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Comparing deliantra/server/common/living.C (file contents):
Revision 1.16 by pippijn, Mon Dec 11 21:06:58 2006 UTC vs.
Revision 1.95 by root, Wed Dec 31 17:35:37 2008 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
8 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
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 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,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 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
18 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
20 21 * The authors can be reached via e-mail to <support@deliantra.net>
21 The authors can be reached via e-mail at <crossfire@schmorp.de>
22*/ 22 */
23 23
24#include <global.h> 24#include <global.h>
25#include <funcpoint.h>
26 25
27/* 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
28 * 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
29 * 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
30 */ 29 */
191static const char *const drain_msg[NUM_STATS] = { 190static const char *const drain_msg[NUM_STATS] = {
192 "Oh no! You are weakened!", 191 "Oh no! You are weakened!",
193 "You're feeling clumsy!", 192 "You're feeling clumsy!",
194 "You feel less healthy", 193 "You feel less healthy",
195 "You suddenly begin to lose your memory!", 194 "You suddenly begin to lose your memory!",
195 "Watch out, your mind is going!",
196 "Your spirit feels drained!",
196 "Your face gets distorted!", 197 "Your face gets distorted!",
197 "Watch out, your mind is going!",
198 "Your spirit feels drained!"
199}; 198};
200const char *const restore_msg[NUM_STATS] = { 199const char *const restore_msg[NUM_STATS] = {
201 "You feel your strength return.", 200 "You feel your strength return.",
202 "You feel your agility return.", 201 "You feel your agility return.",
203 "You feel your health return.", 202 "You feel your health return.",
203 "You feel your memory return.",
204 "You feel your wisdom return.", 204 "You feel your wisdom return.",
205 "You feel your spirits return.",
205 "You feel your charisma return.", 206 "You feel your charisma return.",
206 "You feel your memory return.",
207 "You feel your spirits return."
208}; 207};
209const char *const gain_msg[NUM_STATS] = { 208const char *const gain_msg[NUM_STATS] = {
210 "You feel stronger.", 209 "You feel stronger.",
211 "You feel more agile.", 210 "You feel more agile.",
212 "You feel healthy.", 211 "You feel healthy.",
212 "You feel smarter.",
213 "You feel wiser.", 213 "You feel wiser.",
214 "You feel more potent.",
214 "You seem to look better.", 215 "You seem to look better.",
215 "You feel smarter.",
216 "You feel more potent."
217}; 216};
218const char *const lose_msg[NUM_STATS] = { 217const char *const lose_msg[NUM_STATS] = {
219 "You feel weaker!", 218 "You feel weaker!",
220 "You feel clumsy!", 219 "You feel clumsy!",
221 "You feel less healthy!", 220 "You feel less healthy!",
221 "You feel stupid!",
222 "You lose some of your memory!", 222 "You lose some of your memory!",
223 "You feel less potent!",
223 "You look ugly!", 224 "You look ugly!",
224 "You feel stupid!",
225 "You feel less potent!"
226}; 225};
227 226
228const char *const statname[NUM_STATS] = { 227const char *const statname[NUM_STATS] = {
229 "strength", "dexterity", "constitution", "wisdom", "charisma", "intelligence", "power" 228 "strength", "dexterity", "constitution", "intelligence", "wisdom", "power", "charisma"
230}; 229};
231 230
232const char *const short_stat_name[NUM_STATS] = { 231const char *const short_stat_name[NUM_STATS] = {
233 "Str", "Dex", "Con", "Wis", "Cha", "Int", "Pow" 232 "Str", "Dex", "Con", "Int", "Wis", "Pow", "Cha"
234}; 233};
235
236/*
237 * sets Str/Dex/con/Wis/Cha/Int/Pow in stats to value, depending on
238 * what attr is (STR to POW).
239 */
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}
269 234
270/* 235/*
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 */
274
275void 239void
276change_attr_value (living * stats, int attr, sint8 value) 240change_attr_value (living *stats, int attr, sint8 value)
277{ 241{
278 if (value == 0) 242 stats->stat (attr) += value;
279 return;
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:
318 return (stats->Str);
319 case DEX:
320 return (stats->Dex);
321 case CON:
322 return (stats->Con);
323 case WIS:
324 return (stats->Wis);
325 case CHA:
326 return (stats->Cha);
327 case INT:
328 return (stats->Int);
329 case POW:
330 return (stats->Pow);
331 }
332 return 0;
333} 243}
334 244
335/* 245/*
336 * 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
337 * 1-30 stat limit. 247 * 1-30 stat limit.
338 */ 248 */
339
340void 249void
341check_stat_bounds (living * stats) 250check_stat_bounds (living *stats)
342{ 251{
343 int i, v;
344
345 for (i = 0; i < NUM_STATS; i++) 252 for (int i = 0; i < NUM_STATS; i++)
346 if ((v = get_attr_value (stats, i)) > MAX_STAT) 253 {
347 set_attr_value (stats, i, MAX_STAT); 254 sint8 &v = stats->stat (i);
348 else if (v < MIN_STAT) 255 v = clamp (v, MIN_STAT, MAX_STAT);
349 set_attr_value (stats, i, MIN_STAT); 256 }
350} 257}
351 258
352#define ORIG_S(xyz,abc) (op->contr->orig_stats.abc) 259#define ORIG_S(xyz,abc) (op->contr->orig_stats.abc)
353 260
354/* 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,
363/* 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
364 * the object. 271 * the object.
365 * 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
366 * can be applied or not. 273 * can be applied or not.
367 * 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
368 * displayed - fix_player should really always be called after this when 275 * displayed - update_stats should really always be called after this when
369 * 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
370 * 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
371 * 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
372 * that gives them that ability. 279 * that gives them that ability.
373 */ 280 */
374int 281int
375change_abil (object *op, object *tmp) 282change_abil (object *op, object *tmp)
376{ 283{
377 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;
378 char message[MAX_BUF]; 286 char message[MAX_BUF];
379 int potion_max = 0; 287 int potion_max = 0;
380 288
381 /* remember what object was like before it was changed. note that 289 // keep some stats for comparison purposes
382 * refop is a local copy of op only to be used for detecting changes 290 object::flags_t prev_flag = op->flag;
383 * found by fix_player. refop is not a real object 291 MoveType prev_move_type = op->move_type;
384 */ 292 sint16 prev_resist [NROFATTACKS]; // clumsy
385 object_pod refop = *op; 293 assert (sizeof (prev_resist) == sizeof (op->resist));
294 memcpy (prev_resist, op->resist, sizeof (prev_resist));
386 295
387 if (op->type == PLAYER) 296 if (op->type == PLAYER)
388 { 297 {
389 if (tmp->type == POTION) 298 if (tmp->type == POTION)
390 { 299 {
391 potion_max = 1; 300 potion_max = 1;
301
392 for (j = 0; j < NUM_STATS; j++) 302 for (int j = 0; j < NUM_STATS; j++)
393 { 303 {
394 int nstat, ostat; 304 int ostat = op->contr->orig_stats.stat (j);
395 305 int i = tmp->stats.stat (j);
396 ostat = get_attr_value (&(op->contr->orig_stats), j);
397 i = get_attr_value (&(tmp->stats), j);
398 306
399 /* 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 */
400 nstat = flag * i + ostat; 308 int nstat = flag * i + ostat;
401 309
402 /* Do some bounds checking. While I don't think any 310 /* Do some bounds checking. There is the potential for potions
403 * potions do so right now, there is the potential for potions
404 * 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
405 * to allow for that. 312 * to allow for that.
406 */ 313 */
407 if (nstat < 1 && i * flag < 0) 314 if (nstat < 1 && i * flag < 0)
408 nstat = 1; 315 nstat = 1;
409 else if (nstat > 20 + get_attr_value (&(op->arch->clone.stats), j)) 316 else if (nstat > 20 + op->arch->stats.stat (j))
410 { 317 nstat = 20 + op->arch->stats.stat (j);
411 nstat = 20 + get_attr_value (&(op->arch->clone.stats), j); 318
412 }
413 if (nstat != ostat) 319 if (nstat != ostat)
414 { 320 {
415 set_attr_value (&(op->contr->orig_stats), j, nstat); 321 op->contr->orig_stats.stat (j) = nstat;
416 potion_max = 0; 322 potion_max = 0;
417 } 323 }
418 else if (i) 324 else if (i)
419 { 325 {
420 /* potion is useless - player has already hit the natural maximum */ 326 /* potion is useless - player has already hit the natural maximum */
421 potion_max = 1; 327 potion_max = 1;
422 } 328 }
423 } 329 }
330
424 /* 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
425 * sure if this is strictly necessary, being that fix_player probably 332 * sure if this is strictly necessary, being that fix_player probably
426 * recalculates this anyway. 333 * recalculates this anyway.
427 */ 334 */
428 for (j = 0; j < NUM_STATS; j++) 335 for (int j = 0; j < NUM_STATS; j++)
429 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));
337
430 check_stat_bounds (&(op->stats)); 338 check_stat_bounds (&op->stats);
431 } /* end of potion handling code */ 339 } /* end of potion handling code */
432 } 340 }
433 341
434 /* 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
435 * everything to set 343 * everything to set
436 */ 344 */
437 if (flag == -1) 345 if (flag == -1)
438 { 346 {
439 op->attacktype &= ~tmp->attacktype; 347 op->attacktype &= ~tmp->attacktype;
440 op->path_attuned &= ~tmp->path_attuned; 348 op->path_attuned &= ~tmp->path_attuned;
441 op->path_repelled &= ~tmp->path_repelled; 349 op->path_repelled &= ~tmp->path_repelled;
442 op->path_denied &= ~tmp->path_denied; 350 op->path_denied &= ~tmp->path_denied;
443 /* Presuming here that creatures only have move_type, 351 /* Presuming here that creatures only have move_type,
444 * and not the other move_ fields. 352 * and not the other move_ fields.
445 */ 353 */
446 op->move_type &= ~tmp->move_type; 354 op->move_type &= ~tmp->move_type;
447 } 355 }
448 356
449 /* call fix_player since op object could have whatever attribute due 357 /* call fix_player since op object could have whatever attribute due
450 * 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
451 * change_ability then might as well call it from here 359 * change_ability then might as well call it from here
452 */ 360 */
453 fix_player (op); 361 op->update_stats ();
454 362
455 /* 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
456 * print out message if this is a bow. 364 * print out message if this is a bow.
457 */ 365 */
458 if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW) 366 if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW)
459 { 367 {
460 success = 1; 368 success = 1;
461 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.");
462 } 370 }
463 if (QUERY_FLAG (op, FLAG_LIFESAVE) != QUERY_FLAG (&refop, FLAG_LIFESAVE)) 371
372 if (op->flag [FLAG_LIFESAVE] != prev_flag [FLAG_LIFESAVE])
464 { 373 {
465 success = 1; 374 success = 1;
466 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.");
467 } 376 }
468 if (QUERY_FLAG (op, FLAG_REFL_MISSILE) != QUERY_FLAG (&refop, FLAG_REFL_MISSILE)) 377
378 if (op->flag [FLAG_REFL_MISSILE] != prev_flag [FLAG_REFL_MISSILE])
469 { 379 {
470 success = 1; 380 success = 1;
471 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.");
472 } 382 }
473 if (QUERY_FLAG (op, FLAG_REFL_SPELL) != QUERY_FLAG (&refop, FLAG_REFL_SPELL)) 383
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 }
389
478 /* movement type has changed. We don't care about cases where 390 /* movement type has changed. We don't care about cases where
479 * user has multiple items giving the same type appled like we 391 * user has multiple items giving the same type appled like we
480 * 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
481 * can be misleading (a little higher could be miscontrued from 393 * can be misleading (a little higher could be miscontrued from
482 * from fly high) 394 * from fly high)
483 */ 395 */
484 if (tmp->move_type && op->move_type != refop.move_type) 396 if (tmp->move_type && op->move_type != prev_move_type)
485 { 397 {
486 success = 1; 398 success = 1;
487 399
488 /* 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
489 * status doesn't make a difference if you are flying high 401 * status doesn't make a difference if you are flying high
490 */ 402 */
491 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))
492 { 404 {
493 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.");
494 } 406 }
495 407
496 if (tmp->move_type & MOVE_FLY_HIGH) 408 if (tmp->move_type & MOVE_FLY_HIGH)
497 { 409 {
498 /* double conditional - second case covers if you have move_fly_low - 410 /* double conditional - second case covers if you have move_fly_low -
499 * in that case, you don't actually land 411 * in that case, you don't actually land
500 */ 412 */
501 DIFF_MSG (flag, "You soar into the air air!.", 413 DIFF_MSG (flag, "You soar into the air!",
502 (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."));
503 } 415 }
416
504 if (tmp->move_type & MOVE_SWIM) 417 if (tmp->move_type & MOVE_SWIM)
505 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");
506 419
507 /* 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 */
508 check_move_on (op, op); 421 check_move_on (op, op);
509 } 422 }
510 423
511 /* becoming UNDEAD... a special treatment for this flag. Only those not 424 /* becoming UNDEAD... a special treatment for this flag. Only those not
512 * originally undead may change their status 425 * originally undead may change their status
513 */ 426 */
514 if (!QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 427 if (!op->arch->flag [FLAG_UNDEAD])
515 if (QUERY_FLAG (op, FLAG_UNDEAD) != QUERY_FLAG (&refop, FLAG_UNDEAD)) 428 if (op->flag [FLAG_UNDEAD] != prev_flag [FLAG_UNDEAD])
516 { 429 {
517 success = 1; 430 success = 1;
518 if (flag > 0) 431 if (flag > 0)
519 { 432 {
520 op->race = "undead"; 433 op->race = "undead";
521 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce drains away!"); 434 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce drains away!");
522 } 435 }
523 else 436 else
524 { 437 {
525 op->race = op->arch->clone.race; 438 op->race = op->arch->race;
526 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!"); 439 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!");
527 } 440 }
528 } 441 }
529 442
530 if (QUERY_FLAG (op, FLAG_STEALTH) != QUERY_FLAG (&refop, FLAG_STEALTH)) 443 if (op->flag [FLAG_STEALTH] != prev_flag [FLAG_STEALTH])
531 { 444 {
532 success = 1; 445 success = 1;
533 DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily."); 446 DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily.");
534 } 447 }
535 if (QUERY_FLAG (op, FLAG_MAKE_INVIS) != QUERY_FLAG (&refop, FLAG_MAKE_INVIS)) 448
449 if (op->flag [FLAG_MAKE_INVIS] != prev_flag [FLAG_MAKE_INVIS])
536 { 450 {
537 success = 1; 451 success = 1;
538 DIFF_MSG (flag, "You become transparent.", "You can see yourself."); 452 DIFF_MSG (flag, "You become transparent.", "You can see yourself.");
539 } 453 }
454
540 /* 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
541 * vision 456 * vision
542 */ 457 */
543 if (QUERY_FLAG (tmp, FLAG_BLIND)) 458 if (tmp->flag [FLAG_BLIND])
544 { 459 {
545 success = 1; 460 success = 1;
546 if (flag > 0) 461 if (flag > 0)
547 { 462 {
548 if (QUERY_FLAG (op, FLAG_WIZ)) 463 if (op->flag [FLAG_WIZ])
549 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.");
550 else 465 else
551 { 466 {
552 new_draw_info (NDI_UNIQUE, 0, op, "You are blinded."); 467 new_draw_info (NDI_UNIQUE, 0, op, "You are blinded.");
553 SET_FLAG (op, FLAG_BLIND); 468 SET_FLAG (op, FLAG_BLIND);
555 op->contr->do_los = 1; 470 op->contr->do_los = 1;
556 } 471 }
557 } 472 }
558 else 473 else
559 { 474 {
560 if (QUERY_FLAG (op, FLAG_WIZ)) 475 if (op->flag [FLAG_WIZ])
561 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.");
562 else 477 else
563 { 478 {
564 new_draw_info (NDI_UNIQUE, 0, op, "Your vision returns."); 479 new_draw_info (NDI_UNIQUE, 0, op, "Your vision returns.");
565 CLEAR_FLAG (op, FLAG_BLIND); 480 CLEAR_FLAG (op, FLAG_BLIND);
567 op->contr->do_los = 1; 482 op->contr->do_los = 1;
568 } 483 }
569 } 484 }
570 } 485 }
571 486
572 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])
573 { 488 {
574 success = 1; 489 success = 1;
575 if (op->type == PLAYER) 490 if (op->type == PLAYER)
576 op->contr->do_los = 1; 491 op->contr->do_los = 1;
577 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.");
578 } 493 }
579 494
580 if (QUERY_FLAG (op, FLAG_XRAYS) != QUERY_FLAG (&refop, FLAG_XRAYS)) 495 if (op->flag [FLAG_XRAYS] != prev_flag [FLAG_XRAYS])
581 { 496 {
582 success = 1; 497 success = 1;
583 if (flag > 0) 498 if (flag > 0)
584 { 499 {
585 if (QUERY_FLAG (op, FLAG_WIZ)) 500 if (op->flag [FLAG_WIZ])
586 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.");
587 else 502 else
588 { 503 {
589 new_draw_info (NDI_UNIQUE, 0, op, "Everything becomes transparent."); 504 new_draw_info (NDI_UNIQUE, 0, op, "Everything becomes transparent.");
590 if (op->type == PLAYER) 505 if (op->type == PLAYER)
591 op->contr->do_los = 1; 506 op->contr->do_los = 1;
592 } 507 }
593 } 508 }
594 else 509 else
595 { 510 {
596 if (QUERY_FLAG (op, FLAG_WIZ)) 511 if (op->flag [FLAG_WIZ])
597 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.");
598 else 513 else
599 { 514 {
600 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.");
601 if (op->type == PLAYER) 516 if (op->type == PLAYER)
634 success = 1; 549 success = 1;
635 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.");
636 } 551 }
637 552
638 /* Messages for changed resistance */ 553 /* Messages for changed resistance */
639 for (i = 0; i < NROFATTACKS; i++) 554 for (int i = 0; i < NROFATTACKS; i++)
640 { 555 {
641 if (i == ATNR_PHYSICAL) 556 if (i == ATNR_PHYSICAL)
642 continue; /* Don't display about armour */ 557 continue; /* Don't display about armour */
643 558
644 if (op->resist[i] != refop.resist[i]) 559 if (op->resist [i] != prev_resist [i])
645 { 560 {
646 success = 1; 561 success = 1;
562
647 if (op->resist[i] > refop.resist[i]) 563 if (op->resist [i] > prev_resist [i])
648 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]);
649 else 565 else
650 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]);
651 567
652 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message); 568 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message);
653 } 569 }
654 } 570 }
655 571
656 if (tmp->type != EXPERIENCE && !potion_max) 572 if (!potion_max)
657 {
658 for (j = 0; j < NUM_STATS; j++) 573 for (int j = 0; j < NUM_STATS; j++)
659 { 574 if (int i = tmp->stats.stat (j))
660 if ((i = get_attr_value (&(tmp->stats), j)) != 0)
661 { 575 {
662 success = 1; 576 success = 1;
663 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]); 577 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]);
664 } 578 }
665 } 579
666 }
667 return success; 580 return success;
668} 581}
669 582
670/* 583/*
671 * Stat draining by Vick 930307 584 * Stat draining by Vick 930307
672 * (Feeling evil, I made it work as well now. -Frank 8) 585 * (Feeling evil, I made it work as well now. -Frank 8)
673 */ 586 */
674
675void 587void
676drain_stat (object *op) 588object::drain_stat ()
677{ 589{
678 drain_specific_stat (op, RANDOM () % NUM_STATS); 590 drain_specific_stat (rndm (NUM_STATS));
679} 591}
680 592
681void 593void
682drain_specific_stat (object *op, int deplete_stats) 594object::drain_specific_stat (int deplete_stats)
683{ 595{
684 object *tmp; 596 object *tmp;
685 archetype *at; 597 archetype *at;
686 598
687 at = archetype::find (ARCH_DEPLETION); 599 at = archetype::find (ARCH_DEPLETION);
690 LOG (llevError, "Couldn't find archetype depletion.\n"); 602 LOG (llevError, "Couldn't find archetype depletion.\n");
691 return; 603 return;
692 } 604 }
693 else 605 else
694 { 606 {
695 tmp = present_arch_in_ob (at, op); 607 tmp = present_arch_in_ob (at, this);
608
696 if (!tmp) 609 if (!tmp)
697 { 610 {
698 tmp = arch_to_object (at); 611 tmp = arch_to_object (at);
699 tmp = insert_ob_in_ob (tmp, op); 612 tmp = insert_ob_in_ob (tmp, this);
700 SET_FLAG (tmp, FLAG_APPLIED); 613 SET_FLAG (tmp, FLAG_APPLIED);
701 } 614 }
702 } 615 }
703 616
704 new_draw_info (NDI_UNIQUE, 0, op, drain_msg[deplete_stats]); 617 new_draw_info (NDI_UNIQUE, 0, this, drain_msg[deplete_stats]);
705 change_attr_value (&tmp->stats, deplete_stats, -1); 618 change_attr_value (&tmp->stats, deplete_stats, -1);
706 fix_player (op); 619 update_stats ();
707} 620}
708 621
709/* 622/*
710 * A value of 0 indicates timeout, otherwise change the luck of the object. 623 * A value of 0 indicates timeout, otherwise change the luck of the object.
711 * via an applied bad_luck object. 624 * via an applied bad_luck object.
712 */ 625 */
713
714void 626void
715change_luck (object *op, int value) 627object::change_luck (int value)
716{ 628{
717 object *tmp;
718 archetype *at;
719 int new_luck;
720
721 at = archetype::find ("luck"); 629 archetype *at = archetype::find ("luck");
722 if (!at) 630 if (!at)
723 LOG (llevError, "Couldn't find archetype luck.\n"); 631 LOG (llevError, "Couldn't find archetype luck.\n");
724 else 632 else
725 { 633 {
726 tmp = present_arch_in_ob (at, op); 634 object *tmp = present_arch_in_ob (at, this);
635
727 if (!tmp) 636 if (!tmp)
728 { 637 {
729 if (!value) 638 if (!value)
730 return; 639 return;
640
731 tmp = arch_to_object (at); 641 tmp = arch_to_object (at);
732 tmp = insert_ob_in_ob (tmp, op); 642 tmp = insert_ob_in_ob (tmp, this);
733 SET_FLAG (tmp, FLAG_APPLIED); 643 SET_FLAG (tmp, FLAG_APPLIED);
734 } 644 }
645
735 if (value) 646 if (value)
736 { 647 {
737 /* Limit the luck value of the bad luck object to +/-100. This 648 /* Limit the luck value of the bad luck object to +/-100. This
738 * (arbitrary) value prevents overflows (both in the bad luck object and 649 * (arbitrary) value prevents overflows (both in the bad luck object and
739 * in op itself). 650 * in op itself).
740 */ 651 */
741 new_luck = tmp->stats.luck + value; 652 int new_luck = tmp->stats.luck + value;
653
742 if (new_luck >= -100 && new_luck <= 100) 654 if (new_luck >= -100 && new_luck <= 100)
743 { 655 {
744 op->stats.luck += value; 656 stats.luck += value;
745 tmp->stats.luck = new_luck; 657 tmp->stats.luck = new_luck;
746 } 658 }
747 } 659 }
748 else 660 else
749 { 661 {
750 if (!tmp->stats.luck) 662 if (!tmp->stats.luck)
751 {
752 return; 663 return;
753 } 664
754 /* Randomly change the players luck. Basically, we move it 665 /* Randomly change the players luck. Basically, we move it
755 * back neutral (if greater>0, subtract, otherwise add) 666 * back neutral (if greater>0, subtract, otherwise add)
756 */ 667 */
757 if (RANDOM () % (FABS (tmp->stats.luck)) >= RANDOM () % 30) 668 if (rndm (abs (tmp->stats.luck)) >= rndm (30))
758 { 669 {
759 int diff = tmp->stats.luck > 0 ? -1 : 1; 670 int diff = tmp->stats.luck > 0 ? -1 : 1;
760 671
761 op->stats.luck += diff; 672 stats.luck += diff;
762 tmp->stats.luck += diff; 673 tmp->stats.luck += diff;
763 } 674 }
764 } 675 }
765 } 676 }
766} 677}
767 678
768/* 679/*
769 * 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.
770 */ 681 */
771
772void 682void
773remove_statbonus (object *op) 683object::remove_statbonus ()
774{ 684{
775 op->stats.Str -= op->arch->clone.stats.Str; 685 for (int i = 0; i < NUM_STATS; ++i)
776 op->stats.Dex -= op->arch->clone.stats.Dex; 686 {
777 op->stats.Con -= op->arch->clone.stats.Con; 687 sint8 v = arch->stats.stat (i);
778 op->stats.Wis -= op->arch->clone.stats.Wis; 688 stats.stat (i) -= v;
779 op->stats.Pow -= op->arch->clone.stats.Pow; 689 contr->orig_stats.stat (i) -= v;
780 op->stats.Cha -= op->arch->clone.stats.Cha; 690 }
781 op->stats.Int -= op->arch->clone.stats.Int;
782 op->contr->orig_stats.Str -= op->arch->clone.stats.Str;
783 op->contr->orig_stats.Dex -= op->arch->clone.stats.Dex;
784 op->contr->orig_stats.Con -= op->arch->clone.stats.Con;
785 op->contr->orig_stats.Wis -= op->arch->clone.stats.Wis;
786 op->contr->orig_stats.Pow -= op->arch->clone.stats.Pow;
787 op->contr->orig_stats.Cha -= op->arch->clone.stats.Cha;
788 op->contr->orig_stats.Int -= op->arch->clone.stats.Int;
789} 691}
790 692
791/* 693/*
792 * 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.
793 */ 695 */
794
795void 696void
796add_statbonus (object *op) 697object::add_statbonus ()
797{ 698{
798 op->stats.Str += op->arch->clone.stats.Str; 699 for (int i = 0; i < NUM_STATS; ++i)
799 op->stats.Dex += op->arch->clone.stats.Dex; 700 {
800 op->stats.Con += op->arch->clone.stats.Con; 701 sint8 v = arch->stats.stat (i);
801 op->stats.Wis += op->arch->clone.stats.Wis; 702 stats.stat (i) += v;
802 op->stats.Pow += op->arch->clone.stats.Pow; 703 contr->orig_stats.stat (i) += v;
803 op->stats.Cha += op->arch->clone.stats.Cha; 704 }
804 op->stats.Int += op->arch->clone.stats.Int;
805 op->contr->orig_stats.Str += op->arch->clone.stats.Str;
806 op->contr->orig_stats.Dex += op->arch->clone.stats.Dex;
807 op->contr->orig_stats.Con += op->arch->clone.stats.Con;
808 op->contr->orig_stats.Wis += op->arch->clone.stats.Wis;
809 op->contr->orig_stats.Pow += op->arch->clone.stats.Pow;
810 op->contr->orig_stats.Cha += op->arch->clone.stats.Cha;
811 op->contr->orig_stats.Int += op->arch->clone.stats.Int;
812} 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;
813 746
814/* 747/*
815 * Updates all abilities given by applied objects in the inventory 748 * Updates all abilities given by applied objects in the inventory
816 * of the given object. Note: This function works for both monsters 749 * of the given object. Note: This function works for both monsters
817 * 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.
818 * This functions starts from base values (archetype or player object) 751 * This functions starts from base values (archetype or player object)
819 * and then adjusts them according to what the player has equipped. 752 * and then adjusts them according to what the player has equipped.
820 */ 753 *
821
822/* July 95 - inserted stuff to handle new skills/exp system - b.t. 754 * July 95 - inserted stuff to handle new skills/exp system - b.t.
823 spell system split, grace points now added to system --peterm 755 * spell system split, grace points now added to system --peterm
824 */ 756 */
825
826void 757void
827fix_player (object *op) 758object::update_stats ()
828{ 759{
829 int i, j;
830 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;
831 int weapon_weight = 0, weapon_speed = 0; 761 int weapon_weight = 0, weapon_speed = 0;
832 int best_wc = 0, best_ac = 0, wc = 0, ac = 0; 762 int best_wc = 0, best_ac = 0, wc = 0, ac = 0;
833 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; 763 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS];
834 object *grace_obj = NULL, *mana_obj = NULL, *wc_obj = NULL, *tmp; 764 object *grace_obj = NULL, *mana_obj = NULL, *tmp;
765 float old_speed = speed;
766 int stat_sum [NUM_STATS];
835 767
836 /* 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 */
837 if (op->type == PLAYER) 769 if (type == PLAYER)
838 { 770 {
839 for (i = 0; i < NUM_STATS; i++) 771 for (int i = 0; i < NUM_STATS; i++)
840 { 772 stat_sum [i] = contr->orig_stats.stat (i);
841 set_attr_value (&(op->stats), i, get_attr_value (&(op->contr->orig_stats), i)); 773
842 }
843 if (settings.spell_encumbrance == TRUE) 774 if (settings.spell_encumbrance == TRUE)
844 op->contr->encumbrance = 0; 775 contr->encumbrance = 0;
845 776
846 op->attacktype = 0; 777 attacktype = 0;
778
847 op->contr->digestion = 0; 779 contr->digestion = 0;
848 op->contr->gen_hp = 0; 780 contr->gen_hp = 0;
849 op->contr->gen_sp = 0; 781 contr->gen_sp = 0;
850 op->contr->gen_grace = 0; 782 contr->gen_grace = 0;
851 op->contr->gen_sp_armour = 10; 783 contr->gen_sp_armour = 10;
852 op->contr->item_power = 0; 784 contr->item_power = 0;
853
854 /* Don't clobber all the range_ values. range_golem otherwise
855 * gets reset for no good reason, and we don't want to reset
856 * range_magic (what spell is readied). These three below
857 * well get filled in based on what the player has equipped.
858 */
859 op->contr->ranges[range_bow] = NULL;
860 op->contr->ranges[range_misc] = NULL;
861 op->contr->ranges[range_skill] = NULL;
862 } 785 }
863 memcpy (op->body_used, op->body_info, sizeof (op->body_info));
864 786
787 for (int i = NUM_BODY_LOCATIONS; i--; )
788 slot[i].used = slot[i].info;
789
865 op->slaying = 0; 790 slaying = 0;
866 791
867 if (!QUERY_FLAG (op, FLAG_WIZ)) 792 if (!QUERY_FLAG (this, FLAG_WIZ))
868 { 793 {
869 CLEAR_FLAG (op, FLAG_XRAYS); 794 CLEAR_FLAG (this, FLAG_XRAYS);
870 CLEAR_FLAG (op, FLAG_MAKE_INVIS); 795 CLEAR_FLAG (this, FLAG_MAKE_INVIS);
871 } 796 }
872 797
873 CLEAR_FLAG (op, FLAG_LIFESAVE); 798 CLEAR_FLAG (this, FLAG_LIFESAVE);
874 CLEAR_FLAG (op, FLAG_STEALTH); 799 CLEAR_FLAG (this, FLAG_STEALTH);
875 CLEAR_FLAG (op, FLAG_BLIND); 800 CLEAR_FLAG (this, FLAG_BLIND);
876 if (!QUERY_FLAG (&op->arch->clone, FLAG_REFL_SPELL))
877 CLEAR_FLAG (op, FLAG_REFL_SPELL);
878 if (!QUERY_FLAG (&op->arch->clone, FLAG_REFL_MISSILE))
879 CLEAR_FLAG (op, FLAG_REFL_MISSILE);
880 if (!QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
881 CLEAR_FLAG (op, FLAG_UNDEAD);
882 if (!QUERY_FLAG (&op->arch->clone, FLAG_SEE_IN_DARK))
883 CLEAR_FLAG (op, FLAG_SEE_IN_DARK);
884 801
885 op->path_attuned = op->arch->clone.path_attuned; 802 if (!QUERY_FLAG (arch, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL);
886 op->path_repelled = op->arch->clone.path_repelled; 803 if (!QUERY_FLAG (arch, FLAG_REFL_MISSILE)) CLEAR_FLAG (this, FLAG_REFL_MISSILE);
887 op->path_denied = op->arch->clone.path_denied; 804 if (!QUERY_FLAG (arch, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD);
888 op->glow_radius = op->arch->clone.glow_radius; 805 if (!QUERY_FLAG (arch, FLAG_SEE_IN_DARK )) CLEAR_FLAG (this, FLAG_SEE_IN_DARK);
889 op->move_type = op->arch->clone.move_type; 806
807 path_attuned = arch->path_attuned;
808 path_repelled = arch->path_repelled;
809 path_denied = arch->path_denied;
810 glow_radius = arch->glow_radius;
811 move_type = arch->move_type;
812
890 op->chosen_skill = NULL; 813 chosen_skill = 0;
891 814
892 /* initializing resistances from the values in player/monster's 815 /* initializing resistances from the values in player/monster's
893 * archetype clone 816 * archetype clone
894 */ 817 */
895 memcpy (&op->resist, &op->arch->clone.resist, sizeof (op->resist)); 818 memcpy (&resist, &arch->resist, sizeof (resist));
896 819
897 for (i = 0; i < NROFATTACKS; i++) 820 for (int i = 0; i < NROFATTACKS; i++)
898 { 821 {
899 if (op->resist[i] > 0) 822 if (resist[i] > 0)
900 prot[i] = op->resist[i], vuln[i] = 0; 823 prot[i] = resist[i], vuln[i] = 0;
901 else 824 else
902 vuln[i] = -(op->resist[i]), prot[i] = 0; 825 vuln[i] = -(resist[i]), prot[i] = 0;
826
903 potion_resist[i] = 0; 827 potion_resist[i] = 0;
904 } 828 }
905 829
906 wc = op->arch->clone.stats.wc; 830 wc = arch->stats.wc;
907 op->stats.dam = op->arch->clone.stats.dam; 831 stats.dam = arch->stats.dam;
908 832
909 /* 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,
910 * plus a small amount of physical resist, those poor suckers. ;) 834 * plus a small amount of physical resist, those poor suckers. ;)
911 * 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 -
912 * 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,
913 * 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
914 * that their protection from physical goes down 838 * that their protection from physical goes down
915 */ 839 */
916 if (!QUERY_FLAG (op, FLAG_USE_ARMOUR) && op->type == PLAYER) 840 if (!QUERY_FLAG (this, FLAG_USE_ARMOUR) && type == PLAYER)
917 { 841 {
918 ac = MAX (-10, op->arch->clone.stats.ac - op->level / 3); 842 ac = max (-10, arch->stats.ac - level / 3);
919 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * op->level / settings.max_level)) / 100; 843 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100;
920 } 844 }
921 else 845 else
922 ac = op->arch->clone.stats.ac; 846 ac = arch->stats.ac;
923 847
924 op->stats.luck = op->arch->clone.stats.luck; 848 stats.luck = arch->stats.luck;
925 op->speed = op->arch->clone.speed; 849 speed = arch->speed;
926 850
927 /* 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.
928 * 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.
929 */ 853 */
930
931 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 854 for (tmp = inv; tmp; tmp = tmp->below)
932 { 855 {
933 /* See note in map.c:update_position about making this additive
934 * since light sources are never applied, need to put check here.
935 */
936 if (tmp->glow_radius > op->glow_radius)
937 op->glow_radius = tmp->glow_radius;
938
939 /* This happens because apply_potion calls change_abil with the potion 856 /* This happens because apply_potion calls change_abil with the potion
940 * 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
941 * then calls this function. 858 * then calls this function.
942 */ 859 */
943 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION) 860 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION)
944 {
945 continue; 861 continue;
946 } 862
863 glow_radius += tmp->glow_radius;
947 864
948 /* For some things, we don't care what is equipped */ 865 /* For some things, we don't care what is equipped */
949 if (tmp->type == SKILL) 866 if (tmp->type == SKILL)
950 { 867 {
951 /* Want to take the highest skill here. */ 868 /* Want to take the highest skill here. */
954 if (!mana_obj) 871 if (!mana_obj)
955 mana_obj = tmp; 872 mana_obj = tmp;
956 else if (tmp->level > mana_obj->level) 873 else if (tmp->level > mana_obj->level)
957 mana_obj = tmp; 874 mana_obj = tmp;
958 } 875 }
876
959 if (IS_GRACE_SKILL (tmp->subtype)) 877 if (IS_GRACE_SKILL (tmp->subtype))
960 { 878 {
961 if (!grace_obj) 879 if (!grace_obj)
962 grace_obj = tmp; 880 grace_obj = tmp;
963 else if (tmp->level > grace_obj->level) 881 else if (tmp->level > grace_obj->level)
964 grace_obj = tmp; 882 grace_obj = tmp;
965 } 883 }
966 } 884 }
967 885
968 /* Container objects are not meant to adjust a players, but other applied 886 /* Container objects are not meant to adjust players, but other applied
969 * objects need to make adjustments. 887 * objects need to make adjustments.
970 * This block should handle all player specific changes 888 * This block should handle all player specific changes
971 * The check for Praying is a bit of a hack - god given bonuses are put 889 * The check for Praying is a bit of a hack - god given bonuses are put
972 * in the praying skill, and the player should always get those. 890 * in the praying skill, and the player should always get those.
973 * It also means we need to put in additional checks for applied below, 891 * It also means we need to put in additional checks for applied below,
974 * because the skill shouldn't count against body positions being used 892 * because the skill shouldn't count against body positions being used
975 * up, etc. 893 * up, etc.
976 */ 894 */
977 if ((QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type != CONTAINER && tmp->type != CLOSE_CON) || 895 if ((tmp->flag [FLAG_APPLIED]
896 && tmp->type != CONTAINER
897 && tmp->type != CLOSE_CON)
898 || (tmp->type == SKILL
978 (tmp->type == SKILL && tmp->subtype == SK_PRAYING)) 899 && tmp->subtype == SK_PRAYING))
979 { 900 {
980 if (op->type == PLAYER) 901 if (type == PLAYER)
981 { 902 {
982 if (tmp->type == BOW) 903 contr->item_power += tmp->item_power;
983 op->contr->ranges[range_bow] = tmp;
984 904
985 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 905 if (tmp == contr->combat_ob || tmp == contr->ranged_ob)
986 op->contr->ranges[range_misc] = tmp; 906 if (tmp != current_weapon
907 && (tmp->type != SKILL || tmp->subtype != SK_PRAYING)
908 && !tmp->flag [FLAG_CURSED]
909 && !tmp->flag [FLAG_DAMNED])
910 continue;
987 911
988 for (i = 0; i < NUM_STATS; i++) 912 for (int i = 0; i < NUM_STATS; i++)
989 change_attr_value (&(op->stats), i, get_attr_value (&(tmp->stats), i)); 913 stat_sum [i] = stat_sum [i] + tmp->stats.stat (i);
990 914
991 /* these are the items that currently can change digestion, regeneration, 915 if (digest_types [tmp->type])
992 * spell point recovery and mana point recovery. Seems sort of an arbitary
993 * list, but other items store other info into stats array.
994 */
995 if ((tmp->type == EXPERIENCE) || (tmp->type == WEAPON) ||
996 (tmp->type == ARMOUR) || (tmp->type == HELMET) ||
997 (tmp->type == SHIELD) || (tmp->type == RING) ||
998 (tmp->type == BOOTS) || (tmp->type == GLOVES) ||
999 (tmp->type == AMULET) || (tmp->type == GIRDLE) ||
1000 (tmp->type == BRACERS) || (tmp->type == CLOAK) ||
1001 (tmp->type == DISEASE) || (tmp->type == FORCE) ||
1002 (tmp->type == SKILL))
1003 { 916 {
1004 op->contr->digestion += tmp->stats.food; 917 contr->digestion += tmp->stats.food;
1005 op->contr->gen_hp += tmp->stats.hp; 918 contr->gen_hp += tmp->stats.hp;
919 if (tmp->type != BOW) // ugly exception for bows
1006 op->contr->gen_sp += tmp->stats.sp; 920 contr->gen_sp += tmp->stats.sp;
1007 op->contr->gen_grace += tmp->stats.grace; 921 contr->gen_grace += tmp->stats.grace;
1008 op->contr->gen_sp_armour += tmp->gen_sp_armour; 922 contr->gen_sp_armour += tmp->gen_sp_armour;
1009 op->contr->item_power += tmp->item_power;
1010 } 923 }
1011 } /* if this is a player */ 924 } /* if this is a player */
925 else
926 {
927 if (tmp->type == WEAPON)
928 current_weapon = tmp;
929 }
1012 930
1013 /* Update slots used for items */ 931 /* Update slots used for items */
1014 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 932 if (QUERY_FLAG (tmp, FLAG_APPLIED))
1015 {
1016 for (i = 0; i < NUM_BODY_LOCATIONS; i++) 933 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
1017 op->body_used[i] += tmp->body_info[i]; 934 slot[i].used += tmp->slot[i].info;
1018 }
1019 935
1020 if (tmp->type == SYMPTOM) 936 if (tmp->type == SYMPTOM)
1021 {
1022 speed_reduce_from_disease = tmp->last_sp / 100.0;
1023 if (speed_reduce_from_disease == 0)
1024 speed_reduce_from_disease = 1; 937 speed_reduce_from_disease =
1025 } 938 min (speed_reduce_from_disease, tmp->last_sp ? tmp->last_sp / 100.f : 1.f);
1026 939
1027 /* Pos. and neg. protections are counted seperate (-> pro/vuln). 940 /* Pos. and neg. protections are counted separate (-> pro/vuln).
1028 * (Negative protections are calculated extactly like positive.) 941 * (Negative protections are calculated exactly like positive.)
1029 * Resistance from potions are treated special as well. If there's 942 * Resistance from potions are treated special as well. If there's
1030 * more than one potion-effect, the bigger prot.-value is taken. 943 * more than one potion-effect, the bigger prot.-value is taken.
1031 */ 944 */
1032 if (tmp->type != POTION) 945 if (tmp->type != POTION)
1033 { 946 {
1034 for (i = 0; i < NROFATTACKS; i++) 947 for (int i = 0; i < NROFATTACKS; i++)
1035 { 948 {
1036 /* Potential for cursed potions, in which case we just can use 949 /* Potential for cursed potions, in which case we just can use
1037 * a straight MAX, as potion_resist is initialized to zero. 950 * a straight MAX, as potion_resist is initialised to zero.
1038 */ 951 */
1039 if (tmp->type == POTION_EFFECT) 952 if (tmp->type == POTION_EFFECT)
1040 { 953 {
1041 if (potion_resist[i]) 954 if (potion_resist[i])
1042 potion_resist[i] = MAX (potion_resist[i], tmp->resist[i]); 955 potion_resist[i] = max (potion_resist[i], tmp->resist[i]);
1043 else 956 else
1044 potion_resist[i] = tmp->resist[i]; 957 potion_resist[i] = tmp->resist[i];
1045 } 958 }
1046 else if (tmp->resist[i] > 0) 959 else if (tmp->resist[i] > 0)
1047 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100; 960 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100;
1048 else if (tmp->resist[i] < 0) 961 else if (tmp->resist[i] < 0)
1049 vuln[i] += ((100 - vuln[i]) * (-tmp->resist[i])) / 100; 962 vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100;
1050 } 963 }
1051 } 964 }
1052 965
1053 /* There may be other things that should not adjust the attacktype */ 966 /* There may be other things that should not adjust the attacktype */
1054 if (tmp->type != BOW && tmp->type != SYMPTOM) 967 if (tmp->type != SYMPTOM)
968 {
1055 op->attacktype |= tmp->attacktype; 969 attacktype |= tmp->attacktype;
1056
1057 op->path_attuned |= tmp->path_attuned; 970 path_attuned |= tmp->path_attuned;
1058 op->path_repelled |= tmp->path_repelled; 971 path_repelled |= tmp->path_repelled;
1059 op->path_denied |= tmp->path_denied; 972 path_denied |= tmp->path_denied;
973 move_type |= tmp->move_type;
1060 op->stats.luck += tmp->stats.luck; 974 stats.luck += tmp->stats.luck;
1061 op->move_type |= tmp->move_type; 975 }
1062 976
1063 if (QUERY_FLAG (tmp, FLAG_LIFESAVE)) 977 flag |= tmp->flag & copy_flags;
1064 SET_FLAG (op, FLAG_LIFESAVE);
1065 if (QUERY_FLAG (tmp, FLAG_REFL_SPELL))
1066 SET_FLAG (op, FLAG_REFL_SPELL);
1067 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE))
1068 SET_FLAG (op, FLAG_REFL_MISSILE);
1069 if (QUERY_FLAG (tmp, FLAG_STEALTH))
1070 SET_FLAG (op, FLAG_STEALTH);
1071 if (QUERY_FLAG (tmp, FLAG_XRAYS))
1072 SET_FLAG (op, FLAG_XRAYS);
1073 if (QUERY_FLAG (tmp, FLAG_BLIND))
1074 SET_FLAG (op, FLAG_BLIND);
1075 if (QUERY_FLAG (tmp, FLAG_SEE_IN_DARK))
1076 SET_FLAG (op, FLAG_SEE_IN_DARK);
1077 978
1078 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 979 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (arch, FLAG_UNDEAD))
1079 SET_FLAG (op, FLAG_UNDEAD); 980 SET_FLAG (this, FLAG_UNDEAD);
1080 981
1081 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS)) 982 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS))
1082 { 983 {
1083 SET_FLAG (op, FLAG_MAKE_INVIS); 984 SET_FLAG (this, FLAG_MAKE_INVIS);
1084 op->invisible = 1; 985 invisible = 1;
1085 } 986 }
1086 987
1087 if (tmp->stats.exp && tmp->type != SKILL) 988 if (tmp->stats.exp && tmp->type != SKILL)
1088 { 989 {
1089 if (tmp->stats.exp > 0) 990 if (tmp->stats.exp > 0)
1090 { 991 {
1091 added_speed += (float) tmp->stats.exp / 3.0; 992 added_speed += tmp->stats.exp / 3.f;
1092 bonus_speed += 1.0 + (float) tmp->stats.exp / 3.0; 993 bonus_speed += tmp->stats.exp / 3.f + 1.f;
1093 } 994 }
1094 else 995 else
1095 added_speed += (float) tmp->stats.exp; 996 added_speed += tmp->stats.exp;
1096 } 997 }
1097 998
1098 switch (tmp->type) 999 switch (tmp->type)
1099 { 1000 {
1001#if 0
1002 case WAND:
1003 case ROD:
1004 case HORN:
1005 if (type != PLAYER || current_weapon == tmp)
1006 chosen_skill = tmp;
1007 break;
1008#endif
1009
1100 /* skills modifying the character -b.t. */ 1010 /* skills modifying the character -b.t. */
1101 /* for all skills and skill granting objects */ 1011 /* for all skills and skill granting objects */
1102 case SKILL: 1012 case SKILL:
1103 if (!QUERY_FLAG (tmp, FLAG_APPLIED)) 1013 {
1014 if (!QUERY_FLAG (tmp, FLAG_APPLIED) || skill_flags [tmp->subtype] & SF_APPLY)
1104 break; 1015 break;
1105 1016
1106 if (IS_COMBAT_SKILL (tmp->subtype))
1107 wc_obj = tmp;
1108
1109 if (op->chosen_skill) 1017 if (chosen_skill)
1018 {
1110 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &op->name); 1019 LOG (llevDebug, "fix_player, op %s has multiple skills applied (%s and %s)\n",
1020 &name, &chosen_skill->name, &tmp->name);
1111 1021
1022 tmp->flag [FLAG_APPLIED] = false;
1023 update_stats ();
1024 return;
1025 }
1026 else
1112 op->chosen_skill = tmp; 1027 chosen_skill = tmp;
1113 1028
1114 if (tmp->stats.dam > 0) 1029 if (tmp->stats.dam > 0)
1115 { /* skill is a 'weapon' */ 1030 { /* skill is a 'weapon' */
1116 if (!QUERY_FLAG (op, FLAG_READY_WEAPON)) 1031 if (!QUERY_FLAG (this, FLAG_READY_WEAPON))
1117 weapon_speed = (int) WEAPON_SPEED (tmp); 1032 weapon_speed = WEAPON_SPEED (tmp);
1033
1118 if (weapon_speed < 0) 1034 if (weapon_speed < 0)
1119 weapon_speed = 0; 1035 weapon_speed = 0;
1036
1120 weapon_weight = tmp->weight; 1037 weapon_weight = tmp->weight;
1121 op->stats.dam += tmp->stats.dam * (1 + (op->chosen_skill->level / 9)); 1038 stats.dam += 1 + chosen_skill->level * tmp->stats.dam / 9;
1039
1122 if (tmp->magic) 1040 if (tmp->magic)
1123 op->stats.dam += tmp->magic; 1041 stats.dam += tmp->magic;
1124 } 1042 }
1125 1043
1126 if (tmp->stats.wc) 1044 if (tmp->stats.wc)
1127 wc -= (tmp->stats.wc + tmp->magic); 1045 wc -= tmp->stats.wc + tmp->magic;
1128 1046
1129 if (tmp->slaying != NULL) 1047 if (tmp->slaying)
1130 op->slaying = tmp->slaying; 1048 slaying = tmp->slaying;
1131 1049
1132 if (tmp->stats.ac) 1050 if (tmp->stats.ac)
1133 ac -= (tmp->stats.ac + tmp->magic); 1051 ac -= tmp->stats.ac + tmp->magic;
1052
1134 if (settings.spell_encumbrance == TRUE && op->type == PLAYER) 1053 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1135 op->contr->encumbrance += (int) 3 *tmp->weight / 1000; 1054 contr->encumbrance += (int) 3 *tmp->weight / 1000;
1055 }
1136 1056
1137 if (op->type == PLAYER)
1138 op->contr->ranges[range_skill] = op;
1139 break; 1057 break;
1140 1058
1141 case SKILL_TOOL:
1142 if (op->chosen_skill)
1143 {
1144 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &op->name);
1145 }
1146 op->chosen_skill = tmp;
1147 if (op->type == PLAYER)
1148 op->contr->ranges[range_skill] = op;
1149 break;
1150
1151 case SHIELD: 1059 case SHIELD:
1152 if (settings.spell_encumbrance == TRUE && op->type == PLAYER) 1060 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1153 op->contr->encumbrance += (int) tmp->weight / 2000; 1061 contr->encumbrance += (int) tmp->weight / 2000;
1154 case RING: 1062 case RING:
1155 case AMULET: 1063 case AMULET:
1156 case GIRDLE: 1064 case GIRDLE:
1157 case HELMET: 1065 case HELMET:
1158 case BOOTS: 1066 case BOOTS:
1159 case GLOVES: 1067 case GLOVES:
1160 case CLOAK: 1068 case CLOAK:
1161 if (tmp->stats.wc) 1069 if (tmp->stats.wc)
1162 wc -= (tmp->stats.wc + tmp->magic); 1070 wc -= tmp->stats.wc + tmp->magic;
1071
1163 if (tmp->stats.dam) 1072 if (tmp->stats.dam)
1164 op->stats.dam += (tmp->stats.dam + tmp->magic); 1073 stats.dam += tmp->stats.dam + tmp->magic;
1074
1165 if (tmp->stats.ac) 1075 if (tmp->stats.ac)
1166 ac -= (tmp->stats.ac + tmp->magic); 1076 ac -= tmp->stats.ac + tmp->magic;
1077
1167 break; 1078 break;
1168 1079
1080 case BOW:
1169 case WEAPON: 1081 case WEAPON:
1082 if (type != PLAYER || current_weapon == tmp)
1083 {
1170 wc -= (tmp->stats.wc + tmp->magic); 1084 wc -= tmp->stats.wc + tmp->magic;
1085
1171 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0) 1086 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0)
1172 ac -= tmp->stats.ac + tmp->magic; 1087 ac -= tmp->stats.ac + tmp->magic;
1088
1173 op->stats.dam += (tmp->stats.dam + tmp->magic); 1089 stats.dam += tmp->stats.dam + tmp->magic;
1174 weapon_weight = tmp->weight; 1090 weapon_weight = tmp->weight;
1175 weapon_speed = ((int) WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2; 1091 weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2;
1092
1176 if (weapon_speed < 0) 1093 if (weapon_speed < 0)
1177 weapon_speed = 0; 1094 weapon_speed = 0;
1095
1178 op->slaying = tmp->slaying; 1096 slaying = tmp->slaying;
1097
1179 /* If there is desire that two handed weapons should do 1098 /* If there is desire that two handed weapons should do
1180 * extra strength damage, this is where the code should 1099 * extra strength damage, this is where the code should
1181 * go. 1100 * go.
1182 */ 1101 */
1183 op->current_weapon = tmp; 1102
1184 if (settings.spell_encumbrance == TRUE && op->type == PLAYER) 1103 if (type == PLAYER)
1104 if (settings.spell_encumbrance)
1185 op->contr->encumbrance += (int) 3 *tmp->weight / 1000; 1105 contr->encumbrance += tmp->weight * 3 / 1000;
1106 }
1186 1107
1187 break; 1108 break;
1188 1109
1189 case ARMOUR: /* Only the best of these three are used: */ 1110 case ARMOUR: /* Only the best of these three are used: */
1190 if (settings.spell_encumbrance == TRUE && op->type == PLAYER) 1111 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1191 op->contr->encumbrance += (int) tmp->weight / 1000; 1112 contr->encumbrance += tmp->weight / 1000;
1192 1113
1193 case BRACERS: 1114 case BRACERS:
1194 case FORCE: 1115 case FORCE:
1195 if (tmp->stats.wc) 1116 if (tmp->stats.wc)
1196 { 1117 {
1200 best_wc = tmp->stats.wc + tmp->magic; 1121 best_wc = tmp->stats.wc + tmp->magic;
1201 } 1122 }
1202 else 1123 else
1203 wc += tmp->stats.wc + tmp->magic; 1124 wc += tmp->stats.wc + tmp->magic;
1204 } 1125 }
1126
1205 if (tmp->stats.ac) 1127 if (tmp->stats.ac)
1206 { 1128 {
1207 if (best_ac < tmp->stats.ac + tmp->magic) 1129 if (best_ac < tmp->stats.ac + tmp->magic)
1208 { 1130 {
1209 ac += best_ac; /* Remove last bonus */ 1131 ac += best_ac; /* Remove last bonus */
1210 best_ac = tmp->stats.ac + tmp->magic; 1132 best_ac = tmp->stats.ac + tmp->magic;
1211 } 1133 }
1212 else /* To nullify the below effect */ 1134 else /* To nullify the below effect */
1213 ac += tmp->stats.ac + tmp->magic; 1135 ac += tmp->stats.ac + tmp->magic;
1214 } 1136 }
1137
1215 if (tmp->stats.wc) 1138 if (tmp->stats.wc)
1216 wc -= (tmp->stats.wc + tmp->magic); 1139 wc -= tmp->stats.wc + tmp->magic;
1140
1217 if (tmp->stats.ac) 1141 if (tmp->stats.ac)
1218 ac -= (tmp->stats.ac + tmp->magic); 1142 ac -= tmp->stats.ac + tmp->magic;
1219 if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.0 < max) 1143
1144 if (ARMOUR_SPEED (tmp))
1220 max = ARMOUR_SPEED (tmp) / 10.0; 1145 max_speed = min (max_speed, ARMOUR_SPEED (tmp) / 10.f);
1146
1221 break; 1147 break;
1222 } /* switch tmp->type */ 1148 } /* switch tmp->type */
1223 } /* item is equipped */ 1149 } /* item is equipped */
1224 } /* for loop of items */ 1150 } /* for loop of items */
1151
1152 glow_radius = min (glow_radius, MAX_LIGHT_RADIUS);
1225 1153
1226 /* We've gone through all the objects the player has equipped. For many things, we 1154 /* We've gone through all the objects the player has equipped. For many things, we
1227 * have generated intermediate values which we now need to assign. 1155 * have generated intermediate values which we now need to assign.
1228 */ 1156 */
1229 1157
1231 * If there is an uncursed potion in effect, granting more protection 1159 * If there is an uncursed potion in effect, granting more protection
1232 * than that, we take: 'total resistance = resistance from potion'. 1160 * than that, we take: 'total resistance = resistance from potion'.
1233 * If there is a cursed (and no uncursed) potion in effect, we take 1161 * If there is a cursed (and no uncursed) potion in effect, we take
1234 * 'total resistance = vulnerability from cursed potion'. 1162 * 'total resistance = vulnerability from cursed potion'.
1235 */ 1163 */
1236 for (i = 0; i < NROFATTACKS; i++) 1164 for (int i = 0; i < NROFATTACKS; i++)
1237 { 1165 {
1238 op->resist[i] = prot[i] - vuln[i]; 1166 resist[i] = prot[i] - vuln[i];
1167
1239 if (potion_resist[i] && ((potion_resist[i] > op->resist[i]) || (potion_resist[i] < 0))) 1168 if (potion_resist[i] && ((potion_resist[i] > resist[i]) || (potion_resist[i] < 0)))
1240 op->resist[i] = potion_resist[i]; 1169 resist[i] = potion_resist[i];
1170 }
1171
1172 if (type == PLAYER)
1241 } 1173 {
1174 // clamp various player stats
1175 for (int i = 0; i < NUM_STATS; ++i)
1176 stats.stat (i) = clamp (stat_sum [i], MIN_STAT, MAX_STAT);
1242 1177
1178 contr->digestion = clamp (contr->digestion, MIN_DIGESTION, MAX_DIGESTION);
1179
1243 /* Figure out the players sp/mana/hp totals. */ 1180 /* Figure out the players sp/mana/hp totals. */
1244 if (op->type == PLAYER)
1245 {
1246 int pl_level; 1181 int pl_level;
1247 1182
1248 check_stat_bounds (&(op->stats)); 1183 check_stat_bounds (&(stats));
1249 pl_level = op->level; 1184 pl_level = level;
1250 1185
1251 if (pl_level < 1) 1186 if (pl_level < 1)
1252 pl_level = 1; /* safety, we should always get 1 levels worth of hp! */ 1187 pl_level = 1; /* safety, we should always get 1 levels worth of hp! */
1253 1188
1254 /* You basically get half a con bonus/level. But we do take into account rounding, 1189 /* You basically get half a con bonus/level. But we do take into account rounding,
1255 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels. 1190 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels.
1256 */ 1191 */
1257 for (i = 1, op->stats.maxhp = 0; i <= pl_level && i <= 10; i++) 1192 stats.maxhp = 0;
1193 for (int i = 1; i <= min (10, pl_level); i++)
1258 { 1194 {
1259 j = op->contr->levhp[i] + con_bonus[op->stats.Con] / 2; 1195 int j = contr->levhp[i] + con_bonus[stats.Con] / 2;
1196
1260 if (i % 2 && con_bonus[op->stats.Con] % 2) 1197 if (i % 2 && con_bonus[stats.Con] % 2)
1261 {
1262 if (con_bonus[op->stats.Con] > 0) 1198 if (con_bonus[stats.Con] > 0)
1263 j++; 1199 j++;
1264 else 1200 else
1265 j--; 1201 j--;
1266 } 1202
1267 op->stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */ 1203 stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */
1268 } 1204 }
1269 1205
1270 for (i = 11; i <= op->level; i++) 1206 stats.maxhp += 2 * max (0, level - 10);
1271 op->stats.maxhp += 2;
1272 1207
1273 if (op->stats.hp > op->stats.maxhp) 1208 if (stats.hp > stats.maxhp)
1274 op->stats.hp = op->stats.maxhp; 1209 stats.hp = stats.maxhp;
1275 1210
1276 /* Sp gain is controlled by the level of the player's 1211 /* Sp gain is controlled by the level of the player's
1277 * relevant experience object (mana_obj, see above) 1212 * relevant experience object (mana_obj, see above)
1278 */ 1213 */
1279 /* following happen when skills system is not used */ 1214 /* following happen when skills system is not used */
1280 if (!mana_obj) 1215 if (!mana_obj)
1281 mana_obj = op; 1216 mana_obj = this;
1217
1282 if (!grace_obj) 1218 if (!grace_obj)
1283 grace_obj = op; 1219 grace_obj = this;
1220
1284 /* set maxsp */ 1221 /* set maxsp */
1285 if (!mana_obj || !mana_obj->level || op->type != PLAYER) 1222 if (!mana_obj || !mana_obj->level || type != PLAYER)
1286 mana_obj = op; 1223 mana_obj = this;
1287 1224
1288 if (mana_obj == op && op->type == PLAYER) 1225 if (mana_obj == this && type == PLAYER)
1289 {
1290 op->stats.maxsp = 1; 1226 stats.maxsp = 1;
1291 }
1292 else 1227 else
1293 { 1228 {
1294 sp_tmp = 0.0; 1229 float sp_tmp = 0.f;
1230
1295 for (i = 1; i <= mana_obj->level && i <= 10; i++) 1231 for (int i = 1; i <= min (10, mana_obj->level); i++)
1296 { 1232 {
1297 float stmp; 1233 float stmp;
1298 1234
1299 /* Got some extra bonus at first level */ 1235 /* Got some extra bonus at first level */
1300 if (i < 2) 1236 if (i < 2)
1301 {
1302 stmp = op->contr->levsp[i] + ((2.0 * (float) sp_bonus[op->stats.Pow] + (float) sp_bonus[op->stats.Int]) / 6.0); 1237 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 6.f;
1303 }
1304 else 1238 else
1305 {
1306 stmp = (float) op->contr->levsp[i] + (2.0 * (float) sp_bonus[op->stats.Pow] + (float) sp_bonus[op->stats.Int]) / 12.0; 1239 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 12.f;
1307 } 1240
1308 if (stmp < 1.0)
1309 stmp = 1.0;
1310 sp_tmp += stmp; 1241 sp_tmp += max (1.f, stmp);
1311 } 1242 }
1312 op->stats.maxsp = (int) sp_tmp;
1313 1243
1314 for (i = 11; i <= mana_obj->level; i++) 1244 stats.maxsp = int (sp_tmp) + 2 * max (0, mana_obj->level - 10);
1315 op->stats.maxsp += 2;
1316 } 1245 }
1246
1317 /* Characters can get their sp supercharged via rune of transferrance */ 1247 /* Characters can get their sp supercharged via rune of transferrance */
1318 if (op->stats.sp > op->stats.maxsp * 2) 1248 stats.sp = min (stats.sp, stats.maxsp * 2);
1319 op->stats.sp = op->stats.maxsp * 2;
1320 1249
1321 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */ 1250 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */
1322 if (!grace_obj || !grace_obj->level || op->type != PLAYER) 1251 if (!grace_obj || !grace_obj->level || type != PLAYER)
1323 grace_obj = op; 1252 grace_obj = this;
1324 1253
1325 if (grace_obj == op && op->type == PLAYER) 1254 if (grace_obj == this && type == PLAYER)
1326 {
1327 op->stats.maxgrace = 1; 1255 stats.maxgrace = 1;
1328 }
1329 else 1256 else
1330 { 1257 {
1331 /* store grace in a float - this way, the divisions below don't create 1258 /* store grace in a float - this way, the divisions below don't create
1332 * big jumps when you go from level to level - with int's, it then 1259 * big jumps when you go from level to level - with int's, it then
1333 * becomes big jumps when the sums of the bonuses jump to the next 1260 * becomes big jumps when the sums of the bonuses jump to the next
1334 * step of 8 - with floats, even fractional ones are useful. 1261 * step of 8 - with floats, even fractional ones are useful.
1335 */ 1262 */
1336 sp_tmp = 0.0; 1263 float sp_tmp = 0.f;
1337 for (i = 1, op->stats.maxgrace = 0; i <= grace_obj->level && i <= 10; i++) 1264
1265 for (int i = 1; i <= min (10, grace_obj->level); i++)
1338 { 1266 {
1339 float grace_tmp = 0.0; 1267 float grace_tmp = 0.f;
1340 1268
1341 /* Got some extra bonus at first level */ 1269 /* Got some extra bonus at first level */
1342 if (i < 2) 1270 if (i < 2)
1343 { 1271 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 6.f;
1344 grace_tmp = op->contr->levgrace[i] + (((float) grace_bonus[op->stats.Pow] +
1345 2.0 * (float) grace_bonus[op->stats.Wis]) / 6.0);
1346 }
1347 else 1272 else
1348 { 1273 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 12.f;
1349 grace_tmp = (float) op->contr->levgrace[i] 1274
1350 + ((float) grace_bonus[op->stats.Pow] + 2.0 * (float) grace_bonus[op->stats.Wis]) / 12.0;
1351 }
1352 if (grace_tmp < 1.0)
1353 grace_tmp = 1.0;
1354 sp_tmp += grace_tmp; 1275 sp_tmp += max (1.f, grace_tmp);
1355 } 1276 }
1356 op->stats.maxgrace = (int) sp_tmp;
1357 1277
1358 /* two grace points per level after 11 */ 1278 /* two grace points per level after 10 */
1359 for (i = 11; i <= grace_obj->level; i++) 1279 stats.maxgrace = int (sp_tmp) + 2 * max (0, grace_obj->level - 10);
1360 op->stats.maxgrace += 2;
1361 } 1280 }
1281
1362 /* No limit on grace vs maxgrace */ 1282 /* No limit on grace vs maxgrace */
1363 1283
1364 if (op->contr->braced) 1284 if (contr->braced)
1365 { 1285 {
1366 ac += 2; 1286 ac += 2;
1367 wc += 4; 1287 wc += 4;
1368 } 1288 }
1369 else 1289 else
1370 ac -= dex_bonus[op->stats.Dex]; 1290 ac -= dex_bonus[stats.Dex];
1371 1291
1372 /* In new exp/skills system, wc bonuses are related to 1292 /* In new exp/skills system, wc bonuses are related to
1373 * the players level in a relevant exp object (wc_obj) 1293 * the players level in a relevant exp object (wc_obj)
1374 * not the general player level -b.t. 1294 * not the general player level -b.t.
1375 * I changed this slightly so that wc bonuses are better 1295 * I changed this slightly so that wc bonuses are better
1378 * improvement every level, now its fighterlevel/5. So 1298 * improvement every level, now its fighterlevel/5. So
1379 * we give the player a bonus here in wc and dam 1299 * we give the player a bonus here in wc and dam
1380 * to make up for the change. Note that I left the 1300 * to make up for the change. Note that I left the
1381 * monster bonus the same as before. -b.t. 1301 * monster bonus the same as before. -b.t.
1382 */ 1302 */
1303 object *wc_obj = chosen_skill;
1383 1304
1384 if (op->type == PLAYER && wc_obj && wc_obj->level > 1) 1305 if (contr && wc_obj && wc_obj->level > 1)
1385 { 1306 {
1386 wc -= (wc_obj->level + thaco_bonus[op->stats.Str]); 1307 wc -= wc_obj->level + thaco_bonus[stats.Str];
1308
1387 for (i = 1; i < wc_obj->level; i++) 1309 for (int i = 1; i < wc_obj->level; i++)
1388 { 1310 {
1389 /* addtional wc every 6 levels */ 1311 /* additional wc every 6 levels */
1390 if (!(i % 6)) 1312 if (!(i % 6))
1391 wc--; 1313 wc--;
1314
1392 /* addtional dam every 4 levels. */ 1315 /* additional dam every 4 levels. */
1393 if (!(i % 4) && (dam_bonus[op->stats.Str] >= 0)) 1316 if (!(i % 4) && dam_bonus[stats.Str] >= 0)
1394 op->stats.dam += (1 + (dam_bonus[op->stats.Str] / 5)); 1317 stats.dam += 1 + dam_bonus[stats.Str] / 5;
1395 } 1318 }
1396 } 1319 }
1397 else 1320 else
1398 wc -= (op->level + thaco_bonus[op->stats.Str]); 1321 wc -= level + thaco_bonus[stats.Str];
1399 1322
1400 op->stats.dam += dam_bonus[op->stats.Str]; 1323 stats.dam += dam_bonus[stats.Str];
1401 1324
1402 if (op->stats.dam < 1) 1325 if (stats.dam < 1)
1403 op->stats.dam = 1; 1326 stats.dam = 1;
1404 1327
1405 op->speed = 1.0 + speed_bonus[op->stats.Dex]; 1328 speed = 1.f + speed_bonus[stats.Dex];
1329
1406 if (settings.search_items && op->contr->search_str[0]) 1330 if (settings.search_items && contr->search_str[0])
1407 op->speed -= 1; 1331 speed -= 1;
1332
1408 if (op->attacktype == 0) 1333 if (attacktype == 0)
1409 op->attacktype = op->arch->clone.attacktype; 1334 attacktype = arch->attacktype;
1410
1411 } /* End if player */ 1335 } /* End if player */
1412 1336
1413 if (added_speed >= 0) 1337 if (added_speed >= 0)
1414 op->speed += added_speed / 10.0; 1338 speed += added_speed / 10.f;
1415 else /* Something wrong here...: */ 1339 else /* Something wrong here...: */
1416 op->speed /= (float) (1.0 - added_speed); 1340 speed /= 1.f - added_speed;
1417 1341
1418 /* Max is determined by armour */ 1342 /* Max is determined by armour */
1419 if (op->speed > max) 1343 speed = min (speed, max_speed);
1420 op->speed = max;
1421 1344
1422 if (op->type == PLAYER) 1345 if (type == PLAYER)
1423 { 1346 {
1424 /* f is a number the represents the number of kg above (positive num) 1347 /* f is a number the represents the number of kg above (positive num)
1425 * or below (negative number) that the player is carrying. If above 1348 * or below (negative number) that the player is carrying. If above
1426 * weight limit, then player suffers a speed reduction based on how 1349 * weight limit, then player suffers a speed reduction based on how
1427 * much above he is, and what is max carry is 1350 * much above he is, and what is max carry is
1428 */ 1351 */
1429 f = (op->carrying / 1000) - max_carry[op->stats.Str]; 1352 float f = (carrying / 1000) - max_carry[stats.Str];
1430 if (f > 0) 1353 if (f > 0.f)
1431 op->speed = op->speed / (1.0 + f / max_carry[op->stats.Str]); 1354 speed = speed / (1.f + f / max_carry[stats.Str]);
1432 } 1355 }
1433 1356
1434 op->speed += bonus_speed / 10.0; /* Not affected by limits */ 1357 speed += bonus_speed / 10.f; /* Not affected by limits */
1358 speed *= speed_reduce_from_disease;
1435 1359
1436 /* Put a lower limit on speed. Note with this speed, you move once every 1360 /* Put a lower limit on speed. Note with this speed, you move once every
1437 * 100 ticks or so. This amounts to once every 12 seconds of realtime. 1361 * 25 ticks or so. This amounts to once every 3 seconds of realtime.
1438 */ 1362 */
1439 op->speed = op->speed * speed_reduce_from_disease;
1440
1441 if (op->speed < 0.01 && op->type == PLAYER) 1363 if (speed < 0.04f && type == PLAYER)
1442 op->speed = 0.01; 1364 speed = 0.04f;
1443 1365
1366 if (speed != old_speed)
1367 set_speed (speed);
1368
1444 if (op->type == PLAYER) 1369 if (type == PLAYER)
1445 { 1370 {
1446 float M, W, s, D, K, S, M2;
1447
1448 /* (This formula was made by vidarl@ifi.uio.no) 1371 /* (This formula was made by vidarl@ifi.uio.no)
1449 * Note that we never used these values again - basically 1372 * Note that we never used these values again - basically
1450 * all of these could be subbed into one big equation, but 1373 * all of these could be subbed into one big equation, but
1451 * that would just be a real pain to read. 1374 * that would just be a real pain to read.
1452 */ 1375 */
1453 M = (max_carry[op->stats.Str] - 121) / 121.0; 1376 float M = (max_carry[stats.Str] - 121) / 121.f;
1454 M2 = max_carry[op->stats.Str] / 100.0; 1377 float M2 = max_carry[stats.Str] / 100.f;
1455 W = weapon_weight / 20000.0; 1378 float W = weapon_weight / 20000.f;
1456 s = 2 - weapon_speed / 10.0; 1379 float s = (20 - weapon_speed) / 10.f;
1457 D = (op->stats.Dex - 14) / 14.0; 1380 float D = (stats.Dex - 14) / 14.f;
1458 K = 1 + M / 3.0 - W / (3 * M2) + op->speed / 5.0 + D / 2.0; 1381 float K = 1 + M / 3.f - W / (3 * M2) + speed / 5.f + D / 2.f;
1459 K *= (4 + op->level) / (float) (6 + op->level) * 1.2; 1382
1383 K *= (4 + level) * 1.2f / (6 + level);
1384
1460 if (K <= 0) 1385 if (K <= 0.01f)
1461 K = 0.01; 1386 K = 0.01f;
1462 S = op->speed / (K * s); 1387
1463 op->contr->weapon_sp = S; 1388 contr->weapon_sp = K * s * .5f; //TODO: balance the .5
1464 } 1389 }
1390
1465 /* I want to limit the power of small monsters with big weapons: */ 1391 /* I want to limit the power of small monsters with big weapons: */
1466 if (op->type != PLAYER && op->arch != NULL && op->stats.dam > op->arch->clone.stats.dam * 3) 1392 if (type != PLAYER && arch && stats.dam > arch->stats.dam * 3)
1467 op->stats.dam = op->arch->clone.stats.dam * 3; 1393 stats.dam = arch->stats.dam * 3;
1468 1394
1469 /* Prevent overflows of wc - best you can get is ABS(120) - this 1395 stats.wc = clamp (wc, MIN_WC, MAX_WC);
1470 * should be more than enough - remember, AC is also in 8 bits, 1396 stats.ac = clamp (ac, MIN_AC, MAX_AC);
1471 * so its value is the same.
1472 */
1473 if (wc > 120)
1474 wc = 120;
1475 else if (wc < -120)
1476 wc = -120;
1477 op->stats.wc = wc;
1478
1479 if (ac > 120)
1480 ac = 120;
1481 else if (ac < -120)
1482 ac = -120;
1483 op->stats.ac = ac;
1484 1397
1485 /* if for some reason the creature doesn't have any move type, 1398 /* if for some reason the creature doesn't have any move type,
1486 * give them walking as a default. 1399 * give them walking as a default.
1487 * The second case is a special case - to more closely mimic the 1400 * The second case is a special case - to more closely mimic the
1488 * old behaviour - if your flying, your not walking - just 1401 * old behaviour - if your flying, your not walking - just
1489 * one or the other. 1402 * one or the other.
1490 */ 1403 */
1491 if (op->move_type == 0) 1404 if (move_type == 0)
1492 op->move_type = MOVE_WALK; 1405 move_type = MOVE_WALK;
1493 else if (op->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) 1406 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH))
1494 op->move_type &= ~MOVE_WALK; 1407 move_type &= ~MOVE_WALK;
1495
1496 update_ob_speed (op);
1497 1408
1498 /* It is quite possible that a player's spell costing might have changed, 1409 /* It is quite possible that a player's spell costing might have changed,
1499 * so we will check that now. 1410 * so we will check that now.
1500 */ 1411 */
1501 if (op->type == PLAYER) 1412 if (type == PLAYER)
1413 {
1414 esrv_update_stats (contr);
1502 esrv_update_spells (op->contr); 1415 esrv_update_spells (contr);
1416 }
1417
1418 // update the mapspace, if we are on a map
1419 if (!flag [FLAG_REMOVED] && map)
1420 map->at (x, y).flags_ = 0;
1503} 1421}
1504 1422
1505/* 1423/*
1506 * Returns true if the given player is a legal class. 1424 * Returns true if the given player is a legal class.
1507 * The function to add and remove class-bonuses to the stats doesn't 1425 * The function to add and remove class-bonuses to the stats doesn't
1508 * check if the stat becomes negative, thus this function 1426 * check if the stat becomes negative, thus this function
1509 * merely checks that all stats are 1 or more, and returns 1427 * merely checks that all stats are 1 or more, and returns
1510 * false otherwise. 1428 * false otherwise.
1511 */ 1429 */
1512
1513int 1430int
1514allowed_class (const object *op) 1431allowed_class (const object *op)
1515{ 1432{
1516 return op->stats.Dex > 0 && op->stats.Str > 0 && op->stats.Con > 0 && 1433 return op->stats.Dex > 0
1517 op->stats.Int > 0 && op->stats.Wis > 0 && op->stats.Pow > 0 && op->stats.Cha > 0; 1434 && op->stats.Str > 0
1435 && op->stats.Con > 0
1436 && op->stats.Int > 0
1437 && op->stats.Wis > 0
1438 && op->stats.Pow > 0
1439 && op->stats.Cha > 0;
1518} 1440}
1519 1441
1520/* 1442/*
1521 * set the new dragon name after gaining levels or 1443 * set the new dragon name after gaining levels or
1522 * changing ability focus (later this can be extended to 1444 * changing ability focus (later this can be extended to
1523 * eventually change the player's face and animation) 1445 * eventually change the player's face and animation)
1524 *
1525 * Note that the title is written to 'own_title' in the
1526 * player struct. This should be changed to 'ext_title'
1527 * as soon as clients support this!
1528 * Please, anyone, write support for 'ext_title'.
1529 */ 1446 */
1530void 1447void
1531set_dragon_name (object *pl, const object *abil, const object *skin) 1448set_dragon_name (object *pl, const object *abil, const object *skin)
1532{ 1449{
1533 int atnr = -1; /* attacknumber of highest level */ 1450 int atnr = -1; /* attacknumber of highest level */
1551 /* now if there are equals at highest level, pick the one with focus, 1468 /* now if there are equals at highest level, pick the one with focus,
1552 or else at random */ 1469 or else at random */
1553 if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level) 1470 if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level)
1554 atnr = abil->stats.exp; 1471 atnr = abil->stats.exp;
1555 1472
1556 level = (int) (level / 5.);
1557
1558 /* now set the new title */ 1473 /* now set the new title */
1559 if (pl->contr != NULL)
1560 {
1561 if (level == 0)
1562 sprintf (pl->contr->title, "%s hatchling", attacks[atnr]); 1474 if (level < 25) sprintf (pl->contr->title, "%s hatchling", attacks[atnr]);
1563 else if (level == 1)
1564 sprintf (pl->contr->title, "%s wyrm", attacks[atnr]); 1475 else if (level < 50) sprintf (pl->contr->title, "%s wyrm" , attacks[atnr]);
1565 else if (level == 2)
1566 sprintf (pl->contr->title, "%s wyvern", attacks[atnr]); 1476 else if (level < 75) sprintf (pl->contr->title, "%s wyvern" , attacks[atnr]);
1567 else if (level == 3)
1568 sprintf (pl->contr->title, "%s dragon", attacks[atnr]); 1477 else if (level < 100) sprintf (pl->contr->title, "%s dragon" , attacks[atnr]);
1569 else 1478 else
1570 { 1479 {
1571 /* special titles for extra high resistance! */ 1480 /* special titles for extra high resistance! */
1572 if (skin->resist[atnr] > 80)
1573 sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]); 1481 if (skin->resist[atnr] > 80) sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]);
1574 else if (skin->resist[atnr] > 50)
1575 sprintf (pl->contr->title, "ancient %s dragon", attacks[atnr]); 1482 else if (skin->resist[atnr] > 50) sprintf (pl->contr->title, "ancient %s dragon" , attacks[atnr]);
1576 else
1577 sprintf (pl->contr->title, "big %s dragon", attacks[atnr]); 1483 else sprintf (pl->contr->title, "big %s dragon" , attacks[atnr]);
1578 }
1579 } 1484 }
1580 1485
1581 strcpy (pl->contr->own_title, ""); 1486 strcpy (pl->contr->own_title, "");
1582} 1487}
1583 1488
1593 object *skin = NULL; /* pointer to dragon skin force */ 1498 object *skin = NULL; /* pointer to dragon skin force */
1594 object *tmp = NULL; /* tmp. object */ 1499 object *tmp = NULL; /* tmp. object */
1595 char buf[MAX_BUF]; /* tmp. string buffer */ 1500 char buf[MAX_BUF]; /* tmp. string buffer */
1596 1501
1597 /* now grab the 'dragon_ability'-forces from the player's inventory */ 1502 /* now grab the 'dragon_ability'-forces from the player's inventory */
1598 for (tmp = who->inv; tmp != NULL; tmp = tmp->below) 1503 for (tmp = who->inv; tmp; tmp = tmp->below)
1599 {
1600 if (tmp->type == FORCE) 1504 if (tmp->type == FORCE)
1601 { 1505 if (tmp->arch->archname == shstr_dragon_ability_force)
1602 if (strcmp (tmp->arch->name, "dragon_ability_force") == 0)
1603 abil = tmp; 1506 abil = tmp;
1604 if (strcmp (tmp->arch->name, "dragon_skin_force") == 0) 1507 else if (tmp->arch->archname == shstr_dragon_skin_force)
1605 skin = tmp; 1508 skin = tmp;
1606 } 1509
1607 }
1608 /* if the force is missing -> bail out */ 1510 /* if the force is missing -> bail out */
1609 if (abil == NULL) 1511 if (abil == NULL)
1610 return; 1512 return;
1611 1513
1612 /* The ability_force keeps track of maximum level ever achieved. 1514 /* The ability_force keeps track of maximum level ever achieved.
1653 object *skill_obj; 1555 object *skill_obj;
1654 1556
1655 skill_obj = get_archetype_by_skill_name (skill_name, SKILL); 1557 skill_obj = get_archetype_by_skill_name (skill_name, SKILL);
1656 if (!skill_obj) 1558 if (!skill_obj)
1657 { 1559 {
1658 LOG (llevError, "add_player_exp: couldn't find skill %s\n", skill_name); 1560 LOG (llevError, "give_skill_by_name: couldn't find skill %s\n", skill_name);
1659 return NULL; 1561 return NULL;
1660 } 1562 }
1563
1661 /* clear the flag - exp goes into this bucket, but player 1564 /* clear the flag - exp goes into this bucket, but player
1662 * still doesn't know it. 1565 * still doesn't know it.
1663 */ 1566 */
1664 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL); 1567 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL);
1665 skill_obj->stats.exp = 0; 1568 skill_obj->stats.exp = 0;
1666 skill_obj->level = 1; 1569 skill_obj->level = 1;
1667 insert_ob_in_ob (skill_obj, op); 1570 op->insert (skill_obj);
1668 if (op->contr) 1571
1669 { 1572 if (player *pl = op->contr)
1670 op->contr->last_skill_ob[skill_obj->subtype] = skill_obj; 1573 pl->link_skills ();
1671 op->contr->last_skill_exp[skill_obj->subtype] = -1; 1574
1672 }
1673 return skill_obj; 1575 return skill_obj;
1674} 1576}
1675
1676 1577
1677/* player_lvl_adj() - for the new exp system. we are concerned with 1578/* player_lvl_adj() - for the new exp system. we are concerned with
1678 * whether the player gets more hp, sp and new levels. 1579 * whether the player gets more hp, sp and new levels.
1679 * Note this this function should only be called for players. Monstes 1580 * Note this this function should only be called for players. Monstes
1680 * don't really gain levels 1581 * don't really gain levels
1683 */ 1584 */
1684void 1585void
1685player_lvl_adj (object *who, object *op) 1586player_lvl_adj (object *who, object *op)
1686{ 1587{
1687 char buf[MAX_BUF]; 1588 char buf[MAX_BUF];
1589 bool changed = false;
1688 1590
1689 if (!op) /* when rolling stats */ 1591 if (!op) /* when rolling stats */
1690 op = who; 1592 op = who;
1691 1593
1692 if (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul)) 1594 while (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul))
1693 { 1595 {
1596 changed = true;
1597
1694 op->level++; 1598 op->level++;
1695 1599
1696 if (op != NULL && op == who && op->stats.exp > 1 && is_dragon_pl (who)) 1600 if (op && op == who && op->stats.exp > 1 && is_dragon_pl (who))
1697 dragon_level_gain (who); 1601 dragon_level_gain (who);
1698 1602
1699 /* Only roll these if it is the player (who) that gained the level */ 1603 /* Only roll these if it is the player (who) that gained the level */
1700 if (op == who && (who->level < 11) && who->type == PLAYER) 1604 if (op == who && (who->level < 11) && who->type == PLAYER)
1701 { 1605 {
1702 who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1; 1606 who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1;
1703 who->contr->levsp[who->level] = die_roll (2, 3, who, PREFER_HIGH); 1607 who->contr->levsp[who->level] = die_roll (2, 3, who, PREFER_HIGH);
1704 who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1; 1608 who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1;
1705 } 1609 }
1706 1610
1707 fix_player (who);
1708 if (op->level > 1) 1611 if (op->level > 1)
1709 { 1612 {
1710 if (op->type != PLAYER) 1613 if (op->type != PLAYER)
1614 {
1615 who->contr->play_sound (sound_find ("skill_up"));
1711 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); 1616 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1617 }
1712 else 1618 else
1619 {
1620 who->contr->play_sound (sound_find ("level_up"));
1713 sprintf (buf, "You are now level %d.", op->level); 1621 sprintf (buf, "You are now level %d.", op->level);
1622 }
1623
1714 if (who) 1624 if (who)
1715 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); 1625 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1716 } 1626 }
1717 player_lvl_adj (who, op); /* To increase more levels */
1718 } 1627 }
1628
1719 else if (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul)) 1629 while (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul))
1720 { 1630 {
1631 changed = true;
1632
1721 op->level--; 1633 op->level--;
1722 fix_player (who); 1634
1723 if (op->type != PLAYER) 1635 if (op->type != PLAYER)
1724 { 1636 {
1725 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); 1637 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1726 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); 1638 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1727 } 1639 }
1728 player_lvl_adj (who, op); /* To decrease more levels */ 1640 }
1641
1642 if (changed)
1729 } 1643 {
1644 who->update_stats ();
1645 esrv_update_stats (who->contr);
1730 /* check if the spell data has changed */ 1646 /* check if the spell data has changed */
1731 esrv_update_spells (who->contr); 1647 esrv_update_spells (who->contr);
1648 }
1732} 1649}
1733 1650
1734/* 1651/*
1735 * Returns how much experience is needed for a player to become 1652 * Returns how much experience is needed for a player to become
1736 * the given level. level should really never exceed max_level 1653 * the given level. level should really never exceed max_level
1739sint64 1656sint64
1740level_exp (int level, double expmul) 1657level_exp (int level, double expmul)
1741{ 1658{
1742 if (level > settings.max_level) 1659 if (level > settings.max_level)
1743 return (sint64) (expmul * levels[settings.max_level]); 1660 return (sint64) (expmul * levels[settings.max_level]);
1661
1744 return (sint64) (expmul * levels[level]); 1662 return (sint64) (expmul * levels[level]);
1745} 1663}
1746 1664
1747/* 1665/*
1748 * Ensure that the permanent experience requirements in an exp object are met. 1666 * Ensure that the permanent experience requirements in an exp object are met.
1769 op->perm_exp = 0; 1687 op->perm_exp = 0;
1770 else if (op->perm_exp > (sint64) MAX_EXPERIENCE) 1688 else if (op->perm_exp > (sint64) MAX_EXPERIENCE)
1771 op->perm_exp = MAX_EXPERIENCE; 1689 op->perm_exp = MAX_EXPERIENCE;
1772} 1690}
1773 1691
1774
1775/* Add experience to a player - exp should only be positive. 1692/* Add experience to a player - exp should only be positive.
1776 * Updates permanent exp for the skill we are adding to. 1693 * Updates permanent exp for the skill we are adding to.
1777 * skill_name is the skill to add exp to. Skill name can be 1694 * skill_name is the skill to add exp to. Skill name can be
1778 * NULL, in which case exp increases the players general 1695 * NULL, in which case exp increases the players general
1779 * total, but not any particular skill. 1696 * total, but not any particular skill.
1780 * flag is what to do if the player doesn't have the skill: 1697 * flag is what to do if the player doesn't have the skill:
1781 */ 1698 */
1782
1783static void 1699static void
1784add_player_exp (object *op, sint64 exp, const char *skill_name, int flag) 1700add_player_exp (object *op, sint64 exp, const char *skill_name, int flag)
1785{ 1701{
1786 object *skill_obj = NULL; 1702 object *skill_obj;
1787 sint64 limit, exp_to_add; 1703 sint64 limit, exp_to_add;
1788 int i; 1704 int i;
1789 1705
1790 /* prevents some forms of abuse. */ 1706 /* prevents some forms of abuse. */
1791 if (op->contr->braced) 1707 if (op->contr->braced)
1792 exp = exp / 5; 1708 exp /= 5;
1793 1709
1794 /* Try to find the matching skill. 1710 /* Try to find the matching skill.
1795 * We do a shortcut/time saving mechanism first - see if it matches 1711 * We do a shortcut/time saving mechanism first - see if it matches
1796 * chosen_skill. This means we don't need to search through 1712 * chosen_skill. This means we don't need to search through
1797 * the players inventory. 1713 * the players inventory.
1798 */ 1714 */
1715 skill_obj = 0;
1716
1799 if (skill_name) 1717 if (skill_name)
1800 { 1718 {
1801 if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill)) 1719 skill_obj = op->contr->find_skill (skill_name);
1802 skill_obj = op->chosen_skill;
1803 else
1804 {
1805 for (i = 0; i < NUM_SKILLS; i++)
1806 if (op->contr->last_skill_ob[i] && !strcmp (op->contr->last_skill_ob[i]->skill, skill_name))
1807 {
1808 skill_obj = op->contr->last_skill_ob[i];
1809 break;
1810 }
1811 1720
1812 /* Player doesn't have the skill. Check to see what to do, and give 1721 /* Player doesn't have the skill. Check to see what to do, and give
1813 * it to the player if necessary 1722 * it to the player if necessary
1814 */ 1723 */
1815 if (!skill_obj) 1724 if (!skill_obj)
1816 { 1725 {
1817 if (flag == SK_EXP_NONE) 1726 if (flag == SK_EXP_NONE)
1818 return; 1727 return;
1728
1819 else if (flag == SK_EXP_ADD_SKILL) 1729 if (flag == SK_EXP_ADD_SKILL)
1820 give_skill_by_name (op, skill_name); 1730 skill_obj = give_skill_by_name (op, skill_name);
1821 }
1822 } 1731 }
1823 } 1732 }
1824 1733
1825 if (flag != SK_EXP_SKILL_ONLY) 1734 if (flag != SK_EXP_SKILL_ONLY)
1826 { 1735 {
1859 player_lvl_adj (op, skill_obj); 1768 player_lvl_adj (op, skill_obj);
1860 } 1769 }
1861} 1770}
1862 1771
1863/* This function checks to make sure that object 'op' can 1772/* This function checks to make sure that object 'op' can
1864 * lost 'exp' experience. It returns the amount of exp 1773 * lose 'exp' experience. It returns the amount of exp
1865 * object 'op' can in fact lose - it basically makes 1774 * object 'op' can in fact lose - it basically makes
1866 * adjustments based on permanent exp and the like. 1775 * adjustments based on permanent exp and the like.
1867 * This function should always be used for losing experience - 1776 * This function should always be used for losing experience -
1868 * the 'exp' value passed should be positive - this is the 1777 * the 'exp' value passed should be positive - this is the
1869 * amount that should get subtract from the player. 1778 * amount that should get subtract from the player.
1873{ 1782{
1874 sint64 del_exp; 1783 sint64 del_exp;
1875 1784
1876 if (exp > op->stats.exp) 1785 if (exp > op->stats.exp)
1877 exp = op->stats.exp; 1786 exp = op->stats.exp;
1787
1878 if (settings.permanent_exp_ratio) 1788 if (settings.permanent_exp_ratio)
1879 { 1789 {
1880 del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO); 1790 del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO);
1791
1881 if (del_exp < 0) 1792 if (del_exp < 0)
1882 del_exp = 0; 1793 del_exp = 0;
1794
1883 if (exp > del_exp) 1795 if (exp > del_exp)
1884 exp = del_exp; 1796 exp = del_exp;
1885 } 1797 }
1798
1886 return exp; 1799 return exp;
1887} 1800}
1888 1801
1889sint64 1802sint64
1890check_exp_adjust (const object *op, sint64 exp) 1803check_exp_adjust (const object *op, sint64 exp)
1891{ 1804{
1892 if (exp < 0) 1805 if (exp < 0)
1893 return check_exp_loss (op, exp); 1806 return check_exp_loss (op, exp);
1894 else 1807 else
1895 return MIN (exp, (sint64) MAX_EXPERIENCE - op->stats.exp); 1808 return min (exp, (sint64)MAX_EXPERIENCE - op->stats.exp);
1896} 1809}
1897
1898 1810
1899/* Subtracts experience from player. 1811/* Subtracts experience from player.
1900 * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we 1812 * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we
1901 * only subtract from the matching skill. Otherwise, 1813 * only subtract from the matching skill. Otherwise,
1902 * this subtracts a portion from all 1814 * this subtracts a portion from all
1916 sint64 del_exp; 1828 sint64 del_exp;
1917 1829
1918 for (tmp = op->inv; tmp; tmp = tmp->below) 1830 for (tmp = op->inv; tmp; tmp = tmp->below)
1919 if (tmp->type == SKILL && tmp->stats.exp) 1831 if (tmp->type == SKILL && tmp->stats.exp)
1920 { 1832 {
1921 if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (tmp->skill, skill)) 1833 if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (&tmp->skill, skill))
1922 { 1834 {
1923 del_exp = check_exp_loss (tmp, exp); 1835 del_exp = check_exp_loss (tmp, exp);
1924 tmp->stats.exp -= del_exp; 1836 tmp->stats.exp -= del_exp;
1925 player_lvl_adj (op, tmp); 1837 player_lvl_adj (op, tmp);
1926 } 1838 }
1932 del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction)); 1844 del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction));
1933 tmp->stats.exp -= del_exp; 1845 tmp->stats.exp -= del_exp;
1934 player_lvl_adj (op, tmp); 1846 player_lvl_adj (op, tmp);
1935 } 1847 }
1936 } 1848 }
1849
1937 if (flag != SK_SUBTRACT_SKILL_EXP) 1850 if (flag != SK_SUBTRACT_SKILL_EXP)
1938 { 1851 {
1939 del_exp = check_exp_loss (op, exp); 1852 del_exp = check_exp_loss (op, exp);
1940 op->stats.exp -= del_exp; 1853 op->stats.exp -= del_exp;
1941 player_lvl_adj (op, NULL); 1854 player_lvl_adj (op, NULL);
1942 } 1855 }
1943} 1856}
1944
1945
1946 1857
1947/* change_exp() - changes experience to a player/monster. This 1858/* change_exp() - changes experience to a player/monster. This
1948 * does bounds checking to make sure we don't overflow the max exp. 1859 * does bounds checking to make sure we don't overflow the max exp.
1949 * 1860 *
1950 * The exp passed is typically not modified much by this function - 1861 * The exp passed is typically not modified much by this function -
1951 * it is assumed the caller has modified the exp as needed. 1862 * it is assumed the caller has modified the exp as needed.
1952 * skill_name is the skill that should get the exp added. 1863 * skill_name is the skill that should get the exp added.
1953 * flag is what to do if player doesn't have the skill. 1864 * flag is what to do if player doesn't have the skill.
1954 * these last two values are only used for players. 1865 * these last two values are only used for players.
1955 */ 1866 */
1956
1957void 1867void
1958change_exp (object *op, sint64 exp, const char *skill_name, int flag) 1868change_exp (object *op, sint64 exp, const char *skill_name, int flag)
1959{ 1869{
1960
1961#ifdef EXP_DEBUG 1870#ifdef EXP_DEBUG
1962 LOG (llevDebug, "change_exp() called for %s, exp = %" I64_PFd "\n", query_name (op), exp); 1871 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp);
1963#endif 1872#endif
1964 1873
1965 /* safety */ 1874 /* safety */
1966 if (!op) 1875 if (!op)
1967 { 1876 {
2006 else 1915 else
2007 /* note that when you lose exp, it doesn't go against 1916 /* note that when you lose exp, it doesn't go against
2008 * a particular skill, so we don't need to pass that 1917 * a particular skill, so we don't need to pass that
2009 * along. 1918 * along.
2010 */ 1919 */
2011 subtract_player_exp (op, FABS (exp), skill_name, flag); 1920 subtract_player_exp (op, abs (exp), skill_name, flag);
2012
2013 } 1921 }
2014} 1922}
2015 1923
2016/* Applies a death penalty experience, the size of this is defined by the 1924/* Applies a death penalty experience, the size of this is defined by the
2017 * settings death_penalty_percentage and death_penalty_levels, and by the 1925 * settings death_penalty_percentage and death_penalty_levels, and by the
2018 * amount of permenent experience, whichever gives the lowest loss. 1926 * amount of permenent experience, whichever gives the lowest loss.
2019 */ 1927 */
2020
2021void 1928void
2022apply_death_exp_penalty (object *op) 1929apply_death_exp_penalty (object *op)
2023{ 1930{
2024 object *tmp;
2025 sint64 loss; 1931 sint64 loss;
2026 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */ 1932 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */
2027 sint64 level_loss; /* defined by the setting 'death_penalty_levels */ 1933 sint64 level_loss; /* defined by the setting 'death_penalty_levels */
2028 1934
2029 for (tmp = op->inv; tmp; tmp = tmp->below) 1935 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2030 if (tmp->type == SKILL && tmp->stats.exp) 1936 if (tmp->type == SKILL && tmp->stats.exp)
2031 { 1937 {
2032
2033 percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100; 1938 percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100;
2034 level_loss = tmp->stats.exp - levels[MAX (0, tmp->level - settings.death_penalty_level)]; 1939 level_loss = tmp->stats.exp - levels[MAX (0, tmp->level - settings.death_penalty_level)];
2035 1940
2036 /* With the revised exp system, you can get cases where 1941 /* With the revised exp system, you can get cases where
2037 * losing several levels would still require that you have more 1942 * losing several levels would still require that you have more
2039 * tables is a lot harder. 1944 * tables is a lot harder.
2040 */ 1945 */
2041 if (level_loss < 0) 1946 if (level_loss < 0)
2042 level_loss = 0; 1947 level_loss = 0;
2043 1948
2044 loss = check_exp_loss (tmp, MIN (level_loss, percentage_loss)); 1949 loss = check_exp_loss (tmp, min (level_loss, percentage_loss));
2045 1950
2046 tmp->stats.exp -= loss; 1951 tmp->stats.exp -= loss;
2047 player_lvl_adj (op, tmp); 1952 player_lvl_adj (op, tmp);
2048 } 1953 }
2049 1954
2050 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100; 1955 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100;
2051 level_loss = op->stats.exp - levels[MAX (0, op->level - settings.death_penalty_level)]; 1956 level_loss = op->stats.exp - levels[max (0, op->level - settings.death_penalty_level)];
1957
2052 if (level_loss < 0) 1958 if (level_loss < 0)
2053 level_loss = 0; 1959 level_loss = 0;
1960
2054 loss = check_exp_loss (op, MIN (level_loss, percentage_loss)); 1961 loss = check_exp_loss (op, min (level_loss, percentage_loss));
2055 1962
2056 op->stats.exp -= loss; 1963 op->stats.exp -= loss;
2057 player_lvl_adj (op, NULL); 1964 player_lvl_adj (op, NULL);
2058} 1965}
2059 1966
2070 if (level > MAX_SAVE_LEVEL) 1977 if (level > MAX_SAVE_LEVEL)
2071 level = MAX_SAVE_LEVEL; 1978 level = MAX_SAVE_LEVEL;
2072 1979
2073 if ((random_roll (1, 20, op, PREFER_HIGH) + bonus) < savethrow[level]) 1980 if ((random_roll (1, 20, op, PREFER_HIGH) + bonus) < savethrow[level])
2074 return 0; 1981 return 0;
1982
2075 return 1; 1983 return 1;
2076} 1984}

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