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Comparing cf.schmorp.de/server/common/living.C (file contents):
Revision 1.9 by root, Sun Sep 10 16:00:23 2006 UTC vs.
Revision 1.82 by root, Mon Apr 21 23:35:24 2008 UTC

1
2/* 1/*
3 * static char *rcsid_living_c = 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
4 * "$Id: living.C,v 1.9 2006/09/10 16:00:23 root Exp $"; 3 *
5 */ 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
6
7/*
8 CrossFire, A Multiplayer game for X-windows
9
10 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
11 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
12 7 *
13 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
14 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
15 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
16 (at your option) any later version. 11 * (at your option) any later version.
17 12 *
18 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,
19 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
20 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
21 GNU General Public License for more details. 16 * GNU General Public License for more details.
22 17 *
23 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
24 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
25 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
26 21 * The authors can be reached via e-mail to <support@deliantra.net>
27 The authors can be reached via e-mail at crossfire-devel@real-time.com
28*/ 22 */
29 23
30#include <global.h> 24#include <global.h>
31#include <funcpoint.h>
32 25
33/* 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
34 * 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
35 * 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
36 */ 29 */
164 * -b.t. 157 * -b.t.
165 */ 158 */
166 159
167#define MAX_EXP_IN_OBJ levels[settings.max_level]/(MAX_EXP_CAT - 1) 160#define MAX_EXP_IN_OBJ levels[settings.max_level]/(MAX_EXP_CAT - 1)
168 161
169#ifndef WIN32
170extern uint64 *levels;
171#else
172extern sint64 *levels; 162extern sint64 *levels;
173#endif
174 163
175#define MAX_SAVE_LEVEL 110 164#define MAX_SAVE_LEVEL 110
176 165
177/* This no longer needs to be changed anytime the number of 166/* This no longer needs to be changed anytime the number of
178 * levels is increased - rather, did_make_save will do the 167 * levels is increased - rather, did_make_save will do the
201static const char *const drain_msg[NUM_STATS] = { 190static const char *const drain_msg[NUM_STATS] = {
202 "Oh no! You are weakened!", 191 "Oh no! You are weakened!",
203 "You're feeling clumsy!", 192 "You're feeling clumsy!",
204 "You feel less healthy", 193 "You feel less healthy",
205 "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!",
206 "Your face gets distorted!", 197 "Your face gets distorted!",
207 "Watch out, your mind is going!",
208 "Your spirit feels drained!"
209}; 198};
210const char *const restore_msg[NUM_STATS] = { 199const char *const restore_msg[NUM_STATS] = {
211 "You feel your strength return.", 200 "You feel your strength return.",
212 "You feel your agility return.", 201 "You feel your agility return.",
213 "You feel your health return.", 202 "You feel your health return.",
203 "You feel your memory return.",
214 "You feel your wisdom return.", 204 "You feel your wisdom return.",
205 "You feel your spirits return.",
215 "You feel your charisma return.", 206 "You feel your charisma return.",
216 "You feel your memory return.",
217 "You feel your spirits return."
218}; 207};
219const char *const gain_msg[NUM_STATS] = { 208const char *const gain_msg[NUM_STATS] = {
220 "You feel stronger.", 209 "You feel stronger.",
221 "You feel more agile.", 210 "You feel more agile.",
222 "You feel healthy.", 211 "You feel healthy.",
212 "You feel smarter.",
223 "You feel wiser.", 213 "You feel wiser.",
214 "You feel more potent.",
224 "You seem to look better.", 215 "You seem to look better.",
225 "You feel smarter.",
226 "You feel more potent."
227}; 216};
228const char *const lose_msg[NUM_STATS] = { 217const char *const lose_msg[NUM_STATS] = {
229 "You feel weaker!", 218 "You feel weaker!",
230 "You feel clumsy!", 219 "You feel clumsy!",
231 "You feel less healthy!", 220 "You feel less healthy!",
221 "You feel stupid!",
232 "You lose some of your memory!", 222 "You lose some of your memory!",
223 "You feel less potent!",
233 "You look ugly!", 224 "You look ugly!",
234 "You feel stupid!",
235 "You feel less potent!"
236}; 225};
237 226
238const char *const statname[NUM_STATS] = { 227const char *const statname[NUM_STATS] = {
239 "strength", "dexterity", "constitution", "wisdom", "charisma", "intelligence", "power" 228 "strength", "dexterity", "constitution", "intelligence", "wisdom", "power", "charisma"
240}; 229};
241 230
242const char *const short_stat_name[NUM_STATS] = { 231const char *const short_stat_name[NUM_STATS] = {
243 "Str", "Dex", "Con", "Wis", "Cha", "Int", "Pow" 232 "Str", "Dex", "Con", "Int", "Wis", "Pow", "Cha"
244}; 233};
245
246/*
247 * sets Str/Dex/con/Wis/Cha/Int/Pow in stats to value, depending on
248 * what attr is (STR to POW).
249 */
250
251void
252set_attr_value (living * stats, int attr, sint8 value)
253{
254 switch (attr)
255 {
256 case STR:
257 stats->Str = value;
258 break;
259 case DEX:
260 stats->Dex = value;
261 break;
262 case CON:
263 stats->Con = value;
264 break;
265 case WIS:
266 stats->Wis = value;
267 break;
268 case POW:
269 stats->Pow = value;
270 break;
271 case CHA:
272 stats->Cha = value;
273 break;
274 case INT:
275 stats->Int = value;
276 break;
277 }
278}
279 234
280/* 235/*
281 * 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)
282 * is added to the specified stat. 237 * is added to the specified stat.
283 */ 238 */
284
285void 239void
286change_attr_value (living * stats, int attr, sint8 value) 240change_attr_value (living *stats, int attr, sint8 value)
287{ 241{
288 if (value == 0) 242 stats->stat (attr) += value;
289 return;
290 switch (attr)
291 {
292 case STR:
293 stats->Str += value;
294 break;
295 case DEX:
296 stats->Dex += value;
297 break;
298 case CON:
299 stats->Con += value;
300 break;
301 case WIS:
302 stats->Wis += value;
303 break;
304 case POW:
305 stats->Pow += value;
306 break;
307 case CHA:
308 stats->Cha += value;
309 break;
310 case INT:
311 stats->Int += value;
312 break;
313 default:
314 LOG (llevError, "Invalid attribute in change_attr_value: %d\n", attr);
315 }
316}
317
318/*
319 * returns the specified stat. See also set_attr_value().
320 */
321
322sint8
323get_attr_value (const living * stats, int attr)
324{
325 switch (attr)
326 {
327 case STR:
328 return (stats->Str);
329 case DEX:
330 return (stats->Dex);
331 case CON:
332 return (stats->Con);
333 case WIS:
334 return (stats->Wis);
335 case CHA:
336 return (stats->Cha);
337 case INT:
338 return (stats->Int);
339 case POW:
340 return (stats->Pow);
341 }
342 return 0;
343} 243}
344 244
345/* 245/*
346 * 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
347 * 1-30 stat limit. 247 * 1-30 stat limit.
348 */ 248 */
349
350void 249void
351check_stat_bounds (living * stats) 250check_stat_bounds (living *stats)
352{ 251{
353 int i, v;
354
355 for (i = 0; i < NUM_STATS; i++) 252 for (int i = 0; i < NUM_STATS; i++)
356 if ((v = get_attr_value (stats, i)) > MAX_STAT) 253 {
357 set_attr_value (stats, i, MAX_STAT); 254 sint8 &v = stats->stat (i);
358 else if (v < MIN_STAT) 255 v = clamp (v, MIN_STAT, MAX_STAT);
359 set_attr_value (stats, i, MIN_STAT); 256 }
360} 257}
361 258
362#define ORIG_S(xyz,abc) (op->contr->orig_stats.abc) 259#define ORIG_S(xyz,abc) (op->contr->orig_stats.abc)
363 260
364/* 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,
373/* 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
374 * the object. 271 * the object.
375 * 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
376 * can be applied or not. 273 * can be applied or not.
377 * 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
378 * displayed - fix_player should really always be called after this when 275 * displayed - update_stats should really always be called after this when
379 * 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
380 * 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
381 * 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
382 * that gives them that ability. 279 * that gives them that ability.
383 */ 280 */
384int 281int
385change_abil (object *op, object *tmp) 282change_abil (object *op, object *tmp)
386{ 283{
387 int flag = QUERY_FLAG (tmp, FLAG_APPLIED) ? 1 : -1, i, j, success = 0; 284 int flag = QUERY_FLAG (tmp, FLAG_APPLIED) ? 1 : -1, success = 0;
388 char message[MAX_BUF]; 285 char message[MAX_BUF];
389 int potion_max = 0; 286 int potion_max = 0;
390 287
391 /* remember what object was like before it was changed. note that 288 /* remember what object was like before it was changed. note that
392 * refop is a local copy of op only to be used for detecting changes 289 * refop is a local copy of op only to be used for detecting changes
393 * found by fix_player. refop is not a real object 290 * found by update_stats. refop is not a real object
394 */ 291 */
395 object_pod refop = *op; 292 object_copy refop = *op;
396 293
397 if (op->type == PLAYER) 294 if (op->type == PLAYER)
398 { 295 {
399 if (tmp->type == POTION) 296 if (tmp->type == POTION)
400 { 297 {
401 potion_max = 1; 298 potion_max = 1;
402 for (j = 0; j < NUM_STATS; j++) 299 for (int j = 0; j < NUM_STATS; j++)
403 { 300 {
404 int nstat, ostat; 301 int ostat = op->contr->orig_stats.stat (j);
405 302 int i = tmp->stats.stat (j);
406 ostat = get_attr_value (&(op->contr->orig_stats), j);
407 i = get_attr_value (&(tmp->stats), j);
408 303
409 /* nstat is what the stat will be after use of the potion */ 304 /* nstat is what the stat will be after use of the potion */
410 nstat = flag * i + ostat; 305 int nstat = flag * i + ostat;
411 306
412 /* Do some bounds checking. While I don't think any 307 /* Do some bounds checking. While I don't think any
413 * potions do so right now, there is the potential for potions 308 * potions do so right now, there is the potential for potions
414 * that adjust that stat by more than one point, so we need 309 * that adjust that stat by more than one point, so we need
415 * to allow for that. 310 * to allow for that.
416 */ 311 */
417 if (nstat < 1 && i * flag < 0) 312 if (nstat < 1 && i * flag < 0)
418 nstat = 1; 313 nstat = 1;
419 else if (nstat > 20 + get_attr_value (&(op->arch->clone.stats), j)) 314 else if (nstat > 20 + op->arch->stats.stat (j))
420 { 315 nstat = 20 + op->arch->stats.stat (j);
421 nstat = 20 + get_attr_value (&(op->arch->clone.stats), j); 316
422 }
423 if (nstat != ostat) 317 if (nstat != ostat)
424 { 318 {
425 set_attr_value (&(op->contr->orig_stats), j, nstat); 319 op->contr->orig_stats.stat (j) = nstat;
426 potion_max = 0; 320 potion_max = 0;
427 } 321 }
428 else if (i) 322 else if (i)
429 { 323 {
430 /* potion is useless - player has already hit the natural maximum */ 324 /* potion is useless - player has already hit the natural maximum */
431 potion_max = 1; 325 potion_max = 1;
432 } 326 }
433 } 327 }
328
434 /* This section of code ups the characters normal stats also. I am not 329 /* This section of code ups the characters normal stats also. I am not
435 * sure if this is strictly necessary, being that fix_player probably 330 * sure if this is strictly necessary, being that fix_player probably
436 * recalculates this anyway. 331 * recalculates this anyway.
437 */ 332 */
438 for (j = 0; j < NUM_STATS; j++) 333 for (int j = 0; j < NUM_STATS; j++)
439 change_attr_value (&(op->stats), j, flag * get_attr_value (&(tmp->stats), j)); 334 change_attr_value (&op->stats, j, flag * tmp->stats.stat (j));
335
440 check_stat_bounds (&(op->stats)); 336 check_stat_bounds (&op->stats);
441 } /* end of potion handling code */ 337 } /* end of potion handling code */
442 } 338 }
443 339
444 /* reset attributes that fix_player doesn't reset since it doesn't search 340 /* reset attributes that update_stats doesn't reset since it doesn't search
445 * everything to set 341 * everything to set
446 */ 342 */
447 if (flag == -1) 343 if (flag == -1)
448 { 344 {
449 op->attacktype &= ~tmp->attacktype; 345 op->attacktype &= ~tmp->attacktype;
450 op->path_attuned &= ~tmp->path_attuned; 346 op->path_attuned &= ~tmp->path_attuned;
451 op->path_repelled &= ~tmp->path_repelled; 347 op->path_repelled &= ~tmp->path_repelled;
452 op->path_denied &= ~tmp->path_denied; 348 op->path_denied &= ~tmp->path_denied;
453 /* Presuming here that creatures only have move_type, 349 /* Presuming here that creatures only have move_type,
454 * and not the other move_ fields. 350 * and not the other move_ fields.
455 */ 351 */
456 op->move_type &= ~tmp->move_type; 352 op->move_type &= ~tmp->move_type;
457 } 353 }
458 354
459 /* call fix_player since op object could have whatever attribute due 355 /* call fix_player since op object could have whatever attribute due
460 * to multiple items. if fix_player always has to be called after 356 * to multiple items. if update_stats always has to be called after
461 * change_ability then might as well call it from here 357 * change_ability then might as well call it from here
462 */ 358 */
463 fix_player (op); 359 op->update_stats ();
464 360
465 /* Fix player won't add the bows ability to the player, so don't 361 /* update_stats won't add the bows ability to the player, so don't
466 * print out message if this is a bow. 362 * print out message if this is a bow.
467 */ 363 */
468 if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW) 364 if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW)
469 { 365 {
470 success = 1; 366 success = 1;
471 DIFF_MSG (flag, "Your hands begin to glow red.", "Your hands stop glowing red."); 367 DIFF_MSG (flag, "Your hands begin to glow red.", "Your hands stop glowing red.");
472 } 368 }
369
473 if (QUERY_FLAG (op, FLAG_LIFESAVE) != QUERY_FLAG (&refop, FLAG_LIFESAVE)) 370 if (QUERY_FLAG (op, FLAG_LIFESAVE) != QUERY_FLAG (&refop, FLAG_LIFESAVE))
474 { 371 {
475 success = 1; 372 success = 1;
476 DIFF_MSG (flag, "You feel very protected.", "You don't feel protected anymore."); 373 DIFF_MSG (flag, "You feel very protected.", "You don't feel protected anymore.");
477 } 374 }
375
478 if (QUERY_FLAG (op, FLAG_REFL_MISSILE) != QUERY_FLAG (&refop, FLAG_REFL_MISSILE)) 376 if (QUERY_FLAG (op, FLAG_REFL_MISSILE) != QUERY_FLAG (&refop, FLAG_REFL_MISSILE))
479 { 377 {
480 success = 1; 378 success = 1;
481 DIFF_MSG (flag, "A magic force shimmers around you.", "The magic force fades away."); 379 DIFF_MSG (flag, "A magic force shimmers around you.", "The magic force fades away.");
482 } 380 }
381
483 if (QUERY_FLAG (op, FLAG_REFL_SPELL) != QUERY_FLAG (&refop, FLAG_REFL_SPELL)) 382 if (QUERY_FLAG (op, FLAG_REFL_SPELL) != QUERY_FLAG (&refop, FLAG_REFL_SPELL))
484 { 383 {
485 success = 1; 384 success = 1;
486 DIFF_MSG (flag, "You feel more safe now, somehow.", "Suddenly you feel less safe, somehow."); 385 DIFF_MSG (flag, "You feel more safe now, somehow.", "Suddenly you feel less safe, somehow.");
487 } 386 }
387
488 /* movement type has changed. We don't care about cases where 388 /* movement type has changed. We don't care about cases where
489 * user has multiple items giving the same type appled like we 389 * user has multiple items giving the same type appled like we
490 * used to - that is more work than what we gain, plus messages 390 * used to - that is more work than what we gain, plus messages
491 * can be misleading (a little higher could be miscontrued from 391 * can be misleading (a little higher could be miscontrued from
492 * from fly high) 392 * from fly high)
506 if (tmp->move_type & MOVE_FLY_HIGH) 406 if (tmp->move_type & MOVE_FLY_HIGH)
507 { 407 {
508 /* double conditional - second case covers if you have move_fly_low - 408 /* double conditional - second case covers if you have move_fly_low -
509 * in that case, you don't actually land 409 * in that case, you don't actually land
510 */ 410 */
511 DIFF_MSG (flag, "You soar into the air air!.", 411 DIFF_MSG (flag, "You soar into the air!",
512 (op->move_type & MOVE_FLY_LOW ? "You fly lower in the air" : "You float down to the ground.")); 412 (op->move_type & MOVE_FLY_LOW ? "You fly lower in the air" : "You float down to the ground."));
513 } 413 }
414
514 if (tmp->move_type & MOVE_SWIM) 415 if (tmp->move_type & MOVE_SWIM)
515 DIFF_MSG (flag, "You feel ready for a swim", "You no longer feel like swimming"); 416 DIFF_MSG (flag, "You feel ready for a swim", "You no longer feel like swimming");
516 417
517 /* Changing move status may mean you are affected by things you weren't before */ 418 /* Changing move status may mean you are affected by things you weren't before */
518 check_move_on (op, op); 419 check_move_on (op, op);
519 } 420 }
520 421
521 /* becoming UNDEAD... a special treatment for this flag. Only those not 422 /* becoming UNDEAD... a special treatment for this flag. Only those not
522 * originally undead may change their status 423 * originally undead may change their status
523 */ 424 */
524 if (!QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 425 if (!QUERY_FLAG (op->arch, FLAG_UNDEAD))
525 if (QUERY_FLAG (op, FLAG_UNDEAD) != QUERY_FLAG (&refop, FLAG_UNDEAD)) 426 if (QUERY_FLAG (op, FLAG_UNDEAD) != QUERY_FLAG (&refop, FLAG_UNDEAD))
526 { 427 {
527 success = 1; 428 success = 1;
528 if (flag > 0) 429 if (flag > 0)
529 { 430 {
530 op->race = "undead"; 431 op->race = "undead";
531 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce drains away!"); 432 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce drains away!");
532 } 433 }
533 else 434 else
534 { 435 {
535 op->race = op->arch->clone.race; 436 op->race = op->arch->race;
536 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!"); 437 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!");
537 } 438 }
538 } 439 }
539 440
540 if (QUERY_FLAG (op, FLAG_STEALTH) != QUERY_FLAG (&refop, FLAG_STEALTH)) 441 if (QUERY_FLAG (op, FLAG_STEALTH) != QUERY_FLAG (&refop, FLAG_STEALTH))
541 { 442 {
542 success = 1; 443 success = 1;
543 DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily."); 444 DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily.");
544 } 445 }
446
545 if (QUERY_FLAG (op, FLAG_MAKE_INVIS) != QUERY_FLAG (&refop, FLAG_MAKE_INVIS)) 447 if (QUERY_FLAG (op, FLAG_MAKE_INVIS) != QUERY_FLAG (&refop, FLAG_MAKE_INVIS))
546 { 448 {
547 success = 1; 449 success = 1;
548 DIFF_MSG (flag, "You become transparent.", "You can see yourself."); 450 DIFF_MSG (flag, "You become transparent.", "You can see yourself.");
549 } 451 }
452
550 /* blinded you can tell if more blinded since blinded player has minimal 453 /* blinded you can tell if more blinded since blinded player has minimal
551 * vision 454 * vision
552 */ 455 */
553 if (QUERY_FLAG (tmp, FLAG_BLIND)) 456 if (QUERY_FLAG (tmp, FLAG_BLIND))
554 { 457 {
644 success = 1; 547 success = 1;
645 DIFF_MSG (flag * tmp->stats.food, "You feel your digestion slowing down.", "You feel your digestion speeding up."); 548 DIFF_MSG (flag * tmp->stats.food, "You feel your digestion slowing down.", "You feel your digestion speeding up.");
646 } 549 }
647 550
648 /* Messages for changed resistance */ 551 /* Messages for changed resistance */
649 for (i = 0; i < NROFATTACKS; i++) 552 for (int i = 0; i < NROFATTACKS; i++)
650 { 553 {
651 if (i == ATNR_PHYSICAL) 554 if (i == ATNR_PHYSICAL)
652 continue; /* Don't display about armour */ 555 continue; /* Don't display about armour */
653 556
654 if (op->resist[i] != refop.resist[i]) 557 if (op->resist[i] != refop.resist[i])
661 564
662 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message); 565 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message);
663 } 566 }
664 } 567 }
665 568
666 if (tmp->type != EXPERIENCE && !potion_max) 569 if (!potion_max)
667 { 570 {
668 for (j = 0; j < NUM_STATS; j++) 571 for (int j = 0; j < NUM_STATS; j++)
669 { 572 {
670 if ((i = get_attr_value (&(tmp->stats), j)) != 0) 573 if (int i = tmp->stats.stat (j))
671 { 574 {
672 success = 1; 575 success = 1;
673 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]); 576 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]);
674 } 577 }
675 } 578 }
676 } 579 }
580
677 return success; 581 return success;
678} 582}
679 583
680/* 584/*
681 * Stat draining by Vick 930307 585 * Stat draining by Vick 930307
682 * (Feeling evil, I made it work as well now. -Frank 8) 586 * (Feeling evil, I made it work as well now. -Frank 8)
683 */ 587 */
684
685void 588void
686drain_stat (object *op) 589object::drain_stat ()
687{ 590{
688 drain_specific_stat (op, RANDOM () % NUM_STATS); 591 drain_specific_stat (rndm (NUM_STATS));
689} 592}
690 593
691void 594void
692drain_specific_stat (object *op, int deplete_stats) 595object::drain_specific_stat (int deplete_stats)
693{ 596{
694 object *tmp; 597 object *tmp;
695 archetype *at; 598 archetype *at;
696 599
697 at = find_archetype (ARCH_DEPLETION); 600 at = archetype::find (ARCH_DEPLETION);
698 if (!at) 601 if (!at)
699 { 602 {
700 LOG (llevError, "Couldn't find archetype depletion.\n"); 603 LOG (llevError, "Couldn't find archetype depletion.\n");
701 return; 604 return;
702 } 605 }
703 else 606 else
704 { 607 {
705 tmp = present_arch_in_ob (at, op); 608 tmp = present_arch_in_ob (at, this);
609
706 if (!tmp) 610 if (!tmp)
707 { 611 {
708 tmp = arch_to_object (at); 612 tmp = arch_to_object (at);
709 tmp = insert_ob_in_ob (tmp, op); 613 tmp = insert_ob_in_ob (tmp, this);
710 SET_FLAG (tmp, FLAG_APPLIED); 614 SET_FLAG (tmp, FLAG_APPLIED);
711 } 615 }
712 } 616 }
713 617
714 new_draw_info (NDI_UNIQUE, 0, op, drain_msg[deplete_stats]); 618 new_draw_info (NDI_UNIQUE, 0, this, drain_msg[deplete_stats]);
715 change_attr_value (&tmp->stats, deplete_stats, -1); 619 change_attr_value (&tmp->stats, deplete_stats, -1);
716 fix_player (op); 620 update_stats ();
717} 621}
718 622
719/* 623/*
720 * A value of 0 indicates timeout, otherwise change the luck of the object. 624 * A value of 0 indicates timeout, otherwise change the luck of the object.
721 * via an applied bad_luck object. 625 * via an applied bad_luck object.
722 */ 626 */
723
724void 627void
725change_luck (object *op, int value) 628object::change_luck (int value)
726{ 629{
727 object *tmp; 630 archetype *at = archetype::find ("luck");
728 archetype *at;
729 int new_luck;
730
731 at = find_archetype ("luck");
732 if (!at) 631 if (!at)
733 LOG (llevError, "Couldn't find archetype luck.\n"); 632 LOG (llevError, "Couldn't find archetype luck.\n");
734 else 633 else
735 { 634 {
736 tmp = present_arch_in_ob (at, op); 635 object *tmp = present_arch_in_ob (at, this);
636
737 if (!tmp) 637 if (!tmp)
738 { 638 {
739 if (!value) 639 if (!value)
740 return; 640 return;
641
741 tmp = arch_to_object (at); 642 tmp = arch_to_object (at);
742 tmp = insert_ob_in_ob (tmp, op); 643 tmp = insert_ob_in_ob (tmp, this);
743 SET_FLAG (tmp, FLAG_APPLIED); 644 SET_FLAG (tmp, FLAG_APPLIED);
744 } 645 }
646
745 if (value) 647 if (value)
746 { 648 {
747 /* Limit the luck value of the bad luck object to +/-100. This 649 /* Limit the luck value of the bad luck object to +/-100. This
748 * (arbitrary) value prevents overflows (both in the bad luck object and 650 * (arbitrary) value prevents overflows (both in the bad luck object and
749 * in op itself). 651 * in op itself).
750 */ 652 */
751 new_luck = tmp->stats.luck + value; 653 int new_luck = tmp->stats.luck + value;
654
752 if (new_luck >= -100 && new_luck <= 100) 655 if (new_luck >= -100 && new_luck <= 100)
753 { 656 {
754 op->stats.luck += value; 657 stats.luck += value;
755 tmp->stats.luck = new_luck; 658 tmp->stats.luck = new_luck;
756 } 659 }
757 } 660 }
758 else 661 else
759 { 662 {
760 if (!tmp->stats.luck) 663 if (!tmp->stats.luck)
761 {
762 return; 664 return;
763 } 665
764 /* Randomly change the players luck. Basically, we move it 666 /* Randomly change the players luck. Basically, we move it
765 * back neutral (if greater>0, subtract, otherwise add) 667 * back neutral (if greater>0, subtract, otherwise add)
766 */ 668 */
767 if (RANDOM () % (FABS (tmp->stats.luck)) >= RANDOM () % 30) 669 if (rndm (abs (tmp->stats.luck)) >= rndm (30))
768 { 670 {
769 int diff = tmp->stats.luck > 0 ? -1 : 1; 671 int diff = tmp->stats.luck > 0 ? -1 : 1;
770 672
771 op->stats.luck += diff; 673 stats.luck += diff;
772 tmp->stats.luck += diff; 674 tmp->stats.luck += diff;
773 } 675 }
774 } 676 }
775 } 677 }
776} 678}
777 679
778/* 680/*
779 * Subtracts stat-bonuses given by the class which the player has chosen. 681 * Subtracts stat-bonuses given by the class which the player has chosen.
780 */ 682 */
781
782void 683void
783remove_statbonus (object *op) 684object::remove_statbonus ()
784{ 685{
785 op->stats.Str -= op->arch->clone.stats.Str; 686 for (int i = 0; i < NUM_STATS; ++i)
786 op->stats.Dex -= op->arch->clone.stats.Dex; 687 {
787 op->stats.Con -= op->arch->clone.stats.Con; 688 sint8 v = arch->stats.stat (i);
788 op->stats.Wis -= op->arch->clone.stats.Wis; 689 stats.stat (i) -= v;
789 op->stats.Pow -= op->arch->clone.stats.Pow; 690 contr->orig_stats.stat (i) -= v;
790 op->stats.Cha -= op->arch->clone.stats.Cha; 691 }
791 op->stats.Int -= op->arch->clone.stats.Int;
792 op->contr->orig_stats.Str -= op->arch->clone.stats.Str;
793 op->contr->orig_stats.Dex -= op->arch->clone.stats.Dex;
794 op->contr->orig_stats.Con -= op->arch->clone.stats.Con;
795 op->contr->orig_stats.Wis -= op->arch->clone.stats.Wis;
796 op->contr->orig_stats.Pow -= op->arch->clone.stats.Pow;
797 op->contr->orig_stats.Cha -= op->arch->clone.stats.Cha;
798 op->contr->orig_stats.Int -= op->arch->clone.stats.Int;
799} 692}
800 693
801/* 694/*
802 * Adds stat-bonuses given by the class which the player has chosen. 695 * Adds stat-bonuses given by the class which the player has chosen.
803 */ 696 */
804
805void 697void
806add_statbonus (object *op) 698object::add_statbonus ()
807{ 699{
808 op->stats.Str += op->arch->clone.stats.Str; 700 for (int i = 0; i < NUM_STATS; ++i)
809 op->stats.Dex += op->arch->clone.stats.Dex; 701 {
810 op->stats.Con += op->arch->clone.stats.Con; 702 sint8 v = arch->stats.stat (i);
811 op->stats.Wis += op->arch->clone.stats.Wis; 703 stats.stat (i) += v;
812 op->stats.Pow += op->arch->clone.stats.Pow; 704 contr->orig_stats.stat (i) += v;
813 op->stats.Cha += op->arch->clone.stats.Cha; 705 }
814 op->stats.Int += op->arch->clone.stats.Int;
815 op->contr->orig_stats.Str += op->arch->clone.stats.Str;
816 op->contr->orig_stats.Dex += op->arch->clone.stats.Dex;
817 op->contr->orig_stats.Con += op->arch->clone.stats.Con;
818 op->contr->orig_stats.Wis += op->arch->clone.stats.Wis;
819 op->contr->orig_stats.Pow += op->arch->clone.stats.Pow;
820 op->contr->orig_stats.Cha += op->arch->clone.stats.Cha;
821 op->contr->orig_stats.Int += op->arch->clone.stats.Int;
822} 706}
707
708/* These are the items that currently can change digestion, regeneration,
709 * spell point recovery and mana point recovery. Seems sort of an arbitary
710 * list, but other items store other info into stats array.
711 */
712static struct digest_types : std::bitset<NUM_TYPES>
713{
714 digest_types ()
715 {
716 set (WEAPON);
717 set (BOW);
718 set (ARMOUR);
719 set (HELMET);
720 set (SHIELD);
721 set (RING);
722 set (BOOTS);
723 set (GLOVES);
724 set (AMULET);
725 set (GIRDLE);
726 set (BRACERS);
727 set (CLOAK);
728 set (DISEASE);
729 set (FORCE);
730 set (SKILL);
731 }
732} digest_types;
733
734static struct copy_flags : object::flags_t
735{
736 copy_flags ()
737 {
738 set (FLAG_LIFESAVE);
739 set (FLAG_REFL_SPELL);
740 set (FLAG_REFL_MISSILE);
741 set (FLAG_STEALTH);
742 set (FLAG_XRAYS);
743 set (FLAG_BLIND);
744 set (FLAG_SEE_IN_DARK);
745 }
746} copy_flags;
823 747
824/* 748/*
825 * Updates all abilities given by applied objects in the inventory 749 * Updates all abilities given by applied objects in the inventory
826 * of the given object. Note: This function works for both monsters 750 * of the given object. Note: This function works for both monsters
827 * and players; the "player" in the name is purely an archaic inheritance. 751 * and players; the "player" in the name is purely an archaic inheritance.
828 * This functions starts from base values (archetype or player object) 752 * This functions starts from base values (archetype or player object)
829 * and then adjusts them according to what the player has equipped. 753 * and then adjusts them according to what the player has equipped.
830 */ 754 *
831
832/* July 95 - inserted stuff to handle new skills/exp system - b.t. 755 * July 95 - inserted stuff to handle new skills/exp system - b.t.
833 spell system split, grace points now added to system --peterm 756 * spell system split, grace points now added to system --peterm
834 */ 757 */
835
836void 758void
837fix_player (object *op) 759object::update_stats ()
838{ 760{
839 int i, j;
840 float f, max = 9, added_speed = 0, bonus_speed = 0, sp_tmp, speed_reduce_from_disease = 1; 761 float f, max_speed = 9, added_speed = 0, bonus_speed = 0, speed_reduce_from_disease = 1;
841 int weapon_weight = 0, weapon_speed = 0; 762 int weapon_weight = 0, weapon_speed = 0;
842 int best_wc = 0, best_ac = 0, wc = 0, ac = 0; 763 int best_wc = 0, best_ac = 0, wc = 0, ac = 0;
843 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; 764 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS];
844 object *grace_obj = NULL, *mana_obj = NULL, *wc_obj = NULL, *tmp; 765 object *grace_obj = NULL, *mana_obj = NULL, *tmp;
766 float old_speed = speed;
767 int stat_sum [NUM_STATS];
845 768
846 /* First task is to clear all the values back to their original values */ 769 /* First task is to clear all the values back to their original values */
847 if (op->type == PLAYER) 770 if (type == PLAYER)
848 { 771 {
849 for (i = 0; i < NUM_STATS; i++) 772 for (int i = 0; i < NUM_STATS; i++)
850 { 773 stat_sum [i] = contr->orig_stats.stat (i);
851 set_attr_value (&(op->stats), i, get_attr_value (&(op->contr->orig_stats), i)); 774
852 }
853 if (settings.spell_encumbrance == TRUE) 775 if (settings.spell_encumbrance == TRUE)
854 op->contr->encumbrance = 0; 776 contr->encumbrance = 0;
855 777
856 op->attacktype = 0; 778 attacktype = 0;
779
857 op->contr->digestion = 0; 780 contr->digestion = 0;
858 op->contr->gen_hp = 0; 781 contr->gen_hp = 0;
859 op->contr->gen_sp = 0; 782 contr->gen_sp = 0;
860 op->contr->gen_grace = 0; 783 contr->gen_grace = 0;
861 op->contr->gen_sp_armour = 10; 784 contr->gen_sp_armour = 10;
862 op->contr->item_power = 0; 785 contr->item_power = 0;
863
864 /* Don't clobber all the range_ values. range_golem otherwise
865 * gets reset for no good reason, and we don't want to reset
866 * range_magic (what spell is readied). These three below
867 * well get filled in based on what the player has equipped.
868 */
869 op->contr->ranges[range_bow] = NULL;
870 op->contr->ranges[range_misc] = NULL;
871 op->contr->ranges[range_skill] = NULL;
872 } 786 }
873 memcpy (op->body_used, op->body_info, sizeof (op->body_info));
874 787
788 for (int i = NUM_BODY_LOCATIONS; i--; )
789 slot[i].used = slot[i].info;
790
875 op->slaying = 0; 791 slaying = 0;
876 792
877 if (!QUERY_FLAG (op, FLAG_WIZ)) 793 if (!QUERY_FLAG (this, FLAG_WIZ))
878 { 794 {
879 CLEAR_FLAG (op, FLAG_XRAYS); 795 CLEAR_FLAG (this, FLAG_XRAYS);
880 CLEAR_FLAG (op, FLAG_MAKE_INVIS); 796 CLEAR_FLAG (this, FLAG_MAKE_INVIS);
881 } 797 }
882 798
883 CLEAR_FLAG (op, FLAG_LIFESAVE); 799 CLEAR_FLAG (this, FLAG_LIFESAVE);
884 CLEAR_FLAG (op, FLAG_STEALTH); 800 CLEAR_FLAG (this, FLAG_STEALTH);
885 CLEAR_FLAG (op, FLAG_BLIND); 801 CLEAR_FLAG (this, FLAG_BLIND);
886 if (!QUERY_FLAG (&op->arch->clone, FLAG_REFL_SPELL))
887 CLEAR_FLAG (op, FLAG_REFL_SPELL);
888 if (!QUERY_FLAG (&op->arch->clone, FLAG_REFL_MISSILE))
889 CLEAR_FLAG (op, FLAG_REFL_MISSILE);
890 if (!QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
891 CLEAR_FLAG (op, FLAG_UNDEAD);
892 if (!QUERY_FLAG (&op->arch->clone, FLAG_SEE_IN_DARK))
893 CLEAR_FLAG (op, FLAG_SEE_IN_DARK);
894 802
895 op->path_attuned = op->arch->clone.path_attuned; 803 if (!QUERY_FLAG (arch, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL);
896 op->path_repelled = op->arch->clone.path_repelled; 804 if (!QUERY_FLAG (arch, FLAG_REFL_MISSILE)) CLEAR_FLAG (this, FLAG_REFL_MISSILE);
897 op->path_denied = op->arch->clone.path_denied; 805 if (!QUERY_FLAG (arch, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD);
898 op->glow_radius = op->arch->clone.glow_radius; 806 if (!QUERY_FLAG (arch, FLAG_SEE_IN_DARK )) CLEAR_FLAG (this, FLAG_SEE_IN_DARK);
899 op->move_type = op->arch->clone.move_type; 807
808 path_attuned = arch->path_attuned;
809 path_repelled = arch->path_repelled;
810 path_denied = arch->path_denied;
811 glow_radius = arch->glow_radius;
812 move_type = arch->move_type;
813
900 op->chosen_skill = NULL; 814 chosen_skill = 0;
901 815
902 /* initializing resistances from the values in player/monster's 816 /* initializing resistances from the values in player/monster's
903 * archetype clone 817 * archetype clone
904 */ 818 */
905 memcpy (&op->resist, &op->arch->clone.resist, sizeof (op->resist)); 819 memcpy (&resist, &arch->resist, sizeof (resist));
906 820
907 for (i = 0; i < NROFATTACKS; i++) 821 for (int i = 0; i < NROFATTACKS; i++)
908 { 822 {
909 if (op->resist[i] > 0) 823 if (resist[i] > 0)
910 prot[i] = op->resist[i], vuln[i] = 0; 824 prot[i] = resist[i], vuln[i] = 0;
911 else 825 else
912 vuln[i] = -(op->resist[i]), prot[i] = 0; 826 vuln[i] = -(resist[i]), prot[i] = 0;
827
913 potion_resist[i] = 0; 828 potion_resist[i] = 0;
914 } 829 }
915 830
916 wc = op->arch->clone.stats.wc; 831 wc = arch->stats.wc;
917 op->stats.dam = op->arch->clone.stats.dam; 832 stats.dam = arch->stats.dam;
918 833
919 /* for players which cannot use armour, they gain AC -1 per 3 levels, 834 /* for players which cannot use armour, they gain AC -1 per 3 levels,
920 * plus a small amount of physical resist, those poor suckers. ;) 835 * plus a small amount of physical resist, those poor suckers. ;)
921 * the fact that maxlevel is factored in could be considered sort of bogus - 836 * the fact that maxlevel is factored in could be considered sort of bogus -
922 * we should probably give them some bonus and cap it off - otherwise, 837 * we should probably give them some bonus and cap it off - otherwise,
923 * basically, if a server updates its max level, these playes may find 838 * basically, if a server updates its max level, these playes may find
924 * that their protection from physical goes down 839 * that their protection from physical goes down
925 */ 840 */
926 if (!QUERY_FLAG (op, FLAG_USE_ARMOUR) && op->type == PLAYER) 841 if (!QUERY_FLAG (this, FLAG_USE_ARMOUR) && type == PLAYER)
927 { 842 {
928 ac = MAX (-10, op->arch->clone.stats.ac - op->level / 3); 843 ac = max (-10, arch->stats.ac - level / 3);
929 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * op->level / settings.max_level)) / 100; 844 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100;
930 } 845 }
931 else 846 else
932 ac = op->arch->clone.stats.ac; 847 ac = arch->stats.ac;
933 848
934 op->stats.luck = op->arch->clone.stats.luck; 849 stats.luck = arch->stats.luck;
935 op->speed = op->arch->clone.speed; 850 speed = arch->speed;
936 851
937 /* OK - we've reset most all the objects attributes to sane values. 852 /* OK - we've reset most all the objects attributes to sane values.
938 * now go through and make adjustments for what the player has equipped. 853 * now go through and make adjustments for what the player has equipped.
939 */ 854 */
940
941 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 855 for (tmp = inv; tmp; tmp = tmp->below)
942 { 856 {
857 /* This happens because apply_potion calls change_abil with the potion
858 * applied so we can tell the player what changed. But change_abil
859 * then calls this function.
860 */
861 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION)
862 continue;
863
943 /* See note in map.c:update_position about making this additive 864 /* See note in map.c:update_position about making this additive
944 * since light sources are never applied, need to put check here. 865 * since light sources are never applied, need to put check here.
945 */ 866 */
946 if (tmp->glow_radius > op->glow_radius) 867 if (tmp->glow_radius > glow_radius)
947 op->glow_radius = tmp->glow_radius; 868 glow_radius = tmp->glow_radius;
948
949 /* This happens because apply_potion calls change_abil with the potion
950 * applied so we can tell the player what chagned. But change_abil
951 * then calls this function.
952 */
953 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION)
954 {
955 continue;
956 }
957 869
958 /* For some things, we don't care what is equipped */ 870 /* For some things, we don't care what is equipped */
959 if (tmp->type == SKILL) 871 if (tmp->type == SKILL)
960 { 872 {
961 /* Want to take the highest skill here. */ 873 /* Want to take the highest skill here. */
964 if (!mana_obj) 876 if (!mana_obj)
965 mana_obj = tmp; 877 mana_obj = tmp;
966 else if (tmp->level > mana_obj->level) 878 else if (tmp->level > mana_obj->level)
967 mana_obj = tmp; 879 mana_obj = tmp;
968 } 880 }
881
969 if (IS_GRACE_SKILL (tmp->subtype)) 882 if (IS_GRACE_SKILL (tmp->subtype))
970 { 883 {
971 if (!grace_obj) 884 if (!grace_obj)
972 grace_obj = tmp; 885 grace_obj = tmp;
973 else if (tmp->level > grace_obj->level) 886 else if (tmp->level > grace_obj->level)
982 * in the praying skill, and the player should always get those. 895 * in the praying skill, and the player should always get those.
983 * It also means we need to put in additional checks for applied below, 896 * It also means we need to put in additional checks for applied below,
984 * because the skill shouldn't count against body positions being used 897 * because the skill shouldn't count against body positions being used
985 * up, etc. 898 * up, etc.
986 */ 899 */
987 if ((QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type != CONTAINER && tmp->type != CLOSE_CON) || 900 if ((tmp->flag [FLAG_APPLIED]
901 && tmp->type != CONTAINER
902 && tmp->type != CLOSE_CON)
903 || (tmp->type == SKILL
988 (tmp->type == SKILL && tmp->subtype == SK_PRAYING)) 904 && tmp->subtype == SK_PRAYING))
989 { 905 {
990 if (op->type == PLAYER) 906 if (type == PLAYER)
991 { 907 {
992 if (tmp->type == BOW) 908 contr->item_power += tmp->item_power;
993 op->contr->ranges[range_bow] = tmp;
994 909
995 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 910 if (tmp == contr->combat_ob || tmp == contr->ranged_ob)
996 op->contr->ranges[range_misc] = tmp; 911 if (tmp != current_weapon
912 && (tmp->type != SKILL || tmp->subtype != SK_PRAYING)
913 && !tmp->flag [FLAG_CURSED]
914 && !tmp->flag [FLAG_DAMNED])
915 continue;
997 916
998 for (i = 0; i < NUM_STATS; i++) 917 for (int i = 0; i < NUM_STATS; i++)
999 change_attr_value (&(op->stats), i, get_attr_value (&(tmp->stats), i)); 918 stat_sum [i] = stat_sum [i] + tmp->stats.stat (i);
1000 919
1001 /* these are the items that currently can change digestion, regeneration, 920 if (digest_types [tmp->type])
1002 * spell point recovery and mana point recovery. Seems sort of an arbitary
1003 * list, but other items store other info into stats array.
1004 */
1005 if ((tmp->type == EXPERIENCE) || (tmp->type == WEAPON) ||
1006 (tmp->type == ARMOUR) || (tmp->type == HELMET) ||
1007 (tmp->type == SHIELD) || (tmp->type == RING) ||
1008 (tmp->type == BOOTS) || (tmp->type == GLOVES) ||
1009 (tmp->type == AMULET) || (tmp->type == GIRDLE) ||
1010 (tmp->type == BRACERS) || (tmp->type == CLOAK) || (tmp->type == DISEASE) || (tmp->type == FORCE) || (tmp->type == SKILL))
1011 { 921 {
1012 op->contr->digestion += tmp->stats.food; 922 contr->digestion += tmp->stats.food;
1013 op->contr->gen_hp += tmp->stats.hp; 923 contr->gen_hp += tmp->stats.hp;
1014 op->contr->gen_sp += tmp->stats.sp; 924 contr->gen_sp += tmp->stats.sp;
1015 op->contr->gen_grace += tmp->stats.grace; 925 contr->gen_grace += tmp->stats.grace;
1016 op->contr->gen_sp_armour += tmp->gen_sp_armour; 926 contr->gen_sp_armour += tmp->gen_sp_armour;
1017 op->contr->item_power += tmp->item_power;
1018 } 927 }
1019 } /* if this is a player */ 928 } /* if this is a player */
929 else
930 {
931 if (tmp->type == WEAPON)
932 current_weapon = tmp;
933 }
1020 934
1021 /* Update slots used for items */ 935 /* Update slots used for items */
1022 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 936 if (QUERY_FLAG (tmp, FLAG_APPLIED))
1023 {
1024 for (i = 0; i < NUM_BODY_LOCATIONS; i++) 937 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
1025 op->body_used[i] += tmp->body_info[i]; 938 slot[i].used += tmp->slot[i].info;
1026 }
1027 939
1028 if (tmp->type == SYMPTOM) 940 if (tmp->type == SYMPTOM)
1029 {
1030 speed_reduce_from_disease = tmp->last_sp / 100.0;
1031 if (speed_reduce_from_disease == 0)
1032 speed_reduce_from_disease = 1; 941 speed_reduce_from_disease =
1033 } 942 min (speed_reduce_from_disease, tmp->last_sp ? tmp->last_sp / 100.f : 1.f);
1034 943
1035 /* Pos. and neg. protections are counted seperate (-> pro/vuln). 944 /* Pos. and neg. protections are counted seperate (-> pro/vuln).
1036 * (Negative protections are calculated extactly like positive.) 945 * (Negative protections are calculated exactly like positive.)
1037 * Resistance from potions are treated special as well. If there's 946 * Resistance from potions are treated special as well. If there's
1038 * more than one potion-effect, the bigger prot.-value is taken. 947 * more than one potion-effect, the bigger prot.-value is taken.
1039 */ 948 */
1040 if (tmp->type != POTION) 949 if (tmp->type != POTION)
1041 { 950 {
1042 for (i = 0; i < NROFATTACKS; i++) 951 for (int i = 0; i < NROFATTACKS; i++)
1043 { 952 {
1044 /* Potential for cursed potions, in which case we just can use 953 /* Potential for cursed potions, in which case we just can use
1045 * a straight MAX, as potion_resist is initialized to zero. 954 * a straight MAX, as potion_resist is initialised to zero.
1046 */ 955 */
1047 if (tmp->type == POTION_EFFECT) 956 if (tmp->type == POTION_EFFECT)
1048 { 957 {
1049 if (potion_resist[i]) 958 if (potion_resist[i])
1050 potion_resist[i] = MAX (potion_resist[i], tmp->resist[i]); 959 potion_resist[i] = max (potion_resist[i], tmp->resist[i]);
1051 else 960 else
1052 potion_resist[i] = tmp->resist[i]; 961 potion_resist[i] = tmp->resist[i];
1053 } 962 }
1054 else if (tmp->resist[i] > 0) 963 else if (tmp->resist[i] > 0)
1055 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100; 964 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100;
1056 else if (tmp->resist[i] < 0) 965 else if (tmp->resist[i] < 0)
1057 vuln[i] += ((100 - vuln[i]) * (-tmp->resist[i])) / 100; 966 vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100;
1058 } 967 }
1059 } 968 }
1060 969
1061 /* There may be other things that should not adjust the attacktype */ 970 /* There may be other things that should not adjust the attacktype */
1062 if (tmp->type != BOW && tmp->type != SYMPTOM) 971 if (tmp->type != SYMPTOM)
972 {
1063 op->attacktype |= tmp->attacktype; 973 attacktype |= tmp->attacktype;
1064
1065 op->path_attuned |= tmp->path_attuned; 974 path_attuned |= tmp->path_attuned;
1066 op->path_repelled |= tmp->path_repelled; 975 path_repelled |= tmp->path_repelled;
1067 op->path_denied |= tmp->path_denied; 976 path_denied |= tmp->path_denied;
977 move_type |= tmp->move_type;
1068 op->stats.luck += tmp->stats.luck; 978 stats.luck += tmp->stats.luck;
1069 op->move_type |= tmp->move_type; 979 }
1070 980
1071 if (QUERY_FLAG (tmp, FLAG_LIFESAVE)) 981 flag |= tmp->flag & copy_flags;
1072 SET_FLAG (op, FLAG_LIFESAVE);
1073 if (QUERY_FLAG (tmp, FLAG_REFL_SPELL))
1074 SET_FLAG (op, FLAG_REFL_SPELL);
1075 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE))
1076 SET_FLAG (op, FLAG_REFL_MISSILE);
1077 if (QUERY_FLAG (tmp, FLAG_STEALTH))
1078 SET_FLAG (op, FLAG_STEALTH);
1079 if (QUERY_FLAG (tmp, FLAG_XRAYS))
1080 SET_FLAG (op, FLAG_XRAYS);
1081 if (QUERY_FLAG (tmp, FLAG_BLIND))
1082 SET_FLAG (op, FLAG_BLIND);
1083 if (QUERY_FLAG (tmp, FLAG_SEE_IN_DARK))
1084 SET_FLAG (op, FLAG_SEE_IN_DARK);
1085 982
1086 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 983 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (arch, FLAG_UNDEAD))
1087 SET_FLAG (op, FLAG_UNDEAD); 984 SET_FLAG (this, FLAG_UNDEAD);
1088 985
1089 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS)) 986 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS))
1090 { 987 {
1091 SET_FLAG (op, FLAG_MAKE_INVIS); 988 SET_FLAG (this, FLAG_MAKE_INVIS);
1092 op->invisible = 1; 989 invisible = 1;
1093 } 990 }
1094 991
1095 if (tmp->stats.exp && tmp->type != SKILL) 992 if (tmp->stats.exp && tmp->type != SKILL)
1096 { 993 {
1097 if (tmp->stats.exp > 0) 994 if (tmp->stats.exp > 0)
1098 { 995 {
1099 added_speed += (float) tmp->stats.exp / 3.0; 996 added_speed += tmp->stats.exp / 3.f;
1100 bonus_speed += 1.0 + (float) tmp->stats.exp / 3.0; 997 bonus_speed += tmp->stats.exp / 3.f + 1.f;
1101 } 998 }
1102 else 999 else
1103 added_speed += (float) tmp->stats.exp; 1000 added_speed += tmp->stats.exp;
1104 } 1001 }
1105 1002
1106 switch (tmp->type) 1003 switch (tmp->type)
1107 { 1004 {
1005#if 0
1006 case WAND:
1007 case ROD:
1008 case HORN:
1009 if (type != PLAYER || current_weapon == tmp)
1010 chosen_skill = tmp;
1011 break;
1012#endif
1013
1108 /* skills modifying the character -b.t. */ 1014 /* skills modifying the character -b.t. */
1109 /* for all skills and skill granting objects */ 1015 /* for all skills and skill granting objects */
1110 case SKILL: 1016 case SKILL:
1111 if (!QUERY_FLAG (tmp, FLAG_APPLIED)) 1017 {
1018 if (!QUERY_FLAG (tmp, FLAG_APPLIED) || skill_flags [tmp->subtype] & SF_APPLY)
1112 break; 1019 break;
1113 1020
1114 if (IS_COMBAT_SKILL (tmp->subtype))
1115 wc_obj = tmp;
1116
1117 if (op->chosen_skill) 1021 if (chosen_skill)
1118 { 1022 {
1119 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &op->name); 1023 LOG (llevDebug, "fix_player, op %s has multiple skills applied (%s and %s)\n",
1024 &name, &chosen_skill->name, &tmp->name);
1025
1026 tmp->flag [FLAG_APPLIED] = false;
1027 update_stats ();
1028 return;
1120 } 1029 }
1030 else
1121 op->chosen_skill = tmp; 1031 chosen_skill = tmp;
1032
1122 if (tmp->stats.dam > 0) 1033 if (tmp->stats.dam > 0)
1123 { /* skill is a 'weapon' */ 1034 { /* skill is a 'weapon' */
1124 if (!QUERY_FLAG (op, FLAG_READY_WEAPON)) 1035 if (!QUERY_FLAG (this, FLAG_READY_WEAPON))
1125 weapon_speed = (int) WEAPON_SPEED (tmp); 1036 weapon_speed = WEAPON_SPEED (tmp);
1037
1126 if (weapon_speed < 0) 1038 if (weapon_speed < 0)
1127 weapon_speed = 0; 1039 weapon_speed = 0;
1040
1128 weapon_weight = tmp->weight; 1041 weapon_weight = tmp->weight;
1129 op->stats.dam += tmp->stats.dam * (1 + (op->chosen_skill->level / 9)); 1042 stats.dam += 1 + chosen_skill->level * tmp->stats.dam / 9;
1043
1130 if (tmp->magic) 1044 if (tmp->magic)
1131 op->stats.dam += tmp->magic; 1045 stats.dam += tmp->magic;
1132 } 1046 }
1047
1133 if (tmp->stats.wc) 1048 if (tmp->stats.wc)
1134 wc -= (tmp->stats.wc + tmp->magic); 1049 wc -= tmp->stats.wc + tmp->magic;
1135 1050
1136 if (tmp->slaying != NULL) 1051 if (tmp->slaying)
1137 op->slaying = tmp->slaying; 1052 slaying = tmp->slaying;
1138 1053
1139 if (tmp->stats.ac) 1054 if (tmp->stats.ac)
1140 ac -= (tmp->stats.ac + tmp->magic); 1055 ac -= tmp->stats.ac + tmp->magic;
1056
1141 if (settings.spell_encumbrance == TRUE && op->type == PLAYER) 1057 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1142 op->contr->encumbrance += (int) 3 *tmp->weight / 1000; 1058 contr->encumbrance += (int) 3 *tmp->weight / 1000;
1059 }
1143 1060
1144 if (op->type == PLAYER)
1145 op->contr->ranges[range_skill] = op;
1146 break; 1061 break;
1147 1062
1148 case SKILL_TOOL:
1149 if (op->chosen_skill)
1150 {
1151 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &op->name);
1152 }
1153 op->chosen_skill = tmp;
1154 if (op->type == PLAYER)
1155 op->contr->ranges[range_skill] = op;
1156 break;
1157
1158 case SHIELD: 1063 case SHIELD:
1159 if (settings.spell_encumbrance == TRUE && op->type == PLAYER) 1064 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1160 op->contr->encumbrance += (int) tmp->weight / 2000; 1065 contr->encumbrance += (int) tmp->weight / 2000;
1161 case RING: 1066 case RING:
1162 case AMULET: 1067 case AMULET:
1163 case GIRDLE: 1068 case GIRDLE:
1164 case HELMET: 1069 case HELMET:
1165 case BOOTS: 1070 case BOOTS:
1166 case GLOVES: 1071 case GLOVES:
1167 case CLOAK: 1072 case CLOAK:
1168 if (tmp->stats.wc) 1073 if (tmp->stats.wc)
1074 wc -= tmp->stats.wc + tmp->magic;
1075
1076 if (tmp->stats.dam)
1077 stats.dam += tmp->stats.dam + tmp->magic;
1078
1079 if (tmp->stats.ac)
1080 ac -= tmp->stats.ac + tmp->magic;
1081
1082 break;
1083
1084 case BOW:
1085 case WEAPON:
1086 if (type != PLAYER || current_weapon == tmp)
1087 {
1169 wc -= (tmp->stats.wc + tmp->magic); 1088 wc -= tmp->stats.wc + tmp->magic;
1170 if (tmp->stats.dam) 1089
1090 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0)
1091 ac -= tmp->stats.ac + tmp->magic;
1092
1171 op->stats.dam += (tmp->stats.dam + tmp->magic); 1093 stats.dam += tmp->stats.dam + tmp->magic;
1094 weapon_weight = tmp->weight;
1095 weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2;
1096
1097 if (weapon_speed < 0)
1098 weapon_speed = 0;
1099
1100 slaying = tmp->slaying;
1101
1102 /* If there is desire that two handed weapons should do
1103 * extra strength damage, this is where the code should
1104 * go.
1105 */
1106
1107 if (type == PLAYER)
1108 if (settings.spell_encumbrance)
1109 contr->encumbrance += tmp->weight * 3 / 1000;
1110 }
1111
1112 break;
1113
1114 case ARMOUR: /* Only the best of these three are used: */
1115 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1116 contr->encumbrance += tmp->weight / 1000;
1117
1118 case BRACERS:
1119 case FORCE:
1120 if (tmp->stats.wc)
1121 {
1122 if (best_wc < tmp->stats.wc + tmp->magic)
1123 {
1124 wc += best_wc;
1125 best_wc = tmp->stats.wc + tmp->magic;
1126 }
1127 else
1128 wc += tmp->stats.wc + tmp->magic;
1129 }
1130
1172 if (tmp->stats.ac) 1131 if (tmp->stats.ac)
1132 {
1133 if (best_ac < tmp->stats.ac + tmp->magic)
1134 {
1135 ac += best_ac; /* Remove last bonus */
1136 best_ac = tmp->stats.ac + tmp->magic;
1137 }
1138 else /* To nullify the below effect */
1173 ac -= (tmp->stats.ac + tmp->magic); 1139 ac += tmp->stats.ac + tmp->magic;
1174 break; 1140 }
1175 1141
1176 case WEAPON: 1142 if (tmp->stats.wc)
1177 wc -= (tmp->stats.wc + tmp->magic); 1143 wc -= (tmp->stats.wc + tmp->magic);
1178 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0)
1179 ac -= tmp->stats.ac + tmp->magic;
1180 op->stats.dam += (tmp->stats.dam + tmp->magic);
1181 weapon_weight = tmp->weight;
1182 weapon_speed = ((int) WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2;
1183 if (weapon_speed < 0)
1184 weapon_speed = 0;
1185 op->slaying = tmp->slaying;
1186 /* If there is desire that two handed weapons should do
1187 * extra strength damage, this is where the code should
1188 * go.
1189 */
1190 op->current_weapon = tmp;
1191 if (settings.spell_encumbrance == TRUE && op->type == PLAYER)
1192 op->contr->encumbrance += (int) 3 *tmp->weight / 1000;
1193 1144
1194 break;
1195
1196 case ARMOUR: /* Only the best of these three are used: */
1197 if (settings.spell_encumbrance == TRUE && op->type == PLAYER)
1198 op->contr->encumbrance += (int) tmp->weight / 1000;
1199
1200 case BRACERS:
1201 case FORCE:
1202 if (tmp->stats.wc)
1203 {
1204 if (best_wc < tmp->stats.wc + tmp->magic)
1205 {
1206 wc += best_wc;
1207 best_wc = tmp->stats.wc + tmp->magic;
1208 }
1209 else
1210 wc += tmp->stats.wc + tmp->magic;
1211 }
1212 if (tmp->stats.ac) 1145 if (tmp->stats.ac)
1213 {
1214 if (best_ac < tmp->stats.ac + tmp->magic)
1215 {
1216 ac += best_ac; /* Remove last bonus */
1217 best_ac = tmp->stats.ac + tmp->magic;
1218 }
1219 else /* To nullify the below effect */
1220 ac += tmp->stats.ac + tmp->magic;
1221 }
1222 if (tmp->stats.wc)
1223 wc -= (tmp->stats.wc + tmp->magic);
1224 if (tmp->stats.ac)
1225 ac -= (tmp->stats.ac + tmp->magic); 1146 ac -= (tmp->stats.ac + tmp->magic);
1226 if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.0 < max) 1147
1148 if (ARMOUR_SPEED (tmp))
1227 max = ARMOUR_SPEED (tmp) / 10.0; 1149 max_speed = min (max_speed, ARMOUR_SPEED (tmp) / 10.f);
1150
1228 break; 1151 break;
1229 } /* switch tmp->type */ 1152 } /* switch tmp->type */
1230 } /* item is equipped */ 1153 } /* item is equipped */
1231 } /* for loop of items */ 1154 } /* for loop of items */
1232 1155
1233 /* We've gone through all the objects the player has equipped. For many things, we 1156 /* We've gone through all the objects the player has equipped. For many things, we
1238 * If there is an uncursed potion in effect, granting more protection 1161 * If there is an uncursed potion in effect, granting more protection
1239 * than that, we take: 'total resistance = resistance from potion'. 1162 * than that, we take: 'total resistance = resistance from potion'.
1240 * If there is a cursed (and no uncursed) potion in effect, we take 1163 * If there is a cursed (and no uncursed) potion in effect, we take
1241 * 'total resistance = vulnerability from cursed potion'. 1164 * 'total resistance = vulnerability from cursed potion'.
1242 */ 1165 */
1243 for (i = 0; i < NROFATTACKS; i++) 1166 for (int i = 0; i < NROFATTACKS; i++)
1244 { 1167 {
1245 op->resist[i] = prot[i] - vuln[i]; 1168 resist[i] = prot[i] - vuln[i];
1169
1246 if (potion_resist[i] && ((potion_resist[i] > op->resist[i]) || (potion_resist[i] < 0))) 1170 if (potion_resist[i] && ((potion_resist[i] > resist[i]) || (potion_resist[i] < 0)))
1247 op->resist[i] = potion_resist[i]; 1171 resist[i] = potion_resist[i];
1172 }
1173
1174 if (type == PLAYER)
1248 } 1175 {
1176 // clamp various player stats
1177 for (int i = 0; i < NUM_STATS; ++i)
1178 stats.stat (i) = clamp (stat_sum [i], MIN_STAT, MAX_STAT);
1249 1179
1180 contr->digestion = clamp (contr->digestion, MIN_DIGESTION, MAX_DIGESTION);
1181
1250 /* Figure out the players sp/mana/hp totals. */ 1182 /* Figure out the players sp/mana/hp totals. */
1251 if (op->type == PLAYER)
1252 {
1253 int pl_level; 1183 int pl_level;
1254 1184
1255 check_stat_bounds (&(op->stats)); 1185 check_stat_bounds (&(stats));
1256 pl_level = op->level; 1186 pl_level = level;
1257 1187
1258 if (pl_level < 1) 1188 if (pl_level < 1)
1259 pl_level = 1; /* safety, we should always get 1 levels worth of hp! */ 1189 pl_level = 1; /* safety, we should always get 1 levels worth of hp! */
1260 1190
1261 /* You basically get half a con bonus/level. But we do take into account rounding, 1191 /* You basically get half a con bonus/level. But we do take into account rounding,
1262 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels. 1192 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels.
1263 */ 1193 */
1264 for (i = 1, op->stats.maxhp = 0; i <= pl_level && i <= 10; i++) 1194 stats.maxhp = 0;
1195 for (int i = 1; i <= min (10, pl_level); i++)
1265 { 1196 {
1266 j = op->contr->levhp[i] + con_bonus[op->stats.Con] / 2; 1197 int j = contr->levhp[i] + con_bonus[stats.Con] / 2;
1198
1267 if (i % 2 && con_bonus[op->stats.Con] % 2) 1199 if (i % 2 && con_bonus[stats.Con] % 2)
1268 {
1269 if (con_bonus[op->stats.Con] > 0) 1200 if (con_bonus[stats.Con] > 0)
1270 j++; 1201 j++;
1271 else 1202 else
1272 j--; 1203 j--;
1273 } 1204
1274 op->stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */ 1205 stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */
1275 } 1206 }
1276 1207
1277 for (i = 11; i <= op->level; i++) 1208 stats.maxhp += 2 * max (0, level - 10);
1278 op->stats.maxhp += 2;
1279 1209
1280 if (op->stats.hp > op->stats.maxhp) 1210 if (stats.hp > stats.maxhp)
1281 op->stats.hp = op->stats.maxhp; 1211 stats.hp = stats.maxhp;
1282 1212
1283 /* Sp gain is controlled by the level of the player's 1213 /* Sp gain is controlled by the level of the player's
1284 * relevant experience object (mana_obj, see above) 1214 * relevant experience object (mana_obj, see above)
1285 */ 1215 */
1286 /* following happen when skills system is not used */ 1216 /* following happen when skills system is not used */
1287 if (!mana_obj) 1217 if (!mana_obj)
1288 mana_obj = op; 1218 mana_obj = this;
1219
1289 if (!grace_obj) 1220 if (!grace_obj)
1290 grace_obj = op; 1221 grace_obj = this;
1222
1291 /* set maxsp */ 1223 /* set maxsp */
1292 if (!mana_obj || !mana_obj->level || op->type != PLAYER) 1224 if (!mana_obj || !mana_obj->level || type != PLAYER)
1293 mana_obj = op; 1225 mana_obj = this;
1294 1226
1295 if (mana_obj == op && op->type == PLAYER) 1227 if (mana_obj == this && type == PLAYER)
1296 {
1297 op->stats.maxsp = 1; 1228 stats.maxsp = 1;
1298 }
1299 else 1229 else
1300 { 1230 {
1301 sp_tmp = 0.0; 1231 float sp_tmp = 0.f;
1232
1302 for (i = 1; i <= mana_obj->level && i <= 10; i++) 1233 for (int i = 1; i <= min (10, mana_obj->level); i++)
1303 { 1234 {
1304 float stmp; 1235 float stmp;
1305 1236
1306 /* Got some extra bonus at first level */ 1237 /* Got some extra bonus at first level */
1307 if (i < 2) 1238 if (i < 2)
1308 {
1309 stmp = op->contr->levsp[i] + ((2.0 * (float) sp_bonus[op->stats.Pow] + (float) sp_bonus[op->stats.Int]) / 6.0); 1239 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 6.f;
1310 }
1311 else 1240 else
1312 {
1313 stmp = (float) op->contr->levsp[i] + (2.0 * (float) sp_bonus[op->stats.Pow] + (float) sp_bonus[op->stats.Int]) / 12.0; 1241 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 12.f;
1314 } 1242
1315 if (stmp < 1.0)
1316 stmp = 1.0;
1317 sp_tmp += stmp; 1243 sp_tmp += max (1.f, stmp);
1318 } 1244 }
1319 op->stats.maxsp = (int) sp_tmp;
1320 1245
1321 for (i = 11; i <= mana_obj->level; i++) 1246 stats.maxsp = int (sp_tmp) + 2 * max (0, mana_obj->level - 10);
1322 op->stats.maxsp += 2;
1323 } 1247 }
1248
1324 /* Characters can get their sp supercharged via rune of transferrance */ 1249 /* Characters can get their sp supercharged via rune of transferrance */
1325 if (op->stats.sp > op->stats.maxsp * 2) 1250 stats.sp = min (stats.sp, stats.maxsp * 2);
1326 op->stats.sp = op->stats.maxsp * 2;
1327 1251
1328 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */ 1252 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */
1329 if (!grace_obj || !grace_obj->level || op->type != PLAYER) 1253 if (!grace_obj || !grace_obj->level || type != PLAYER)
1330 grace_obj = op; 1254 grace_obj = this;
1331 1255
1332 if (grace_obj == op && op->type == PLAYER) 1256 if (grace_obj == this && type == PLAYER)
1333 {
1334 op->stats.maxgrace = 1; 1257 stats.maxgrace = 1;
1335 }
1336 else 1258 else
1337 { 1259 {
1338 /* store grace in a float - this way, the divisions below don't create 1260 /* store grace in a float - this way, the divisions below don't create
1339 * big jumps when you go from level to level - with int's, it then 1261 * big jumps when you go from level to level - with int's, it then
1340 * becomes big jumps when the sums of the bonuses jump to the next 1262 * becomes big jumps when the sums of the bonuses jump to the next
1341 * step of 8 - with floats, even fractional ones are useful. 1263 * step of 8 - with floats, even fractional ones are useful.
1342 */ 1264 */
1343 sp_tmp = 0.0; 1265 float sp_tmp = 0.f;
1344 for (i = 1, op->stats.maxgrace = 0; i <= grace_obj->level && i <= 10; i++) 1266
1267 for (int i = 1; i <= min (10, grace_obj->level); i++)
1345 { 1268 {
1346 float grace_tmp = 0.0; 1269 float grace_tmp = 0.f;
1347 1270
1348 /* Got some extra bonus at first level */ 1271 /* Got some extra bonus at first level */
1349 if (i < 2) 1272 if (i < 2)
1350 { 1273 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 6.f;
1351 grace_tmp = op->contr->levgrace[i] + (((float) grace_bonus[op->stats.Pow] +
1352 2.0 * (float) grace_bonus[op->stats.Wis]) / 6.0);
1353 }
1354 else 1274 else
1355 { 1275 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 12.f;
1356 grace_tmp = (float) op->contr->levgrace[i] 1276
1357 + ((float) grace_bonus[op->stats.Pow] + 2.0 * (float) grace_bonus[op->stats.Wis]) / 12.0;
1358 }
1359 if (grace_tmp < 1.0)
1360 grace_tmp = 1.0;
1361 sp_tmp += grace_tmp; 1277 sp_tmp += max (1.f, grace_tmp);
1362 } 1278 }
1363 op->stats.maxgrace = (int) sp_tmp;
1364 1279
1365 /* two grace points per level after 11 */ 1280 /* two grace points per level after 10 */
1366 for (i = 11; i <= grace_obj->level; i++) 1281 stats.maxgrace = int (sp_tmp) + 2 * max (0, grace_obj->level - 10);
1367 op->stats.maxgrace += 2;
1368 } 1282 }
1283
1369 /* No limit on grace vs maxgrace */ 1284 /* No limit on grace vs maxgrace */
1370 1285
1371 if (op->contr->braced) 1286 if (contr->braced)
1372 { 1287 {
1373 ac += 2; 1288 ac += 2;
1374 wc += 4; 1289 wc += 4;
1375 } 1290 }
1376 else 1291 else
1377 ac -= dex_bonus[op->stats.Dex]; 1292 ac -= dex_bonus[stats.Dex];
1378 1293
1379 /* In new exp/skills system, wc bonuses are related to 1294 /* In new exp/skills system, wc bonuses are related to
1380 * the players level in a relevant exp object (wc_obj) 1295 * the players level in a relevant exp object (wc_obj)
1381 * not the general player level -b.t. 1296 * not the general player level -b.t.
1382 * I changed this slightly so that wc bonuses are better 1297 * I changed this slightly so that wc bonuses are better
1385 * improvement every level, now its fighterlevel/5. So 1300 * improvement every level, now its fighterlevel/5. So
1386 * we give the player a bonus here in wc and dam 1301 * we give the player a bonus here in wc and dam
1387 * to make up for the change. Note that I left the 1302 * to make up for the change. Note that I left the
1388 * monster bonus the same as before. -b.t. 1303 * monster bonus the same as before. -b.t.
1389 */ 1304 */
1305 object *wc_obj = chosen_skill;
1390 1306
1391 if (op->type == PLAYER && wc_obj && wc_obj->level > 1) 1307 if (contr && wc_obj && wc_obj->level > 1)
1392 { 1308 {
1393 wc -= (wc_obj->level + thaco_bonus[op->stats.Str]); 1309 wc -= wc_obj->level + thaco_bonus[stats.Str];
1310
1394 for (i = 1; i < wc_obj->level; i++) 1311 for (int i = 1; i < wc_obj->level; i++)
1395 { 1312 {
1396 /* addtional wc every 6 levels */ 1313 /* additional wc every 6 levels */
1397 if (!(i % 6)) 1314 if (!(i % 6))
1398 wc--; 1315 wc--;
1316
1399 /* addtional dam every 4 levels. */ 1317 /* additional dam every 4 levels. */
1400 if (!(i % 4) && (dam_bonus[op->stats.Str] >= 0)) 1318 if (!(i % 4) && dam_bonus[stats.Str] >= 0)
1401 op->stats.dam += (1 + (dam_bonus[op->stats.Str] / 5)); 1319 stats.dam += 1 + dam_bonus[stats.Str] / 5;
1402 } 1320 }
1403 } 1321 }
1404 else 1322 else
1405 wc -= (op->level + thaco_bonus[op->stats.Str]); 1323 wc -= level + thaco_bonus[stats.Str];
1406 1324
1407 op->stats.dam += dam_bonus[op->stats.Str]; 1325 stats.dam += dam_bonus[stats.Str];
1408 1326
1409 if (op->stats.dam < 1) 1327 if (stats.dam < 1)
1410 op->stats.dam = 1; 1328 stats.dam = 1;
1411 1329
1412 op->speed = 1.0 + speed_bonus[op->stats.Dex]; 1330 speed = 1.f + speed_bonus[stats.Dex];
1331
1413 if (settings.search_items && op->contr->search_str[0]) 1332 if (settings.search_items && contr->search_str[0])
1414 op->speed -= 1; 1333 speed -= 1;
1334
1415 if (op->attacktype == 0) 1335 if (attacktype == 0)
1416 op->attacktype = op->arch->clone.attacktype; 1336 attacktype = arch->attacktype;
1417
1418 } /* End if player */ 1337 } /* End if player */
1419 1338
1420 if (added_speed >= 0) 1339 if (added_speed >= 0)
1421 op->speed += added_speed / 10.0; 1340 speed += added_speed / 10.f;
1422 else /* Something wrong here...: */ 1341 else /* Something wrong here...: */
1423 op->speed /= (float) (1.0 - added_speed); 1342 speed /= 1.f - added_speed;
1424 1343
1425 /* Max is determined by armour */ 1344 /* Max is determined by armour */
1426 if (op->speed > max) 1345 speed = min (speed, max_speed);
1427 op->speed = max;
1428 1346
1429 if (op->type == PLAYER) 1347 if (type == PLAYER)
1430 { 1348 {
1431 /* f is a number the represents the number of kg above (positive num) 1349 /* f is a number the represents the number of kg above (positive num)
1432 * or below (negative number) that the player is carrying. If above 1350 * or below (negative number) that the player is carrying. If above
1433 * weight limit, then player suffers a speed reduction based on how 1351 * weight limit, then player suffers a speed reduction based on how
1434 * much above he is, and what is max carry is 1352 * much above he is, and what is max carry is
1435 */ 1353 */
1436 f = (op->carrying / 1000) - max_carry[op->stats.Str]; 1354 float f = (carrying / 1000) - max_carry[stats.Str];
1437 if (f > 0) 1355 if (f > 0.f)
1438 op->speed = op->speed / (1.0 + f / max_carry[op->stats.Str]); 1356 speed = speed / (1.f + f / max_carry[stats.Str]);
1439 } 1357 }
1440 1358
1441 op->speed += bonus_speed / 10.0; /* Not affected by limits */ 1359 speed += bonus_speed / 10.f; /* Not affected by limits */
1360 speed *= speed_reduce_from_disease;
1442 1361
1443 /* Put a lower limit on speed. Note with this speed, you move once every 1362 /* Put a lower limit on speed. Note with this speed, you move once every
1444 * 100 ticks or so. This amounts to once every 12 seconds of realtime. 1363 * 25 ticks or so. This amounts to once every 3 seconds of realtime.
1445 */ 1364 */
1446 op->speed = op->speed * speed_reduce_from_disease;
1447
1448 if (op->speed < 0.01 && op->type == PLAYER) 1365 if (speed < 0.04f && type == PLAYER)
1449 op->speed = 0.01; 1366 speed = 0.04f;
1450 1367
1368 if (speed != old_speed)
1369 set_speed (speed);
1370
1451 if (op->type == PLAYER) 1371 if (type == PLAYER)
1452 { 1372 {
1453 float M, W, s, D, K, S, M2;
1454
1455 /* (This formula was made by vidarl@ifi.uio.no) 1373 /* (This formula was made by vidarl@ifi.uio.no)
1456 * Note that we never used these values again - basically 1374 * Note that we never used these values again - basically
1457 * all of these could be subbed into one big equation, but 1375 * all of these could be subbed into one big equation, but
1458 * that would just be a real pain to read. 1376 * that would just be a real pain to read.
1459 */ 1377 */
1460 M = (max_carry[op->stats.Str] - 121) / 121.0; 1378 float M = (max_carry[stats.Str] - 121) / 121.f;
1461 M2 = max_carry[op->stats.Str] / 100.0; 1379 float M2 = max_carry[stats.Str] / 100.f;
1462 W = weapon_weight / 20000.0; 1380 float W = weapon_weight / 20000.f;
1463 s = 2 - weapon_speed / 10.0; 1381 float s = (20 - weapon_speed) / 10.f;
1464 D = (op->stats.Dex - 14) / 14.0; 1382 float D = (stats.Dex - 14) / 14.f;
1465 K = 1 + M / 3.0 - W / (3 * M2) + op->speed / 5.0 + D / 2.0; 1383 float K = 1 + M / 3.f - W / (3 * M2) + speed / 5.f + D / 2.f;
1466 K *= (4 + op->level) / (float) (6 + op->level) * 1.2; 1384
1385 K *= (4 + level) * 1.2f / (6 + level);
1386
1467 if (K <= 0) 1387 if (K <= 0.01f)
1468 K = 0.01; 1388 K = 0.01f;
1469 S = op->speed / (K * s); 1389
1470 op->contr->weapon_sp = S; 1390 contr->weapon_sp = K * s * .5f; //TODO: balance the .5
1471 } 1391 }
1392
1472 /* I want to limit the power of small monsters with big weapons: */ 1393 /* I want to limit the power of small monsters with big weapons: */
1473 if (op->type != PLAYER && op->arch != NULL && op->stats.dam > op->arch->clone.stats.dam * 3) 1394 if (type != PLAYER && arch && stats.dam > arch->stats.dam * 3)
1474 op->stats.dam = op->arch->clone.stats.dam * 3; 1395 stats.dam = arch->stats.dam * 3;
1475 1396
1476 /* Prevent overflows of wc - best you can get is ABS(120) - this 1397 stats.wc = clamp (wc, MIN_WC, MAX_WC);
1477 * should be more than enough - remember, AC is also in 8 bits, 1398 stats.ac = clamp (ac, MIN_AC, MAX_AC);
1478 * so its value is the same.
1479 */
1480 if (wc > 120)
1481 wc = 120;
1482 else if (wc < -120)
1483 wc = -120;
1484 op->stats.wc = wc;
1485
1486 if (ac > 120)
1487 ac = 120;
1488 else if (ac < -120)
1489 ac = -120;
1490 op->stats.ac = ac;
1491 1399
1492 /* if for some reason the creature doesn't have any move type, 1400 /* if for some reason the creature doesn't have any move type,
1493 * give them walking as a default. 1401 * give them walking as a default.
1494 * The second case is a special case - to more closely mimic the 1402 * The second case is a special case - to more closely mimic the
1495 * old behaviour - if your flying, your not walking - just 1403 * old behaviour - if your flying, your not walking - just
1496 * one or the other. 1404 * one or the other.
1497 */ 1405 */
1498 if (op->move_type == 0) 1406 if (move_type == 0)
1499 op->move_type = MOVE_WALK; 1407 move_type = MOVE_WALK;
1500 else if (op->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) 1408 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH))
1501 op->move_type &= ~MOVE_WALK; 1409 move_type &= ~MOVE_WALK;
1502
1503 update_ob_speed (op);
1504 1410
1505 /* It is quite possible that a player's spell costing might have changed, 1411 /* It is quite possible that a player's spell costing might have changed,
1506 * so we will check that now. 1412 * so we will check that now.
1507 */ 1413 */
1508 if (op->type == PLAYER) 1414 if (type == PLAYER)
1415 {
1416 esrv_update_stats (contr);
1509 esrv_update_spells (op->contr); 1417 esrv_update_spells (contr);
1418 }
1419
1420 // update the mapspace, if we are on a map
1421 if (!flag [FLAG_REMOVED] && map)
1422 map->at (x, y).flags_ = 0;
1510} 1423}
1511 1424
1512/* 1425/*
1513 * Returns true if the given player is a legal class. 1426 * Returns true if the given player is a legal class.
1514 * The function to add and remove class-bonuses to the stats doesn't 1427 * The function to add and remove class-bonuses to the stats doesn't
1515 * check if the stat becomes negative, thus this function 1428 * check if the stat becomes negative, thus this function
1516 * merely checks that all stats are 1 or more, and returns 1429 * merely checks that all stats are 1 or more, and returns
1517 * false otherwise. 1430 * false otherwise.
1518 */ 1431 */
1519
1520int 1432int
1521allowed_class (const object *op) 1433allowed_class (const object *op)
1522{ 1434{
1523 return op->stats.Dex > 0 && op->stats.Str > 0 && op->stats.Con > 0 && 1435 return op->stats.Dex > 0
1524 op->stats.Int > 0 && op->stats.Wis > 0 && op->stats.Pow > 0 && op->stats.Cha > 0; 1436 && op->stats.Str > 0
1437 && op->stats.Con > 0
1438 && op->stats.Int > 0
1439 && op->stats.Wis > 0
1440 && op->stats.Pow > 0
1441 && op->stats.Cha > 0;
1525} 1442}
1526 1443
1527/* 1444/*
1528 * set the new dragon name after gaining levels or 1445 * set the new dragon name after gaining levels or
1529 * changing ability focus (later this can be extended to 1446 * changing ability focus (later this can be extended to
1558 /* now if there are equals at highest level, pick the one with focus, 1475 /* now if there are equals at highest level, pick the one with focus,
1559 or else at random */ 1476 or else at random */
1560 if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level) 1477 if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level)
1561 atnr = abil->stats.exp; 1478 atnr = abil->stats.exp;
1562 1479
1563 level = (int) (level / 5.); 1480 level = (int) (level / 25.);
1564 1481
1565 /* now set the new title */ 1482 /* now set the new title */
1566 if (pl->contr != NULL) 1483 if (pl->contr)
1567 { 1484 {
1568 if (level == 0) 1485 if (level == 0)
1569 sprintf (pl->contr->title, "%s hatchling", attacks[atnr]); 1486 sprintf (pl->contr->title, "%s hatchling", attacks[atnr]);
1570 else if (level == 1) 1487 else if (level == 1)
1571 sprintf (pl->contr->title, "%s wyrm", attacks[atnr]); 1488 sprintf (pl->contr->title, "%s wyrm", attacks[atnr]);
1600 object *skin = NULL; /* pointer to dragon skin force */ 1517 object *skin = NULL; /* pointer to dragon skin force */
1601 object *tmp = NULL; /* tmp. object */ 1518 object *tmp = NULL; /* tmp. object */
1602 char buf[MAX_BUF]; /* tmp. string buffer */ 1519 char buf[MAX_BUF]; /* tmp. string buffer */
1603 1520
1604 /* now grab the 'dragon_ability'-forces from the player's inventory */ 1521 /* now grab the 'dragon_ability'-forces from the player's inventory */
1605 for (tmp = who->inv; tmp != NULL; tmp = tmp->below) 1522 for (tmp = who->inv; tmp; tmp = tmp->below)
1606 {
1607 if (tmp->type == FORCE) 1523 if (tmp->type == FORCE)
1608 { 1524 if (tmp->arch->archname == shstr_dragon_ability_force)
1609 if (strcmp (tmp->arch->name, "dragon_ability_force") == 0)
1610 abil = tmp; 1525 abil = tmp;
1611 if (strcmp (tmp->arch->name, "dragon_skin_force") == 0) 1526 else if (tmp->arch->archname == shstr_dragon_skin_force)
1612 skin = tmp; 1527 skin = tmp;
1613 } 1528
1614 }
1615 /* if the force is missing -> bail out */ 1529 /* if the force is missing -> bail out */
1616 if (abil == NULL) 1530 if (abil == NULL)
1617 return; 1531 return;
1618 1532
1619 /* The ability_force keeps track of maximum level ever achieved. 1533 /* The ability_force keeps track of maximum level ever achieved.
1663 if (!skill_obj) 1577 if (!skill_obj)
1664 { 1578 {
1665 LOG (llevError, "add_player_exp: couldn't find skill %s\n", skill_name); 1579 LOG (llevError, "add_player_exp: couldn't find skill %s\n", skill_name);
1666 return NULL; 1580 return NULL;
1667 } 1581 }
1582
1668 /* clear the flag - exp goes into this bucket, but player 1583 /* clear the flag - exp goes into this bucket, but player
1669 * still doesn't know it. 1584 * still doesn't know it.
1670 */ 1585 */
1671 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL); 1586 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL);
1672 skill_obj->stats.exp = 0; 1587 skill_obj->stats.exp = 0;
1673 skill_obj->level = 1; 1588 skill_obj->level = 1;
1674 insert_ob_in_ob (skill_obj, op); 1589 insert_ob_in_ob (skill_obj, op);
1675 if (op->contr) 1590
1591 if (player *pl = op->contr)
1676 { 1592 {
1677 op->contr->last_skill_ob[skill_obj->subtype] = skill_obj; 1593 pl->last_skill_ob [skill_obj->subtype] = skill_obj;
1678 op->contr->last_skill_exp[skill_obj->subtype] = -1; 1594 if (pl->ns)
1595 pl->ns->last_skill_exp[skill_obj->subtype] = -1;//TODO: should be made superfluous
1679 } 1596 }
1597
1680 return skill_obj; 1598 return skill_obj;
1681} 1599}
1682
1683 1600
1684/* player_lvl_adj() - for the new exp system. we are concerned with 1601/* player_lvl_adj() - for the new exp system. we are concerned with
1685 * whether the player gets more hp, sp and new levels. 1602 * whether the player gets more hp, sp and new levels.
1686 * Note this this function should only be called for players. Monstes 1603 * Note this this function should only be called for players. Monstes
1687 * don't really gain levels 1604 * don't really gain levels
1690 */ 1607 */
1691void 1608void
1692player_lvl_adj (object *who, object *op) 1609player_lvl_adj (object *who, object *op)
1693{ 1610{
1694 char buf[MAX_BUF]; 1611 char buf[MAX_BUF];
1612 bool changed = false;
1695 1613
1696 if (!op) /* when rolling stats */ 1614 if (!op) /* when rolling stats */
1697 op = who; 1615 op = who;
1698 1616
1699 if (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul)) 1617 while (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul))
1700 { 1618 {
1619 changed = true;
1620
1701 op->level++; 1621 op->level++;
1702 1622
1703 if (op != NULL && op == who && op->stats.exp > 1 && is_dragon_pl (who)) 1623 if (op && op == who && op->stats.exp > 1 && is_dragon_pl (who))
1704 dragon_level_gain (who); 1624 dragon_level_gain (who);
1705 1625
1706 /* Only roll these if it is the player (who) that gained the level */ 1626 /* Only roll these if it is the player (who) that gained the level */
1707 if (op == who && (who->level < 11) && who->type == PLAYER) 1627 if (op == who && (who->level < 11) && who->type == PLAYER)
1708 { 1628 {
1709 who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1; 1629 who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1;
1710 who->contr->levsp[who->level] = die_roll (2, 3, who, PREFER_HIGH); 1630 who->contr->levsp[who->level] = die_roll (2, 3, who, PREFER_HIGH);
1711 who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1; 1631 who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1;
1712 } 1632 }
1713 1633
1714 fix_player (who);
1715 if (op->level > 1) 1634 if (op->level > 1)
1716 { 1635 {
1717 if (op->type != PLAYER) 1636 if (op->type != PLAYER)
1637 {
1638 who->contr->play_sound (sound_find ("skill_up"));
1718 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); 1639 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1640 }
1719 else 1641 else
1642 {
1643 who->contr->play_sound (sound_find ("level_up"));
1720 sprintf (buf, "You are now level %d.", op->level); 1644 sprintf (buf, "You are now level %d.", op->level);
1645 }
1646
1721 if (who) 1647 if (who)
1722 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); 1648 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1723 } 1649 }
1724 player_lvl_adj (who, op); /* To increase more levels */
1725 } 1650 }
1651
1726 else if (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul)) 1652 while (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul))
1727 { 1653 {
1654 changed = true;
1655
1728 op->level--; 1656 op->level--;
1729 fix_player (who); 1657
1730 if (op->type != PLAYER) 1658 if (op->type != PLAYER)
1731 { 1659 {
1732 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); 1660 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1733 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); 1661 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1734 } 1662 }
1735 player_lvl_adj (who, op); /* To decrease more levels */ 1663 }
1664
1665 if (changed)
1736 } 1666 {
1667 who->update_stats ();
1668 esrv_update_stats (who->contr);
1737 /* check if the spell data has changed */ 1669 /* check if the spell data has changed */
1738 esrv_update_spells (who->contr); 1670 esrv_update_spells (who->contr);
1671 }
1739} 1672}
1740 1673
1741/* 1674/*
1742 * Returns how much experience is needed for a player to become 1675 * Returns how much experience is needed for a player to become
1743 * the given level. level should really never exceed max_level 1676 * the given level. level should really never exceed max_level
1746sint64 1679sint64
1747level_exp (int level, double expmul) 1680level_exp (int level, double expmul)
1748{ 1681{
1749 if (level > settings.max_level) 1682 if (level > settings.max_level)
1750 return (sint64) (expmul * levels[settings.max_level]); 1683 return (sint64) (expmul * levels[settings.max_level]);
1684
1751 return (sint64) (expmul * levels[level]); 1685 return (sint64) (expmul * levels[level]);
1752} 1686}
1753 1687
1754/* 1688/*
1755 * Ensure that the permanent experience requirements in an exp object are met. 1689 * Ensure that the permanent experience requirements in an exp object are met.
1776 op->perm_exp = 0; 1710 op->perm_exp = 0;
1777 else if (op->perm_exp > (sint64) MAX_EXPERIENCE) 1711 else if (op->perm_exp > (sint64) MAX_EXPERIENCE)
1778 op->perm_exp = MAX_EXPERIENCE; 1712 op->perm_exp = MAX_EXPERIENCE;
1779} 1713}
1780 1714
1781
1782/* Add experience to a player - exp should only be positive. 1715/* Add experience to a player - exp should only be positive.
1783 * Updates permanent exp for the skill we are adding to. 1716 * Updates permanent exp for the skill we are adding to.
1784 * skill_name is the skill to add exp to. Skill name can be 1717 * skill_name is the skill to add exp to. Skill name can be
1785 * NULL, in which case exp increases the players general 1718 * NULL, in which case exp increases the players general
1786 * total, but not any particular skill. 1719 * total, but not any particular skill.
1787 * flag is what to do if the player doesn't have the skill: 1720 * flag is what to do if the player doesn't have the skill:
1788 */ 1721 */
1789
1790static void 1722static void
1791add_player_exp (object *op, sint64 exp, const char *skill_name, int flag) 1723add_player_exp (object *op, sint64 exp, const char *skill_name, int flag)
1792{ 1724{
1793 object *skill_obj = NULL; 1725 object *skill_obj = NULL;
1794 sint64 limit, exp_to_add; 1726 sint64 limit, exp_to_add;
1795 int i; 1727 int i;
1796 1728
1797 /* prevents some forms of abuse. */ 1729 /* prevents some forms of abuse. */
1798 if (op->contr->braced) 1730 if (op->contr->braced)
1799 exp = exp / 5; 1731 exp /= 5;
1800 1732
1801 /* Try to find the matching skill. 1733 /* Try to find the matching skill.
1802 * We do a shortcut/time saving mechanism first - see if it matches 1734 * We do a shortcut/time saving mechanism first - see if it matches
1803 * chosen_skill. This means we don't need to search through 1735 * chosen_skill. This means we don't need to search through
1804 * the players inventory. 1736 * the players inventory.
1805 */ 1737 */
1806 if (skill_name) 1738 if (skill_name)
1807 { 1739 {
1808 if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill)) 1740 if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill))
1939 del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction)); 1871 del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction));
1940 tmp->stats.exp -= del_exp; 1872 tmp->stats.exp -= del_exp;
1941 player_lvl_adj (op, tmp); 1873 player_lvl_adj (op, tmp);
1942 } 1874 }
1943 } 1875 }
1876
1944 if (flag != SK_SUBTRACT_SKILL_EXP) 1877 if (flag != SK_SUBTRACT_SKILL_EXP)
1945 { 1878 {
1946 del_exp = check_exp_loss (op, exp); 1879 del_exp = check_exp_loss (op, exp);
1947 op->stats.exp -= del_exp; 1880 op->stats.exp -= del_exp;
1948 player_lvl_adj (op, NULL); 1881 player_lvl_adj (op, NULL);
1949 } 1882 }
1950} 1883}
1951
1952
1953 1884
1954/* change_exp() - changes experience to a player/monster. This 1885/* change_exp() - changes experience to a player/monster. This
1955 * does bounds checking to make sure we don't overflow the max exp. 1886 * does bounds checking to make sure we don't overflow the max exp.
1956 * 1887 *
1957 * The exp passed is typically not modified much by this function - 1888 * The exp passed is typically not modified much by this function -
1958 * it is assumed the caller has modified the exp as needed. 1889 * it is assumed the caller has modified the exp as needed.
1959 * skill_name is the skill that should get the exp added. 1890 * skill_name is the skill that should get the exp added.
1960 * flag is what to do if player doesn't have the skill. 1891 * flag is what to do if player doesn't have the skill.
1961 * these last two values are only used for players. 1892 * these last two values are only used for players.
1962 */ 1893 */
1963
1964void 1894void
1965change_exp (object *op, sint64 exp, const char *skill_name, int flag) 1895change_exp (object *op, sint64 exp, const char *skill_name, int flag)
1966{ 1896{
1967
1968#ifdef EXP_DEBUG 1897#ifdef EXP_DEBUG
1969# ifndef WIN32
1970 LOG (llevDebug, "change_exp() called for %s, exp = %lld\n", query_name (op), exp);
1971# else
1972 LOG (llevDebug, "change_exp() called for %s, exp = %I64d\n", query_name (op), exp); 1898 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp);
1973# endif
1974#endif 1899#endif
1975 1900
1976 /* safety */ 1901 /* safety */
1977 if (!op) 1902 if (!op)
1978 { 1903 {
2017 else 1942 else
2018 /* note that when you lose exp, it doesn't go against 1943 /* note that when you lose exp, it doesn't go against
2019 * a particular skill, so we don't need to pass that 1944 * a particular skill, so we don't need to pass that
2020 * along. 1945 * along.
2021 */ 1946 */
2022 subtract_player_exp (op, FABS (exp), skill_name, flag); 1947 subtract_player_exp (op, abs (exp), skill_name, flag);
2023
2024 } 1948 }
2025} 1949}
2026 1950
2027/* Applies a death penalty experience, the size of this is defined by the 1951/* Applies a death penalty experience, the size of this is defined by the
2028 * settings death_penalty_percentage and death_penalty_levels, and by the 1952 * settings death_penalty_percentage and death_penalty_levels, and by the
2029 * amount of permenent experience, whichever gives the lowest loss. 1953 * amount of permenent experience, whichever gives the lowest loss.
2030 */ 1954 */
2031
2032void 1955void
2033apply_death_exp_penalty (object *op) 1956apply_death_exp_penalty (object *op)
2034{ 1957{
2035 object *tmp; 1958 object *tmp;
2036 sint64 loss; 1959 sint64 loss;
2058 player_lvl_adj (op, tmp); 1981 player_lvl_adj (op, tmp);
2059 } 1982 }
2060 1983
2061 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100; 1984 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100;
2062 level_loss = op->stats.exp - levels[MAX (0, op->level - settings.death_penalty_level)]; 1985 level_loss = op->stats.exp - levels[MAX (0, op->level - settings.death_penalty_level)];
1986
2063 if (level_loss < 0) 1987 if (level_loss < 0)
2064 level_loss = 0; 1988 level_loss = 0;
2065 loss = check_exp_loss (op, MIN (level_loss, percentage_loss)); 1989 loss = check_exp_loss (op, MIN (level_loss, percentage_loss));
2066 1990
2067 op->stats.exp -= loss; 1991 op->stats.exp -= loss;
2081 if (level > MAX_SAVE_LEVEL) 2005 if (level > MAX_SAVE_LEVEL)
2082 level = MAX_SAVE_LEVEL; 2006 level = MAX_SAVE_LEVEL;
2083 2007
2084 if ((random_roll (1, 20, op, PREFER_HIGH) + bonus) < savethrow[level]) 2008 if ((random_roll (1, 20, op, PREFER_HIGH) + bonus) < savethrow[level])
2085 return 0; 2009 return 0;
2010
2086 return 1; 2011 return 1;
2087} 2012}

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