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Comparing deliantra/server/common/living.C (file contents):
Revision 1.37 by root, Sun Apr 29 03:44:35 2007 UTC vs.
Revision 1.89 by root, Thu Sep 25 04:09:57 2008 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra 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 * Deliantra 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.
21 * 20 *
22 * The authors can be reached via e-mail at <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 22 */
24 23
25#include <global.h> 24#include <global.h>
26#include <funcpoint.h>
27 25
28/* Handy little macro that adds exp and keeps it within bounds. Since 26/* Handy little macro that adds exp and keeps it within bounds. Since
29 * we are now using 64 bit values, I'm not all concerned about overflow issues 27 * we are now using 64 bit values, I'm not all concerned about overflow issues
30 * with exptotal wrapping. exptotal is typically op->exp, or op->perm_exp 28 * with exptotal wrapping. exptotal is typically op->exp, or op->perm_exp
31 */ 29 */
233const char *const short_stat_name[NUM_STATS] = { 231const char *const short_stat_name[NUM_STATS] = {
234 "Str", "Dex", "Con", "Int", "Wis", "Pow", "Cha" 232 "Str", "Dex", "Con", "Int", "Wis", "Pow", "Cha"
235}; 233};
236 234
237/* 235/*
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
270/*
271 * Like set_attr_value(), but instead the value (which can be negative) 236 * Like set_attr_value(), but instead the value (which can be negative)
272 * is added to the specified stat. 237 * is added to the specified stat.
273 */ 238 */
274void 239void
275change_attr_value (living *stats, int attr, sint8 value) 240change_attr_value (living *stats, int attr, sint8 value)
276{ 241{
277 if (value == 0) 242 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} 243}
328 244
329/* 245/*
330 * Ensures that all stats (str/dex/con/wis/cha/int) are within the 246 * Ensures that all stats (str/dex/con/wis/cha/int) are within the
331 * 1-30 stat limit. 247 * 1-30 stat limit.
332 */ 248 */
333
334void 249void
335check_stat_bounds (living *stats) 250check_stat_bounds (living *stats)
336{ 251{
337 int i, v;
338
339 for (i = 0; i < NUM_STATS; i++) 252 for (int i = 0; i < NUM_STATS; i++)
340 if ((v = get_attr_value (stats, i)) > MAX_STAT) 253 {
341 set_attr_value (stats, i, MAX_STAT); 254 sint8 &v = stats->stat (i);
342 else if (v < MIN_STAT) 255 v = clamp (v, MIN_STAT, MAX_STAT);
343 set_attr_value (stats, i, MIN_STAT); 256 }
344} 257}
345 258
346#define ORIG_S(xyz,abc) (op->contr->orig_stats.abc) 259#define ORIG_S(xyz,abc) (op->contr->orig_stats.abc)
347 260
348/* Rather than having a whole bunch of if (flag) new_draw.. else new_draw, 261/* Rather than having a whole bunch of if (flag) new_draw.. else new_draw,
357/* flag is set to 1 if we are applying the object, -1 if we are removing 270/* flag is set to 1 if we are applying the object, -1 if we are removing
358 * the object. 271 * the object.
359 * It is the calling functions responsibilty to check to see if the object 272 * It is the calling functions responsibilty to check to see if the object
360 * can be applied or not. 273 * can be applied or not.
361 * The main purpose of calling this function is the messages that are 274 * The main purpose of calling this function is the messages that are
362 * displayed - fix_player should really always be called after this when 275 * 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 276 * 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 277 * 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 278 * will clear the bits, but the player may still have some other object
366 * that gives them that ability. 279 * that gives them that ability.
367 */ 280 */
368int 281int
369change_abil (object *op, object *tmp) 282change_abil (object *op, object *tmp)
370{ 283{
371 int flag = QUERY_FLAG (tmp, FLAG_APPLIED) ? 1 : -1, i, j, success = 0; 284 int flag = tmp->flag [FLAG_APPLIED] ? 1 : -1;
285 int 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 // keep some stats for comparison purposes
376 * refop is a local copy of op only to be used for detecting changes 290 object::flags_t prev_flag = op->flag;
377 * found by update_stats. refop is not a real object 291 MoveType prev_move_type = op->move_type;
378 */ 292 sint16 prev_resist [NROFATTACKS]; // clumsy
379 object_copy refop = *op; 293 assert (sizeof (prev_resist) == sizeof (op->resist));
294 memcpy (prev_resist, op->resist, sizeof (prev_resist));
380 295
381 if (op->type == PLAYER) 296 if (op->type == PLAYER)
382 { 297 {
383 if (tmp->type == POTION) 298 if (tmp->type == POTION)
384 { 299 {
385 potion_max = 1; 300 potion_max = 1;
301
386 for (j = 0; j < NUM_STATS; j++) 302 for (int j = 0; j < NUM_STATS; j++)
387 { 303 {
388 int nstat, ostat; 304 int ostat = op->contr->orig_stats.stat (j);
389 305 int i = tmp->stats.stat (j);
390 ostat = get_attr_value (&(op->contr->orig_stats), j);
391 i = get_attr_value (&(tmp->stats), j);
392 306
393 /* nstat is what the stat will be after use of the potion */ 307 /* nstat is what the stat will be after use of the potion */
394 nstat = flag * i + ostat; 308 int nstat = flag * i + ostat;
395 309
396 /* Do some bounds checking. While I don't think any 310 /* Do some bounds checking. There is the potential for potions
397 * potions do so right now, there is the potential for potions
398 * that adjust that stat by more than one point, so we need 311 * that adjust that stat by more than one point, so we need
399 * to allow for that. 312 * to allow for that.
400 */ 313 */
401 if (nstat < 1 && i * flag < 0) 314 if (nstat < 1 && i * flag < 0)
402 nstat = 1; 315 nstat = 1;
403 else if (nstat > 20 + get_attr_value (&(op->arch->clone.stats), j)) 316 else if (nstat > 20 + op->arch->stats.stat (j))
404 { 317 nstat = 20 + op->arch->stats.stat (j);
405 nstat = 20 + get_attr_value (&(op->arch->clone.stats), j);
406 }
407 318
408 if (nstat != ostat) 319 if (nstat != ostat)
409 { 320 {
410 set_attr_value (&(op->contr->orig_stats), j, nstat); 321 op->contr->orig_stats.stat (j) = nstat;
411 potion_max = 0; 322 potion_max = 0;
412 } 323 }
413 else if (i) 324 else if (i)
414 { 325 {
415 /* potion is useless - player has already hit the natural maximum */ 326 /* potion is useless - player has already hit the natural maximum */
419 330
420 /* This section of code ups the characters normal stats also. I am not 331 /* 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 332 * sure if this is strictly necessary, being that fix_player probably
422 * recalculates this anyway. 333 * recalculates this anyway.
423 */ 334 */
424 for (j = 0; j < NUM_STATS; j++) 335 for (int j = 0; j < NUM_STATS; j++)
425 change_attr_value (&(op->stats), j, flag * get_attr_value (&(tmp->stats), j)); 336 change_attr_value (&op->stats, j, flag * tmp->stats.stat (j));
426 337
427 check_stat_bounds (&(op->stats)); 338 check_stat_bounds (&op->stats);
428 } /* end of potion handling code */ 339 } /* end of potion handling code */
429 } 340 }
430 341
431 /* reset attributes that fix_player doesn't reset since it doesn't search 342 /* reset attributes that update_stats doesn't reset since it doesn't search
432 * everything to set 343 * everything to set
433 */ 344 */
434 if (flag == -1) 345 if (flag == -1)
435 { 346 {
436 op->attacktype &= ~tmp->attacktype; 347 op->attacktype &= ~tmp->attacktype;
437 op->path_attuned &= ~tmp->path_attuned; 348 op->path_attuned &= ~tmp->path_attuned;
438 op->path_repelled &= ~tmp->path_repelled; 349 op->path_repelled &= ~tmp->path_repelled;
439 op->path_denied &= ~tmp->path_denied; 350 op->path_denied &= ~tmp->path_denied;
440 /* Presuming here that creatures only have move_type, 351 /* Presuming here that creatures only have move_type,
441 * and not the other move_ fields. 352 * and not the other move_ fields.
442 */ 353 */
443 op->move_type &= ~tmp->move_type; 354 op->move_type &= ~tmp->move_type;
444 } 355 }
445 356
446 /* call fix_player since op object could have whatever attribute due 357 /* call fix_player since op object could have whatever attribute due
447 * to multiple items. if fix_player always has to be called after 358 * to multiple items. if update_stats always has to be called after
448 * change_ability then might as well call it from here 359 * change_ability then might as well call it from here
449 */ 360 */
450 op->update_stats (); 361 op->update_stats ();
451 362
452 /* Fix player won't add the bows ability to the player, so don't 363 /* update_stats won't add the bows ability to the player, so don't
453 * print out message if this is a bow. 364 * print out message if this is a bow.
454 */ 365 */
455 if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW) 366 if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW)
456 { 367 {
457 success = 1; 368 success = 1;
458 DIFF_MSG (flag, "Your hands begin to glow red.", "Your hands stop glowing red."); 369 DIFF_MSG (flag, "Your hands begin to glow red.", "Your hands stop glowing red.");
459 } 370 }
460 371
461 if (QUERY_FLAG (op, FLAG_LIFESAVE) != QUERY_FLAG (&refop, FLAG_LIFESAVE)) 372 if (op->flag [FLAG_LIFESAVE] != prev_flag [FLAG_LIFESAVE])
462 { 373 {
463 success = 1; 374 success = 1;
464 DIFF_MSG (flag, "You feel very protected.", "You don't feel protected anymore."); 375 DIFF_MSG (flag, "You feel very protected.", "You don't feel protected anymore.");
465 } 376 }
466 377
467 if (QUERY_FLAG (op, FLAG_REFL_MISSILE) != QUERY_FLAG (&refop, FLAG_REFL_MISSILE)) 378 if (op->flag [FLAG_REFL_MISSILE] != prev_flag [FLAG_REFL_MISSILE])
468 { 379 {
469 success = 1; 380 success = 1;
470 DIFF_MSG (flag, "A magic force shimmers around you.", "The magic force fades away."); 381 DIFF_MSG (flag, "A magic force shimmers around you.", "The magic force fades away.");
471 } 382 }
472 383
473 if (QUERY_FLAG (op, FLAG_REFL_SPELL) != QUERY_FLAG (&refop, FLAG_REFL_SPELL)) 384 if (op->flag [FLAG_REFL_SPELL] != prev_flag [FLAG_REFL_SPELL])
474 { 385 {
475 success = 1; 386 success = 1;
476 DIFF_MSG (flag, "You feel more safe now, somehow.", "Suddenly you feel less safe, somehow."); 387 DIFF_MSG (flag, "You feel more safe now, somehow.", "Suddenly you feel less safe, somehow.");
477 } 388 }
478 389
480 * user has multiple items giving the same type appled like we 391 * user has multiple items giving the same type appled like we
481 * used to - that is more work than what we gain, plus messages 392 * used to - that is more work than what we gain, plus messages
482 * can be misleading (a little higher could be miscontrued from 393 * can be misleading (a little higher could be miscontrued from
483 * from fly high) 394 * from fly high)
484 */ 395 */
485 if (tmp->move_type && op->move_type != refop.move_type) 396 if (tmp->move_type && op->move_type != prev_move_type)
486 { 397 {
487 success = 1; 398 success = 1;
488 399
489 /* MOVE_FLY_HIGH trumps MOVE_FLY_LOW - changing your move_fly_low 400 /* MOVE_FLY_HIGH trumps MOVE_FLY_LOW - changing your move_fly_low
490 * status doesn't make a difference if you are flying high 401 * status doesn't make a difference if you are flying high
491 */ 402 */
492 if (tmp->move_type & MOVE_FLY_LOW && !(op->move_type & MOVE_FLY_HIGH)) 403 if (tmp->move_type & MOVE_FLY_LOW && !(op->move_type & MOVE_FLY_HIGH))
493 { 404 {
494 DIFF_MSG (flag, "You start to float in the air!.", "You float down to the ground."); 405 DIFF_MSG (flag, "You start to float in the air!", "You float down to the ground.");
495 } 406 }
496 407
497 if (tmp->move_type & MOVE_FLY_HIGH) 408 if (tmp->move_type & MOVE_FLY_HIGH)
498 { 409 {
499 /* double conditional - second case covers if you have move_fly_low - 410 /* double conditional - second case covers if you have move_fly_low -
500 * in that case, you don't actually land 411 * in that case, you don't actually land
501 */ 412 */
502 DIFF_MSG (flag, "You soar into the air air!.", 413 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.")); 414 (op->move_type & MOVE_FLY_LOW ? "You fly lower in the air" : "You float down to the ground."));
504 } 415 }
416
505 if (tmp->move_type & MOVE_SWIM) 417 if (tmp->move_type & MOVE_SWIM)
506 DIFF_MSG (flag, "You feel ready for a swim", "You no longer feel like swimming"); 418 DIFF_MSG (flag, "You feel ready for a swim", "You no longer feel like swimming");
507 419
508 /* Changing move status may mean you are affected by things you weren't before */ 420 /* Changing move status may mean you are affected by things you weren't before */
509 check_move_on (op, op); 421 check_move_on (op, op);
510 } 422 }
511 423
512 /* becoming UNDEAD... a special treatment for this flag. Only those not 424 /* becoming UNDEAD... a special treatment for this flag. Only those not
513 * originally undead may change their status 425 * originally undead may change their status
514 */ 426 */
515 if (!QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 427 if (!op->arch->flag [FLAG_UNDEAD])
516 if (QUERY_FLAG (op, FLAG_UNDEAD) != QUERY_FLAG (&refop, FLAG_UNDEAD)) 428 if (op->flag [FLAG_UNDEAD] != prev_flag [FLAG_UNDEAD])
517 { 429 {
518 success = 1; 430 success = 1;
519 if (flag > 0) 431 if (flag > 0)
520 { 432 {
521 op->race = "undead"; 433 op->race = "undead";
522 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce drains away!"); 434 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce drains away!");
523 } 435 }
524 else 436 else
525 { 437 {
526 op->race = op->arch->clone.race; 438 op->race = op->arch->race;
527 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!"); 439 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!");
528 } 440 }
529 } 441 }
530 442
531 if (QUERY_FLAG (op, FLAG_STEALTH) != QUERY_FLAG (&refop, FLAG_STEALTH)) 443 if (op->flag [FLAG_STEALTH] != prev_flag [FLAG_STEALTH])
532 { 444 {
533 success = 1; 445 success = 1;
534 DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily."); 446 DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily.");
535 } 447 }
536 448
537 if (QUERY_FLAG (op, FLAG_MAKE_INVIS) != QUERY_FLAG (&refop, FLAG_MAKE_INVIS)) 449 if (op->flag [FLAG_MAKE_INVIS] != prev_flag [FLAG_MAKE_INVIS])
538 { 450 {
539 success = 1; 451 success = 1;
540 DIFF_MSG (flag, "You become transparent.", "You can see yourself."); 452 DIFF_MSG (flag, "You become transparent.", "You can see yourself.");
541 } 453 }
542 454
543 /* blinded you can tell if more blinded since blinded player has minimal 455 /* blinded you can tell if more blinded since blinded player has minimal
544 * vision 456 * vision
545 */ 457 */
546 if (QUERY_FLAG (tmp, FLAG_BLIND)) 458 if (tmp->flag [FLAG_BLIND])
547 { 459 {
548 success = 1; 460 success = 1;
549 if (flag > 0) 461 if (flag > 0)
550 { 462 {
551 if (QUERY_FLAG (op, FLAG_WIZ)) 463 if (op->flag [FLAG_WIZ])
552 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self is blinded."); 464 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self is blinded.");
553 else 465 else
554 { 466 {
555 new_draw_info (NDI_UNIQUE, 0, op, "You are blinded."); 467 new_draw_info (NDI_UNIQUE, 0, op, "You are blinded.");
556 SET_FLAG (op, FLAG_BLIND); 468 SET_FLAG (op, FLAG_BLIND);
558 op->contr->do_los = 1; 470 op->contr->do_los = 1;
559 } 471 }
560 } 472 }
561 else 473 else
562 { 474 {
563 if (QUERY_FLAG (op, FLAG_WIZ)) 475 if (op->flag [FLAG_WIZ])
564 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self can now see again."); 476 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self can now see again.");
565 else 477 else
566 { 478 {
567 new_draw_info (NDI_UNIQUE, 0, op, "Your vision returns."); 479 new_draw_info (NDI_UNIQUE, 0, op, "Your vision returns.");
568 CLEAR_FLAG (op, FLAG_BLIND); 480 CLEAR_FLAG (op, FLAG_BLIND);
570 op->contr->do_los = 1; 482 op->contr->do_los = 1;
571 } 483 }
572 } 484 }
573 } 485 }
574 486
575 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK) != QUERY_FLAG (&refop, FLAG_SEE_IN_DARK)) 487 if (op->flag [FLAG_SEE_IN_DARK] != prev_flag [FLAG_SEE_IN_DARK])
576 { 488 {
577 success = 1; 489 success = 1;
578 if (op->type == PLAYER) 490 if (op->type == PLAYER)
579 op->contr->do_los = 1; 491 op->contr->do_los = 1;
580 DIFF_MSG (flag, "Your vision is better in the dark.", "You see less well in the dark."); 492 DIFF_MSG (flag, "Your vision is better in the dark.", "You see less well in the dark.");
581 } 493 }
582 494
583 if (QUERY_FLAG (op, FLAG_XRAYS) != QUERY_FLAG (&refop, FLAG_XRAYS)) 495 if (op->flag [FLAG_XRAYS] != prev_flag [FLAG_XRAYS])
584 { 496 {
585 success = 1; 497 success = 1;
586 if (flag > 0) 498 if (flag > 0)
587 { 499 {
588 if (QUERY_FLAG (op, FLAG_WIZ)) 500 if (op->flag [FLAG_WIZ])
589 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a little clearer."); 501 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a little clearer.");
590 else 502 else
591 { 503 {
592 new_draw_info (NDI_UNIQUE, 0, op, "Everything becomes transparent."); 504 new_draw_info (NDI_UNIQUE, 0, op, "Everything becomes transparent.");
593 if (op->type == PLAYER) 505 if (op->type == PLAYER)
594 op->contr->do_los = 1; 506 op->contr->do_los = 1;
595 } 507 }
596 } 508 }
597 else 509 else
598 { 510 {
599 if (QUERY_FLAG (op, FLAG_WIZ)) 511 if (op->flag [FLAG_WIZ])
600 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a bit out of focus."); 512 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a bit out of focus.");
601 else 513 else
602 { 514 {
603 new_draw_info (NDI_UNIQUE, 0, op, "Everything suddenly looks very solid."); 515 new_draw_info (NDI_UNIQUE, 0, op, "Everything suddenly looks very solid.");
604 if (op->type == PLAYER) 516 if (op->type == PLAYER)
637 success = 1; 549 success = 1;
638 DIFF_MSG (flag * tmp->stats.food, "You feel your digestion slowing down.", "You feel your digestion speeding up."); 550 DIFF_MSG (flag * tmp->stats.food, "You feel your digestion slowing down.", "You feel your digestion speeding up.");
639 } 551 }
640 552
641 /* Messages for changed resistance */ 553 /* Messages for changed resistance */
642 for (i = 0; i < NROFATTACKS; i++) 554 for (int i = 0; i < NROFATTACKS; i++)
643 { 555 {
644 if (i == ATNR_PHYSICAL) 556 if (i == ATNR_PHYSICAL)
645 continue; /* Don't display about armour */ 557 continue; /* Don't display about armour */
646 558
647 if (op->resist[i] != refop.resist[i]) 559 if (op->resist [i] != prev_resist [i])
648 { 560 {
649 success = 1; 561 success = 1;
562
650 if (op->resist[i] > refop.resist[i]) 563 if (op->resist [i] > prev_resist [i])
651 sprintf (message, "Your resistance to %s rises to %d%%.", change_resist_msg[i], op->resist[i]); 564 sprintf (message, "Your resistance to %s rises to %d%%.", change_resist_msg [i], op->resist [i]);
652 else 565 else
653 sprintf (message, "Your resistance to %s drops to %d%%.", change_resist_msg[i], op->resist[i]); 566 sprintf (message, "Your resistance to %s drops to %d%%.", change_resist_msg [i], op->resist [i]);
654 567
655 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message); 568 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message);
656 } 569 }
657 } 570 }
658 571
659 if (!potion_max) 572 if (!potion_max)
660 {
661 for (j = 0; j < NUM_STATS; j++) 573 for (int j = 0; j < NUM_STATS; j++)
662 { 574 if (int i = tmp->stats.stat (j))
663 if ((i = get_attr_value (&(tmp->stats), j)) != 0)
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 }
669 }
670 579
671 return success; 580 return success;
672} 581}
673 582
674/* 583/*
675 * Stat draining by Vick 930307 584 * Stat draining by Vick 930307
676 * (Feeling evil, I made it work as well now. -Frank 8) 585 * (Feeling evil, I made it work as well now. -Frank 8)
677 */ 586 */
678
679void 587void
680object::drain_stat () 588object::drain_stat ()
681{ 589{
682 drain_specific_stat (rndm (NUM_STATS)); 590 drain_specific_stat (rndm (NUM_STATS));
683} 591}
772 * Subtracts stat-bonuses given by the class which the player has chosen. 680 * Subtracts stat-bonuses given by the class which the player has chosen.
773 */ 681 */
774void 682void
775object::remove_statbonus () 683object::remove_statbonus ()
776{ 684{
777 stats.Str -= arch->clone.stats.Str; 685 for (int i = 0; i < NUM_STATS; ++i)
778 stats.Dex -= arch->clone.stats.Dex; 686 {
779 stats.Con -= arch->clone.stats.Con; 687 sint8 v = arch->stats.stat (i);
780 stats.Wis -= arch->clone.stats.Wis; 688 stats.stat (i) -= v;
781 stats.Pow -= arch->clone.stats.Pow; 689 contr->orig_stats.stat (i) -= v;
782 stats.Cha -= arch->clone.stats.Cha; 690 }
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} 691}
793 692
794/* 693/*
795 * Adds stat-bonuses given by the class which the player has chosen. 694 * Adds stat-bonuses given by the class which the player has chosen.
796 */ 695 */
797void 696void
798object::add_statbonus () 697object::add_statbonus ()
799{ 698{
800 stats.Str += arch->clone.stats.Str; 699 for (int i = 0; i < NUM_STATS; ++i)
801 stats.Dex += arch->clone.stats.Dex; 700 {
802 stats.Con += arch->clone.stats.Con; 701 sint8 v = arch->stats.stat (i);
803 stats.Wis += arch->clone.stats.Wis; 702 stats.stat (i) += v;
804 stats.Pow += arch->clone.stats.Pow; 703 contr->orig_stats.stat (i) += v;
805 stats.Cha += arch->clone.stats.Cha; 704 }
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} 705}
706
707/* These are the items that currently can change digestion, regeneration,
708 * spell point recovery and mana point recovery. Seems sort of an arbitary
709 * list, but other items store other info into stats array.
710 */
711static struct digest_types : std::bitset<NUM_TYPES>
712{
713 digest_types ()
714 {
715 set (WEAPON);
716 set (BOW);
717 set (ARMOUR);
718 set (HELMET);
719 set (SHIELD);
720 set (RING);
721 set (BOOTS);
722 set (GLOVES);
723 set (AMULET);
724 set (GIRDLE);
725 set (BRACERS);
726 set (CLOAK);
727 set (DISEASE);
728 set (FORCE);
729 set (SKILL);
730 }
731} digest_types;
732
733static struct copy_flags : object::flags_t
734{
735 copy_flags ()
736 {
737 set (FLAG_LIFESAVE);
738 set (FLAG_REFL_SPELL);
739 set (FLAG_REFL_MISSILE);
740 set (FLAG_STEALTH);
741 set (FLAG_XRAYS);
742 set (FLAG_BLIND);
743 set (FLAG_SEE_IN_DARK);
744 }
745} copy_flags;
816 746
817/* 747/*
818 * Updates all abilities given by applied objects in the inventory 748 * Updates all abilities given by applied objects in the inventory
819 * of the given object. Note: This function works for both monsters 749 * of the given object. Note: This function works for both monsters
820 * and players; the "player" in the name is purely an archaic inheritance. 750 * and players; the "player" in the name is purely an archaic inheritance.
825 * spell system split, grace points now added to system --peterm 755 * spell system split, grace points now added to system --peterm
826 */ 756 */
827void 757void
828object::update_stats () 758object::update_stats ()
829{ 759{
830 int i, j;
831 float f, max = 9, added_speed = 0, bonus_speed = 0, sp_tmp, speed_reduce_from_disease = 1; 760 float f, max_speed = 9, added_speed = 0, bonus_speed = 0, speed_reduce_from_disease = 1;
832 int weapon_weight = 0, weapon_speed = 0; 761 int weapon_weight = 0, weapon_speed = 0;
833 int best_wc = 0, best_ac = 0, wc = 0, ac = 0; 762 int best_wc = 0, best_ac = 0, wc = 0, ac = 0;
834 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; 763 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS];
835 object *grace_obj = NULL, *mana_obj = NULL, *wc_obj = NULL, *tmp; 764 object *grace_obj = NULL, *mana_obj = NULL, *tmp;
836 float old_speed = speed; 765 float old_speed = speed;
766 int stat_sum [NUM_STATS];
837 767
838 /* First task is to clear all the values back to their original values */ 768 /* First task is to clear all the values back to their original values */
839 if (type == PLAYER) 769 if (type == PLAYER)
840 { 770 {
841 for (i = 0; i < NUM_STATS; i++) 771 for (int i = 0; i < NUM_STATS; i++)
842 set_attr_value (&(stats), i, get_attr_value (&(contr->orig_stats), i)); 772 stat_sum [i] = contr->orig_stats.stat (i);
843 773
844 if (settings.spell_encumbrance == TRUE) 774 if (settings.spell_encumbrance == TRUE)
845 contr->encumbrance = 0; 775 contr->encumbrance = 0;
846 776
847 attacktype = 0; 777 attacktype = 0;
778
848 contr->digestion = 0; 779 contr->digestion = 0;
849 contr->gen_hp = 0; 780 contr->gen_hp = 0;
850 contr->gen_sp = 0; 781 contr->gen_sp = 0;
851 contr->gen_grace = 0; 782 contr->gen_grace = 0;
852 contr->gen_sp_armour = 10; 783 contr->gen_sp_armour = 10;
853 contr->item_power = 0; 784 contr->item_power = 0;
854
855 /* Don't clobber all the range_ values. range_golem otherwise
856 * gets reset for no good reason, and we don't want to reset
857 * range_magic (what spell is readied). These three below
858 * well get filled in based on what the player has equipped.
859 */
860 contr->ranges[range_bow] = 0;
861 contr->ranges[range_misc] = 0;
862 contr->ranges[range_skill] = 0;
863 } 785 }
864 786
865 memcpy (body_used, body_info, sizeof (body_info)); 787 for (int i = NUM_BODY_LOCATIONS; i--; )
788 slot[i].used = slot[i].info;
866 789
867 slaying = 0; 790 slaying = 0;
868 791
869 if (!QUERY_FLAG (this, FLAG_WIZ)) 792 if (!QUERY_FLAG (this, FLAG_WIZ))
870 { 793 {
874 797
875 CLEAR_FLAG (this, FLAG_LIFESAVE); 798 CLEAR_FLAG (this, FLAG_LIFESAVE);
876 CLEAR_FLAG (this, FLAG_STEALTH); 799 CLEAR_FLAG (this, FLAG_STEALTH);
877 CLEAR_FLAG (this, FLAG_BLIND); 800 CLEAR_FLAG (this, FLAG_BLIND);
878 801
879 if (!QUERY_FLAG (&arch->clone, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL); 802 if (!QUERY_FLAG (arch, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL);
880 if (!QUERY_FLAG (&arch->clone, FLAG_REFL_MISSILE)) CLEAR_FLAG (this, FLAG_REFL_MISSILE); 803 if (!QUERY_FLAG (arch, FLAG_REFL_MISSILE)) CLEAR_FLAG (this, FLAG_REFL_MISSILE);
881 if (!QUERY_FLAG (&arch->clone, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD); 804 if (!QUERY_FLAG (arch, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD);
882 if (!QUERY_FLAG (&arch->clone, FLAG_SEE_IN_DARK )) CLEAR_FLAG (this, FLAG_SEE_IN_DARK); 805 if (!QUERY_FLAG (arch, FLAG_SEE_IN_DARK )) CLEAR_FLAG (this, FLAG_SEE_IN_DARK);
883 806
884 path_attuned = arch->clone.path_attuned; 807 path_attuned = arch->path_attuned;
885 path_repelled = arch->clone.path_repelled; 808 path_repelled = arch->path_repelled;
886 path_denied = arch->clone.path_denied; 809 path_denied = arch->path_denied;
887 glow_radius = arch->clone.glow_radius; 810 glow_radius = arch->glow_radius;
888 move_type = arch->clone.move_type; 811 move_type = arch->move_type;
812
889 chosen_skill = NULL; 813 chosen_skill = 0;
890 814
891 /* initializing resistances from the values in player/monster's 815 /* initializing resistances from the values in player/monster's
892 * archetype clone 816 * archetype clone
893 */ 817 */
894 memcpy (&resist, &arch->clone.resist, sizeof (resist)); 818 memcpy (&resist, &arch->resist, sizeof (resist));
895 819
896 for (i = 0; i < NROFATTACKS; i++) 820 for (int i = 0; i < NROFATTACKS; i++)
897 { 821 {
898 if (resist[i] > 0) 822 if (resist[i] > 0)
899 prot[i] = resist[i], vuln[i] = 0; 823 prot[i] = resist[i], vuln[i] = 0;
900 else 824 else
901 vuln[i] = -(resist[i]), prot[i] = 0; 825 vuln[i] = -(resist[i]), prot[i] = 0;
826
902 potion_resist[i] = 0; 827 potion_resist[i] = 0;
903 } 828 }
904 829
905 wc = arch->clone.stats.wc; 830 wc = arch->stats.wc;
906 stats.dam = arch->clone.stats.dam; 831 stats.dam = arch->stats.dam;
907 832
908 /* for players which cannot use armour, they gain AC -1 per 3 levels, 833 /* for players which cannot use armour, they gain AC -1 per 3 levels,
909 * plus a small amount of physical resist, those poor suckers. ;) 834 * plus a small amount of physical resist, those poor suckers. ;)
910 * the fact that maxlevel is factored in could be considered sort of bogus - 835 * the fact that maxlevel is factored in could be considered sort of bogus -
911 * we should probably give them some bonus and cap it off - otherwise, 836 * we should probably give them some bonus and cap it off - otherwise,
912 * basically, if a server updates its max level, these playes may find 837 * basically, if a server updates its max level, these playes may find
913 * that their protection from physical goes down 838 * that their protection from physical goes down
914 */ 839 */
915 if (!QUERY_FLAG (this, FLAG_USE_ARMOUR) && type == PLAYER) 840 if (!QUERY_FLAG (this, FLAG_USE_ARMOUR) && type == PLAYER)
916 { 841 {
917 ac = MAX (-10, arch->clone.stats.ac - level / 3); 842 ac = max (-10, arch->stats.ac - level / 3);
918 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100; 843 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100;
919 } 844 }
920 else 845 else
921 ac = arch->clone.stats.ac; 846 ac = arch->stats.ac;
922 847
923 stats.luck = arch->clone.stats.luck; 848 stats.luck = arch->stats.luck;
924 speed = arch->clone.speed; 849 speed = arch->speed;
925 850
926 /* OK - we've reset most all the objects attributes to sane values. 851 /* OK - we've reset most all the objects attributes to sane values.
927 * now go through and make adjustments for what the player has equipped. 852 * now go through and make adjustments for what the player has equipped.
928 */ 853 */
929 for (tmp = inv; tmp; tmp = tmp->below) 854 for (tmp = inv; tmp; tmp = tmp->below)
930 { 855 {
931 /* See note in map.c:update_position about making this additive
932 * since light sources are never applied, need to put check here.
933 */
934 if (tmp->glow_radius > glow_radius)
935 glow_radius = tmp->glow_radius;
936
937 /* This happens because apply_potion calls change_abil with the potion 856 /* This happens because apply_potion calls change_abil with the potion
938 * applied so we can tell the player what chagned. But change_abil 857 * applied so we can tell the player what changed. But change_abil
939 * then calls this function. 858 * then calls this function.
940 */ 859 */
941 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION) 860 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION)
942 continue; 861 continue;
862
863 /* See note in map.c:update_position about making this additive
864 * since light sources are never applied, need to put check here.
865 */
866 glow_radius = max (glow_radius, tmp->glow_radius);
943 867
944 /* For some things, we don't care what is equipped */ 868 /* For some things, we don't care what is equipped */
945 if (tmp->type == SKILL) 869 if (tmp->type == SKILL)
946 { 870 {
947 /* Want to take the highest skill here. */ 871 /* Want to take the highest skill here. */
960 else if (tmp->level > grace_obj->level) 884 else if (tmp->level > grace_obj->level)
961 grace_obj = tmp; 885 grace_obj = tmp;
962 } 886 }
963 } 887 }
964 888
965 /* Container objects are not meant to adjust a players, but other applied 889 /* Container objects are not meant to adjust players, but other applied
966 * objects need to make adjustments. 890 * objects need to make adjustments.
967 * This block should handle all player specific changes 891 * This block should handle all player specific changes
968 * The check for Praying is a bit of a hack - god given bonuses are put 892 * The check for Praying is a bit of a hack - god given bonuses are put
969 * in the praying skill, and the player should always get those. 893 * in the praying skill, and the player should always get those.
970 * It also means we need to put in additional checks for applied below, 894 * It also means we need to put in additional checks for applied below,
971 * because the skill shouldn't count against body positions being used 895 * because the skill shouldn't count against body positions being used
972 * up, etc. 896 * up, etc.
973 */ 897 */
974 if ((QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type != CONTAINER && tmp->type != CLOSE_CON) || 898 if ((tmp->flag [FLAG_APPLIED]
899 && tmp->type != CONTAINER
900 && tmp->type != CLOSE_CON)
901 || (tmp->type == SKILL
975 (tmp->type == SKILL && tmp->subtype == SK_PRAYING)) 902 && tmp->subtype == SK_PRAYING))
976 { 903 {
977 if (type == PLAYER) 904 if (type == PLAYER)
978 { 905 {
979 if (tmp->type == BOW) 906 contr->item_power += tmp->item_power;
980 contr->ranges[range_bow] = tmp;
981 907
982 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 908 if (tmp == contr->combat_ob || tmp == contr->ranged_ob)
983 contr->ranges[range_misc] = tmp; 909 if (tmp != current_weapon
910 && (tmp->type != SKILL || tmp->subtype != SK_PRAYING)
911 && !tmp->flag [FLAG_CURSED]
912 && !tmp->flag [FLAG_DAMNED])
913 continue;
984 914
985 for (i = 0; i < NUM_STATS; i++) 915 for (int i = 0; i < NUM_STATS; i++)
986 change_attr_value (&(stats), i, get_attr_value (&(tmp->stats), i)); 916 stat_sum [i] = stat_sum [i] + tmp->stats.stat (i);
987 917
988 /* these are the items that currently can change digestion, regeneration, 918 if (digest_types [tmp->type])
989 * spell point recovery and mana point recovery. Seems sort of an arbitary
990 * list, but other items store other info into stats array.
991 */
992 if ((tmp->type == WEAPON) ||
993 (tmp->type == ARMOUR) || (tmp->type == HELMET) ||
994 (tmp->type == SHIELD) || (tmp->type == RING) ||
995 (tmp->type == BOOTS) || (tmp->type == GLOVES) ||
996 (tmp->type == AMULET) || (tmp->type == GIRDLE) ||
997 (tmp->type == BRACERS) || (tmp->type == CLOAK) ||
998 (tmp->type == DISEASE) || (tmp->type == FORCE) ||
999 (tmp->type == SKILL))
1000 { 919 {
1001 contr->digestion += tmp->stats.food; 920 contr->digestion += tmp->stats.food;
1002 contr->gen_hp += tmp->stats.hp; 921 contr->gen_hp += tmp->stats.hp;
922 if (tmp->type != BOW) // ugly exception for bows
1003 contr->gen_sp += tmp->stats.sp; 923 contr->gen_sp += tmp->stats.sp;
1004 contr->gen_grace += tmp->stats.grace; 924 contr->gen_grace += tmp->stats.grace;
1005 contr->gen_sp_armour += tmp->gen_sp_armour; 925 contr->gen_sp_armour += tmp->gen_sp_armour;
1006 contr->item_power += tmp->item_power;
1007 } 926 }
1008 } /* if this is a player */ 927 } /* if this is a player */
928 else
929 {
930 if (tmp->type == WEAPON)
931 current_weapon = tmp;
932 }
1009 933
1010 /* Update slots used for items */ 934 /* Update slots used for items */
1011 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 935 if (QUERY_FLAG (tmp, FLAG_APPLIED))
1012 for (i = 0; i < NUM_BODY_LOCATIONS; i++) 936 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
1013 body_used[i] += tmp->body_info[i]; 937 slot[i].used += tmp->slot[i].info;
1014 938
1015 if (tmp->type == SYMPTOM) 939 if (tmp->type == SYMPTOM)
1016 {
1017 speed_reduce_from_disease = tmp->last_sp / 100.0;
1018 if (speed_reduce_from_disease == 0)
1019 speed_reduce_from_disease = 1; 940 speed_reduce_from_disease =
1020 } 941 min (speed_reduce_from_disease, tmp->last_sp ? tmp->last_sp / 100.f : 1.f);
1021 942
1022 /* Pos. and neg. protections are counted seperate (-> pro/vuln). 943 /* Pos. and neg. protections are counted separate (-> pro/vuln).
1023 * (Negative protections are calculated exactly like positive.) 944 * (Negative protections are calculated exactly like positive.)
1024 * Resistance from potions are treated special as well. If there's 945 * Resistance from potions are treated special as well. If there's
1025 * more than one potion-effect, the bigger prot.-value is taken. 946 * more than one potion-effect, the bigger prot.-value is taken.
1026 */ 947 */
1027 if (tmp->type != POTION) 948 if (tmp->type != POTION)
1028 { 949 {
1029 for (i = 0; i < NROFATTACKS; i++) 950 for (int i = 0; i < NROFATTACKS; i++)
1030 { 951 {
1031 /* Potential for cursed potions, in which case we just can use 952 /* Potential for cursed potions, in which case we just can use
1032 * a straight MAX, as potion_resist is initialised to zero. 953 * a straight MAX, as potion_resist is initialised to zero.
1033 */ 954 */
1034 if (tmp->type == POTION_EFFECT) 955 if (tmp->type == POTION_EFFECT)
1035 { 956 {
1036 if (potion_resist[i]) 957 if (potion_resist[i])
1037 potion_resist[i] = MAX (potion_resist[i], tmp->resist[i]); 958 potion_resist[i] = max (potion_resist[i], tmp->resist[i]);
1038 else 959 else
1039 potion_resist[i] = tmp->resist[i]; 960 potion_resist[i] = tmp->resist[i];
1040 } 961 }
1041 else if (tmp->resist[i] > 0) 962 else if (tmp->resist[i] > 0)
1042 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100; 963 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100;
1044 vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100; 965 vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100;
1045 } 966 }
1046 } 967 }
1047 968
1048 /* There may be other things that should not adjust the attacktype */ 969 /* There may be other things that should not adjust the attacktype */
1049 if (tmp->type != BOW && tmp->type != SYMPTOM) 970 if (tmp->type != SYMPTOM)
971 {
1050 attacktype |= tmp->attacktype; 972 attacktype |= tmp->attacktype;
1051
1052 path_attuned |= tmp->path_attuned; 973 path_attuned |= tmp->path_attuned;
1053 path_repelled |= tmp->path_repelled; 974 path_repelled |= tmp->path_repelled;
1054 path_denied |= tmp->path_denied; 975 path_denied |= tmp->path_denied;
976 move_type |= tmp->move_type;
1055 stats.luck += tmp->stats.luck; 977 stats.luck += tmp->stats.luck;
1056 move_type |= tmp->move_type; 978 }
1057 979
1058 if (QUERY_FLAG (tmp, FLAG_LIFESAVE )) SET_FLAG (this, FLAG_LIFESAVE); 980 flag |= tmp->flag & copy_flags;
1059 if (QUERY_FLAG (tmp, FLAG_REFL_SPELL )) SET_FLAG (this, FLAG_REFL_SPELL);
1060 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE)) SET_FLAG (this, FLAG_REFL_MISSILE);
1061 if (QUERY_FLAG (tmp, FLAG_STEALTH )) SET_FLAG (this, FLAG_STEALTH);
1062 if (QUERY_FLAG (tmp, FLAG_XRAYS )) SET_FLAG (this, FLAG_XRAYS);
1063 if (QUERY_FLAG (tmp, FLAG_BLIND )) SET_FLAG (this, FLAG_BLIND);
1064 if (QUERY_FLAG (tmp, FLAG_SEE_IN_DARK )) SET_FLAG (this, FLAG_SEE_IN_DARK);
1065 981
1066 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (&arch->clone, FLAG_UNDEAD)) 982 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (arch, FLAG_UNDEAD))
1067 SET_FLAG (this, FLAG_UNDEAD); 983 SET_FLAG (this, FLAG_UNDEAD);
1068 984
1069 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS)) 985 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS))
1070 { 986 {
1071 SET_FLAG (this, FLAG_MAKE_INVIS); 987 SET_FLAG (this, FLAG_MAKE_INVIS);
1074 990
1075 if (tmp->stats.exp && tmp->type != SKILL) 991 if (tmp->stats.exp && tmp->type != SKILL)
1076 { 992 {
1077 if (tmp->stats.exp > 0) 993 if (tmp->stats.exp > 0)
1078 { 994 {
1079 added_speed += (float) tmp->stats.exp / 3.0; 995 added_speed += tmp->stats.exp / 3.f;
1080 bonus_speed += 1.0 + (float) tmp->stats.exp / 3.0; 996 bonus_speed += tmp->stats.exp / 3.f + 1.f;
1081 } 997 }
1082 else 998 else
1083 added_speed += (float) tmp->stats.exp; 999 added_speed += tmp->stats.exp;
1084 } 1000 }
1085 1001
1086 switch (tmp->type) 1002 switch (tmp->type)
1087 { 1003 {
1004#if 0
1005 case WAND:
1006 case ROD:
1007 case HORN:
1008 if (type != PLAYER || current_weapon == tmp)
1009 chosen_skill = tmp;
1010 break;
1011#endif
1012
1088 /* skills modifying the character -b.t. */ 1013 /* skills modifying the character -b.t. */
1089 /* for all skills and skill granting objects */ 1014 /* for all skills and skill granting objects */
1090 case SKILL: 1015 case SKILL:
1091 if (!QUERY_FLAG (tmp, FLAG_APPLIED)) 1016 {
1017 if (!QUERY_FLAG (tmp, FLAG_APPLIED) || skill_flags [tmp->subtype] & SF_APPLY)
1092 break; 1018 break;
1093 1019
1094 if (IS_COMBAT_SKILL (tmp->subtype))
1095 wc_obj = tmp;
1096
1097 if (chosen_skill) 1020 if (chosen_skill)
1021 {
1098 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name); 1022 LOG (llevDebug, "fix_player, op %s has multiple skills applied (%s and %s)\n",
1023 &name, &chosen_skill->name, &tmp->name);
1099 1024
1025 tmp->flag [FLAG_APPLIED] = false;
1026 update_stats ();
1027 return;
1028 }
1029 else
1100 chosen_skill = tmp; 1030 chosen_skill = tmp;
1101 1031
1102 if (tmp->stats.dam > 0) 1032 if (tmp->stats.dam > 0)
1103 { /* skill is a 'weapon' */ 1033 { /* skill is a 'weapon' */
1104 if (!QUERY_FLAG (this, FLAG_READY_WEAPON)) 1034 if (!QUERY_FLAG (this, FLAG_READY_WEAPON))
1105 weapon_speed = (int) WEAPON_SPEED (tmp); 1035 weapon_speed = WEAPON_SPEED (tmp);
1106 1036
1107 if (weapon_speed < 0) 1037 if (weapon_speed < 0)
1108 weapon_speed = 0; 1038 weapon_speed = 0;
1109 1039
1110 weapon_weight = tmp->weight; 1040 weapon_weight = tmp->weight;
1111 stats.dam += tmp->stats.dam * (1 + (chosen_skill->level / 9)); 1041 stats.dam += 1 + chosen_skill->level * tmp->stats.dam / 9;
1112 1042
1113 if (tmp->magic) 1043 if (tmp->magic)
1114 stats.dam += tmp->magic; 1044 stats.dam += tmp->magic;
1115 } 1045 }
1116 1046
1117 if (tmp->stats.wc) 1047 if (tmp->stats.wc)
1118 wc -= (tmp->stats.wc + tmp->magic); 1048 wc -= tmp->stats.wc + tmp->magic;
1119 1049
1120 if (tmp->slaying != NULL) 1050 if (tmp->slaying)
1121 slaying = tmp->slaying; 1051 slaying = tmp->slaying;
1122 1052
1123 if (tmp->stats.ac) 1053 if (tmp->stats.ac)
1124 ac -= (tmp->stats.ac + tmp->magic); 1054 ac -= tmp->stats.ac + tmp->magic;
1125 1055
1126 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1056 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1127 contr->encumbrance += (int) 3 *tmp->weight / 1000; 1057 contr->encumbrance += (int) 3 *tmp->weight / 1000;
1128
1129 if (type == PLAYER)
1130 contr->ranges[range_skill] = this;
1131
1132 break; 1058 }
1133 1059
1134 case SKILL_TOOL:
1135 if (chosen_skill)
1136 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name);
1137
1138 chosen_skill = tmp;
1139
1140 if (type == PLAYER)
1141 contr->ranges[range_skill] = this;
1142 break; 1060 break;
1143 1061
1144 case SHIELD: 1062 case SHIELD:
1145 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1063 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1146 contr->encumbrance += (int) tmp->weight / 2000; 1064 contr->encumbrance += (int) tmp->weight / 2000;
1162 1080
1163 break; 1081 break;
1164 1082
1165 case BOW: 1083 case BOW:
1166 case WEAPON: 1084 case WEAPON:
1085 if (type != PLAYER || current_weapon == tmp)
1086 {
1167 wc -= tmp->stats.wc + tmp->magic; 1087 wc -= tmp->stats.wc + tmp->magic;
1168 1088
1169 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0) 1089 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0)
1170 ac -= tmp->stats.ac + tmp->magic; 1090 ac -= tmp->stats.ac + tmp->magic;
1171 1091
1172 stats.dam += tmp->stats.dam + tmp->magic; 1092 stats.dam += tmp->stats.dam + tmp->magic;
1173 weapon_weight = tmp->weight; 1093 weapon_weight = tmp->weight;
1174 weapon_speed = ((int) WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2; 1094 weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2;
1175 1095
1176 if (weapon_speed < 0) 1096 if (weapon_speed < 0)
1177 weapon_speed = 0; 1097 weapon_speed = 0;
1178 1098
1179 slaying = tmp->slaying; 1099 slaying = tmp->slaying;
1100
1180 /* If there is desire that two handed weapons should do 1101 /* If there is desire that two handed weapons should do
1181 * extra strength damage, this is where the code should 1102 * extra strength damage, this is where the code should
1182 * go. 1103 * go.
1183 */ 1104 */
1184 current_weapon = tmp; 1105
1185 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1106 if (type == PLAYER)
1107 if (settings.spell_encumbrance)
1186 contr->encumbrance += (int) 3 *tmp->weight / 1000; 1108 contr->encumbrance += tmp->weight * 3 / 1000;
1109 }
1187 1110
1188 break; 1111 break;
1189 1112
1190 case ARMOUR: /* Only the best of these three are used: */ 1113 case ARMOUR: /* Only the best of these three are used: */
1191 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1114 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1192 contr->encumbrance += (int) tmp->weight / 1000; 1115 contr->encumbrance += tmp->weight / 1000;
1193 1116
1194 case BRACERS: 1117 case BRACERS:
1195 case FORCE: 1118 case FORCE:
1196 if (tmp->stats.wc) 1119 if (tmp->stats.wc)
1197 { 1120 {
1219 wc -= (tmp->stats.wc + tmp->magic); 1142 wc -= (tmp->stats.wc + tmp->magic);
1220 1143
1221 if (tmp->stats.ac) 1144 if (tmp->stats.ac)
1222 ac -= (tmp->stats.ac + tmp->magic); 1145 ac -= (tmp->stats.ac + tmp->magic);
1223 1146
1224 if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.0 < max) 1147 if (ARMOUR_SPEED (tmp))
1225 max = ARMOUR_SPEED (tmp) / 10.0; 1148 max_speed = min (max_speed, ARMOUR_SPEED (tmp) / 10.f);
1226 1149
1227 break; 1150 break;
1228 } /* switch tmp->type */ 1151 } /* switch tmp->type */
1229 } /* item is equipped */ 1152 } /* item is equipped */
1230 } /* for loop of items */ 1153 } /* for loop of items */
1237 * If there is an uncursed potion in effect, granting more protection 1160 * If there is an uncursed potion in effect, granting more protection
1238 * than that, we take: 'total resistance = resistance from potion'. 1161 * than that, we take: 'total resistance = resistance from potion'.
1239 * If there is a cursed (and no uncursed) potion in effect, we take 1162 * If there is a cursed (and no uncursed) potion in effect, we take
1240 * 'total resistance = vulnerability from cursed potion'. 1163 * 'total resistance = vulnerability from cursed potion'.
1241 */ 1164 */
1242 for (i = 0; i < NROFATTACKS; i++) 1165 for (int i = 0; i < NROFATTACKS; i++)
1243 { 1166 {
1244 resist[i] = prot[i] - vuln[i]; 1167 resist[i] = prot[i] - vuln[i];
1245 1168
1246 if (potion_resist[i] && ((potion_resist[i] > resist[i]) || (potion_resist[i] < 0))) 1169 if (potion_resist[i] && ((potion_resist[i] > resist[i]) || (potion_resist[i] < 0)))
1247 resist[i] = potion_resist[i]; 1170 resist[i] = potion_resist[i];
1248 } 1171 }
1249 1172
1250 /* Figure out the players sp/mana/hp totals. */
1251 if (type == PLAYER) 1173 if (type == PLAYER)
1252 { 1174 {
1175 // clamp various player stats
1176 for (int i = 0; i < NUM_STATS; ++i)
1177 stats.stat (i) = clamp (stat_sum [i], MIN_STAT, MAX_STAT);
1178
1179 contr->digestion = clamp (contr->digestion, MIN_DIGESTION, MAX_DIGESTION);
1180
1181 /* Figure out the players sp/mana/hp totals. */
1253 int pl_level; 1182 int pl_level;
1254 1183
1255 check_stat_bounds (&(stats)); 1184 check_stat_bounds (&(stats));
1256 pl_level = level; 1185 pl_level = level;
1257 1186
1259 pl_level = 1; /* safety, we should always get 1 levels worth of hp! */ 1188 pl_level = 1; /* safety, we should always get 1 levels worth of hp! */
1260 1189
1261 /* You basically get half a con bonus/level. But we do take into account rounding, 1190 /* You basically get half a con bonus/level. But we do take into account rounding,
1262 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels. 1191 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels.
1263 */ 1192 */
1264 for (i = 1, stats.maxhp = 0; i <= pl_level && i <= 10; i++) 1193 stats.maxhp = 0;
1194 for (int i = 1; i <= min (10, pl_level); i++)
1265 { 1195 {
1266 j = contr->levhp[i] + con_bonus[stats.Con] / 2; 1196 int j = contr->levhp[i] + con_bonus[stats.Con] / 2;
1267 1197
1268 if (i % 2 && con_bonus[stats.Con] % 2) 1198 if (i % 2 && con_bonus[stats.Con] % 2)
1269 {
1270 if (con_bonus[stats.Con] > 0) 1199 if (con_bonus[stats.Con] > 0)
1271 j++; 1200 j++;
1272 else 1201 else
1273 j--; 1202 j--;
1274 }
1275 1203
1276 stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */ 1204 stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */
1277 } 1205 }
1278 1206
1279 for (i = 11; i <= level; i++) 1207 stats.maxhp += 2 * max (0, level - 10);
1280 stats.maxhp += 2;
1281 1208
1282 if (stats.hp > stats.maxhp) 1209 if (stats.hp > stats.maxhp)
1283 stats.hp = stats.maxhp; 1210 stats.hp = stats.maxhp;
1284 1211
1285 /* Sp gain is controlled by the level of the player's 1212 /* Sp gain is controlled by the level of the player's
1298 1225
1299 if (mana_obj == this && type == PLAYER) 1226 if (mana_obj == this && type == PLAYER)
1300 stats.maxsp = 1; 1227 stats.maxsp = 1;
1301 else 1228 else
1302 { 1229 {
1303 sp_tmp = 0.0; 1230 float sp_tmp = 0.f;
1304 1231
1305 for (i = 1; i <= mana_obj->level && i <= 10; i++) 1232 for (int i = 1; i <= min (10, mana_obj->level); i++)
1306 { 1233 {
1307 float stmp; 1234 float stmp;
1308 1235
1309 /* Got some extra bonus at first level */ 1236 /* Got some extra bonus at first level */
1310 if (i < 2) 1237 if (i < 2)
1311 stmp = contr->levsp[i] + ((2.0 * (float) sp_bonus[stats.Pow] + (float) sp_bonus[stats.Int]) / 6.0); 1238 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 6.f;
1312 else 1239 else
1313 stmp = (float) contr->levsp[i] + (2.0 * (float) sp_bonus[stats.Pow] + (float) sp_bonus[stats.Int]) / 12.0; 1240 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 12.f;
1314 1241
1315 if (stmp < 1.0)
1316 stmp = 1.0;
1317
1318 sp_tmp += stmp; 1242 sp_tmp += max (1.f, stmp);
1319 } 1243 }
1320 1244
1321 stats.maxsp = (int) sp_tmp; 1245 stats.maxsp = int (sp_tmp) + 2 * max (0, mana_obj->level - 10);
1322
1323 for (i = 11; i <= mana_obj->level; i++)
1324 stats.maxsp += 2;
1325 } 1246 }
1247
1326 /* Characters can get their sp supercharged via rune of transferrance */ 1248 /* Characters can get their sp supercharged via rune of transferrance */
1327 if (stats.sp > stats.maxsp * 2) 1249 stats.sp = min (stats.sp, stats.maxsp * 2);
1328 stats.sp = stats.maxsp * 2;
1329 1250
1330 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */ 1251 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */
1331 if (!grace_obj || !grace_obj->level || type != PLAYER) 1252 if (!grace_obj || !grace_obj->level || type != PLAYER)
1332 grace_obj = this; 1253 grace_obj = this;
1333 1254
1338 /* store grace in a float - this way, the divisions below don't create 1259 /* store grace in a float - this way, the divisions below don't create
1339 * big jumps when you go from level to level - with int's, it then 1260 * big jumps when you go from level to level - with int's, it then
1340 * becomes big jumps when the sums of the bonuses jump to the next 1261 * becomes big jumps when the sums of the bonuses jump to the next
1341 * step of 8 - with floats, even fractional ones are useful. 1262 * step of 8 - with floats, even fractional ones are useful.
1342 */ 1263 */
1343 sp_tmp = 0.0; 1264 float sp_tmp = 0.f;
1344 for (i = 1, stats.maxgrace = 0; i <= grace_obj->level && i <= 10; i++) 1265
1266 for (int i = 1; i <= min (10, grace_obj->level); i++)
1345 { 1267 {
1346 float grace_tmp = 0.0; 1268 float grace_tmp = 0.f;
1347 1269
1348 /* Got some extra bonus at first level */ 1270 /* Got some extra bonus at first level */
1349 if (i < 2) 1271 if (i < 2)
1350 grace_tmp = contr->levgrace[i] + (((float) grace_bonus[stats.Pow] + 1272 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 6.f;
1351 2.0 * (float) grace_bonus[stats.Wis]) / 6.0);
1352 else 1273 else
1353 grace_tmp = (float) contr->levgrace[i]
1354 + ((float) grace_bonus[stats.Pow] + 2.0 * (float) grace_bonus[stats.Wis]) / 12.0; 1274 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 12.f;
1355 1275
1356 if (grace_tmp < 1.0)
1357 grace_tmp = 1.0;
1358
1359 sp_tmp += grace_tmp; 1276 sp_tmp += max (1.f, grace_tmp);
1360 } 1277 }
1361 1278
1362 stats.maxgrace = (int) sp_tmp;
1363
1364 /* two grace points per level after 11 */ 1279 /* two grace points per level after 10 */
1365 for (i = 11; i <= grace_obj->level; i++) 1280 stats.maxgrace = int (sp_tmp) + 2 * max (0, grace_obj->level - 10);
1366 stats.maxgrace += 2;
1367 } 1281 }
1282
1368 /* No limit on grace vs maxgrace */ 1283 /* No limit on grace vs maxgrace */
1369 1284
1370 if (contr->braced) 1285 if (contr->braced)
1371 { 1286 {
1372 ac += 2; 1287 ac += 2;
1384 * improvement every level, now its fighterlevel/5. So 1299 * improvement every level, now its fighterlevel/5. So
1385 * we give the player a bonus here in wc and dam 1300 * we give the player a bonus here in wc and dam
1386 * to make up for the change. Note that I left the 1301 * to make up for the change. Note that I left the
1387 * monster bonus the same as before. -b.t. 1302 * monster bonus the same as before. -b.t.
1388 */ 1303 */
1304 object *wc_obj = chosen_skill;
1389 1305
1390 if (type == PLAYER && wc_obj && wc_obj->level > 1) 1306 if (contr && wc_obj && wc_obj->level > 1)
1391 { 1307 {
1392 wc -= wc_obj->level + thaco_bonus[stats.Str]; 1308 wc -= wc_obj->level + thaco_bonus[stats.Str];
1393 1309
1394 for (i = 1; i < wc_obj->level; i++) 1310 for (int i = 1; i < wc_obj->level; i++)
1395 { 1311 {
1396 /* addtional wc every 6 levels */ 1312 /* additional wc every 6 levels */
1397 if (!(i % 6)) 1313 if (!(i % 6))
1398 wc--; 1314 wc--;
1399 1315
1400 /* addtional dam every 4 levels. */ 1316 /* additional dam every 4 levels. */
1401 if (!(i % 4) && dam_bonus[stats.Str] >= 0) 1317 if (!(i % 4) && dam_bonus[stats.Str] >= 0)
1402 stats.dam += 1 + dam_bonus[stats.Str] / 5; 1318 stats.dam += 1 + dam_bonus[stats.Str] / 5;
1403 } 1319 }
1404 } 1320 }
1405 else 1321 else
1408 stats.dam += dam_bonus[stats.Str]; 1324 stats.dam += dam_bonus[stats.Str];
1409 1325
1410 if (stats.dam < 1) 1326 if (stats.dam < 1)
1411 stats.dam = 1; 1327 stats.dam = 1;
1412 1328
1413 speed = 1.0 + speed_bonus[stats.Dex]; 1329 speed = 1.f + speed_bonus[stats.Dex];
1414 1330
1415 if (settings.search_items && contr->search_str[0]) 1331 if (settings.search_items && contr->search_str[0])
1416 speed -= 1; 1332 speed -= 1;
1417 1333
1418 if (attacktype == 0) 1334 if (attacktype == 0)
1419 attacktype = arch->clone.attacktype; 1335 attacktype = arch->attacktype;
1420
1421 } /* End if player */ 1336 } /* End if player */
1422 1337
1423 if (added_speed >= 0) 1338 if (added_speed >= 0)
1424 speed += added_speed / 10.0; 1339 speed += added_speed / 10.f;
1425 else /* Something wrong here...: */ 1340 else /* Something wrong here...: */
1426 speed /= (float) (1.0 - added_speed); 1341 speed /= 1.f - added_speed;
1427 1342
1428 /* Max is determined by armour */ 1343 /* Max is determined by armour */
1429 if (speed > max) 1344 speed = min (speed, max_speed);
1430 speed = max;
1431 1345
1432 if (type == PLAYER) 1346 if (type == PLAYER)
1433 { 1347 {
1434 /* f is a number the represents the number of kg above (positive num) 1348 /* 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 1349 * or below (negative number) that the player is carrying. If above
1436 * weight limit, then player suffers a speed reduction based on how 1350 * weight limit, then player suffers a speed reduction based on how
1437 * much above he is, and what is max carry is 1351 * much above he is, and what is max carry is
1438 */ 1352 */
1439 f = (carrying / 1000) - max_carry[stats.Str]; 1353 float f = (carrying / 1000) - max_carry[stats.Str];
1440 if (f > 0) 1354 if (f > 0.f)
1441 speed = speed / (1.0 + f / max_carry[stats.Str]); 1355 speed = speed / (1.f + f / max_carry[stats.Str]);
1442 } 1356 }
1443 1357
1444 speed += bonus_speed / 10.0; /* Not affected by limits */ 1358 speed += bonus_speed / 10.f; /* Not affected by limits */
1359 speed *= speed_reduce_from_disease;
1445 1360
1446 /* Put a lower limit on speed. Note with this speed, you move once every 1361 /* 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. 1362 * 25 ticks or so. This amounts to once every 3 seconds of realtime.
1448 */ 1363 */
1449 speed = speed * speed_reduce_from_disease;
1450
1451 if (speed < 0.01 && type == PLAYER) 1364 if (speed < 0.04f && type == PLAYER)
1452 speed = 0.01; 1365 speed = 0.04f;
1366
1367 if (speed != old_speed)
1368 set_speed (speed);
1453 1369
1454 if (type == PLAYER) 1370 if (type == PLAYER)
1455 { 1371 {
1456 float M, W, s, D, K, S, M2;
1457
1458 /* (This formula was made by vidarl@ifi.uio.no) 1372 /* (This formula was made by vidarl@ifi.uio.no)
1459 * Note that we never used these values again - basically 1373 * Note that we never used these values again - basically
1460 * all of these could be subbed into one big equation, but 1374 * all of these could be subbed into one big equation, but
1461 * that would just be a real pain to read. 1375 * that would just be a real pain to read.
1462 */ 1376 */
1463 M = (max_carry[stats.Str] - 121) / 121.0; 1377 float M = (max_carry[stats.Str] - 121) / 121.f;
1464 M2 = max_carry[stats.Str] / 100.0; 1378 float M2 = max_carry[stats.Str] / 100.f;
1465 W = weapon_weight / 20000.0; 1379 float W = weapon_weight / 20000.f;
1466 s = 2 - weapon_speed / 10.0; 1380 float s = (20 - weapon_speed) / 10.f;
1467 D = (stats.Dex - 14) / 14.0; 1381 float D = (stats.Dex - 14) / 14.f;
1468 K = 1 + M / 3.0 - W / (3 * M2) + speed / 5.0 + D / 2.0; 1382 float K = 1 + M / 3.f - W / (3 * M2) + speed / 5.f + D / 2.f;
1383
1469 K *= (4 + level) / (float) (6 + level) * 1.2; 1384 K *= (4 + level) * 1.2f / (6 + level);
1385
1470 if (K <= 0) 1386 if (K <= 0.01f)
1471 K = 0.01; 1387 K = 0.01f;
1472 S = speed / (K * s); 1388
1473 contr->weapon_sp = S; 1389 contr->weapon_sp = K * s * .5f; //TODO: balance the .5
1474 } 1390 }
1475 1391
1476 /* I want to limit the power of small monsters with big weapons: */ 1392 /* 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) 1393 if (type != PLAYER && arch && stats.dam > arch->stats.dam * 3)
1478 stats.dam = arch->clone.stats.dam * 3; 1394 stats.dam = arch->stats.dam * 3;
1479 1395
1480 /* Prevent overflows of wc - best you can get is ABS(120) - this 1396 stats.wc = clamp (wc, MIN_WC, MAX_WC);
1481 * should be more than enough - remember, AC is also in 8 bits, 1397 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 1398
1498 /* if for some reason the creature doesn't have any move type, 1399 /* if for some reason the creature doesn't have any move type,
1499 * give them walking as a default. 1400 * give them walking as a default.
1500 * The second case is a special case - to more closely mimic the 1401 * The second case is a special case - to more closely mimic the
1501 * old behaviour - if your flying, your not walking - just 1402 * old behaviour - if your flying, your not walking - just
1504 if (move_type == 0) 1405 if (move_type == 0)
1505 move_type = MOVE_WALK; 1406 move_type = MOVE_WALK;
1506 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) 1407 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH))
1507 move_type &= ~MOVE_WALK; 1408 move_type &= ~MOVE_WALK;
1508 1409
1509 if (speed != old_speed)
1510 set_speed (speed);
1511
1512 /* It is quite possible that a player's spell costing might have changed, 1410 /* It is quite possible that a player's spell costing might have changed,
1513 * so we will check that now. 1411 * so we will check that now.
1514 */ 1412 */
1515 if (type == PLAYER) 1413 if (type == PLAYER)
1516 { 1414 {
1531 * false otherwise. 1429 * false otherwise.
1532 */ 1430 */
1533int 1431int
1534allowed_class (const object *op) 1432allowed_class (const object *op)
1535{ 1433{
1536 return op->stats.Dex > 0 && op->stats.Str > 0 && op->stats.Con > 0 && 1434 return op->stats.Dex > 0
1537 op->stats.Int > 0 && op->stats.Wis > 0 && op->stats.Pow > 0 && op->stats.Cha > 0; 1435 && op->stats.Str > 0
1436 && op->stats.Con > 0
1437 && op->stats.Int > 0
1438 && op->stats.Wis > 0
1439 && op->stats.Pow > 0
1440 && op->stats.Cha > 0;
1538} 1441}
1539 1442
1540/* 1443/*
1541 * set the new dragon name after gaining levels or 1444 * set the new dragon name after gaining levels or
1542 * changing ability focus (later this can be extended to 1445 * changing ability focus (later this can be extended to
1543 * eventually change the player's face and animation) 1446 * eventually change the player's face and animation)
1544 *
1545 * Note that the title is written to 'own_title' in the
1546 * player struct. This should be changed to 'ext_title'
1547 * as soon as clients support this!
1548 * Please, anyone, write support for 'ext_title'.
1549 */ 1447 */
1550void 1448void
1551set_dragon_name (object *pl, const object *abil, const object *skin) 1449set_dragon_name (object *pl, const object *abil, const object *skin)
1552{ 1450{
1553 int atnr = -1; /* attacknumber of highest level */ 1451 int atnr = -1; /* attacknumber of highest level */
1571 /* now if there are equals at highest level, pick the one with focus, 1469 /* now if there are equals at highest level, pick the one with focus,
1572 or else at random */ 1470 or else at random */
1573 if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level) 1471 if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level)
1574 atnr = abil->stats.exp; 1472 atnr = abil->stats.exp;
1575 1473
1576 level = (int) (level / 5.);
1577
1578 /* now set the new title */ 1474 /* now set the new title */
1579 if (pl->contr != NULL)
1580 {
1581 if (level == 0)
1582 sprintf (pl->contr->title, "%s hatchling", attacks[atnr]); 1475 if (level < 25) sprintf (pl->contr->title, "%s hatchling", attacks[atnr]);
1583 else if (level == 1)
1584 sprintf (pl->contr->title, "%s wyrm", attacks[atnr]); 1476 else if (level < 50) sprintf (pl->contr->title, "%s wyrm" , attacks[atnr]);
1585 else if (level == 2)
1586 sprintf (pl->contr->title, "%s wyvern", attacks[atnr]); 1477 else if (level < 75) sprintf (pl->contr->title, "%s wyvern" , attacks[atnr]);
1587 else if (level == 3)
1588 sprintf (pl->contr->title, "%s dragon", attacks[atnr]); 1478 else if (level < 100) sprintf (pl->contr->title, "%s dragon" , attacks[atnr]);
1589 else 1479 else
1590 { 1480 {
1591 /* special titles for extra high resistance! */ 1481 /* special titles for extra high resistance! */
1592 if (skin->resist[atnr] > 80)
1593 sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]); 1482 if (skin->resist[atnr] > 80) sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]);
1594 else if (skin->resist[atnr] > 50)
1595 sprintf (pl->contr->title, "ancient %s dragon", attacks[atnr]); 1483 else if (skin->resist[atnr] > 50) sprintf (pl->contr->title, "ancient %s dragon" , attacks[atnr]);
1596 else
1597 sprintf (pl->contr->title, "big %s dragon", attacks[atnr]); 1484 else sprintf (pl->contr->title, "big %s dragon" , attacks[atnr]);
1598 }
1599 } 1485 }
1600 1486
1601 strcpy (pl->contr->own_title, ""); 1487 strcpy (pl->contr->own_title, "");
1602} 1488}
1603 1489
1613 object *skin = NULL; /* pointer to dragon skin force */ 1499 object *skin = NULL; /* pointer to dragon skin force */
1614 object *tmp = NULL; /* tmp. object */ 1500 object *tmp = NULL; /* tmp. object */
1615 char buf[MAX_BUF]; /* tmp. string buffer */ 1501 char buf[MAX_BUF]; /* tmp. string buffer */
1616 1502
1617 /* now grab the 'dragon_ability'-forces from the player's inventory */ 1503 /* now grab the 'dragon_ability'-forces from the player's inventory */
1618 shstr_cmp dragon_ability_force ("dragon_ability_force");
1619 shstr_cmp dragon_skin_force ("dragon_skin_force");
1620
1621 for (tmp = who->inv; tmp; tmp = tmp->below) 1504 for (tmp = who->inv; tmp; tmp = tmp->below)
1622 if (tmp->type == FORCE) 1505 if (tmp->type == FORCE)
1623 if (tmp->arch->name == dragon_ability_force) 1506 if (tmp->arch->archname == shstr_dragon_ability_force)
1624 abil = tmp; 1507 abil = tmp;
1625 else if (tmp->arch->name == dragon_skin_force) 1508 else if (tmp->arch->archname == shstr_dragon_skin_force)
1626 skin = tmp; 1509 skin = tmp;
1627 1510
1628 /* if the force is missing -> bail out */ 1511 /* if the force is missing -> bail out */
1629 if (abil == NULL) 1512 if (abil == NULL)
1630 return; 1513 return;
1673 object *skill_obj; 1556 object *skill_obj;
1674 1557
1675 skill_obj = get_archetype_by_skill_name (skill_name, SKILL); 1558 skill_obj = get_archetype_by_skill_name (skill_name, SKILL);
1676 if (!skill_obj) 1559 if (!skill_obj)
1677 { 1560 {
1678 LOG (llevError, "add_player_exp: couldn't find skill %s\n", skill_name); 1561 LOG (llevError, "give_skill_by_name: couldn't find skill %s\n", skill_name);
1679 return NULL; 1562 return NULL;
1680 } 1563 }
1564
1681 /* clear the flag - exp goes into this bucket, but player 1565 /* clear the flag - exp goes into this bucket, but player
1682 * still doesn't know it. 1566 * still doesn't know it.
1683 */ 1567 */
1684 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL); 1568 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL);
1685 skill_obj->stats.exp = 0; 1569 skill_obj->stats.exp = 0;
1686 skill_obj->level = 1; 1570 skill_obj->level = 1;
1687 insert_ob_in_ob (skill_obj, op); 1571 op->insert (skill_obj);
1688 1572
1689 if (op->contr) 1573 if (player *pl = op->contr)
1690 { 1574 pl->link_skills ();
1691 op->contr->last_skill_ob [skill_obj->subtype] = skill_obj;
1692 if (op->contr->ns)
1693 op->contr->ns->last_skill_exp[skill_obj->subtype] = -1;//TODO: should be made superfluous
1694 }
1695 1575
1696 return skill_obj; 1576 return skill_obj;
1697} 1577}
1698
1699 1578
1700/* player_lvl_adj() - for the new exp system. we are concerned with 1579/* player_lvl_adj() - for the new exp system. we are concerned with
1701 * whether the player gets more hp, sp and new levels. 1580 * whether the player gets more hp, sp and new levels.
1702 * Note this this function should only be called for players. Monstes 1581 * Note this this function should only be called for players. Monstes
1703 * don't really gain levels 1582 * don't really gain levels
1706 */ 1585 */
1707void 1586void
1708player_lvl_adj (object *who, object *op) 1587player_lvl_adj (object *who, object *op)
1709{ 1588{
1710 char buf[MAX_BUF]; 1589 char buf[MAX_BUF];
1590 bool changed = false;
1711 1591
1712 if (!op) /* when rolling stats */ 1592 if (!op) /* when rolling stats */
1713 op = who; 1593 op = who;
1714 1594
1715 if (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul)) 1595 while (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul))
1716 { 1596 {
1597 changed = true;
1598
1717 op->level++; 1599 op->level++;
1718 1600
1719 if (op != NULL && op == who && op->stats.exp > 1 && is_dragon_pl (who)) 1601 if (op && op == who && op->stats.exp > 1 && is_dragon_pl (who))
1720 dragon_level_gain (who); 1602 dragon_level_gain (who);
1721 1603
1722 /* Only roll these if it is the player (who) that gained the level */ 1604 /* Only roll these if it is the player (who) that gained the level */
1723 if (op == who && (who->level < 11) && who->type == PLAYER) 1605 if (op == who && (who->level < 11) && who->type == PLAYER)
1724 { 1606 {
1725 who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1; 1607 who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1;
1726 who->contr->levsp[who->level] = die_roll (2, 3, who, PREFER_HIGH); 1608 who->contr->levsp[who->level] = die_roll (2, 3, who, PREFER_HIGH);
1727 who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1; 1609 who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1;
1728 } 1610 }
1729 1611
1730 who->update_stats ();
1731 if (op->level > 1) 1612 if (op->level > 1)
1732 { 1613 {
1733 if (op->type != PLAYER) 1614 if (op->type != PLAYER)
1615 {
1616 who->contr->play_sound (sound_find ("skill_up"));
1734 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); 1617 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1618 }
1735 else 1619 else
1620 {
1621 who->contr->play_sound (sound_find ("level_up"));
1736 sprintf (buf, "You are now level %d.", op->level); 1622 sprintf (buf, "You are now level %d.", op->level);
1623 }
1624
1737 if (who) 1625 if (who)
1738 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); 1626 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1739 } 1627 }
1740 player_lvl_adj (who, op); /* To increase more levels */
1741 } 1628 }
1629
1742 else if (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul)) 1630 while (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul))
1743 { 1631 {
1632 changed = true;
1633
1744 op->level--; 1634 op->level--;
1745 who->update_stats (); 1635
1746 if (op->type != PLAYER) 1636 if (op->type != PLAYER)
1747 { 1637 {
1748 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); 1638 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1749 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); 1639 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1750 } 1640 }
1751 player_lvl_adj (who, op); /* To decrease more levels */ 1641 }
1642
1643 if (changed)
1752 } 1644 {
1753 1645 who->update_stats ();
1646 esrv_update_stats (who->contr);
1754 /* check if the spell data has changed */ 1647 /* check if the spell data has changed */
1755 esrv_update_stats (who->contr);
1756 esrv_update_spells (who->contr); 1648 esrv_update_spells (who->contr);
1649 }
1757} 1650}
1758 1651
1759/* 1652/*
1760 * Returns how much experience is needed for a player to become 1653 * Returns how much experience is needed for a player to become
1761 * the given level. level should really never exceed max_level 1654 * the given level. level should really never exceed max_level
1764sint64 1657sint64
1765level_exp (int level, double expmul) 1658level_exp (int level, double expmul)
1766{ 1659{
1767 if (level > settings.max_level) 1660 if (level > settings.max_level)
1768 return (sint64) (expmul * levels[settings.max_level]); 1661 return (sint64) (expmul * levels[settings.max_level]);
1662
1769 return (sint64) (expmul * levels[level]); 1663 return (sint64) (expmul * levels[level]);
1770} 1664}
1771 1665
1772/* 1666/*
1773 * Ensure that the permanent experience requirements in an exp object are met. 1667 * Ensure that the permanent experience requirements in an exp object are met.
1810 sint64 limit, exp_to_add; 1704 sint64 limit, exp_to_add;
1811 int i; 1705 int i;
1812 1706
1813 /* prevents some forms of abuse. */ 1707 /* prevents some forms of abuse. */
1814 if (op->contr->braced) 1708 if (op->contr->braced)
1815 exp = exp / 5; 1709 exp /= 5;
1816 1710
1817 /* Try to find the matching skill. 1711 /* Try to find the matching skill.
1818 * We do a shortcut/time saving mechanism first - see if it matches 1712 * We do a shortcut/time saving mechanism first - see if it matches
1819 * chosen_skill. This means we don't need to search through 1713 * chosen_skill. This means we don't need to search through
1820 * the players inventory. 1714 * the players inventory.
1821 */ 1715 */
1822 if (skill_name) 1716 if (skill_name)
1823 { 1717 {
1824 if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill)) 1718 if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill))
1825 skill_obj = op->chosen_skill; 1719 skill_obj = op->chosen_skill;
1826 else 1720 else
1827 { 1721 {
1828 for (i = 0; i < NUM_SKILLS; i++) 1722 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1829 if (op->contr->last_skill_ob[i] && !strcmp (op->contr->last_skill_ob[i]->skill, skill_name)) 1723 if (tmp->skill == skill_name && tmp->type == SKILL)
1830 { 1724 {
1831 skill_obj = op->contr->last_skill_ob[i]; 1725 skill_obj = splay (tmp);
1832 break; 1726 break;
1833 } 1727 }
1834 1728
1835 /* Player doesn't have the skill. Check to see what to do, and give 1729 /* Player doesn't have the skill. Check to see what to do, and give
1836 * it to the player if necessary 1730 * it to the player if necessary
1838 if (!skill_obj) 1732 if (!skill_obj)
1839 { 1733 {
1840 if (flag == SK_EXP_NONE) 1734 if (flag == SK_EXP_NONE)
1841 return; 1735 return;
1842 else if (flag == SK_EXP_ADD_SKILL) 1736 else if (flag == SK_EXP_ADD_SKILL)
1843 give_skill_by_name (op, skill_name); 1737 skill_obj = give_skill_by_name (op, skill_name);
1844 } 1738 }
1845 } 1739 }
1846 } 1740 }
1847 1741
1848 if (flag != SK_EXP_SKILL_ONLY) 1742 if (flag != SK_EXP_SKILL_ONLY)
2065 player_lvl_adj (op, tmp); 1959 player_lvl_adj (op, tmp);
2066 } 1960 }
2067 1961
2068 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100; 1962 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100;
2069 level_loss = op->stats.exp - levels[MAX (0, op->level - settings.death_penalty_level)]; 1963 level_loss = op->stats.exp - levels[MAX (0, op->level - settings.death_penalty_level)];
1964
2070 if (level_loss < 0) 1965 if (level_loss < 0)
2071 level_loss = 0; 1966 level_loss = 0;
2072 loss = check_exp_loss (op, MIN (level_loss, percentage_loss)); 1967 loss = check_exp_loss (op, MIN (level_loss, percentage_loss));
2073 1968
2074 op->stats.exp -= loss; 1969 op->stats.exp -= loss;

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