUM_STATS; j++)
574 {
575 if (int i = tmp->stats.stat (j)) 574 if (int i = tmp->stats.stat (j))
576 { 575 {
577 success = 1; 576 success = 1;
578 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]); 577 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]);
579 } 578 }
580 }
581 }
582 579
583 return success; 580 return success;
584} 581}
585 582
586/* 583/*
597object::drain_specific_stat (int deplete_stats) 594object::drain_specific_stat (int deplete_stats)
598{ 595{
599 object *tmp; 596 object *tmp;
600 archetype *at; 597 archetype *at;
601 598
602 at = archetype::find (ARCH_DEPLETION); 599 at = archetype::find (shstr_depletion);
603 if (!at) 600 if (!at)
604 { 601 {
605 LOG (llevError, "Couldn't find archetype depletion.\n"); 602 LOG (llevError, "Couldn't find archetype depletion.\n");
606 return; 603 return;
607 } 604 }
609 { 606 {
610 tmp = present_arch_in_ob (at, this); 607 tmp = present_arch_in_ob (at, this);
611 608
612 if (!tmp) 609 if (!tmp)
613 { 610 {
614 tmp = arch_to_object (at); 611 tmp = at->instance ();
615 tmp = insert_ob_in_ob (tmp, this); 612 tmp = insert_ob_in_ob (tmp, this);
616 SET_FLAG (tmp, FLAG_APPLIED); 613 tmp->set_flag (FLAG_APPLIED);
617 } 614 }
618 } 615 }
619 616
620 new_draw_info (NDI_UNIQUE, 0, this, drain_msg[deplete_stats]); 617 new_draw_info (NDI_UNIQUE, 0, this, drain_msg[deplete_stats]);
621 change_attr_value (&tmp->stats, deplete_stats, -1); 618 change_attr_value (&tmp->stats, deplete_stats, -1);
627 * via an applied bad_luck object. 624 * via an applied bad_luck object.
628 */ 625 */
629void 626void
630object::change_luck (int value) 627object::change_luck (int value)
631{ 628{
632 archetype *at = archetype::find ("luck"); 629 archetype *at = archetype::find (shstr_luck);
633 if (!at) 630 if (!at)
634 LOG (llevError, "Couldn't find archetype luck.\n"); 631 LOG (llevError, "Couldn't find archetype luck.\n");
635 else 632 else
636 { 633 {
637 object *tmp = present_arch_in_ob (at, this); 634 object *tmp = present_arch_in_ob (at, this);
639 if (!tmp) 636 if (!tmp)
640 { 637 {
641 if (!value) 638 if (!value)
642 return; 639 return;
643 640
644 tmp = arch_to_object (at); 641 tmp = at->instance ();
645 tmp = insert_ob_in_ob (tmp, this); 642 tmp = insert_ob_in_ob (tmp, this);
646 SET_FLAG (tmp, FLAG_APPLIED); 643 tmp->set_flag (FLAG_APPLIED);
647 } 644 }
648 645
649 if (value) 646 if (value)
650 { 647 {
651 /* Limit the luck value of the bad luck object to +/-100. This 648 /* Limit the luck value of the bad luck object to +/-100. This
685void 682void
686object::remove_statbonus () 683object::remove_statbonus ()
687{ 684{
688 for (int i = 0; i < NUM_STATS; ++i) 685 for (int i = 0; i < NUM_STATS; ++i)
689 { 686 {
690 sint8 v = arch->clone.stats.stat (i); 687 sint8 v = arch->stats.stat (i);
691 stats.stat (i) -= v; 688 stats.stat (i) -= v;
692 contr->orig_stats.stat (i) -= v; 689 contr->orig_stats.stat (i) -= v;
693 } 690 }
694} 691}
695 692
699void 696void
700object::add_statbonus () 697object::add_statbonus ()
701{ 698{
702 for (int i = 0; i < NUM_STATS; ++i) 699 for (int i = 0; i < NUM_STATS; ++i)
703 { 700 {
704 sint8 v = arch->clone.stats.stat (i); 701 sint8 v = arch->stats.stat (i);
705 stats.stat (i) += v; 702 stats.stat (i) += v;
706 contr->orig_stats.stat (i) += v; 703 contr->orig_stats.stat (i) += v;
707 } 704 }
708} 705}
706
707static struct copy_flags : object::flags_t
708{
709 copy_flags ()
710 {
711 set (FLAG_LIFESAVE);
712 set (FLAG_REFL_SPELL);
713 set (FLAG_REFL_MISSILE);
714 set (FLAG_STEALTH);
715 set (FLAG_XRAYS);
716 set (FLAG_BLIND);
717 set (FLAG_SEE_IN_DARK);
718 }
719} copy_flags;
709 720
710/* 721/*
711 * Updates all abilities given by applied objects in the inventory 722 * Updates all abilities given by applied objects in the inventory
712 * of the given object. Note: This function works for both monsters 723 * of the given object. Note: This function works for both monsters
713 * and players; the "player" in the name is purely an archaic inheritance. 724 * and players; the "player" in the name is purely an archaic inheritance.
718 * spell system split, grace points now added to system --peterm 729 * spell system split, grace points now added to system --peterm
719 */ 730 */
720void 731void
721object::update_stats () 732object::update_stats ()
722{ 733{
723 int i, j;
724 float f, max = 9, added_speed = 0, bonus_speed = 0, sp_tmp, speed_reduce_from_disease = 1; 734 float max_speed = 9, added_speed = 0, bonus_speed = 0, speed_reduce_from_disease = 1;
725 int weapon_weight = 0, weapon_speed = 0; 735 int weapon_weight = 0, weapon_speed = 0;
726 int best_wc = 0, best_ac = 0, wc = 0, ac = 0; 736 int best_wc = 0, best_ac = 0, wc = 0, ac = 0;
727 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; 737 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS];
728 object *grace_obj = NULL, *mana_obj = NULL, *tmp; 738 object *grace_obj = NULL, *mana_obj = NULL, *tmp;
729 float old_speed = speed; 739 float old_speed = speed;
740 int stat_sum [NUM_STATS];
741
742 MoveType move_type; // we use change_move_type to change it, so use a local copy
730 743
731 /* First task is to clear all the values back to their original values */ 744 /* First task is to clear all the values back to their original values */
732 if (type == PLAYER) 745 if (type == PLAYER)
733 { 746 {
747 contr->delayed_update = false;
748
734 for (i = 0; i < NUM_STATS; i++) 749 for (int i = 0; i < NUM_STATS; i++)
735 stats.stat (i) = contr->orig_stats.stat (i); 750 stat_sum [i] = contr->orig_stats.stat (i);
736 751
737 if (settings.spell_encumbrance == TRUE) 752 if (settings.spell_encumbrance == TRUE)
738 contr->encumbrance = 0; 753 contr->encumbrance = 0;
739 754
740 attacktype = 0; 755 attacktype = 0;
750 for (int i = NUM_BODY_LOCATIONS; i--; ) 765 for (int i = NUM_BODY_LOCATIONS; i--; )
751 slot[i].used = slot[i].info; 766 slot[i].used = slot[i].info;
752 767
753 slaying = 0; 768 slaying = 0;
754 769
755 if (!QUERY_FLAG (this, FLAG_WIZ)) 770 if (!this->flag [FLAG_WIZ])
756 {
757 CLEAR_FLAG (this, FLAG_XRAYS);
758 CLEAR_FLAG (this, FLAG_MAKE_INVIS);
759 } 771 {
772 this->clr_flag (FLAG_XRAYS);
773 this->clr_flag (FLAG_MAKE_INVIS);
774 }
760 775
761 CLEAR_FLAG (this, FLAG_LIFESAVE); 776 this->clr_flag (FLAG_LIFESAVE);
762 CLEAR_FLAG (this, FLAG_STEALTH); 777 this->clr_flag (FLAG_STEALTH);
763 CLEAR_FLAG (this, FLAG_BLIND); 778 this->clr_flag (FLAG_BLIND);
764 779
765 if (!QUERY_FLAG (&arch->clone, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL); 780 if (!arch->flag [FLAG_REFL_SPELL ]) this->clr_flag (FLAG_REFL_SPELL);
766 if (!QUERY_FLAG (&arch->clone, FLAG_REFL_MISSILE)) CLEAR_FLAG (this, FLAG_REFL_MISSILE); 781 if (!arch->flag [FLAG_REFL_MISSILE]) this->clr_flag (FLAG_REFL_MISSILE);
767 if (!QUERY_FLAG (&arch->clone, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD); 782 if (!arch->flag [FLAG_UNDEAD ]) this->clr_flag (FLAG_UNDEAD);
768 if (!QUERY_FLAG (&arch->clone, FLAG_SEE_IN_DARK )) CLEAR_FLAG (this, FLAG_SEE_IN_DARK); 783 if (!arch->flag [FLAG_SEE_IN_DARK ]) this->clr_flag (FLAG_SEE_IN_DARK);
769 784
770 path_attuned = arch->clone.path_attuned; 785 path_attuned = arch->path_attuned;
771 path_repelled = arch->clone.path_repelled; 786 path_repelled = arch->path_repelled;
772 path_denied = arch->clone.path_denied; 787 path_denied = arch->path_denied;
773 glow_radius = arch->clone.glow_radius; 788 glow_radius = arch->glow_radius;
774 move_type = arch->clone.move_type; 789 move_type = arch->move_type;
775
776 chosen_skill = 0;
777 790
778 /* initializing resistances from the values in player/monster's 791 /* initializing resistances from the values in player/monster's
779 * archetype clone 792 * archetype clone
780 */ 793 */
781 memcpy (&resist, &arch->clone.resist, sizeof (resist)); 794 memcpy (&resist, &arch->resist, sizeof (resist));
782 795
783 for (i = 0; i < NROFATTACKS; i++) 796 for (int i = 0; i < NROFATTACKS; i++)
784 { 797 {
785 if (resist[i] > 0) 798 if (resist[i] > 0)
786 prot[i] = resist[i], vuln[i] = 0; 799 prot[i] = resist[i], vuln[i] = 0;
787 else 800 else
788 vuln[i] = -(resist[i]), prot[i] = 0; 801 vuln[i] = -resist[i], prot[i] = 0;
789 802
790 potion_resist[i] = 0; 803 potion_resist[i] = -1000;
791 } 804 }
792 805
793 wc = arch->clone.stats.wc; 806 wc = arch->stats.wc;
794 stats.dam = arch->clone.stats.dam; 807 stats.dam = arch->stats.dam;
795 808
796 /* for players which cannot use armour, they gain AC -1 per 3 levels, 809 /* for players which cannot use armour, they gain AC -1 per 3 levels,
797 * plus a small amount of physical resist, those poor suckers. ;) 810 * plus a small amount of physical resist, those poor suckers. ;)
798 * the fact that maxlevel is factored in could be considered sort of bogus - 811 * the fact that maxlevel is factored in could be considered sort of bogus -
799 * we should probably give them some bonus and cap it off - otherwise, 812 * we should probably give them some bonus and cap it off - otherwise,
800 * basically, if a server updates its max level, these playes may find 813 * basically, if a server updates its max level, these playes may find
801 * that their protection from physical goes down 814 * that their protection from physical goes down
802 */ 815 */
803 if (!QUERY_FLAG (this, FLAG_USE_ARMOUR) && type == PLAYER) 816 if (!this->flag [FLAG_USE_ARMOUR] && type == PLAYER)
804 { 817 {
805 ac = MAX (-10, arch->clone.stats.ac - level / 3); 818 ac = max (-10, arch->stats.ac - level / 3);
806 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100; 819 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100;
807 } 820 }
808 else 821 else
809 ac = arch->clone.stats.ac; 822 ac = arch->stats.ac;
810 823
811 stats.luck = arch->clone.stats.luck; 824 stats.luck = arch->stats.luck;
812 speed = arch->clone.speed; 825 speed = arch->speed;
826
827 chosen_skill = 0;
813 828
814 /* OK - we've reset most all the objects attributes to sane values. 829 /* OK - we've reset most all the objects attributes to sane values.
815 * now go through and make adjustments for what the player has equipped. 830 * now go through and make adjustments for what the player has equipped.
816 */ 831 */
817 for (tmp = inv; tmp; tmp = tmp->below) 832 for (tmp = inv; tmp; tmp = tmp->below)
818 { 833 {
819 /* See note in map.c:update_position about making this additive
820 * since light sources are never applied, need to put check here.
821 */
822 if (tmp->glow_radius > glow_radius)
823 glow_radius = tmp->glow_radius;
824
825 /* This happens because apply_potion calls change_abil with the potion 834 /* This happens because apply_potion calls change_abil with the potion
826 * applied so we can tell the player what changed. But change_abil 835 * applied so we can tell the player what changed. But change_abil
827 * then calls this function. 836 * then calls this function.
828 */ 837 */
829 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION) 838 if (tmp->flag [FLAG_APPLIED] && tmp->type == POTION)
830 continue; 839 continue;
840
841 glow_radius += tmp->glow_radius;
831 842
832 /* For some things, we don't care what is equipped */ 843 /* For some things, we don't care what is equipped */
833 if (tmp->type == SKILL) 844 if (tmp->type == SKILL)
834 { 845 {
835 /* Want to take the highest skill here. */ 846 /* Want to take the highest skill here. */
848 else if (tmp->level > grace_obj->level) 859 else if (tmp->level > grace_obj->level)
849 grace_obj = tmp; 860 grace_obj = tmp;
850 } 861 }
851 } 862 }
852 863
853 /* Container objects are not meant to adjust a players, but other applied 864 /* Container objects are not meant to adjust players, but other applied
854 * objects need to make adjustments. 865 * objects need to make adjustments.
855 * This block should handle all player specific changes 866 * This block should handle all player specific changes
856 * The check for Praying is a bit of a hack - god given bonuses are put 867 * The check for Praying is a bit of a hack - god given bonuses are put
857 * in the praying skill, and the player should always get those. 868 * in the praying skill, and the player should always get those.
858 * It also means we need to put in additional checks for applied below, 869 * It also means we need to put in additional checks for applied below,
859 * because the skill shouldn't count against body positions being used 870 * because the skill shouldn't count against body positions being used
860 * up, etc. 871 * up, etc.
861 */ 872 */
862 if ((tmp->flag [FLAG_APPLIED] 873 if ((tmp->flag [FLAG_APPLIED]
863 && tmp->type != CONTAINER 874 && tmp->type != CONTAINER
864 && tmp->type != CLOSE_CON) 875 && tmp->type != CLOSE_CON
865 || (tmp->type == SKILL 876 && tmp->type != SPELL)
866 && tmp->subtype == SK_PRAYING)) 877 || (tmp->type == SKILL && tmp->subtype == SK_PRAYING))
867 { 878 {
868 if (type == PLAYER) 879 if (type == PLAYER)
869 { 880 {
870 if (tmp == contr->combat_ob || tmp == contr->ranged_ob) 881 contr->item_power += tmp->item_power;
871 if (tmp != current_weapon
872 && (tmp->type != SKILL || tmp->subtype != SK_PRAYING)
873 && !tmp->flag [FLAG_CURSED]
874 && !tmp->flag [FLAG_DAMNED])
875 continue;
876 882
877 for (i = 0; i < NUM_STATS; i++) 883 for (int i = 0; i < NUM_STATS; i++)
878 change_attr_value (&stats, i, tmp->stats.stat (i)); 884 stat_sum [i] += tmp->stats.stat (i);
879 885
880 /* These are the items that currently can change digestion, regeneration, 886 if (digest_types [tmp->type])
881 * spell point recovery and mana point recovery. Seems sort of an arbitary
882 * list, but other items store other info into stats array.
883 */
884 if (tmp->type == WEAPON || tmp->type == BOW ||
885 tmp->type == ARMOUR || tmp->type == HELMET ||
886 tmp->type == SHIELD || tmp->type == RING ||
887 tmp->type == BOOTS || tmp->type == GLOVES ||
888 tmp->type == AMULET || tmp->type == GIRDLE ||
889 tmp->type == BRACERS || tmp->type == CLOAK ||
890 tmp->type == DISEASE || tmp->type == FORCE ||
891 tmp->type == SKILL)
892 { 887 {
893 contr->digestion += tmp->stats.food; 888 contr->digestion += tmp->stats.food;
894 contr->gen_hp += tmp->stats.hp; 889 contr->gen_hp += tmp->stats.hp;
890 if (tmp->type != BOW) // ugly exception for bows
895 contr->gen_sp += tmp->stats.sp; 891 contr->gen_sp += tmp->stats.sp;
896 contr->gen_grace += tmp->stats.grace; 892 contr->gen_grace += tmp->stats.grace;
897 contr->gen_sp_armour += tmp->gen_sp_armour; 893 contr->gen_sp_armour += tmp->gen_sp_armour;
898 contr->item_power += tmp->item_power;
899 } 894 }
900 } /* if this is a player */ 895 } /* if this is a player */
901 else 896 else
902 { 897 {
903 if (tmp->type == WEAPON) 898 if (tmp->type == WEAPON)
904 current_weapon = tmp; 899 current_weapon = tmp;
905 } 900 }
906 901
907 /* Update slots used for items */ 902 /* Update slots used for items */
908 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 903 if (tmp->flag [FLAG_APPLIED]) // exclude praying...
909 for (i = 0; i < NUM_BODY_LOCATIONS; i++) 904 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
910 slot[i].used += tmp->slot[i].info; 905 slot[i].used += tmp->slot[i].info;
911 906
912 if (tmp->type == SYMPTOM) 907 if (tmp->type == SYMPTOM)
913 {
914 speed_reduce_from_disease = tmp->last_sp / 100.f; 908 min_it (speed_reduce_from_disease, tmp->last_sp ? tmp->last_sp / 100.f : 1.f);
915 909
916 if (speed_reduce_from_disease == 0)
917 speed_reduce_from_disease = 1;
918 }
919
920 /* Pos. and neg. protections are counted seperate (-> pro/vuln). 910 /* Pos. and neg. protections are counted separate (-> pro/vuln).
921 * (Negative protections are calculated exactly like positive.) 911 * (Negative protections are calculated exactly like positive.)
922 * Resistance from potions are treated special as well. If there's 912 * Resistance from potions are treated special as well. If there's
923 * more than one potion-effect, the bigger prot.-value is taken. 913 * more than one potion-effect, the bigger prot.-value is taken.
924 */ 914 */
925 if (tmp->type != POTION) 915 if (tmp->type == POTION_EFFECT)
926 {
927 for (i = 0; i < NROFATTACKS; i++) 916 for (int i = 0; i < NROFATTACKS; i++)
928 {
929 /* Potential for cursed potions, in which case we just can use
930 * a straight MAX, as potion_resist is initialised to zero.
931 */
932 if (tmp->type == POTION_EFFECT)
933 {
934 if (potion_resist[i])
935 potion_resist[i] = MAX (potion_resist[i], tmp->resist[i]);
936 else
937 potion_resist[i] = tmp->resist[i]; 917 max_it (potion_resist[i], tmp->resist[i]);
938 } 918 else if (tmp->type != POTION)
919 for (int i = 0; i < NROFATTACKS; i++)
939 else if (tmp->resist[i] > 0) 920 if (tmp->resist[i] > 0)
940 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100; 921 prot[i] += (100 - prot[i]) * tmp->resist[i] / 100;
941 else if (tmp->resist[i] < 0) 922 else if (tmp->resist[i] < 0)
942 vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100; 923 vuln[i] += (100 - vuln[i]) * -tmp->resist[i] / 100;
943 }
944 }
945 924
946 /* There may be other things that should not adjust the attacktype */ 925 /* There may be other things that should not adjust the attacktype */
947 if (tmp->type != SYMPTOM) 926 if (tmp->type != SYMPTOM)
948 { 927 {
949 attacktype |= tmp->attacktype; 928 attacktype |= tmp->attacktype;
952 path_denied |= tmp->path_denied; 931 path_denied |= tmp->path_denied;
953 move_type |= tmp->move_type; 932 move_type |= tmp->move_type;
954 stats.luck += tmp->stats.luck; 933 stats.luck += tmp->stats.luck;
955 } 934 }
956 935
957 if (QUERY_FLAG (tmp, FLAG_LIFESAVE )) SET_FLAG (this, FLAG_LIFESAVE); 936 flag |= tmp->flag & copy_flags;
958 if (QUERY_FLAG (tmp, FLAG_REFL_SPELL )) SET_FLAG (this, FLAG_REFL_SPELL);
959 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE)) SET_FLAG (this, FLAG_REFL_MISSILE);
960 if (QUERY_FLAG (tmp, FLAG_STEALTH )) SET_FLAG (this, FLAG_STEALTH);
961 if (QUERY_FLAG (tmp, FLAG_XRAYS )) SET_FLAG (this, FLAG_XRAYS);
962 if (QUERY_FLAG (tmp, FLAG_BLIND )) SET_FLAG (this, FLAG_BLIND);
963 if (QUERY_FLAG (tmp, FLAG_SEE_IN_DARK )) SET_FLAG (this, FLAG_SEE_IN_DARK);
964 937
965 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (&arch->clone, FLAG_UNDEAD)) 938 if (tmp->flag [FLAG_UNDEAD] && !arch->flag [FLAG_UNDEAD])
966 SET_FLAG (this, FLAG_UNDEAD); 939 this->set_flag (FLAG_UNDEAD);
967 940
968 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS)) 941 //TODO: copy_flags?
942 if (tmp->flag [FLAG_MAKE_INVIS])
969 { 943 {
970 SET_FLAG (this, FLAG_MAKE_INVIS); 944 set_flag (FLAG_MAKE_INVIS);
971 invisible = 1; 945 invisible = 1;
972 } 946 }
973 947
974 if (tmp->stats.exp && tmp->type != SKILL) 948 if (tmp->stats.exp && tmp->type != SKILL)
975 { 949 {
982 added_speed += tmp->stats.exp; 956 added_speed += tmp->stats.exp;
983 } 957 }
984 958
985 switch (tmp->type) 959 switch (tmp->type)
986 { 960 {
987#if 0
988 case WAND:
989 case ROD:
990 case HORN:
991 if (type != PLAYER || current_weapon == tmp)
992 chosen_skill = tmp;
993 break;
994#endif
995
996 /* skills modifying the character -b.t. */
997 /* for all skills and skill granting objects */
998 case SKILL: 961 case SKILL:
999 { 962 {
963 // some skills will end up here without counting as "applied"
1000 if (!QUERY_FLAG (tmp, FLAG_APPLIED) || skill_flags [tmp->subtype] & SF_APPLY) 964 if (!tmp->flag [FLAG_APPLIED] || skill_flags [tmp->subtype] & SF_AUTARK)
1001 break; 965 break;
1002 966
1003 if (chosen_skill) 967 if (chosen_skill)
1004 { 968 {
1005 LOG (llevDebug, "fix_player, op %s has multiple skills applied (%s and %s)\n", 969 LOG (llevDebug, "fix_player, op %s has multiple skills applied (%s and %s)\n",
1007 971
1008 tmp->flag [FLAG_APPLIED] = false; 972 tmp->flag [FLAG_APPLIED] = false;
1009 update_stats (); 973 update_stats ();
1010 return; 974 return;
1011 } 975 }
1012 else 976
1013 chosen_skill = tmp; 977 chosen_skill = tmp;
1014 978
1015 if (tmp->stats.dam > 0) 979 if (tmp->stats.dam > 0)
1016 { /* skill is a 'weapon' */ 980 { /* skill is a 'weapon' */
1017 if (!QUERY_FLAG (this, FLAG_READY_WEAPON)) 981 if (!this->flag [FLAG_READY_WEAPON])
1018 weapon_speed = WEAPON_SPEED (tmp); 982 weapon_speed = max (0, WEAPON_SPEED (tmp));
1019
1020 if (weapon_speed < 0)
1021 weapon_speed = 0;
1022 983
1023 weapon_weight = tmp->weight; 984 weapon_weight = tmp->weight;
1024 stats.dam += 1 + chosen_skill->level * tmp->stats.dam / 9; 985 stats.dam += 1 + chosen_skill->level * tmp->stats.dam / 9;
1025 986
1026 if (tmp->magic) 987 if (tmp->magic)
1035 996
1036 if (tmp->stats.ac) 997 if (tmp->stats.ac)
1037 ac -= tmp->stats.ac + tmp->magic; 998 ac -= tmp->stats.ac + tmp->magic;
1038 999
1039 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1000 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1040 contr->encumbrance += (int) 3 *tmp->weight / 1000; 1001 contr->encumbrance += 3 * tmp->weight / 1000;
1041 } 1002 }
1042 1003
1043 break; 1004 break;
1044 1005
1045 case SHIELD: 1006 case SHIELD:
1046 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1007 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1047 contr->encumbrance += (int) tmp->weight / 2000; 1008 contr->encumbrance += tmp->weight / 2000;
1009 //FALLTHROUGH
1048 case RING: 1010 case RING:
1049 case AMULET: 1011 case AMULET:
1050 case GIRDLE: 1012 case GIRDLE:
1051 case HELMET: 1013 case HELMET:
1052 case BOOTS: 1014 case BOOTS:
1061 if (tmp->stats.ac) 1023 if (tmp->stats.ac)
1062 ac -= tmp->stats.ac + tmp->magic; 1024 ac -= tmp->stats.ac + tmp->magic;
1063 1025
1064 break; 1026 break;
1065 1027
1028 case RANGED:
1066 case BOW: 1029 case BOW:
1067 case WEAPON: 1030 case WEAPON:
1068 if (type != PLAYER || current_weapon == tmp)
1069 {
1070 wc -= tmp->stats.wc + tmp->magic; 1031 wc -= tmp->stats.wc + tmp->magic;
1071 1032
1072 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0) 1033 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0)
1073 ac -= tmp->stats.ac + tmp->magic; 1034 ac -= tmp->stats.ac + tmp->magic;
1074 1035
1075 stats.dam += tmp->stats.dam + tmp->magic; 1036 stats.dam += tmp->stats.dam + tmp->magic;
1076 weapon_weight = tmp->weight; 1037 weapon_weight = tmp->weight;
1077 weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2; 1038 weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2;
1078 1039
1079 if (weapon_speed < 0) 1040 if (weapon_speed < 0)
1080 weapon_speed = 0; 1041 weapon_speed = 0;
1081 1042
1082 slaying = tmp->slaying; 1043 slaying = tmp->slaying;
1083 1044
1084 /* If there is desire that two handed weapons should do 1045 /* If there is desire that two handed weapons should do
1085 * extra strength damage, this is where the code should 1046 * extra strength damage, this is where the code should
1086 * go. 1047 * go.
1087 */ 1048 */
1088 1049
1089 if (type == PLAYER) 1050 if (type == PLAYER)
1090 if (settings.spell_encumbrance) 1051 if (settings.spell_encumbrance)
1091 contr->encumbrance += tmp->weight * 3 / 1000; 1052 contr->encumbrance += tmp->weight * 3 / 1000;
1092 }
1093 1053
1094 break; 1054 break;
1095 1055
1096 case ARMOUR: /* Only the best of these three are used: */ 1056 case ARMOUR: /* Only the best of these three are used: */
1097 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1057 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1120 else /* To nullify the below effect */ 1080 else /* To nullify the below effect */
1121 ac += tmp->stats.ac + tmp->magic; 1081 ac += tmp->stats.ac + tmp->magic;
1122 } 1082 }
1123 1083
1124 if (tmp->stats.wc) 1084 if (tmp->stats.wc)
1125 wc -= (tmp->stats.wc + tmp->magic); 1085 wc -= tmp->stats.wc + tmp->magic;
1126 1086
1127 if (tmp->stats.ac) 1087 if (tmp->stats.ac)
1128 ac -= (tmp->stats.ac + tmp->magic); 1088 ac -= tmp->stats.ac + tmp->magic;
1129 1089
1130 if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.f < max) 1090 if (ARMOUR_SPEED (tmp))
1131 max = ARMOUR_SPEED (tmp) / 10.f; 1091 min_it (max_speed, ARMOUR_SPEED (tmp) / 10.f);
1132 1092
1133 break; 1093 break;
1134 } /* switch tmp->type */ 1094 } /* switch tmp->type */
1135 } /* item is equipped */ 1095 } /* item is equipped */
1136 } /* for loop of items */ 1096 } /* for loop of items */
1097
1098 min_it (glow_radius, MAX_LIGHT_RADIUS);
1137 1099
1138 /* We've gone through all the objects the player has equipped. For many things, we 1100 /* We've gone through all the objects the player has equipped. For many things, we
1139 * have generated intermediate values which we now need to assign. 1101 * have generated intermediate values which we now need to assign.
1140 */ 1102 */
1141 1103
1143 * If there is an uncursed potion in effect, granting more protection 1105 * If there is an uncursed potion in effect, granting more protection
1144 * than that, we take: 'total resistance = resistance from potion'. 1106 * than that, we take: 'total resistance = resistance from potion'.
1145 * If there is a cursed (and no uncursed) potion in effect, we take 1107 * If there is a cursed (and no uncursed) potion in effect, we take
1146 * 'total resistance = vulnerability from cursed potion'. 1108 * 'total resistance = vulnerability from cursed potion'.
1147 */ 1109 */
1148 for (i = 0; i < NROFATTACKS; i++) 1110 for (int i = 0; i < NROFATTACKS; i++)
1149 { 1111 {
1150 resist[i] = prot[i] - vuln[i]; 1112 resist[i] = prot[i] - vuln[i];
1151 1113
1152 if (potion_resist[i] && ((potion_resist[i] > resist[i]) || (potion_resist[i] < 0))) 1114 if (potion_resist[i] != -1000
1115 && (potion_resist[i] < 0 || potion_resist[i] > resist[i]))
1153 resist[i] = potion_resist[i]; 1116 resist[i] = potion_resist[i];
1154 } 1117 }
1155 1118
1156 /* Figure out the players sp/mana/hp totals. */
1157 if (type == PLAYER) 1119 if (type == PLAYER)
1158 { 1120 {
1121 // clamp various player stats
1122 for (int i = 0; i < NUM_STATS; ++i)
1123 stats.stat (i) = stat_sum [i];
1124
1125 check_stat_bounds (&stats);
1126
1127 contr->digestion = clamp (contr->digestion, MIN_DIGESTION, MAX_DIGESTION);
1128
1129 /* Figure out the players sp/mana/hp totals. */
1159 int pl_level; 1130 int pl_level;
1160 1131
1161 check_stat_bounds (&(stats));
1162 pl_level = level;
1163
1164 if (pl_level < 1)
1165 pl_level = 1; /* safety, we should always get 1 levels worth of hp! */ 1132 pl_level = max (1, level); /* safety, we should always get 1 levels worth of hp! */
1166 1133
1167 /* You basically get half a con bonus/level. But we do take into account rounding, 1134 /* You basically get half a con bonus/level. But we do take into account rounding,
1168 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels. 1135 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels.
1169 */ 1136 */
1170 for (i = 1, stats.maxhp = 0; i <= pl_level && i <= 10; i++) 1137 stats.maxhp = 0;
1138 for (int i = 1; i <= min (10, pl_level); i++)
1171 { 1139 {
1172 j = contr->levhp[i] + con_bonus[stats.Con] / 2; 1140 int j = contr->levhp[i] + con_bonus[stats.Con] / 2;
1173 1141
1174 if (i % 2 && con_bonus[stats.Con] % 2) 1142 if (i % 2 && con_bonus[stats.Con] % 2)
1175 {
1176 if (con_bonus[stats.Con] > 0) 1143 if (con_bonus[stats.Con] > 0)
1177 j++; 1144 j++;
1178 else 1145 else
1179 j--; 1146 j--;
1180 }
1181 1147
1182 stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */ 1148 stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */
1183 } 1149 }
1184 1150
1185 for (i = 11; i <= level; i++) 1151 stats.maxhp += 2 * max (0, level - 10);
1186 stats.maxhp += 2;
1187 1152
1188 if (stats.hp > stats.maxhp) 1153 if (stats.hp > stats.maxhp)
1189 stats.hp = stats.maxhp; 1154 stats.hp = stats.maxhp;
1190 1155
1191 /* Sp gain is controlled by the level of the player's 1156 /* Sp gain is controlled by the level of the player's
1204 1169
1205 if (mana_obj == this && type == PLAYER) 1170 if (mana_obj == this && type == PLAYER)
1206 stats.maxsp = 1; 1171 stats.maxsp = 1;
1207 else 1172 else
1208 { 1173 {
1209 sp_tmp = 0.f; 1174 float sp_tmp = 0.f;
1210 1175
1211 for (i = 1; i <= mana_obj->level && i <= 10; i++) 1176 for (int i = 1; i <= min (10, mana_obj->level); i++)
1212 { 1177 {
1213 float stmp; 1178 float stmp;
1214 1179
1215 /* Got some extra bonus at first level */ 1180 /* Got some extra bonus at first level */
1216 if (i < 2) 1181 if (i < 2)
1217 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 6.f; 1182 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 6.f;
1218 else 1183 else
1219 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 12.f; 1184 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 12.f;
1220 1185
1221 if (stmp < 1.f)
1222 stmp = 1.f;
1223
1224 sp_tmp += stmp; 1186 sp_tmp += max (1.f, stmp);
1225 } 1187 }
1226 1188
1227 stats.maxsp = (sint16)sp_tmp; 1189 stats.maxsp = int (sp_tmp) + 2 * max (0, mana_obj->level - 10);
1228
1229 for (i = 11; i <= mana_obj->level; i++)
1230 stats.maxsp += 2;
1231 } 1190 }
1232 1191
1233 /* Characters can get their sp supercharged via rune of transferrance */ 1192 /* Characters can get their sp supercharged via rune of transferrance */
1234 if (stats.sp > stats.maxsp * 2) 1193 stats.sp = min (stats.sp, stats.maxsp * 2);
1235 stats.sp = stats.maxsp * 2;
1236 1194
1237 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */ 1195 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */
1238 if (!grace_obj || !grace_obj->level || type != PLAYER) 1196 if (!grace_obj || !grace_obj->level || type != PLAYER)
1239 grace_obj = this; 1197 grace_obj = this;
1240 1198
1245 /* store grace in a float - this way, the divisions below don't create 1203 /* store grace in a float - this way, the divisions below don't create
1246 * big jumps when you go from level to level - with int's, it then 1204 * big jumps when you go from level to level - with int's, it then
1247 * becomes big jumps when the sums of the bonuses jump to the next 1205 * becomes big jumps when the sums of the bonuses jump to the next
1248 * step of 8 - with floats, even fractional ones are useful. 1206 * step of 8 - with floats, even fractional ones are useful.
1249 */ 1207 */
1250 sp_tmp = 0.f; 1208 float sp_tmp = 0.f;
1251 for (i = 1, stats.maxgrace = 0; i <= grace_obj->level && i <= 10; i++) 1209
1210 for (int i = 1; i <= min (10, grace_obj->level); i++)
1252 { 1211 {
1253 float grace_tmp = 0.f; 1212 float grace_tmp = 0.f;
1254 1213
1255 /* Got some extra bonus at first level */ 1214 /* Got some extra bonus at first level */
1256 if (i < 2) 1215 if (i < 2)
1257 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 6.f; 1216 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 6.f;
1258 else 1217 else
1259 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 12.f; 1218 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 12.f;
1260 1219
1261 if (grace_tmp < 1.f)
1262 grace_tmp = 1.f;
1263
1264 sp_tmp += grace_tmp; 1220 sp_tmp += max (1.f, grace_tmp);
1265 } 1221 }
1266 1222
1267 stats.maxgrace = (sint16)sp_tmp;
1268
1269 /* two grace points per level after 11 */ 1223 /* two grace points per level after 10 */
1270 for (i = 11; i <= grace_obj->level; i++) 1224 stats.maxgrace = int (sp_tmp) + 2 * max (0, grace_obj->level - 10);
1271 stats.maxgrace += 2;
1272 } 1225 }
1273 1226
1274 /* No limit on grace vs maxgrace */ 1227 /* No limit on grace vs maxgrace */
1275 1228
1276 if (contr->braced) 1229 if (contr->braced)
1296 1249
1297 if (contr && wc_obj && wc_obj->level > 1) 1250 if (contr && wc_obj && wc_obj->level > 1)
1298 { 1251 {
1299 wc -= wc_obj->level + thaco_bonus[stats.Str]; 1252 wc -= wc_obj->level + thaco_bonus[stats.Str];
1300 1253
1301 for (i = 1; i < wc_obj->level; i++) 1254 for (int i = 1; i < wc_obj->level; i++)
1302 { 1255 {
1303 /* additional wc every 6 levels */ 1256 /* additional wc every 6 levels */
1304 if (!(i % 6)) 1257 if (!(i % 6))
1305 wc--; 1258 wc--;
1306 1259
1319 1272
1320 speed = 1.f + speed_bonus[stats.Dex]; 1273 speed = 1.f + speed_bonus[stats.Dex];
1321 1274
1322 if (settings.search_items && contr->search_str[0]) 1275 if (settings.search_items && contr->search_str[0])
1323 speed -= 1; 1276 speed -= 1;
1324
1325 if (attacktype == 0)
1326 attacktype = arch->clone.attacktype;
1327 } /* End if player */ 1277 } /* End if player */
1328 1278
1329 if (added_speed >= 0) 1279 if (added_speed >= 0)
1330 speed += added_speed / 10.f; 1280 speed += added_speed / 10.f;
1331 else /* Something wrong here...: */ 1281 else /* Something wrong here...: */
1332 speed /= 1.f - added_speed; 1282 speed /= 1.f - added_speed;
1333 1283
1334 /* Max is determined by armour */ 1284 /* Max is determined by armour */
1335 if (speed > max) 1285 speed = min (speed, max_speed);
1336 speed = max;
1337 1286
1338 if (type == PLAYER) 1287 if (type == PLAYER)
1339 { 1288 {
1340 /* f is a number the represents the number of kg above (positive num) 1289 /* f is a number the represents the number of kg above (positive num)
1341 * or below (negative number) that the player is carrying. If above 1290 * or below (negative number) that the player is carrying. If above
1342 * weight limit, then player suffers a speed reduction based on how 1291 * weight limit, then player suffers a speed reduction based on how
1343 * much above he is, and what is max carry is 1292 * much above he is, and what is max carry is
1344 */ 1293 */
1345 f = (carrying / 1000) - max_carry[stats.Str]; 1294 float f = (carrying / 1000) - max_carry[stats.Str];
1346 if (f > 0) 1295 if (f > 0.f)
1347 speed = speed / (1.f + f / max_carry[stats.Str]); 1296 speed = speed / (1.f + f / max_carry[stats.Str]);
1348 } 1297 }
1349 1298
1350 speed += bonus_speed / 10.f; /* Not affected by limits */ 1299 speed += bonus_speed / 10.f; /* Not affected by limits */
1300 speed *= speed_reduce_from_disease;
1351 1301
1352 /* Put a lower limit on speed. Note with this speed, you move once every 1302 /* Put a lower limit on speed. Note with this speed, you move once every
1353 * 100 ticks or so. This amounts to once every 12 seconds of realtime. 1303 * 25 ticks or so. This amounts to once every 3 seconds of realtime.
1354 */ 1304 */
1355 speed = speed * speed_reduce_from_disease; 1305 max_it (speed, is_player () ? MIN_PLAYER_SPEED : MIN_ACTIVE_SPEED);
1356 1306
1357 if (speed < 0.01f && type == PLAYER) 1307 if (speed != old_speed)
1358 speed = 0.01f; 1308 set_speed (speed);
1359 1309
1360 if (type == PLAYER) 1310 if (type == PLAYER)
1361 { 1311 {
1362 /* (This formula was made by vidarl@ifi.uio.no) 1312 /* (This formula was made by vidarl@ifi.uio.no)
1363 * Note that we never used these values again - basically 1313 * Note that we never used these values again - basically
1378 1328
1379 contr->weapon_sp = K * s * .5f; //TODO: balance the .5 1329 contr->weapon_sp = K * s * .5f; //TODO: balance the .5
1380 } 1330 }
1381 1331
1382 /* I want to limit the power of small monsters with big weapons: */ 1332 /* I want to limit the power of small monsters with big weapons: */
1383 if (type != PLAYER && arch && stats.dam > arch->clone.stats.dam * 3) 1333 if (type != PLAYER && arch && stats.dam > arch->stats.dam * 3)
1384 stats.dam = arch->clone.stats.dam * 3; 1334 stats.dam = arch->stats.dam * 3;
1385 1335
1386 stats.wc = clamp (wc, MIN_WC, MAX_WC); 1336 stats.wc = clamp (wc, MIN_WC, MAX_WC);
1387 stats.ac = clamp (ac, MIN_AC, MAX_AC); 1337 stats.ac = clamp (ac, MIN_AC, MAX_AC);
1388 1338
1389 /* if for some reason the creature doesn't have any move type, 1339 /* if for some reason the creature doesn't have any move type,
1395 if (move_type == 0) 1345 if (move_type == 0)
1396 move_type = MOVE_WALK; 1346 move_type = MOVE_WALK;
1397 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) 1347 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH))
1398 move_type &= ~MOVE_WALK; 1348 move_type &= ~MOVE_WALK;
1399 1349
1400 if (speed != old_speed) 1350 // now apply the new move_type
1401 set_speed (speed); 1351 if (this->move_type != move_type)
1352 change_move_type (move_type);
1402 1353
1403 /* It is quite possible that a player's spell costing might have changed, 1354 /* It is quite possible that a player's spell costing might have changed,
1404 * so we will check that now. 1355 * so we will check that now.
1405 */ 1356 */
1406 if (type == PLAYER) 1357 if (is_player ())
1407 { 1358 contr->update_spells ();
1408 esrv_update_stats (contr);
1409 esrv_update_spells (contr);
1410 }
1411 1359
1412 // update the mapspace, if we are on a map 1360 // update the mapspace, if we are on a map
1413 if (!flag [FLAG_REMOVED] && map) 1361 if (!flag [FLAG_REMOVED] && map)
1414 map->at (x, y).flags_ = 0; 1362 map->at (x, y).flags_ = 0;
1363}
1364
1365void
1366object::set_glow_radius (sint8 rad)
1367{
1368 glow_radius = rad;
1369
1370 if (is_on_map ())
1371 update_all_los (map, x, y);
1372 else if (object *env = outer_env ())
1373 {
1374 env->update_stats ();
1375
1376 if (env->is_on_map ())
1377 update_all_los (env->map, env->x, env->y);
1378 }
1415} 1379}
1416 1380
1417/* 1381/*
1418 * Returns true if the given player is a legal class. 1382 * Returns true if the given player is a legal class.
1419 * The function to add and remove class-bonuses to the stats doesn't 1383 * The function to add and remove class-bonuses to the stats doesn't
1435 1399
1436/* 1400/*
1437 * set the new dragon name after gaining levels or 1401 * set the new dragon name after gaining levels or
1438 * changing ability focus (later this can be extended to 1402 * changing ability focus (later this can be extended to
1439 * eventually change the player's face and animation) 1403 * eventually change the player's face and animation)
1440 *
1441 * Note that the title is written to 'own_title' in the
1442 * player struct. This should be changed to 'ext_title'
1443 * as soon as clients support this!
1444 * Please, anyone, write support for 'ext_title'.
1445 */ 1404 */
1446void 1405void
1447set_dragon_name (object *pl, const object *abil, const object *skin) 1406set_dragon_name (object *pl, const object *abil, const object *skin)
1448{ 1407{
1449 int atnr = -1; /* attacknumber of highest level */ 1408 int atnr = -1; /* attacknumber of highest level */
1467 /* now if there are equals at highest level, pick the one with focus, 1426 /* now if there are equals at highest level, pick the one with focus,
1468 or else at random */ 1427 or else at random */
1469 if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level) 1428 if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level)
1470 atnr = abil->stats.exp; 1429 atnr = abil->stats.exp;
1471 1430
1472 level = (int) (level / 5.);
1473
1474 /* now set the new title */ 1431 /* now set the new title */
1475 if (pl->contr != NULL)
1476 {
1477 if (level == 0)
1478 sprintf (pl->contr->title, "%s hatchling", attacks[atnr]); 1432 if (level < 25) sprintf (pl->contr->title, "%s hatchling", attacks[atnr]);
1479 else if (level == 1)
1480 sprintf (pl->contr->title, "%s wyrm", attacks[atnr]); 1433 else if (level < 50) sprintf (pl->contr->title, "%s wyrm" , attacks[atnr]);
1481 else if (level == 2)
1482 sprintf (pl->contr->title, "%s wyvern", attacks[atnr]); 1434 else if (level < 75) sprintf (pl->contr->title, "%s wyvern" , attacks[atnr]);
1483 else if (level == 3)
1484 sprintf (pl->contr->title, "%s dragon", attacks[atnr]); 1435 else if (level < 100) sprintf (pl->contr->title, "%s dragon" , attacks[atnr]);
1485 else 1436 else
1486 { 1437 {
1487 /* special titles for extra high resistance! */ 1438 /* special titles for extra high resistance! */
1488 if (skin->resist[atnr] > 80)
1489 sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]); 1439 if (skin->resist[atnr] > 80) sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]);
1490 else if (skin->resist[atnr] > 50)
1491 sprintf (pl->contr->title, "ancient %s dragon", attacks[atnr]); 1440 else if (skin->resist[atnr] > 50) sprintf (pl->contr->title, "ancient %s dragon" , attacks[atnr]);
1492 else
1493 sprintf (pl->contr->title, "big %s dragon", attacks[atnr]); 1441 else sprintf (pl->contr->title, "big %s dragon" , attacks[atnr]);
1494 }
1495 } 1442 }
1496 1443
1497 strcpy (pl->contr->own_title, ""); 1444 strcpy (pl->contr->own_title, "");
1498} 1445}
1499 1446
1500/* 1447/*
1501 * This function is called when a dragon-player gains 1448 * This function is called when a dragon-player gains
1502 * an overall level. Here, the dragon might gain new abilities 1449 * an overall level. Here, the dragon might gain new abilities
1503 * or change the ability-focus. 1450 * or change the ability-focus.
1504 */ 1451 */
1505void 1452static void
1506dragon_level_gain (object *who) 1453dragon_level_gain (object *who)
1507{ 1454{
1508 object *abil = NULL; /* pointer to dragon ability force */ 1455 object *abil = NULL; /* pointer to dragon ability force */
1509 object *skin = NULL; /* pointer to dragon skin force */ 1456 object *skin = NULL; /* pointer to dragon skin force */
1510 object *tmp = NULL; /* tmp. object */ 1457 object *tmp = NULL; /* tmp. object */
1511 char buf[MAX_BUF]; /* tmp. string buffer */ 1458 char buf[MAX_BUF]; /* tmp. string buffer */
1512 1459
1513 /* now grab the 'dragon_ability'-forces from the player's inventory */ 1460 /* now grab the 'dragon_ability'-forces from the player's inventory */
1514 shstr_cmp dragon_ability_force ("dragon_ability_force");
1515 shstr_cmp dragon_skin_force ("dragon_skin_force");
1516
1517 for (tmp = who->inv; tmp; tmp = tmp->below) 1461 for (tmp = who->inv; tmp; tmp = tmp->below)
1518 if (tmp->type == FORCE) 1462 if (tmp->type == FORCE)
1519 if (tmp->arch->name == dragon_ability_force) 1463 if (tmp->arch->archname == shstr_dragon_ability_force)
1520 abil = tmp; 1464 abil = tmp;
1521 else if (tmp->arch->name == dragon_skin_force) 1465 else if (tmp->arch->archname == shstr_dragon_skin_force)
1522 skin = tmp; 1466 skin = tmp;
1523 1467
1524 /* if the force is missing -> bail out */ 1468 /* if the force is missing -> bail out */
1525 if (abil == NULL) 1469 if (abil == NULL)
1526 return; 1470 return;
1569 object *skill_obj; 1513 object *skill_obj;
1570 1514
1571 skill_obj = get_archetype_by_skill_name (skill_name, SKILL); 1515 skill_obj = get_archetype_by_skill_name (skill_name, SKILL);
1572 if (!skill_obj) 1516 if (!skill_obj)
1573 { 1517 {
1574 LOG (llevError, "add_player_exp: couldn't find skill %s\n", skill_name); 1518 LOG (llevError, "give_skill_by_name: couldn't find skill %s\n", skill_name);
1575 return NULL; 1519 return NULL;
1576 } 1520 }
1577 1521
1578 /* clear the flag - exp goes into this bucket, but player 1522 /* clear the flag - exp goes into this bucket, but player
1579 * still doesn't know it. 1523 * still doesn't know it.
1580 */ 1524 */
1581 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL); 1525 skill_obj->clr_flag (FLAG_CAN_USE_SKILL);
1582 skill_obj->stats.exp = 0; 1526 skill_obj->stats.exp = 0;
1583 skill_obj->level = 1; 1527 skill_obj->level = 1;
1584 insert_ob_in_ob (skill_obj, op); 1528 op->insert (skill_obj);
1585 1529
1586 if (player *pl = op->contr) 1530 if (player *pl = op->contr)
1587 { 1531 pl->link_skills ();
1588 pl->last_skill_ob [skill_obj->subtype] = skill_obj;
1589 if (pl->ns)
1590 pl->ns->last_skill_exp[skill_obj->subtype] = -1;//TODO: should be made superfluous
1591 }
1592 1532
1593 return skill_obj; 1533 return skill_obj;
1594} 1534}
1595 1535
1596/* player_lvl_adj() - for the new exp system. we are concerned with 1536/* player_lvl_adj() - for the new exp system. we are concerned with
1602 */ 1542 */
1603void 1543void
1604player_lvl_adj (object *who, object *op) 1544player_lvl_adj (object *who, object *op)
1605{ 1545{
1606 char buf[MAX_BUF]; 1546 char buf[MAX_BUF];
1547 bool changed = false;
1607 1548
1608 if (!op) /* when rolling stats */ 1549 if (!op) /* when rolling stats */
1609 op = who; 1550 op = who;
1610 1551
1611 if (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul)) 1552 while (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul))
1612 { 1553 {
1554 changed = true;
1555
1613 op->level++; 1556 op->level++;
1614 1557
1615 if (op && op == who && op->stats.exp > 1 && is_dragon_pl (who)) 1558 if (op && op == who && op->stats.exp > 1 && who->is_dragon ())
1616 dragon_level_gain (who); 1559 dragon_level_gain (who);
1617 1560
1618 /* Only roll these if it is the player (who) that gained the level */ 1561 /* Only roll these if it is the player (who) that gained the level */
1619 if (op == who && (who->level < 11) && who->type == PLAYER) 1562 if (op == who && (who->level < 11) && who->type == PLAYER)
1620 { 1563 {
1621 who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1; 1564 who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1;
1622 who->contr->levsp[who->level] = die_roll (2, 3, who, PREFER_HIGH); 1565 who->contr->levsp[who->level] = die_roll (2, 3, who, PREFER_HIGH);
1623 who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1; 1566 who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1;
1624 } 1567 }
1625 1568
1626 who->update_stats ();
1627 if (op->level > 1) 1569 if (op->level > 1)
1628 { 1570 {
1629 if (op->type != PLAYER) 1571 if (op->type != PLAYER)
1572 {
1573 who->contr->play_sound (sound_find ("skill_up"));
1630 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); 1574 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1575 }
1631 else 1576 else
1577 {
1578 who->contr->play_sound (sound_find ("level_up"));
1632 sprintf (buf, "You are now level %d.", op->level); 1579 sprintf (buf, "You are now level %d.", op->level);
1580 }
1633 1581
1634 if (who) 1582 if (who)
1635 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); 1583 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1636 } 1584 }
1637
1638 player_lvl_adj (who, op); /* To increase more levels */
1639 } 1585 }
1586
1640 else if (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul)) 1587 while (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul))
1641 { 1588 {
1589 changed = true;
1590
1642 op->level--; 1591 op->level--;
1643 who->update_stats ();
1644 1592
1645 if (op->type != PLAYER) 1593 if (op->type != PLAYER)
1646 { 1594 {
1647 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); 1595 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1648 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); 1596 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1649 } 1597 }
1650
1651 player_lvl_adj (who, op); /* To decrease more levels */
1652 } 1598 }
1653 1599
1654 /* check if the spell data has changed */ 1600 if (changed)
1655 esrv_update_stats (who->contr); 1601 who->update_stats (); // should cause esrv_update_stats and esrv_update_spells
1656 esrv_update_spells (who->contr);
1657} 1602}
1658 1603
1659/* 1604/*
1660 * Returns how much experience is needed for a player to become 1605 * Returns how much experience is needed for a player to become
1661 * the given level. level should really never exceed max_level 1606 * the given level. level should really never exceed max_level
1662 */ 1607 */
1663 1608
1664sint64 1609sint64
1665level_exp (int level, double expmul) 1610level_exp (int level, double expmul)
1666{ 1611{
1667 if (level > settings.max_level) 1612 return expmul * level_to_min_exp (level);
1668 return (sint64) (expmul * levels[settings.max_level]);
1669
1670 return (sint64) (expmul * levels[level]);
1671} 1613}
1672 1614
1673/* 1615/*
1674 * Ensure that the permanent experience requirements in an exp object are met. 1616 * Ensure that the permanent experience requirements in an exp object are met.
1675 * This really just checks 'op to make sure the perm_exp value is within 1617 * This really just checks 'op to make sure the perm_exp value is within
1703 * NULL, in which case exp increases the players general 1645 * NULL, in which case exp increases the players general
1704 * total, but not any particular skill. 1646 * total, but not any particular skill.
1705 * flag is what to do if the player doesn't have the skill: 1647 * flag is what to do if the player doesn't have the skill:
1706 */ 1648 */
1707static void 1649static void
1708add_player_exp (object *op, sint64 exp, const char *skill_name, int flag) 1650add_player_exp (object *op, sint64 exp, shstr_tmp skill_name, int flag)
1709{ 1651{
1710 object *skill_obj = NULL; 1652 object *skill_obj;
1711 sint64 limit, exp_to_add; 1653 sint64 limit, exp_to_add;
1712 int i;
1713 1654
1714 /* prevents some forms of abuse. */ 1655 /* prevents some forms of abuse. */
1715 if (op->contr->braced) 1656 if (op->contr->braced)
1716 exp /= 5; 1657 exp /= 5;
1717 1658
1718 /* Try to find the matching skill. 1659 /* Try to find the matching skill.
1719 * We do a shortcut/time saving mechanism first - see if it matches 1660 * We do a shortcut/time saving mechanism first - see if it matches
1720 * chosen_skill. This means we don't need to search through 1661 * chosen_skill. This means we don't need to search through
1721 * the players inventory. 1662 * the players inventory.
1722 */ 1663 */
1664 skill_obj = 0;
1665
1723 if (skill_name) 1666 if (skill_name)
1724 { 1667 {
1725 if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill)) 1668 skill_obj = op->contr->find_skill (skill_name);
1726 skill_obj = op->chosen_skill;
1727 else
1728 {
1729 for (i = 0; i < NUM_SKILLS; i++)
1730 if (op->contr->last_skill_ob[i] && !strcmp (op->contr->last_skill_ob[i]->skill, skill_name))
1731 {
1732 skill_obj = op->contr->last_skill_ob[i];
1733 break;
1734 }
1735 1669
1736 /* Player doesn't have the skill. Check to see what to do, and give 1670 /* Player doesn't have the skill. Check to see what to do, and give
1737 * it to the player if necessary 1671 * it to the player if necessary
1738 */ 1672 */
1739 if (!skill_obj) 1673 if (!skill_obj)
1740 { 1674 {
1741 if (flag == SK_EXP_NONE) 1675 if (flag == SK_EXP_NONE)
1742 return; 1676 return;
1677
1743 else if (flag == SK_EXP_ADD_SKILL) 1678 if (flag == SK_EXP_ADD_SKILL)
1744 give_skill_by_name (op, skill_name); 1679 skill_obj = give_skill_by_name (op, skill_name);
1745 }
1746 } 1680 }
1747 } 1681 }
1748 1682
1749 if (flag != SK_EXP_SKILL_ONLY) 1683 if (flag != SK_EXP_SKILL_ONLY)
1750 { 1684 {
1751 /* Basically, you can never gain more experience in one shot 1685 /* Basically, you can never gain more experience in one shot
1752 * than half what you need to gain for next level. 1686 * than half what you need to gain for next level.
1753 */ 1687 */
1754 exp_to_add = exp; 1688 exp_to_add = exp;
1755 limit = (levels[op->level + 1] - levels[op->level]) / 2; 1689 limit = (levels [op->level + 1] - levels [op->level]) / 2;
1756 if (exp_to_add > limit) 1690 if (exp_to_add > limit)
1757 exp_to_add = limit; 1691 exp_to_add = limit;
1758 1692
1759 ADD_EXP (op->stats.exp, (sint64) ((float) exp_to_add * (skill_obj ? skill_obj->expmul : 1))); 1693 ADD_EXP (op->stats.exp, (sint64) ((float) exp_to_add * (skill_obj ? skill_obj->expmul : 1)));
1760 if (settings.permanent_exp_ratio) 1694 if (settings.permanent_exp_ratio)
1767 } 1701 }
1768 1702
1769 if (skill_obj) 1703 if (skill_obj)
1770 { 1704 {
1771 exp_to_add = exp; 1705 exp_to_add = exp;
1772 limit = (levels[skill_obj->level + 1] - levels[skill_obj->level]) / 2; 1706 limit = (levels [skill_obj->level + 1] - levels [skill_obj->level]) / 2;
1773 if (exp_to_add > limit) 1707 if (exp_to_add > limit)
1774 exp_to_add = limit; 1708 exp_to_add = limit;
1775 1709
1776 ADD_EXP (skill_obj->stats.exp, exp_to_add); 1710 ADD_EXP (skill_obj->stats.exp, exp_to_add);
1777 if (settings.permanent_exp_ratio) 1711 if (settings.permanent_exp_ratio)
1783 player_lvl_adj (op, skill_obj); 1717 player_lvl_adj (op, skill_obj);
1784 } 1718 }
1785} 1719}
1786 1720
1787/* This function checks to make sure that object 'op' can 1721/* This function checks to make sure that object 'op' can
1788 * lost 'exp' experience. It returns the amount of exp 1722 * lose 'exp' experience. It returns the amount of exp
1789 * object 'op' can in fact lose - it basically makes 1723 * object 'op' can in fact lose - it basically makes
1790 * adjustments based on permanent exp and the like. 1724 * adjustments based on permanent exp and the like.
1791 * This function should always be used for losing experience - 1725 * This function should always be used for losing experience -
1792 * the 'exp' value passed should be positive - this is the 1726 * the 'exp' value passed should be positive - this is the
1793 * amount that should get subtract from the player. 1727 * amount that should get subtract from the player.
1794 */ 1728 */
1795sint64 1729static sint64
1796check_exp_loss (const object *op, sint64 exp) 1730check_exp_loss (const object *op, sint64 exp)
1797{ 1731{
1798 sint64 del_exp; 1732 sint64 del_exp;
1799 1733
1800 if (exp > op->stats.exp) 1734 if (exp > op->stats.exp)
1801 exp = op->stats.exp; 1735 exp = op->stats.exp;
1736
1802 if (settings.permanent_exp_ratio) 1737 if (settings.permanent_exp_ratio)
1803 { 1738 {
1804 del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO); 1739 del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO);
1740
1805 if (del_exp < 0) 1741 if (del_exp < 0)
1806 del_exp = 0; 1742 del_exp = 0;
1743
1807 if (exp > del_exp) 1744 if (exp > del_exp)
1808 exp = del_exp; 1745 exp = del_exp;
1809 } 1746 }
1747
1810 return exp; 1748 return exp;
1811} 1749}
1812 1750
1813sint64 1751sint64
1814check_exp_adjust (const object *op, sint64 exp) 1752check_exp_adjust (const object *op, sint64 exp)
1815{ 1753{
1816 if (exp < 0) 1754 if (exp < 0)
1817 return check_exp_loss (op, exp); 1755 return check_exp_loss (op, exp);
1818 else 1756 else
1819 return MIN (exp, (sint64) MAX_EXPERIENCE - op->stats.exp); 1757 return min (exp, (sint64)MAX_EXPERIENCE - op->stats.exp);
1820} 1758}
1821
1822 1759
1823/* Subtracts experience from player. 1760/* Subtracts experience from player.
1824 * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we 1761 * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we
1825 * only subtract from the matching skill. Otherwise, 1762 * only subtract from the matching skill. Otherwise,
1826 * this subtracts a portion from all 1763 * this subtracts a portion from all
1831 * where everything is at the minimum perm exp, he would lose nothing. 1768 * where everything is at the minimum perm exp, he would lose nothing.
1832 * exp is the amount of exp to subtract - thus, it should be 1769 * exp is the amount of exp to subtract - thus, it should be
1833 * a postive number. 1770 * a postive number.
1834 */ 1771 */
1835static void 1772static void
1836subtract_player_exp (object *op, sint64 exp, const char *skill, int flag) 1773subtract_player_exp (object *op, sint64 exp, shstr_tmp skill, int flag)
1837{ 1774{
1838 float fraction = (float) exp / (float) op->stats.exp; 1775 float fraction = (float) exp / (float) op->stats.exp;
1839 object *tmp; 1776 object *tmp;
1840 sint64 del_exp; 1777 sint64 del_exp;
1841 1778
1842 for (tmp = op->inv; tmp; tmp = tmp->below) 1779 for (tmp = op->inv; tmp; tmp = tmp->below)
1843 if (tmp->type == SKILL && tmp->stats.exp) 1780 if (tmp->type == SKILL && tmp->stats.exp)
1844 { 1781 {
1845 if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (tmp->skill, skill)) 1782 if (flag == SK_SUBTRACT_SKILL_EXP && skill && tmp->skill == skill)
1846 { 1783 {
1847 del_exp = check_exp_loss (tmp, exp); 1784 del_exp = check_exp_loss (tmp, exp);
1848 tmp->stats.exp -= del_exp; 1785 tmp->stats.exp -= del_exp;
1849 player_lvl_adj (op, tmp); 1786 player_lvl_adj (op, tmp);
1850 } 1787 }
1851 else if (flag != SK_SUBTRACT_SKILL_EXP) 1788 else if (flag != SK_SUBTRACT_SKILL_EXP)
1852 { 1789 {
1853 /* only want to process other skills if we are not trying 1790 /* only want to process other skills if we are not trying
1854 * to match a specific skill. 1791 * to match a specific skill.
1855 */ 1792 */
1856 del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction)); 1793 del_exp = check_exp_loss (tmp, tmp->stats.exp * fraction);
1857 tmp->stats.exp -= del_exp; 1794 tmp->stats.exp -= del_exp;
1858 player_lvl_adj (op, tmp); 1795 player_lvl_adj (op, tmp);
1859 } 1796 }
1860 } 1797 }
1861 1798
1875 * skill_name is the skill that should get the exp added. 1812 * skill_name is the skill that should get the exp added.
1876 * flag is what to do if player doesn't have the skill. 1813 * flag is what to do if player doesn't have the skill.
1877 * these last two values are only used for players. 1814 * these last two values are only used for players.
1878 */ 1815 */
1879void 1816void
1880change_exp (object *op, sint64 exp, const char *skill_name, int flag) 1817change_exp (object *op, sint64 exp, shstr_tmp skill_name, int flag)
1881{ 1818{
1882#ifdef EXP_DEBUG 1819#ifdef EXP_DEBUG
1883 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp); 1820 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp);
1884#endif 1821#endif
1885 1822
1902 * worth. 1839 * worth.
1903 */ 1840 */
1904 if (op->type != PLAYER) 1841 if (op->type != PLAYER)
1905 { 1842 {
1906 /* Sanity check */ 1843 /* Sanity check */
1907 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1844 if (!op->flag [FLAG_ALIVE])
1908 return; 1845 return;
1909 1846
1910 /* reset exp to max allowed value. We subtract from 1847 /* reset exp to max allowed value. We subtract from
1911 * MAX_EXPERIENCE to prevent overflows. If the player somehow has 1848 * MAX_EXPERIENCE to prevent overflows. If the player somehow has
1912 * more than max exp, just return. 1849 * more than max exp, just return.
1938 * amount of permenent experience, whichever gives the lowest loss. 1875 * amount of permenent experience, whichever gives the lowest loss.
1939 */ 1876 */
1940void 1877void
1941apply_death_exp_penalty (object *op) 1878apply_death_exp_penalty (object *op)
1942{ 1879{
1943 object *tmp;
1944 sint64 loss; 1880 sint64 loss;
1945 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */ 1881 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */
1946 sint64 level_loss; /* defined by the setting 'death_penalty_levels */ 1882 sint64 level_loss; /* defined by the setting 'death_penalty_levels */
1947 1883
1948 for (tmp = op->inv; tmp; tmp = tmp->below) 1884 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1949 if (tmp->type == SKILL && tmp->stats.exp) 1885 if (tmp->type == SKILL && tmp->stats.exp)
1950 { 1886 {
1951
1952 percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100; 1887 percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100;
1953 level_loss = tmp->stats.exp - levels[MAX (0, tmp->level - settings.death_penalty_level)]; 1888 level_loss = tmp->stats.exp - levels [max (0, tmp->level - settings.death_penalty_level)];
1954 1889
1955 /* With the revised exp system, you can get cases where 1890 /* With the revised exp system, you can get cases where
1956 * losing several levels would still require that you have more 1891 * losing several levels would still require that you have more
1957 * exp than you currently have - this is true if the levels 1892 * exp than you currently have - this is true if the levels
1958 * tables is a lot harder. 1893 * tables is a lot harder.
1959 */ 1894 */
1960 if (level_loss < 0) 1895 if (level_loss < 0)
1961 level_loss = 0; 1896 level_loss = 0;
1962 1897
1963 loss = check_exp_loss (tmp, MIN (level_loss, percentage_loss)); 1898 loss = check_exp_loss (tmp, min (level_loss, percentage_loss));
1964 1899
1965 tmp->stats.exp -= loss; 1900 tmp->stats.exp -= loss;
1966 player_lvl_adj (op, tmp); 1901 player_lvl_adj (op, tmp);
1967 } 1902 }
1968 1903
1969 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100; 1904 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100;
1970 level_loss = op->stats.exp - levels[MAX (0, op->level - settings.death_penalty_level)]; 1905 level_loss = op->stats.exp - levels [max (0, op->level - settings.death_penalty_level)];
1971 1906
1972 if (level_loss < 0) 1907 if (level_loss < 0)
1973 level_loss = 0; 1908 level_loss = 0;
1909
1974 loss = check_exp_loss (op, MIN (level_loss, percentage_loss)); 1910 loss = check_exp_loss (op, min (level_loss, percentage_loss));
1975 1911
1976 op->stats.exp -= loss; 1912 op->stats.exp -= loss;
1977 player_lvl_adj (op, NULL); 1913 player_lvl_adj (op, NULL);
1978} 1914}
1979 1915

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