--- deliantra/server/common/living.C 2006/12/11 19:46:46 1.15 +++ deliantra/server/common/living.C 2008/09/25 04:09:57 1.89 @@ -1,28 +1,27 @@ /* - CrossFire, A Multiplayer game for X-windows - - Copyright (C) 2002 Mark Wedel & Crossfire Development Team - Copyright (C) 1992 Frank Tore Johansen - - This program is free software; you can redistribute it and/or modify - it under the terms of the GNU General Public License as published by - the Free Software Foundation; either version 2 of the License, or - (at your option) any later version. - - This program is distributed in the hope that it will be useful, - but WITHOUT ANY WARRANTY; without even the implied warranty of - MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the - GNU General Public License for more details. - - You should have received a copy of the GNU General Public License - along with this program; if not, write to the Free Software - Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. - - The authors can be reached via e-mail at -*/ + * This file is part of Deliantra, the Roguelike Realtime MMORPG. + * + * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team + * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team + * Copyright (©) 1992,2007 Frank Tore Johansen + * + * Deliantra is free software: you can redistribute it and/or modify + * it under the terms of the GNU General Public License as published by + * the Free Software Foundation, either version 3 of the License, or + * (at your option) any later version. + * + * This program is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + * GNU General Public License for more details. + * + * You should have received a copy of the GNU General Public License + * along with this program. If not, see . + * + * The authors can be reached via e-mail to + */ #include -#include /* Handy little macro that adds exp and keeps it within bounds. Since * we are now using 64 bit values, I'm not all concerned about overflow issues @@ -193,160 +192,68 @@ "You're feeling clumsy!", "You feel less healthy", "You suddenly begin to lose your memory!", - "Your face gets distorted!", "Watch out, your mind is going!", - "Your spirit feels drained!" + "Your spirit feels drained!", + "Your face gets distorted!", }; const char *const restore_msg[NUM_STATS] = { "You feel your strength return.", "You feel your agility return.", "You feel your health return.", + "You feel your memory return.", "You feel your wisdom return.", + "You feel your spirits return.", "You feel your charisma return.", - "You feel your memory return.", - "You feel your spirits return." }; const char *const gain_msg[NUM_STATS] = { "You feel stronger.", "You feel more agile.", "You feel healthy.", + "You feel smarter.", "You feel wiser.", + "You feel more potent.", "You seem to look better.", - "You feel smarter.", - "You feel more potent." }; const char *const lose_msg[NUM_STATS] = { "You feel weaker!", "You feel clumsy!", "You feel less healthy!", + "You feel stupid!", "You lose some of your memory!", + "You feel less potent!", "You look ugly!", - "You feel stupid!", - "You feel less potent!" }; const char *const statname[NUM_STATS] = { - "strength", "dexterity", "constitution", "wisdom", "charisma", "intelligence", "power" + "strength", "dexterity", "constitution", "intelligence", "wisdom", "power", "charisma" }; const char *const short_stat_name[NUM_STATS] = { - "Str", "Dex", "Con", "Wis", "Cha", "Int", "Pow" + "Str", "Dex", "Con", "Int", "Wis", "Pow", "Cha" }; /* - * sets Str/Dex/con/Wis/Cha/Int/Pow in stats to value, depending on - * what attr is (STR to POW). - */ - -void -set_attr_value (living * stats, int attr, sint8 value) -{ - switch (attr) - { - case STR: - stats->Str = value; - break; - case DEX: - stats->Dex = value; - break; - case CON: - stats->Con = value; - break; - case WIS: - stats->Wis = value; - break; - case POW: - stats->Pow = value; - break; - case CHA: - stats->Cha = value; - break; - case INT: - stats->Int = value; - break; - } -} - -/* * Like set_attr_value(), but instead the value (which can be negative) * is added to the specified stat. */ - void -change_attr_value (living * stats, int attr, sint8 value) +change_attr_value (living *stats, int attr, sint8 value) { - if (value == 0) - return; - switch (attr) - { - case STR: - stats->Str += value; - break; - case DEX: - stats->Dex += value; - break; - case CON: - stats->Con += value; - break; - case WIS: - stats->Wis += value; - break; - case POW: - stats->Pow += value; - break; - case CHA: - stats->Cha += value; - break; - case INT: - stats->Int += value; - break; - default: - LOG (llevError, "Invalid attribute in change_attr_value: %d\n", attr); - } -} - -/* - * returns the specified stat. See also set_attr_value(). - */ - -sint8 -get_attr_value (const living * stats, int attr) -{ - switch (attr) - { - case STR: - return (stats->Str); - case DEX: - return (stats->Dex); - case CON: - return (stats->Con); - case WIS: - return (stats->Wis); - case CHA: - return (stats->Cha); - case INT: - return (stats->Int); - case POW: - return (stats->Pow); - } - return 0; + stats->stat (attr) += value; } /* * Ensures that all stats (str/dex/con/wis/cha/int) are within the * 1-30 stat limit. */ - void -check_stat_bounds (living * stats) +check_stat_bounds (living *stats) { - int i, v; - - for (i = 0; i < NUM_STATS; i++) - if ((v = get_attr_value (stats, i)) > MAX_STAT) - set_attr_value (stats, i, MAX_STAT); - else if (v < MIN_STAT) - set_attr_value (stats, i, MIN_STAT); + for (int i = 0; i < NUM_STATS; i++) + { + sint8 &v = stats->stat (i); + v = clamp (v, MIN_STAT, MAX_STAT); + } } #define ORIG_S(xyz,abc) (op->contr->orig_stats.abc) @@ -365,7 +272,7 @@ * It is the calling functions responsibilty to check to see if the object * can be applied or not. * The main purpose of calling this function is the messages that are - * displayed - fix_player should really always be called after this when + * displayed - update_stats should really always be called after this when * removing an object - that is because it is impossible to know if some object * is the only source of an attacktype or spell attunement, so this function * will clear the bits, but the player may still have some other object @@ -374,45 +281,44 @@ int change_abil (object *op, object *tmp) { - int flag = QUERY_FLAG (tmp, FLAG_APPLIED) ? 1 : -1, i, j, success = 0; + int flag = tmp->flag [FLAG_APPLIED] ? 1 : -1; + int success = 0; char message[MAX_BUF]; int potion_max = 0; - /* remember what object was like before it was changed. note that - * refop is a local copy of op only to be used for detecting changes - * found by fix_player. refop is not a real object - */ - object_pod refop = *op; + // keep some stats for comparison purposes + object::flags_t prev_flag = op->flag; + MoveType prev_move_type = op->move_type; + sint16 prev_resist [NROFATTACKS]; // clumsy + assert (sizeof (prev_resist) == sizeof (op->resist)); + memcpy (prev_resist, op->resist, sizeof (prev_resist)); if (op->type == PLAYER) { if (tmp->type == POTION) { potion_max = 1; - for (j = 0; j < NUM_STATS; j++) - { - int nstat, ostat; - ostat = get_attr_value (&(op->contr->orig_stats), j); - i = get_attr_value (&(tmp->stats), j); + for (int j = 0; j < NUM_STATS; j++) + { + int ostat = op->contr->orig_stats.stat (j); + int i = tmp->stats.stat (j); /* nstat is what the stat will be after use of the potion */ - nstat = flag * i + ostat; + int nstat = flag * i + ostat; - /* Do some bounds checking. While I don't think any - * potions do so right now, there is the potential for potions + /* Do some bounds checking. There is the potential for potions * that adjust that stat by more than one point, so we need * to allow for that. */ if (nstat < 1 && i * flag < 0) nstat = 1; - else if (nstat > 20 + get_attr_value (&(op->arch->clone.stats), j)) - { - nstat = 20 + get_attr_value (&(op->arch->clone.stats), j); - } + else if (nstat > 20 + op->arch->stats.stat (j)) + nstat = 20 + op->arch->stats.stat (j); + if (nstat != ostat) { - set_attr_value (&(op->contr->orig_stats), j, nstat); + op->contr->orig_stats.stat (j) = nstat; potion_max = 0; } else if (i) @@ -421,38 +327,40 @@ potion_max = 1; } } + /* This section of code ups the characters normal stats also. I am not * sure if this is strictly necessary, being that fix_player probably * recalculates this anyway. */ - for (j = 0; j < NUM_STATS; j++) - change_attr_value (&(op->stats), j, flag * get_attr_value (&(tmp->stats), j)); - check_stat_bounds (&(op->stats)); + for (int j = 0; j < NUM_STATS; j++) + change_attr_value (&op->stats, j, flag * tmp->stats.stat (j)); + + check_stat_bounds (&op->stats); } /* end of potion handling code */ } - /* reset attributes that fix_player doesn't reset since it doesn't search + /* reset attributes that update_stats doesn't reset since it doesn't search * everything to set */ if (flag == -1) { - op->attacktype &= ~tmp->attacktype; - op->path_attuned &= ~tmp->path_attuned; + op->attacktype &= ~tmp->attacktype; + op->path_attuned &= ~tmp->path_attuned; op->path_repelled &= ~tmp->path_repelled; - op->path_denied &= ~tmp->path_denied; + op->path_denied &= ~tmp->path_denied; /* Presuming here that creatures only have move_type, * and not the other move_ fields. */ - op->move_type &= ~tmp->move_type; + op->move_type &= ~tmp->move_type; } /* call fix_player since op object could have whatever attribute due - * to multiple items. if fix_player always has to be called after + * to multiple items. if update_stats always has to be called after * change_ability then might as well call it from here */ - fix_player (op); + op->update_stats (); - /* Fix player won't add the bows ability to the player, so don't + /* update_stats won't add the bows ability to the player, so don't * print out message if this is a bow. */ if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW) @@ -460,28 +368,32 @@ success = 1; DIFF_MSG (flag, "Your hands begin to glow red.", "Your hands stop glowing red."); } - if (QUERY_FLAG (op, FLAG_LIFESAVE) != QUERY_FLAG (&refop, FLAG_LIFESAVE)) + + if (op->flag [FLAG_LIFESAVE] != prev_flag [FLAG_LIFESAVE]) { success = 1; DIFF_MSG (flag, "You feel very protected.", "You don't feel protected anymore."); } - if (QUERY_FLAG (op, FLAG_REFL_MISSILE) != QUERY_FLAG (&refop, FLAG_REFL_MISSILE)) + + if (op->flag [FLAG_REFL_MISSILE] != prev_flag [FLAG_REFL_MISSILE]) { success = 1; DIFF_MSG (flag, "A magic force shimmers around you.", "The magic force fades away."); } - if (QUERY_FLAG (op, FLAG_REFL_SPELL) != QUERY_FLAG (&refop, FLAG_REFL_SPELL)) + + if (op->flag [FLAG_REFL_SPELL] != prev_flag [FLAG_REFL_SPELL]) { success = 1; DIFF_MSG (flag, "You feel more safe now, somehow.", "Suddenly you feel less safe, somehow."); } + /* movement type has changed. We don't care about cases where * user has multiple items giving the same type appled like we * used to - that is more work than what we gain, plus messages * can be misleading (a little higher could be miscontrued from * from fly high) */ - if (tmp->move_type && op->move_type != refop.move_type) + if (tmp->move_type && op->move_type != prev_move_type) { success = 1; @@ -490,7 +402,7 @@ */ if (tmp->move_type & MOVE_FLY_LOW && !(op->move_type & MOVE_FLY_HIGH)) { - DIFF_MSG (flag, "You start to float in the air!.", "You float down to the ground."); + DIFF_MSG (flag, "You start to float in the air!", "You float down to the ground."); } if (tmp->move_type & MOVE_FLY_HIGH) @@ -498,9 +410,10 @@ /* double conditional - second case covers if you have move_fly_low - * in that case, you don't actually land */ - DIFF_MSG (flag, "You soar into the air air!.", + DIFF_MSG (flag, "You soar into the air!", (op->move_type & MOVE_FLY_LOW ? "You fly lower in the air" : "You float down to the ground.")); } + if (tmp->move_type & MOVE_SWIM) DIFF_MSG (flag, "You feel ready for a swim", "You no longer feel like swimming"); @@ -511,8 +424,8 @@ /* becoming UNDEAD... a special treatment for this flag. Only those not * originally undead may change their status */ - if (!QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) - if (QUERY_FLAG (op, FLAG_UNDEAD) != QUERY_FLAG (&refop, FLAG_UNDEAD)) + if (!op->arch->flag [FLAG_UNDEAD]) + if (op->flag [FLAG_UNDEAD] != prev_flag [FLAG_UNDEAD]) { success = 1; if (flag > 0) @@ -522,30 +435,32 @@ } else { - op->race = op->arch->clone.race; + op->race = op->arch->race; new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!"); } } - if (QUERY_FLAG (op, FLAG_STEALTH) != QUERY_FLAG (&refop, FLAG_STEALTH)) + if (op->flag [FLAG_STEALTH] != prev_flag [FLAG_STEALTH]) { success = 1; DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily."); } - if (QUERY_FLAG (op, FLAG_MAKE_INVIS) != QUERY_FLAG (&refop, FLAG_MAKE_INVIS)) + + if (op->flag [FLAG_MAKE_INVIS] != prev_flag [FLAG_MAKE_INVIS]) { success = 1; DIFF_MSG (flag, "You become transparent.", "You can see yourself."); } + /* blinded you can tell if more blinded since blinded player has minimal * vision */ - if (QUERY_FLAG (tmp, FLAG_BLIND)) + if (tmp->flag [FLAG_BLIND]) { success = 1; if (flag > 0) { - if (QUERY_FLAG (op, FLAG_WIZ)) + if (op->flag [FLAG_WIZ]) new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self is blinded."); else { @@ -557,7 +472,7 @@ } else { - if (QUERY_FLAG (op, FLAG_WIZ)) + if (op->flag [FLAG_WIZ]) new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self can now see again."); else { @@ -569,7 +484,7 @@ } } - if (QUERY_FLAG (op, FLAG_SEE_IN_DARK) != QUERY_FLAG (&refop, FLAG_SEE_IN_DARK)) + if (op->flag [FLAG_SEE_IN_DARK] != prev_flag [FLAG_SEE_IN_DARK]) { success = 1; if (op->type == PLAYER) @@ -577,12 +492,12 @@ DIFF_MSG (flag, "Your vision is better in the dark.", "You see less well in the dark."); } - if (QUERY_FLAG (op, FLAG_XRAYS) != QUERY_FLAG (&refop, FLAG_XRAYS)) + if (op->flag [FLAG_XRAYS] != prev_flag [FLAG_XRAYS]) { success = 1; if (flag > 0) { - if (QUERY_FLAG (op, FLAG_WIZ)) + if (op->flag [FLAG_WIZ]) new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a little clearer."); else { @@ -593,7 +508,7 @@ } else { - if (QUERY_FLAG (op, FLAG_WIZ)) + if (op->flag [FLAG_WIZ]) new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a bit out of focus."); else { @@ -636,34 +551,32 @@ } /* Messages for changed resistance */ - for (i = 0; i < NROFATTACKS; i++) + for (int i = 0; i < NROFATTACKS; i++) { if (i == ATNR_PHYSICAL) continue; /* Don't display about armour */ - if (op->resist[i] != refop.resist[i]) + if (op->resist [i] != prev_resist [i]) { success = 1; - if (op->resist[i] > refop.resist[i]) - sprintf (message, "Your resistance to %s rises to %d%%.", change_resist_msg[i], op->resist[i]); + + if (op->resist [i] > prev_resist [i]) + sprintf (message, "Your resistance to %s rises to %d%%.", change_resist_msg [i], op->resist [i]); else - sprintf (message, "Your resistance to %s drops to %d%%.", change_resist_msg[i], op->resist[i]); + sprintf (message, "Your resistance to %s drops to %d%%.", change_resist_msg [i], op->resist [i]); new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message); } } - if (tmp->type != EXPERIENCE && !potion_max) - { - for (j = 0; j < NUM_STATS; j++) + if (!potion_max) + for (int j = 0; j < NUM_STATS; j++) + if (int i = tmp->stats.stat (j)) { - if ((i = get_attr_value (&(tmp->stats), j)) != 0) - { - success = 1; - DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]); - } + success = 1; + DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]); } - } + return success; } @@ -671,15 +584,14 @@ * Stat draining by Vick 930307 * (Feeling evil, I made it work as well now. -Frank 8) */ - void -drain_stat (object *op) +object::drain_stat () { - drain_specific_stat (op, RANDOM () % NUM_STATS); + drain_specific_stat (rndm (NUM_STATS)); } void -drain_specific_stat (object *op, int deplete_stats) +object::drain_specific_stat (int deplete_stats) { object *tmp; archetype *at; @@ -692,73 +604,72 @@ } else { - tmp = present_arch_in_ob (at, op); + tmp = present_arch_in_ob (at, this); + if (!tmp) { tmp = arch_to_object (at); - tmp = insert_ob_in_ob (tmp, op); + tmp = insert_ob_in_ob (tmp, this); SET_FLAG (tmp, FLAG_APPLIED); } } - new_draw_info (NDI_UNIQUE, 0, op, drain_msg[deplete_stats]); + new_draw_info (NDI_UNIQUE, 0, this, drain_msg[deplete_stats]); change_attr_value (&tmp->stats, deplete_stats, -1); - fix_player (op); + update_stats (); } /* * A value of 0 indicates timeout, otherwise change the luck of the object. * via an applied bad_luck object. */ - void -change_luck (object *op, int value) +object::change_luck (int value) { - object *tmp; - archetype *at; - int new_luck; - - at = archetype::find ("luck"); + archetype *at = archetype::find ("luck"); if (!at) LOG (llevError, "Couldn't find archetype luck.\n"); else { - tmp = present_arch_in_ob (at, op); + object *tmp = present_arch_in_ob (at, this); + if (!tmp) { if (!value) return; + tmp = arch_to_object (at); - tmp = insert_ob_in_ob (tmp, op); + tmp = insert_ob_in_ob (tmp, this); SET_FLAG (tmp, FLAG_APPLIED); } + if (value) { /* Limit the luck value of the bad luck object to +/-100. This * (arbitrary) value prevents overflows (both in the bad luck object and * in op itself). */ - new_luck = tmp->stats.luck + value; + int new_luck = tmp->stats.luck + value; + if (new_luck >= -100 && new_luck <= 100) { - op->stats.luck += value; + stats.luck += value; tmp->stats.luck = new_luck; } } else { if (!tmp->stats.luck) - { - return; - } + return; + /* Randomly change the players luck. Basically, we move it * back neutral (if greater>0, subtract, otherwise add) */ - if (RANDOM () % (FABS (tmp->stats.luck)) >= RANDOM () % 30) + if (rndm (abs (tmp->stats.luck)) >= rndm (30)) { int diff = tmp->stats.luck > 0 ? -1 : 1; - op->stats.luck += diff; + stats.luck += diff; tmp->stats.luck += diff; } } @@ -768,143 +679,156 @@ /* * Subtracts stat-bonuses given by the class which the player has chosen. */ - void -remove_statbonus (object *op) +object::remove_statbonus () { - op->stats.Str -= op->arch->clone.stats.Str; - op->stats.Dex -= op->arch->clone.stats.Dex; - op->stats.Con -= op->arch->clone.stats.Con; - op->stats.Wis -= op->arch->clone.stats.Wis; - op->stats.Pow -= op->arch->clone.stats.Pow; - op->stats.Cha -= op->arch->clone.stats.Cha; - op->stats.Int -= op->arch->clone.stats.Int; - op->contr->orig_stats.Str -= op->arch->clone.stats.Str; - op->contr->orig_stats.Dex -= op->arch->clone.stats.Dex; - op->contr->orig_stats.Con -= op->arch->clone.stats.Con; - op->contr->orig_stats.Wis -= op->arch->clone.stats.Wis; - op->contr->orig_stats.Pow -= op->arch->clone.stats.Pow; - op->contr->orig_stats.Cha -= op->arch->clone.stats.Cha; - op->contr->orig_stats.Int -= op->arch->clone.stats.Int; + for (int i = 0; i < NUM_STATS; ++i) + { + sint8 v = arch->stats.stat (i); + stats.stat (i) -= v; + contr->orig_stats.stat (i) -= v; + } } /* * Adds stat-bonuses given by the class which the player has chosen. */ - void -add_statbonus (object *op) +object::add_statbonus () { - op->stats.Str += op->arch->clone.stats.Str; - op->stats.Dex += op->arch->clone.stats.Dex; - op->stats.Con += op->arch->clone.stats.Con; - op->stats.Wis += op->arch->clone.stats.Wis; - op->stats.Pow += op->arch->clone.stats.Pow; - op->stats.Cha += op->arch->clone.stats.Cha; - op->stats.Int += op->arch->clone.stats.Int; - op->contr->orig_stats.Str += op->arch->clone.stats.Str; - op->contr->orig_stats.Dex += op->arch->clone.stats.Dex; - op->contr->orig_stats.Con += op->arch->clone.stats.Con; - op->contr->orig_stats.Wis += op->arch->clone.stats.Wis; - op->contr->orig_stats.Pow += op->arch->clone.stats.Pow; - op->contr->orig_stats.Cha += op->arch->clone.stats.Cha; - op->contr->orig_stats.Int += op->arch->clone.stats.Int; + for (int i = 0; i < NUM_STATS; ++i) + { + sint8 v = arch->stats.stat (i); + stats.stat (i) += v; + contr->orig_stats.stat (i) += v; + } } +/* These are the items that currently can change digestion, regeneration, + * spell point recovery and mana point recovery. Seems sort of an arbitary + * list, but other items store other info into stats array. + */ +static struct digest_types : std::bitset +{ + digest_types () + { + set (WEAPON); + set (BOW); + set (ARMOUR); + set (HELMET); + set (SHIELD); + set (RING); + set (BOOTS); + set (GLOVES); + set (AMULET); + set (GIRDLE); + set (BRACERS); + set (CLOAK); + set (DISEASE); + set (FORCE); + set (SKILL); + } +} digest_types; + +static struct copy_flags : object::flags_t +{ + copy_flags () + { + set (FLAG_LIFESAVE); + set (FLAG_REFL_SPELL); + set (FLAG_REFL_MISSILE); + set (FLAG_STEALTH); + set (FLAG_XRAYS); + set (FLAG_BLIND); + set (FLAG_SEE_IN_DARK); + } +} copy_flags; + /* * Updates all abilities given by applied objects in the inventory * of the given object. Note: This function works for both monsters * and players; the "player" in the name is purely an archaic inheritance. * This functions starts from base values (archetype or player object) * and then adjusts them according to what the player has equipped. + * + * July 95 - inserted stuff to handle new skills/exp system - b.t. + * spell system split, grace points now added to system --peterm */ - -/* July 95 - inserted stuff to handle new skills/exp system - b.t. - spell system split, grace points now added to system --peterm - */ - void -fix_player (object *op) +object::update_stats () { - int i, j; - float f, max = 9, added_speed = 0, bonus_speed = 0, sp_tmp, speed_reduce_from_disease = 1; + float f, max_speed = 9, added_speed = 0, bonus_speed = 0, speed_reduce_from_disease = 1; int weapon_weight = 0, weapon_speed = 0; int best_wc = 0, best_ac = 0, wc = 0, ac = 0; int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; - object *grace_obj = NULL, *mana_obj = NULL, *wc_obj = NULL, *tmp; + object *grace_obj = NULL, *mana_obj = NULL, *tmp; + float old_speed = speed; + int stat_sum [NUM_STATS]; /* First task is to clear all the values back to their original values */ - if (op->type == PLAYER) + if (type == PLAYER) { - for (i = 0; i < NUM_STATS; i++) - { - set_attr_value (&(op->stats), i, get_attr_value (&(op->contr->orig_stats), i)); - } + for (int i = 0; i < NUM_STATS; i++) + stat_sum [i] = contr->orig_stats.stat (i); + if (settings.spell_encumbrance == TRUE) - op->contr->encumbrance = 0; + contr->encumbrance = 0; - op->attacktype = 0; - op->contr->digestion = 0; - op->contr->gen_hp = 0; - op->contr->gen_sp = 0; - op->contr->gen_grace = 0; - op->contr->gen_sp_armour = 10; - op->contr->item_power = 0; - - /* Don't clobber all the range_ values. range_golem otherwise - * gets reset for no good reason, and we don't want to reset - * range_magic (what spell is readied). These three below - * well get filled in based on what the player has equipped. - */ - op->contr->ranges[range_bow] = NULL; - op->contr->ranges[range_misc] = NULL; - op->contr->ranges[range_skill] = NULL; - } - memcpy (op->body_used, op->body_info, sizeof (op->body_info)); - - op->slaying = 0; - - if (!QUERY_FLAG (op, FLAG_WIZ)) - { - CLEAR_FLAG (op, FLAG_XRAYS); - CLEAR_FLAG (op, FLAG_MAKE_INVIS); - } - - CLEAR_FLAG (op, FLAG_LIFESAVE); - CLEAR_FLAG (op, FLAG_STEALTH); - CLEAR_FLAG (op, FLAG_BLIND); - if (!QUERY_FLAG (&op->arch->clone, FLAG_REFL_SPELL)) - CLEAR_FLAG (op, FLAG_REFL_SPELL); - if (!QUERY_FLAG (&op->arch->clone, FLAG_REFL_MISSILE)) - CLEAR_FLAG (op, FLAG_REFL_MISSILE); - if (!QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) - CLEAR_FLAG (op, FLAG_UNDEAD); - if (!QUERY_FLAG (&op->arch->clone, FLAG_SEE_IN_DARK)) - CLEAR_FLAG (op, FLAG_SEE_IN_DARK); - - op->path_attuned = op->arch->clone.path_attuned; - op->path_repelled = op->arch->clone.path_repelled; - op->path_denied = op->arch->clone.path_denied; - op->glow_radius = op->arch->clone.glow_radius; - op->move_type = op->arch->clone.move_type; - op->chosen_skill = NULL; + attacktype = 0; + + contr->digestion = 0; + contr->gen_hp = 0; + contr->gen_sp = 0; + contr->gen_grace = 0; + contr->gen_sp_armour = 10; + contr->item_power = 0; + } + + for (int i = NUM_BODY_LOCATIONS; i--; ) + slot[i].used = slot[i].info; + + slaying = 0; + + if (!QUERY_FLAG (this, FLAG_WIZ)) + { + CLEAR_FLAG (this, FLAG_XRAYS); + CLEAR_FLAG (this, FLAG_MAKE_INVIS); + } + + CLEAR_FLAG (this, FLAG_LIFESAVE); + CLEAR_FLAG (this, FLAG_STEALTH); + CLEAR_FLAG (this, FLAG_BLIND); + + if (!QUERY_FLAG (arch, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL); + if (!QUERY_FLAG (arch, FLAG_REFL_MISSILE)) CLEAR_FLAG (this, FLAG_REFL_MISSILE); + if (!QUERY_FLAG (arch, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD); + if (!QUERY_FLAG (arch, FLAG_SEE_IN_DARK )) CLEAR_FLAG (this, FLAG_SEE_IN_DARK); + + path_attuned = arch->path_attuned; + path_repelled = arch->path_repelled; + path_denied = arch->path_denied; + glow_radius = arch->glow_radius; + move_type = arch->move_type; + + chosen_skill = 0; /* initializing resistances from the values in player/monster's * archetype clone */ - memcpy (&op->resist, &op->arch->clone.resist, sizeof (op->resist)); + memcpy (&resist, &arch->resist, sizeof (resist)); - for (i = 0; i < NROFATTACKS; i++) + for (int i = 0; i < NROFATTACKS; i++) { - if (op->resist[i] > 0) - prot[i] = op->resist[i], vuln[i] = 0; + if (resist[i] > 0) + prot[i] = resist[i], vuln[i] = 0; else - vuln[i] = -(op->resist[i]), prot[i] = 0; + vuln[i] = -(resist[i]), prot[i] = 0; + potion_resist[i] = 0; } - wc = op->arch->clone.stats.wc; - op->stats.dam = op->arch->clone.stats.dam; + wc = arch->stats.wc; + stats.dam = arch->stats.dam; /* for players which cannot use armour, they gain AC -1 per 3 levels, * plus a small amount of physical resist, those poor suckers. ;) @@ -913,37 +837,33 @@ * basically, if a server updates its max level, these playes may find * that their protection from physical goes down */ - if (!QUERY_FLAG (op, FLAG_USE_ARMOUR) && op->type == PLAYER) + if (!QUERY_FLAG (this, FLAG_USE_ARMOUR) && type == PLAYER) { - ac = MAX (-10, op->arch->clone.stats.ac - op->level / 3); - prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * op->level / settings.max_level)) / 100; + ac = max (-10, arch->stats.ac - level / 3); + prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100; } else - ac = op->arch->clone.stats.ac; + ac = arch->stats.ac; - op->stats.luck = op->arch->clone.stats.luck; - op->speed = op->arch->clone.speed; + stats.luck = arch->stats.luck; + speed = arch->speed; /* OK - we've reset most all the objects attributes to sane values. * now go through and make adjustments for what the player has equipped. */ - - for (tmp = op->inv; tmp != NULL; tmp = tmp->below) + for (tmp = inv; tmp; tmp = tmp->below) { - /* See note in map.c:update_position about making this additive - * since light sources are never applied, need to put check here. - */ - if (tmp->glow_radius > op->glow_radius) - op->glow_radius = tmp->glow_radius; - /* This happens because apply_potion calls change_abil with the potion - * applied so we can tell the player what chagned. But change_abil + * applied so we can tell the player what changed. But change_abil * then calls this function. */ if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION) - { - continue; - } + continue; + + /* See note in map.c:update_position about making this additive + * since light sources are never applied, need to put check here. + */ + glow_radius = max (glow_radius, tmp->glow_radius); /* For some things, we don't care what is equipped */ if (tmp->type == SKILL) @@ -956,6 +876,7 @@ else if (tmp->level > mana_obj->level) mana_obj = tmp; } + if (IS_GRACE_SKILL (tmp->subtype)) { if (!grace_obj) @@ -965,7 +886,7 @@ } } - /* Container objects are not meant to adjust a players, but other applied + /* Container objects are not meant to adjust players, but other applied * objects need to make adjustments. * This block should handle all player specific changes * The check for Praying is a bit of a hack - god given bonuses are put @@ -974,183 +895,173 @@ * because the skill shouldn't count against body positions being used * up, etc. */ - if ((QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type != CONTAINER && tmp->type != CLOSE_CON) || - (tmp->type == SKILL && tmp->subtype == SK_PRAYING)) - { - if (op->type == PLAYER) - { - if (tmp->type == BOW) - op->contr->ranges[range_bow] = tmp; + if ((tmp->flag [FLAG_APPLIED] + && tmp->type != CONTAINER + && tmp->type != CLOSE_CON) + || (tmp->type == SKILL + && tmp->subtype == SK_PRAYING)) + { + if (type == PLAYER) + { + contr->item_power += tmp->item_power; + + if (tmp == contr->combat_ob || tmp == contr->ranged_ob) + if (tmp != current_weapon + && (tmp->type != SKILL || tmp->subtype != SK_PRAYING) + && !tmp->flag [FLAG_CURSED] + && !tmp->flag [FLAG_DAMNED]) + continue; - if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) - op->contr->ranges[range_misc] = tmp; + for (int i = 0; i < NUM_STATS; i++) + stat_sum [i] = stat_sum [i] + tmp->stats.stat (i); - for (i = 0; i < NUM_STATS; i++) - change_attr_value (&(op->stats), i, get_attr_value (&(tmp->stats), i)); - - /* these are the items that currently can change digestion, regeneration, - * spell point recovery and mana point recovery. Seems sort of an arbitary - * list, but other items store other info into stats array. - */ - if ((tmp->type == EXPERIENCE) || (tmp->type == WEAPON) || - (tmp->type == ARMOUR) || (tmp->type == HELMET) || - (tmp->type == SHIELD) || (tmp->type == RING) || - (tmp->type == BOOTS) || (tmp->type == GLOVES) || - (tmp->type == AMULET) || (tmp->type == GIRDLE) || - (tmp->type == BRACERS) || (tmp->type == CLOAK) || - (tmp->type == DISEASE) || (tmp->type == FORCE) || - (tmp->type == SKILL)) + if (digest_types [tmp->type]) { - op->contr->digestion += tmp->stats.food; - op->contr->gen_hp += tmp->stats.hp; - op->contr->gen_sp += tmp->stats.sp; - op->contr->gen_grace += tmp->stats.grace; - op->contr->gen_sp_armour += tmp->gen_sp_armour; - op->contr->item_power += tmp->item_power; + contr->digestion += tmp->stats.food; + contr->gen_hp += tmp->stats.hp; + if (tmp->type != BOW) // ugly exception for bows + contr->gen_sp += tmp->stats.sp; + contr->gen_grace += tmp->stats.grace; + contr->gen_sp_armour += tmp->gen_sp_armour; } } /* if this is a player */ + else + { + if (tmp->type == WEAPON) + current_weapon = tmp; + } /* Update slots used for items */ if (QUERY_FLAG (tmp, FLAG_APPLIED)) - { - for (i = 0; i < NUM_BODY_LOCATIONS; i++) - op->body_used[i] += tmp->body_info[i]; - } + for (int i = 0; i < NUM_BODY_LOCATIONS; i++) + slot[i].used += tmp->slot[i].info; if (tmp->type == SYMPTOM) - { - speed_reduce_from_disease = tmp->last_sp / 100.0; - if (speed_reduce_from_disease == 0) - speed_reduce_from_disease = 1; - } + speed_reduce_from_disease = + min (speed_reduce_from_disease, tmp->last_sp ? tmp->last_sp / 100.f : 1.f); - /* Pos. and neg. protections are counted seperate (-> pro/vuln). - * (Negative protections are calculated extactly like positive.) + /* Pos. and neg. protections are counted separate (-> pro/vuln). + * (Negative protections are calculated exactly like positive.) * Resistance from potions are treated special as well. If there's * more than one potion-effect, the bigger prot.-value is taken. */ if (tmp->type != POTION) { - for (i = 0; i < NROFATTACKS; i++) + for (int i = 0; i < NROFATTACKS; i++) { /* Potential for cursed potions, in which case we just can use - * a straight MAX, as potion_resist is initialized to zero. + * a straight MAX, as potion_resist is initialised to zero. */ if (tmp->type == POTION_EFFECT) { if (potion_resist[i]) - potion_resist[i] = MAX (potion_resist[i], tmp->resist[i]); + potion_resist[i] = max (potion_resist[i], tmp->resist[i]); else potion_resist[i] = tmp->resist[i]; } else if (tmp->resist[i] > 0) - prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100; + prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100; else if (tmp->resist[i] < 0) - vuln[i] += ((100 - vuln[i]) * (-tmp->resist[i])) / 100; + vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100; } } /* There may be other things that should not adjust the attacktype */ - if (tmp->type != BOW && tmp->type != SYMPTOM) - op->attacktype |= tmp->attacktype; + if (tmp->type != SYMPTOM) + { + attacktype |= tmp->attacktype; + path_attuned |= tmp->path_attuned; + path_repelled |= tmp->path_repelled; + path_denied |= tmp->path_denied; + move_type |= tmp->move_type; + stats.luck += tmp->stats.luck; + } - op->path_attuned |= tmp->path_attuned; - op->path_repelled |= tmp->path_repelled; - op->path_denied |= tmp->path_denied; - op->stats.luck += tmp->stats.luck; - op->move_type |= tmp->move_type; - - if (QUERY_FLAG (tmp, FLAG_LIFESAVE)) - SET_FLAG (op, FLAG_LIFESAVE); - if (QUERY_FLAG (tmp, FLAG_REFL_SPELL)) - SET_FLAG (op, FLAG_REFL_SPELL); - if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE)) - SET_FLAG (op, FLAG_REFL_MISSILE); - if (QUERY_FLAG (tmp, FLAG_STEALTH)) - SET_FLAG (op, FLAG_STEALTH); - if (QUERY_FLAG (tmp, FLAG_XRAYS)) - SET_FLAG (op, FLAG_XRAYS); - if (QUERY_FLAG (tmp, FLAG_BLIND)) - SET_FLAG (op, FLAG_BLIND); - if (QUERY_FLAG (tmp, FLAG_SEE_IN_DARK)) - SET_FLAG (op, FLAG_SEE_IN_DARK); + flag |= tmp->flag & copy_flags; - if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) - SET_FLAG (op, FLAG_UNDEAD); + if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (arch, FLAG_UNDEAD)) + SET_FLAG (this, FLAG_UNDEAD); if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS)) { - SET_FLAG (op, FLAG_MAKE_INVIS); - op->invisible = 1; + SET_FLAG (this, FLAG_MAKE_INVIS); + invisible = 1; } if (tmp->stats.exp && tmp->type != SKILL) { if (tmp->stats.exp > 0) { - added_speed += (float) tmp->stats.exp / 3.0; - bonus_speed += 1.0 + (float) tmp->stats.exp / 3.0; + added_speed += tmp->stats.exp / 3.f; + bonus_speed += tmp->stats.exp / 3.f + 1.f; } else - added_speed += (float) tmp->stats.exp; + added_speed += tmp->stats.exp; } switch (tmp->type) { +#if 0 + case WAND: + case ROD: + case HORN: + if (type != PLAYER || current_weapon == tmp) + chosen_skill = tmp; + break; +#endif + /* skills modifying the character -b.t. */ /* for all skills and skill granting objects */ case SKILL: - if (!QUERY_FLAG (tmp, FLAG_APPLIED)) - break; + { + if (!QUERY_FLAG (tmp, FLAG_APPLIED) || skill_flags [tmp->subtype] & SF_APPLY) + break; - if (IS_COMBAT_SKILL (tmp->subtype)) - wc_obj = tmp; + if (chosen_skill) + { + LOG (llevDebug, "fix_player, op %s has multiple skills applied (%s and %s)\n", + &name, &chosen_skill->name, &tmp->name); - if (op->chosen_skill) - LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &op->name); + tmp->flag [FLAG_APPLIED] = false; + update_stats (); + return; + } + else + chosen_skill = tmp; - op->chosen_skill = tmp; + if (tmp->stats.dam > 0) + { /* skill is a 'weapon' */ + if (!QUERY_FLAG (this, FLAG_READY_WEAPON)) + weapon_speed = WEAPON_SPEED (tmp); - if (tmp->stats.dam > 0) - { /* skill is a 'weapon' */ - if (!QUERY_FLAG (op, FLAG_READY_WEAPON)) - weapon_speed = (int) WEAPON_SPEED (tmp); - if (weapon_speed < 0) - weapon_speed = 0; - weapon_weight = tmp->weight; - op->stats.dam += tmp->stats.dam * (1 + (op->chosen_skill->level / 9)); - if (tmp->magic) - op->stats.dam += tmp->magic; - } + if (weapon_speed < 0) + weapon_speed = 0; - if (tmp->stats.wc) - wc -= (tmp->stats.wc + tmp->magic); + weapon_weight = tmp->weight; + stats.dam += 1 + chosen_skill->level * tmp->stats.dam / 9; - if (tmp->slaying != NULL) - op->slaying = tmp->slaying; + if (tmp->magic) + stats.dam += tmp->magic; + } - if (tmp->stats.ac) - ac -= (tmp->stats.ac + tmp->magic); - if (settings.spell_encumbrance == TRUE && op->type == PLAYER) - op->contr->encumbrance += (int) 3 *tmp->weight / 1000; + if (tmp->stats.wc) + wc -= tmp->stats.wc + tmp->magic; - if (op->type == PLAYER) - op->contr->ranges[range_skill] = op; - break; + if (tmp->slaying) + slaying = tmp->slaying; + + if (tmp->stats.ac) + ac -= tmp->stats.ac + tmp->magic; + + if (settings.spell_encumbrance == TRUE && type == PLAYER) + contr->encumbrance += (int) 3 *tmp->weight / 1000; + } - case SKILL_TOOL: - if (op->chosen_skill) - { - LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &op->name); - } - op->chosen_skill = tmp; - if (op->type == PLAYER) - op->contr->ranges[range_skill] = op; break; case SHIELD: - if (settings.spell_encumbrance == TRUE && op->type == PLAYER) - op->contr->encumbrance += (int) tmp->weight / 2000; + if (settings.spell_encumbrance == TRUE && type == PLAYER) + contr->encumbrance += (int) tmp->weight / 2000; case RING: case AMULET: case GIRDLE: @@ -1159,36 +1070,49 @@ case GLOVES: case CLOAK: if (tmp->stats.wc) - wc -= (tmp->stats.wc + tmp->magic); + wc -= tmp->stats.wc + tmp->magic; + if (tmp->stats.dam) - op->stats.dam += (tmp->stats.dam + tmp->magic); + stats.dam += tmp->stats.dam + tmp->magic; + if (tmp->stats.ac) - ac -= (tmp->stats.ac + tmp->magic); + ac -= tmp->stats.ac + tmp->magic; + break; + case BOW: case WEAPON: - wc -= (tmp->stats.wc + tmp->magic); - if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0) - ac -= tmp->stats.ac + tmp->magic; - op->stats.dam += (tmp->stats.dam + tmp->magic); - weapon_weight = tmp->weight; - weapon_speed = ((int) WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2; - if (weapon_speed < 0) - weapon_speed = 0; - op->slaying = tmp->slaying; - /* If there is desire that two handed weapons should do - * extra strength damage, this is where the code should - * go. - */ - op->current_weapon = tmp; - if (settings.spell_encumbrance == TRUE && op->type == PLAYER) - op->contr->encumbrance += (int) 3 *tmp->weight / 1000; + if (type != PLAYER || current_weapon == tmp) + { + wc -= tmp->stats.wc + tmp->magic; + + if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0) + ac -= tmp->stats.ac + tmp->magic; + + stats.dam += tmp->stats.dam + tmp->magic; + weapon_weight = tmp->weight; + weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2; + + if (weapon_speed < 0) + weapon_speed = 0; + + slaying = tmp->slaying; + + /* If there is desire that two handed weapons should do + * extra strength damage, this is where the code should + * go. + */ + + if (type == PLAYER) + if (settings.spell_encumbrance) + contr->encumbrance += tmp->weight * 3 / 1000; + } break; case ARMOUR: /* Only the best of these three are used: */ - if (settings.spell_encumbrance == TRUE && op->type == PLAYER) - op->contr->encumbrance += (int) tmp->weight / 1000; + if (settings.spell_encumbrance == TRUE && type == PLAYER) + contr->encumbrance += tmp->weight / 1000; case BRACERS: case FORCE: @@ -1202,6 +1126,7 @@ else wc += tmp->stats.wc + tmp->magic; } + if (tmp->stats.ac) { if (best_ac < tmp->stats.ac + tmp->magic) @@ -1212,12 +1137,16 @@ else /* To nullify the below effect */ ac += tmp->stats.ac + tmp->magic; } + if (tmp->stats.wc) wc -= (tmp->stats.wc + tmp->magic); + if (tmp->stats.ac) ac -= (tmp->stats.ac + tmp->magic); - if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.0 < max) - max = ARMOUR_SPEED (tmp) / 10.0; + + if (ARMOUR_SPEED (tmp)) + max_speed = min (max_speed, ARMOUR_SPEED (tmp) / 10.f); + break; } /* switch tmp->type */ } /* item is equipped */ @@ -1233,20 +1162,27 @@ * If there is a cursed (and no uncursed) potion in effect, we take * 'total resistance = vulnerability from cursed potion'. */ - for (i = 0; i < NROFATTACKS; i++) + for (int i = 0; i < NROFATTACKS; i++) { - op->resist[i] = prot[i] - vuln[i]; - if (potion_resist[i] && ((potion_resist[i] > op->resist[i]) || (potion_resist[i] < 0))) - op->resist[i] = potion_resist[i]; + resist[i] = prot[i] - vuln[i]; + + if (potion_resist[i] && ((potion_resist[i] > resist[i]) || (potion_resist[i] < 0))) + resist[i] = potion_resist[i]; } - /* Figure out the players sp/mana/hp totals. */ - if (op->type == PLAYER) + if (type == PLAYER) { + // clamp various player stats + for (int i = 0; i < NUM_STATS; ++i) + stats.stat (i) = clamp (stat_sum [i], MIN_STAT, MAX_STAT); + + contr->digestion = clamp (contr->digestion, MIN_DIGESTION, MAX_DIGESTION); + + /* Figure out the players sp/mana/hp totals. */ int pl_level; - check_stat_bounds (&(op->stats)); - pl_level = op->level; + check_stat_bounds (&(stats)); + pl_level = level; if (pl_level < 1) pl_level = 1; /* safety, we should always get 1 levels worth of hp! */ @@ -1254,78 +1190,70 @@ /* You basically get half a con bonus/level. But we do take into account rounding, * so if your bonus is 7, you still get 7 worth of bonus every 2 levels. */ - for (i = 1, op->stats.maxhp = 0; i <= pl_level && i <= 10; i++) + stats.maxhp = 0; + for (int i = 1; i <= min (10, pl_level); i++) { - j = op->contr->levhp[i] + con_bonus[op->stats.Con] / 2; - if (i % 2 && con_bonus[op->stats.Con] % 2) - { - if (con_bonus[op->stats.Con] > 0) - j++; - else - j--; - } - op->stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */ + int j = contr->levhp[i] + con_bonus[stats.Con] / 2; + + if (i % 2 && con_bonus[stats.Con] % 2) + if (con_bonus[stats.Con] > 0) + j++; + else + j--; + + stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */ } - for (i = 11; i <= op->level; i++) - op->stats.maxhp += 2; + stats.maxhp += 2 * max (0, level - 10); - if (op->stats.hp > op->stats.maxhp) - op->stats.hp = op->stats.maxhp; + if (stats.hp > stats.maxhp) + stats.hp = stats.maxhp; /* Sp gain is controlled by the level of the player's * relevant experience object (mana_obj, see above) */ /* following happen when skills system is not used */ if (!mana_obj) - mana_obj = op; + mana_obj = this; + if (!grace_obj) - grace_obj = op; + grace_obj = this; + /* set maxsp */ - if (!mana_obj || !mana_obj->level || op->type != PLAYER) - mana_obj = op; + if (!mana_obj || !mana_obj->level || type != PLAYER) + mana_obj = this; - if (mana_obj == op && op->type == PLAYER) - { - op->stats.maxsp = 1; - } + if (mana_obj == this && type == PLAYER) + stats.maxsp = 1; else { - sp_tmp = 0.0; - for (i = 1; i <= mana_obj->level && i <= 10; i++) + float sp_tmp = 0.f; + + for (int i = 1; i <= min (10, mana_obj->level); i++) { float stmp; /* Got some extra bonus at first level */ if (i < 2) - { - stmp = op->contr->levsp[i] + ((2.0 * (float) sp_bonus[op->stats.Pow] + (float) sp_bonus[op->stats.Int]) / 6.0); - } + stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 6.f; else - { - stmp = (float) op->contr->levsp[i] + (2.0 * (float) sp_bonus[op->stats.Pow] + (float) sp_bonus[op->stats.Int]) / 12.0; - } - if (stmp < 1.0) - stmp = 1.0; - sp_tmp += stmp; + stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 12.f; + + sp_tmp += max (1.f, stmp); } - op->stats.maxsp = (int) sp_tmp; - for (i = 11; i <= mana_obj->level; i++) - op->stats.maxsp += 2; + stats.maxsp = int (sp_tmp) + 2 * max (0, mana_obj->level - 10); } + /* Characters can get their sp supercharged via rune of transferrance */ - if (op->stats.sp > op->stats.maxsp * 2) - op->stats.sp = op->stats.maxsp * 2; + stats.sp = min (stats.sp, stats.maxsp * 2); /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */ - if (!grace_obj || !grace_obj->level || op->type != PLAYER) - grace_obj = op; + if (!grace_obj || !grace_obj->level || type != PLAYER) + grace_obj = this; - if (grace_obj == op && op->type == PLAYER) - { - op->stats.maxgrace = 1; - } + if (grace_obj == this && type == PLAYER) + stats.maxgrace = 1; else { /* store grace in a float - this way, the divisions below don't create @@ -1333,41 +1261,34 @@ * becomes big jumps when the sums of the bonuses jump to the next * step of 8 - with floats, even fractional ones are useful. */ - sp_tmp = 0.0; - for (i = 1, op->stats.maxgrace = 0; i <= grace_obj->level && i <= 10; i++) + float sp_tmp = 0.f; + + for (int i = 1; i <= min (10, grace_obj->level); i++) { - float grace_tmp = 0.0; + float grace_tmp = 0.f; /* Got some extra bonus at first level */ if (i < 2) - { - grace_tmp = op->contr->levgrace[i] + (((float) grace_bonus[op->stats.Pow] + - 2.0 * (float) grace_bonus[op->stats.Wis]) / 6.0); - } + grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 6.f; else - { - grace_tmp = (float) op->contr->levgrace[i] - + ((float) grace_bonus[op->stats.Pow] + 2.0 * (float) grace_bonus[op->stats.Wis]) / 12.0; - } - if (grace_tmp < 1.0) - grace_tmp = 1.0; - sp_tmp += grace_tmp; + grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 12.f; + + sp_tmp += max (1.f, grace_tmp); } - op->stats.maxgrace = (int) sp_tmp; - /* two grace points per level after 11 */ - for (i = 11; i <= grace_obj->level; i++) - op->stats.maxgrace += 2; + /* two grace points per level after 10 */ + stats.maxgrace = int (sp_tmp) + 2 * max (0, grace_obj->level - 10); } + /* No limit on grace vs maxgrace */ - if (op->contr->braced) + if (contr->braced) { ac += 2; wc += 4; } else - ac -= dex_bonus[op->stats.Dex]; + ac -= dex_bonus[stats.Dex]; /* In new exp/skills system, wc bonuses are related to * the players level in a relevant exp object (wc_obj) @@ -1380,107 +1301,100 @@ * to make up for the change. Note that I left the * monster bonus the same as before. -b.t. */ + object *wc_obj = chosen_skill; - if (op->type == PLAYER && wc_obj && wc_obj->level > 1) + if (contr && wc_obj && wc_obj->level > 1) { - wc -= (wc_obj->level + thaco_bonus[op->stats.Str]); - for (i = 1; i < wc_obj->level; i++) + wc -= wc_obj->level + thaco_bonus[stats.Str]; + + for (int i = 1; i < wc_obj->level; i++) { - /* addtional wc every 6 levels */ + /* additional wc every 6 levels */ if (!(i % 6)) wc--; - /* addtional dam every 4 levels. */ - if (!(i % 4) && (dam_bonus[op->stats.Str] >= 0)) - op->stats.dam += (1 + (dam_bonus[op->stats.Str] / 5)); + + /* additional dam every 4 levels. */ + if (!(i % 4) && dam_bonus[stats.Str] >= 0) + stats.dam += 1 + dam_bonus[stats.Str] / 5; } } else - wc -= (op->level + thaco_bonus[op->stats.Str]); + wc -= level + thaco_bonus[stats.Str]; + + stats.dam += dam_bonus[stats.Str]; - op->stats.dam += dam_bonus[op->stats.Str]; + if (stats.dam < 1) + stats.dam = 1; - if (op->stats.dam < 1) - op->stats.dam = 1; + speed = 1.f + speed_bonus[stats.Dex]; - op->speed = 1.0 + speed_bonus[op->stats.Dex]; - if (settings.search_items && op->contr->search_str[0]) - op->speed -= 1; - if (op->attacktype == 0) - op->attacktype = op->arch->clone.attacktype; + if (settings.search_items && contr->search_str[0]) + speed -= 1; + if (attacktype == 0) + attacktype = arch->attacktype; } /* End if player */ if (added_speed >= 0) - op->speed += added_speed / 10.0; + speed += added_speed / 10.f; else /* Something wrong here...: */ - op->speed /= (float) (1.0 - added_speed); + speed /= 1.f - added_speed; /* Max is determined by armour */ - if (op->speed > max) - op->speed = max; + speed = min (speed, max_speed); - if (op->type == PLAYER) + if (type == PLAYER) { /* f is a number the represents the number of kg above (positive num) * or below (negative number) that the player is carrying. If above * weight limit, then player suffers a speed reduction based on how * much above he is, and what is max carry is */ - f = (op->carrying / 1000) - max_carry[op->stats.Str]; - if (f > 0) - op->speed = op->speed / (1.0 + f / max_carry[op->stats.Str]); + float f = (carrying / 1000) - max_carry[stats.Str]; + if (f > 0.f) + speed = speed / (1.f + f / max_carry[stats.Str]); } - op->speed += bonus_speed / 10.0; /* Not affected by limits */ + speed += bonus_speed / 10.f; /* Not affected by limits */ + speed *= speed_reduce_from_disease; /* Put a lower limit on speed. Note with this speed, you move once every - * 100 ticks or so. This amounts to once every 12 seconds of realtime. + * 25 ticks or so. This amounts to once every 3 seconds of realtime. */ - op->speed = op->speed * speed_reduce_from_disease; + if (speed < 0.04f && type == PLAYER) + speed = 0.04f; - if (op->speed < 0.01 && op->type == PLAYER) - op->speed = 0.01; + if (speed != old_speed) + set_speed (speed); - if (op->type == PLAYER) + if (type == PLAYER) { - float M, W, s, D, K, S, M2; - /* (This formula was made by vidarl@ifi.uio.no) * Note that we never used these values again - basically * all of these could be subbed into one big equation, but * that would just be a real pain to read. */ - M = (max_carry[op->stats.Str] - 121) / 121.0; - M2 = max_carry[op->stats.Str] / 100.0; - W = weapon_weight / 20000.0; - s = 2 - weapon_speed / 10.0; - D = (op->stats.Dex - 14) / 14.0; - K = 1 + M / 3.0 - W / (3 * M2) + op->speed / 5.0 + D / 2.0; - K *= (4 + op->level) / (float) (6 + op->level) * 1.2; - if (K <= 0) - K = 0.01; - S = op->speed / (K * s); - op->contr->weapon_sp = S; + float M = (max_carry[stats.Str] - 121) / 121.f; + float M2 = max_carry[stats.Str] / 100.f; + float W = weapon_weight / 20000.f; + float s = (20 - weapon_speed) / 10.f; + float D = (stats.Dex - 14) / 14.f; + float K = 1 + M / 3.f - W / (3 * M2) + speed / 5.f + D / 2.f; + + K *= (4 + level) * 1.2f / (6 + level); + + if (K <= 0.01f) + K = 0.01f; + + contr->weapon_sp = K * s * .5f; //TODO: balance the .5 } + /* I want to limit the power of small monsters with big weapons: */ - if (op->type != PLAYER && op->arch != NULL && op->stats.dam > op->arch->clone.stats.dam * 3) - op->stats.dam = op->arch->clone.stats.dam * 3; + if (type != PLAYER && arch && stats.dam > arch->stats.dam * 3) + stats.dam = arch->stats.dam * 3; - /* Prevent overflows of wc - best you can get is ABS(120) - this - * should be more than enough - remember, AC is also in 8 bits, - * so its value is the same. - */ - if (wc > 120) - wc = 120; - else if (wc < -120) - wc = -120; - op->stats.wc = wc; - - if (ac > 120) - ac = 120; - else if (ac < -120) - ac = -120; - op->stats.ac = ac; + stats.wc = clamp (wc, MIN_WC, MAX_WC); + stats.ac = clamp (ac, MIN_AC, MAX_AC); /* if for some reason the creature doesn't have any move type, * give them walking as a default. @@ -1488,18 +1402,23 @@ * old behaviour - if your flying, your not walking - just * one or the other. */ - if (op->move_type == 0) - op->move_type = MOVE_WALK; - else if (op->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) - op->move_type &= ~MOVE_WALK; - - update_ob_speed (op); + if (move_type == 0) + move_type = MOVE_WALK; + else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) + move_type &= ~MOVE_WALK; /* It is quite possible that a player's spell costing might have changed, * so we will check that now. */ - if (op->type == PLAYER) - esrv_update_spells (op->contr); + if (type == PLAYER) + { + esrv_update_stats (contr); + esrv_update_spells (contr); + } + + // update the mapspace, if we are on a map + if (!flag [FLAG_REMOVED] && map) + map->at (x, y).flags_ = 0; } /* @@ -1509,23 +1428,22 @@ * merely checks that all stats are 1 or more, and returns * false otherwise. */ - int allowed_class (const object *op) { - return op->stats.Dex > 0 && op->stats.Str > 0 && op->stats.Con > 0 && - op->stats.Int > 0 && op->stats.Wis > 0 && op->stats.Pow > 0 && op->stats.Cha > 0; + return op->stats.Dex > 0 + && op->stats.Str > 0 + && op->stats.Con > 0 + && op->stats.Int > 0 + && op->stats.Wis > 0 + && op->stats.Pow > 0 + && op->stats.Cha > 0; } /* * set the new dragon name after gaining levels or * changing ability focus (later this can be extended to * eventually change the player's face and animation) - * - * Note that the title is written to 'own_title' in the - * player struct. This should be changed to 'ext_title' - * as soon as clients support this! - * Please, anyone, write support for 'ext_title'. */ void set_dragon_name (object *pl, const object *abil, const object *skin) @@ -1553,29 +1471,17 @@ if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level) atnr = abil->stats.exp; - level = (int) (level / 5.); - /* now set the new title */ - if (pl->contr != NULL) + if (level < 25) sprintf (pl->contr->title, "%s hatchling", attacks[atnr]); + else if (level < 50) sprintf (pl->contr->title, "%s wyrm" , attacks[atnr]); + else if (level < 75) sprintf (pl->contr->title, "%s wyvern" , attacks[atnr]); + else if (level < 100) sprintf (pl->contr->title, "%s dragon" , attacks[atnr]); + else { - if (level == 0) - sprintf (pl->contr->title, "%s hatchling", attacks[atnr]); - else if (level == 1) - sprintf (pl->contr->title, "%s wyrm", attacks[atnr]); - else if (level == 2) - sprintf (pl->contr->title, "%s wyvern", attacks[atnr]); - else if (level == 3) - sprintf (pl->contr->title, "%s dragon", attacks[atnr]); - else - { - /* special titles for extra high resistance! */ - if (skin->resist[atnr] > 80) - sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]); - else if (skin->resist[atnr] > 50) - sprintf (pl->contr->title, "ancient %s dragon", attacks[atnr]); - else - sprintf (pl->contr->title, "big %s dragon", attacks[atnr]); - } + /* special titles for extra high resistance! */ + if (skin->resist[atnr] > 80) sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]); + else if (skin->resist[atnr] > 50) sprintf (pl->contr->title, "ancient %s dragon" , attacks[atnr]); + else sprintf (pl->contr->title, "big %s dragon" , attacks[atnr]); } strcpy (pl->contr->own_title, ""); @@ -1595,16 +1501,13 @@ char buf[MAX_BUF]; /* tmp. string buffer */ /* now grab the 'dragon_ability'-forces from the player's inventory */ - for (tmp = who->inv; tmp != NULL; tmp = tmp->below) - { - if (tmp->type == FORCE) - { - if (strcmp (tmp->arch->name, "dragon_ability_force") == 0) - abil = tmp; - if (strcmp (tmp->arch->name, "dragon_skin_force") == 0) - skin = tmp; - } - } + for (tmp = who->inv; tmp; tmp = tmp->below) + if (tmp->type == FORCE) + if (tmp->arch->archname == shstr_dragon_ability_force) + abil = tmp; + else if (tmp->arch->archname == shstr_dragon_skin_force) + skin = tmp; + /* if the force is missing -> bail out */ if (abil == NULL) return; @@ -1655,25 +1558,24 @@ skill_obj = get_archetype_by_skill_name (skill_name, SKILL); if (!skill_obj) { - LOG (llevError, "add_player_exp: couldn't find skill %s\n", skill_name); + LOG (llevError, "give_skill_by_name: couldn't find skill %s\n", skill_name); return NULL; } + /* clear the flag - exp goes into this bucket, but player * still doesn't know it. */ CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL); skill_obj->stats.exp = 0; skill_obj->level = 1; - insert_ob_in_ob (skill_obj, op); - if (op->contr) - { - op->contr->last_skill_ob[skill_obj->subtype] = skill_obj; - op->contr->last_skill_exp[skill_obj->subtype] = -1; - } + op->insert (skill_obj); + + if (player *pl = op->contr) + pl->link_skills (); + return skill_obj; } - /* player_lvl_adj() - for the new exp system. we are concerned with * whether the player gets more hp, sp and new levels. * Note this this function should only be called for players. Monstes @@ -1685,15 +1587,18 @@ player_lvl_adj (object *who, object *op) { char buf[MAX_BUF]; + bool changed = false; if (!op) /* when rolling stats */ op = who; - if (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul)) + while (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul)) { + changed = true; + op->level++; - if (op != NULL && op == who && op->stats.exp > 1 && is_dragon_pl (who)) + if (op && op == who && op->stats.exp > 1 && is_dragon_pl (who)) dragon_level_gain (who); /* Only roll these if it is the player (who) that gained the level */ @@ -1704,31 +1609,44 @@ who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1; } - fix_player (who); if (op->level > 1) { if (op->type != PLAYER) - sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); + { + who->contr->play_sound (sound_find ("skill_up")); + sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); + } else - sprintf (buf, "You are now level %d.", op->level); + { + who->contr->play_sound (sound_find ("level_up")); + sprintf (buf, "You are now level %d.", op->level); + } + if (who) new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); } - player_lvl_adj (who, op); /* To increase more levels */ } - else if (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul)) + + while (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul)) { + changed = true; + op->level--; - fix_player (who); + if (op->type != PLAYER) { sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); } - player_lvl_adj (who, op); /* To decrease more levels */ } - /* check if the spell data has changed */ - esrv_update_spells (who->contr); + + if (changed) + { + who->update_stats (); + esrv_update_stats (who->contr); + /* check if the spell data has changed */ + esrv_update_spells (who->contr); + } } /* @@ -1741,6 +1659,7 @@ { if (level > settings.max_level) return (sint64) (expmul * levels[settings.max_level]); + return (sint64) (expmul * levels[level]); } @@ -1771,7 +1690,6 @@ op->perm_exp = MAX_EXPERIENCE; } - /* Add experience to a player - exp should only be positive. * Updates permanent exp for the skill we are adding to. * skill_name is the skill to add exp to. Skill name can be @@ -1779,7 +1697,6 @@ * total, but not any particular skill. * flag is what to do if the player doesn't have the skill: */ - static void add_player_exp (object *op, sint64 exp, const char *skill_name, int flag) { @@ -1789,11 +1706,11 @@ /* prevents some forms of abuse. */ if (op->contr->braced) - exp = exp / 5; + exp /= 5; /* Try to find the matching skill. * We do a shortcut/time saving mechanism first - see if it matches - * chosen_skill. This means we don't need to search through + * chosen_skill. This means we don't need to search through * the players inventory. */ if (skill_name) @@ -1802,10 +1719,10 @@ skill_obj = op->chosen_skill; else { - for (i = 0; i < NUM_SKILLS; i++) - if (op->contr->last_skill_ob[i] && !strcmp (op->contr->last_skill_ob[i]->skill, skill_name)) + for (object *tmp = op->inv; tmp; tmp = tmp->below) + if (tmp->skill == skill_name && tmp->type == SKILL) { - skill_obj = op->contr->last_skill_ob[i]; + skill_obj = splay (tmp); break; } @@ -1817,7 +1734,7 @@ if (flag == SK_EXP_NONE) return; else if (flag == SK_EXP_ADD_SKILL) - give_skill_by_name (op, skill_name); + skill_obj = give_skill_by_name (op, skill_name); } } } @@ -1934,6 +1851,7 @@ player_lvl_adj (op, tmp); } } + if (flag != SK_SUBTRACT_SKILL_EXP) { del_exp = check_exp_loss (op, exp); @@ -1942,8 +1860,6 @@ } } - - /* change_exp() - changes experience to a player/monster. This * does bounds checking to make sure we don't overflow the max exp. * @@ -1953,13 +1869,11 @@ * flag is what to do if player doesn't have the skill. * these last two values are only used for players. */ - void change_exp (object *op, sint64 exp, const char *skill_name, int flag) { - #ifdef EXP_DEBUG - LOG (llevDebug, "change_exp() called for %s, exp = %lld\n", query_name (op), exp); + LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp); #endif /* safety */ @@ -2008,8 +1922,7 @@ * a particular skill, so we don't need to pass that * along. */ - subtract_player_exp (op, FABS (exp), skill_name, flag); - + subtract_player_exp (op, abs (exp), skill_name, flag); } } @@ -2017,7 +1930,6 @@ * settings death_penalty_percentage and death_penalty_levels, and by the * amount of permenent experience, whichever gives the lowest loss. */ - void apply_death_exp_penalty (object *op) { @@ -2049,6 +1961,7 @@ percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100; level_loss = op->stats.exp - levels[MAX (0, op->level - settings.death_penalty_level)]; + if (level_loss < 0) level_loss = 0; loss = check_exp_loss (op, MIN (level_loss, percentage_loss)); @@ -2072,5 +1985,6 @@ if ((random_roll (1, 20, op, PREFER_HIGH) + bonus) < savethrow[level]) return 0; + return 1; }