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Comparing deliantra/server/common/living.C (file contents):
Revision 1.76 by root, Tue Aug 7 22:57:57 2007 UTC vs.
Revision 1.134 by root, Sat Nov 17 22:02:14 2018 UTC

1/* 1/*
2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * Crossfire TRT 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 3 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
20 * 21 *
21 * The authors can be reached via e-mail to <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 23 */
23 24
24#include <global.h> 25#include <global.h>
25#include <funcpoint.h>
26 26
27/* 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
28 * 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
29 * 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
30 */ 30 */
33static const int con_bonus[MAX_STAT + 1] = { 33static const int con_bonus[MAX_STAT + 1] = {
34 -6, -5, -4, -3, -2, -1, -1, 0, 0, 0, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 12, 14, 16, 18, 20, 34 -6, -5, -4, -3, -2, -1, -1, 0, 0, 0, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 12, 14, 16, 18, 20,
35 22, 25, 30, 40, 50 35 22, 25, 30, 40, 50
36}; 36};
37 37
38/* changed the name of this to "sp_bonus" from "int_bonus" 38/* changed the name of this to "sp_bonus" from "int_bonus"
39 * because Pow can now be the stat that controls spellpoint 39 * because Pow can now be the stat that controls spellpoint
40 * advancement. -b.t. 40 * advancement. -b.t.
41 */ 41 */
42static const int sp_bonus[MAX_STAT + 1] = { 42static const int sp_bonus[MAX_STAT + 1] = {
43 -10, -10, -9, -8, -7, -6, -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 12, 15, 20, 25, 43 -10, -10, -9, -8, -7, -6, -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 12, 15, 20, 25,
47static const int grace_bonus[MAX_STAT + 1] = { 47static const int grace_bonus[MAX_STAT + 1] = {
48 -10, -10, -9, -8, -7, -6, -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 12, 15, 20, 25, 48 -10, -10, -9, -8, -7, -6, -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 12, 15, 20, 25,
49 30, 40, 50, 70, 100 49 30, 40, 50, 70, 100
50}; 50};
51 51
52/* 0.92.7 Changed way charisma works. Values now 52/* 0.92.7 Changed way charisma works. Values now
53 * represent how much more it costs to buy something than to sell it 53 * represent how much more it costs to buy something than to sell it
54 * (10, a value of 10 means it is that if it costs 50 gp to buy, you 54 * (10, a value of 10 means it is that if it costs 50 gp to buy, you
55 * would only get 5 gp when you sell.) Let query_cost do the calculations 55 * would only get 5 gp when you sell.) Let query_cost do the calculations
56 * on how to really do this. Buy keeping it this simple number, it is 56 * on how to really do this. Buy keeping it this simple number, it is
57 * much easier to know how things will be influenced. A value of '1' means 57 * much easier to know how things will be influenced. A value of '1' means
58 * buying and selling is both the same value - any value less than or equal 58 * buying and selling is both the same value - any value less than or equal
59 * to 1 should not be used. 59 * to 1 should not be used.
60 * At least as of now, the only place that uses this code is query_cost, 60 * At least as of now, the only place that uses this code is query_cost,
61 * in server/shop.c. This bonus is split evenly between buying and selling 61 * in server/shop.c. This bonus is split evenly between buying and selling
62 * (ie, if the bonus is 2.0, then items are bought for 1.33 list, and sold 62 * (ie, if the bonus is 2.0, then items are bought for 1.33 list, and sold
63 * at .667 63 * at .667
64 * This is figured by diff=(y-1)/(1+y), and for buy, it is 1+diff, for sell 64 * This is figured by diff=(y-1)/(1+y), and for buy, it is 1+diff, for sell
108 * These limits are probably overly generous, but being there were no values 108 * These limits are probably overly generous, but being there were no values
109 * before, you need to start someplace. 109 * before, you need to start someplace.
110 */ 110 */
111 111
112const uint32 weight_limit[MAX_STAT + 1] = { 112const uint32 weight_limit[MAX_STAT + 1] = {
113 200000, /* 0 */ 113 200000, /* 0 */
114 250000, 300000, 350000, 400000, 500000, /* 5 */ 114 250000, 300000, 350000, 400000, 500000, /* 5 */
115 600000, 700000, 800000, 900000, 1000000, /* 10 */ 115 600000, 700000, 800000, 900000, 1000000, /* 10 */
116 1100000, 1200000, 1300000, 1400000, 1500000, /* 15 */ 116 1100000, 1200000, 1300000, 1400000, 1500000, /* 15 */
117 1650000, 1800000, 1950000, 2100000, 2250000, /* 20 */ 117 1650000, 1800000, 1950000, 2100000, 2250000, /* 20 */
118 2400000, 2550000, 2700000, 2850000, 3000000, /* 25 */ 118 2400000, 2550000, 2700000, 2850000, 3000000, /* 25 */
119 3250000, 3500000, 3750000, 4000000, 4500000 /*30 */ 119 3250000, 3500000, 3750000, 4000000, 4500000 /* 30 */
120}; 120};
121 121
122const int learn_spell[MAX_STAT + 1] = { 122const int learn_spell[MAX_STAT + 1] = {
123 0, 0, 0, 1, 2, 4, 8, 12, 16, 25, 36, 45, 55, 65, 70, 75, 80, 85, 90, 95, 100, 100, 100, 100, 100, 123 0, 0, 0, 1, 2, 4, 8, 12, 16, 25, 36, 45, 55, 65, 70, 75, 80, 85, 90, 95, 100, 100, 100, 100, 100,
124 100, 100, 100, 100, 100, 100 124 100, 100, 100, 100, 100, 100
139/* 139/*
140 Since this is nowhere defined ... 140 Since this is nowhere defined ...
141 Both come in handy at least in function add_exp() 141 Both come in handy at least in function add_exp()
142*/ 142*/
143 143
144#define MAX_EXPERIENCE levels[settings.max_level] 144#define MAX_EXPERIENCE levels [settings.max_level]
145 145
146/* because exp_obj sum to make the total score, 146/* because exp_obj sum to make the total score,
147 * we cannot allow that sum to exceed the maximum 147 * we cannot allow that sum to exceed the maximum
148 * amount of experience a player can gain. Thus 148 * amount of experience a player can gain. Thus
149 * we define MAX_EXP_IN_OBJ. It is important to try 149 * we define MAX_EXP_IN_OBJ. It is important to try
150 * to make the value of MAX_EXP_CAT close to the 150 * to make the value of MAX_EXP_CAT close to the
151 * actual number of experience objects in the game, 151 * actual number of experience objects in the game,
152 * otherwise the maximum level in any experience 152 * otherwise the maximum level in any experience
153 * category could be quite low. To help the situation 153 * category could be quite low. To help the situation
154 * out a little I added 10 more levels, and jacked 154 * out a little I added 10 more levels, and jacked
155 * up the last level experience value. Its out of 155 * up the last level experience value. Its out of
156 * line with progression of previous levels, so 156 * line with progression of previous levels, so
157 * if more levels are desired, this should be fixed. 157 * if more levels are desired, this should be fixed.
158 * -b.t. 158 * -b.t.
159 */ 159 */
160 160
161#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)
162
163extern sint64 *levels;
164 162
165#define MAX_SAVE_LEVEL 110 163#define MAX_SAVE_LEVEL 110
166 164
167/* This no longer needs to be changed anytime the number of 165/* This no longer needs to be changed anytime the number of
168 * levels is increased - rather, did_make_save will do the 166 * levels is increased - rather, did_make_save will do the
262/* 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,
263 * 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
264 * 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.
265 */ 263 */
266#define DIFF_MSG(flag, msg1, msg2) \ 264#define DIFF_MSG(flag, msg1, msg2) \
267 new_draw_info(NDI_UNIQUE, 0, op, (flag>0)?msg1:msg2); 265 new_draw_info (NDI_UNIQUE, 0, op, (flag > 0) ? msg1 : msg2);
268 266
269/* 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. */
270 268
271/* 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
272 * the object. 270 * the object.
280 * that gives them that ability. 278 * that gives them that ability.
281 */ 279 */
282int 280int
283change_abil (object *op, object *tmp) 281change_abil (object *op, object *tmp)
284{ 282{
285 int flag = QUERY_FLAG (tmp, FLAG_APPLIED) ? 1 : -1, success = 0; 283 int flag = tmp->flag [FLAG_APPLIED] ? 1 : -1;
284 int success = 0;
286 char message[MAX_BUF]; 285 char message[MAX_BUF];
287 int potion_max = 0; 286 int potion_max = 0;
288 287
289 /* remember what object was like before it was changed. note that 288 // keep some stats for comparison purposes
290 * refop is a local copy of op only to be used for detecting changes 289 object::flags_t prev_flag = op->flag;
291 * found by update_stats. refop is not a real object 290 MoveType prev_move_type = op->move_type;
292 */ 291 sint16 prev_resist [NROFATTACKS]; // clumsy
293 object_copy refop = *op; 292 assert (sizeof (prev_resist) == sizeof (op->resist));
293 memcpy (prev_resist, op->resist, sizeof (prev_resist));
294 294
295 if (op->type == PLAYER) 295 if (op->type == PLAYER)
296 { 296 {
297 if (tmp->type == POTION) 297 if (tmp->type == POTION)
298 { 298 {
299 potion_max = 1; 299 potion_max = 1;
300
300 for (int j = 0; j < NUM_STATS; j++) 301 for (int j = 0; j < NUM_STATS; j++)
301 { 302 {
302 int ostat = op->contr->orig_stats.stat (j); 303 int ostat = op->contr->orig_stats.stat (j);
303 int i = tmp->stats.stat (j); 304 int i = tmp->stats.stat (j);
304 305
305 /* 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 */
306 int nstat = flag * i + ostat; 307 int nstat = flag * i + ostat;
307 308
308 /* Do some bounds checking. While I don't think any 309 /* Do some bounds checking. There is the potential for potions
309 * potions do so right now, there is the potential for potions
310 * 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
311 * to allow for that. 311 * to allow for that.
312 */ 312 */
313 if (nstat < 1 && i * flag < 0) 313 if (nstat < 1 && i * flag < 0)
314 nstat = 1; 314 nstat = 1;
337 check_stat_bounds (&op->stats); 337 check_stat_bounds (&op->stats);
338 } /* end of potion handling code */ 338 } /* end of potion handling code */
339 } 339 }
340 340
341 /* reset attributes that update_stats doesn't reset since it doesn't search 341 /* reset attributes that update_stats doesn't reset since it doesn't search
342 * everything to set 342 * everything to set
343 */ 343 */
344 if (flag == -1) 344 if (flag == -1)
345 { 345 {
346 op->attacktype &= ~tmp->attacktype; 346 op->attacktype &= ~tmp->attacktype;
347 op->path_attuned &= ~tmp->path_attuned; 347 op->path_attuned &= ~tmp->path_attuned;
366 { 366 {
367 success = 1; 367 success = 1;
368 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.");
369 } 369 }
370 370
371 if (QUERY_FLAG (op, FLAG_LIFESAVE) != QUERY_FLAG (&refop, FLAG_LIFESAVE)) 371 if (op->flag [FLAG_LIFESAVE] != prev_flag [FLAG_LIFESAVE])
372 { 372 {
373 success = 1; 373 success = 1;
374 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.");
375 } 375 }
376 376
377 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])
378 { 378 {
379 success = 1; 379 success = 1;
380 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.");
381 } 381 }
382 382
383 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])
384 { 384 {
385 success = 1; 385 success = 1;
386 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.");
387 } 387 }
388 388
390 * user has multiple items giving the same type appled like we 390 * user has multiple items giving the same type appled like we
391 * 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
392 * can be misleading (a little higher could be miscontrued from 392 * can be misleading (a little higher could be miscontrued from
393 * from fly high) 393 * from fly high)
394 */ 394 */
395 if (tmp->move_type && op->move_type != refop.move_type) 395 if (tmp->move_type && op->move_type != prev_move_type)
396 { 396 {
397 success = 1; 397 success = 1;
398 398
399 /* 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
400 * status doesn't make a difference if you are flying high 400 * status doesn't make a difference if you are flying high
401 */ 401 */
402 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))
403 { 403 {
404 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.");
405 } 405 }
406 406
407 if (tmp->move_type & MOVE_FLY_HIGH) 407 if (tmp->move_type & MOVE_FLY_HIGH)
408 { 408 {
409 /* double conditional - second case covers if you have move_fly_low - 409 /* double conditional - second case covers if you have move_fly_low -
413 (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."));
414 } 414 }
415 415
416 if (tmp->move_type & MOVE_SWIM) 416 if (tmp->move_type & MOVE_SWIM)
417 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");
418
419 /* Changing move status may mean you are affected by things you weren't before */
420 check_move_on (op, op);
421 } 418 }
422 419
423 /* becoming UNDEAD... a special treatment for this flag. Only those not 420 /* becoming UNDEAD... a special treatment for this flag. Only those not
424 * originally undead may change their status 421 * originally undead may change their status
425 */ 422 */
426 if (!QUERY_FLAG (op->arch, FLAG_UNDEAD)) 423 if (!op->arch->flag [FLAG_UNDEAD])
427 if (QUERY_FLAG (op, FLAG_UNDEAD) != QUERY_FLAG (&refop, FLAG_UNDEAD)) 424 if (op->flag [FLAG_UNDEAD] != prev_flag [FLAG_UNDEAD])
428 { 425 {
429 success = 1; 426 success = 1;
430 if (flag > 0) 427 if (flag > 0)
431 { 428 {
432 op->race = "undead"; 429 op->race = "undead";
437 op->race = op->arch->race; 434 op->race = op->arch->race;
438 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!"); 435 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!");
439 } 436 }
440 } 437 }
441 438
442 if (QUERY_FLAG (op, FLAG_STEALTH) != QUERY_FLAG (&refop, FLAG_STEALTH)) 439 if (op->flag [FLAG_STEALTH] != prev_flag [FLAG_STEALTH])
443 { 440 {
444 success = 1; 441 success = 1;
445 DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily."); 442 DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily.");
446 } 443 }
447 444
448 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])
449 { 446 {
450 success = 1; 447 success = 1;
451 DIFF_MSG (flag, "You become transparent.", "You can see yourself."); 448 DIFF_MSG (flag, "You become transparent.", "You can see yourself.");
452 } 449 }
453 450
454 /* 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
455 * vision 452 * vision
456 */ 453 */
457 if (QUERY_FLAG (tmp, FLAG_BLIND)) 454 if (tmp->flag [FLAG_BLIND])
458 { 455 {
459 success = 1; 456 success = 1;
460 if (flag > 0) 457 if (flag > 0)
461 { 458 {
462 if (QUERY_FLAG (op, FLAG_WIZ)) 459 if (op->flag [FLAG_WIZ])
463 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.");
464 else 461 else
465 { 462 {
466 new_draw_info (NDI_UNIQUE, 0, op, "You are blinded."); 463 new_draw_info (NDI_UNIQUE, 0, op, "You are blinded.");
467 SET_FLAG (op, FLAG_BLIND); 464 op->set_flag (FLAG_BLIND);
468 if (op->type == PLAYER) 465 if (op->type == PLAYER)
469 op->contr->do_los = 1; 466 op->contr->do_los = 1;
470 } 467 }
471 } 468 }
472 else 469 else
473 { 470 {
474 if (QUERY_FLAG (op, FLAG_WIZ)) 471 if (op->flag [FLAG_WIZ])
475 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.");
476 else 473 else
477 { 474 {
478 new_draw_info (NDI_UNIQUE, 0, op, "Your vision returns."); 475 new_draw_info (NDI_UNIQUE, 0, op, "Your vision returns.");
479 CLEAR_FLAG (op, FLAG_BLIND); 476 op->clr_flag (FLAG_BLIND);
480 if (op->type == PLAYER) 477 if (op->type == PLAYER)
481 op->contr->do_los = 1; 478 op->contr->do_los = 1;
482 } 479 }
483 } 480 }
484 } 481 }
485 482
486 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])
487 { 484 {
488 success = 1; 485 success = 1;
489 if (op->type == PLAYER) 486 if (op->type == PLAYER)
490 op->contr->do_los = 1; 487 op->contr->do_los = 1;
491 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.");
492 } 489 }
493 490
494 if (QUERY_FLAG (op, FLAG_XRAYS) != QUERY_FLAG (&refop, FLAG_XRAYS)) 491 if (op->flag [FLAG_XRAYS] != prev_flag [FLAG_XRAYS])
495 { 492 {
496 success = 1; 493 success = 1;
497 if (flag > 0) 494 if (flag > 0)
498 { 495 {
499 if (QUERY_FLAG (op, FLAG_WIZ)) 496 if (op->flag [FLAG_WIZ])
500 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.");
501 else 498 else
502 { 499 {
503 new_draw_info (NDI_UNIQUE, 0, op, "Everything becomes transparent."); 500 new_draw_info (NDI_UNIQUE, 0, op, "Everything becomes transparent.");
504 if (op->type == PLAYER) 501 if (op->type == PLAYER)
505 op->contr->do_los = 1; 502 op->contr->do_los = 1;
506 } 503 }
507 } 504 }
508 else 505 else
509 { 506 {
510 if (QUERY_FLAG (op, FLAG_WIZ)) 507 if (op->flag [FLAG_WIZ])
511 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.");
512 else 509 else
513 { 510 {
514 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.");
515 if (op->type == PLAYER) 512 if (op->type == PLAYER)
522 { 519 {
523 success = 1; 520 success = 1;
524 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.");
525 } 522 }
526 523
524 if (digest_types [tmp->type])
525 {
527 if (tmp->stats.hp && op->type == PLAYER) 526 if (tmp->stats.hp && op->type == PLAYER)
528 { 527 {
529 success = 1; 528 success = 1;
530 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!");
531 } 530 }
532 531
533 if (tmp->stats.sp && op->type == PLAYER && tmp->type != SKILL) 532 if (tmp->stats.sp && op->type == PLAYER
534 { 533 && tmp->type != SKILL && tmp->type != BOW)
534 {
535 success = 1; 535 success = 1;
536 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.");
537 } 537 }
538 538
539 /* for the future when artifacts set this -b.t. */ 539 /* for the future when artifacts set this -b.t. */
540 if (tmp->stats.grace && op->type == PLAYER) 540 if (tmp->stats.grace && op->type == PLAYER)
541 { 541 {
542 success = 1; 542 success = 1;
543 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.");
544 } 544 }
545 545
546 if (tmp->stats.food && op->type == PLAYER) 546 if (tmp->stats.food && op->type == PLAYER)
547 { 547 {
548 success = 1; 548 success = 1;
549 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 }
550 } 551 }
551 552
552 /* Messages for changed resistance */ 553 /* Messages for changed resistance */
553 for (int i = 0; i < NROFATTACKS; i++) 554 for (int i = 0; i < NROFATTACKS; i++)
554 { 555 {
555 if (i == ATNR_PHYSICAL) 556 if (i == ATNR_PHYSICAL)
556 continue; /* Don't display about armour */ 557 continue; /* Don't display about armour */
557 558
558 if (op->resist[i] != refop.resist[i]) 559 if (op->resist [i] != prev_resist [i])
559 { 560 {
560 success = 1; 561 success = 1;
562
561 if (op->resist[i] > refop.resist[i]) 563 if (op->resist [i] > prev_resist [i])
562 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]);
563 else 565 else
564 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]);
565 567
566 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message); 568 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message);
567 } 569 }
568 } 570 }
569 571
570 if (!potion_max) 572 if (!potion_max)
571 {
572 for (int j = 0; j < NUM_STATS; j++) 573 for (int j = 0; j < NUM_STATS; j++)
573 {
574 if (int i = tmp->stats.stat (j)) 574 if (int i = tmp->stats.stat (j))
575 { 575 {
576 success = 1; 576 success = 1;
577 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]); 577 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]);
578 } 578 }
579 }
580 }
581 579
582 return success; 580 return success;
583} 581}
584 582
585/* 583/*
596object::drain_specific_stat (int deplete_stats) 594object::drain_specific_stat (int deplete_stats)
597{ 595{
598 object *tmp; 596 object *tmp;
599 archetype *at; 597 archetype *at;
600 598
601 at = archetype::find (ARCH_DEPLETION); 599 at = archetype::find (shstr_depletion);
602 if (!at) 600 if (!at)
603 { 601 {
604 LOG (llevError, "Couldn't find archetype depletion.\n"); 602 LOG (llevError, "Couldn't find archetype depletion.\n");
605 return; 603 return;
606 } 604 }
608 { 606 {
609 tmp = present_arch_in_ob (at, this); 607 tmp = present_arch_in_ob (at, this);
610 608
611 if (!tmp) 609 if (!tmp)
612 { 610 {
613 tmp = arch_to_object (at); 611 tmp = at->instance ();
614 tmp = insert_ob_in_ob (tmp, this); 612 tmp = insert_ob_in_ob (tmp, this);
615 SET_FLAG (tmp, FLAG_APPLIED); 613 tmp->set_flag (FLAG_APPLIED);
616 } 614 }
617 } 615 }
618 616
619 new_draw_info (NDI_UNIQUE, 0, this, drain_msg[deplete_stats]); 617 new_draw_info (NDI_UNIQUE, 0, this, drain_msg[deplete_stats]);
620 change_attr_value (&tmp->stats, deplete_stats, -1); 618 change_attr_value (&tmp->stats, deplete_stats, -1);
626 * via an applied bad_luck object. 624 * via an applied bad_luck object.
627 */ 625 */
628void 626void
629object::change_luck (int value) 627object::change_luck (int value)
630{ 628{
631 archetype *at = archetype::find ("luck"); 629 archetype *at = archetype::find (shstr_luck);
632 if (!at) 630 if (!at)
633 LOG (llevError, "Couldn't find archetype luck.\n"); 631 LOG (llevError, "Couldn't find archetype luck.\n");
634 else 632 else
635 { 633 {
636 object *tmp = present_arch_in_ob (at, this); 634 object *tmp = present_arch_in_ob (at, this);
638 if (!tmp) 636 if (!tmp)
639 { 637 {
640 if (!value) 638 if (!value)
641 return; 639 return;
642 640
643 tmp = arch_to_object (at); 641 tmp = at->instance ();
644 tmp = insert_ob_in_ob (tmp, this); 642 tmp = insert_ob_in_ob (tmp, this);
645 SET_FLAG (tmp, FLAG_APPLIED); 643 tmp->set_flag (FLAG_APPLIED);
646 } 644 }
647 645
648 if (value) 646 if (value)
649 { 647 {
650 /* 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
703 sint8 v = arch->stats.stat (i); 701 sint8 v = arch->stats.stat (i);
704 stats.stat (i) += v; 702 stats.stat (i) += v;
705 contr->orig_stats.stat (i) += v; 703 contr->orig_stats.stat (i) += v;
706 } 704 }
707} 705}
708
709/* These are the items that currently can change digestion, regeneration,
710 * spell point recovery and mana point recovery. Seems sort of an arbitary
711 * list, but other items store other info into stats array.
712 */
713static struct digest_types : std::bitset<NUM_TYPES>
714{
715 digest_types ()
716 {
717 set (WEAPON);
718 set (BOW);
719 set (ARMOUR);
720 set (HELMET);
721 set (SHIELD);
722 set (RING);
723 set (BOOTS);
724 set (GLOVES);
725 set (AMULET);
726 set (GIRDLE);
727 set (BRACERS);
728 set (CLOAK);
729 set (DISEASE);
730 set (FORCE);
731 set (SKILL);
732 }
733} digest_types;
734 706
735static struct copy_flags : object::flags_t 707static struct copy_flags : object::flags_t
736{ 708{
737 copy_flags () 709 copy_flags ()
738 { 710 {
757 * spell system split, grace points now added to system --peterm 729 * spell system split, grace points now added to system --peterm
758 */ 730 */
759void 731void
760object::update_stats () 732object::update_stats ()
761{ 733{
762 float f, max_speed = 9, added_speed = 0, bonus_speed = 0, speed_reduce_from_disease = 1; 734 float max_speed = 9, added_speed = 0, bonus_speed = 0, speed_reduce_from_disease = 1;
763 int weapon_weight = 0, weapon_speed = 0; 735 weight_t weapon_weight = 0;
736 int weapon_speed = 0;
764 int best_wc = 0, best_ac = 0, wc = 0, ac = 0; 737 int best_wc = 0, best_ac = 0, wc = 0, ac = 0;
765 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; 738 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS];
766 object *grace_obj = NULL, *mana_obj = NULL, *tmp; 739 object *grace_obj = NULL, *mana_obj = NULL, *tmp;
767 float old_speed = speed; 740 float old_speed = speed;
768 int stat_sum [NUM_STATS]; 741 int stat_sum [NUM_STATS];
769 742
743 MoveType move_type; // we use change_move_type to change it, so use a local copy
744
770 /* First task is to clear all the values back to their original values */ 745 /* First task is to clear all the values back to their original values */
771 if (type == PLAYER) 746 if (type == PLAYER)
772 { 747 {
748 contr->delayed_update = false;
749
773 for (int i = 0; i < NUM_STATS; i++) 750 for (int i = 0; i < NUM_STATS; i++)
774 stat_sum [i] = contr->orig_stats.stat (i); 751 stat_sum [i] = contr->orig_stats.stat (i);
775 752
776 if (settings.spell_encumbrance == TRUE) 753 if (settings.spell_encumbrance == TRUE)
777 contr->encumbrance = 0; 754 contr->encumbrance = 0;
784 contr->gen_grace = 0; 761 contr->gen_grace = 0;
785 contr->gen_sp_armour = 10; 762 contr->gen_sp_armour = 10;
786 contr->item_power = 0; 763 contr->item_power = 0;
787 } 764 }
788 765
789 for (int i = NUM_BODY_LOCATIONS; i--; ) 766 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
790 slot[i].used = slot[i].info; 767 slot[i].used = slot[i].info;
791 768
792 slaying = 0; 769 slaying = 0;
793 770
794 if (!QUERY_FLAG (this, FLAG_WIZ)) 771 if (!this->flag [FLAG_WIZ])
795 {
796 CLEAR_FLAG (this, FLAG_XRAYS);
797 CLEAR_FLAG (this, FLAG_MAKE_INVIS);
798 } 772 {
773 this->clr_flag (FLAG_XRAYS);
774 this->clr_flag (FLAG_MAKE_INVIS);
775 }
799 776
800 CLEAR_FLAG (this, FLAG_LIFESAVE); 777 this->clr_flag (FLAG_LIFESAVE);
801 CLEAR_FLAG (this, FLAG_STEALTH); 778 this->clr_flag (FLAG_STEALTH);
802 CLEAR_FLAG (this, FLAG_BLIND); 779 this->clr_flag (FLAG_BLIND);
803 780
804 if (!QUERY_FLAG (arch, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL); 781 if (!arch->flag [FLAG_REFL_SPELL ]) this->clr_flag (FLAG_REFL_SPELL);
805 if (!QUERY_FLAG (arch, FLAG_REFL_MISSILE)) CLEAR_FLAG (this, FLAG_REFL_MISSILE); 782 if (!arch->flag [FLAG_REFL_MISSILE]) this->clr_flag (FLAG_REFL_MISSILE);
806 if (!QUERY_FLAG (arch, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD); 783 if (!arch->flag [FLAG_UNDEAD ]) this->clr_flag (FLAG_UNDEAD);
807 if (!QUERY_FLAG (arch, FLAG_SEE_IN_DARK )) CLEAR_FLAG (this, FLAG_SEE_IN_DARK); 784 if (!arch->flag [FLAG_SEE_IN_DARK ]) this->clr_flag (FLAG_SEE_IN_DARK);
808 785
809 path_attuned = arch->path_attuned; 786 path_attuned = arch->path_attuned;
810 path_repelled = arch->path_repelled; 787 path_repelled = arch->path_repelled;
811 path_denied = arch->path_denied; 788 path_denied = arch->path_denied;
812 glow_radius = arch->glow_radius; 789 glow_radius = arch->glow_radius;
813 move_type = arch->move_type; 790 move_type = arch->move_type;
814 791
815 chosen_skill = 0;
816
817 /* initializing resistances from the values in player/monster's 792 /* initializing resistances from the values in player/monster's
818 * archetype clone 793 * archetype clone
819 */ 794 */
820 memcpy (&resist, &arch->resist, sizeof (resist)); 795 memcpy (&resist, &arch->resist, sizeof (resist));
821 796
822 for (int i = 0; i < NROFATTACKS; i++) 797 for (int i = 0; i < NROFATTACKS; i++)
823 { 798 {
824 if (resist[i] > 0) 799 if (resist[i] > 0)
825 prot[i] = resist[i], vuln[i] = 0; 800 prot[i] = resist[i], vuln[i] = 0;
826 else 801 else
827 vuln[i] = -(resist[i]), prot[i] = 0; 802 vuln[i] = -resist[i], prot[i] = 0;
828 803
829 potion_resist[i] = 0; 804 potion_resist[i] = -1000;
830 } 805 }
831 806
832 wc = arch->stats.wc; 807 wc = arch->stats.wc;
833 stats.dam = arch->stats.dam; 808 stats.dam = arch->stats.dam;
834 809
835 /* for players which cannot use armour, they gain AC -1 per 3 levels, 810 /* for players which cannot use armour, they gain AC -1 per 3 levels,
836 * plus a small amount of physical resist, those poor suckers. ;) 811 * plus a small amount of physical resist, those poor suckers. ;)
837 * the fact that maxlevel is factored in could be considered sort of bogus - 812 * the fact that maxlevel is factored in could be considered sort of bogus -
838 * we should probably give them some bonus and cap it off - otherwise, 813 * we should probably give them some bonus and cap it off - otherwise,
839 * basically, if a server updates its max level, these playes may find 814 * basically, if a server updates its max level, these playes may find
840 * that their protection from physical goes down 815 * that their protection from physical goes down
841 */ 816 */
842 if (!QUERY_FLAG (this, FLAG_USE_ARMOUR) && type == PLAYER) 817 if (!this->flag [FLAG_USE_ARMOUR] && type == PLAYER)
843 { 818 {
844 ac = max (-10, arch->stats.ac - level / 3); 819 ac = max (-10, arch->stats.ac - level / 3);
845 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100; 820 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100;
846 } 821 }
847 else 822 else
848 ac = arch->stats.ac; 823 ac = arch->stats.ac;
849 824
850 stats.luck = arch->stats.luck; 825 stats.luck = arch->stats.luck;
851 speed = arch->speed; 826 speed = arch->speed;
827
828 chosen_skill = 0;
852 829
853 /* OK - we've reset most all the objects attributes to sane values. 830 /* OK - we've reset most all the objects attributes to sane values.
854 * now go through and make adjustments for what the player has equipped. 831 * now go through and make adjustments for what the player has equipped.
855 */ 832 */
856 for (tmp = inv; tmp; tmp = tmp->below) 833 for (tmp = inv; tmp; tmp = tmp->below)
857 { 834 {
858 /* This happens because apply_potion calls change_abil with the potion 835 /* This happens because apply_potion calls change_abil with the potion
859 * applied so we can tell the player what changed. But change_abil 836 * applied so we can tell the player what changed. But change_abil
860 * then calls this function. 837 * then calls this function.
861 */ 838 */
862 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION) 839 if (tmp->flag [FLAG_APPLIED] && tmp->type == POTION)
863 continue; 840 continue;
864 841
865 /* See note in map.c:update_position about making this additive
866 * since light sources are never applied, need to put check here.
867 */
868 if (tmp->glow_radius > glow_radius)
869 glow_radius = tmp->glow_radius; 842 glow_radius += tmp->glow_radius;
870 843
871 /* For some things, we don't care what is equipped */ 844 /* For some things, we don't care what is equipped */
872 if (tmp->type == SKILL) 845 if (tmp->type == SKILL)
873 { 846 {
874 /* Want to take the highest skill here. */ 847 /* Want to take the highest skill here. */
887 else if (tmp->level > grace_obj->level) 860 else if (tmp->level > grace_obj->level)
888 grace_obj = tmp; 861 grace_obj = tmp;
889 } 862 }
890 } 863 }
891 864
892 /* Container objects are not meant to adjust a players, but other applied 865 /* Container objects are not meant to adjust players, but other applied
893 * objects need to make adjustments. 866 * objects need to make adjustments.
894 * This block should handle all player specific changes 867 * This block should handle all player specific changes
895 * The check for Praying is a bit of a hack - god given bonuses are put 868 * The check for Praying is a bit of a hack - god given bonuses are put
896 * in the praying skill, and the player should always get those. 869 * in the praying skill, and the player should always get those.
897 * It also means we need to put in additional checks for applied below, 870 * It also means we need to put in additional checks for applied below,
898 * because the skill shouldn't count against body positions being used 871 * because the skill shouldn't count against body positions being used
899 * up, etc. 872 * up, etc.
900 */ 873 */
901 if ((tmp->flag [FLAG_APPLIED] 874 if ((tmp->flag [FLAG_APPLIED]
902 && tmp->type != CONTAINER 875 && tmp->type != CONTAINER
903 && tmp->type != CLOSE_CON) 876 && tmp->type != CLOSE_CON
904 || (tmp->type == SKILL 877 && tmp->type != SPELL)
905 && tmp->subtype == SK_PRAYING)) 878 || (tmp->type == SKILL && tmp->subtype == SK_PRAYING))
906 { 879 {
907 if (type == PLAYER) 880 if (type == PLAYER)
908 { 881 {
909 contr->item_power += tmp->item_power; 882 contr->item_power += tmp->item_power;
910 883
911 if (tmp == contr->combat_ob || tmp == contr->ranged_ob)
912 if (tmp != current_weapon
913 && (tmp->type != SKILL || tmp->subtype != SK_PRAYING)
914 && !tmp->flag [FLAG_CURSED]
915 && !tmp->flag [FLAG_DAMNED])
916 continue;
917
918 for (int i = 0; i < NUM_STATS; i++) 884 for (int i = 0; i < NUM_STATS; i++)
919 stat_sum [i] = stat_sum [i] + tmp->stats.stat (i); 885 stat_sum [i] += tmp->stats.stat (i);
920 886
921 if (digest_types [tmp->type]) 887 if (digest_types [tmp->type])
922 { 888 {
923 contr->digestion += tmp->stats.food; 889 contr->digestion += tmp->stats.food;
924 contr->gen_hp += tmp->stats.hp; 890 contr->gen_hp += tmp->stats.hp;
891 if (tmp->type != BOW) // ugly exception for bows
925 contr->gen_sp += tmp->stats.sp; 892 contr->gen_sp += tmp->stats.sp;
926 contr->gen_grace += tmp->stats.grace; 893 contr->gen_grace += tmp->stats.grace;
927 contr->gen_sp_armour += tmp->gen_sp_armour; 894 contr->gen_sp_armour += tmp->gen_sp_armour;
928 } 895 }
929 } /* if this is a player */ 896 } /* if this is a player */
930 else 897 else
932 if (tmp->type == WEAPON) 899 if (tmp->type == WEAPON)
933 current_weapon = tmp; 900 current_weapon = tmp;
934 } 901 }
935 902
936 /* Update slots used for items */ 903 /* Update slots used for items */
937 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 904 if (tmp->flag [FLAG_APPLIED]) // exclude praying...
938 for (int i = 0; i < NUM_BODY_LOCATIONS; i++) 905 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
939 slot[i].used += tmp->slot[i].info; 906 slot[i].used += tmp->slot[i].info;
940 907
941 if (tmp->type == SYMPTOM) 908 if (tmp->type == SYMPTOM)
942 {
943 speed_reduce_from_disease = tmp->last_sp / 100.f; 909 min_it (speed_reduce_from_disease, tmp->last_sp ? tmp->last_sp / 100.f : 1.f);
944 910
945 if (speed_reduce_from_disease == 0)
946 speed_reduce_from_disease = 1;
947 }
948
949 /* Pos. and neg. protections are counted seperate (-> pro/vuln). 911 /* Pos. and neg. protections are counted separate (-> pro/vuln).
950 * (Negative protections are calculated exactly like positive.) 912 * (Negative protections are calculated exactly like positive.)
951 * Resistance from potions are treated special as well. If there's 913 * Resistance from potions are treated special as well. If there's
952 * more than one potion-effect, the bigger prot.-value is taken. 914 * more than one potion-effect, the bigger prot.-value is taken.
953 */ 915 */
954 if (tmp->type != POTION) 916 if (tmp->type == POTION_EFFECT)
955 {
956 for (int i = 0; i < NROFATTACKS; i++) 917 for (int i = 0; i < NROFATTACKS; i++)
957 {
958 /* Potential for cursed potions, in which case we just can use
959 * a straight MAX, as potion_resist is initialised to zero.
960 */
961 if (tmp->type == POTION_EFFECT)
962 {
963 if (potion_resist[i])
964 potion_resist[i] = max (potion_resist[i], tmp->resist[i]);
965 else
966 potion_resist[i] = tmp->resist[i]; 918 max_it (potion_resist[i], tmp->resist[i]);
967 } 919 else if (tmp->type != POTION)
920 for (int i = 0; i < NROFATTACKS; i++)
968 else if (tmp->resist[i] > 0) 921 if (tmp->resist[i] > 0)
969 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100; 922 prot[i] += (100 - prot[i]) * tmp->resist[i] / 100;
970 else if (tmp->resist[i] < 0) 923 else if (tmp->resist[i] < 0)
971 vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100; 924 vuln[i] += (100 - vuln[i]) * -tmp->resist[i] / 100;
972 }
973 }
974 925
975 /* There may be other things that should not adjust the attacktype */ 926 /* There may be other things that should not adjust the attacktype */
976 if (tmp->type != SYMPTOM) 927 if (tmp->type != SYMPTOM)
977 { 928 {
978 attacktype |= tmp->attacktype; 929 attacktype |= tmp->attacktype;
983 stats.luck += tmp->stats.luck; 934 stats.luck += tmp->stats.luck;
984 } 935 }
985 936
986 flag |= tmp->flag & copy_flags; 937 flag |= tmp->flag & copy_flags;
987 938
988 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (arch, FLAG_UNDEAD)) 939 if (tmp->flag [FLAG_UNDEAD] && !arch->flag [FLAG_UNDEAD])
989 SET_FLAG (this, FLAG_UNDEAD); 940 this->set_flag (FLAG_UNDEAD);
990 941
991 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS)) 942 //TODO: copy_flags?
943 if (tmp->flag [FLAG_MAKE_INVIS])
992 { 944 {
993 SET_FLAG (this, FLAG_MAKE_INVIS); 945 set_flag (FLAG_MAKE_INVIS);
994 invisible = 1; 946 invisible = 1;
995 } 947 }
996 948
997 if (tmp->stats.exp && tmp->type != SKILL) 949 if (tmp->stats.exp && tmp->type != SKILL)
998 { 950 {
1005 added_speed += tmp->stats.exp; 957 added_speed += tmp->stats.exp;
1006 } 958 }
1007 959
1008 switch (tmp->type) 960 switch (tmp->type)
1009 { 961 {
1010#if 0
1011 case WAND:
1012 case ROD:
1013 case HORN:
1014 if (type != PLAYER || current_weapon == tmp)
1015 chosen_skill = tmp;
1016 break;
1017#endif
1018
1019 /* skills modifying the character -b.t. */
1020 /* for all skills and skill granting objects */
1021 case SKILL: 962 case SKILL:
1022 { 963 {
964 // some skills will end up here without counting as "applied"
1023 if (!QUERY_FLAG (tmp, FLAG_APPLIED) || skill_flags [tmp->subtype] & SF_APPLY) 965 if (!tmp->flag [FLAG_APPLIED] || skill_flags [tmp->subtype] & SF_AUTARK)
1024 break; 966 break;
1025 967
1026 if (chosen_skill) 968 if (chosen_skill)
1027 { 969 {
1028 LOG (llevDebug, "fix_player, op %s has multiple skills applied (%s and %s)\n", 970 LOG (llevDebug, "fix_player, op %s has multiple skills applied (%s and %s)\n",
1030 972
1031 tmp->flag [FLAG_APPLIED] = false; 973 tmp->flag [FLAG_APPLIED] = false;
1032 update_stats (); 974 update_stats ();
1033 return; 975 return;
1034 } 976 }
1035 else 977
1036 chosen_skill = tmp; 978 chosen_skill = tmp;
1037 979
1038 if (tmp->stats.dam > 0) 980 if (tmp->stats.dam > 0)
1039 { /* skill is a 'weapon' */ 981 { /* skill is a 'weapon' */
1040 if (!QUERY_FLAG (this, FLAG_READY_WEAPON)) 982 if (!this->flag [FLAG_READY_WEAPON])
1041 weapon_speed = WEAPON_SPEED (tmp); 983 weapon_speed = max (0, WEAPON_SPEED (tmp));
1042
1043 if (weapon_speed < 0)
1044 weapon_speed = 0;
1045 984
1046 weapon_weight = tmp->weight; 985 weapon_weight = tmp->weight;
1047 stats.dam += 1 + chosen_skill->level * tmp->stats.dam / 9; 986 stats.dam += 1 + chosen_skill->level * tmp->stats.dam / 9;
1048 987
1049 if (tmp->magic) 988 if (tmp->magic)
1058 997
1059 if (tmp->stats.ac) 998 if (tmp->stats.ac)
1060 ac -= tmp->stats.ac + tmp->magic; 999 ac -= tmp->stats.ac + tmp->magic;
1061 1000
1062 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1001 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1063 contr->encumbrance += (int) 3 *tmp->weight / 1000; 1002 contr->encumbrance += weight_to_kg_approx (3 * tmp->weight);
1064 } 1003 }
1065 1004
1066 break; 1005 break;
1067 1006
1068 case SHIELD: 1007 case SHIELD:
1069 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1008 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1070 contr->encumbrance += (int) tmp->weight / 2000; 1009 contr->encumbrance += weight_to_kg_approx (tmp->weight) >> 1;
1010 //FALLTHROUGH
1071 case RING: 1011 case RING:
1072 case AMULET: 1012 case AMULET:
1073 case GIRDLE: 1013 case GIRDLE:
1074 case HELMET: 1014 case HELMET:
1075 case BOOTS: 1015 case BOOTS:
1084 if (tmp->stats.ac) 1024 if (tmp->stats.ac)
1085 ac -= tmp->stats.ac + tmp->magic; 1025 ac -= tmp->stats.ac + tmp->magic;
1086 1026
1087 break; 1027 break;
1088 1028
1029 case RANGED:
1089 case BOW: 1030 case BOW:
1090 case WEAPON: 1031 case WEAPON:
1091 if (type != PLAYER || current_weapon == tmp)
1092 {
1093 wc -= tmp->stats.wc + tmp->magic; 1032 wc -= tmp->stats.wc + tmp->magic;
1094 1033
1095 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0) 1034 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0)
1096 ac -= tmp->stats.ac + tmp->magic; 1035 ac -= tmp->stats.ac + tmp->magic;
1097 1036
1098 stats.dam += tmp->stats.dam + tmp->magic; 1037 stats.dam += tmp->stats.dam + tmp->magic;
1099 weapon_weight = tmp->weight; 1038 weapon_weight = tmp->weight;
1100 weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2; 1039 weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2;
1101 1040
1102 if (weapon_speed < 0) 1041 if (weapon_speed < 0)
1103 weapon_speed = 0; 1042 weapon_speed = 0;
1104 1043
1105 slaying = tmp->slaying; 1044 slaying = tmp->slaying;
1106 1045
1107 /* If there is desire that two handed weapons should do 1046 /* If there is desire that two handed weapons should do
1108 * extra strength damage, this is where the code should 1047 * extra strength damage, this is where the code should
1109 * go. 1048 * go.
1110 */ 1049 */
1111 1050
1112 if (type == PLAYER) 1051 if (type == PLAYER)
1113 if (settings.spell_encumbrance) 1052 if (settings.spell_encumbrance)
1114 contr->encumbrance += tmp->weight * 3 / 1000; 1053 contr->encumbrance += weight_to_kg_approx (3 * tmp->weight);
1115 }
1116 1054
1117 break; 1055 break;
1118 1056
1119 case ARMOUR: /* Only the best of these three are used: */ 1057 case ARMOUR: /* Only the best of these three are used: */
1120 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1058 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1121 contr->encumbrance += tmp->weight / 1000; 1059 contr->encumbrance += weight_to_kg_approx (tmp->weight);
1122 1060
1123 case BRACERS: 1061 case BRACERS:
1124 case FORCE: 1062 case FORCE:
1125 if (tmp->stats.wc) 1063 if (tmp->stats.wc)
1126 { 1064 {
1143 else /* To nullify the below effect */ 1081 else /* To nullify the below effect */
1144 ac += tmp->stats.ac + tmp->magic; 1082 ac += tmp->stats.ac + tmp->magic;
1145 } 1083 }
1146 1084
1147 if (tmp->stats.wc) 1085 if (tmp->stats.wc)
1148 wc -= (tmp->stats.wc + tmp->magic); 1086 wc -= tmp->stats.wc + tmp->magic;
1149 1087
1150 if (tmp->stats.ac) 1088 if (tmp->stats.ac)
1151 ac -= (tmp->stats.ac + tmp->magic); 1089 ac -= tmp->stats.ac + tmp->magic;
1152 1090
1153 if (ARMOUR_SPEED (tmp)) 1091 if (ARMOUR_SPEED (tmp))
1154 max_speed = min (max_speed, ARMOUR_SPEED (tmp) / 10.f); 1092 min_it (max_speed, ARMOUR_SPEED (tmp) / 10.f);
1155 1093
1156 break; 1094 break;
1157 } /* switch tmp->type */ 1095 } /* switch tmp->type */
1158 } /* item is equipped */ 1096 } /* item is equipped */
1159 } /* for loop of items */ 1097 } /* for loop of items */
1160 1098
1099 min_it (glow_radius, MAX_LIGHT_RADIUS);
1100
1161 /* We've gone through all the objects the player has equipped. For many things, we 1101 /* We've gone through all the objects the player has equipped. For many things, we
1162 * have generated intermediate values which we now need to assign. 1102 * have generated intermediate values which we now need to assign.
1163 */ 1103 */
1164 1104
1165 /* 'total resistance = total protections - total vulnerabilities'. 1105 /* 'total resistance = total protections - total vulnerabilities'.
1166 * If there is an uncursed potion in effect, granting more protection 1106 * If there is an uncursed potion in effect, granting more protection
1167 * than that, we take: 'total resistance = resistance from potion'. 1107 * than that, we take: 'total resistance = resistance from potion'.
1168 * If there is a cursed (and no uncursed) potion in effect, we take 1108 * If there is a cursed (and no uncursed) potion in effect, we take
1169 * 'total resistance = vulnerability from cursed potion'. 1109 * 'total resistance = vulnerability from cursed potion'.
1170 */ 1110 */
1171 for (int i = 0; i < NROFATTACKS; i++) 1111 for (int i = 0; i < NROFATTACKS; i++)
1172 { 1112 {
1173 resist[i] = prot[i] - vuln[i]; 1113 resist[i] = prot[i] - vuln[i];
1174 1114
1175 if (potion_resist[i] && ((potion_resist[i] > resist[i]) || (potion_resist[i] < 0))) 1115 if (potion_resist[i] != -1000
1116 && (potion_resist[i] < 0 || potion_resist[i] > resist[i]))
1176 resist[i] = potion_resist[i]; 1117 resist[i] = potion_resist[i];
1177 } 1118 }
1178 1119
1179 if (type == PLAYER) 1120 if (type == PLAYER)
1180 { 1121 {
1181 // clamp various player stats 1122 // clamp various player stats
1182 for (int i = 0; i < NUM_STATS; ++i) 1123 for (int i = 0; i < NUM_STATS; ++i)
1183 stats.stat (i) = clamp (stat_sum [i], MIN_STAT, MAX_STAT); 1124 stats.stat (i) = stat_sum [i];
1125
1126 check_stat_bounds (&stats);
1184 1127
1185 contr->digestion = clamp (contr->digestion, MIN_DIGESTION, MAX_DIGESTION); 1128 contr->digestion = clamp (contr->digestion, MIN_DIGESTION, MAX_DIGESTION);
1186 1129
1187 /* Figure out the players sp/mana/hp totals. */ 1130 /* Figure out the players sp/mana/hp totals. */
1188 int pl_level; 1131 int pl_level;
1189 1132
1190 check_stat_bounds (&(stats));
1191 pl_level = level;
1192
1193 if (pl_level < 1)
1194 pl_level = 1; /* safety, we should always get 1 levels worth of hp! */ 1133 pl_level = max (1, level); /* safety, we should always get 1 levels worth of hp! */
1195 1134
1196 /* You basically get half a con bonus/level. But we do take into account rounding, 1135 /* You basically get half a con bonus/level. But we do take into account rounding,
1197 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels. 1136 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels.
1198 */ 1137 */
1199 stats.maxhp = 0; 1138 stats.maxhp = 0;
1213 stats.maxhp += 2 * max (0, level - 10); 1152 stats.maxhp += 2 * max (0, level - 10);
1214 1153
1215 if (stats.hp > stats.maxhp) 1154 if (stats.hp > stats.maxhp)
1216 stats.hp = stats.maxhp; 1155 stats.hp = stats.maxhp;
1217 1156
1218 /* Sp gain is controlled by the level of the player's 1157 /* Sp gain is controlled by the level of the player's
1219 * relevant experience object (mana_obj, see above) 1158 * relevant experience object (mana_obj, see above)
1220 */ 1159 */
1221 /* following happen when skills system is not used */ 1160 /* following happen when skills system is not used */
1222 if (!mana_obj) 1161 if (!mana_obj)
1223 mana_obj = this; 1162 mana_obj = this;
1224 1163
1294 wc += 4; 1233 wc += 4;
1295 } 1234 }
1296 else 1235 else
1297 ac -= dex_bonus[stats.Dex]; 1236 ac -= dex_bonus[stats.Dex];
1298 1237
1299 /* In new exp/skills system, wc bonuses are related to 1238 /* In new exp/skills system, wc bonuses are related to
1300 * the players level in a relevant exp object (wc_obj) 1239 * the players level in a relevant exp object (wc_obj)
1301 * not the general player level -b.t. 1240 * not the general player level -b.t.
1302 * I changed this slightly so that wc bonuses are better 1241 * I changed this slightly so that wc bonuses are better
1303 * than before. This is to balance out the fact that 1242 * than before. This is to balance out the fact that
1304 * the player no longer gets a personal weapon w/ 1 1243 * the player no longer gets a personal weapon w/ 1
1305 * improvement every level, now its fighterlevel/5. So 1244 * improvement every level, now its fighterlevel/5. So
1306 * we give the player a bonus here in wc and dam 1245 * we give the player a bonus here in wc and dam
1307 * to make up for the change. Note that I left the 1246 * to make up for the change. Note that I left the
1308 * monster bonus the same as before. -b.t. 1247 * monster bonus the same as before. -b.t.
1309 */ 1248 */
1310 object *wc_obj = chosen_skill; 1249 object *wc_obj = chosen_skill;
1311 1250
1312 if (contr && wc_obj && wc_obj->level > 1) 1251 if (contr && wc_obj && wc_obj->level > 1)
1334 1273
1335 speed = 1.f + speed_bonus[stats.Dex]; 1274 speed = 1.f + speed_bonus[stats.Dex];
1336 1275
1337 if (settings.search_items && contr->search_str[0]) 1276 if (settings.search_items && contr->search_str[0])
1338 speed -= 1; 1277 speed -= 1;
1339
1340 if (attacktype == 0)
1341 attacktype = arch->attacktype;
1342 } /* End if player */ 1278 } /* End if player */
1343 1279
1344 if (added_speed >= 0) 1280 if (added_speed >= 0)
1345 speed += added_speed / 10.f; 1281 speed += added_speed / 10.f;
1346 else /* Something wrong here...: */ 1282 else /* Something wrong here...: */
1354 /* f is a number the represents the number of kg above (positive num) 1290 /* f is a number the represents the number of kg above (positive num)
1355 * or below (negative number) that the player is carrying. If above 1291 * or below (negative number) that the player is carrying. If above
1356 * weight limit, then player suffers a speed reduction based on how 1292 * weight limit, then player suffers a speed reduction based on how
1357 * much above he is, and what is max carry is 1293 * much above he is, and what is max carry is
1358 */ 1294 */
1359 f = (carrying / 1000) - max_carry[stats.Str]; 1295 float f = (sint32)weight_to_kg_approx (carrying) - max_carry[stats.Str];
1360 if (f > 0) 1296 if (f > 0.f)
1361 speed = speed / (1.f + f / max_carry[stats.Str]); 1297 speed /= (1.f + f / max_carry[stats.Str]);
1362 } 1298 }
1363 1299
1364 speed += bonus_speed / 10.f; /* Not affected by limits */ 1300 speed += bonus_speed / 10.f; /* Not affected by limits */
1301 speed *= speed_reduce_from_disease;
1365 1302
1366 /* Put a lower limit on speed. Note with this speed, you move once every 1303 /* Put a lower limit on speed. Note with this speed, you move once every
1367 * 100 ticks or so. This amounts to once every 12 seconds of realtime. 1304 * 25 ticks or so. This amounts to once every 3 seconds of realtime.
1368 */ 1305 */
1369 speed = speed * speed_reduce_from_disease; 1306 max_it (speed, is_player () ? MIN_PLAYER_SPEED : MIN_ACTIVE_SPEED);
1370 1307
1371 if (speed < 0.01f && type == PLAYER) 1308 if (speed != old_speed)
1372 speed = 0.01f; 1309 set_speed (speed);
1373 1310
1374 if (type == PLAYER) 1311 if (type == PLAYER)
1375 { 1312 {
1376 /* (This formula was made by vidarl@ifi.uio.no) 1313 /* (This formula was made by vidarl@ifi.uio.no)
1377 * Note that we never used these values again - basically 1314 * Note that we never used these values again - basically
1409 if (move_type == 0) 1346 if (move_type == 0)
1410 move_type = MOVE_WALK; 1347 move_type = MOVE_WALK;
1411 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) 1348 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH))
1412 move_type &= ~MOVE_WALK; 1349 move_type &= ~MOVE_WALK;
1413 1350
1414 if (speed != old_speed) 1351 // now apply the new move_type
1415 set_speed (speed); 1352 if (this->move_type != move_type)
1353 change_move_type (move_type);
1416 1354
1417 /* It is quite possible that a player's spell costing might have changed, 1355 /* It is quite possible that a player's spell costing might have changed,
1418 * so we will check that now. 1356 * so we will check that now.
1419 */ 1357 */
1420 if (type == PLAYER) 1358 if (is_player ())
1421 { 1359 contr->update_spells ();
1422 esrv_update_stats (contr);
1423 esrv_update_spells (contr);
1424 }
1425 1360
1426 // update the mapspace, if we are on a map 1361 // update the mapspace, if we are on a map
1427 if (!flag [FLAG_REMOVED] && map) 1362 if (!flag [FLAG_REMOVED] && map)
1428 map->at (x, y).flags_ = 0; 1363 map->at (x, y).flags_ = 0;
1429} 1364}
1430 1365
1431/* 1366void
1432 * Returns true if the given player is a legal class. 1367object::set_glow_radius (sint8 rad)
1433 * The function to add and remove class-bonuses to the stats doesn't
1434 * check if the stat becomes negative, thus this function
1435 * merely checks that all stats are 1 or more, and returns
1436 * false otherwise.
1437 */
1438int
1439allowed_class (const object *op)
1440{ 1368{
1441 return op->stats.Dex > 0 1369 glow_radius = rad;
1442 && op->stats.Str > 0 1370
1443 && op->stats.Con > 0 1371 if (is_on_map ())
1444 && op->stats.Int > 0 1372 update_all_los (map, x, y);
1445 && op->stats.Wis > 0 1373 else if (object *env = outer_env ())
1446 && op->stats.Pow > 0 1374 {
1447 && op->stats.Cha > 0; 1375 env->update_stats ();
1376
1377 if (env->is_on_map ())
1378 update_all_los (env->map, env->x, env->y);
1379 }
1448} 1380}
1449 1381
1450/* 1382/*
1451 * set the new dragon name after gaining levels or 1383 * set the new dragon name after gaining levels or
1452 * changing ability focus (later this can be extended to 1384 * changing ability focus (later this can be extended to
1453 * eventually change the player's face and animation) 1385 * eventually change the player's face and animation)
1454 *
1455 * Note that the title is written to 'own_title' in the
1456 * player struct. This should be changed to 'ext_title'
1457 * as soon as clients support this!
1458 * Please, anyone, write support for 'ext_title'.
1459 */ 1386 */
1460void 1387void
1461set_dragon_name (object *pl, const object *abil, const object *skin) 1388set_dragon_name (object *pl, const object *abil, const object *skin)
1462{ 1389{
1463 int atnr = -1; /* attacknumber of highest level */ 1390 int atnr = -1; /* attacknumber of highest level */
1481 /* now if there are equals at highest level, pick the one with focus, 1408 /* now if there are equals at highest level, pick the one with focus,
1482 or else at random */ 1409 or else at random */
1483 if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level) 1410 if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level)
1484 atnr = abil->stats.exp; 1411 atnr = abil->stats.exp;
1485 1412
1486 level = (int) (level / 5.);
1487
1488 /* now set the new title */ 1413 /* now set the new title */
1489 if (pl->contr != NULL)
1490 {
1491 if (level == 0)
1492 sprintf (pl->contr->title, "%s hatchling", attacks[atnr]); 1414 if (level < 25) sprintf (pl->contr->title, "%s hatchling", attacks[atnr]);
1493 else if (level == 1)
1494 sprintf (pl->contr->title, "%s wyrm", attacks[atnr]); 1415 else if (level < 50) sprintf (pl->contr->title, "%s wyrm" , attacks[atnr]);
1495 else if (level == 2)
1496 sprintf (pl->contr->title, "%s wyvern", attacks[atnr]); 1416 else if (level < 75) sprintf (pl->contr->title, "%s wyvern" , attacks[atnr]);
1497 else if (level == 3)
1498 sprintf (pl->contr->title, "%s dragon", attacks[atnr]); 1417 else if (level < 100) sprintf (pl->contr->title, "%s dragon" , attacks[atnr]);
1499 else 1418 else
1500 { 1419 {
1501 /* special titles for extra high resistance! */ 1420 /* special titles for extra high resistance! */
1502 if (skin->resist[atnr] > 80)
1503 sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]); 1421 if (skin->resist[atnr] > 80) sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]);
1504 else if (skin->resist[atnr] > 50)
1505 sprintf (pl->contr->title, "ancient %s dragon", attacks[atnr]); 1422 else if (skin->resist[atnr] > 50) sprintf (pl->contr->title, "ancient %s dragon" , attacks[atnr]);
1506 else
1507 sprintf (pl->contr->title, "big %s dragon", attacks[atnr]); 1423 else sprintf (pl->contr->title, "big %s dragon" , attacks[atnr]);
1508 }
1509 } 1424 }
1510 1425
1511 strcpy (pl->contr->own_title, ""); 1426 strcpy (pl->contr->own_title, "");
1512} 1427}
1513 1428
1514/* 1429/*
1515 * This function is called when a dragon-player gains 1430 * This function is called when a dragon-player gains
1516 * an overall level. Here, the dragon might gain new abilities 1431 * an overall level. Here, the dragon might gain new abilities
1517 * or change the ability-focus. 1432 * or change the ability-focus.
1518 */ 1433 */
1519void 1434static void
1520dragon_level_gain (object *who) 1435dragon_level_gain (object *who)
1521{ 1436{
1522 object *abil = NULL; /* pointer to dragon ability force */ 1437 object *abil = NULL; /* pointer to dragon ability force */
1523 object *skin = NULL; /* pointer to dragon skin force */ 1438 object *skin = NULL; /* pointer to dragon skin force */
1524 object *tmp = NULL; /* tmp. object */ 1439 object *tmp = NULL; /* tmp. object */
1535 /* if the force is missing -> bail out */ 1450 /* if the force is missing -> bail out */
1536 if (abil == NULL) 1451 if (abil == NULL)
1537 return; 1452 return;
1538 1453
1539 /* The ability_force keeps track of maximum level ever achieved. 1454 /* The ability_force keeps track of maximum level ever achieved.
1540 * New abilties can only be gained by surpassing this max level 1455 * New abilties can only be gained by surpassing this max level
1541 */ 1456 */
1542 if (who->level > abil->level) 1457 if (who->level > abil->level)
1543 { 1458 {
1544 /* increase our focused ability */ 1459 /* increase our focused ability */
1545 abil->resist[abil->stats.exp]++; 1460 abil->resist[abil->stats.exp]++;
1580 object *skill_obj; 1495 object *skill_obj;
1581 1496
1582 skill_obj = get_archetype_by_skill_name (skill_name, SKILL); 1497 skill_obj = get_archetype_by_skill_name (skill_name, SKILL);
1583 if (!skill_obj) 1498 if (!skill_obj)
1584 { 1499 {
1585 LOG (llevError, "add_player_exp: couldn't find skill %s\n", skill_name); 1500 LOG (llevError, "give_skill_by_name: couldn't find skill %s\n", skill_name);
1586 return NULL; 1501 return NULL;
1587 } 1502 }
1588 1503
1589 /* clear the flag - exp goes into this bucket, but player 1504 /* clear the flag - exp goes into this bucket, but player
1590 * still doesn't know it. 1505 * still doesn't know it.
1591 */ 1506 */
1592 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL); 1507 skill_obj->clr_flag (FLAG_CAN_USE_SKILL);
1593 skill_obj->stats.exp = 0; 1508 skill_obj->stats.exp = 0;
1594 skill_obj->level = 1; 1509 skill_obj->level = 1;
1595 insert_ob_in_ob (skill_obj, op); 1510 op->insert (skill_obj);
1596 1511
1597 if (player *pl = op->contr) 1512 if (player *pl = op->contr)
1598 { 1513 pl->link_skills ();
1599 pl->last_skill_ob [skill_obj->subtype] = skill_obj;
1600 if (pl->ns)
1601 pl->ns->last_skill_exp[skill_obj->subtype] = -1;//TODO: should be made superfluous
1602 }
1603 1514
1604 return skill_obj; 1515 return skill_obj;
1605} 1516}
1606 1517
1607/* player_lvl_adj() - for the new exp system. we are concerned with 1518/* player_lvl_adj() - for the new exp system. we are concerned with
1624 { 1535 {
1625 changed = true; 1536 changed = true;
1626 1537
1627 op->level++; 1538 op->level++;
1628 1539
1629 if (op && op == who && op->stats.exp > 1 && is_dragon_pl (who)) 1540 if (op && op == who && op->stats.exp > 1 && who->is_dragon ())
1630 dragon_level_gain (who); 1541 dragon_level_gain (who);
1631 1542
1632 /* Only roll these if it is the player (who) that gained the level */ 1543 /* Only roll these if it is the player (who) that gained the level */
1633 if (op == who && (who->level < 11) && who->type == PLAYER) 1544 if (op == who && (who->level < 11) && who->type == PLAYER)
1634 { 1545 {
1667 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); 1578 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1668 } 1579 }
1669 } 1580 }
1670 1581
1671 if (changed) 1582 if (changed)
1672 { 1583 who->update_stats (); // should cause esrv_update_stats and esrv_update_spells
1673 who->update_stats ();
1674 esrv_update_stats (who->contr);
1675 /* check if the spell data has changed */
1676 esrv_update_spells (who->contr);
1677 }
1678} 1584}
1679 1585
1680/* 1586/*
1681 * Returns how much experience is needed for a player to become 1587 * Returns how much experience is needed for a player to become
1682 * the given level. level should really never exceed max_level 1588 * the given level. level should really never exceed max_level
1683 */ 1589 */
1684 1590
1685sint64 1591sint64
1686level_exp (int level, double expmul) 1592level_exp (int level, double expmul)
1687{ 1593{
1688 if (level > settings.max_level) 1594 return expmul * level_to_min_exp (level);
1689 return (sint64) (expmul * levels[settings.max_level]);
1690
1691 return (sint64) (expmul * levels[level]);
1692} 1595}
1693 1596
1694/* 1597/*
1695 * Ensure that the permanent experience requirements in an exp object are met. 1598 * Ensure that the permanent experience requirements in an exp object are met.
1696 * This really just checks 'op to make sure the perm_exp value is within 1599 * This really just checks 'op to make sure the perm_exp value is within
1702calc_perm_exp (object *op) 1605calc_perm_exp (object *op)
1703{ 1606{
1704 int p_exp_min; 1607 int p_exp_min;
1705 1608
1706 /* Ensure that our permanent experience minimum is met. 1609 /* Ensure that our permanent experience minimum is met.
1707 * permenent_exp_ratio is an integer percentage, we divide by 100 1610 * permenent_exp_ratio is an integer percentage, we divide by 100
1708 * to get the fraction */ 1611 * to get the fraction */
1709 p_exp_min = (int) (settings.permanent_exp_ratio * (float) (op->stats.exp) / 100); 1612 p_exp_min = (int) (settings.permanent_exp_ratio * (float) (op->stats.exp) / 100);
1710 1613
1711 if (op->perm_exp < p_exp_min) 1614 if (op->perm_exp < p_exp_min)
1712 op->perm_exp = p_exp_min; 1615 op->perm_exp = p_exp_min;
1724 * NULL, in which case exp increases the players general 1627 * NULL, in which case exp increases the players general
1725 * total, but not any particular skill. 1628 * total, but not any particular skill.
1726 * flag is what to do if the player doesn't have the skill: 1629 * flag is what to do if the player doesn't have the skill:
1727 */ 1630 */
1728static void 1631static void
1729add_player_exp (object *op, sint64 exp, const char *skill_name, int flag) 1632add_player_exp (object *op, sint64 exp, shstr_tmp skill_name, int flag)
1730{ 1633{
1731 object *skill_obj = NULL; 1634 object *skill_obj;
1732 sint64 limit, exp_to_add; 1635 sint64 limit, exp_to_add;
1733 int i;
1734 1636
1735 /* prevents some forms of abuse. */ 1637 /* prevents some forms of abuse. */
1736 if (op->contr->braced) 1638 if (op->contr->braced)
1737 exp /= 5; 1639 exp /= 5;
1738 1640
1739 /* Try to find the matching skill. 1641 /* Try to find the matching skill.
1740 * We do a shortcut/time saving mechanism first - see if it matches 1642 * We do a shortcut/time saving mechanism first - see if it matches
1741 * chosen_skill. This means we don't need to search through 1643 * chosen_skill. This means we don't need to search through
1742 * the players inventory. 1644 * the players inventory.
1743 */ 1645 */
1646 skill_obj = 0;
1647
1744 if (skill_name) 1648 if (skill_name)
1745 { 1649 {
1746 if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill)) 1650 skill_obj = op->contr->find_skill (skill_name);
1747 skill_obj = op->chosen_skill;
1748 else
1749 {
1750 for (i = 0; i < NUM_SKILLS; i++)
1751 if (op->contr->last_skill_ob[i] && !strcmp (op->contr->last_skill_ob[i]->skill, skill_name))
1752 {
1753 skill_obj = op->contr->last_skill_ob[i];
1754 break;
1755 }
1756 1651
1757 /* Player doesn't have the skill. Check to see what to do, and give 1652 /* Player doesn't have the skill. Check to see what to do, and give
1758 * it to the player if necessary 1653 * it to the player if necessary
1759 */ 1654 */
1760 if (!skill_obj) 1655 if (!skill_obj)
1761 { 1656 {
1762 if (flag == SK_EXP_NONE) 1657 if (flag == SK_EXP_NONE)
1763 return; 1658 return;
1659
1764 else if (flag == SK_EXP_ADD_SKILL) 1660 if (flag == SK_EXP_ADD_SKILL)
1765 give_skill_by_name (op, skill_name); 1661 skill_obj = give_skill_by_name (op, skill_name);
1766 }
1767 } 1662 }
1768 } 1663 }
1769 1664
1770 if (flag != SK_EXP_SKILL_ONLY) 1665 if (flag != SK_EXP_SKILL_ONLY)
1771 { 1666 {
1772 /* Basically, you can never gain more experience in one shot 1667 /* Basically, you can never gain more experience in one shot
1773 * than half what you need to gain for next level. 1668 * than half what you need to gain for next level.
1774 */ 1669 */
1775 exp_to_add = exp; 1670 exp_to_add = exp;
1776 limit = (levels[op->level + 1] - levels[op->level]) / 2; 1671 limit = (levels [op->level + 1] - levels [op->level]) / 2;
1777 if (exp_to_add > limit) 1672 if (exp_to_add > limit)
1778 exp_to_add = limit; 1673 exp_to_add = limit;
1779 1674
1780 ADD_EXP (op->stats.exp, (sint64) ((float) exp_to_add * (skill_obj ? skill_obj->expmul : 1))); 1675 ADD_EXP (op->stats.exp, (sint64) ((float) exp_to_add * (skill_obj ? skill_obj->expmul : 1)));
1781 if (settings.permanent_exp_ratio) 1676 if (settings.permanent_exp_ratio)
1788 } 1683 }
1789 1684
1790 if (skill_obj) 1685 if (skill_obj)
1791 { 1686 {
1792 exp_to_add = exp; 1687 exp_to_add = exp;
1793 limit = (levels[skill_obj->level + 1] - levels[skill_obj->level]) / 2; 1688 limit = (levels [skill_obj->level + 1] - levels [skill_obj->level]) / 2;
1794 if (exp_to_add > limit) 1689 if (exp_to_add > limit)
1795 exp_to_add = limit; 1690 exp_to_add = limit;
1796 1691
1797 ADD_EXP (skill_obj->stats.exp, exp_to_add); 1692 ADD_EXP (skill_obj->stats.exp, exp_to_add);
1798 if (settings.permanent_exp_ratio) 1693 if (settings.permanent_exp_ratio)
1804 player_lvl_adj (op, skill_obj); 1699 player_lvl_adj (op, skill_obj);
1805 } 1700 }
1806} 1701}
1807 1702
1808/* This function checks to make sure that object 'op' can 1703/* This function checks to make sure that object 'op' can
1809 * lost 'exp' experience. It returns the amount of exp 1704 * lose 'exp' experience. It returns the amount of exp
1810 * object 'op' can in fact lose - it basically makes 1705 * object 'op' can in fact lose - it basically makes
1811 * adjustments based on permanent exp and the like. 1706 * adjustments based on permanent exp and the like.
1812 * This function should always be used for losing experience - 1707 * This function should always be used for losing experience -
1813 * the 'exp' value passed should be positive - this is the 1708 * the 'exp' value passed should be positive - this is the
1814 * amount that should get subtract from the player. 1709 * amount that should get subtract from the player.
1815 */ 1710 */
1816sint64 1711static sint64
1817check_exp_loss (const object *op, sint64 exp) 1712check_exp_loss (const object *op, sint64 exp)
1818{ 1713{
1819 sint64 del_exp; 1714 sint64 del_exp;
1820 1715
1821 if (exp > op->stats.exp) 1716 if (exp > op->stats.exp)
1822 exp = op->stats.exp; 1717 exp = op->stats.exp;
1718
1823 if (settings.permanent_exp_ratio) 1719 if (settings.permanent_exp_ratio)
1824 { 1720 {
1825 del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO); 1721 del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO);
1722
1826 if (del_exp < 0) 1723 if (del_exp < 0)
1827 del_exp = 0; 1724 del_exp = 0;
1725
1828 if (exp > del_exp) 1726 if (exp > del_exp)
1829 exp = del_exp; 1727 exp = del_exp;
1830 } 1728 }
1729
1831 return exp; 1730 return exp;
1832} 1731}
1833 1732
1834sint64 1733sint64
1835check_exp_adjust (const object *op, sint64 exp) 1734check_exp_adjust (const object *op, sint64 exp)
1836{ 1735{
1837 if (exp < 0) 1736 if (exp < 0)
1838 return check_exp_loss (op, exp); 1737 return check_exp_loss (op, exp);
1839 else 1738 else
1840 return MIN (exp, (sint64) MAX_EXPERIENCE - op->stats.exp); 1739 return min (exp, (sint64)MAX_EXPERIENCE - op->stats.exp);
1841} 1740}
1842
1843 1741
1844/* Subtracts experience from player. 1742/* Subtracts experience from player.
1845 * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we 1743 * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we
1846 * only subtract from the matching skill. Otherwise, 1744 * only subtract from the matching skill. Otherwise,
1847 * this subtracts a portion from all 1745 * this subtracts a portion from all
1852 * where everything is at the minimum perm exp, he would lose nothing. 1750 * where everything is at the minimum perm exp, he would lose nothing.
1853 * exp is the amount of exp to subtract - thus, it should be 1751 * exp is the amount of exp to subtract - thus, it should be
1854 * a postive number. 1752 * a postive number.
1855 */ 1753 */
1856static void 1754static void
1857subtract_player_exp (object *op, sint64 exp, const char *skill, int flag) 1755subtract_player_exp (object *op, sint64 exp, shstr_tmp skill, int flag)
1858{ 1756{
1859 float fraction = (float) exp / (float) op->stats.exp; 1757 float fraction = (float) exp / (float) op->stats.exp;
1860 object *tmp; 1758 object *tmp;
1861 sint64 del_exp; 1759 sint64 del_exp;
1862 1760
1863 for (tmp = op->inv; tmp; tmp = tmp->below) 1761 for (tmp = op->inv; tmp; tmp = tmp->below)
1864 if (tmp->type == SKILL && tmp->stats.exp) 1762 if (tmp->type == SKILL && tmp->stats.exp)
1865 { 1763 {
1866 if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (tmp->skill, skill)) 1764 if (flag == SK_SUBTRACT_SKILL_EXP && skill && tmp->skill == skill)
1867 { 1765 {
1868 del_exp = check_exp_loss (tmp, exp); 1766 del_exp = check_exp_loss (tmp, exp);
1869 tmp->stats.exp -= del_exp; 1767 tmp->stats.exp -= del_exp;
1870 player_lvl_adj (op, tmp); 1768 player_lvl_adj (op, tmp);
1871 } 1769 }
1872 else if (flag != SK_SUBTRACT_SKILL_EXP) 1770 else if (flag != SK_SUBTRACT_SKILL_EXP)
1873 { 1771 {
1874 /* only want to process other skills if we are not trying 1772 /* only want to process other skills if we are not trying
1875 * to match a specific skill. 1773 * to match a specific skill.
1876 */ 1774 */
1877 del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction)); 1775 del_exp = check_exp_loss (tmp, tmp->stats.exp * fraction);
1878 tmp->stats.exp -= del_exp; 1776 tmp->stats.exp -= del_exp;
1879 player_lvl_adj (op, tmp); 1777 player_lvl_adj (op, tmp);
1880 } 1778 }
1881 } 1779 }
1882 1780
1896 * skill_name is the skill that should get the exp added. 1794 * skill_name is the skill that should get the exp added.
1897 * flag is what to do if player doesn't have the skill. 1795 * flag is what to do if player doesn't have the skill.
1898 * these last two values are only used for players. 1796 * these last two values are only used for players.
1899 */ 1797 */
1900void 1798void
1901change_exp (object *op, sint64 exp, const char *skill_name, int flag) 1799change_exp (object *op, sint64 exp, shstr_tmp skill_name, int flag)
1902{ 1800{
1903#ifdef EXP_DEBUG 1801#ifdef EXP_DEBUG
1904 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp); 1802 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp);
1905#endif 1803#endif
1906 1804
1915 * won't do anything if the value is 0 anyways. 1813 * won't do anything if the value is 0 anyways.
1916 */ 1814 */
1917 if (exp == 0) 1815 if (exp == 0)
1918 return; 1816 return;
1919 1817
1920 /* Monsters are easy - we just adjust their exp - we 1818 /* Monsters are easy - we just adjust their exp - we
1921 * don't adjust level, since in most cases it is unrelated to 1819 * don't adjust level, since in most cases it is unrelated to
1922 * the exp they have - the monsters exp represents what its 1820 * the exp they have - the monsters exp represents what its
1923 * worth. 1821 * worth.
1924 */ 1822 */
1925 if (op->type != PLAYER) 1823 if (op->type != PLAYER)
1926 { 1824 {
1927 /* Sanity check */ 1825 /* Sanity check */
1928 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1826 if (!op->flag [FLAG_ALIVE])
1929 return; 1827 return;
1930 1828
1931 /* reset exp to max allowed value. We subtract from 1829 /* reset exp to max allowed value. We subtract from
1932 * MAX_EXPERIENCE to prevent overflows. If the player somehow has 1830 * MAX_EXPERIENCE to prevent overflows. If the player somehow has
1933 * more than max exp, just return. 1831 * more than max exp, just return.
1952 */ 1850 */
1953 subtract_player_exp (op, abs (exp), skill_name, flag); 1851 subtract_player_exp (op, abs (exp), skill_name, flag);
1954 } 1852 }
1955} 1853}
1956 1854
1957/* Applies a death penalty experience, the size of this is defined by the 1855/* Applies a death penalty experience, the size of this is defined by the
1958 * settings death_penalty_percentage and death_penalty_levels, and by the 1856 * settings death_penalty_percentage and death_penalty_levels, and by the
1959 * amount of permenent experience, whichever gives the lowest loss. 1857 * amount of permenent experience, whichever gives the lowest loss.
1960 */ 1858 */
1961void 1859void
1962apply_death_exp_penalty (object *op) 1860apply_death_exp_penalty (object *op)
1963{ 1861{
1964 object *tmp;
1965 sint64 loss; 1862 sint64 loss;
1966 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */ 1863 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */
1967 sint64 level_loss; /* defined by the setting 'death_penalty_levels */ 1864 sint64 level_loss; /* defined by the setting 'death_penalty_levels */
1968 1865
1969 for (tmp = op->inv; tmp; tmp = tmp->below) 1866 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1970 if (tmp->type == SKILL && tmp->stats.exp) 1867 if (tmp->type == SKILL && tmp->stats.exp)
1971 { 1868 {
1972
1973 percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100; 1869 percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100;
1974 level_loss = tmp->stats.exp - levels[MAX (0, tmp->level - settings.death_penalty_level)]; 1870 level_loss = tmp->stats.exp - levels [max (0, tmp->level - settings.death_penalty_level)];
1975 1871
1976 /* With the revised exp system, you can get cases where 1872 /* With the revised exp system, you can get cases where
1977 * losing several levels would still require that you have more 1873 * losing several levels would still require that you have more
1978 * exp than you currently have - this is true if the levels 1874 * exp than you currently have - this is true if the levels
1979 * tables is a lot harder. 1875 * tables is a lot harder.
1980 */ 1876 */
1981 if (level_loss < 0) 1877 if (level_loss < 0)
1982 level_loss = 0; 1878 level_loss = 0;
1983 1879
1984 loss = check_exp_loss (tmp, MIN (level_loss, percentage_loss)); 1880 loss = check_exp_loss (tmp, min (level_loss, percentage_loss));
1985 1881
1986 tmp->stats.exp -= loss; 1882 tmp->stats.exp -= loss;
1987 player_lvl_adj (op, tmp); 1883 player_lvl_adj (op, tmp);
1988 } 1884 }
1989 1885
1990 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100; 1886 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100;
1991 level_loss = op->stats.exp - levels[MAX (0, op->level - settings.death_penalty_level)]; 1887 level_loss = op->stats.exp - levels [max (0, op->level - settings.death_penalty_level)];
1992 1888
1993 if (level_loss < 0) 1889 if (level_loss < 0)
1994 level_loss = 0; 1890 level_loss = 0;
1891
1995 loss = check_exp_loss (op, MIN (level_loss, percentage_loss)); 1892 loss = check_exp_loss (op, min (level_loss, percentage_loss));
1996 1893
1997 op->stats.exp -= loss; 1894 op->stats.exp -= loss;
1998 player_lvl_adj (op, NULL); 1895 player_lvl_adj (op, NULL);
1999} 1896}
2000 1897

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