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Comparing deliantra/server/common/living.C (file contents):
Revision 1.77 by root, Tue Aug 7 23:38:12 2007 UTC vs.
Revision 1.136 by root, Sat Nov 17 23:40:00 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 (©) 2017,2018 Marc Alexander Lehmann / the Deliantra team
5 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team 6 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 7 * Copyright (©) 1992 Frank Tore Johansen
7 * 8 *
8 * Crossfire TRT is free software: you can redistribute it and/or modify 9 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 10 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation, either version 3 of the License, or 11 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 12 * option) any later version.
12 * 13 *
13 * This program is distributed in the hope that it will be useful, 14 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 17 * GNU General Public License for more details.
17 * 18 *
18 * You should have received a copy of the GNU General Public License 19 * 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/>. 20 * and the GNU General Public License along with this program. If not, see
21 * <http://www.gnu.org/licenses/>.
20 * 22 *
21 * The authors can be reached via e-mail to <crossfire@schmorp.de> 23 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 24 */
23 25
24#include <global.h> 26#include <global.h>
25#include <funcpoint.h>
26 27
27/* Handy little macro that adds exp and keeps it within bounds. Since 28/* Handy little macro that adds exp and keeps it within bounds. Since
28 * we are now using 64 bit values, I'm not all concerned about overflow issues 29 * we are now using 64 bit values, I'm not all concerned about overflow issues
29 * with exptotal wrapping. exptotal is typically op->exp, or op->perm_exp 30 * with exptotal wrapping. exptotal is typically op->exp, or op->perm_exp
30 */ 31 */
33static const int con_bonus[MAX_STAT + 1] = { 34static 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, 35 -6, -5, -4, -3, -2, -1, -1, 0, 0, 0, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 12, 14, 16, 18, 20,
35 22, 25, 30, 40, 50 36 22, 25, 30, 40, 50
36}; 37};
37 38
38/* changed the name of this to "sp_bonus" from "int_bonus" 39/* changed the name of this to "sp_bonus" from "int_bonus"
39 * because Pow can now be the stat that controls spellpoint 40 * because Pow can now be the stat that controls spellpoint
40 * advancement. -b.t. 41 * advancement. -b.t.
41 */ 42 */
42static const int sp_bonus[MAX_STAT + 1] = { 43static 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, 44 -10, -10, -9, -8, -7, -6, -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 12, 15, 20, 25,
47static const int grace_bonus[MAX_STAT + 1] = { 48static 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, 49 -10, -10, -9, -8, -7, -6, -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 12, 15, 20, 25,
49 30, 40, 50, 70, 100 50 30, 40, 50, 70, 100
50}; 51};
51 52
52/* 0.92.7 Changed way charisma works. Values now 53/* 0.92.7 Changed way charisma works. Values now
53 * represent how much more it costs to buy something than to sell it 54 * represent how much more it costs to buy something than to sell it
54 * (10, a value of 10 means it is that if it costs 50 gp to buy, you 55 * (10, a value of 10 means it is that if it costs 50 gp to buy, you
55 * would only get 5 gp when you sell.) Let query_cost do the calculations 56 * would only get 5 gp when you sell.) Let query_cost do the calculations
56 * on how to really do this. Buy keeping it this simple number, it is 57 * on how to really do this. Buy keeping it this simple number, it is
57 * much easier to know how things will be influenced. A value of '1' means 58 * much easier to know how things will be influenced. A value of '1' means
58 * buying and selling is both the same value - any value less than or equal 59 * buying and selling is both the same value - any value less than or equal
59 * to 1 should not be used. 60 * to 1 should not be used.
60 * At least as of now, the only place that uses this code is query_cost, 61 * At least as of now, the only place that uses this code is query_cost,
61 * in server/shop.c. This bonus is split evenly between buying and selling 62 * in server/shop.c. This bonus is split evenly between buying and selling
62 * (ie, if the bonus is 2.0, then items are bought for 1.33 list, and sold 63 * (ie, if the bonus is 2.0, then items are bought for 1.33 list, and sold
63 * at .667 64 * at .667
64 * This is figured by diff=(y-1)/(1+y), and for buy, it is 1+diff, for sell 65 * This is figured by diff=(y-1)/(1+y), and for buy, it is 1+diff, for sell
108 * These limits are probably overly generous, but being there were no values 109 * These limits are probably overly generous, but being there were no values
109 * before, you need to start someplace. 110 * before, you need to start someplace.
110 */ 111 */
111 112
112const uint32 weight_limit[MAX_STAT + 1] = { 113const uint32 weight_limit[MAX_STAT + 1] = {
113 200000, /* 0 */ 114 200000, /* 0 */
114 250000, 300000, 350000, 400000, 500000, /* 5 */ 115 250000, 300000, 350000, 400000, 500000, /* 5 */
115 600000, 700000, 800000, 900000, 1000000, /* 10 */ 116 600000, 700000, 800000, 900000, 1000000, /* 10 */
116 1100000, 1200000, 1300000, 1400000, 1500000, /* 15 */ 117 1100000, 1200000, 1300000, 1400000, 1500000, /* 15 */
117 1650000, 1800000, 1950000, 2100000, 2250000, /* 20 */ 118 1650000, 1800000, 1950000, 2100000, 2250000, /* 20 */
118 2400000, 2550000, 2700000, 2850000, 3000000, /* 25 */ 119 2400000, 2550000, 2700000, 2850000, 3000000, /* 25 */
119 3250000, 3500000, 3750000, 4000000, 4500000 /*30 */ 120 3250000, 3500000, 3750000, 4000000, 4500000 /* 30 */
120}; 121};
121 122
122const int learn_spell[MAX_STAT + 1] = { 123const 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, 124 0, 0, 0, 1, 2, 4, 8, 12, 16, 25, 36, 45, 55, 65, 70, 75, 80, 85, 90, 95, 100, 100, 100, 100, 100,
124 100, 100, 100, 100, 100, 100 125 100, 100, 100, 100, 100, 100
139/* 140/*
140 Since this is nowhere defined ... 141 Since this is nowhere defined ...
141 Both come in handy at least in function add_exp() 142 Both come in handy at least in function add_exp()
142*/ 143*/
143 144
144#define MAX_EXPERIENCE levels[settings.max_level] 145#define MAX_EXPERIENCE levels [settings.max_level]
145 146
146/* because exp_obj sum to make the total score, 147/* because exp_obj sum to make the total score,
147 * we cannot allow that sum to exceed the maximum 148 * we cannot allow that sum to exceed the maximum
148 * amount of experience a player can gain. Thus 149 * amount of experience a player can gain. Thus
149 * we define MAX_EXP_IN_OBJ. It is important to try 150 * we define MAX_EXP_IN_OBJ. It is important to try
150 * to make the value of MAX_EXP_CAT close to the 151 * to make the value of MAX_EXP_CAT close to the
151 * actual number of experience objects in the game, 152 * actual number of experience objects in the game,
152 * otherwise the maximum level in any experience 153 * otherwise the maximum level in any experience
153 * category could be quite low. To help the situation 154 * category could be quite low. To help the situation
154 * out a little I added 10 more levels, and jacked 155 * out a little I added 10 more levels, and jacked
155 * up the last level experience value. Its out of 156 * up the last level experience value. Its out of
156 * line with progression of previous levels, so 157 * line with progression of previous levels, so
157 * if more levels are desired, this should be fixed. 158 * if more levels are desired, this should be fixed.
158 * -b.t. 159 * -b.t.
159 */ 160 */
160 161
161#define MAX_EXP_IN_OBJ levels[settings.max_level]/(MAX_EXP_CAT - 1) 162#define MAX_EXP_IN_OBJ MAX_EXP_IN_OBJ / (MAX_EXP_CAT - 1)
162
163extern sint64 *levels;
164 163
165#define MAX_SAVE_LEVEL 110 164#define MAX_SAVE_LEVEL 110
166 165
167/* This no longer needs to be changed anytime the number of 166/* This no longer needs to be changed anytime the number of
168 * levels is increased - rather, did_make_save will do the 167 * 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, 261/* 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 262 * 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. 263 * function since some of the values passed to new_draw_info are hardcoded.
265 */ 264 */
266#define DIFF_MSG(flag, msg1, msg2) \ 265#define DIFF_MSG(flag, msg1, msg2) \
267 new_draw_info(NDI_UNIQUE, 0, op, (flag>0)?msg1:msg2); 266 new_draw_info (NDI_UNIQUE, 0, op, (flag > 0) ? msg1 : msg2);
268 267
269/* return 1 if we sucessfully changed a stat, 0 if nothing was changed. */ 268/* return 1 if we sucessfully changed a stat, 0 if nothing was changed. */
270 269
271/* flag is set to 1 if we are applying the object, -1 if we are removing 270/* flag is set to 1 if we are applying the object, -1 if we are removing
272 * the object. 271 * the object.
280 * that gives them that ability. 279 * that gives them that ability.
281 */ 280 */
282int 281int
283change_abil (object *op, object *tmp) 282change_abil (object *op, object *tmp)
284{ 283{
285 int flag = QUERY_FLAG (tmp, FLAG_APPLIED) ? 1 : -1, success = 0; 284 int flag = tmp->flag [FLAG_APPLIED] ? 1 : -1;
285 int success = 0;
286 char message[MAX_BUF]; 286 char message[MAX_BUF];
287 int potion_max = 0; 287 int potion_max = 0;
288 288
289 /* remember what object was like before it was changed. note that 289 // keep some stats for comparison purposes
290 * refop is a local copy of op only to be used for detecting changes 290 object::flags_t prev_flag = op->flag;
291 * found by update_stats. refop is not a real object 291 MoveType prev_move_type = op->move_type;
292 */ 292 sint16 prev_resist [NROFATTACKS]; // clumsy
293 object_copy refop = *op; 293 assert (sizeof (prev_resist) == sizeof (op->resist));
294 memcpy (prev_resist, op->resist, sizeof (prev_resist));
294 295
295 if (op->type == PLAYER) 296 if (op->type == PLAYER)
296 { 297 {
297 if (tmp->type == POTION) 298 if (tmp->type == POTION)
298 { 299 {
299 potion_max = 1; 300 potion_max = 1;
301
300 for (int j = 0; j < NUM_STATS; j++) 302 for (int j = 0; j < NUM_STATS; j++)
301 { 303 {
302 int ostat = op->contr->orig_stats.stat (j); 304 int ostat = op->contr->orig_stats.stat (j);
303 int i = tmp->stats.stat (j); 305 int i = tmp->stats.stat (j);
304 306
305 /* nstat is what the stat will be after use of the potion */ 307 /* nstat is what the stat will be after use of the potion */
306 int nstat = flag * i + ostat; 308 int nstat = flag * i + ostat;
307 309
308 /* Do some bounds checking. While I don't think any 310 /* 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 311 * that adjust that stat by more than one point, so we need
311 * to allow for that. 312 * to allow for that.
312 */ 313 */
313 if (nstat < 1 && i * flag < 0) 314 if (nstat < 1 && i * flag < 0)
314 nstat = 1; 315 nstat = 1;
337 check_stat_bounds (&op->stats); 338 check_stat_bounds (&op->stats);
338 } /* end of potion handling code */ 339 } /* end of potion handling code */
339 } 340 }
340 341
341 /* reset attributes that update_stats doesn't reset since it doesn't search 342 /* reset attributes that update_stats doesn't reset since it doesn't search
342 * everything to set 343 * everything to set
343 */ 344 */
344 if (flag == -1) 345 if (flag == -1)
345 { 346 {
346 op->attacktype &= ~tmp->attacktype; 347 op->attacktype &= ~tmp->attacktype;
347 op->path_attuned &= ~tmp->path_attuned; 348 op->path_attuned &= ~tmp->path_attuned;
366 { 367 {
367 success = 1; 368 success = 1;
368 DIFF_MSG (flag, "Your hands begin to glow red.", "Your hands stop glowing red."); 369 DIFF_MSG (flag, "Your hands begin to glow red.", "Your hands stop glowing red.");
369 } 370 }
370 371
371 if (QUERY_FLAG (op, FLAG_LIFESAVE) != QUERY_FLAG (&refop, FLAG_LIFESAVE)) 372 if (op->flag [FLAG_LIFESAVE] != prev_flag [FLAG_LIFESAVE])
372 { 373 {
373 success = 1; 374 success = 1;
374 DIFF_MSG (flag, "You feel very protected.", "You don't feel protected anymore."); 375 DIFF_MSG (flag, "You feel very protected.", "You don't feel protected anymore.");
375 } 376 }
376 377
377 if (QUERY_FLAG (op, FLAG_REFL_MISSILE) != QUERY_FLAG (&refop, FLAG_REFL_MISSILE)) 378 if (op->flag [FLAG_REFL_MISSILE] != prev_flag [FLAG_REFL_MISSILE])
378 { 379 {
379 success = 1; 380 success = 1;
380 DIFF_MSG (flag, "A magic force shimmers around you.", "The magic force fades away."); 381 DIFF_MSG (flag, "A magic force shimmers around you.", "The magic force fades away.");
381 } 382 }
382 383
383 if (QUERY_FLAG (op, FLAG_REFL_SPELL) != QUERY_FLAG (&refop, FLAG_REFL_SPELL)) 384 if (op->flag [FLAG_REFL_SPELL] != prev_flag [FLAG_REFL_SPELL])
384 { 385 {
385 success = 1; 386 success = 1;
386 DIFF_MSG (flag, "You feel more safe now, somehow.", "Suddenly you feel less safe, somehow."); 387 DIFF_MSG (flag, "You feel more safe now, somehow.", "Suddenly you feel less safe, somehow.");
387 } 388 }
388 389
390 * user has multiple items giving the same type appled like we 391 * user has multiple items giving the same type appled like we
391 * used to - that is more work than what we gain, plus messages 392 * used to - that is more work than what we gain, plus messages
392 * can be misleading (a little higher could be miscontrued from 393 * can be misleading (a little higher could be miscontrued from
393 * from fly high) 394 * from fly high)
394 */ 395 */
395 if (tmp->move_type && op->move_type != refop.move_type) 396 if (tmp->move_type && op->move_type != prev_move_type)
396 { 397 {
397 success = 1; 398 success = 1;
398 399
399 /* MOVE_FLY_HIGH trumps MOVE_FLY_LOW - changing your move_fly_low 400 /* MOVE_FLY_HIGH trumps MOVE_FLY_LOW - changing your move_fly_low
400 * status doesn't make a difference if you are flying high 401 * status doesn't make a difference if you are flying high
401 */ 402 */
402 if (tmp->move_type & MOVE_FLY_LOW && !(op->move_type & MOVE_FLY_HIGH)) 403 if (tmp->move_type & MOVE_FLY_LOW && !(op->move_type & MOVE_FLY_HIGH))
403 { 404 {
404 DIFF_MSG (flag, "You start to float in the air!.", "You float down to the ground."); 405 DIFF_MSG (flag, "You start to float in the air!", "You float down to the ground.");
405 } 406 }
406 407
407 if (tmp->move_type & MOVE_FLY_HIGH) 408 if (tmp->move_type & MOVE_FLY_HIGH)
408 { 409 {
409 /* double conditional - second case covers if you have move_fly_low - 410 /* 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.")); 414 (op->move_type & MOVE_FLY_LOW ? "You fly lower in the air" : "You float down to the ground."));
414 } 415 }
415 416
416 if (tmp->move_type & MOVE_SWIM) 417 if (tmp->move_type & MOVE_SWIM)
417 DIFF_MSG (flag, "You feel ready for a swim", "You no longer feel like swimming"); 418 DIFF_MSG (flag, "You feel ready for a swim", "You no longer feel like swimming");
418
419 /* Changing move status may mean you are affected by things you weren't before */
420 check_move_on (op, op);
421 } 419 }
422 420
423 /* becoming UNDEAD... a special treatment for this flag. Only those not 421 /* becoming UNDEAD... a special treatment for this flag. Only those not
424 * originally undead may change their status 422 * originally undead may change their status
425 */ 423 */
426 if (!QUERY_FLAG (op->arch, FLAG_UNDEAD)) 424 if (!op->arch->flag [FLAG_UNDEAD])
427 if (QUERY_FLAG (op, FLAG_UNDEAD) != QUERY_FLAG (&refop, FLAG_UNDEAD)) 425 if (op->flag [FLAG_UNDEAD] != prev_flag [FLAG_UNDEAD])
428 { 426 {
429 success = 1; 427 success = 1;
430 if (flag > 0) 428 if (flag > 0)
431 { 429 {
432 op->race = "undead"; 430 op->race = "undead";
437 op->race = op->arch->race; 435 op->race = op->arch->race;
438 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!"); 436 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!");
439 } 437 }
440 } 438 }
441 439
442 if (QUERY_FLAG (op, FLAG_STEALTH) != QUERY_FLAG (&refop, FLAG_STEALTH)) 440 if (op->flag [FLAG_STEALTH] != prev_flag [FLAG_STEALTH])
443 { 441 {
444 success = 1; 442 success = 1;
445 DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily."); 443 DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily.");
446 } 444 }
447 445
448 if (QUERY_FLAG (op, FLAG_MAKE_INVIS) != QUERY_FLAG (&refop, FLAG_MAKE_INVIS)) 446 if (op->flag [FLAG_MAKE_INVIS] != prev_flag [FLAG_MAKE_INVIS])
449 { 447 {
450 success = 1; 448 success = 1;
451 DIFF_MSG (flag, "You become transparent.", "You can see yourself."); 449 DIFF_MSG (flag, "You become transparent.", "You can see yourself.");
452 } 450 }
453 451
454 /* blinded you can tell if more blinded since blinded player has minimal 452 /* blinded you can tell if more blinded since blinded player has minimal
455 * vision 453 * vision
456 */ 454 */
457 if (QUERY_FLAG (tmp, FLAG_BLIND)) 455 if (tmp->flag [FLAG_BLIND])
458 { 456 {
459 success = 1; 457 success = 1;
460 if (flag > 0) 458 if (flag > 0)
461 { 459 {
462 if (QUERY_FLAG (op, FLAG_WIZ)) 460 if (op->flag [FLAG_WIZ])
463 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self is blinded."); 461 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self is blinded.");
464 else 462 else
465 { 463 {
466 new_draw_info (NDI_UNIQUE, 0, op, "You are blinded."); 464 new_draw_info (NDI_UNIQUE, 0, op, "You are blinded.");
467 SET_FLAG (op, FLAG_BLIND); 465 op->set_flag (FLAG_BLIND);
468 if (op->type == PLAYER) 466 if (op->type == PLAYER)
469 op->contr->do_los = 1; 467 op->contr->do_los = 1;
470 } 468 }
471 } 469 }
472 else 470 else
473 { 471 {
474 if (QUERY_FLAG (op, FLAG_WIZ)) 472 if (op->flag [FLAG_WIZ])
475 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self can now see again."); 473 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self can now see again.");
476 else 474 else
477 { 475 {
478 new_draw_info (NDI_UNIQUE, 0, op, "Your vision returns."); 476 new_draw_info (NDI_UNIQUE, 0, op, "Your vision returns.");
479 CLEAR_FLAG (op, FLAG_BLIND); 477 op->clr_flag (FLAG_BLIND);
480 if (op->type == PLAYER) 478 if (op->type == PLAYER)
481 op->contr->do_los = 1; 479 op->contr->do_los = 1;
482 } 480 }
483 } 481 }
484 } 482 }
485 483
486 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK) != QUERY_FLAG (&refop, FLAG_SEE_IN_DARK)) 484 if (op->flag [FLAG_SEE_IN_DARK] != prev_flag [FLAG_SEE_IN_DARK])
487 { 485 {
488 success = 1; 486 success = 1;
489 if (op->type == PLAYER) 487 if (op->type == PLAYER)
490 op->contr->do_los = 1; 488 op->contr->do_los = 1;
491 DIFF_MSG (flag, "Your vision is better in the dark.", "You see less well in the dark."); 489 DIFF_MSG (flag, "Your vision is better in the dark.", "You see less well in the dark.");
492 } 490 }
493 491
494 if (QUERY_FLAG (op, FLAG_XRAYS) != QUERY_FLAG (&refop, FLAG_XRAYS)) 492 if (op->flag [FLAG_XRAYS] != prev_flag [FLAG_XRAYS])
495 { 493 {
496 success = 1; 494 success = 1;
497 if (flag > 0) 495 if (flag > 0)
498 { 496 {
499 if (QUERY_FLAG (op, FLAG_WIZ)) 497 if (op->flag [FLAG_WIZ])
500 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a little clearer."); 498 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a little clearer.");
501 else 499 else
502 { 500 {
503 new_draw_info (NDI_UNIQUE, 0, op, "Everything becomes transparent."); 501 new_draw_info (NDI_UNIQUE, 0, op, "Everything becomes transparent.");
504 if (op->type == PLAYER) 502 if (op->type == PLAYER)
505 op->contr->do_los = 1; 503 op->contr->do_los = 1;
506 } 504 }
507 } 505 }
508 else 506 else
509 { 507 {
510 if (QUERY_FLAG (op, FLAG_WIZ)) 508 if (op->flag [FLAG_WIZ])
511 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a bit out of focus."); 509 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a bit out of focus.");
512 else 510 else
513 { 511 {
514 new_draw_info (NDI_UNIQUE, 0, op, "Everything suddenly looks very solid."); 512 new_draw_info (NDI_UNIQUE, 0, op, "Everything suddenly looks very solid.");
515 if (op->type == PLAYER) 513 if (op->type == PLAYER)
522 { 520 {
523 success = 1; 521 success = 1;
524 DIFF_MSG (flag * tmp->stats.luck, "You feel more lucky.", "You feel less lucky."); 522 DIFF_MSG (flag * tmp->stats.luck, "You feel more lucky.", "You feel less lucky.");
525 } 523 }
526 524
525 if (digest_types [tmp->type])
526 {
527 if (tmp->stats.hp && op->type == PLAYER) 527 if (tmp->stats.hp && op->type == PLAYER)
528 { 528 {
529 success = 1; 529 success = 1;
530 DIFF_MSG (flag * tmp->stats.hp, "You feel much more healthy!", "You feel much less healthy!"); 530 DIFF_MSG (flag * tmp->stats.hp, "You feel much more healthy!", "You feel much less healthy!");
531 } 531 }
532 532
533 if (tmp->stats.sp && op->type == PLAYER && tmp->type != SKILL) 533 if (tmp->stats.sp && op->type == PLAYER
534 { 534 && tmp->type != SKILL && tmp->type != BOW)
535 {
535 success = 1; 536 success = 1;
536 DIFF_MSG (flag * tmp->stats.sp, "You feel one with the powers of magic!", "You suddenly feel very mundane."); 537 DIFF_MSG (flag * tmp->stats.sp, "You feel one with the powers of magic!", "You suddenly feel very mundane.");
537 } 538 }
538 539
539 /* for the future when artifacts set this -b.t. */ 540 /* for the future when artifacts set this -b.t. */
540 if (tmp->stats.grace && op->type == PLAYER) 541 if (tmp->stats.grace && op->type == PLAYER)
541 { 542 {
542 success = 1; 543 success = 1;
543 DIFF_MSG (flag * tmp->stats.grace, "You feel closer to your god!", "You suddenly feel less holy."); 544 DIFF_MSG (flag * tmp->stats.grace, "You feel closer to your god!", "You suddenly feel less holy.");
544 } 545 }
545 546
546 if (tmp->stats.food && op->type == PLAYER) 547 if (tmp->stats.food && op->type == PLAYER)
547 { 548 {
548 success = 1; 549 success = 1;
549 DIFF_MSG (flag * tmp->stats.food, "You feel your digestion slowing down.", "You feel your digestion speeding up."); 550 DIFF_MSG (flag * tmp->stats.food, "You feel your digestion slowing down.", "You feel your digestion speeding up.");
551 }
550 } 552 }
551 553
552 /* Messages for changed resistance */ 554 /* Messages for changed resistance */
553 for (int i = 0; i < NROFATTACKS; i++) 555 for (int i = 0; i < NROFATTACKS; i++)
554 { 556 {
555 if (i == ATNR_PHYSICAL) 557 if (i == ATNR_PHYSICAL)
556 continue; /* Don't display about armour */ 558 continue; /* Don't display about armour */
557 559
558 if (op->resist[i] != refop.resist[i]) 560 if (op->resist [i] != prev_resist [i])
559 { 561 {
560 success = 1; 562 success = 1;
563
561 if (op->resist[i] > refop.resist[i]) 564 if (op->resist [i] > prev_resist [i])
562 sprintf (message, "Your resistance to %s rises to %d%%.", change_resist_msg[i], op->resist[i]); 565 sprintf (message, "Your resistance to %s rises to %d%%.", change_resist_msg [i], op->resist [i]);
563 else 566 else
564 sprintf (message, "Your resistance to %s drops to %d%%.", change_resist_msg[i], op->resist[i]); 567 sprintf (message, "Your resistance to %s drops to %d%%.", change_resist_msg [i], op->resist [i]);
565 568
566 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message); 569 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message);
567 } 570 }
568 } 571 }
569 572
570 if (!potion_max) 573 if (!potion_max)
571 {
572 for (int j = 0; j < NUM_STATS; j++) 574 for (int j = 0; j < NUM_STATS; j++)
573 {
574 if (int i = tmp->stats.stat (j)) 575 if (int i = tmp->stats.stat (j))
575 { 576 {
576 success = 1; 577 success = 1;
577 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]); 578 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]);
578 } 579 }
579 }
580 }
581 580
582 return success; 581 return success;
583} 582}
584 583
585/* 584/*
596object::drain_specific_stat (int deplete_stats) 595object::drain_specific_stat (int deplete_stats)
597{ 596{
598 object *tmp; 597 object *tmp;
599 archetype *at; 598 archetype *at;
600 599
601 at = archetype::find (ARCH_DEPLETION); 600 at = archetype::find (shstr_depletion);
602 if (!at) 601 if (!at)
603 { 602 {
604 LOG (llevError, "Couldn't find archetype depletion.\n"); 603 LOG (llevError, "Couldn't find archetype depletion.\n");
605 return; 604 return;
606 } 605 }
608 { 607 {
609 tmp = present_arch_in_ob (at, this); 608 tmp = present_arch_in_ob (at, this);
610 609
611 if (!tmp) 610 if (!tmp)
612 { 611 {
613 tmp = arch_to_object (at); 612 tmp = at->instance ();
614 tmp = insert_ob_in_ob (tmp, this); 613 tmp = insert_ob_in_ob (tmp, this);
615 SET_FLAG (tmp, FLAG_APPLIED); 614 tmp->set_flag (FLAG_APPLIED);
616 } 615 }
617 } 616 }
618 617
619 new_draw_info (NDI_UNIQUE, 0, this, drain_msg[deplete_stats]); 618 new_draw_info (NDI_UNIQUE, 0, this, drain_msg[deplete_stats]);
620 change_attr_value (&tmp->stats, deplete_stats, -1); 619 change_attr_value (&tmp->stats, deplete_stats, -1);
626 * via an applied bad_luck object. 625 * via an applied bad_luck object.
627 */ 626 */
628void 627void
629object::change_luck (int value) 628object::change_luck (int value)
630{ 629{
631 archetype *at = archetype::find ("luck"); 630 archetype *at = archetype::find (shstr_luck);
632 if (!at) 631 if (!at)
633 LOG (llevError, "Couldn't find archetype luck.\n"); 632 LOG (llevError, "Couldn't find archetype luck.\n");
634 else 633 else
635 { 634 {
636 object *tmp = present_arch_in_ob (at, this); 635 object *tmp = present_arch_in_ob (at, this);
638 if (!tmp) 637 if (!tmp)
639 { 638 {
640 if (!value) 639 if (!value)
641 return; 640 return;
642 641
643 tmp = arch_to_object (at); 642 tmp = at->instance ();
644 tmp = insert_ob_in_ob (tmp, this); 643 tmp = insert_ob_in_ob (tmp, this);
645 SET_FLAG (tmp, FLAG_APPLIED); 644 tmp->set_flag (FLAG_APPLIED);
646 } 645 }
647 646
648 if (value) 647 if (value)
649 { 648 {
650 /* Limit the luck value of the bad luck object to +/-100. This 649 /* Limit the luck value of the bad luck object to +/-100. This
703 sint8 v = arch->stats.stat (i); 702 sint8 v = arch->stats.stat (i);
704 stats.stat (i) += v; 703 stats.stat (i) += v;
705 contr->orig_stats.stat (i) += v; 704 contr->orig_stats.stat (i) += v;
706 } 705 }
707} 706}
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;
734 707
735static struct copy_flags : object::flags_t 708static struct copy_flags : object::flags_t
736{ 709{
737 copy_flags () 710 copy_flags ()
738 { 711 {
757 * spell system split, grace points now added to system --peterm 730 * spell system split, grace points now added to system --peterm
758 */ 731 */
759void 732void
760object::update_stats () 733object::update_stats ()
761{ 734{
762 float f, max_speed = 9, added_speed = 0, bonus_speed = 0, speed_reduce_from_disease = 1; 735 float max_speed = 9, added_speed = 0, bonus_speed = 0, speed_reduce_from_disease = 1;
763 int weapon_weight = 0, weapon_speed = 0; 736 weight_t weapon_weight = 0;
737 int weapon_speed = 0;
764 int best_wc = 0, best_ac = 0, wc = 0, ac = 0; 738 int best_wc = 0, best_ac = 0, wc = 0, ac = 0;
765 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; 739 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS];
766 object *grace_obj = NULL, *mana_obj = NULL, *tmp; 740 object *grace_obj = NULL, *mana_obj = NULL, *tmp;
767 float old_speed = speed; 741 float old_speed = speed;
768 int stat_sum [NUM_STATS]; 742 int stat_sum [NUM_STATS];
769 743
744 MoveType move_type; // we use change_move_type to change it, so use a local copy
745
770 /* First task is to clear all the values back to their original values */ 746 /* First task is to clear all the values back to their original values */
771 if (type == PLAYER) 747 if (type == PLAYER)
772 { 748 {
749 contr->delayed_update = false;
750
773 for (int i = 0; i < NUM_STATS; i++) 751 for (int i = 0; i < NUM_STATS; i++)
774 stat_sum [i] = contr->orig_stats.stat (i); 752 stat_sum [i] = contr->orig_stats.stat (i);
775 753
776 if (settings.spell_encumbrance == TRUE) 754 if (settings.spell_encumbrance == TRUE)
777 contr->encumbrance = 0; 755 contr->encumbrance = 0;
784 contr->gen_grace = 0; 762 contr->gen_grace = 0;
785 contr->gen_sp_armour = 10; 763 contr->gen_sp_armour = 10;
786 contr->item_power = 0; 764 contr->item_power = 0;
787 } 765 }
788 766
789 for (int i = NUM_BODY_LOCATIONS; i--; ) 767 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
790 slot[i].used = slot[i].info; 768 slot[i].used = slot[i].info;
791 769
792 slaying = 0; 770 slaying = 0;
793 771
794 if (!QUERY_FLAG (this, FLAG_WIZ)) 772 if (!this->flag [FLAG_WIZ])
795 {
796 CLEAR_FLAG (this, FLAG_XRAYS);
797 CLEAR_FLAG (this, FLAG_MAKE_INVIS);
798 } 773 {
774 this->clr_flag (FLAG_XRAYS);
775 this->clr_flag (FLAG_MAKE_INVIS);
776 }
799 777
800 CLEAR_FLAG (this, FLAG_LIFESAVE); 778 this->clr_flag (FLAG_LIFESAVE);
801 CLEAR_FLAG (this, FLAG_STEALTH); 779 this->clr_flag (FLAG_STEALTH);
802 CLEAR_FLAG (this, FLAG_BLIND); 780 this->clr_flag (FLAG_BLIND);
803 781
804 if (!QUERY_FLAG (arch, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL); 782 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); 783 if (!arch->flag [FLAG_REFL_MISSILE]) this->clr_flag (FLAG_REFL_MISSILE);
806 if (!QUERY_FLAG (arch, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD); 784 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); 785 if (!arch->flag [FLAG_SEE_IN_DARK ]) this->clr_flag (FLAG_SEE_IN_DARK);
808 786
809 path_attuned = arch->path_attuned; 787 path_attuned = arch->path_attuned;
810 path_repelled = arch->path_repelled; 788 path_repelled = arch->path_repelled;
811 path_denied = arch->path_denied; 789 path_denied = arch->path_denied;
812 glow_radius = arch->glow_radius; 790 glow_radius = arch->glow_radius;
813 move_type = arch->move_type; 791 move_type = arch->move_type;
814 792
815 chosen_skill = 0;
816
817 /* initializing resistances from the values in player/monster's 793 /* initializing resistances from the values in player/monster's
818 * archetype clone 794 * archetype clone
819 */ 795 */
820 memcpy (&resist, &arch->resist, sizeof (resist)); 796 memcpy (&resist, &arch->resist, sizeof (resist));
821 797
822 for (int i = 0; i < NROFATTACKS; i++) 798 for (int i = 0; i < NROFATTACKS; i++)
823 { 799 {
824 if (resist[i] > 0) 800 if (resist[i] > 0)
825 prot[i] = resist[i], vuln[i] = 0; 801 prot[i] = resist[i], vuln[i] = 0;
826 else 802 else
827 vuln[i] = -(resist[i]), prot[i] = 0; 803 vuln[i] = -resist[i], prot[i] = 0;
828 804
829 potion_resist[i] = 0; 805 potion_resist[i] = -1000;
830 } 806 }
831 807
832 wc = arch->stats.wc; 808 wc = arch->stats.wc;
833 stats.dam = arch->stats.dam; 809 stats.dam = arch->stats.dam;
834 810
835 /* for players which cannot use armour, they gain AC -1 per 3 levels, 811 /* for players which cannot use armour, they gain AC -1 per 3 levels,
836 * plus a small amount of physical resist, those poor suckers. ;) 812 * plus a small amount of physical resist, those poor suckers. ;)
837 * the fact that maxlevel is factored in could be considered sort of bogus - 813 * the fact that maxlevel is factored in could be considered sort of bogus -
838 * we should probably give them some bonus and cap it off - otherwise, 814 * we should probably give them some bonus and cap it off - otherwise,
839 * basically, if a server updates its max level, these playes may find 815 * basically, if a server updates its max level, these playes may find
840 * that their protection from physical goes down 816 * that their protection from physical goes down
841 */ 817 */
842 if (!QUERY_FLAG (this, FLAG_USE_ARMOUR) && type == PLAYER) 818 if (!this->flag [FLAG_USE_ARMOUR] && type == PLAYER)
843 { 819 {
844 ac = max (-10, arch->stats.ac - level / 3); 820 ac = max (-10, arch->stats.ac - level / 3);
845 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100; 821 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100;
846 } 822 }
847 else 823 else
848 ac = arch->stats.ac; 824 ac = arch->stats.ac;
849 825
850 stats.luck = arch->stats.luck; 826 stats.luck = arch->stats.luck;
851 speed = arch->speed; 827 speed = arch->speed;
828
829 chosen_skill = 0;
852 830
853 /* OK - we've reset most all the objects attributes to sane values. 831 /* OK - we've reset most all the objects attributes to sane values.
854 * now go through and make adjustments for what the player has equipped. 832 * now go through and make adjustments for what the player has equipped.
855 */ 833 */
856 for (tmp = inv; tmp; tmp = tmp->below) 834 for (tmp = inv; tmp; tmp = tmp->below)
857 { 835 {
858 /* This happens because apply_potion calls change_abil with the potion 836 /* This happens because apply_potion calls change_abil with the potion
859 * applied so we can tell the player what changed. But change_abil 837 * applied so we can tell the player what changed. But change_abil
860 * then calls this function. 838 * then calls this function.
861 */ 839 */
862 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION) 840 if (tmp->flag [FLAG_APPLIED] && tmp->type == POTION)
863 continue; 841 continue;
864 842
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; 843 glow_radius += tmp->glow_radius;
870 844
871 /* For some things, we don't care what is equipped */ 845 /* For some things, we don't care what is equipped */
872 if (tmp->type == SKILL) 846 if (tmp->type == SKILL)
873 { 847 {
874 /* Want to take the highest skill here. */ 848 /* Want to take the highest skill here. */
887 else if (tmp->level > grace_obj->level) 861 else if (tmp->level > grace_obj->level)
888 grace_obj = tmp; 862 grace_obj = tmp;
889 } 863 }
890 } 864 }
891 865
892 /* Container objects are not meant to adjust a players, but other applied 866 /* Container objects are not meant to adjust players, but other applied
893 * objects need to make adjustments. 867 * objects need to make adjustments.
894 * This block should handle all player specific changes 868 * This block should handle all player specific changes
895 * The check for Praying is a bit of a hack - god given bonuses are put 869 * The check for Praying is a bit of a hack - god given bonuses are put
896 * in the praying skill, and the player should always get those. 870 * 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, 871 * 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 872 * because the skill shouldn't count against body positions being used
899 * up, etc. 873 * up, etc.
900 */ 874 */
901 if ((tmp->flag [FLAG_APPLIED] 875 if ((tmp->flag [FLAG_APPLIED]
902 && tmp->type != CONTAINER 876 && tmp->type != CONTAINER
903 && tmp->type != CLOSE_CON) 877 && tmp->type != CLOSE_CON
904 || (tmp->type == SKILL 878 && tmp->type != SPELL)
905 && tmp->subtype == SK_PRAYING)) 879 || (tmp->type == SKILL && tmp->subtype == SK_PRAYING))
906 { 880 {
907 if (type == PLAYER) 881 if (type == PLAYER)
908 { 882 {
909 contr->item_power += tmp->item_power; 883 contr->item_power += tmp->item_power;
910 884
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++) 885 for (int i = 0; i < NUM_STATS; i++)
919 stat_sum [i] = stat_sum [i] + tmp->stats.stat (i); 886 stat_sum [i] += tmp->stats.stat (i);
920 887
921 if (digest_types [tmp->type]) 888 if (digest_types [tmp->type])
922 { 889 {
923 contr->digestion += tmp->stats.food; 890 contr->digestion += tmp->stats.food;
924 contr->gen_hp += tmp->stats.hp; 891 contr->gen_hp += tmp->stats.hp;
892 if (tmp->type != BOW) // ugly exception for bows
925 contr->gen_sp += tmp->stats.sp; 893 contr->gen_sp += tmp->stats.sp;
926 contr->gen_grace += tmp->stats.grace; 894 contr->gen_grace += tmp->stats.grace;
927 contr->gen_sp_armour += tmp->gen_sp_armour; 895 contr->gen_sp_armour += tmp->gen_sp_armour;
928 } 896 }
929 } /* if this is a player */ 897 } /* if this is a player */
930 else 898 else
932 if (tmp->type == WEAPON) 900 if (tmp->type == WEAPON)
933 current_weapon = tmp; 901 current_weapon = tmp;
934 } 902 }
935 903
936 /* Update slots used for items */ 904 /* Update slots used for items */
937 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 905 if (tmp->flag [FLAG_APPLIED]) // exclude praying...
938 for (int i = 0; i < NUM_BODY_LOCATIONS; i++) 906 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
939 slot[i].used += tmp->slot[i].info; 907 slot[i].used += tmp->slot[i].info;
940 908
941 if (tmp->type == SYMPTOM) 909 if (tmp->type == SYMPTOM)
942 speed_reduce_from_disease =
943 min (speed_reduce_from_disease, tmp->last_sp ? tmp->last_sp / 100.f : 1.f); 910 min_it (speed_reduce_from_disease, tmp->last_sp ? tmp->last_sp / 100.f : 1.f);
944 911
945 /* Pos. and neg. protections are counted seperate (-> pro/vuln). 912 /* Pos. and neg. protections are counted separate (-> pro/vuln).
946 * (Negative protections are calculated exactly like positive.) 913 * (Negative protections are calculated exactly like positive.)
947 * Resistance from potions are treated special as well. If there's 914 * Resistance from potions are treated special as well. If there's
948 * more than one potion-effect, the bigger prot.-value is taken. 915 * more than one potion-effect, the bigger prot.-value is taken.
949 */ 916 */
950 if (tmp->type != POTION) 917 if (tmp->type == POTION_EFFECT)
951 {
952 for (int i = 0; i < NROFATTACKS; i++) 918 for (int i = 0; i < NROFATTACKS; i++)
953 {
954 /* Potential for cursed potions, in which case we just can use
955 * a straight MAX, as potion_resist is initialised to zero.
956 */
957 if (tmp->type == POTION_EFFECT)
958 {
959 if (potion_resist[i])
960 potion_resist[i] = max (potion_resist[i], tmp->resist[i]);
961 else
962 potion_resist[i] = tmp->resist[i]; 919 max_it (potion_resist[i], tmp->resist[i]);
963 } 920 else if (tmp->type != POTION)
921 for (int i = 0; i < NROFATTACKS; i++)
964 else if (tmp->resist[i] > 0) 922 if (tmp->resist[i] > 0)
965 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100; 923 prot[i] += (100 - prot[i]) * tmp->resist[i] / 100;
966 else if (tmp->resist[i] < 0) 924 else if (tmp->resist[i] < 0)
967 vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100; 925 vuln[i] += (100 - vuln[i]) * -tmp->resist[i] / 100;
968 }
969 }
970 926
971 /* There may be other things that should not adjust the attacktype */ 927 /* There may be other things that should not adjust the attacktype */
972 if (tmp->type != SYMPTOM) 928 if (tmp->type != SYMPTOM)
973 { 929 {
974 attacktype |= tmp->attacktype; 930 attacktype |= tmp->attacktype;
979 stats.luck += tmp->stats.luck; 935 stats.luck += tmp->stats.luck;
980 } 936 }
981 937
982 flag |= tmp->flag & copy_flags; 938 flag |= tmp->flag & copy_flags;
983 939
984 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (arch, FLAG_UNDEAD)) 940 if (tmp->flag [FLAG_UNDEAD] && !arch->flag [FLAG_UNDEAD])
985 SET_FLAG (this, FLAG_UNDEAD); 941 this->set_flag (FLAG_UNDEAD);
986 942
987 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS)) 943 //TODO: copy_flags?
944 if (tmp->flag [FLAG_MAKE_INVIS])
988 { 945 {
989 SET_FLAG (this, FLAG_MAKE_INVIS); 946 set_flag (FLAG_MAKE_INVIS);
990 invisible = 1; 947 invisible = 1;
991 } 948 }
992 949
993 if (tmp->stats.exp && tmp->type != SKILL) 950 if (tmp->stats.exp && tmp->type != SKILL)
994 { 951 {
1001 added_speed += tmp->stats.exp; 958 added_speed += tmp->stats.exp;
1002 } 959 }
1003 960
1004 switch (tmp->type) 961 switch (tmp->type)
1005 { 962 {
1006#if 0
1007 case WAND:
1008 case ROD:
1009 case HORN:
1010 if (type != PLAYER || current_weapon == tmp)
1011 chosen_skill = tmp;
1012 break;
1013#endif
1014
1015 /* skills modifying the character -b.t. */
1016 /* for all skills and skill granting objects */
1017 case SKILL: 963 case SKILL:
1018 { 964 {
965 // some skills will end up here without counting as "applied"
1019 if (!QUERY_FLAG (tmp, FLAG_APPLIED) || skill_flags [tmp->subtype] & SF_APPLY) 966 if (!tmp->flag [FLAG_APPLIED] || skill_flags [tmp->subtype] & SF_AUTARK)
1020 break; 967 break;
1021 968
1022 if (chosen_skill) 969 if (chosen_skill)
1023 { 970 {
1024 LOG (llevDebug, "fix_player, op %s has multiple skills applied (%s and %s)\n", 971 LOG (llevDebug, "fix_player, op %s has multiple skills applied (%s and %s)\n",
1026 973
1027 tmp->flag [FLAG_APPLIED] = false; 974 tmp->flag [FLAG_APPLIED] = false;
1028 update_stats (); 975 update_stats ();
1029 return; 976 return;
1030 } 977 }
1031 else 978
1032 chosen_skill = tmp; 979 chosen_skill = tmp;
1033 980
1034 if (tmp->stats.dam > 0) 981 if (tmp->stats.dam > 0)
1035 { /* skill is a 'weapon' */ 982 { /* skill is a 'weapon' */
1036 if (!QUERY_FLAG (this, FLAG_READY_WEAPON)) 983 if (!this->flag [FLAG_READY_WEAPON])
1037 weapon_speed = WEAPON_SPEED (tmp); 984 weapon_speed = max (0, WEAPON_SPEED (tmp));
1038
1039 if (weapon_speed < 0)
1040 weapon_speed = 0;
1041 985
1042 weapon_weight = tmp->weight; 986 weapon_weight = tmp->weight;
1043 stats.dam += 1 + chosen_skill->level * tmp->stats.dam / 9; 987 stats.dam += 1 + chosen_skill->level * tmp->stats.dam / 9;
1044 988
1045 if (tmp->magic) 989 if (tmp->magic)
1054 998
1055 if (tmp->stats.ac) 999 if (tmp->stats.ac)
1056 ac -= tmp->stats.ac + tmp->magic; 1000 ac -= tmp->stats.ac + tmp->magic;
1057 1001
1058 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1002 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1059 contr->encumbrance += (int) 3 *tmp->weight / 1000; 1003 contr->encumbrance += weight_to_kg_approx (3 * tmp->weight);
1060 } 1004 }
1061 1005
1062 break; 1006 break;
1063 1007
1064 case SHIELD: 1008 case SHIELD:
1065 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1009 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1066 contr->encumbrance += (int) tmp->weight / 2000; 1010 contr->encumbrance += weight_to_kg_approx (tmp->weight) >> 1;
1011 //FALLTHROUGH
1067 case RING: 1012 case RING:
1068 case AMULET: 1013 case AMULET:
1069 case GIRDLE: 1014 case GIRDLE:
1070 case HELMET: 1015 case HELMET:
1071 case BOOTS: 1016 case BOOTS:
1080 if (tmp->stats.ac) 1025 if (tmp->stats.ac)
1081 ac -= tmp->stats.ac + tmp->magic; 1026 ac -= tmp->stats.ac + tmp->magic;
1082 1027
1083 break; 1028 break;
1084 1029
1030 case RANGED:
1085 case BOW: 1031 case BOW:
1086 case WEAPON: 1032 case WEAPON:
1087 if (type != PLAYER || current_weapon == tmp)
1088 {
1089 wc -= tmp->stats.wc + tmp->magic; 1033 wc -= tmp->stats.wc + tmp->magic;
1090 1034
1091 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0) 1035 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0)
1092 ac -= tmp->stats.ac + tmp->magic; 1036 ac -= tmp->stats.ac + tmp->magic;
1093 1037
1094 stats.dam += tmp->stats.dam + tmp->magic; 1038 stats.dam += tmp->stats.dam + tmp->magic;
1095 weapon_weight = tmp->weight; 1039 weapon_weight = tmp->weight;
1096 weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2; 1040 weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2;
1097 1041
1098 if (weapon_speed < 0) 1042 if (weapon_speed < 0)
1099 weapon_speed = 0; 1043 weapon_speed = 0;
1100 1044
1101 slaying = tmp->slaying; 1045 slaying = tmp->slaying;
1102 1046
1103 /* If there is desire that two handed weapons should do 1047 /* If there is desire that two handed weapons should do
1104 * extra strength damage, this is where the code should 1048 * extra strength damage, this is where the code should
1105 * go. 1049 * go.
1106 */ 1050 */
1107 1051
1108 if (type == PLAYER) 1052 if (type == PLAYER)
1109 if (settings.spell_encumbrance) 1053 if (settings.spell_encumbrance)
1110 contr->encumbrance += tmp->weight * 3 / 1000; 1054 contr->encumbrance += weight_to_kg_approx (3 * tmp->weight);
1111 }
1112 1055
1113 break; 1056 break;
1114 1057
1115 case ARMOUR: /* Only the best of these three are used: */ 1058 case ARMOUR: /* Only the best of these three are used: */
1116 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1059 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1117 contr->encumbrance += tmp->weight / 1000; 1060 contr->encumbrance += weight_to_kg_approx (tmp->weight);
1118 1061
1119 case BRACERS: 1062 case BRACERS:
1120 case FORCE: 1063 case FORCE:
1121 if (tmp->stats.wc) 1064 if (tmp->stats.wc)
1122 { 1065 {
1139 else /* To nullify the below effect */ 1082 else /* To nullify the below effect */
1140 ac += tmp->stats.ac + tmp->magic; 1083 ac += tmp->stats.ac + tmp->magic;
1141 } 1084 }
1142 1085
1143 if (tmp->stats.wc) 1086 if (tmp->stats.wc)
1144 wc -= (tmp->stats.wc + tmp->magic); 1087 wc -= tmp->stats.wc + tmp->magic;
1145 1088
1146 if (tmp->stats.ac) 1089 if (tmp->stats.ac)
1147 ac -= (tmp->stats.ac + tmp->magic); 1090 ac -= tmp->stats.ac + tmp->magic;
1148 1091
1149 if (ARMOUR_SPEED (tmp)) 1092 if (ARMOUR_SPEED (tmp))
1150 max_speed = min (max_speed, ARMOUR_SPEED (tmp) / 10.f); 1093 min_it (max_speed, ARMOUR_SPEED (tmp) / 10.f);
1151 1094
1152 break; 1095 break;
1153 } /* switch tmp->type */ 1096 } /* switch tmp->type */
1154 } /* item is equipped */ 1097 } /* item is equipped */
1155 } /* for loop of items */ 1098 } /* for loop of items */
1156 1099
1100 min_it (glow_radius, MAX_LIGHT_RADIUS);
1101
1157 /* We've gone through all the objects the player has equipped. For many things, we 1102 /* We've gone through all the objects the player has equipped. For many things, we
1158 * have generated intermediate values which we now need to assign. 1103 * have generated intermediate values which we now need to assign.
1159 */ 1104 */
1160 1105
1161 /* 'total resistance = total protections - total vulnerabilities'. 1106 /* 'total resistance = total protections - total vulnerabilities'.
1162 * If there is an uncursed potion in effect, granting more protection 1107 * If there is an uncursed potion in effect, granting more protection
1163 * than that, we take: 'total resistance = resistance from potion'. 1108 * than that, we take: 'total resistance = resistance from potion'.
1164 * If there is a cursed (and no uncursed) potion in effect, we take 1109 * If there is a cursed (and no uncursed) potion in effect, we take
1165 * 'total resistance = vulnerability from cursed potion'. 1110 * 'total resistance = vulnerability from cursed potion'.
1166 */ 1111 */
1167 for (int i = 0; i < NROFATTACKS; i++) 1112 for (int i = 0; i < NROFATTACKS; i++)
1168 { 1113 {
1169 resist[i] = prot[i] - vuln[i]; 1114 resist[i] = prot[i] - vuln[i];
1170 1115
1171 if (potion_resist[i] && ((potion_resist[i] > resist[i]) || (potion_resist[i] < 0))) 1116 if (potion_resist[i] != -1000
1117 && (potion_resist[i] < 0 || potion_resist[i] > resist[i]))
1172 resist[i] = potion_resist[i]; 1118 resist[i] = potion_resist[i];
1173 } 1119 }
1174 1120
1175 if (type == PLAYER) 1121 if (type == PLAYER)
1176 { 1122 {
1177 // clamp various player stats 1123 // clamp various player stats
1178 for (int i = 0; i < NUM_STATS; ++i) 1124 for (int i = 0; i < NUM_STATS; ++i)
1179 stats.stat (i) = clamp (stat_sum [i], MIN_STAT, MAX_STAT); 1125 stats.stat (i) = stat_sum [i];
1126
1127 check_stat_bounds (&stats);
1180 1128
1181 contr->digestion = clamp (contr->digestion, MIN_DIGESTION, MAX_DIGESTION); 1129 contr->digestion = clamp (contr->digestion, MIN_DIGESTION, MAX_DIGESTION);
1182 1130
1183 /* Figure out the players sp/mana/hp totals. */ 1131 /* Figure out the players sp/mana/hp totals. */
1184 int pl_level; 1132 int pl_level;
1185 1133
1186 check_stat_bounds (&(stats));
1187 pl_level = level;
1188
1189 if (pl_level < 1)
1190 pl_level = 1; /* safety, we should always get 1 levels worth of hp! */ 1134 pl_level = max (1, level); /* safety, we should always get 1 levels worth of hp! */
1191 1135
1192 /* You basically get half a con bonus/level. But we do take into account rounding, 1136 /* You basically get half a con bonus/level. But we do take into account rounding,
1193 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels. 1137 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels.
1194 */ 1138 */
1195 stats.maxhp = 0; 1139 stats.maxhp = 0;
1209 stats.maxhp += 2 * max (0, level - 10); 1153 stats.maxhp += 2 * max (0, level - 10);
1210 1154
1211 if (stats.hp > stats.maxhp) 1155 if (stats.hp > stats.maxhp)
1212 stats.hp = stats.maxhp; 1156 stats.hp = stats.maxhp;
1213 1157
1214 /* Sp gain is controlled by the level of the player's 1158 /* Sp gain is controlled by the level of the player's
1215 * relevant experience object (mana_obj, see above) 1159 * relevant experience object (mana_obj, see above)
1216 */ 1160 */
1217 /* following happen when skills system is not used */ 1161 /* following happen when skills system is not used */
1218 if (!mana_obj) 1162 if (!mana_obj)
1219 mana_obj = this; 1163 mana_obj = this;
1220 1164
1290 wc += 4; 1234 wc += 4;
1291 } 1235 }
1292 else 1236 else
1293 ac -= dex_bonus[stats.Dex]; 1237 ac -= dex_bonus[stats.Dex];
1294 1238
1295 /* In new exp/skills system, wc bonuses are related to 1239 /* In new exp/skills system, wc bonuses are related to
1296 * the players level in a relevant exp object (wc_obj) 1240 * the players level in a relevant exp object (wc_obj)
1297 * not the general player level -b.t. 1241 * not the general player level -b.t.
1298 * I changed this slightly so that wc bonuses are better 1242 * I changed this slightly so that wc bonuses are better
1299 * than before. This is to balance out the fact that 1243 * than before. This is to balance out the fact that
1300 * the player no longer gets a personal weapon w/ 1 1244 * the player no longer gets a personal weapon w/ 1
1301 * improvement every level, now its fighterlevel/5. So 1245 * improvement every level, now its fighterlevel/5. So
1302 * we give the player a bonus here in wc and dam 1246 * we give the player a bonus here in wc and dam
1303 * to make up for the change. Note that I left the 1247 * to make up for the change. Note that I left the
1304 * monster bonus the same as before. -b.t. 1248 * monster bonus the same as before. -b.t.
1305 */ 1249 */
1306 object *wc_obj = chosen_skill; 1250 object *wc_obj = chosen_skill;
1307 1251
1308 if (contr && wc_obj && wc_obj->level > 1) 1252 if (contr && wc_obj && wc_obj->level > 1)
1330 1274
1331 speed = 1.f + speed_bonus[stats.Dex]; 1275 speed = 1.f + speed_bonus[stats.Dex];
1332 1276
1333 if (settings.search_items && contr->search_str[0]) 1277 if (settings.search_items && contr->search_str[0])
1334 speed -= 1; 1278 speed -= 1;
1335
1336 if (attacktype == 0)
1337 attacktype = arch->attacktype;
1338 } /* End if player */ 1279 } /* End if player */
1339 1280
1340 if (added_speed >= 0) 1281 if (added_speed >= 0)
1341 speed += added_speed / 10.f; 1282 speed += added_speed / 10.f;
1342 else /* Something wrong here...: */ 1283 else /* Something wrong here...: */
1350 /* f is a number the represents the number of kg above (positive num) 1291 /* f is a number the represents the number of kg above (positive num)
1351 * or below (negative number) that the player is carrying. If above 1292 * or below (negative number) that the player is carrying. If above
1352 * weight limit, then player suffers a speed reduction based on how 1293 * weight limit, then player suffers a speed reduction based on how
1353 * much above he is, and what is max carry is 1294 * much above he is, and what is max carry is
1354 */ 1295 */
1355 f = (carrying / 1000) - max_carry[stats.Str]; 1296 float f = (sint32)weight_to_kg_approx (carrying) - max_carry[stats.Str];
1356 if (f > 0) 1297 if (f > 0.f)
1357 speed = speed / (1.f + f / max_carry[stats.Str]); 1298 speed /= (1.f + f / max_carry[stats.Str]);
1358 } 1299 }
1359 1300
1360 speed += bonus_speed / 10.f; /* Not affected by limits */ 1301 speed += bonus_speed / 10.f; /* Not affected by limits */
1361
1362 speed = speed * speed_reduce_from_disease; 1302 speed *= speed_reduce_from_disease;
1363 1303
1364 /* Put a lower limit on speed. Note with this speed, you move once every 1304 /* Put a lower limit on speed. Note with this speed, you move once every
1365 * 100 ticks or so. This amounts to once every 12 seconds of realtime. 1305 * 25 ticks or so. This amounts to once every 3 seconds of realtime.
1366 */ 1306 */
1367 if (speed < 0.01f && type == PLAYER) 1307 max_it (speed, is_player () ? MIN_PLAYER_SPEED : MIN_ACTIVE_SPEED);
1368 speed = 0.01f;
1369 1308
1370 if (speed != old_speed) 1309 if (speed != old_speed)
1371 set_speed (speed); 1310 set_speed (speed);
1372 1311
1373 if (type == PLAYER) 1312 if (type == PLAYER)
1408 if (move_type == 0) 1347 if (move_type == 0)
1409 move_type = MOVE_WALK; 1348 move_type = MOVE_WALK;
1410 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) 1349 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH))
1411 move_type &= ~MOVE_WALK; 1350 move_type &= ~MOVE_WALK;
1412 1351
1352 // now apply the new move_type
1353 if (this->move_type != move_type)
1354 change_move_type (move_type);
1355
1413 /* It is quite possible that a player's spell costing might have changed, 1356 /* It is quite possible that a player's spell costing might have changed,
1414 * so we will check that now. 1357 * so we will check that now.
1415 */ 1358 */
1416 if (type == PLAYER) 1359 if (is_player ())
1417 { 1360 contr->update_spells ();
1418 esrv_update_stats (contr);
1419 esrv_update_spells (contr);
1420 }
1421 1361
1422 // update the mapspace, if we are on a map 1362 // update the mapspace, if we are on a map
1423 if (!flag [FLAG_REMOVED] && map) 1363 if (!flag [FLAG_REMOVED] && map)
1424 map->at (x, y).flags_ = 0; 1364 map->at (x, y).flags_ = 0;
1425} 1365}
1426 1366
1427/* 1367void
1428 * Returns true if the given player is a legal class. 1368object::set_glow_radius (sint8 rad)
1429 * The function to add and remove class-bonuses to the stats doesn't
1430 * check if the stat becomes negative, thus this function
1431 * merely checks that all stats are 1 or more, and returns
1432 * false otherwise.
1433 */
1434int
1435allowed_class (const object *op)
1436{ 1369{
1437 return op->stats.Dex > 0 1370 glow_radius = rad;
1438 && op->stats.Str > 0 1371
1439 && op->stats.Con > 0 1372 if (is_on_map ())
1440 && op->stats.Int > 0 1373 update_all_los (map, x, y);
1441 && op->stats.Wis > 0 1374 else if (object *env = outer_env ())
1442 && op->stats.Pow > 0 1375 {
1443 && op->stats.Cha > 0; 1376 env->update_stats ();
1377
1378 if (env->is_on_map ())
1379 update_all_los (env->map, env->x, env->y);
1380 }
1444} 1381}
1445 1382
1446/* 1383/*
1447 * set the new dragon name after gaining levels or 1384 * set the new dragon name after gaining levels or
1448 * changing ability focus (later this can be extended to 1385 * changing ability focus (later this can be extended to
1449 * eventually change the player's face and animation) 1386 * eventually change the player's face and animation)
1450 *
1451 * Note that the title is written to 'own_title' in the
1452 * player struct. This should be changed to 'ext_title'
1453 * as soon as clients support this!
1454 * Please, anyone, write support for 'ext_title'.
1455 */ 1387 */
1456void 1388void
1457set_dragon_name (object *pl, const object *abil, const object *skin) 1389set_dragon_name (object *pl, const object *abil, const object *skin)
1458{ 1390{
1459 int atnr = -1; /* attacknumber of highest level */ 1391 int atnr = -1; /* attacknumber of highest level */
1477 /* now if there are equals at highest level, pick the one with focus, 1409 /* now if there are equals at highest level, pick the one with focus,
1478 or else at random */ 1410 or else at random */
1479 if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level) 1411 if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level)
1480 atnr = abil->stats.exp; 1412 atnr = abil->stats.exp;
1481 1413
1482 level = (int) (level / 5.);
1483
1484 /* now set the new title */ 1414 /* now set the new title */
1485 if (pl->contr != NULL)
1486 {
1487 if (level == 0)
1488 sprintf (pl->contr->title, "%s hatchling", attacks[atnr]); 1415 if (level < 25) sprintf (pl->contr->title, "%s hatchling", attacks[atnr]);
1489 else if (level == 1)
1490 sprintf (pl->contr->title, "%s wyrm", attacks[atnr]); 1416 else if (level < 50) sprintf (pl->contr->title, "%s wyrm" , attacks[atnr]);
1491 else if (level == 2)
1492 sprintf (pl->contr->title, "%s wyvern", attacks[atnr]); 1417 else if (level < 75) sprintf (pl->contr->title, "%s wyvern" , attacks[atnr]);
1493 else if (level == 3)
1494 sprintf (pl->contr->title, "%s dragon", attacks[atnr]); 1418 else if (level < 100) sprintf (pl->contr->title, "%s dragon" , attacks[atnr]);
1495 else 1419 else
1496 { 1420 {
1497 /* special titles for extra high resistance! */ 1421 /* special titles for extra high resistance! */
1498 if (skin->resist[atnr] > 80)
1499 sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]); 1422 if (skin->resist[atnr] > 80) sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]);
1500 else if (skin->resist[atnr] > 50)
1501 sprintf (pl->contr->title, "ancient %s dragon", attacks[atnr]); 1423 else if (skin->resist[atnr] > 50) sprintf (pl->contr->title, "ancient %s dragon" , attacks[atnr]);
1502 else
1503 sprintf (pl->contr->title, "big %s dragon", attacks[atnr]); 1424 else sprintf (pl->contr->title, "big %s dragon" , attacks[atnr]);
1504 }
1505 } 1425 }
1506 1426
1507 strcpy (pl->contr->own_title, ""); 1427 strcpy (pl->contr->own_title, "");
1508} 1428}
1509 1429
1510/* 1430/*
1511 * This function is called when a dragon-player gains 1431 * This function is called when a dragon-player gains
1512 * an overall level. Here, the dragon might gain new abilities 1432 * an overall level. Here, the dragon might gain new abilities
1513 * or change the ability-focus. 1433 * or change the ability-focus.
1514 */ 1434 */
1515void 1435static void
1516dragon_level_gain (object *who) 1436dragon_level_gain (object *who)
1517{ 1437{
1518 object *abil = NULL; /* pointer to dragon ability force */ 1438 object *abil = NULL; /* pointer to dragon ability force */
1519 object *skin = NULL; /* pointer to dragon skin force */ 1439 object *skin = NULL; /* pointer to dragon skin force */
1520 object *tmp = NULL; /* tmp. object */ 1440 object *tmp = NULL; /* tmp. object */
1531 /* if the force is missing -> bail out */ 1451 /* if the force is missing -> bail out */
1532 if (abil == NULL) 1452 if (abil == NULL)
1533 return; 1453 return;
1534 1454
1535 /* The ability_force keeps track of maximum level ever achieved. 1455 /* The ability_force keeps track of maximum level ever achieved.
1536 * New abilties can only be gained by surpassing this max level 1456 * New abilties can only be gained by surpassing this max level
1537 */ 1457 */
1538 if (who->level > abil->level) 1458 if (who->level > abil->level)
1539 { 1459 {
1540 /* increase our focused ability */ 1460 /* increase our focused ability */
1541 abil->resist[abil->stats.exp]++; 1461 abil->resist[abil->stats.exp]++;
1576 object *skill_obj; 1496 object *skill_obj;
1577 1497
1578 skill_obj = get_archetype_by_skill_name (skill_name, SKILL); 1498 skill_obj = get_archetype_by_skill_name (skill_name, SKILL);
1579 if (!skill_obj) 1499 if (!skill_obj)
1580 { 1500 {
1581 LOG (llevError, "add_player_exp: couldn't find skill %s\n", skill_name); 1501 LOG (llevError, "give_skill_by_name: couldn't find skill %s\n", skill_name);
1582 return NULL; 1502 return NULL;
1583 } 1503 }
1584 1504
1585 /* clear the flag - exp goes into this bucket, but player 1505 /* clear the flag - exp goes into this bucket, but player
1586 * still doesn't know it. 1506 * still doesn't know it.
1587 */ 1507 */
1588 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL); 1508 skill_obj->clr_flag (FLAG_CAN_USE_SKILL);
1589 skill_obj->stats.exp = 0; 1509 skill_obj->stats.exp = 0;
1590 skill_obj->level = 1; 1510 skill_obj->level = 1;
1591 insert_ob_in_ob (skill_obj, op); 1511 op->insert (skill_obj);
1592 1512
1593 if (player *pl = op->contr) 1513 if (player *pl = op->contr)
1594 { 1514 pl->link_skills ();
1595 pl->last_skill_ob [skill_obj->subtype] = skill_obj;
1596 if (pl->ns)
1597 pl->ns->last_skill_exp[skill_obj->subtype] = -1;//TODO: should be made superfluous
1598 }
1599 1515
1600 return skill_obj; 1516 return skill_obj;
1601} 1517}
1602 1518
1603/* player_lvl_adj() - for the new exp system. we are concerned with 1519/* player_lvl_adj() - for the new exp system. we are concerned with
1620 { 1536 {
1621 changed = true; 1537 changed = true;
1622 1538
1623 op->level++; 1539 op->level++;
1624 1540
1625 if (op && op == who && op->stats.exp > 1 && is_dragon_pl (who)) 1541 if (op && op == who && op->stats.exp > 1 && who->is_dragon ())
1626 dragon_level_gain (who); 1542 dragon_level_gain (who);
1627 1543
1628 /* Only roll these if it is the player (who) that gained the level */ 1544 /* Only roll these if it is the player (who) that gained the level */
1629 if (op == who && (who->level < 11) && who->type == PLAYER) 1545 if (op == who && (who->level < 11) && who->type == PLAYER)
1630 { 1546 {
1663 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); 1579 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1664 } 1580 }
1665 } 1581 }
1666 1582
1667 if (changed) 1583 if (changed)
1668 { 1584 who->update_stats (); // should cause esrv_update_stats and esrv_update_spells
1669 who->update_stats ();
1670 esrv_update_stats (who->contr);
1671 /* check if the spell data has changed */
1672 esrv_update_spells (who->contr);
1673 }
1674} 1585}
1675 1586
1676/* 1587/*
1677 * Returns how much experience is needed for a player to become 1588 * Returns how much experience is needed for a player to become
1678 * the given level. level should really never exceed max_level 1589 * the given level. level should really never exceed max_level
1679 */ 1590 */
1680 1591
1681sint64 1592sint64
1682level_exp (int level, double expmul) 1593level_exp (int level, double expmul)
1683{ 1594{
1684 if (level > settings.max_level) 1595 return expmul * level_to_min_exp (level);
1685 return (sint64) (expmul * levels[settings.max_level]);
1686
1687 return (sint64) (expmul * levels[level]);
1688} 1596}
1689 1597
1690/* 1598/*
1691 * Ensure that the permanent experience requirements in an exp object are met. 1599 * Ensure that the permanent experience requirements in an exp object are met.
1692 * This really just checks 'op to make sure the perm_exp value is within 1600 * This really just checks 'op to make sure the perm_exp value is within
1698calc_perm_exp (object *op) 1606calc_perm_exp (object *op)
1699{ 1607{
1700 int p_exp_min; 1608 int p_exp_min;
1701 1609
1702 /* Ensure that our permanent experience minimum is met. 1610 /* Ensure that our permanent experience minimum is met.
1703 * permenent_exp_ratio is an integer percentage, we divide by 100 1611 * permenent_exp_ratio is an integer percentage, we divide by 100
1704 * to get the fraction */ 1612 * to get the fraction */
1705 p_exp_min = (int) (settings.permanent_exp_ratio * (float) (op->stats.exp) / 100); 1613 p_exp_min = (int) (settings.permanent_exp_ratio * (float) (op->stats.exp) / 100);
1706 1614
1707 if (op->perm_exp < p_exp_min) 1615 if (op->perm_exp < p_exp_min)
1708 op->perm_exp = p_exp_min; 1616 op->perm_exp = p_exp_min;
1720 * NULL, in which case exp increases the players general 1628 * NULL, in which case exp increases the players general
1721 * total, but not any particular skill. 1629 * total, but not any particular skill.
1722 * flag is what to do if the player doesn't have the skill: 1630 * flag is what to do if the player doesn't have the skill:
1723 */ 1631 */
1724static void 1632static void
1725add_player_exp (object *op, sint64 exp, const char *skill_name, int flag) 1633add_player_exp (object *op, sint64 exp, shstr_tmp skill_name, int flag)
1726{ 1634{
1727 object *skill_obj = NULL; 1635 object *skill_obj;
1728 sint64 limit, exp_to_add; 1636 sint64 limit, exp_to_add;
1729 int i;
1730 1637
1731 /* prevents some forms of abuse. */ 1638 /* prevents some forms of abuse. */
1732 if (op->contr->braced) 1639 if (op->contr->braced)
1733 exp /= 5; 1640 exp /= 5;
1734 1641
1735 /* Try to find the matching skill. 1642 /* Try to find the matching skill.
1736 * We do a shortcut/time saving mechanism first - see if it matches 1643 * We do a shortcut/time saving mechanism first - see if it matches
1737 * chosen_skill. This means we don't need to search through 1644 * chosen_skill. This means we don't need to search through
1738 * the players inventory. 1645 * the players inventory.
1739 */ 1646 */
1647 skill_obj = 0;
1648
1740 if (skill_name) 1649 if (skill_name)
1741 { 1650 {
1742 if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill)) 1651 skill_obj = op->contr->find_skill (skill_name);
1743 skill_obj = op->chosen_skill;
1744 else
1745 {
1746 for (i = 0; i < NUM_SKILLS; i++)
1747 if (op->contr->last_skill_ob[i] && !strcmp (op->contr->last_skill_ob[i]->skill, skill_name))
1748 {
1749 skill_obj = op->contr->last_skill_ob[i];
1750 break;
1751 }
1752 1652
1753 /* Player doesn't have the skill. Check to see what to do, and give 1653 /* Player doesn't have the skill. Check to see what to do, and give
1754 * it to the player if necessary 1654 * it to the player if necessary
1755 */ 1655 */
1756 if (!skill_obj) 1656 if (!skill_obj)
1757 { 1657 {
1758 if (flag == SK_EXP_NONE) 1658 if (flag == SK_EXP_NONE)
1759 return; 1659 return;
1660
1760 else if (flag == SK_EXP_ADD_SKILL) 1661 if (flag == SK_EXP_ADD_SKILL)
1761 give_skill_by_name (op, skill_name); 1662 skill_obj = give_skill_by_name (op, skill_name);
1762 }
1763 } 1663 }
1764 } 1664 }
1765 1665
1766 if (flag != SK_EXP_SKILL_ONLY) 1666 if (flag != SK_EXP_SKILL_ONLY)
1767 { 1667 {
1768 /* Basically, you can never gain more experience in one shot 1668 /* Basically, you can never gain more experience in one shot
1769 * than half what you need to gain for next level. 1669 * than half what you need to gain for next level.
1770 */ 1670 */
1771 exp_to_add = exp; 1671 exp_to_add = exp;
1772 limit = (levels[op->level + 1] - levels[op->level]) / 2; 1672 limit = (levels [op->level + 1] - levels [op->level]) / 2;
1773 if (exp_to_add > limit) 1673 if (exp_to_add > limit)
1774 exp_to_add = limit; 1674 exp_to_add = limit;
1775 1675
1776 ADD_EXP (op->stats.exp, (sint64) ((float) exp_to_add * (skill_obj ? skill_obj->expmul : 1))); 1676 ADD_EXP (op->stats.exp, (sint64) ((float) exp_to_add * (skill_obj ? skill_obj->expmul : 1)));
1777 if (settings.permanent_exp_ratio) 1677 if (settings.permanent_exp_ratio)
1784 } 1684 }
1785 1685
1786 if (skill_obj) 1686 if (skill_obj)
1787 { 1687 {
1788 exp_to_add = exp; 1688 exp_to_add = exp;
1789 limit = (levels[skill_obj->level + 1] - levels[skill_obj->level]) / 2; 1689 limit = (levels [skill_obj->level + 1] - levels [skill_obj->level]) / 2;
1790 if (exp_to_add > limit) 1690 if (exp_to_add > limit)
1791 exp_to_add = limit; 1691 exp_to_add = limit;
1792 1692
1793 ADD_EXP (skill_obj->stats.exp, exp_to_add); 1693 ADD_EXP (skill_obj->stats.exp, exp_to_add);
1794 if (settings.permanent_exp_ratio) 1694 if (settings.permanent_exp_ratio)
1800 player_lvl_adj (op, skill_obj); 1700 player_lvl_adj (op, skill_obj);
1801 } 1701 }
1802} 1702}
1803 1703
1804/* This function checks to make sure that object 'op' can 1704/* This function checks to make sure that object 'op' can
1805 * lost 'exp' experience. It returns the amount of exp 1705 * lose 'exp' experience. It returns the amount of exp
1806 * object 'op' can in fact lose - it basically makes 1706 * object 'op' can in fact lose - it basically makes
1807 * adjustments based on permanent exp and the like. 1707 * adjustments based on permanent exp and the like.
1808 * This function should always be used for losing experience - 1708 * This function should always be used for losing experience -
1809 * the 'exp' value passed should be positive - this is the 1709 * the 'exp' value passed should be positive - this is the
1810 * amount that should get subtract from the player. 1710 * amount that should get subtract from the player.
1811 */ 1711 */
1812sint64 1712static sint64
1813check_exp_loss (const object *op, sint64 exp) 1713check_exp_loss (const object *op, sint64 exp)
1814{ 1714{
1815 sint64 del_exp; 1715 sint64 del_exp;
1816 1716
1817 if (exp > op->stats.exp) 1717 if (exp > op->stats.exp)
1818 exp = op->stats.exp; 1718 exp = op->stats.exp;
1719
1819 if (settings.permanent_exp_ratio) 1720 if (settings.permanent_exp_ratio)
1820 { 1721 {
1821 del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO); 1722 del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO);
1723
1822 if (del_exp < 0) 1724 if (del_exp < 0)
1823 del_exp = 0; 1725 del_exp = 0;
1726
1824 if (exp > del_exp) 1727 if (exp > del_exp)
1825 exp = del_exp; 1728 exp = del_exp;
1826 } 1729 }
1730
1827 return exp; 1731 return exp;
1828} 1732}
1829 1733
1830sint64 1734sint64
1831check_exp_adjust (const object *op, sint64 exp) 1735check_exp_adjust (const object *op, sint64 exp)
1832{ 1736{
1833 if (exp < 0) 1737 if (exp < 0)
1834 return check_exp_loss (op, exp); 1738 return check_exp_loss (op, exp);
1835 else 1739 else
1836 return MIN (exp, (sint64) MAX_EXPERIENCE - op->stats.exp); 1740 return min (exp, (sint64)MAX_EXPERIENCE - op->stats.exp);
1837} 1741}
1838
1839 1742
1840/* Subtracts experience from player. 1743/* Subtracts experience from player.
1841 * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we 1744 * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we
1842 * only subtract from the matching skill. Otherwise, 1745 * only subtract from the matching skill. Otherwise,
1843 * this subtracts a portion from all 1746 * this subtracts a portion from all
1848 * where everything is at the minimum perm exp, he would lose nothing. 1751 * where everything is at the minimum perm exp, he would lose nothing.
1849 * exp is the amount of exp to subtract - thus, it should be 1752 * exp is the amount of exp to subtract - thus, it should be
1850 * a postive number. 1753 * a postive number.
1851 */ 1754 */
1852static void 1755static void
1853subtract_player_exp (object *op, sint64 exp, const char *skill, int flag) 1756subtract_player_exp (object *op, sint64 exp, shstr_tmp skill, int flag)
1854{ 1757{
1855 float fraction = (float) exp / (float) op->stats.exp; 1758 float fraction = (float) exp / (float) op->stats.exp;
1856 object *tmp; 1759 object *tmp;
1857 sint64 del_exp; 1760 sint64 del_exp;
1858 1761
1859 for (tmp = op->inv; tmp; tmp = tmp->below) 1762 for (tmp = op->inv; tmp; tmp = tmp->below)
1860 if (tmp->type == SKILL && tmp->stats.exp) 1763 if (tmp->type == SKILL && tmp->stats.exp)
1861 { 1764 {
1862 if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (tmp->skill, skill)) 1765 if (flag == SK_SUBTRACT_SKILL_EXP && skill && tmp->skill == skill)
1863 { 1766 {
1864 del_exp = check_exp_loss (tmp, exp); 1767 del_exp = check_exp_loss (tmp, exp);
1865 tmp->stats.exp -= del_exp; 1768 tmp->stats.exp -= del_exp;
1866 player_lvl_adj (op, tmp); 1769 player_lvl_adj (op, tmp);
1867 } 1770 }
1868 else if (flag != SK_SUBTRACT_SKILL_EXP) 1771 else if (flag != SK_SUBTRACT_SKILL_EXP)
1869 { 1772 {
1870 /* only want to process other skills if we are not trying 1773 /* only want to process other skills if we are not trying
1871 * to match a specific skill. 1774 * to match a specific skill.
1872 */ 1775 */
1873 del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction)); 1776 del_exp = check_exp_loss (tmp, tmp->stats.exp * fraction);
1874 tmp->stats.exp -= del_exp; 1777 tmp->stats.exp -= del_exp;
1875 player_lvl_adj (op, tmp); 1778 player_lvl_adj (op, tmp);
1876 } 1779 }
1877 } 1780 }
1878 1781
1892 * skill_name is the skill that should get the exp added. 1795 * skill_name is the skill that should get the exp added.
1893 * flag is what to do if player doesn't have the skill. 1796 * flag is what to do if player doesn't have the skill.
1894 * these last two values are only used for players. 1797 * these last two values are only used for players.
1895 */ 1798 */
1896void 1799void
1897change_exp (object *op, sint64 exp, const char *skill_name, int flag) 1800change_exp (object *op, sint64 exp, shstr_tmp skill_name, int flag)
1898{ 1801{
1899#ifdef EXP_DEBUG 1802#ifdef EXP_DEBUG
1900 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp); 1803 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp);
1901#endif 1804#endif
1902 1805
1911 * won't do anything if the value is 0 anyways. 1814 * won't do anything if the value is 0 anyways.
1912 */ 1815 */
1913 if (exp == 0) 1816 if (exp == 0)
1914 return; 1817 return;
1915 1818
1916 /* Monsters are easy - we just adjust their exp - we 1819 /* Monsters are easy - we just adjust their exp - we
1917 * don't adjust level, since in most cases it is unrelated to 1820 * don't adjust level, since in most cases it is unrelated to
1918 * the exp they have - the monsters exp represents what its 1821 * the exp they have - the monsters exp represents what its
1919 * worth. 1822 * worth.
1920 */ 1823 */
1921 if (op->type != PLAYER) 1824 if (op->type != PLAYER)
1922 { 1825 {
1923 /* Sanity check */ 1826 /* Sanity check */
1924 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1827 if (!op->flag [FLAG_ALIVE])
1925 return; 1828 return;
1926 1829
1927 /* reset exp to max allowed value. We subtract from 1830 /* reset exp to max allowed value. We subtract from
1928 * MAX_EXPERIENCE to prevent overflows. If the player somehow has 1831 * MAX_EXPERIENCE to prevent overflows. If the player somehow has
1929 * more than max exp, just return. 1832 * more than max exp, just return.
1948 */ 1851 */
1949 subtract_player_exp (op, abs (exp), skill_name, flag); 1852 subtract_player_exp (op, abs (exp), skill_name, flag);
1950 } 1853 }
1951} 1854}
1952 1855
1953/* Applies a death penalty experience, the size of this is defined by the 1856/* Applies a death penalty experience, the size of this is defined by the
1954 * settings death_penalty_percentage and death_penalty_levels, and by the 1857 * settings death_penalty_percentage and death_penalty_levels, and by the
1955 * amount of permenent experience, whichever gives the lowest loss. 1858 * amount of permenent experience, whichever gives the lowest loss.
1956 */ 1859 */
1957void 1860void
1958apply_death_exp_penalty (object *op) 1861apply_death_exp_penalty (object *op)
1959{ 1862{
1960 object *tmp;
1961 sint64 loss; 1863 sint64 loss;
1962 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */ 1864 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */
1963 sint64 level_loss; /* defined by the setting 'death_penalty_levels */ 1865 sint64 level_loss; /* defined by the setting 'death_penalty_levels */
1964 1866
1965 for (tmp = op->inv; tmp; tmp = tmp->below) 1867 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1966 if (tmp->type == SKILL && tmp->stats.exp) 1868 if (tmp->type == SKILL && tmp->stats.exp)
1967 { 1869 {
1968
1969 percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100; 1870 percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100;
1970 level_loss = tmp->stats.exp - levels[MAX (0, tmp->level - settings.death_penalty_level)]; 1871 level_loss = tmp->stats.exp - levels [max (0, tmp->level - settings.death_penalty_level)];
1971 1872
1972 /* With the revised exp system, you can get cases where 1873 /* With the revised exp system, you can get cases where
1973 * losing several levels would still require that you have more 1874 * losing several levels would still require that you have more
1974 * exp than you currently have - this is true if the levels 1875 * exp than you currently have - this is true if the levels
1975 * tables is a lot harder. 1876 * tables is a lot harder.
1976 */ 1877 */
1977 if (level_loss < 0) 1878 if (level_loss < 0)
1978 level_loss = 0; 1879 level_loss = 0;
1979 1880
1980 loss = check_exp_loss (tmp, MIN (level_loss, percentage_loss)); 1881 loss = check_exp_loss (tmp, min (level_loss, percentage_loss));
1981 1882
1982 tmp->stats.exp -= loss; 1883 tmp->stats.exp -= loss;
1983 player_lvl_adj (op, tmp); 1884 player_lvl_adj (op, tmp);
1984 } 1885 }
1985 1886
1986 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100; 1887 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100;
1987 level_loss = op->stats.exp - levels[MAX (0, op->level - settings.death_penalty_level)]; 1888 level_loss = op->stats.exp - levels [max (0, op->level - settings.death_penalty_level)];
1988 1889
1989 if (level_loss < 0) 1890 if (level_loss < 0)
1990 level_loss = 0; 1891 level_loss = 0;
1892
1991 loss = check_exp_loss (op, MIN (level_loss, percentage_loss)); 1893 loss = check_exp_loss (op, min (level_loss, percentage_loss));
1992 1894
1993 op->stats.exp -= loss; 1895 op->stats.exp -= loss;
1994 player_lvl_adj (op, NULL); 1896 player_lvl_adj (op, NULL);
1995} 1897}
1996 1898

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