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Comparing deliantra/server/common/living.C (file contents):
Revision 1.50 by root, Sat May 12 18:14:47 2007 UTC vs.
Revision 1.95 by root, Wed Dec 31 17:35:37 2008 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version. 11 * (at your option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
19 * along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 * 20 *
22 * The authors can be reached via e-mail at <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 22 */
24 23
25#include <global.h> 24#include <global.h>
26#include <funcpoint.h>
27 25
28/* Handy little macro that adds exp and keeps it within bounds. Since 26/* Handy little macro that adds exp and keeps it within bounds. Since
29 * we are now using 64 bit values, I'm not all concerned about overflow issues 27 * we are now using 64 bit values, I'm not all concerned about overflow issues
30 * with exptotal wrapping. exptotal is typically op->exp, or op->perm_exp 28 * with exptotal wrapping. exptotal is typically op->exp, or op->perm_exp
31 */ 29 */
242change_attr_value (living *stats, int attr, sint8 value) 240change_attr_value (living *stats, int attr, sint8 value)
243{ 241{
244 stats->stat (attr) += value; 242 stats->stat (attr) += value;
245} 243}
246 244
247sint8 &
248living::stat (int index)
249{
250 switch (index)
251 {
252 case STR: return Str;
253 case DEX: return Dex;
254 case CON: return Con;
255 case INT: return Int;
256 case WIS: return Wis;
257 case POW: return Pow;
258 case CHA: return Cha;
259 }
260
261 LOG (llevError | logBacktrace, "living.stat() called with out-of-range stat index");
262 static sint8 dummy;
263 return dummy;
264}
265
266sint8
267living::stat (int index) const
268{
269 switch (index)
270 {
271 case STR: return Str;
272 case DEX: return Dex;
273 case CON: return Con;
274 case INT: return Int;
275 case WIS: return Wis;
276 case POW: return Pow;
277 case CHA: return Cha;
278 }
279
280 LOG (llevError | logBacktrace, "living.stat() called with out-of-range stat index");
281 static sint8 dummy;
282 return dummy;
283}
284
285/* 245/*
286 * 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
287 * 1-30 stat limit. 247 * 1-30 stat limit.
288 */ 248 */
289void 249void
319 * that gives them that ability. 279 * that gives them that ability.
320 */ 280 */
321int 281int
322change_abil (object *op, object *tmp) 282change_abil (object *op, object *tmp)
323{ 283{
324 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;
325 char message[MAX_BUF]; 286 char message[MAX_BUF];
326 int potion_max = 0; 287 int potion_max = 0;
327 288
328 /* remember what object was like before it was changed. note that 289 // keep some stats for comparison purposes
329 * refop is a local copy of op only to be used for detecting changes 290 object::flags_t prev_flag = op->flag;
330 * found by update_stats. refop is not a real object 291 MoveType prev_move_type = op->move_type;
331 */ 292 sint16 prev_resist [NROFATTACKS]; // clumsy
332 object_copy refop = *op; 293 assert (sizeof (prev_resist) == sizeof (op->resist));
294 memcpy (prev_resist, op->resist, sizeof (prev_resist));
333 295
334 if (op->type == PLAYER) 296 if (op->type == PLAYER)
335 { 297 {
336 if (tmp->type == POTION) 298 if (tmp->type == POTION)
337 { 299 {
338 potion_max = 1; 300 potion_max = 1;
301
339 for (j = 0; j < NUM_STATS; j++) 302 for (int j = 0; j < NUM_STATS; j++)
340 { 303 {
341 int nstat, ostat;
342
343 ostat = op->contr->orig_stats.stat (j); 304 int ostat = op->contr->orig_stats.stat (j);
344 i = tmp->stats.stat (j); 305 int i = tmp->stats.stat (j);
345 306
346 /* 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 */
347 nstat = flag * i + ostat; 308 int nstat = flag * i + ostat;
348 309
349 /* Do some bounds checking. While I don't think any 310 /* Do some bounds checking. There is the potential for potions
350 * potions do so right now, there is the potential for potions
351 * 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
352 * to allow for that. 312 * to allow for that.
353 */ 313 */
354 if (nstat < 1 && i * flag < 0) 314 if (nstat < 1 && i * flag < 0)
355 nstat = 1; 315 nstat = 1;
356 else if (nstat > 20 + op->arch->clone.stats.stat (j)) 316 else if (nstat > 20 + op->arch->stats.stat (j))
357 nstat = 20 + op->arch->clone.stats.stat (j); 317 nstat = 20 + op->arch->stats.stat (j);
358 318
359 if (nstat != ostat) 319 if (nstat != ostat)
360 { 320 {
361 op->contr->orig_stats.stat (j) = nstat; 321 op->contr->orig_stats.stat (j) = nstat;
362 potion_max = 0; 322 potion_max = 0;
370 330
371 /* 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
372 * sure if this is strictly necessary, being that fix_player probably 332 * sure if this is strictly necessary, being that fix_player probably
373 * recalculates this anyway. 333 * recalculates this anyway.
374 */ 334 */
375 for (j = 0; j < NUM_STATS; j++) 335 for (int j = 0; j < NUM_STATS; j++)
376 change_attr_value (&op->stats, j, flag * tmp->stats.stat (j)); 336 change_attr_value (&op->stats, j, flag * tmp->stats.stat (j));
377 337
378 check_stat_bounds (&op->stats); 338 check_stat_bounds (&op->stats);
379 } /* end of potion handling code */ 339 } /* end of potion handling code */
380 } 340 }
381 341
382 /* 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
383 * everything to set 343 * everything to set
384 */ 344 */
385 if (flag == -1) 345 if (flag == -1)
386 { 346 {
387 op->attacktype &= ~tmp->attacktype; 347 op->attacktype &= ~tmp->attacktype;
393 */ 353 */
394 op->move_type &= ~tmp->move_type; 354 op->move_type &= ~tmp->move_type;
395 } 355 }
396 356
397 /* call fix_player since op object could have whatever attribute due 357 /* call fix_player since op object could have whatever attribute due
398 * 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
399 * change_ability then might as well call it from here 359 * change_ability then might as well call it from here
400 */ 360 */
401 op->update_stats (); 361 op->update_stats ();
402 362
403 /* 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
404 * print out message if this is a bow. 364 * print out message if this is a bow.
405 */ 365 */
406 if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW) 366 if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW)
407 { 367 {
408 success = 1; 368 success = 1;
409 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.");
410 } 370 }
411 371
412 if (QUERY_FLAG (op, FLAG_LIFESAVE) != QUERY_FLAG (&refop, FLAG_LIFESAVE)) 372 if (op->flag [FLAG_LIFESAVE] != prev_flag [FLAG_LIFESAVE])
413 { 373 {
414 success = 1; 374 success = 1;
415 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.");
416 } 376 }
417 377
418 if (QUERY_FLAG (op, FLAG_REFL_MISSILE) != QUERY_FLAG (&refop, FLAG_REFL_MISSILE)) 378 if (op->flag [FLAG_REFL_MISSILE] != prev_flag [FLAG_REFL_MISSILE])
419 { 379 {
420 success = 1; 380 success = 1;
421 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.");
422 } 382 }
423 383
424 if (QUERY_FLAG (op, FLAG_REFL_SPELL) != QUERY_FLAG (&refop, FLAG_REFL_SPELL)) 384 if (op->flag [FLAG_REFL_SPELL] != prev_flag [FLAG_REFL_SPELL])
425 { 385 {
426 success = 1; 386 success = 1;
427 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.");
428 } 388 }
429 389
431 * user has multiple items giving the same type appled like we 391 * user has multiple items giving the same type appled like we
432 * 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
433 * can be misleading (a little higher could be miscontrued from 393 * can be misleading (a little higher could be miscontrued from
434 * from fly high) 394 * from fly high)
435 */ 395 */
436 if (tmp->move_type && op->move_type != refop.move_type) 396 if (tmp->move_type && op->move_type != prev_move_type)
437 { 397 {
438 success = 1; 398 success = 1;
439 399
440 /* 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
441 * status doesn't make a difference if you are flying high 401 * status doesn't make a difference if you are flying high
442 */ 402 */
443 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))
444 { 404 {
445 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.");
446 } 406 }
447 407
448 if (tmp->move_type & MOVE_FLY_HIGH) 408 if (tmp->move_type & MOVE_FLY_HIGH)
449 { 409 {
450 /* double conditional - second case covers if you have move_fly_low - 410 /* double conditional - second case covers if you have move_fly_low -
451 * in that case, you don't actually land 411 * in that case, you don't actually land
452 */ 412 */
453 DIFF_MSG (flag, "You soar into the air air!.", 413 DIFF_MSG (flag, "You soar into the air!",
454 (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."));
455 } 415 }
456 416
457 if (tmp->move_type & MOVE_SWIM) 417 if (tmp->move_type & MOVE_SWIM)
458 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");
462 } 422 }
463 423
464 /* becoming UNDEAD... a special treatment for this flag. Only those not 424 /* becoming UNDEAD... a special treatment for this flag. Only those not
465 * originally undead may change their status 425 * originally undead may change their status
466 */ 426 */
467 if (!QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 427 if (!op->arch->flag [FLAG_UNDEAD])
468 if (QUERY_FLAG (op, FLAG_UNDEAD) != QUERY_FLAG (&refop, FLAG_UNDEAD)) 428 if (op->flag [FLAG_UNDEAD] != prev_flag [FLAG_UNDEAD])
469 { 429 {
470 success = 1; 430 success = 1;
471 if (flag > 0) 431 if (flag > 0)
472 { 432 {
473 op->race = "undead"; 433 op->race = "undead";
474 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce drains away!"); 434 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce drains away!");
475 } 435 }
476 else 436 else
477 { 437 {
478 op->race = op->arch->clone.race; 438 op->race = op->arch->race;
479 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!"); 439 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!");
480 } 440 }
481 } 441 }
482 442
483 if (QUERY_FLAG (op, FLAG_STEALTH) != QUERY_FLAG (&refop, FLAG_STEALTH)) 443 if (op->flag [FLAG_STEALTH] != prev_flag [FLAG_STEALTH])
484 { 444 {
485 success = 1; 445 success = 1;
486 DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily."); 446 DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily.");
487 } 447 }
488 448
489 if (QUERY_FLAG (op, FLAG_MAKE_INVIS) != QUERY_FLAG (&refop, FLAG_MAKE_INVIS)) 449 if (op->flag [FLAG_MAKE_INVIS] != prev_flag [FLAG_MAKE_INVIS])
490 { 450 {
491 success = 1; 451 success = 1;
492 DIFF_MSG (flag, "You become transparent.", "You can see yourself."); 452 DIFF_MSG (flag, "You become transparent.", "You can see yourself.");
493 } 453 }
494 454
495 /* 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
496 * vision 456 * vision
497 */ 457 */
498 if (QUERY_FLAG (tmp, FLAG_BLIND)) 458 if (tmp->flag [FLAG_BLIND])
499 { 459 {
500 success = 1; 460 success = 1;
501 if (flag > 0) 461 if (flag > 0)
502 { 462 {
503 if (QUERY_FLAG (op, FLAG_WIZ)) 463 if (op->flag [FLAG_WIZ])
504 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.");
505 else 465 else
506 { 466 {
507 new_draw_info (NDI_UNIQUE, 0, op, "You are blinded."); 467 new_draw_info (NDI_UNIQUE, 0, op, "You are blinded.");
508 SET_FLAG (op, FLAG_BLIND); 468 SET_FLAG (op, FLAG_BLIND);
510 op->contr->do_los = 1; 470 op->contr->do_los = 1;
511 } 471 }
512 } 472 }
513 else 473 else
514 { 474 {
515 if (QUERY_FLAG (op, FLAG_WIZ)) 475 if (op->flag [FLAG_WIZ])
516 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.");
517 else 477 else
518 { 478 {
519 new_draw_info (NDI_UNIQUE, 0, op, "Your vision returns."); 479 new_draw_info (NDI_UNIQUE, 0, op, "Your vision returns.");
520 CLEAR_FLAG (op, FLAG_BLIND); 480 CLEAR_FLAG (op, FLAG_BLIND);
522 op->contr->do_los = 1; 482 op->contr->do_los = 1;
523 } 483 }
524 } 484 }
525 } 485 }
526 486
527 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])
528 { 488 {
529 success = 1; 489 success = 1;
530 if (op->type == PLAYER) 490 if (op->type == PLAYER)
531 op->contr->do_los = 1; 491 op->contr->do_los = 1;
532 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.");
533 } 493 }
534 494
535 if (QUERY_FLAG (op, FLAG_XRAYS) != QUERY_FLAG (&refop, FLAG_XRAYS)) 495 if (op->flag [FLAG_XRAYS] != prev_flag [FLAG_XRAYS])
536 { 496 {
537 success = 1; 497 success = 1;
538 if (flag > 0) 498 if (flag > 0)
539 { 499 {
540 if (QUERY_FLAG (op, FLAG_WIZ)) 500 if (op->flag [FLAG_WIZ])
541 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.");
542 else 502 else
543 { 503 {
544 new_draw_info (NDI_UNIQUE, 0, op, "Everything becomes transparent."); 504 new_draw_info (NDI_UNIQUE, 0, op, "Everything becomes transparent.");
545 if (op->type == PLAYER) 505 if (op->type == PLAYER)
546 op->contr->do_los = 1; 506 op->contr->do_los = 1;
547 } 507 }
548 } 508 }
549 else 509 else
550 { 510 {
551 if (QUERY_FLAG (op, FLAG_WIZ)) 511 if (op->flag [FLAG_WIZ])
552 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.");
553 else 513 else
554 { 514 {
555 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.");
556 if (op->type == PLAYER) 516 if (op->type == PLAYER)
589 success = 1; 549 success = 1;
590 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.");
591 } 551 }
592 552
593 /* Messages for changed resistance */ 553 /* Messages for changed resistance */
594 for (i = 0; i < NROFATTACKS; i++) 554 for (int i = 0; i < NROFATTACKS; i++)
595 { 555 {
596 if (i == ATNR_PHYSICAL) 556 if (i == ATNR_PHYSICAL)
597 continue; /* Don't display about armour */ 557 continue; /* Don't display about armour */
598 558
599 if (op->resist[i] != refop.resist[i]) 559 if (op->resist [i] != prev_resist [i])
600 { 560 {
601 success = 1; 561 success = 1;
562
602 if (op->resist[i] > refop.resist[i]) 563 if (op->resist [i] > prev_resist [i])
603 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]);
604 else 565 else
605 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]);
606 567
607 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message); 568 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message);
608 } 569 }
609 } 570 }
610 571
611 if (!potion_max) 572 if (!potion_max)
612 {
613 for (j = 0; j < NUM_STATS; j++) 573 for (int j = 0; j < NUM_STATS; j++)
614 {
615 if ((i = tmp->stats.stat (j))) 574 if (int i = tmp->stats.stat (j))
616 { 575 {
617 success = 1; 576 success = 1;
618 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]); 577 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]);
619 } 578 }
620 }
621 }
622 579
623 return success; 580 return success;
624} 581}
625 582
626/* 583/*
723 * 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.
724 */ 681 */
725void 682void
726object::remove_statbonus () 683object::remove_statbonus ()
727{ 684{
728 stats.Str -= arch->clone.stats.Str; 685 for (int i = 0; i < NUM_STATS; ++i)
729 stats.Dex -= arch->clone.stats.Dex; 686 {
730 stats.Con -= arch->clone.stats.Con; 687 sint8 v = arch->stats.stat (i);
731 stats.Wis -= arch->clone.stats.Wis; 688 stats.stat (i) -= v;
732 stats.Pow -= arch->clone.stats.Pow; 689 contr->orig_stats.stat (i) -= v;
733 stats.Cha -= arch->clone.stats.Cha; 690 }
734 stats.Int -= arch->clone.stats.Int;
735
736 contr->orig_stats.Str -= arch->clone.stats.Str;
737 contr->orig_stats.Dex -= arch->clone.stats.Dex;
738 contr->orig_stats.Con -= arch->clone.stats.Con;
739 contr->orig_stats.Wis -= arch->clone.stats.Wis;
740 contr->orig_stats.Pow -= arch->clone.stats.Pow;
741 contr->orig_stats.Cha -= arch->clone.stats.Cha;
742 contr->orig_stats.Int -= arch->clone.stats.Int;
743} 691}
744 692
745/* 693/*
746 * 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.
747 */ 695 */
748void 696void
749object::add_statbonus () 697object::add_statbonus ()
750{ 698{
751 stats.Str += arch->clone.stats.Str; 699 for (int i = 0; i < NUM_STATS; ++i)
752 stats.Dex += arch->clone.stats.Dex; 700 {
753 stats.Con += arch->clone.stats.Con; 701 sint8 v = arch->stats.stat (i);
754 stats.Wis += arch->clone.stats.Wis; 702 stats.stat (i) += v;
755 stats.Pow += arch->clone.stats.Pow; 703 contr->orig_stats.stat (i) += v;
756 stats.Cha += arch->clone.stats.Cha; 704 }
757 stats.Int += arch->clone.stats.Int;
758
759 contr->orig_stats.Str += arch->clone.stats.Str;
760 contr->orig_stats.Dex += arch->clone.stats.Dex;
761 contr->orig_stats.Con += arch->clone.stats.Con;
762 contr->orig_stats.Wis += arch->clone.stats.Wis;
763 contr->orig_stats.Pow += arch->clone.stats.Pow;
764 contr->orig_stats.Cha += arch->clone.stats.Cha;
765 contr->orig_stats.Int += arch->clone.stats.Int;
766} 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;
767 746
768/* 747/*
769 * Updates all abilities given by applied objects in the inventory 748 * Updates all abilities given by applied objects in the inventory
770 * of the given object. Note: This function works for both monsters 749 * of the given object. Note: This function works for both monsters
771 * 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.
776 * spell system split, grace points now added to system --peterm 755 * spell system split, grace points now added to system --peterm
777 */ 756 */
778void 757void
779object::update_stats () 758object::update_stats ()
780{ 759{
781 int i, j;
782 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;
783 int weapon_weight = 0, weapon_speed = 0; 761 int weapon_weight = 0, weapon_speed = 0;
784 int best_wc = 0, best_ac = 0, wc = 0, ac = 0; 762 int best_wc = 0, best_ac = 0, wc = 0, ac = 0;
785 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; 763 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS];
786 object *grace_obj = NULL, *mana_obj = NULL, *wc_obj = NULL, *tmp; 764 object *grace_obj = NULL, *mana_obj = NULL, *tmp;
787 float old_speed = speed; 765 float old_speed = speed;
766 int stat_sum [NUM_STATS];
788 767
789 /* 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 */
790 if (type == PLAYER) 769 if (type == PLAYER)
791 { 770 {
792 for (i = 0; i < NUM_STATS; i++) 771 for (int i = 0; i < NUM_STATS; i++)
793 stats.stat (i) = contr->orig_stats.stat (i); 772 stat_sum [i] = contr->orig_stats.stat (i);
794 773
795 if (settings.spell_encumbrance == TRUE) 774 if (settings.spell_encumbrance == TRUE)
796 contr->encumbrance = 0; 775 contr->encumbrance = 0;
797 776
798 attacktype = 0; 777 attacktype = 0;
818 797
819 CLEAR_FLAG (this, FLAG_LIFESAVE); 798 CLEAR_FLAG (this, FLAG_LIFESAVE);
820 CLEAR_FLAG (this, FLAG_STEALTH); 799 CLEAR_FLAG (this, FLAG_STEALTH);
821 CLEAR_FLAG (this, FLAG_BLIND); 800 CLEAR_FLAG (this, FLAG_BLIND);
822 801
823 if (!QUERY_FLAG (&arch->clone, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL); 802 if (!QUERY_FLAG (arch, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL);
824 if (!QUERY_FLAG (&arch->clone, FLAG_REFL_MISSILE)) CLEAR_FLAG (this, FLAG_REFL_MISSILE); 803 if (!QUERY_FLAG (arch, FLAG_REFL_MISSILE)) CLEAR_FLAG (this, FLAG_REFL_MISSILE);
825 if (!QUERY_FLAG (&arch->clone, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD); 804 if (!QUERY_FLAG (arch, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD);
826 if (!QUERY_FLAG (&arch->clone, FLAG_SEE_IN_DARK )) CLEAR_FLAG (this, FLAG_SEE_IN_DARK); 805 if (!QUERY_FLAG (arch, FLAG_SEE_IN_DARK )) CLEAR_FLAG (this, FLAG_SEE_IN_DARK);
827 806
828 path_attuned = arch->clone.path_attuned; 807 path_attuned = arch->path_attuned;
829 path_repelled = arch->clone.path_repelled; 808 path_repelled = arch->path_repelled;
830 path_denied = arch->clone.path_denied; 809 path_denied = arch->path_denied;
831 glow_radius = arch->clone.glow_radius; 810 glow_radius = arch->glow_radius;
832 move_type = arch->clone.move_type; 811 move_type = arch->move_type;
833 812
834 chosen_skill = 0; 813 chosen_skill = 0;
835 814
836 /* initializing resistances from the values in player/monster's 815 /* initializing resistances from the values in player/monster's
837 * archetype clone 816 * archetype clone
838 */ 817 */
839 memcpy (&resist, &arch->clone.resist, sizeof (resist)); 818 memcpy (&resist, &arch->resist, sizeof (resist));
840 819
841 for (i = 0; i < NROFATTACKS; i++) 820 for (int i = 0; i < NROFATTACKS; i++)
842 { 821 {
843 if (resist[i] > 0) 822 if (resist[i] > 0)
844 prot[i] = resist[i], vuln[i] = 0; 823 prot[i] = resist[i], vuln[i] = 0;
845 else 824 else
846 vuln[i] = -(resist[i]), prot[i] = 0; 825 vuln[i] = -(resist[i]), prot[i] = 0;
847 826
848 potion_resist[i] = 0; 827 potion_resist[i] = 0;
849 } 828 }
850 829
851 wc = arch->clone.stats.wc; 830 wc = arch->stats.wc;
852 stats.dam = arch->clone.stats.dam; 831 stats.dam = arch->stats.dam;
853 832
854 /* 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,
855 * plus a small amount of physical resist, those poor suckers. ;) 834 * plus a small amount of physical resist, those poor suckers. ;)
856 * 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 -
857 * 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,
858 * 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
859 * that their protection from physical goes down 838 * that their protection from physical goes down
860 */ 839 */
861 if (!QUERY_FLAG (this, FLAG_USE_ARMOUR) && type == PLAYER) 840 if (!QUERY_FLAG (this, FLAG_USE_ARMOUR) && type == PLAYER)
862 { 841 {
863 ac = MAX (-10, arch->clone.stats.ac - level / 3); 842 ac = max (-10, arch->stats.ac - level / 3);
864 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100; 843 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100;
865 } 844 }
866 else 845 else
867 ac = arch->clone.stats.ac; 846 ac = arch->stats.ac;
868 847
869 stats.luck = arch->clone.stats.luck; 848 stats.luck = arch->stats.luck;
870 speed = arch->clone.speed; 849 speed = arch->speed;
871 850
872 /* 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.
873 * 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.
874 */ 853 */
875 for (tmp = inv; tmp; tmp = tmp->below) 854 for (tmp = inv; tmp; tmp = tmp->below)
876 { 855 {
877 /* See note in map.c:update_position about making this additive
878 * since light sources are never applied, need to put check here.
879 */
880 if (tmp->glow_radius > glow_radius)
881 glow_radius = tmp->glow_radius;
882
883 /* This happens because apply_potion calls change_abil with the potion 856 /* This happens because apply_potion calls change_abil with the potion
884 * applied so we can tell the player what changed. But change_abil 857 * applied so we can tell the player what changed. But change_abil
885 * then calls this function. 858 * then calls this function.
886 */ 859 */
887 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION) 860 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION)
888 continue; 861 continue;
889 862
863 glow_radius += tmp->glow_radius;
864
890 /* For some things, we don't care what is equipped */ 865 /* For some things, we don't care what is equipped */
891 if (tmp->type == SKILL) 866 if (tmp->type == SKILL)
892 { 867 {
893 /* Want to take the highest skill here. */ 868 /* Want to take the highest skill here. */
894 if (IS_MANA_SKILL (tmp->subtype)) 869 if (IS_MANA_SKILL (tmp->subtype))
906 else if (tmp->level > grace_obj->level) 881 else if (tmp->level > grace_obj->level)
907 grace_obj = tmp; 882 grace_obj = tmp;
908 } 883 }
909 } 884 }
910 885
911 /* Container objects are not meant to adjust a players, but other applied 886 /* Container objects are not meant to adjust players, but other applied
912 * objects need to make adjustments. 887 * objects need to make adjustments.
913 * This block should handle all player specific changes 888 * This block should handle all player specific changes
914 * 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
915 * in the praying skill, and the player should always get those. 890 * in the praying skill, and the player should always get those.
916 * 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,
923 || (tmp->type == SKILL 898 || (tmp->type == SKILL
924 && tmp->subtype == SK_PRAYING)) 899 && tmp->subtype == SK_PRAYING))
925 { 900 {
926 if (type == PLAYER) 901 if (type == PLAYER)
927 { 902 {
903 contr->item_power += tmp->item_power;
904
928 if (tmp == contr->combat_ob || tmp == contr->ranged_ob) 905 if (tmp == contr->combat_ob || tmp == contr->ranged_ob)
906 if (tmp != current_weapon
929 if (tmp != current_weapon && (tmp->type != SKILL || tmp->subtype != SK_PRAYING)) 907 && (tmp->type != SKILL || tmp->subtype != SK_PRAYING)
908 && !tmp->flag [FLAG_CURSED]
909 && !tmp->flag [FLAG_DAMNED])
930 continue; 910 continue;
931 911
932 for (i = 0; i < NUM_STATS; i++) 912 for (int i = 0; i < NUM_STATS; i++)
933 change_attr_value (&stats, i, tmp->stats.stat (i)); 913 stat_sum [i] = stat_sum [i] + tmp->stats.stat (i);
934 914
935 /* these are the items that currently can change digestion, regeneration, 915 if (digest_types [tmp->type])
936 * spell point recovery and mana point recovery. Seems sort of an arbitary
937 * list, but other items store other info into stats array.
938 */
939 if (tmp->type == WEAPON || tmp->type == BOW ||
940 tmp->type == ARMOUR || tmp->type == HELMET ||
941 tmp->type == SHIELD || tmp->type == RING ||
942 tmp->type == BOOTS || tmp->type == GLOVES ||
943 tmp->type == AMULET || tmp->type == GIRDLE ||
944 tmp->type == BRACERS || tmp->type == CLOAK ||
945 tmp->type == DISEASE || tmp->type == FORCE ||
946 tmp->type == SKILL)
947 { 916 {
948 contr->digestion += tmp->stats.food; 917 contr->digestion += tmp->stats.food;
949 contr->gen_hp += tmp->stats.hp; 918 contr->gen_hp += tmp->stats.hp;
919 if (tmp->type != BOW) // ugly exception for bows
950 contr->gen_sp += tmp->stats.sp; 920 contr->gen_sp += tmp->stats.sp;
951 contr->gen_grace += tmp->stats.grace; 921 contr->gen_grace += tmp->stats.grace;
952 contr->gen_sp_armour += tmp->gen_sp_armour; 922 contr->gen_sp_armour += tmp->gen_sp_armour;
953 contr->item_power += tmp->item_power;
954 } 923 }
955 } /* if this is a player */ 924 } /* if this is a player */
956 else 925 else
957 { 926 {
958 if (tmp->type == WEAPON) 927 if (tmp->type == WEAPON)
959 current_weapon = tmp; 928 current_weapon = tmp;
960 } 929 }
961 930
962 /* Update slots used for items */ 931 /* Update slots used for items */
963 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 932 if (QUERY_FLAG (tmp, FLAG_APPLIED))
964 for (i = 0; i < NUM_BODY_LOCATIONS; i++) 933 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
965 slot[i].used += tmp->slot[i].info; 934 slot[i].used += tmp->slot[i].info;
966 935
967 if (tmp->type == SYMPTOM) 936 if (tmp->type == SYMPTOM)
968 {
969 speed_reduce_from_disease = tmp->last_sp / 100.f;
970
971 if (speed_reduce_from_disease == 0)
972 speed_reduce_from_disease = 1; 937 speed_reduce_from_disease =
973 } 938 min (speed_reduce_from_disease, tmp->last_sp ? tmp->last_sp / 100.f : 1.f);
974 939
975 /* Pos. and neg. protections are counted seperate (-> pro/vuln). 940 /* Pos. and neg. protections are counted separate (-> pro/vuln).
976 * (Negative protections are calculated exactly like positive.) 941 * (Negative protections are calculated exactly like positive.)
977 * Resistance from potions are treated special as well. If there's 942 * Resistance from potions are treated special as well. If there's
978 * more than one potion-effect, the bigger prot.-value is taken. 943 * more than one potion-effect, the bigger prot.-value is taken.
979 */ 944 */
980 if (tmp->type != POTION) 945 if (tmp->type != POTION)
981 { 946 {
982 for (i = 0; i < NROFATTACKS; i++) 947 for (int i = 0; i < NROFATTACKS; i++)
983 { 948 {
984 /* Potential for cursed potions, in which case we just can use 949 /* Potential for cursed potions, in which case we just can use
985 * a straight MAX, as potion_resist is initialised to zero. 950 * a straight MAX, as potion_resist is initialised to zero.
986 */ 951 */
987 if (tmp->type == POTION_EFFECT) 952 if (tmp->type == POTION_EFFECT)
988 { 953 {
989 if (potion_resist[i]) 954 if (potion_resist[i])
990 potion_resist[i] = MAX (potion_resist[i], tmp->resist[i]); 955 potion_resist[i] = max (potion_resist[i], tmp->resist[i]);
991 else 956 else
992 potion_resist[i] = tmp->resist[i]; 957 potion_resist[i] = tmp->resist[i];
993 } 958 }
994 else if (tmp->resist[i] > 0) 959 else if (tmp->resist[i] > 0)
995 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100; 960 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100;
997 vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100; 962 vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100;
998 } 963 }
999 } 964 }
1000 965
1001 /* There may be other things that should not adjust the attacktype */ 966 /* There may be other things that should not adjust the attacktype */
1002 if ((tmp->type != WEAPON && tmp->type != BOW && tmp->type != SYMPTOM) 967 if (tmp->type != SYMPTOM)
1003 || current_weapon == tmp)
1004 { 968 {
1005 attacktype |= tmp->attacktype; 969 attacktype |= tmp->attacktype;
1006 path_attuned |= tmp->path_attuned; 970 path_attuned |= tmp->path_attuned;
1007 path_repelled |= tmp->path_repelled; 971 path_repelled |= tmp->path_repelled;
1008 path_denied |= tmp->path_denied; 972 path_denied |= tmp->path_denied;
1009 move_type |= tmp->move_type; 973 move_type |= tmp->move_type;
1010 stats.luck += tmp->stats.luck; 974 stats.luck += tmp->stats.luck;
1011 } 975 }
1012 976
1013 if (QUERY_FLAG (tmp, FLAG_LIFESAVE )) SET_FLAG (this, FLAG_LIFESAVE); 977 flag |= tmp->flag & copy_flags;
1014 if (QUERY_FLAG (tmp, FLAG_REFL_SPELL )) SET_FLAG (this, FLAG_REFL_SPELL);
1015 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE)) SET_FLAG (this, FLAG_REFL_MISSILE);
1016 if (QUERY_FLAG (tmp, FLAG_STEALTH )) SET_FLAG (this, FLAG_STEALTH);
1017 if (QUERY_FLAG (tmp, FLAG_XRAYS )) SET_FLAG (this, FLAG_XRAYS);
1018 if (QUERY_FLAG (tmp, FLAG_BLIND )) SET_FLAG (this, FLAG_BLIND);
1019 if (QUERY_FLAG (tmp, FLAG_SEE_IN_DARK )) SET_FLAG (this, FLAG_SEE_IN_DARK);
1020 978
1021 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (&arch->clone, FLAG_UNDEAD)) 979 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (arch, FLAG_UNDEAD))
1022 SET_FLAG (this, FLAG_UNDEAD); 980 SET_FLAG (this, FLAG_UNDEAD);
1023 981
1024 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS)) 982 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS))
1025 { 983 {
1026 SET_FLAG (this, FLAG_MAKE_INVIS); 984 SET_FLAG (this, FLAG_MAKE_INVIS);
1050#endif 1008#endif
1051 1009
1052 /* skills modifying the character -b.t. */ 1010 /* skills modifying the character -b.t. */
1053 /* for all skills and skill granting objects */ 1011 /* for all skills and skill granting objects */
1054 case SKILL: 1012 case SKILL:
1055 if (!QUERY_FLAG (tmp, FLAG_APPLIED)) 1013 {
1014 if (!QUERY_FLAG (tmp, FLAG_APPLIED) || skill_flags [tmp->subtype] & SF_APPLY)
1056 break; 1015 break;
1057 1016
1058 if (IS_COMBAT_SKILL (tmp->subtype))
1059 wc_obj = tmp;
1060
1061 if (chosen_skill) 1017 if (chosen_skill)
1018 {
1062 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name); 1019 LOG (llevDebug, "fix_player, op %s has multiple skills applied (%s and %s)\n",
1020 &name, &chosen_skill->name, &tmp->name);
1063 1021
1022 tmp->flag [FLAG_APPLIED] = false;
1023 update_stats ();
1024 return;
1025 }
1026 else
1064 chosen_skill = tmp; 1027 chosen_skill = tmp;
1065 1028
1066 if (tmp->stats.dam > 0) 1029 if (tmp->stats.dam > 0)
1067 { /* skill is a 'weapon' */ 1030 { /* skill is a 'weapon' */
1068 if (!QUERY_FLAG (this, FLAG_READY_WEAPON)) 1031 if (!QUERY_FLAG (this, FLAG_READY_WEAPON))
1069 weapon_speed = WEAPON_SPEED (tmp); 1032 weapon_speed = WEAPON_SPEED (tmp);
1070 1033
1071 if (weapon_speed < 0) 1034 if (weapon_speed < 0)
1072 weapon_speed = 0; 1035 weapon_speed = 0;
1073 1036
1074 weapon_weight = tmp->weight; 1037 weapon_weight = tmp->weight;
1075 stats.dam += tmp->stats.dam * (1 + (chosen_skill->level / 9)); 1038 stats.dam += 1 + chosen_skill->level * tmp->stats.dam / 9;
1076 1039
1077 if (tmp->magic) 1040 if (tmp->magic)
1078 stats.dam += tmp->magic; 1041 stats.dam += tmp->magic;
1079 } 1042 }
1080 1043
1081 if (tmp->stats.wc) 1044 if (tmp->stats.wc)
1082 wc -= tmp->stats.wc + tmp->magic; 1045 wc -= tmp->stats.wc + tmp->magic;
1083 1046
1084 if (tmp->slaying) 1047 if (tmp->slaying)
1085 slaying = tmp->slaying; 1048 slaying = tmp->slaying;
1086 1049
1087 if (tmp->stats.ac) 1050 if (tmp->stats.ac)
1088 ac -= tmp->stats.ac + tmp->magic; 1051 ac -= tmp->stats.ac + tmp->magic;
1089 1052
1090 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1053 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1091 contr->encumbrance += (int) 3 *tmp->weight / 1000; 1054 contr->encumbrance += (int) 3 *tmp->weight / 1000;
1092
1093 break; 1055 }
1094 1056
1095 case SKILL_TOOL:
1096 if (chosen_skill)
1097 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name);
1098
1099 chosen_skill = tmp;
1100 break; 1057 break;
1101 1058
1102 case SHIELD: 1059 case SHIELD:
1103 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1060 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1104 contr->encumbrance += (int) tmp->weight / 2000; 1061 contr->encumbrance += (int) tmp->weight / 2000;
1177 else /* To nullify the below effect */ 1134 else /* To nullify the below effect */
1178 ac += tmp->stats.ac + tmp->magic; 1135 ac += tmp->stats.ac + tmp->magic;
1179 } 1136 }
1180 1137
1181 if (tmp->stats.wc) 1138 if (tmp->stats.wc)
1182 wc -= (tmp->stats.wc + tmp->magic); 1139 wc -= tmp->stats.wc + tmp->magic;
1183 1140
1184 if (tmp->stats.ac) 1141 if (tmp->stats.ac)
1185 ac -= (tmp->stats.ac + tmp->magic); 1142 ac -= tmp->stats.ac + tmp->magic;
1186 1143
1187 if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.f < max) 1144 if (ARMOUR_SPEED (tmp))
1188 max = ARMOUR_SPEED (tmp) / 10.f; 1145 max_speed = min (max_speed, ARMOUR_SPEED (tmp) / 10.f);
1189 1146
1190 break; 1147 break;
1191 } /* switch tmp->type */ 1148 } /* switch tmp->type */
1192 } /* item is equipped */ 1149 } /* item is equipped */
1193 } /* for loop of items */ 1150 } /* for loop of items */
1151
1152 glow_radius = min (glow_radius, MAX_LIGHT_RADIUS);
1194 1153
1195 /* 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
1196 * have generated intermediate values which we now need to assign. 1155 * have generated intermediate values which we now need to assign.
1197 */ 1156 */
1198 1157
1200 * If there is an uncursed potion in effect, granting more protection 1159 * If there is an uncursed potion in effect, granting more protection
1201 * than that, we take: 'total resistance = resistance from potion'. 1160 * than that, we take: 'total resistance = resistance from potion'.
1202 * 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
1203 * 'total resistance = vulnerability from cursed potion'. 1162 * 'total resistance = vulnerability from cursed potion'.
1204 */ 1163 */
1205 for (i = 0; i < NROFATTACKS; i++) 1164 for (int i = 0; i < NROFATTACKS; i++)
1206 { 1165 {
1207 resist[i] = prot[i] - vuln[i]; 1166 resist[i] = prot[i] - vuln[i];
1208 1167
1209 if (potion_resist[i] && ((potion_resist[i] > resist[i]) || (potion_resist[i] < 0))) 1168 if (potion_resist[i] && ((potion_resist[i] > resist[i]) || (potion_resist[i] < 0)))
1210 resist[i] = potion_resist[i]; 1169 resist[i] = potion_resist[i];
1211 } 1170 }
1212 1171
1213 /* Figure out the players sp/mana/hp totals. */
1214 if (type == PLAYER) 1172 if (type == PLAYER)
1215 { 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);
1177
1178 contr->digestion = clamp (contr->digestion, MIN_DIGESTION, MAX_DIGESTION);
1179
1180 /* Figure out the players sp/mana/hp totals. */
1216 int pl_level; 1181 int pl_level;
1217 1182
1218 check_stat_bounds (&(stats)); 1183 check_stat_bounds (&(stats));
1219 pl_level = level; 1184 pl_level = level;
1220 1185
1222 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! */
1223 1188
1224 /* 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,
1225 * 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.
1226 */ 1191 */
1227 for (i = 1, stats.maxhp = 0; i <= pl_level && i <= 10; i++) 1192 stats.maxhp = 0;
1193 for (int i = 1; i <= min (10, pl_level); i++)
1228 { 1194 {
1229 j = contr->levhp[i] + con_bonus[stats.Con] / 2; 1195 int j = contr->levhp[i] + con_bonus[stats.Con] / 2;
1230 1196
1231 if (i % 2 && con_bonus[stats.Con] % 2) 1197 if (i % 2 && con_bonus[stats.Con] % 2)
1232 {
1233 if (con_bonus[stats.Con] > 0) 1198 if (con_bonus[stats.Con] > 0)
1234 j++; 1199 j++;
1235 else 1200 else
1236 j--; 1201 j--;
1237 }
1238 1202
1239 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 */
1240 } 1204 }
1241 1205
1242 for (i = 11; i <= level; i++) 1206 stats.maxhp += 2 * max (0, level - 10);
1243 stats.maxhp += 2;
1244 1207
1245 if (stats.hp > stats.maxhp) 1208 if (stats.hp > stats.maxhp)
1246 stats.hp = stats.maxhp; 1209 stats.hp = stats.maxhp;
1247 1210
1248 /* Sp gain is controlled by the level of the player's 1211 /* Sp gain is controlled by the level of the player's
1261 1224
1262 if (mana_obj == this && type == PLAYER) 1225 if (mana_obj == this && type == PLAYER)
1263 stats.maxsp = 1; 1226 stats.maxsp = 1;
1264 else 1227 else
1265 { 1228 {
1266 sp_tmp = 0.f; 1229 float sp_tmp = 0.f;
1267 1230
1268 for (i = 1; i <= mana_obj->level && i <= 10; i++) 1231 for (int i = 1; i <= min (10, mana_obj->level); i++)
1269 { 1232 {
1270 float stmp; 1233 float stmp;
1271 1234
1272 /* Got some extra bonus at first level */ 1235 /* Got some extra bonus at first level */
1273 if (i < 2) 1236 if (i < 2)
1274 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 6.f; 1237 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 6.f;
1275 else 1238 else
1276 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 12.f; 1239 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 12.f;
1277 1240
1278 if (stmp < 1.f)
1279 stmp = 1.f;
1280
1281 sp_tmp += stmp; 1241 sp_tmp += max (1.f, stmp);
1282 } 1242 }
1283 1243
1284 stats.maxsp = (sint16)sp_tmp; 1244 stats.maxsp = int (sp_tmp) + 2 * max (0, mana_obj->level - 10);
1285
1286 for (i = 11; i <= mana_obj->level; i++)
1287 stats.maxsp += 2;
1288 } 1245 }
1246
1289 /* Characters can get their sp supercharged via rune of transferrance */ 1247 /* Characters can get their sp supercharged via rune of transferrance */
1290 if (stats.sp > stats.maxsp * 2) 1248 stats.sp = min (stats.sp, stats.maxsp * 2);
1291 stats.sp = stats.maxsp * 2;
1292 1249
1293 /* 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 */
1294 if (!grace_obj || !grace_obj->level || type != PLAYER) 1251 if (!grace_obj || !grace_obj->level || type != PLAYER)
1295 grace_obj = this; 1252 grace_obj = this;
1296 1253
1301 /* 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
1302 * 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
1303 * 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
1304 * step of 8 - with floats, even fractional ones are useful. 1261 * step of 8 - with floats, even fractional ones are useful.
1305 */ 1262 */
1306 sp_tmp = 0.f; 1263 float sp_tmp = 0.f;
1307 for (i = 1, stats.maxgrace = 0; i <= grace_obj->level && i <= 10; i++) 1264
1265 for (int i = 1; i <= min (10, grace_obj->level); i++)
1308 { 1266 {
1309 float grace_tmp = 0.f; 1267 float grace_tmp = 0.f;
1310 1268
1311 /* Got some extra bonus at first level */ 1269 /* Got some extra bonus at first level */
1312 if (i < 2) 1270 if (i < 2)
1313 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 6.f; 1271 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 6.f;
1314 else 1272 else
1315 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 12.f; 1273 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 12.f;
1316 1274
1317 if (grace_tmp < 1.f)
1318 grace_tmp = 1.f;
1319
1320 sp_tmp += grace_tmp; 1275 sp_tmp += max (1.f, grace_tmp);
1321 } 1276 }
1322 1277
1323 stats.maxgrace = (sint16)sp_tmp;
1324
1325 /* two grace points per level after 11 */ 1278 /* two grace points per level after 10 */
1326 for (i = 11; i <= grace_obj->level; i++) 1279 stats.maxgrace = int (sp_tmp) + 2 * max (0, grace_obj->level - 10);
1327 stats.maxgrace += 2;
1328 } 1280 }
1281
1329 /* No limit on grace vs maxgrace */ 1282 /* No limit on grace vs maxgrace */
1330 1283
1331 if (contr->braced) 1284 if (contr->braced)
1332 { 1285 {
1333 ac += 2; 1286 ac += 2;
1345 * improvement every level, now its fighterlevel/5. So 1298 * improvement every level, now its fighterlevel/5. So
1346 * we give the player a bonus here in wc and dam 1299 * we give the player a bonus here in wc and dam
1347 * to make up for the change. Note that I left the 1300 * to make up for the change. Note that I left the
1348 * monster bonus the same as before. -b.t. 1301 * monster bonus the same as before. -b.t.
1349 */ 1302 */
1303 object *wc_obj = chosen_skill;
1350 1304
1351 if (type == PLAYER && wc_obj && wc_obj->level > 1) 1305 if (contr && wc_obj && wc_obj->level > 1)
1352 { 1306 {
1353 wc -= wc_obj->level + thaco_bonus[stats.Str]; 1307 wc -= wc_obj->level + thaco_bonus[stats.Str];
1354 1308
1355 for (i = 1; i < wc_obj->level; i++) 1309 for (int i = 1; i < wc_obj->level; i++)
1356 { 1310 {
1357 /* addtional wc every 6 levels */ 1311 /* additional wc every 6 levels */
1358 if (!(i % 6)) 1312 if (!(i % 6))
1359 wc--; 1313 wc--;
1360 1314
1361 /* addtional dam every 4 levels. */ 1315 /* additional dam every 4 levels. */
1362 if (!(i % 4) && dam_bonus[stats.Str] >= 0) 1316 if (!(i % 4) && dam_bonus[stats.Str] >= 0)
1363 stats.dam += 1 + dam_bonus[stats.Str] / 5; 1317 stats.dam += 1 + dam_bonus[stats.Str] / 5;
1364 } 1318 }
1365 } 1319 }
1366 else 1320 else
1375 1329
1376 if (settings.search_items && contr->search_str[0]) 1330 if (settings.search_items && contr->search_str[0])
1377 speed -= 1; 1331 speed -= 1;
1378 1332
1379 if (attacktype == 0) 1333 if (attacktype == 0)
1380 attacktype = arch->clone.attacktype; 1334 attacktype = arch->attacktype;
1381
1382 } /* End if player */ 1335 } /* End if player */
1383 1336
1384 if (added_speed >= 0) 1337 if (added_speed >= 0)
1385 speed += added_speed / 10.f; 1338 speed += added_speed / 10.f;
1386 else /* Something wrong here...: */ 1339 else /* Something wrong here...: */
1387 speed /= 1.f - added_speed; 1340 speed /= 1.f - added_speed;
1388 1341
1389 /* Max is determined by armour */ 1342 /* Max is determined by armour */
1390 if (speed > max) 1343 speed = min (speed, max_speed);
1391 speed = max;
1392 1344
1393 if (type == PLAYER) 1345 if (type == PLAYER)
1394 { 1346 {
1395 /* 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)
1396 * or below (negative number) that the player is carrying. If above 1348 * or below (negative number) that the player is carrying. If above
1397 * weight limit, then player suffers a speed reduction based on how 1349 * weight limit, then player suffers a speed reduction based on how
1398 * much above he is, and what is max carry is 1350 * much above he is, and what is max carry is
1399 */ 1351 */
1400 f = (carrying / 1000) - max_carry[stats.Str]; 1352 float f = (carrying / 1000) - max_carry[stats.Str];
1401 if (f > 0) 1353 if (f > 0.f)
1402 speed = speed / (1.f + f / max_carry[stats.Str]); 1354 speed = speed / (1.f + f / max_carry[stats.Str]);
1403 } 1355 }
1404 1356
1405 speed += bonus_speed / 10.f; /* Not affected by limits */ 1357 speed += bonus_speed / 10.f; /* Not affected by limits */
1358 speed *= speed_reduce_from_disease;
1406 1359
1407 /* 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
1408 * 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.
1409 */ 1362 */
1410 speed = speed * speed_reduce_from_disease;
1411
1412 if (speed < 0.01f && type == PLAYER) 1363 if (speed < 0.04f && type == PLAYER)
1413 speed = 0.01f; 1364 speed = 0.04f;
1365
1366 if (speed != old_speed)
1367 set_speed (speed);
1414 1368
1415 if (type == PLAYER) 1369 if (type == PLAYER)
1416 { 1370 {
1417 /* (This formula was made by vidarl@ifi.uio.no) 1371 /* (This formula was made by vidarl@ifi.uio.no)
1418 * Note that we never used these values again - basically 1372 * Note that we never used these values again - basically
1420 * that would just be a real pain to read. 1374 * that would just be a real pain to read.
1421 */ 1375 */
1422 float M = (max_carry[stats.Str] - 121) / 121.f; 1376 float M = (max_carry[stats.Str] - 121) / 121.f;
1423 float M2 = max_carry[stats.Str] / 100.f; 1377 float M2 = max_carry[stats.Str] / 100.f;
1424 float W = weapon_weight / 20000.f; 1378 float W = weapon_weight / 20000.f;
1425 float s = 2 - weapon_speed / 10.f; 1379 float s = (20 - weapon_speed) / 10.f;
1426 float D = (stats.Dex - 14) / 14.f; 1380 float D = (stats.Dex - 14) / 14.f;
1427 float K = 1 + M / 3.f - W / (3 * M2) + speed / 5.f + D / 2.f; 1381 float K = 1 + M / 3.f - W / (3 * M2) + speed / 5.f + D / 2.f;
1428 1382
1429 K *= (4 + level) *1.2f / (6 + level); 1383 K *= (4 + level) * 1.2f / (6 + level);
1430 1384
1431 if (K <= 0.f) 1385 if (K <= 0.01f)
1432 K = 0.01f; 1386 K = 0.01f;
1433 1387
1434 float S = speed / (K * s); 1388 contr->weapon_sp = K * s * .5f; //TODO: balance the .5
1435
1436 contr->weapon_sp = S;
1437 } 1389 }
1438 1390
1439 /* 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: */
1440 if (type != PLAYER && arch && stats.dam > arch->clone.stats.dam * 3) 1392 if (type != PLAYER && arch && stats.dam > arch->stats.dam * 3)
1441 stats.dam = arch->clone.stats.dam * 3; 1393 stats.dam = arch->stats.dam * 3;
1442 1394
1443 /* Prevent overflows of wc - best you can get is ABS(120) - this 1395 stats.wc = clamp (wc, MIN_WC, MAX_WC);
1444 * should be more than enough - remember, AC is also in 8 bits, 1396 stats.ac = clamp (ac, MIN_AC, MAX_AC);
1445 * so its value is the same.
1446 */
1447 if (wc > 120)
1448 wc = 120;
1449 else if (wc < -120)
1450 wc = -120;
1451
1452 stats.wc = wc;
1453
1454 if (ac > 120)
1455 ac = 120;
1456 else if (ac < -120)
1457 ac = -120;
1458
1459 stats.ac = ac;
1460 1397
1461 /* 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,
1462 * give them walking as a default. 1399 * give them walking as a default.
1463 * 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
1464 * old behaviour - if your flying, your not walking - just 1401 * old behaviour - if your flying, your not walking - just
1467 if (move_type == 0) 1404 if (move_type == 0)
1468 move_type = MOVE_WALK; 1405 move_type = MOVE_WALK;
1469 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) 1406 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH))
1470 move_type &= ~MOVE_WALK; 1407 move_type &= ~MOVE_WALK;
1471 1408
1472 if (speed != old_speed)
1473 set_speed (speed);
1474
1475 /* 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,
1476 * so we will check that now. 1410 * so we will check that now.
1477 */ 1411 */
1478 if (type == PLAYER) 1412 if (type == PLAYER)
1479 { 1413 {
1507 1441
1508/* 1442/*
1509 * set the new dragon name after gaining levels or 1443 * set the new dragon name after gaining levels or
1510 * changing ability focus (later this can be extended to 1444 * changing ability focus (later this can be extended to
1511 * eventually change the player's face and animation) 1445 * eventually change the player's face and animation)
1512 *
1513 * Note that the title is written to 'own_title' in the
1514 * player struct. This should be changed to 'ext_title'
1515 * as soon as clients support this!
1516 * Please, anyone, write support for 'ext_title'.
1517 */ 1446 */
1518void 1447void
1519set_dragon_name (object *pl, const object *abil, const object *skin) 1448set_dragon_name (object *pl, const object *abil, const object *skin)
1520{ 1449{
1521 int atnr = -1; /* attacknumber of highest level */ 1450 int atnr = -1; /* attacknumber of highest level */
1539 /* 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,
1540 or else at random */ 1469 or else at random */
1541 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)
1542 atnr = abil->stats.exp; 1471 atnr = abil->stats.exp;
1543 1472
1544 level = (int) (level / 5.);
1545
1546 /* now set the new title */ 1473 /* now set the new title */
1547 if (pl->contr != NULL)
1548 {
1549 if (level == 0)
1550 sprintf (pl->contr->title, "%s hatchling", attacks[atnr]); 1474 if (level < 25) sprintf (pl->contr->title, "%s hatchling", attacks[atnr]);
1551 else if (level == 1)
1552 sprintf (pl->contr->title, "%s wyrm", attacks[atnr]); 1475 else if (level < 50) sprintf (pl->contr->title, "%s wyrm" , attacks[atnr]);
1553 else if (level == 2)
1554 sprintf (pl->contr->title, "%s wyvern", attacks[atnr]); 1476 else if (level < 75) sprintf (pl->contr->title, "%s wyvern" , attacks[atnr]);
1555 else if (level == 3)
1556 sprintf (pl->contr->title, "%s dragon", attacks[atnr]); 1477 else if (level < 100) sprintf (pl->contr->title, "%s dragon" , attacks[atnr]);
1557 else 1478 else
1558 { 1479 {
1559 /* special titles for extra high resistance! */ 1480 /* special titles for extra high resistance! */
1560 if (skin->resist[atnr] > 80)
1561 sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]); 1481 if (skin->resist[atnr] > 80) sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]);
1562 else if (skin->resist[atnr] > 50)
1563 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]);
1564 else
1565 sprintf (pl->contr->title, "big %s dragon", attacks[atnr]); 1483 else sprintf (pl->contr->title, "big %s dragon" , attacks[atnr]);
1566 }
1567 } 1484 }
1568 1485
1569 strcpy (pl->contr->own_title, ""); 1486 strcpy (pl->contr->own_title, "");
1570} 1487}
1571 1488
1581 object *skin = NULL; /* pointer to dragon skin force */ 1498 object *skin = NULL; /* pointer to dragon skin force */
1582 object *tmp = NULL; /* tmp. object */ 1499 object *tmp = NULL; /* tmp. object */
1583 char buf[MAX_BUF]; /* tmp. string buffer */ 1500 char buf[MAX_BUF]; /* tmp. string buffer */
1584 1501
1585 /* now grab the 'dragon_ability'-forces from the player's inventory */ 1502 /* now grab the 'dragon_ability'-forces from the player's inventory */
1586 shstr_cmp dragon_ability_force ("dragon_ability_force");
1587 shstr_cmp dragon_skin_force ("dragon_skin_force");
1588
1589 for (tmp = who->inv; tmp; tmp = tmp->below) 1503 for (tmp = who->inv; tmp; tmp = tmp->below)
1590 if (tmp->type == FORCE) 1504 if (tmp->type == FORCE)
1591 if (tmp->arch->name == dragon_ability_force) 1505 if (tmp->arch->archname == shstr_dragon_ability_force)
1592 abil = tmp; 1506 abil = tmp;
1593 else if (tmp->arch->name == dragon_skin_force) 1507 else if (tmp->arch->archname == shstr_dragon_skin_force)
1594 skin = tmp; 1508 skin = tmp;
1595 1509
1596 /* if the force is missing -> bail out */ 1510 /* if the force is missing -> bail out */
1597 if (abil == NULL) 1511 if (abil == NULL)
1598 return; 1512 return;
1641 object *skill_obj; 1555 object *skill_obj;
1642 1556
1643 skill_obj = get_archetype_by_skill_name (skill_name, SKILL); 1557 skill_obj = get_archetype_by_skill_name (skill_name, SKILL);
1644 if (!skill_obj) 1558 if (!skill_obj)
1645 { 1559 {
1646 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);
1647 return NULL; 1561 return NULL;
1648 } 1562 }
1563
1649 /* clear the flag - exp goes into this bucket, but player 1564 /* clear the flag - exp goes into this bucket, but player
1650 * still doesn't know it. 1565 * still doesn't know it.
1651 */ 1566 */
1652 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL); 1567 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL);
1653 skill_obj->stats.exp = 0; 1568 skill_obj->stats.exp = 0;
1654 skill_obj->level = 1; 1569 skill_obj->level = 1;
1655 insert_ob_in_ob (skill_obj, op); 1570 op->insert (skill_obj);
1656 1571
1657 if (op->contr) 1572 if (player *pl = op->contr)
1658 { 1573 pl->link_skills ();
1659 op->contr->last_skill_ob [skill_obj->subtype] = skill_obj;
1660 if (op->contr->ns)
1661 op->contr->ns->last_skill_exp[skill_obj->subtype] = -1;//TODO: should be made superfluous
1662 }
1663 1574
1664 return skill_obj; 1575 return skill_obj;
1665} 1576}
1666
1667 1577
1668/* 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
1669 * whether the player gets more hp, sp and new levels. 1579 * whether the player gets more hp, sp and new levels.
1670 * Note this this function should only be called for players. Monstes 1580 * Note this this function should only be called for players. Monstes
1671 * don't really gain levels 1581 * don't really gain levels
1674 */ 1584 */
1675void 1585void
1676player_lvl_adj (object *who, object *op) 1586player_lvl_adj (object *who, object *op)
1677{ 1587{
1678 char buf[MAX_BUF]; 1588 char buf[MAX_BUF];
1589 bool changed = false;
1679 1590
1680 if (!op) /* when rolling stats */ 1591 if (!op) /* when rolling stats */
1681 op = who; 1592 op = who;
1682 1593
1683 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))
1684 { 1595 {
1596 changed = true;
1597
1685 op->level++; 1598 op->level++;
1686 1599
1687 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))
1688 dragon_level_gain (who); 1601 dragon_level_gain (who);
1689 1602
1690 /* 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 */
1691 if (op == who && (who->level < 11) && who->type == PLAYER) 1604 if (op == who && (who->level < 11) && who->type == PLAYER)
1692 { 1605 {
1693 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;
1694 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);
1695 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;
1696 } 1609 }
1697 1610
1698 who->update_stats ();
1699 if (op->level > 1) 1611 if (op->level > 1)
1700 { 1612 {
1701 if (op->type != PLAYER) 1613 if (op->type != PLAYER)
1614 {
1615 who->contr->play_sound (sound_find ("skill_up"));
1702 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 }
1703 else 1618 else
1619 {
1620 who->contr->play_sound (sound_find ("level_up"));
1704 sprintf (buf, "You are now level %d.", op->level); 1621 sprintf (buf, "You are now level %d.", op->level);
1622 }
1623
1705 if (who) 1624 if (who)
1706 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); 1625 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1707 } 1626 }
1708 player_lvl_adj (who, op); /* To increase more levels */
1709 } 1627 }
1628
1710 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))
1711 { 1630 {
1631 changed = true;
1632
1712 op->level--; 1633 op->level--;
1713 who->update_stats (); 1634
1714 if (op->type != PLAYER) 1635 if (op->type != PLAYER)
1715 { 1636 {
1716 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);
1717 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); 1638 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1718 } 1639 }
1719 player_lvl_adj (who, op); /* To decrease more levels */ 1640 }
1641
1642 if (changed)
1720 } 1643 {
1721 1644 who->update_stats ();
1645 esrv_update_stats (who->contr);
1722 /* check if the spell data has changed */ 1646 /* check if the spell data has changed */
1723 esrv_update_stats (who->contr);
1724 esrv_update_spells (who->contr); 1647 esrv_update_spells (who->contr);
1648 }
1725} 1649}
1726 1650
1727/* 1651/*
1728 * Returns how much experience is needed for a player to become 1652 * Returns how much experience is needed for a player to become
1729 * the given level. level should really never exceed max_level 1653 * the given level. level should really never exceed max_level
1773 * 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:
1774 */ 1698 */
1775static void 1699static void
1776add_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)
1777{ 1701{
1778 object *skill_obj = NULL; 1702 object *skill_obj;
1779 sint64 limit, exp_to_add; 1703 sint64 limit, exp_to_add;
1780 int i; 1704 int i;
1781 1705
1782 /* prevents some forms of abuse. */ 1706 /* prevents some forms of abuse. */
1783 if (op->contr->braced) 1707 if (op->contr->braced)
1786 /* Try to find the matching skill. 1710 /* Try to find the matching skill.
1787 * 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
1788 * chosen_skill. This means we don't need to search through 1712 * chosen_skill. This means we don't need to search through
1789 * the players inventory. 1713 * the players inventory.
1790 */ 1714 */
1715 skill_obj = 0;
1716
1791 if (skill_name) 1717 if (skill_name)
1792 { 1718 {
1793 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);
1794 skill_obj = op->chosen_skill;
1795 else
1796 {
1797 for (i = 0; i < NUM_SKILLS; i++)
1798 if (op->contr->last_skill_ob[i] && !strcmp (op->contr->last_skill_ob[i]->skill, skill_name))
1799 {
1800 skill_obj = op->contr->last_skill_ob[i];
1801 break;
1802 }
1803 1720
1804 /* 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
1805 * it to the player if necessary 1722 * it to the player if necessary
1806 */ 1723 */
1807 if (!skill_obj) 1724 if (!skill_obj)
1808 { 1725 {
1809 if (flag == SK_EXP_NONE) 1726 if (flag == SK_EXP_NONE)
1810 return; 1727 return;
1728
1811 else if (flag == SK_EXP_ADD_SKILL) 1729 if (flag == SK_EXP_ADD_SKILL)
1812 give_skill_by_name (op, skill_name); 1730 skill_obj = give_skill_by_name (op, skill_name);
1813 }
1814 } 1731 }
1815 } 1732 }
1816 1733
1817 if (flag != SK_EXP_SKILL_ONLY) 1734 if (flag != SK_EXP_SKILL_ONLY)
1818 { 1735 {
1851 player_lvl_adj (op, skill_obj); 1768 player_lvl_adj (op, skill_obj);
1852 } 1769 }
1853} 1770}
1854 1771
1855/* This function checks to make sure that object 'op' can 1772/* This function checks to make sure that object 'op' can
1856 * lost 'exp' experience. It returns the amount of exp 1773 * lose 'exp' experience. It returns the amount of exp
1857 * object 'op' can in fact lose - it basically makes 1774 * object 'op' can in fact lose - it basically makes
1858 * adjustments based on permanent exp and the like. 1775 * adjustments based on permanent exp and the like.
1859 * This function should always be used for losing experience - 1776 * This function should always be used for losing experience -
1860 * the 'exp' value passed should be positive - this is the 1777 * the 'exp' value passed should be positive - this is the
1861 * amount that should get subtract from the player. 1778 * amount that should get subtract from the player.
1865{ 1782{
1866 sint64 del_exp; 1783 sint64 del_exp;
1867 1784
1868 if (exp > op->stats.exp) 1785 if (exp > op->stats.exp)
1869 exp = op->stats.exp; 1786 exp = op->stats.exp;
1787
1870 if (settings.permanent_exp_ratio) 1788 if (settings.permanent_exp_ratio)
1871 { 1789 {
1872 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
1873 if (del_exp < 0) 1792 if (del_exp < 0)
1874 del_exp = 0; 1793 del_exp = 0;
1794
1875 if (exp > del_exp) 1795 if (exp > del_exp)
1876 exp = del_exp; 1796 exp = del_exp;
1877 } 1797 }
1798
1878 return exp; 1799 return exp;
1879} 1800}
1880 1801
1881sint64 1802sint64
1882check_exp_adjust (const object *op, sint64 exp) 1803check_exp_adjust (const object *op, sint64 exp)
1883{ 1804{
1884 if (exp < 0) 1805 if (exp < 0)
1885 return check_exp_loss (op, exp); 1806 return check_exp_loss (op, exp);
1886 else 1807 else
1887 return MIN (exp, (sint64) MAX_EXPERIENCE - op->stats.exp); 1808 return min (exp, (sint64)MAX_EXPERIENCE - op->stats.exp);
1888} 1809}
1889
1890 1810
1891/* Subtracts experience from player. 1811/* Subtracts experience from player.
1892 * 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
1893 * only subtract from the matching skill. Otherwise, 1813 * only subtract from the matching skill. Otherwise,
1894 * this subtracts a portion from all 1814 * this subtracts a portion from all
1908 sint64 del_exp; 1828 sint64 del_exp;
1909 1829
1910 for (tmp = op->inv; tmp; tmp = tmp->below) 1830 for (tmp = op->inv; tmp; tmp = tmp->below)
1911 if (tmp->type == SKILL && tmp->stats.exp) 1831 if (tmp->type == SKILL && tmp->stats.exp)
1912 { 1832 {
1913 if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (tmp->skill, skill)) 1833 if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (&tmp->skill, skill))
1914 { 1834 {
1915 del_exp = check_exp_loss (tmp, exp); 1835 del_exp = check_exp_loss (tmp, exp);
1916 tmp->stats.exp -= del_exp; 1836 tmp->stats.exp -= del_exp;
1917 player_lvl_adj (op, tmp); 1837 player_lvl_adj (op, tmp);
1918 } 1838 }
2006 * amount of permenent experience, whichever gives the lowest loss. 1926 * amount of permenent experience, whichever gives the lowest loss.
2007 */ 1927 */
2008void 1928void
2009apply_death_exp_penalty (object *op) 1929apply_death_exp_penalty (object *op)
2010{ 1930{
2011 object *tmp;
2012 sint64 loss; 1931 sint64 loss;
2013 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */ 1932 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */
2014 sint64 level_loss; /* defined by the setting 'death_penalty_levels */ 1933 sint64 level_loss; /* defined by the setting 'death_penalty_levels */
2015 1934
2016 for (tmp = op->inv; tmp; tmp = tmp->below) 1935 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2017 if (tmp->type == SKILL && tmp->stats.exp) 1936 if (tmp->type == SKILL && tmp->stats.exp)
2018 { 1937 {
2019
2020 percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100; 1938 percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100;
2021 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)];
2022 1940
2023 /* With the revised exp system, you can get cases where 1941 /* With the revised exp system, you can get cases where
2024 * losing several levels would still require that you have more 1942 * losing several levels would still require that you have more
2026 * tables is a lot harder. 1944 * tables is a lot harder.
2027 */ 1945 */
2028 if (level_loss < 0) 1946 if (level_loss < 0)
2029 level_loss = 0; 1947 level_loss = 0;
2030 1948
2031 loss = check_exp_loss (tmp, MIN (level_loss, percentage_loss)); 1949 loss = check_exp_loss (tmp, min (level_loss, percentage_loss));
2032 1950
2033 tmp->stats.exp -= loss; 1951 tmp->stats.exp -= loss;
2034 player_lvl_adj (op, tmp); 1952 player_lvl_adj (op, tmp);
2035 } 1953 }
2036 1954
2037 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100; 1955 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100;
2038 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
2039 if (level_loss < 0) 1958 if (level_loss < 0)
2040 level_loss = 0; 1959 level_loss = 0;
1960
2041 loss = check_exp_loss (op, MIN (level_loss, percentage_loss)); 1961 loss = check_exp_loss (op, min (level_loss, percentage_loss));
2042 1962
2043 op->stats.exp -= loss; 1963 op->stats.exp -= loss;
2044 player_lvl_adj (op, NULL); 1964 player_lvl_adj (op, NULL);
2045} 1965}
2046 1966

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