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Comparing deliantra/server/common/living.C (file contents):
Revision 1.26 by root, Mon Jan 8 18:18:35 2007 UTC vs.
Revision 1.77 by root, Tue Aug 7 23:38:12 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 3 *
4 Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
5 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 7 *
8 This program is free software; you can redistribute it and/or modify 8 * Crossfire TRT is free software: you can redistribute it and/or modify
9 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
10 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 (at your option) any later version. 11 * (at your 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 GNU General Public License
19 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
21
22 The authors can be reached via e-mail at <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <crossfire@schmorp.de>
23*/ 22 */
24 23
25#include <global.h> 24#include <global.h>
26#include <funcpoint.h> 25#include <funcpoint.h>
27 26
28/* Handy little macro that adds exp and keeps it within bounds. Since 27/* Handy little macro that adds exp and keeps it within bounds. Since
192static const char *const drain_msg[NUM_STATS] = { 191static const char *const drain_msg[NUM_STATS] = {
193 "Oh no! You are weakened!", 192 "Oh no! You are weakened!",
194 "You're feeling clumsy!", 193 "You're feeling clumsy!",
195 "You feel less healthy", 194 "You feel less healthy",
196 "You suddenly begin to lose your memory!", 195 "You suddenly begin to lose your memory!",
196 "Watch out, your mind is going!",
197 "Your spirit feels drained!",
197 "Your face gets distorted!", 198 "Your face gets distorted!",
198 "Watch out, your mind is going!",
199 "Your spirit feels drained!"
200}; 199};
201const char *const restore_msg[NUM_STATS] = { 200const char *const restore_msg[NUM_STATS] = {
202 "You feel your strength return.", 201 "You feel your strength return.",
203 "You feel your agility return.", 202 "You feel your agility return.",
204 "You feel your health return.", 203 "You feel your health return.",
204 "You feel your memory return.",
205 "You feel your wisdom return.", 205 "You feel your wisdom return.",
206 "You feel your spirits return.",
206 "You feel your charisma return.", 207 "You feel your charisma return.",
207 "You feel your memory return.",
208 "You feel your spirits return."
209}; 208};
210const char *const gain_msg[NUM_STATS] = { 209const char *const gain_msg[NUM_STATS] = {
211 "You feel stronger.", 210 "You feel stronger.",
212 "You feel more agile.", 211 "You feel more agile.",
213 "You feel healthy.", 212 "You feel healthy.",
213 "You feel smarter.",
214 "You feel wiser.", 214 "You feel wiser.",
215 "You feel more potent.",
215 "You seem to look better.", 216 "You seem to look better.",
216 "You feel smarter.",
217 "You feel more potent."
218}; 217};
219const char *const lose_msg[NUM_STATS] = { 218const char *const lose_msg[NUM_STATS] = {
220 "You feel weaker!", 219 "You feel weaker!",
221 "You feel clumsy!", 220 "You feel clumsy!",
222 "You feel less healthy!", 221 "You feel less healthy!",
222 "You feel stupid!",
223 "You lose some of your memory!", 223 "You lose some of your memory!",
224 "You feel less potent!",
224 "You look ugly!", 225 "You look ugly!",
225 "You feel stupid!",
226 "You feel less potent!"
227}; 226};
228 227
229const char *const statname[NUM_STATS] = { 228const char *const statname[NUM_STATS] = {
230 "strength", "dexterity", "constitution", "intelligence", "wisdom", "power", "charisma" 229 "strength", "dexterity", "constitution", "intelligence", "wisdom", "power", "charisma"
231}; 230};
232 231
233const char *const short_stat_name[NUM_STATS] = { 232const char *const short_stat_name[NUM_STATS] = {
234 "Str", "Dex", "Con", "Int", "Wis", "Pow", "Cha" 233 "Str", "Dex", "Con", "Int", "Wis", "Pow", "Cha"
235}; 234};
236
237/*
238 * sets Str/Dex/con/Wis/Cha/Int/Pow in stats to value, depending on
239 * what attr is (STR to POW).
240 */
241void
242set_attr_value (living *stats, int attr, sint8 value)
243{
244 switch (attr)
245 {
246 case STR:
247 stats->Str = value;
248 break;
249 case DEX:
250 stats->Dex = value;
251 break;
252 case CON:
253 stats->Con = value;
254 break;
255 case WIS:
256 stats->Wis = value;
257 break;
258 case POW:
259 stats->Pow = value;
260 break;
261 case CHA:
262 stats->Cha = value;
263 break;
264 case INT:
265 stats->Int = value;
266 break;
267 }
268}
269 235
270/* 236/*
271 * Like set_attr_value(), but instead the value (which can be negative) 237 * Like set_attr_value(), but instead the value (which can be negative)
272 * is added to the specified stat. 238 * is added to the specified stat.
273 */ 239 */
274void 240void
275change_attr_value (living *stats, int attr, sint8 value) 241change_attr_value (living *stats, int attr, sint8 value)
276{ 242{
277 if (value == 0) 243 stats->stat (attr) += value;
278 return;
279
280 switch (attr)
281 {
282 case STR:
283 stats->Str += value;
284 break;
285 case DEX:
286 stats->Dex += value;
287 break;
288 case CON:
289 stats->Con += value;
290 break;
291 case WIS:
292 stats->Wis += value;
293 break;
294 case POW:
295 stats->Pow += value;
296 break;
297 case CHA:
298 stats->Cha += value;
299 break;
300 case INT:
301 stats->Int += value;
302 break;
303 default:
304 LOG (llevError, "Invalid attribute in change_attr_value: %d\n", attr);
305 }
306}
307
308/*
309 * returns the specified stat. See also set_attr_value().
310 */
311
312sint8
313get_attr_value (const living *stats, int attr)
314{
315 switch (attr)
316 {
317 case STR: return stats->Str;
318 case DEX: return stats->Dex;
319 case CON: return stats->Con;
320 case WIS: return stats->Wis;
321 case CHA: return stats->Cha;
322 case INT: return stats->Int;
323 case POW: return stats->Pow;
324 }
325
326 return 0;
327} 244}
328 245
329/* 246/*
330 * Ensures that all stats (str/dex/con/wis/cha/int) are within the 247 * Ensures that all stats (str/dex/con/wis/cha/int) are within the
331 * 1-30 stat limit. 248 * 1-30 stat limit.
332 */ 249 */
333
334void 250void
335check_stat_bounds (living *stats) 251check_stat_bounds (living *stats)
336{ 252{
337 int i, v;
338
339 for (i = 0; i < NUM_STATS; i++) 253 for (int i = 0; i < NUM_STATS; i++)
340 if ((v = get_attr_value (stats, i)) > MAX_STAT) 254 {
341 set_attr_value (stats, i, MAX_STAT); 255 sint8 &v = stats->stat (i);
342 else if (v < MIN_STAT) 256 v = clamp (v, MIN_STAT, MAX_STAT);
343 set_attr_value (stats, i, MIN_STAT); 257 }
344} 258}
345 259
346#define ORIG_S(xyz,abc) (op->contr->orig_stats.abc) 260#define ORIG_S(xyz,abc) (op->contr->orig_stats.abc)
347 261
348/* Rather than having a whole bunch of if (flag) new_draw.. else new_draw, 262/* Rather than having a whole bunch of if (flag) new_draw.. else new_draw,
357/* flag is set to 1 if we are applying the object, -1 if we are removing 271/* flag is set to 1 if we are applying the object, -1 if we are removing
358 * the object. 272 * the object.
359 * It is the calling functions responsibilty to check to see if the object 273 * It is the calling functions responsibilty to check to see if the object
360 * can be applied or not. 274 * can be applied or not.
361 * The main purpose of calling this function is the messages that are 275 * The main purpose of calling this function is the messages that are
362 * displayed - fix_player should really always be called after this when 276 * displayed - update_stats should really always be called after this when
363 * removing an object - that is because it is impossible to know if some object 277 * removing an object - that is because it is impossible to know if some object
364 * is the only source of an attacktype or spell attunement, so this function 278 * is the only source of an attacktype or spell attunement, so this function
365 * will clear the bits, but the player may still have some other object 279 * will clear the bits, but the player may still have some other object
366 * that gives them that ability. 280 * that gives them that ability.
367 */ 281 */
368int 282int
369change_abil (object *op, object *tmp) 283change_abil (object *op, object *tmp)
370{ 284{
371 int flag = QUERY_FLAG (tmp, FLAG_APPLIED) ? 1 : -1, i, j, success = 0; 285 int flag = QUERY_FLAG (tmp, FLAG_APPLIED) ? 1 : -1, success = 0;
372 char message[MAX_BUF]; 286 char message[MAX_BUF];
373 int potion_max = 0; 287 int potion_max = 0;
374 288
375 /* remember what object was like before it was changed. note that 289 /* remember what object was like before it was changed. note that
376 * refop is a local copy of op only to be used for detecting changes 290 * refop is a local copy of op only to be used for detecting changes
381 if (op->type == PLAYER) 295 if (op->type == PLAYER)
382 { 296 {
383 if (tmp->type == POTION) 297 if (tmp->type == POTION)
384 { 298 {
385 potion_max = 1; 299 potion_max = 1;
386 for (j = 0; j < NUM_STATS; j++) 300 for (int j = 0; j < NUM_STATS; j++)
387 { 301 {
388 int nstat, ostat; 302 int ostat = op->contr->orig_stats.stat (j);
389 303 int i = tmp->stats.stat (j);
390 ostat = get_attr_value (&(op->contr->orig_stats), j);
391 i = get_attr_value (&(tmp->stats), j);
392 304
393 /* nstat is what the stat will be after use of the potion */ 305 /* nstat is what the stat will be after use of the potion */
394 nstat = flag * i + ostat; 306 int nstat = flag * i + ostat;
395 307
396 /* Do some bounds checking. While I don't think any 308 /* Do some bounds checking. While I don't think any
397 * potions do so right now, there is the potential for potions 309 * potions do so right now, there is the potential for potions
398 * 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
399 * to allow for that. 311 * to allow for that.
400 */ 312 */
401 if (nstat < 1 && i * flag < 0) 313 if (nstat < 1 && i * flag < 0)
402 nstat = 1; 314 nstat = 1;
403 else if (nstat > 20 + get_attr_value (&(op->arch->clone.stats), j)) 315 else if (nstat > 20 + op->arch->stats.stat (j))
404 { 316 nstat = 20 + op->arch->stats.stat (j);
405 nstat = 20 + get_attr_value (&(op->arch->clone.stats), j);
406 }
407 317
408 if (nstat != ostat) 318 if (nstat != ostat)
409 { 319 {
410 set_attr_value (&(op->contr->orig_stats), j, nstat); 320 op->contr->orig_stats.stat (j) = nstat;
411 potion_max = 0; 321 potion_max = 0;
412 } 322 }
413 else if (i) 323 else if (i)
414 { 324 {
415 /* potion is useless - player has already hit the natural maximum */ 325 /* potion is useless - player has already hit the natural maximum */
419 329
420 /* This section of code ups the characters normal stats also. I am not 330 /* This section of code ups the characters normal stats also. I am not
421 * sure if this is strictly necessary, being that fix_player probably 331 * sure if this is strictly necessary, being that fix_player probably
422 * recalculates this anyway. 332 * recalculates this anyway.
423 */ 333 */
424 for (j = 0; j < NUM_STATS; j++) 334 for (int j = 0; j < NUM_STATS; j++)
425 change_attr_value (&(op->stats), j, flag * get_attr_value (&(tmp->stats), j)); 335 change_attr_value (&op->stats, j, flag * tmp->stats.stat (j));
426 336
427 check_stat_bounds (&(op->stats)); 337 check_stat_bounds (&op->stats);
428 } /* end of potion handling code */ 338 } /* end of potion handling code */
429 } 339 }
430 340
431 /* reset attributes that fix_player doesn't reset since it doesn't search 341 /* reset attributes that update_stats doesn't reset since it doesn't search
432 * everything to set 342 * everything to set
433 */ 343 */
434 if (flag == -1) 344 if (flag == -1)
435 { 345 {
436 op->attacktype &= ~tmp->attacktype; 346 op->attacktype &= ~tmp->attacktype;
437 op->path_attuned &= ~tmp->path_attuned; 347 op->path_attuned &= ~tmp->path_attuned;
438 op->path_repelled &= ~tmp->path_repelled; 348 op->path_repelled &= ~tmp->path_repelled;
439 op->path_denied &= ~tmp->path_denied; 349 op->path_denied &= ~tmp->path_denied;
440 /* Presuming here that creatures only have move_type, 350 /* Presuming here that creatures only have move_type,
441 * and not the other move_ fields. 351 * and not the other move_ fields.
442 */ 352 */
443 op->move_type &= ~tmp->move_type; 353 op->move_type &= ~tmp->move_type;
444 } 354 }
445 355
446 /* call fix_player since op object could have whatever attribute due 356 /* call fix_player since op object could have whatever attribute due
447 * to multiple items. if fix_player always has to be called after 357 * to multiple items. if update_stats always has to be called after
448 * change_ability then might as well call it from here 358 * change_ability then might as well call it from here
449 */ 359 */
450 op->update_stats (); 360 op->update_stats ();
451 361
452 /* Fix player won't add the bows ability to the player, so don't 362 /* update_stats won't add the bows ability to the player, so don't
453 * print out message if this is a bow. 363 * print out message if this is a bow.
454 */ 364 */
455 if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW) 365 if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW)
456 { 366 {
457 success = 1; 367 success = 1;
497 if (tmp->move_type & MOVE_FLY_HIGH) 407 if (tmp->move_type & MOVE_FLY_HIGH)
498 { 408 {
499 /* double conditional - second case covers if you have move_fly_low - 409 /* double conditional - second case covers if you have move_fly_low -
500 * in that case, you don't actually land 410 * in that case, you don't actually land
501 */ 411 */
502 DIFF_MSG (flag, "You soar into the air air!.", 412 DIFF_MSG (flag, "You soar into the air!",
503 (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."));
504 } 414 }
415
505 if (tmp->move_type & MOVE_SWIM) 416 if (tmp->move_type & MOVE_SWIM)
506 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");
507 418
508 /* Changing move status may mean you are affected by things you weren't before */ 419 /* Changing move status may mean you are affected by things you weren't before */
509 check_move_on (op, op); 420 check_move_on (op, op);
510 } 421 }
511 422
512 /* becoming UNDEAD... a special treatment for this flag. Only those not 423 /* becoming UNDEAD... a special treatment for this flag. Only those not
513 * originally undead may change their status 424 * originally undead may change their status
514 */ 425 */
515 if (!QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 426 if (!QUERY_FLAG (op->arch, FLAG_UNDEAD))
516 if (QUERY_FLAG (op, FLAG_UNDEAD) != QUERY_FLAG (&refop, FLAG_UNDEAD)) 427 if (QUERY_FLAG (op, FLAG_UNDEAD) != QUERY_FLAG (&refop, FLAG_UNDEAD))
517 { 428 {
518 success = 1; 429 success = 1;
519 if (flag > 0) 430 if (flag > 0)
520 { 431 {
521 op->race = "undead"; 432 op->race = "undead";
522 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce drains away!"); 433 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce drains away!");
523 } 434 }
524 else 435 else
525 { 436 {
526 op->race = op->arch->clone.race; 437 op->race = op->arch->race;
527 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!"); 438 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!");
528 } 439 }
529 } 440 }
530 441
531 if (QUERY_FLAG (op, FLAG_STEALTH) != QUERY_FLAG (&refop, FLAG_STEALTH)) 442 if (QUERY_FLAG (op, FLAG_STEALTH) != QUERY_FLAG (&refop, FLAG_STEALTH))
637 success = 1; 548 success = 1;
638 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.");
639 } 550 }
640 551
641 /* Messages for changed resistance */ 552 /* Messages for changed resistance */
642 for (i = 0; i < NROFATTACKS; i++) 553 for (int i = 0; i < NROFATTACKS; i++)
643 { 554 {
644 if (i == ATNR_PHYSICAL) 555 if (i == ATNR_PHYSICAL)
645 continue; /* Don't display about armour */ 556 continue; /* Don't display about armour */
646 557
647 if (op->resist[i] != refop.resist[i]) 558 if (op->resist[i] != refop.resist[i])
656 } 567 }
657 } 568 }
658 569
659 if (!potion_max) 570 if (!potion_max)
660 { 571 {
661 for (j = 0; j < NUM_STATS; j++) 572 for (int j = 0; j < NUM_STATS; j++)
662 { 573 {
663 if ((i = get_attr_value (&(tmp->stats), j)) != 0) 574 if (int i = tmp->stats.stat (j))
664 { 575 {
665 success = 1; 576 success = 1;
666 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]); 577 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]);
667 } 578 }
668 } 579 }
673 584
674/* 585/*
675 * Stat draining by Vick 930307 586 * Stat draining by Vick 930307
676 * (Feeling evil, I made it work as well now. -Frank 8) 587 * (Feeling evil, I made it work as well now. -Frank 8)
677 */ 588 */
678
679void 589void
680object::drain_stat () 590object::drain_stat ()
681{ 591{
682 drain_specific_stat (RANDOM () % NUM_STATS); 592 drain_specific_stat (rndm (NUM_STATS));
683} 593}
684 594
685void 595void
686object::drain_specific_stat (int deplete_stats) 596object::drain_specific_stat (int deplete_stats)
687{ 597{
755 return; 665 return;
756 666
757 /* Randomly change the players luck. Basically, we move it 667 /* Randomly change the players luck. Basically, we move it
758 * back neutral (if greater>0, subtract, otherwise add) 668 * back neutral (if greater>0, subtract, otherwise add)
759 */ 669 */
760 if (RANDOM () % (FABS (tmp->stats.luck)) >= RANDOM () % 30) 670 if (rndm (abs (tmp->stats.luck)) >= rndm (30))
761 { 671 {
762 int diff = tmp->stats.luck > 0 ? -1 : 1; 672 int diff = tmp->stats.luck > 0 ? -1 : 1;
763 673
764 stats.luck += diff; 674 stats.luck += diff;
765 tmp->stats.luck += diff; 675 tmp->stats.luck += diff;
772 * Subtracts stat-bonuses given by the class which the player has chosen. 682 * Subtracts stat-bonuses given by the class which the player has chosen.
773 */ 683 */
774void 684void
775object::remove_statbonus () 685object::remove_statbonus ()
776{ 686{
777 stats.Str -= arch->clone.stats.Str; 687 for (int i = 0; i < NUM_STATS; ++i)
778 stats.Dex -= arch->clone.stats.Dex; 688 {
779 stats.Con -= arch->clone.stats.Con; 689 sint8 v = arch->stats.stat (i);
780 stats.Wis -= arch->clone.stats.Wis; 690 stats.stat (i) -= v;
781 stats.Pow -= arch->clone.stats.Pow; 691 contr->orig_stats.stat (i) -= v;
782 stats.Cha -= arch->clone.stats.Cha; 692 }
783 stats.Int -= arch->clone.stats.Int;
784
785 contr->orig_stats.Str -= arch->clone.stats.Str;
786 contr->orig_stats.Dex -= arch->clone.stats.Dex;
787 contr->orig_stats.Con -= arch->clone.stats.Con;
788 contr->orig_stats.Wis -= arch->clone.stats.Wis;
789 contr->orig_stats.Pow -= arch->clone.stats.Pow;
790 contr->orig_stats.Cha -= arch->clone.stats.Cha;
791 contr->orig_stats.Int -= arch->clone.stats.Int;
792} 693}
793 694
794/* 695/*
795 * Adds stat-bonuses given by the class which the player has chosen. 696 * Adds stat-bonuses given by the class which the player has chosen.
796 */ 697 */
797void 698void
798object::add_statbonus () 699object::add_statbonus ()
799{ 700{
800 stats.Str += arch->clone.stats.Str; 701 for (int i = 0; i < NUM_STATS; ++i)
801 stats.Dex += arch->clone.stats.Dex; 702 {
802 stats.Con += arch->clone.stats.Con; 703 sint8 v = arch->stats.stat (i);
803 stats.Wis += arch->clone.stats.Wis; 704 stats.stat (i) += v;
804 stats.Pow += arch->clone.stats.Pow; 705 contr->orig_stats.stat (i) += v;
805 stats.Cha += arch->clone.stats.Cha; 706 }
806 stats.Int += arch->clone.stats.Int;
807
808 contr->orig_stats.Str += arch->clone.stats.Str;
809 contr->orig_stats.Dex += arch->clone.stats.Dex;
810 contr->orig_stats.Con += arch->clone.stats.Con;
811 contr->orig_stats.Wis += arch->clone.stats.Wis;
812 contr->orig_stats.Pow += arch->clone.stats.Pow;
813 contr->orig_stats.Cha += arch->clone.stats.Cha;
814 contr->orig_stats.Int += arch->clone.stats.Int;
815} 707}
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
735static struct copy_flags : object::flags_t
736{
737 copy_flags ()
738 {
739 set (FLAG_LIFESAVE);
740 set (FLAG_REFL_SPELL);
741 set (FLAG_REFL_MISSILE);
742 set (FLAG_STEALTH);
743 set (FLAG_XRAYS);
744 set (FLAG_BLIND);
745 set (FLAG_SEE_IN_DARK);
746 }
747} copy_flags;
816 748
817/* 749/*
818 * Updates all abilities given by applied objects in the inventory 750 * Updates all abilities given by applied objects in the inventory
819 * of the given object. Note: This function works for both monsters 751 * of the given object. Note: This function works for both monsters
820 * and players; the "player" in the name is purely an archaic inheritance. 752 * and players; the "player" in the name is purely an archaic inheritance.
821 * This functions starts from base values (archetype or player object) 753 * This functions starts from base values (archetype or player object)
822 * and then adjusts them according to what the player has equipped. 754 * and then adjusts them according to what the player has equipped.
823 */ 755 *
824
825/* July 95 - inserted stuff to handle new skills/exp system - b.t. 756 * July 95 - inserted stuff to handle new skills/exp system - b.t.
826 spell system split, grace points now added to system --peterm 757 * spell system split, grace points now added to system --peterm
827 */ 758 */
828
829void 759void
830object::update_stats () 760object::update_stats ()
831{ 761{
832 int i, j;
833 float f, max = 9, added_speed = 0, bonus_speed = 0, sp_tmp, speed_reduce_from_disease = 1; 762 float f, max_speed = 9, added_speed = 0, bonus_speed = 0, speed_reduce_from_disease = 1;
834 int weapon_weight = 0, weapon_speed = 0; 763 int weapon_weight = 0, weapon_speed = 0;
835 int best_wc = 0, best_ac = 0, wc = 0, ac = 0; 764 int best_wc = 0, best_ac = 0, wc = 0, ac = 0;
836 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; 765 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS];
837 object *grace_obj = NULL, *mana_obj = NULL, *wc_obj = NULL, *tmp; 766 object *grace_obj = NULL, *mana_obj = NULL, *tmp;
838 float old_speed = speed; 767 float old_speed = speed;
768 int stat_sum [NUM_STATS];
839 769
840 /* First task is to clear all the values back to their original values */ 770 /* First task is to clear all the values back to their original values */
841 if (type == PLAYER) 771 if (type == PLAYER)
842 { 772 {
843 for (i = 0; i < NUM_STATS; i++) 773 for (int i = 0; i < NUM_STATS; i++)
844 set_attr_value (&(stats), i, get_attr_value (&(contr->orig_stats), i)); 774 stat_sum [i] = contr->orig_stats.stat (i);
845 775
846 if (settings.spell_encumbrance == TRUE) 776 if (settings.spell_encumbrance == TRUE)
847 contr->encumbrance = 0; 777 contr->encumbrance = 0;
848 778
849 attacktype = 0; 779 attacktype = 0;
780
850 contr->digestion = 0; 781 contr->digestion = 0;
851 contr->gen_hp = 0; 782 contr->gen_hp = 0;
852 contr->gen_sp = 0; 783 contr->gen_sp = 0;
853 contr->gen_grace = 0; 784 contr->gen_grace = 0;
854 contr->gen_sp_armour = 10; 785 contr->gen_sp_armour = 10;
855 contr->item_power = 0; 786 contr->item_power = 0;
856
857 /* Don't clobber all the range_ values. range_golem otherwise
858 * gets reset for no good reason, and we don't want to reset
859 * range_magic (what spell is readied). These three below
860 * well get filled in based on what the player has equipped.
861 */
862 contr->ranges[range_bow] = NULL;
863 contr->ranges[range_misc] = NULL;
864 contr->ranges[range_skill] = NULL;
865 } 787 }
866 788
867 memcpy (body_used, body_info, sizeof (body_info)); 789 for (int i = NUM_BODY_LOCATIONS; i--; )
790 slot[i].used = slot[i].info;
868 791
869 slaying = 0; 792 slaying = 0;
870 793
871 if (!QUERY_FLAG (this, FLAG_WIZ)) 794 if (!QUERY_FLAG (this, FLAG_WIZ))
872 { 795 {
876 799
877 CLEAR_FLAG (this, FLAG_LIFESAVE); 800 CLEAR_FLAG (this, FLAG_LIFESAVE);
878 CLEAR_FLAG (this, FLAG_STEALTH); 801 CLEAR_FLAG (this, FLAG_STEALTH);
879 CLEAR_FLAG (this, FLAG_BLIND); 802 CLEAR_FLAG (this, FLAG_BLIND);
880 803
881 if (!QUERY_FLAG (&arch->clone, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL); 804 if (!QUERY_FLAG (arch, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL);
882 if (!QUERY_FLAG (&arch->clone, FLAG_REFL_MISSILE)) CLEAR_FLAG (this, FLAG_REFL_MISSILE); 805 if (!QUERY_FLAG (arch, FLAG_REFL_MISSILE)) CLEAR_FLAG (this, FLAG_REFL_MISSILE);
883 if (!QUERY_FLAG (&arch->clone, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD); 806 if (!QUERY_FLAG (arch, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD);
884 if (!QUERY_FLAG (&arch->clone, FLAG_SEE_IN_DARK )) CLEAR_FLAG (this, FLAG_SEE_IN_DARK); 807 if (!QUERY_FLAG (arch, FLAG_SEE_IN_DARK )) CLEAR_FLAG (this, FLAG_SEE_IN_DARK);
885 808
886 path_attuned = arch->clone.path_attuned; 809 path_attuned = arch->path_attuned;
887 path_repelled = arch->clone.path_repelled; 810 path_repelled = arch->path_repelled;
888 path_denied = arch->clone.path_denied; 811 path_denied = arch->path_denied;
889 glow_radius = arch->clone.glow_radius; 812 glow_radius = arch->glow_radius;
890 move_type = arch->clone.move_type; 813 move_type = arch->move_type;
814
891 chosen_skill = NULL; 815 chosen_skill = 0;
892 816
893 /* initializing resistances from the values in player/monster's 817 /* initializing resistances from the values in player/monster's
894 * archetype clone 818 * archetype clone
895 */ 819 */
896 memcpy (&resist, &arch->clone.resist, sizeof (resist)); 820 memcpy (&resist, &arch->resist, sizeof (resist));
897 821
898 for (i = 0; i < NROFATTACKS; i++) 822 for (int i = 0; i < NROFATTACKS; i++)
899 { 823 {
900 if (resist[i] > 0) 824 if (resist[i] > 0)
901 prot[i] = resist[i], vuln[i] = 0; 825 prot[i] = resist[i], vuln[i] = 0;
902 else 826 else
903 vuln[i] = -(resist[i]), prot[i] = 0; 827 vuln[i] = -(resist[i]), prot[i] = 0;
828
904 potion_resist[i] = 0; 829 potion_resist[i] = 0;
905 } 830 }
906 831
907 wc = arch->clone.stats.wc; 832 wc = arch->stats.wc;
908 stats.dam = arch->clone.stats.dam; 833 stats.dam = arch->stats.dam;
909 834
910 /* for players which cannot use armour, they gain AC -1 per 3 levels, 835 /* for players which cannot use armour, they gain AC -1 per 3 levels,
911 * plus a small amount of physical resist, those poor suckers. ;) 836 * plus a small amount of physical resist, those poor suckers. ;)
912 * the fact that maxlevel is factored in could be considered sort of bogus - 837 * the fact that maxlevel is factored in could be considered sort of bogus -
913 * we should probably give them some bonus and cap it off - otherwise, 838 * we should probably give them some bonus and cap it off - otherwise,
914 * basically, if a server updates its max level, these playes may find 839 * basically, if a server updates its max level, these playes may find
915 * that their protection from physical goes down 840 * that their protection from physical goes down
916 */ 841 */
917 if (!QUERY_FLAG (this, FLAG_USE_ARMOUR) && type == PLAYER) 842 if (!QUERY_FLAG (this, FLAG_USE_ARMOUR) && type == PLAYER)
918 { 843 {
919 ac = MAX (-10, arch->clone.stats.ac - level / 3); 844 ac = max (-10, arch->stats.ac - level / 3);
920 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100; 845 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100;
921 } 846 }
922 else 847 else
923 ac = arch->clone.stats.ac; 848 ac = arch->stats.ac;
924 849
925 stats.luck = arch->clone.stats.luck; 850 stats.luck = arch->stats.luck;
926 speed = arch->clone.speed; 851 speed = arch->speed;
927 852
928 /* OK - we've reset most all the objects attributes to sane values. 853 /* OK - we've reset most all the objects attributes to sane values.
929 * now go through and make adjustments for what the player has equipped. 854 * now go through and make adjustments for what the player has equipped.
930 */ 855 */
931
932 for (tmp = inv; tmp; tmp = tmp->below) 856 for (tmp = inv; tmp; tmp = tmp->below)
933 { 857 {
858 /* This happens because apply_potion calls change_abil with the potion
859 * applied so we can tell the player what changed. But change_abil
860 * then calls this function.
861 */
862 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION)
863 continue;
864
934 /* See note in map.c:update_position about making this additive 865 /* See note in map.c:update_position about making this additive
935 * since light sources are never applied, need to put check here. 866 * since light sources are never applied, need to put check here.
936 */ 867 */
937 if (tmp->glow_radius > glow_radius) 868 if (tmp->glow_radius > glow_radius)
938 glow_radius = tmp->glow_radius; 869 glow_radius = tmp->glow_radius;
939
940 /* This happens because apply_potion calls change_abil with the potion
941 * applied so we can tell the player what chagned. But change_abil
942 * then calls this function.
943 */
944 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION)
945 continue;
946 870
947 /* For some things, we don't care what is equipped */ 871 /* For some things, we don't care what is equipped */
948 if (tmp->type == SKILL) 872 if (tmp->type == SKILL)
949 { 873 {
950 /* Want to take the highest skill here. */ 874 /* Want to take the highest skill here. */
972 * in the praying skill, and the player should always get those. 896 * in the praying skill, and the player should always get those.
973 * It also means we need to put in additional checks for applied below, 897 * It also means we need to put in additional checks for applied below,
974 * because the skill shouldn't count against body positions being used 898 * because the skill shouldn't count against body positions being used
975 * up, etc. 899 * up, etc.
976 */ 900 */
977 if ((QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type != CONTAINER && tmp->type != CLOSE_CON) || 901 if ((tmp->flag [FLAG_APPLIED]
902 && tmp->type != CONTAINER
903 && tmp->type != CLOSE_CON)
904 || (tmp->type == SKILL
978 (tmp->type == SKILL && tmp->subtype == SK_PRAYING)) 905 && tmp->subtype == SK_PRAYING))
979 { 906 {
980 if (type == PLAYER) 907 if (type == PLAYER)
981 { 908 {
982 if (tmp->type == BOW) 909 contr->item_power += tmp->item_power;
983 contr->ranges[range_bow] = tmp;
984 910
985 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 911 if (tmp == contr->combat_ob || tmp == contr->ranged_ob)
986 contr->ranges[range_misc] = tmp; 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;
987 917
988 for (i = 0; i < NUM_STATS; i++) 918 for (int i = 0; i < NUM_STATS; i++)
989 change_attr_value (&(stats), i, get_attr_value (&(tmp->stats), i)); 919 stat_sum [i] = stat_sum [i] + tmp->stats.stat (i);
990 920
991 /* these are the items that currently can change digestion, regeneration, 921 if (digest_types [tmp->type])
992 * spell point recovery and mana point recovery. Seems sort of an arbitary
993 * list, but other items store other info into stats array.
994 */
995 if ((tmp->type == WEAPON) ||
996 (tmp->type == ARMOUR) || (tmp->type == HELMET) ||
997 (tmp->type == SHIELD) || (tmp->type == RING) ||
998 (tmp->type == BOOTS) || (tmp->type == GLOVES) ||
999 (tmp->type == AMULET) || (tmp->type == GIRDLE) ||
1000 (tmp->type == BRACERS) || (tmp->type == CLOAK) ||
1001 (tmp->type == DISEASE) || (tmp->type == FORCE) ||
1002 (tmp->type == SKILL))
1003 { 922 {
1004 contr->digestion += tmp->stats.food; 923 contr->digestion += tmp->stats.food;
1005 contr->gen_hp += tmp->stats.hp; 924 contr->gen_hp += tmp->stats.hp;
1006 contr->gen_sp += tmp->stats.sp; 925 contr->gen_sp += tmp->stats.sp;
1007 contr->gen_grace += tmp->stats.grace; 926 contr->gen_grace += tmp->stats.grace;
1008 contr->gen_sp_armour += tmp->gen_sp_armour; 927 contr->gen_sp_armour += tmp->gen_sp_armour;
1009 contr->item_power += tmp->item_power;
1010 } 928 }
1011 } /* if this is a player */ 929 } /* if this is a player */
930 else
931 {
932 if (tmp->type == WEAPON)
933 current_weapon = tmp;
934 }
1012 935
1013 /* Update slots used for items */ 936 /* Update slots used for items */
1014 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 937 if (QUERY_FLAG (tmp, FLAG_APPLIED))
1015 for (i = 0; i < NUM_BODY_LOCATIONS; i++) 938 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
1016 body_used[i] += tmp->body_info[i]; 939 slot[i].used += tmp->slot[i].info;
1017 940
1018 if (tmp->type == SYMPTOM) 941 if (tmp->type == SYMPTOM)
1019 {
1020 speed_reduce_from_disease = tmp->last_sp / 100.0;
1021 if (speed_reduce_from_disease == 0)
1022 speed_reduce_from_disease = 1; 942 speed_reduce_from_disease =
1023 } 943 min (speed_reduce_from_disease, tmp->last_sp ? tmp->last_sp / 100.f : 1.f);
1024 944
1025 /* Pos. and neg. protections are counted seperate (-> pro/vuln). 945 /* Pos. and neg. protections are counted seperate (-> pro/vuln).
1026 * (Negative protections are calculated extactly like positive.) 946 * (Negative protections are calculated exactly like positive.)
1027 * Resistance from potions are treated special as well. If there's 947 * Resistance from potions are treated special as well. If there's
1028 * more than one potion-effect, the bigger prot.-value is taken. 948 * more than one potion-effect, the bigger prot.-value is taken.
1029 */ 949 */
1030 if (tmp->type != POTION) 950 if (tmp->type != POTION)
1031 { 951 {
1032 for (i = 0; i < NROFATTACKS; i++) 952 for (int i = 0; i < NROFATTACKS; i++)
1033 { 953 {
1034 /* Potential for cursed potions, in which case we just can use 954 /* Potential for cursed potions, in which case we just can use
1035 * a straight MAX, as potion_resist is initialised to zero. 955 * a straight MAX, as potion_resist is initialised to zero.
1036 */ 956 */
1037 if (tmp->type == POTION_EFFECT) 957 if (tmp->type == POTION_EFFECT)
1038 { 958 {
1039 if (potion_resist[i]) 959 if (potion_resist[i])
1040 potion_resist[i] = MAX (potion_resist[i], tmp->resist[i]); 960 potion_resist[i] = max (potion_resist[i], tmp->resist[i]);
1041 else 961 else
1042 potion_resist[i] = tmp->resist[i]; 962 potion_resist[i] = tmp->resist[i];
1043 } 963 }
1044 else if (tmp->resist[i] > 0) 964 else if (tmp->resist[i] > 0)
1045 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100; 965 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100;
1046 else if (tmp->resist[i] < 0) 966 else if (tmp->resist[i] < 0)
1047 vuln[i] += ((100 - vuln[i]) * (-tmp->resist[i])) / 100; 967 vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100;
1048 } 968 }
1049 } 969 }
1050 970
1051 /* There may be other things that should not adjust the attacktype */ 971 /* There may be other things that should not adjust the attacktype */
1052 if (tmp->type != BOW && tmp->type != SYMPTOM) 972 if (tmp->type != SYMPTOM)
973 {
1053 attacktype |= tmp->attacktype; 974 attacktype |= tmp->attacktype;
1054
1055 path_attuned |= tmp->path_attuned; 975 path_attuned |= tmp->path_attuned;
1056 path_repelled |= tmp->path_repelled; 976 path_repelled |= tmp->path_repelled;
1057 path_denied |= tmp->path_denied; 977 path_denied |= tmp->path_denied;
978 move_type |= tmp->move_type;
1058 stats.luck += tmp->stats.luck; 979 stats.luck += tmp->stats.luck;
1059 move_type |= tmp->move_type; 980 }
1060 981
1061 if (QUERY_FLAG (tmp, FLAG_LIFESAVE )) SET_FLAG (this, FLAG_LIFESAVE); 982 flag |= tmp->flag & copy_flags;
1062 if (QUERY_FLAG (tmp, FLAG_REFL_SPELL )) SET_FLAG (this, FLAG_REFL_SPELL);
1063 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE)) SET_FLAG (this, FLAG_REFL_MISSILE);
1064 if (QUERY_FLAG (tmp, FLAG_STEALTH )) SET_FLAG (this, FLAG_STEALTH);
1065 if (QUERY_FLAG (tmp, FLAG_XRAYS )) SET_FLAG (this, FLAG_XRAYS);
1066 if (QUERY_FLAG (tmp, FLAG_BLIND )) SET_FLAG (this, FLAG_BLIND);
1067 if (QUERY_FLAG (tmp, FLAG_SEE_IN_DARK )) SET_FLAG (this, FLAG_SEE_IN_DARK);
1068 983
1069 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (&arch->clone, FLAG_UNDEAD)) 984 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (arch, FLAG_UNDEAD))
1070 SET_FLAG (this, FLAG_UNDEAD); 985 SET_FLAG (this, FLAG_UNDEAD);
1071 986
1072 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS)) 987 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS))
1073 { 988 {
1074 SET_FLAG (this, FLAG_MAKE_INVIS); 989 SET_FLAG (this, FLAG_MAKE_INVIS);
1077 992
1078 if (tmp->stats.exp && tmp->type != SKILL) 993 if (tmp->stats.exp && tmp->type != SKILL)
1079 { 994 {
1080 if (tmp->stats.exp > 0) 995 if (tmp->stats.exp > 0)
1081 { 996 {
1082 added_speed += (float) tmp->stats.exp / 3.0; 997 added_speed += tmp->stats.exp / 3.f;
1083 bonus_speed += 1.0 + (float) tmp->stats.exp / 3.0; 998 bonus_speed += tmp->stats.exp / 3.f + 1.f;
1084 } 999 }
1085 else 1000 else
1086 added_speed += (float) tmp->stats.exp; 1001 added_speed += tmp->stats.exp;
1087 } 1002 }
1088 1003
1089 switch (tmp->type) 1004 switch (tmp->type)
1090 { 1005 {
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
1091 /* skills modifying the character -b.t. */ 1015 /* skills modifying the character -b.t. */
1092 /* for all skills and skill granting objects */ 1016 /* for all skills and skill granting objects */
1093 case SKILL: 1017 case SKILL:
1094 if (!QUERY_FLAG (tmp, FLAG_APPLIED)) 1018 {
1019 if (!QUERY_FLAG (tmp, FLAG_APPLIED) || skill_flags [tmp->subtype] & SF_APPLY)
1095 break; 1020 break;
1096 1021
1097 if (IS_COMBAT_SKILL (tmp->subtype))
1098 wc_obj = tmp;
1099
1100 if (chosen_skill) 1022 if (chosen_skill)
1023 {
1101 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name); 1024 LOG (llevDebug, "fix_player, op %s has multiple skills applied (%s and %s)\n",
1025 &name, &chosen_skill->name, &tmp->name);
1102 1026
1027 tmp->flag [FLAG_APPLIED] = false;
1028 update_stats ();
1029 return;
1030 }
1031 else
1103 chosen_skill = tmp; 1032 chosen_skill = tmp;
1104 1033
1105 if (tmp->stats.dam > 0) 1034 if (tmp->stats.dam > 0)
1106 { /* skill is a 'weapon' */ 1035 { /* skill is a 'weapon' */
1107 if (!QUERY_FLAG (this, FLAG_READY_WEAPON)) 1036 if (!QUERY_FLAG (this, FLAG_READY_WEAPON))
1108 weapon_speed = (int) WEAPON_SPEED (tmp); 1037 weapon_speed = WEAPON_SPEED (tmp);
1109 1038
1110 if (weapon_speed < 0) 1039 if (weapon_speed < 0)
1111 weapon_speed = 0; 1040 weapon_speed = 0;
1112 1041
1113 weapon_weight = tmp->weight; 1042 weapon_weight = tmp->weight;
1114 stats.dam += tmp->stats.dam * (1 + (chosen_skill->level / 9)); 1043 stats.dam += 1 + chosen_skill->level * tmp->stats.dam / 9;
1115 1044
1116 if (tmp->magic) 1045 if (tmp->magic)
1117 stats.dam += tmp->magic; 1046 stats.dam += tmp->magic;
1118 } 1047 }
1119 1048
1120 if (tmp->stats.wc) 1049 if (tmp->stats.wc)
1121 wc -= (tmp->stats.wc + tmp->magic); 1050 wc -= tmp->stats.wc + tmp->magic;
1122 1051
1123 if (tmp->slaying != NULL) 1052 if (tmp->slaying)
1124 slaying = tmp->slaying; 1053 slaying = tmp->slaying;
1125 1054
1126 if (tmp->stats.ac) 1055 if (tmp->stats.ac)
1127 ac -= (tmp->stats.ac + tmp->magic); 1056 ac -= tmp->stats.ac + tmp->magic;
1128 1057
1129 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1058 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1130 contr->encumbrance += (int) 3 *tmp->weight / 1000; 1059 contr->encumbrance += (int) 3 *tmp->weight / 1000;
1131
1132 if (type == PLAYER)
1133 contr->ranges[range_skill] = this;
1134
1135 break; 1060 }
1136 1061
1137 case SKILL_TOOL:
1138 if (chosen_skill)
1139 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name);
1140
1141 chosen_skill = tmp;
1142
1143 if (type == PLAYER)
1144 contr->ranges[range_skill] = this;
1145 break; 1062 break;
1146 1063
1147 case SHIELD: 1064 case SHIELD:
1148 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1065 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1149 contr->encumbrance += (int) tmp->weight / 2000; 1066 contr->encumbrance += (int) tmp->weight / 2000;
1153 case HELMET: 1070 case HELMET:
1154 case BOOTS: 1071 case BOOTS:
1155 case GLOVES: 1072 case GLOVES:
1156 case CLOAK: 1073 case CLOAK:
1157 if (tmp->stats.wc) 1074 if (tmp->stats.wc)
1158 wc -= (tmp->stats.wc + tmp->magic); 1075 wc -= tmp->stats.wc + tmp->magic;
1159 1076
1160 if (tmp->stats.dam) 1077 if (tmp->stats.dam)
1161 stats.dam += (tmp->stats.dam + tmp->magic); 1078 stats.dam += tmp->stats.dam + tmp->magic;
1162 1079
1163 if (tmp->stats.ac) 1080 if (tmp->stats.ac)
1164 ac -= (tmp->stats.ac + tmp->magic); 1081 ac -= tmp->stats.ac + tmp->magic;
1165 1082
1166 break; 1083 break;
1167 1084
1085 case BOW:
1168 case WEAPON: 1086 case WEAPON:
1087 if (type != PLAYER || current_weapon == tmp)
1088 {
1169 wc -= (tmp->stats.wc + tmp->magic); 1089 wc -= tmp->stats.wc + tmp->magic;
1170 1090
1171 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0) 1091 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0)
1172 ac -= tmp->stats.ac + tmp->magic; 1092 ac -= tmp->stats.ac + tmp->magic;
1173 1093
1174 stats.dam += (tmp->stats.dam + tmp->magic); 1094 stats.dam += tmp->stats.dam + tmp->magic;
1175 weapon_weight = tmp->weight; 1095 weapon_weight = tmp->weight;
1176 weapon_speed = ((int) WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2; 1096 weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2;
1177 1097
1178 if (weapon_speed < 0) 1098 if (weapon_speed < 0)
1179 weapon_speed = 0; 1099 weapon_speed = 0;
1180 1100
1181 slaying = tmp->slaying; 1101 slaying = tmp->slaying;
1102
1182 /* If there is desire that two handed weapons should do 1103 /* If there is desire that two handed weapons should do
1183 * extra strength damage, this is where the code should 1104 * extra strength damage, this is where the code should
1184 * go. 1105 * go.
1185 */ 1106 */
1186 current_weapon = tmp; 1107
1187 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1108 if (type == PLAYER)
1109 if (settings.spell_encumbrance)
1188 contr->encumbrance += (int) 3 *tmp->weight / 1000; 1110 contr->encumbrance += tmp->weight * 3 / 1000;
1111 }
1189 1112
1190 break; 1113 break;
1191 1114
1192 case ARMOUR: /* Only the best of these three are used: */ 1115 case ARMOUR: /* Only the best of these three are used: */
1193 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1116 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1194 contr->encumbrance += (int) tmp->weight / 1000; 1117 contr->encumbrance += tmp->weight / 1000;
1195 1118
1196 case BRACERS: 1119 case BRACERS:
1197 case FORCE: 1120 case FORCE:
1198 if (tmp->stats.wc) 1121 if (tmp->stats.wc)
1199 { 1122 {
1221 wc -= (tmp->stats.wc + tmp->magic); 1144 wc -= (tmp->stats.wc + tmp->magic);
1222 1145
1223 if (tmp->stats.ac) 1146 if (tmp->stats.ac)
1224 ac -= (tmp->stats.ac + tmp->magic); 1147 ac -= (tmp->stats.ac + tmp->magic);
1225 1148
1226 if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.0 < max) 1149 if (ARMOUR_SPEED (tmp))
1227 max = ARMOUR_SPEED (tmp) / 10.0; 1150 max_speed = min (max_speed, ARMOUR_SPEED (tmp) / 10.f);
1228 1151
1229 break; 1152 break;
1230 } /* switch tmp->type */ 1153 } /* switch tmp->type */
1231 } /* item is equipped */ 1154 } /* item is equipped */
1232 } /* for loop of items */ 1155 } /* for loop of items */
1239 * If there is an uncursed potion in effect, granting more protection 1162 * If there is an uncursed potion in effect, granting more protection
1240 * than that, we take: 'total resistance = resistance from potion'. 1163 * than that, we take: 'total resistance = resistance from potion'.
1241 * If there is a cursed (and no uncursed) potion in effect, we take 1164 * If there is a cursed (and no uncursed) potion in effect, we take
1242 * 'total resistance = vulnerability from cursed potion'. 1165 * 'total resistance = vulnerability from cursed potion'.
1243 */ 1166 */
1244 for (i = 0; i < NROFATTACKS; i++) 1167 for (int i = 0; i < NROFATTACKS; i++)
1245 { 1168 {
1246 resist[i] = prot[i] - vuln[i]; 1169 resist[i] = prot[i] - vuln[i];
1247 1170
1248 if (potion_resist[i] && ((potion_resist[i] > resist[i]) || (potion_resist[i] < 0))) 1171 if (potion_resist[i] && ((potion_resist[i] > resist[i]) || (potion_resist[i] < 0)))
1249 resist[i] = potion_resist[i]; 1172 resist[i] = potion_resist[i];
1250 } 1173 }
1251 1174
1252 /* Figure out the players sp/mana/hp totals. */
1253 if (type == PLAYER) 1175 if (type == PLAYER)
1254 { 1176 {
1177 // clamp various player stats
1178 for (int i = 0; i < NUM_STATS; ++i)
1179 stats.stat (i) = clamp (stat_sum [i], MIN_STAT, MAX_STAT);
1180
1181 contr->digestion = clamp (contr->digestion, MIN_DIGESTION, MAX_DIGESTION);
1182
1183 /* Figure out the players sp/mana/hp totals. */
1255 int pl_level; 1184 int pl_level;
1256 1185
1257 check_stat_bounds (&(stats)); 1186 check_stat_bounds (&(stats));
1258 pl_level = level; 1187 pl_level = level;
1259 1188
1261 pl_level = 1; /* safety, we should always get 1 levels worth of hp! */ 1190 pl_level = 1; /* safety, we should always get 1 levels worth of hp! */
1262 1191
1263 /* You basically get half a con bonus/level. But we do take into account rounding, 1192 /* You basically get half a con bonus/level. But we do take into account rounding,
1264 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels. 1193 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels.
1265 */ 1194 */
1266 for (i = 1, stats.maxhp = 0; i <= pl_level && i <= 10; i++) 1195 stats.maxhp = 0;
1196 for (int i = 1; i <= min (10, pl_level); i++)
1267 { 1197 {
1268 j = contr->levhp[i] + con_bonus[stats.Con] / 2; 1198 int j = contr->levhp[i] + con_bonus[stats.Con] / 2;
1269 1199
1270 if (i % 2 && con_bonus[stats.Con] % 2) 1200 if (i % 2 && con_bonus[stats.Con] % 2)
1271 {
1272 if (con_bonus[stats.Con] > 0) 1201 if (con_bonus[stats.Con] > 0)
1273 j++; 1202 j++;
1274 else 1203 else
1275 j--; 1204 j--;
1276 }
1277 1205
1278 stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */ 1206 stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */
1279 } 1207 }
1280 1208
1281 for (i = 11; i <= level; i++) 1209 stats.maxhp += 2 * max (0, level - 10);
1282 stats.maxhp += 2;
1283 1210
1284 if (stats.hp > stats.maxhp) 1211 if (stats.hp > stats.maxhp)
1285 stats.hp = stats.maxhp; 1212 stats.hp = stats.maxhp;
1286 1213
1287 /* Sp gain is controlled by the level of the player's 1214 /* Sp gain is controlled by the level of the player's
1300 1227
1301 if (mana_obj == this && type == PLAYER) 1228 if (mana_obj == this && type == PLAYER)
1302 stats.maxsp = 1; 1229 stats.maxsp = 1;
1303 else 1230 else
1304 { 1231 {
1305 sp_tmp = 0.0; 1232 float sp_tmp = 0.f;
1306 1233
1307 for (i = 1; i <= mana_obj->level && i <= 10; i++) 1234 for (int i = 1; i <= min (10, mana_obj->level); i++)
1308 { 1235 {
1309 float stmp; 1236 float stmp;
1310 1237
1311 /* Got some extra bonus at first level */ 1238 /* Got some extra bonus at first level */
1312 if (i < 2) 1239 if (i < 2)
1313 stmp = contr->levsp[i] + ((2.0 * (float) sp_bonus[stats.Pow] + (float) sp_bonus[stats.Int]) / 6.0); 1240 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 6.f;
1314 else 1241 else
1315 stmp = (float) contr->levsp[i] + (2.0 * (float) sp_bonus[stats.Pow] + (float) sp_bonus[stats.Int]) / 12.0; 1242 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 12.f;
1316 1243
1317 if (stmp < 1.0)
1318 stmp = 1.0;
1319
1320 sp_tmp += stmp; 1244 sp_tmp += max (1.f, stmp);
1321 } 1245 }
1322 1246
1323 stats.maxsp = (int) sp_tmp; 1247 stats.maxsp = int (sp_tmp) + 2 * max (0, mana_obj->level - 10);
1324
1325 for (i = 11; i <= mana_obj->level; i++)
1326 stats.maxsp += 2;
1327 } 1248 }
1249
1328 /* Characters can get their sp supercharged via rune of transferrance */ 1250 /* Characters can get their sp supercharged via rune of transferrance */
1329 if (stats.sp > stats.maxsp * 2) 1251 stats.sp = min (stats.sp, stats.maxsp * 2);
1330 stats.sp = stats.maxsp * 2;
1331 1252
1332 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */ 1253 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */
1333 if (!grace_obj || !grace_obj->level || type != PLAYER) 1254 if (!grace_obj || !grace_obj->level || type != PLAYER)
1334 grace_obj = this; 1255 grace_obj = this;
1335 1256
1340 /* store grace in a float - this way, the divisions below don't create 1261 /* store grace in a float - this way, the divisions below don't create
1341 * big jumps when you go from level to level - with int's, it then 1262 * big jumps when you go from level to level - with int's, it then
1342 * becomes big jumps when the sums of the bonuses jump to the next 1263 * becomes big jumps when the sums of the bonuses jump to the next
1343 * step of 8 - with floats, even fractional ones are useful. 1264 * step of 8 - with floats, even fractional ones are useful.
1344 */ 1265 */
1345 sp_tmp = 0.0; 1266 float sp_tmp = 0.f;
1346 for (i = 1, stats.maxgrace = 0; i <= grace_obj->level && i <= 10; i++) 1267
1268 for (int i = 1; i <= min (10, grace_obj->level); i++)
1347 { 1269 {
1348 float grace_tmp = 0.0; 1270 float grace_tmp = 0.f;
1349 1271
1350 /* Got some extra bonus at first level */ 1272 /* Got some extra bonus at first level */
1351 if (i < 2) 1273 if (i < 2)
1352 grace_tmp = contr->levgrace[i] + (((float) grace_bonus[stats.Pow] + 1274 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 6.f;
1353 2.0 * (float) grace_bonus[stats.Wis]) / 6.0);
1354 else 1275 else
1355 grace_tmp = (float) contr->levgrace[i]
1356 + ((float) grace_bonus[stats.Pow] + 2.0 * (float) grace_bonus[stats.Wis]) / 12.0; 1276 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 12.f;
1357 1277
1358 if (grace_tmp < 1.0)
1359 grace_tmp = 1.0;
1360
1361 sp_tmp += grace_tmp; 1278 sp_tmp += max (1.f, grace_tmp);
1362 } 1279 }
1363 1280
1364 stats.maxgrace = (int) sp_tmp;
1365
1366 /* two grace points per level after 11 */ 1281 /* two grace points per level after 10 */
1367 for (i = 11; i <= grace_obj->level; i++) 1282 stats.maxgrace = int (sp_tmp) + 2 * max (0, grace_obj->level - 10);
1368 stats.maxgrace += 2;
1369 } 1283 }
1284
1370 /* No limit on grace vs maxgrace */ 1285 /* No limit on grace vs maxgrace */
1371 1286
1372 if (contr->braced) 1287 if (contr->braced)
1373 { 1288 {
1374 ac += 2; 1289 ac += 2;
1386 * improvement every level, now its fighterlevel/5. So 1301 * improvement every level, now its fighterlevel/5. So
1387 * we give the player a bonus here in wc and dam 1302 * we give the player a bonus here in wc and dam
1388 * to make up for the change. Note that I left the 1303 * to make up for the change. Note that I left the
1389 * monster bonus the same as before. -b.t. 1304 * monster bonus the same as before. -b.t.
1390 */ 1305 */
1306 object *wc_obj = chosen_skill;
1391 1307
1392 if (type == PLAYER && wc_obj && wc_obj->level > 1) 1308 if (contr && wc_obj && wc_obj->level > 1)
1393 { 1309 {
1394 wc -= (wc_obj->level + thaco_bonus[stats.Str]); 1310 wc -= wc_obj->level + thaco_bonus[stats.Str];
1311
1395 for (i = 1; i < wc_obj->level; i++) 1312 for (int i = 1; i < wc_obj->level; i++)
1396 { 1313 {
1397 /* addtional wc every 6 levels */ 1314 /* additional wc every 6 levels */
1398 if (!(i % 6)) 1315 if (!(i % 6))
1399 wc--; 1316 wc--;
1317
1400 /* addtional dam every 4 levels. */ 1318 /* additional dam every 4 levels. */
1401 if (!(i % 4) && (dam_bonus[stats.Str] >= 0)) 1319 if (!(i % 4) && dam_bonus[stats.Str] >= 0)
1402 stats.dam += (1 + (dam_bonus[stats.Str] / 5)); 1320 stats.dam += 1 + dam_bonus[stats.Str] / 5;
1403 } 1321 }
1404 } 1322 }
1405 else 1323 else
1406 wc -= (level + thaco_bonus[stats.Str]); 1324 wc -= level + thaco_bonus[stats.Str];
1407 1325
1408 stats.dam += dam_bonus[stats.Str]; 1326 stats.dam += dam_bonus[stats.Str];
1409 1327
1410 if (stats.dam < 1) 1328 if (stats.dam < 1)
1411 stats.dam = 1; 1329 stats.dam = 1;
1412 1330
1413 speed = 1.0 + speed_bonus[stats.Dex]; 1331 speed = 1.f + speed_bonus[stats.Dex];
1414 1332
1415 if (settings.search_items && contr->search_str[0]) 1333 if (settings.search_items && contr->search_str[0])
1416 speed -= 1; 1334 speed -= 1;
1417 1335
1418 if (attacktype == 0) 1336 if (attacktype == 0)
1419 attacktype = arch->clone.attacktype; 1337 attacktype = arch->attacktype;
1420
1421 } /* End if player */ 1338 } /* End if player */
1422 1339
1423 if (added_speed >= 0) 1340 if (added_speed >= 0)
1424 speed += added_speed / 10.0; 1341 speed += added_speed / 10.f;
1425 else /* Something wrong here...: */ 1342 else /* Something wrong here...: */
1426 speed /= (float) (1.0 - added_speed); 1343 speed /= 1.f - added_speed;
1427 1344
1428 /* Max is determined by armour */ 1345 /* Max is determined by armour */
1429 if (speed > max) 1346 speed = min (speed, max_speed);
1430 speed = max;
1431 1347
1432 if (type == PLAYER) 1348 if (type == PLAYER)
1433 { 1349 {
1434 /* f is a number the represents the number of kg above (positive num) 1350 /* f is a number the represents the number of kg above (positive num)
1435 * or below (negative number) that the player is carrying. If above 1351 * or below (negative number) that the player is carrying. If above
1436 * weight limit, then player suffers a speed reduction based on how 1352 * weight limit, then player suffers a speed reduction based on how
1437 * much above he is, and what is max carry is 1353 * much above he is, and what is max carry is
1438 */ 1354 */
1439 f = (carrying / 1000) - max_carry[stats.Str]; 1355 f = (carrying / 1000) - max_carry[stats.Str];
1440 if (f > 0) 1356 if (f > 0)
1441 speed = speed / (1.0 + f / max_carry[stats.Str]); 1357 speed = speed / (1.f + f / max_carry[stats.Str]);
1442 } 1358 }
1443 1359
1444 speed += bonus_speed / 10.0; /* Not affected by limits */ 1360 speed += bonus_speed / 10.f; /* Not affected by limits */
1361
1362 speed = speed * speed_reduce_from_disease;
1445 1363
1446 /* Put a lower limit on speed. Note with this speed, you move once every 1364 /* Put a lower limit on speed. Note with this speed, you move once every
1447 * 100 ticks or so. This amounts to once every 12 seconds of realtime. 1365 * 100 ticks or so. This amounts to once every 12 seconds of realtime.
1448 */ 1366 */
1449 speed = speed * speed_reduce_from_disease;
1450
1451 if (speed < 0.01 && type == PLAYER) 1367 if (speed < 0.01f && type == PLAYER)
1452 speed = 0.01; 1368 speed = 0.01f;
1369
1370 if (speed != old_speed)
1371 set_speed (speed);
1453 1372
1454 if (type == PLAYER) 1373 if (type == PLAYER)
1455 { 1374 {
1456 float M, W, s, D, K, S, M2;
1457
1458 /* (This formula was made by vidarl@ifi.uio.no) 1375 /* (This formula was made by vidarl@ifi.uio.no)
1459 * Note that we never used these values again - basically 1376 * Note that we never used these values again - basically
1460 * all of these could be subbed into one big equation, but 1377 * all of these could be subbed into one big equation, but
1461 * that would just be a real pain to read. 1378 * that would just be a real pain to read.
1462 */ 1379 */
1463 M = (max_carry[stats.Str] - 121) / 121.0; 1380 float M = (max_carry[stats.Str] - 121) / 121.f;
1464 M2 = max_carry[stats.Str] / 100.0; 1381 float M2 = max_carry[stats.Str] / 100.f;
1465 W = weapon_weight / 20000.0; 1382 float W = weapon_weight / 20000.f;
1466 s = 2 - weapon_speed / 10.0; 1383 float s = (20 - weapon_speed) / 10.f;
1467 D = (stats.Dex - 14) / 14.0; 1384 float D = (stats.Dex - 14) / 14.f;
1468 K = 1 + M / 3.0 - W / (3 * M2) + speed / 5.0 + D / 2.0; 1385 float K = 1 + M / 3.f - W / (3 * M2) + speed / 5.f + D / 2.f;
1386
1469 K *= (4 + level) / (float) (6 + level) * 1.2; 1387 K *= (4 + level) * 1.2f / (6 + level);
1388
1470 if (K <= 0) 1389 if (K <= 0.01f)
1471 K = 0.01; 1390 K = 0.01f;
1472 S = speed / (K * s); 1391
1473 contr->weapon_sp = S; 1392 contr->weapon_sp = K * s * .5f; //TODO: balance the .5
1474 } 1393 }
1475 1394
1476 /* I want to limit the power of small monsters with big weapons: */ 1395 /* I want to limit the power of small monsters with big weapons: */
1477 if (type != PLAYER && arch != NULL && stats.dam > arch->clone.stats.dam * 3) 1396 if (type != PLAYER && arch && stats.dam > arch->stats.dam * 3)
1478 stats.dam = arch->clone.stats.dam * 3; 1397 stats.dam = arch->stats.dam * 3;
1479 1398
1480 /* Prevent overflows of wc - best you can get is ABS(120) - this 1399 stats.wc = clamp (wc, MIN_WC, MAX_WC);
1481 * should be more than enough - remember, AC is also in 8 bits, 1400 stats.ac = clamp (ac, MIN_AC, MAX_AC);
1482 * so its value is the same.
1483 */
1484 if (wc > 120)
1485 wc = 120;
1486 else if (wc < -120)
1487 wc = -120;
1488
1489 stats.wc = wc;
1490
1491 if (ac > 120)
1492 ac = 120;
1493 else if (ac < -120)
1494 ac = -120;
1495
1496 stats.ac = ac;
1497 1401
1498 /* if for some reason the creature doesn't have any move type, 1402 /* if for some reason the creature doesn't have any move type,
1499 * give them walking as a default. 1403 * give them walking as a default.
1500 * The second case is a special case - to more closely mimic the 1404 * The second case is a special case - to more closely mimic the
1501 * old behaviour - if your flying, your not walking - just 1405 * old behaviour - if your flying, your not walking - just
1504 if (move_type == 0) 1408 if (move_type == 0)
1505 move_type = MOVE_WALK; 1409 move_type = MOVE_WALK;
1506 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) 1410 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH))
1507 move_type &= ~MOVE_WALK; 1411 move_type &= ~MOVE_WALK;
1508 1412
1509 if (speed != old_speed)
1510 set_speed (speed);
1511
1512 /* It is quite possible that a player's spell costing might have changed, 1413 /* It is quite possible that a player's spell costing might have changed,
1513 * so we will check that now. 1414 * so we will check that now.
1514 */ 1415 */
1515 if (type == PLAYER) 1416 if (type == PLAYER)
1516 { 1417 {
1517 esrv_update_stats (contr); 1418 esrv_update_stats (contr);
1518 esrv_update_spells (contr); 1419 esrv_update_spells (contr);
1519 } 1420 }
1421
1422 // update the mapspace, if we are on a map
1423 if (!flag [FLAG_REMOVED] && map)
1424 map->at (x, y).flags_ = 0;
1520} 1425}
1521 1426
1522/* 1427/*
1523 * Returns true if the given player is a legal class. 1428 * Returns true if the given player is a legal class.
1524 * The function to add and remove class-bonuses to the stats doesn't 1429 * The function to add and remove class-bonuses to the stats doesn't
1527 * false otherwise. 1432 * false otherwise.
1528 */ 1433 */
1529int 1434int
1530allowed_class (const object *op) 1435allowed_class (const object *op)
1531{ 1436{
1532 return op->stats.Dex > 0 && op->stats.Str > 0 && op->stats.Con > 0 && 1437 return op->stats.Dex > 0
1533 op->stats.Int > 0 && op->stats.Wis > 0 && op->stats.Pow > 0 && op->stats.Cha > 0; 1438 && op->stats.Str > 0
1439 && op->stats.Con > 0
1440 && op->stats.Int > 0
1441 && op->stats.Wis > 0
1442 && op->stats.Pow > 0
1443 && op->stats.Cha > 0;
1534} 1444}
1535 1445
1536/* 1446/*
1537 * set the new dragon name after gaining levels or 1447 * set the new dragon name after gaining levels or
1538 * changing ability focus (later this can be extended to 1448 * changing ability focus (later this can be extended to
1609 object *skin = NULL; /* pointer to dragon skin force */ 1519 object *skin = NULL; /* pointer to dragon skin force */
1610 object *tmp = NULL; /* tmp. object */ 1520 object *tmp = NULL; /* tmp. object */
1611 char buf[MAX_BUF]; /* tmp. string buffer */ 1521 char buf[MAX_BUF]; /* tmp. string buffer */
1612 1522
1613 /* now grab the 'dragon_ability'-forces from the player's inventory */ 1523 /* now grab the 'dragon_ability'-forces from the player's inventory */
1614 for (tmp = who->inv; tmp != NULL; tmp = tmp->below) 1524 for (tmp = who->inv; tmp; tmp = tmp->below)
1615 {
1616 if (tmp->type == FORCE) 1525 if (tmp->type == FORCE)
1617 { 1526 if (tmp->arch->archname == shstr_dragon_ability_force)
1618 if (strcmp (tmp->arch->name, "dragon_ability_force") == 0)
1619 abil = tmp; 1527 abil = tmp;
1620 if (strcmp (tmp->arch->name, "dragon_skin_force") == 0) 1528 else if (tmp->arch->archname == shstr_dragon_skin_force)
1621 skin = tmp; 1529 skin = tmp;
1622 } 1530
1623 }
1624 /* if the force is missing -> bail out */ 1531 /* if the force is missing -> bail out */
1625 if (abil == NULL) 1532 if (abil == NULL)
1626 return; 1533 return;
1627 1534
1628 /* The ability_force keeps track of maximum level ever achieved. 1535 /* The ability_force keeps track of maximum level ever achieved.
1672 if (!skill_obj) 1579 if (!skill_obj)
1673 { 1580 {
1674 LOG (llevError, "add_player_exp: couldn't find skill %s\n", skill_name); 1581 LOG (llevError, "add_player_exp: couldn't find skill %s\n", skill_name);
1675 return NULL; 1582 return NULL;
1676 } 1583 }
1584
1677 /* clear the flag - exp goes into this bucket, but player 1585 /* clear the flag - exp goes into this bucket, but player
1678 * still doesn't know it. 1586 * still doesn't know it.
1679 */ 1587 */
1680 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL); 1588 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL);
1681 skill_obj->stats.exp = 0; 1589 skill_obj->stats.exp = 0;
1682 skill_obj->level = 1; 1590 skill_obj->level = 1;
1683 insert_ob_in_ob (skill_obj, op); 1591 insert_ob_in_ob (skill_obj, op);
1684 1592
1685 if (op->contr) 1593 if (player *pl = op->contr)
1686 { 1594 {
1687 op->contr->last_skill_ob [skill_obj->subtype] = skill_obj; 1595 pl->last_skill_ob [skill_obj->subtype] = skill_obj;
1688 if (op->contr->ns) 1596 if (pl->ns)
1689 op->contr->ns->last_skill_exp[skill_obj->subtype] = -1;//TODO: should be made superfluous 1597 pl->ns->last_skill_exp[skill_obj->subtype] = -1;//TODO: should be made superfluous
1690 } 1598 }
1691 1599
1692 return skill_obj; 1600 return skill_obj;
1693} 1601}
1694
1695 1602
1696/* player_lvl_adj() - for the new exp system. we are concerned with 1603/* player_lvl_adj() - for the new exp system. we are concerned with
1697 * whether the player gets more hp, sp and new levels. 1604 * whether the player gets more hp, sp and new levels.
1698 * Note this this function should only be called for players. Monstes 1605 * Note this this function should only be called for players. Monstes
1699 * don't really gain levels 1606 * don't really gain levels
1702 */ 1609 */
1703void 1610void
1704player_lvl_adj (object *who, object *op) 1611player_lvl_adj (object *who, object *op)
1705{ 1612{
1706 char buf[MAX_BUF]; 1613 char buf[MAX_BUF];
1614 bool changed = false;
1707 1615
1708 if (!op) /* when rolling stats */ 1616 if (!op) /* when rolling stats */
1709 op = who; 1617 op = who;
1710 1618
1711 if (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul)) 1619 while (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul))
1712 { 1620 {
1621 changed = true;
1622
1713 op->level++; 1623 op->level++;
1714 1624
1715 if (op != NULL && op == who && op->stats.exp > 1 && is_dragon_pl (who)) 1625 if (op && op == who && op->stats.exp > 1 && is_dragon_pl (who))
1716 dragon_level_gain (who); 1626 dragon_level_gain (who);
1717 1627
1718 /* Only roll these if it is the player (who) that gained the level */ 1628 /* Only roll these if it is the player (who) that gained the level */
1719 if (op == who && (who->level < 11) && who->type == PLAYER) 1629 if (op == who && (who->level < 11) && who->type == PLAYER)
1720 { 1630 {
1721 who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1; 1631 who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1;
1722 who->contr->levsp[who->level] = die_roll (2, 3, who, PREFER_HIGH); 1632 who->contr->levsp[who->level] = die_roll (2, 3, who, PREFER_HIGH);
1723 who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1; 1633 who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1;
1724 } 1634 }
1725 1635
1726 who->update_stats ();
1727 if (op->level > 1) 1636 if (op->level > 1)
1728 { 1637 {
1729 if (op->type != PLAYER) 1638 if (op->type != PLAYER)
1639 {
1640 who->contr->play_sound (sound_find ("skill_up"));
1730 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); 1641 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1642 }
1731 else 1643 else
1644 {
1645 who->contr->play_sound (sound_find ("level_up"));
1732 sprintf (buf, "You are now level %d.", op->level); 1646 sprintf (buf, "You are now level %d.", op->level);
1647 }
1648
1733 if (who) 1649 if (who)
1734 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); 1650 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1735 } 1651 }
1736 player_lvl_adj (who, op); /* To increase more levels */
1737 } 1652 }
1653
1738 else if (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul)) 1654 while (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul))
1739 { 1655 {
1656 changed = true;
1657
1740 op->level--; 1658 op->level--;
1741 who->update_stats (); 1659
1742 if (op->type != PLAYER) 1660 if (op->type != PLAYER)
1743 { 1661 {
1744 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); 1662 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1745 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); 1663 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1746 } 1664 }
1747 player_lvl_adj (who, op); /* To decrease more levels */ 1665 }
1666
1667 if (changed)
1748 } 1668 {
1749 1669 who->update_stats ();
1670 esrv_update_stats (who->contr);
1750 /* check if the spell data has changed */ 1671 /* check if the spell data has changed */
1751 esrv_update_stats (who->contr);
1752 esrv_update_spells (who->contr); 1672 esrv_update_spells (who->contr);
1673 }
1753} 1674}
1754 1675
1755/* 1676/*
1756 * Returns how much experience is needed for a player to become 1677 * Returns how much experience is needed for a player to become
1757 * the given level. level should really never exceed max_level 1678 * the given level. level should really never exceed max_level
1760sint64 1681sint64
1761level_exp (int level, double expmul) 1682level_exp (int level, double expmul)
1762{ 1683{
1763 if (level > settings.max_level) 1684 if (level > settings.max_level)
1764 return (sint64) (expmul * levels[settings.max_level]); 1685 return (sint64) (expmul * levels[settings.max_level]);
1686
1765 return (sint64) (expmul * levels[level]); 1687 return (sint64) (expmul * levels[level]);
1766} 1688}
1767 1689
1768/* 1690/*
1769 * Ensure that the permanent experience requirements in an exp object are met. 1691 * Ensure that the permanent experience requirements in an exp object are met.
1806 sint64 limit, exp_to_add; 1728 sint64 limit, exp_to_add;
1807 int i; 1729 int i;
1808 1730
1809 /* prevents some forms of abuse. */ 1731 /* prevents some forms of abuse. */
1810 if (op->contr->braced) 1732 if (op->contr->braced)
1811 exp = exp / 5; 1733 exp /= 5;
1812 1734
1813 /* Try to find the matching skill. 1735 /* Try to find the matching skill.
1814 * We do a shortcut/time saving mechanism first - see if it matches 1736 * We do a shortcut/time saving mechanism first - see if it matches
1815 * chosen_skill. This means we don't need to search through 1737 * chosen_skill. This means we don't need to search through
1816 * the players inventory. 1738 * the players inventory.
1817 */ 1739 */
1818 if (skill_name) 1740 if (skill_name)
1819 { 1741 {
1820 if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill)) 1742 if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill))
1951 del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction)); 1873 del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction));
1952 tmp->stats.exp -= del_exp; 1874 tmp->stats.exp -= del_exp;
1953 player_lvl_adj (op, tmp); 1875 player_lvl_adj (op, tmp);
1954 } 1876 }
1955 } 1877 }
1878
1956 if (flag != SK_SUBTRACT_SKILL_EXP) 1879 if (flag != SK_SUBTRACT_SKILL_EXP)
1957 { 1880 {
1958 del_exp = check_exp_loss (op, exp); 1881 del_exp = check_exp_loss (op, exp);
1959 op->stats.exp -= del_exp; 1882 op->stats.exp -= del_exp;
1960 player_lvl_adj (op, NULL); 1883 player_lvl_adj (op, NULL);
1961 } 1884 }
1962} 1885}
1963
1964
1965 1886
1966/* change_exp() - changes experience to a player/monster. This 1887/* change_exp() - changes experience to a player/monster. This
1967 * does bounds checking to make sure we don't overflow the max exp. 1888 * does bounds checking to make sure we don't overflow the max exp.
1968 * 1889 *
1969 * The exp passed is typically not modified much by this function - 1890 * The exp passed is typically not modified much by this function -
1970 * it is assumed the caller has modified the exp as needed. 1891 * it is assumed the caller has modified the exp as needed.
1971 * skill_name is the skill that should get the exp added. 1892 * skill_name is the skill that should get the exp added.
1972 * flag is what to do if player doesn't have the skill. 1893 * flag is what to do if player doesn't have the skill.
1973 * these last two values are only used for players. 1894 * these last two values are only used for players.
1974 */ 1895 */
1975
1976void 1896void
1977change_exp (object *op, sint64 exp, const char *skill_name, int flag) 1897change_exp (object *op, sint64 exp, const char *skill_name, int flag)
1978{ 1898{
1979
1980#ifdef EXP_DEBUG 1899#ifdef EXP_DEBUG
1981 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp); 1900 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp);
1982#endif 1901#endif
1983 1902
1984 /* safety */ 1903 /* safety */
2025 else 1944 else
2026 /* note that when you lose exp, it doesn't go against 1945 /* note that when you lose exp, it doesn't go against
2027 * a particular skill, so we don't need to pass that 1946 * a particular skill, so we don't need to pass that
2028 * along. 1947 * along.
2029 */ 1948 */
2030 subtract_player_exp (op, FABS (exp), skill_name, flag); 1949 subtract_player_exp (op, abs (exp), skill_name, flag);
2031
2032 } 1950 }
2033} 1951}
2034 1952
2035/* Applies a death penalty experience, the size of this is defined by the 1953/* Applies a death penalty experience, the size of this is defined by the
2036 * settings death_penalty_percentage and death_penalty_levels, and by the 1954 * settings death_penalty_percentage and death_penalty_levels, and by the
2037 * amount of permenent experience, whichever gives the lowest loss. 1955 * amount of permenent experience, whichever gives the lowest loss.
2038 */ 1956 */
2039
2040void 1957void
2041apply_death_exp_penalty (object *op) 1958apply_death_exp_penalty (object *op)
2042{ 1959{
2043 object *tmp; 1960 object *tmp;
2044 sint64 loss; 1961 sint64 loss;
2066 player_lvl_adj (op, tmp); 1983 player_lvl_adj (op, tmp);
2067 } 1984 }
2068 1985
2069 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100; 1986 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100;
2070 level_loss = op->stats.exp - levels[MAX (0, op->level - settings.death_penalty_level)]; 1987 level_loss = op->stats.exp - levels[MAX (0, op->level - settings.death_penalty_level)];
1988
2071 if (level_loss < 0) 1989 if (level_loss < 0)
2072 level_loss = 0; 1990 level_loss = 0;
2073 loss = check_exp_loss (op, MIN (level_loss, percentage_loss)); 1991 loss = check_exp_loss (op, MIN (level_loss, percentage_loss));
2074 1992
2075 op->stats.exp -= loss; 1993 op->stats.exp -= loss;

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