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Comparing deliantra/server/common/living.C (file contents):
Revision 1.53 by root, Sat May 12 19:07:21 2007 UTC vs.
Revision 1.130 by root, Mon Nov 12 10:32:18 2012 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 (©) 2005,2006,2007,2008,2009,2010,2011,2012 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 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 it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * 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 *
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
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 * 17 *
18 * You should have received a copy of the Affero GNU General Public License
19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
21 *
22 * The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 23 */
24 24
25#include <global.h> 25#include <global.h>
26#include <funcpoint.h>
27 26
28/* Handy little macro that adds exp and keeps it within bounds. Since 27/* 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 28 * 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 29 * with exptotal wrapping. exptotal is typically op->exp, or op->perm_exp
31 */ 30 */
34static const int con_bonus[MAX_STAT + 1] = { 33static const int con_bonus[MAX_STAT + 1] = {
35 -6, -5, -4, -3, -2, -1, -1, 0, 0, 0, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 12, 14, 16, 18, 20, 34 -6, -5, -4, -3, -2, -1, -1, 0, 0, 0, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 12, 14, 16, 18, 20,
36 22, 25, 30, 40, 50 35 22, 25, 30, 40, 50
37}; 36};
38 37
39/* changed the name of this to "sp_bonus" from "int_bonus" 38/* changed the name of this to "sp_bonus" from "int_bonus"
40 * because Pow can now be the stat that controls spellpoint 39 * because Pow can now be the stat that controls spellpoint
41 * advancement. -b.t. 40 * advancement. -b.t.
42 */ 41 */
43static const int sp_bonus[MAX_STAT + 1] = { 42static const int sp_bonus[MAX_STAT + 1] = {
44 -10, -10, -9, -8, -7, -6, -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 12, 15, 20, 25, 43 -10, -10, -9, -8, -7, -6, -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 12, 15, 20, 25,
109 * These limits are probably overly generous, but being there were no values 108 * These limits are probably overly generous, but being there were no values
110 * before, you need to start someplace. 109 * before, you need to start someplace.
111 */ 110 */
112 111
113const uint32 weight_limit[MAX_STAT + 1] = { 112const uint32 weight_limit[MAX_STAT + 1] = {
114 200000, /* 0 */ 113 200000, /* 0 */
115 250000, 300000, 350000, 400000, 500000, /* 5 */ 114 250000, 300000, 350000, 400000, 500000, /* 5 */
116 600000, 700000, 800000, 900000, 1000000, /* 10 */ 115 600000, 700000, 800000, 900000, 1000000, /* 10 */
117 1100000, 1200000, 1300000, 1400000, 1500000, /* 15 */ 116 1100000, 1200000, 1300000, 1400000, 1500000, /* 15 */
118 1650000, 1800000, 1950000, 2100000, 2250000, /* 20 */ 117 1650000, 1800000, 1950000, 2100000, 2250000, /* 20 */
119 2400000, 2550000, 2700000, 2850000, 3000000, /* 25 */ 118 2400000, 2550000, 2700000, 2850000, 3000000, /* 25 */
120 3250000, 3500000, 3750000, 4000000, 4500000 /*30 */ 119 3250000, 3500000, 3750000, 4000000, 4500000 /* 30 */
121}; 120};
122 121
123const int learn_spell[MAX_STAT + 1] = { 122const int learn_spell[MAX_STAT + 1] = {
124 0, 0, 0, 1, 2, 4, 8, 12, 16, 25, 36, 45, 55, 65, 70, 75, 80, 85, 90, 95, 100, 100, 100, 100, 100, 123 0, 0, 0, 1, 2, 4, 8, 12, 16, 25, 36, 45, 55, 65, 70, 75, 80, 85, 90, 95, 100, 100, 100, 100, 100,
125 100, 100, 100, 100, 100, 100 124 100, 100, 100, 100, 100, 100
140/* 139/*
141 Since this is nowhere defined ... 140 Since this is nowhere defined ...
142 Both come in handy at least in function add_exp() 141 Both come in handy at least in function add_exp()
143*/ 142*/
144 143
145#define MAX_EXPERIENCE levels[settings.max_level] 144#define MAX_EXPERIENCE levels [settings.max_level]
146 145
147/* because exp_obj sum to make the total score, 146/* because exp_obj sum to make the total score,
148 * we cannot allow that sum to exceed the maximum 147 * we cannot allow that sum to exceed the maximum
149 * amount of experience a player can gain. Thus 148 * amount of experience a player can gain. Thus
150 * we define MAX_EXP_IN_OBJ. It is important to try 149 * we define MAX_EXP_IN_OBJ. It is important to try
157 * line with progression of previous levels, so 156 * line with progression of previous levels, so
158 * if more levels are desired, this should be fixed. 157 * if more levels are desired, this should be fixed.
159 * -b.t. 158 * -b.t.
160 */ 159 */
161 160
162#define MAX_EXP_IN_OBJ levels[settings.max_level]/(MAX_EXP_CAT - 1) 161#define MAX_EXP_IN_OBJ MAX_EXP_IN_OBJ / (MAX_EXP_CAT - 1)
163
164extern sint64 *levels;
165 162
166#define MAX_SAVE_LEVEL 110 163#define MAX_SAVE_LEVEL 110
167 164
168/* This no longer needs to be changed anytime the number of 165/* This no longer needs to be changed anytime the number of
169 * levels is increased - rather, did_make_save will do the 166 * levels is increased - rather, did_make_save will do the
263/* Rather than having a whole bunch of if (flag) new_draw.. else new_draw, 260/* Rather than having a whole bunch of if (flag) new_draw.. else new_draw,
264 * make this macro to clean those up. Not usuable outside change_abil 261 * make this macro to clean those up. Not usuable outside change_abil
265 * function since some of the values passed to new_draw_info are hardcoded. 262 * function since some of the values passed to new_draw_info are hardcoded.
266 */ 263 */
267#define DIFF_MSG(flag, msg1, msg2) \ 264#define DIFF_MSG(flag, msg1, msg2) \
268 new_draw_info(NDI_UNIQUE, 0, op, (flag>0)?msg1:msg2); 265 new_draw_info (NDI_UNIQUE, 0, op, (flag > 0) ? msg1 : msg2);
269 266
270/* return 1 if we sucessfully changed a stat, 0 if nothing was changed. */ 267/* return 1 if we sucessfully changed a stat, 0 if nothing was changed. */
271 268
272/* flag is set to 1 if we are applying the object, -1 if we are removing 269/* flag is set to 1 if we are applying the object, -1 if we are removing
273 * the object. 270 * the object.
281 * that gives them that ability. 278 * that gives them that ability.
282 */ 279 */
283int 280int
284change_abil (object *op, object *tmp) 281change_abil (object *op, object *tmp)
285{ 282{
286 int flag = QUERY_FLAG (tmp, FLAG_APPLIED) ? 1 : -1, success = 0; 283 int flag = tmp->flag [FLAG_APPLIED] ? 1 : -1;
284 int success = 0;
287 char message[MAX_BUF]; 285 char message[MAX_BUF];
288 int potion_max = 0; 286 int potion_max = 0;
289 287
290 /* remember what object was like before it was changed. note that 288 // keep some stats for comparison purposes
291 * refop is a local copy of op only to be used for detecting changes 289 object::flags_t prev_flag = op->flag;
292 * found by update_stats. refop is not a real object 290 MoveType prev_move_type = op->move_type;
293 */ 291 sint16 prev_resist [NROFATTACKS]; // clumsy
294 object_copy refop = *op; 292 assert (sizeof (prev_resist) == sizeof (op->resist));
293 memcpy (prev_resist, op->resist, sizeof (prev_resist));
295 294
296 if (op->type == PLAYER) 295 if (op->type == PLAYER)
297 { 296 {
298 if (tmp->type == POTION) 297 if (tmp->type == POTION)
299 { 298 {
300 potion_max = 1; 299 potion_max = 1;
300
301 for (int j = 0; j < NUM_STATS; j++) 301 for (int j = 0; j < NUM_STATS; j++)
302 { 302 {
303 int ostat = op->contr->orig_stats.stat (j); 303 int ostat = op->contr->orig_stats.stat (j);
304 int i = tmp->stats.stat (j); 304 int i = tmp->stats.stat (j);
305 305
306 /* nstat is what the stat will be after use of the potion */ 306 /* nstat is what the stat will be after use of the potion */
307 int nstat = flag * i + ostat; 307 int nstat = flag * i + ostat;
308 308
309 /* Do some bounds checking. While I don't think any 309 /* Do some bounds checking. There is the potential for potions
310 * potions do so right now, there is the potential for potions
311 * that adjust that stat by more than one point, so we need 310 * that adjust that stat by more than one point, so we need
312 * to allow for that. 311 * to allow for that.
313 */ 312 */
314 if (nstat < 1 && i * flag < 0) 313 if (nstat < 1 && i * flag < 0)
315 nstat = 1; 314 nstat = 1;
316 else if (nstat > 20 + op->arch->clone.stats.stat (j)) 315 else if (nstat > 20 + op->arch->stats.stat (j))
317 nstat = 20 + op->arch->clone.stats.stat (j); 316 nstat = 20 + op->arch->stats.stat (j);
318 317
319 if (nstat != ostat) 318 if (nstat != ostat)
320 { 319 {
321 op->contr->orig_stats.stat (j) = nstat; 320 op->contr->orig_stats.stat (j) = nstat;
322 potion_max = 0; 321 potion_max = 0;
367 { 366 {
368 success = 1; 367 success = 1;
369 DIFF_MSG (flag, "Your hands begin to glow red.", "Your hands stop glowing red."); 368 DIFF_MSG (flag, "Your hands begin to glow red.", "Your hands stop glowing red.");
370 } 369 }
371 370
372 if (QUERY_FLAG (op, FLAG_LIFESAVE) != QUERY_FLAG (&refop, FLAG_LIFESAVE)) 371 if (op->flag [FLAG_LIFESAVE] != prev_flag [FLAG_LIFESAVE])
373 { 372 {
374 success = 1; 373 success = 1;
375 DIFF_MSG (flag, "You feel very protected.", "You don't feel protected anymore."); 374 DIFF_MSG (flag, "You feel very protected.", "You don't feel protected anymore.");
376 } 375 }
377 376
378 if (QUERY_FLAG (op, FLAG_REFL_MISSILE) != QUERY_FLAG (&refop, FLAG_REFL_MISSILE)) 377 if (op->flag [FLAG_REFL_MISSILE] != prev_flag [FLAG_REFL_MISSILE])
379 { 378 {
380 success = 1; 379 success = 1;
381 DIFF_MSG (flag, "A magic force shimmers around you.", "The magic force fades away."); 380 DIFF_MSG (flag, "A magic force shimmers around you.", "The magic force fades away.");
382 } 381 }
383 382
384 if (QUERY_FLAG (op, FLAG_REFL_SPELL) != QUERY_FLAG (&refop, FLAG_REFL_SPELL)) 383 if (op->flag [FLAG_REFL_SPELL] != prev_flag [FLAG_REFL_SPELL])
385 { 384 {
386 success = 1; 385 success = 1;
387 DIFF_MSG (flag, "You feel more safe now, somehow.", "Suddenly you feel less safe, somehow."); 386 DIFF_MSG (flag, "You feel more safe now, somehow.", "Suddenly you feel less safe, somehow.");
388 } 387 }
389 388
391 * user has multiple items giving the same type appled like we 390 * user has multiple items giving the same type appled like we
392 * used to - that is more work than what we gain, plus messages 391 * used to - that is more work than what we gain, plus messages
393 * can be misleading (a little higher could be miscontrued from 392 * can be misleading (a little higher could be miscontrued from
394 * from fly high) 393 * from fly high)
395 */ 394 */
396 if (tmp->move_type && op->move_type != refop.move_type) 395 if (tmp->move_type && op->move_type != prev_move_type)
397 { 396 {
398 success = 1; 397 success = 1;
399 398
400 /* MOVE_FLY_HIGH trumps MOVE_FLY_LOW - changing your move_fly_low 399 /* MOVE_FLY_HIGH trumps MOVE_FLY_LOW - changing your move_fly_low
401 * status doesn't make a difference if you are flying high 400 * status doesn't make a difference if you are flying high
402 */ 401 */
403 if (tmp->move_type & MOVE_FLY_LOW && !(op->move_type & MOVE_FLY_HIGH)) 402 if (tmp->move_type & MOVE_FLY_LOW && !(op->move_type & MOVE_FLY_HIGH))
404 { 403 {
405 DIFF_MSG (flag, "You start to float in the air!.", "You float down to the ground."); 404 DIFF_MSG (flag, "You start to float in the air!", "You float down to the ground.");
406 } 405 }
407 406
408 if (tmp->move_type & MOVE_FLY_HIGH) 407 if (tmp->move_type & MOVE_FLY_HIGH)
409 { 408 {
410 /* double conditional - second case covers if you have move_fly_low - 409 /* double conditional - second case covers if you have move_fly_low -
414 (op->move_type & MOVE_FLY_LOW ? "You fly lower in the air" : "You float down to the ground.")); 413 (op->move_type & MOVE_FLY_LOW ? "You fly lower in the air" : "You float down to the ground."));
415 } 414 }
416 415
417 if (tmp->move_type & MOVE_SWIM) 416 if (tmp->move_type & MOVE_SWIM)
418 DIFF_MSG (flag, "You feel ready for a swim", "You no longer feel like swimming"); 417 DIFF_MSG (flag, "You feel ready for a swim", "You no longer feel like swimming");
419
420 /* Changing move status may mean you are affected by things you weren't before */
421 check_move_on (op, op);
422 } 418 }
423 419
424 /* becoming UNDEAD... a special treatment for this flag. Only those not 420 /* becoming UNDEAD... a special treatment for this flag. Only those not
425 * originally undead may change their status 421 * originally undead may change their status
426 */ 422 */
427 if (!QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 423 if (!op->arch->flag [FLAG_UNDEAD])
428 if (QUERY_FLAG (op, FLAG_UNDEAD) != QUERY_FLAG (&refop, FLAG_UNDEAD)) 424 if (op->flag [FLAG_UNDEAD] != prev_flag [FLAG_UNDEAD])
429 { 425 {
430 success = 1; 426 success = 1;
431 if (flag > 0) 427 if (flag > 0)
432 { 428 {
433 op->race = "undead"; 429 op->race = "undead";
434 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce drains away!"); 430 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce drains away!");
435 } 431 }
436 else 432 else
437 { 433 {
438 op->race = op->arch->clone.race; 434 op->race = op->arch->race;
439 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!"); 435 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!");
440 } 436 }
441 } 437 }
442 438
443 if (QUERY_FLAG (op, FLAG_STEALTH) != QUERY_FLAG (&refop, FLAG_STEALTH)) 439 if (op->flag [FLAG_STEALTH] != prev_flag [FLAG_STEALTH])
444 { 440 {
445 success = 1; 441 success = 1;
446 DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily."); 442 DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily.");
447 } 443 }
448 444
449 if (QUERY_FLAG (op, FLAG_MAKE_INVIS) != QUERY_FLAG (&refop, FLAG_MAKE_INVIS)) 445 if (op->flag [FLAG_MAKE_INVIS] != prev_flag [FLAG_MAKE_INVIS])
450 { 446 {
451 success = 1; 447 success = 1;
452 DIFF_MSG (flag, "You become transparent.", "You can see yourself."); 448 DIFF_MSG (flag, "You become transparent.", "You can see yourself.");
453 } 449 }
454 450
455 /* blinded you can tell if more blinded since blinded player has minimal 451 /* blinded you can tell if more blinded since blinded player has minimal
456 * vision 452 * vision
457 */ 453 */
458 if (QUERY_FLAG (tmp, FLAG_BLIND)) 454 if (tmp->flag [FLAG_BLIND])
459 { 455 {
460 success = 1; 456 success = 1;
461 if (flag > 0) 457 if (flag > 0)
462 { 458 {
463 if (QUERY_FLAG (op, FLAG_WIZ)) 459 if (op->flag [FLAG_WIZ])
464 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self is blinded."); 460 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self is blinded.");
465 else 461 else
466 { 462 {
467 new_draw_info (NDI_UNIQUE, 0, op, "You are blinded."); 463 new_draw_info (NDI_UNIQUE, 0, op, "You are blinded.");
468 SET_FLAG (op, FLAG_BLIND); 464 op->set_flag (FLAG_BLIND);
469 if (op->type == PLAYER) 465 if (op->type == PLAYER)
470 op->contr->do_los = 1; 466 op->contr->do_los = 1;
471 } 467 }
472 } 468 }
473 else 469 else
474 { 470 {
475 if (QUERY_FLAG (op, FLAG_WIZ)) 471 if (op->flag [FLAG_WIZ])
476 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self can now see again."); 472 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self can now see again.");
477 else 473 else
478 { 474 {
479 new_draw_info (NDI_UNIQUE, 0, op, "Your vision returns."); 475 new_draw_info (NDI_UNIQUE, 0, op, "Your vision returns.");
480 CLEAR_FLAG (op, FLAG_BLIND); 476 op->clr_flag (FLAG_BLIND);
481 if (op->type == PLAYER) 477 if (op->type == PLAYER)
482 op->contr->do_los = 1; 478 op->contr->do_los = 1;
483 } 479 }
484 } 480 }
485 } 481 }
486 482
487 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK) != QUERY_FLAG (&refop, FLAG_SEE_IN_DARK)) 483 if (op->flag [FLAG_SEE_IN_DARK] != prev_flag [FLAG_SEE_IN_DARK])
488 { 484 {
489 success = 1; 485 success = 1;
490 if (op->type == PLAYER) 486 if (op->type == PLAYER)
491 op->contr->do_los = 1; 487 op->contr->do_los = 1;
492 DIFF_MSG (flag, "Your vision is better in the dark.", "You see less well in the dark."); 488 DIFF_MSG (flag, "Your vision is better in the dark.", "You see less well in the dark.");
493 } 489 }
494 490
495 if (QUERY_FLAG (op, FLAG_XRAYS) != QUERY_FLAG (&refop, FLAG_XRAYS)) 491 if (op->flag [FLAG_XRAYS] != prev_flag [FLAG_XRAYS])
496 { 492 {
497 success = 1; 493 success = 1;
498 if (flag > 0) 494 if (flag > 0)
499 { 495 {
500 if (QUERY_FLAG (op, FLAG_WIZ)) 496 if (op->flag [FLAG_WIZ])
501 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a little clearer."); 497 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a little clearer.");
502 else 498 else
503 { 499 {
504 new_draw_info (NDI_UNIQUE, 0, op, "Everything becomes transparent."); 500 new_draw_info (NDI_UNIQUE, 0, op, "Everything becomes transparent.");
505 if (op->type == PLAYER) 501 if (op->type == PLAYER)
506 op->contr->do_los = 1; 502 op->contr->do_los = 1;
507 } 503 }
508 } 504 }
509 else 505 else
510 { 506 {
511 if (QUERY_FLAG (op, FLAG_WIZ)) 507 if (op->flag [FLAG_WIZ])
512 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a bit out of focus."); 508 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a bit out of focus.");
513 else 509 else
514 { 510 {
515 new_draw_info (NDI_UNIQUE, 0, op, "Everything suddenly looks very solid."); 511 new_draw_info (NDI_UNIQUE, 0, op, "Everything suddenly looks very solid.");
516 if (op->type == PLAYER) 512 if (op->type == PLAYER)
523 { 519 {
524 success = 1; 520 success = 1;
525 DIFF_MSG (flag * tmp->stats.luck, "You feel more lucky.", "You feel less lucky."); 521 DIFF_MSG (flag * tmp->stats.luck, "You feel more lucky.", "You feel less lucky.");
526 } 522 }
527 523
524 if (digest_types [tmp->type])
525 {
528 if (tmp->stats.hp && op->type == PLAYER) 526 if (tmp->stats.hp && op->type == PLAYER)
529 { 527 {
530 success = 1; 528 success = 1;
531 DIFF_MSG (flag * tmp->stats.hp, "You feel much more healthy!", "You feel much less healthy!"); 529 DIFF_MSG (flag * tmp->stats.hp, "You feel much more healthy!", "You feel much less healthy!");
532 } 530 }
533 531
534 if (tmp->stats.sp && op->type == PLAYER && tmp->type != SKILL) 532 if (tmp->stats.sp && op->type == PLAYER
535 { 533 && tmp->type != SKILL && tmp->type != BOW)
534 {
536 success = 1; 535 success = 1;
537 DIFF_MSG (flag * tmp->stats.sp, "You feel one with the powers of magic!", "You suddenly feel very mundane."); 536 DIFF_MSG (flag * tmp->stats.sp, "You feel one with the powers of magic!", "You suddenly feel very mundane.");
538 } 537 }
539 538
540 /* for the future when artifacts set this -b.t. */ 539 /* for the future when artifacts set this -b.t. */
541 if (tmp->stats.grace && op->type == PLAYER) 540 if (tmp->stats.grace && op->type == PLAYER)
542 { 541 {
543 success = 1; 542 success = 1;
544 DIFF_MSG (flag * tmp->stats.grace, "You feel closer to your god!", "You suddenly feel less holy."); 543 DIFF_MSG (flag * tmp->stats.grace, "You feel closer to your god!", "You suddenly feel less holy.");
545 } 544 }
546 545
547 if (tmp->stats.food && op->type == PLAYER) 546 if (tmp->stats.food && op->type == PLAYER)
548 { 547 {
549 success = 1; 548 success = 1;
550 DIFF_MSG (flag * tmp->stats.food, "You feel your digestion slowing down.", "You feel your digestion speeding up."); 549 DIFF_MSG (flag * tmp->stats.food, "You feel your digestion slowing down.", "You feel your digestion speeding up.");
550 }
551 } 551 }
552 552
553 /* Messages for changed resistance */ 553 /* Messages for changed resistance */
554 for (int i = 0; i < NROFATTACKS; i++) 554 for (int i = 0; i < NROFATTACKS; i++)
555 { 555 {
556 if (i == ATNR_PHYSICAL) 556 if (i == ATNR_PHYSICAL)
557 continue; /* Don't display about armour */ 557 continue; /* Don't display about armour */
558 558
559 if (op->resist[i] != refop.resist[i]) 559 if (op->resist [i] != prev_resist [i])
560 { 560 {
561 success = 1; 561 success = 1;
562
562 if (op->resist[i] > refop.resist[i]) 563 if (op->resist [i] > prev_resist [i])
563 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]);
564 else 565 else
565 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]);
566 567
567 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message); 568 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message);
568 } 569 }
569 } 570 }
570 571
571 if (!potion_max) 572 if (!potion_max)
572 {
573 for (int j = 0; j < NUM_STATS; j++) 573 for (int j = 0; j < NUM_STATS; j++)
574 {
575 if (int i = tmp->stats.stat (j)) 574 if (int i = tmp->stats.stat (j))
576 { 575 {
577 success = 1; 576 success = 1;
578 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]); 577 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]);
579 } 578 }
580 }
581 }
582 579
583 return success; 580 return success;
584} 581}
585 582
586/* 583/*
597object::drain_specific_stat (int deplete_stats) 594object::drain_specific_stat (int deplete_stats)
598{ 595{
599 object *tmp; 596 object *tmp;
600 archetype *at; 597 archetype *at;
601 598
602 at = archetype::find (ARCH_DEPLETION); 599 at = archetype::find (shstr_depletion);
603 if (!at) 600 if (!at)
604 { 601 {
605 LOG (llevError, "Couldn't find archetype depletion.\n"); 602 LOG (llevError, "Couldn't find archetype depletion.\n");
606 return; 603 return;
607 } 604 }
609 { 606 {
610 tmp = present_arch_in_ob (at, this); 607 tmp = present_arch_in_ob (at, this);
611 608
612 if (!tmp) 609 if (!tmp)
613 { 610 {
614 tmp = arch_to_object (at); 611 tmp = at->instance ();
615 tmp = insert_ob_in_ob (tmp, this); 612 tmp = insert_ob_in_ob (tmp, this);
616 SET_FLAG (tmp, FLAG_APPLIED); 613 tmp->set_flag (FLAG_APPLIED);
617 } 614 }
618 } 615 }
619 616
620 new_draw_info (NDI_UNIQUE, 0, this, drain_msg[deplete_stats]); 617 new_draw_info (NDI_UNIQUE, 0, this, drain_msg[deplete_stats]);
621 change_attr_value (&tmp->stats, deplete_stats, -1); 618 change_attr_value (&tmp->stats, deplete_stats, -1);
627 * via an applied bad_luck object. 624 * via an applied bad_luck object.
628 */ 625 */
629void 626void
630object::change_luck (int value) 627object::change_luck (int value)
631{ 628{
632 archetype *at = archetype::find ("luck"); 629 archetype *at = archetype::find (shstr_luck);
633 if (!at) 630 if (!at)
634 LOG (llevError, "Couldn't find archetype luck.\n"); 631 LOG (llevError, "Couldn't find archetype luck.\n");
635 else 632 else
636 { 633 {
637 object *tmp = present_arch_in_ob (at, this); 634 object *tmp = present_arch_in_ob (at, this);
639 if (!tmp) 636 if (!tmp)
640 { 637 {
641 if (!value) 638 if (!value)
642 return; 639 return;
643 640
644 tmp = arch_to_object (at); 641 tmp = at->instance ();
645 tmp = insert_ob_in_ob (tmp, this); 642 tmp = insert_ob_in_ob (tmp, this);
646 SET_FLAG (tmp, FLAG_APPLIED); 643 tmp->set_flag (FLAG_APPLIED);
647 } 644 }
648 645
649 if (value) 646 if (value)
650 { 647 {
651 /* Limit the luck value of the bad luck object to +/-100. This 648 /* Limit the luck value of the bad luck object to +/-100. This
685void 682void
686object::remove_statbonus () 683object::remove_statbonus ()
687{ 684{
688 for (int i = 0; i < NUM_STATS; ++i) 685 for (int i = 0; i < NUM_STATS; ++i)
689 { 686 {
690 sint8 v = arch->clone.stats.stat (i); 687 sint8 v = arch->stats.stat (i);
691 stats.stat (i) -= v; 688 stats.stat (i) -= v;
692 contr->orig_stats.stat (i) -= v; 689 contr->orig_stats.stat (i) -= v;
693 } 690 }
694} 691}
695 692
699void 696void
700object::add_statbonus () 697object::add_statbonus ()
701{ 698{
702 for (int i = 0; i < NUM_STATS; ++i) 699 for (int i = 0; i < NUM_STATS; ++i)
703 { 700 {
704 sint8 v = arch->clone.stats.stat (i); 701 sint8 v = arch->stats.stat (i);
705 stats.stat (i) += v; 702 stats.stat (i) += v;
706 contr->orig_stats.stat (i) += v; 703 contr->orig_stats.stat (i) += v;
707 } 704 }
708} 705}
706
707static struct copy_flags : object::flags_t
708{
709 copy_flags ()
710 {
711 set (FLAG_LIFESAVE);
712 set (FLAG_REFL_SPELL);
713 set (FLAG_REFL_MISSILE);
714 set (FLAG_STEALTH);
715 set (FLAG_XRAYS);
716 set (FLAG_BLIND);
717 set (FLAG_SEE_IN_DARK);
718 }
719} copy_flags;
709 720
710/* 721/*
711 * Updates all abilities given by applied objects in the inventory 722 * Updates all abilities given by applied objects in the inventory
712 * of the given object. Note: This function works for both monsters 723 * of the given object. Note: This function works for both monsters
713 * and players; the "player" in the name is purely an archaic inheritance. 724 * and players; the "player" in the name is purely an archaic inheritance.
718 * spell system split, grace points now added to system --peterm 729 * spell system split, grace points now added to system --peterm
719 */ 730 */
720void 731void
721object::update_stats () 732object::update_stats ()
722{ 733{
723 int i, j;
724 float f, max = 9, added_speed = 0, bonus_speed = 0, sp_tmp, speed_reduce_from_disease = 1; 734 float max_speed = 9, added_speed = 0, bonus_speed = 0, speed_reduce_from_disease = 1;
725 int weapon_weight = 0, weapon_speed = 0; 735 weight_t weapon_weight = 0;
736 int weapon_speed = 0;
726 int best_wc = 0, best_ac = 0, wc = 0, ac = 0; 737 int best_wc = 0, best_ac = 0, wc = 0, ac = 0;
727 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; 738 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS];
728 object *grace_obj = NULL, *mana_obj = NULL, *wc_obj = NULL, *tmp; 739 object *grace_obj = NULL, *mana_obj = NULL, *tmp;
729 float old_speed = speed; 740 float old_speed = speed;
741 int stat_sum [NUM_STATS];
742
743 MoveType move_type; // we use change_move_type to change it, so use a local copy
730 744
731 /* First task is to clear all the values back to their original values */ 745 /* First task is to clear all the values back to their original values */
732 if (type == PLAYER) 746 if (type == PLAYER)
733 { 747 {
748 contr->delayed_update = false;
749
734 for (i = 0; i < NUM_STATS; i++) 750 for (int i = 0; i < NUM_STATS; i++)
735 stats.stat (i) = contr->orig_stats.stat (i); 751 stat_sum [i] = contr->orig_stats.stat (i);
736 752
737 if (settings.spell_encumbrance == TRUE) 753 if (settings.spell_encumbrance == TRUE)
738 contr->encumbrance = 0; 754 contr->encumbrance = 0;
739 755
740 attacktype = 0; 756 attacktype = 0;
750 for (int i = NUM_BODY_LOCATIONS; i--; ) 766 for (int i = NUM_BODY_LOCATIONS; i--; )
751 slot[i].used = slot[i].info; 767 slot[i].used = slot[i].info;
752 768
753 slaying = 0; 769 slaying = 0;
754 770
755 if (!QUERY_FLAG (this, FLAG_WIZ)) 771 if (!this->flag [FLAG_WIZ])
756 {
757 CLEAR_FLAG (this, FLAG_XRAYS);
758 CLEAR_FLAG (this, FLAG_MAKE_INVIS);
759 } 772 {
773 this->clr_flag (FLAG_XRAYS);
774 this->clr_flag (FLAG_MAKE_INVIS);
775 }
760 776
761 CLEAR_FLAG (this, FLAG_LIFESAVE); 777 this->clr_flag (FLAG_LIFESAVE);
762 CLEAR_FLAG (this, FLAG_STEALTH); 778 this->clr_flag (FLAG_STEALTH);
763 CLEAR_FLAG (this, FLAG_BLIND); 779 this->clr_flag (FLAG_BLIND);
764 780
765 if (!QUERY_FLAG (&arch->clone, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL); 781 if (!arch->flag [FLAG_REFL_SPELL ]) this->clr_flag (FLAG_REFL_SPELL);
766 if (!QUERY_FLAG (&arch->clone, FLAG_REFL_MISSILE)) CLEAR_FLAG (this, FLAG_REFL_MISSILE); 782 if (!arch->flag [FLAG_REFL_MISSILE]) this->clr_flag (FLAG_REFL_MISSILE);
767 if (!QUERY_FLAG (&arch->clone, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD); 783 if (!arch->flag [FLAG_UNDEAD ]) this->clr_flag (FLAG_UNDEAD);
768 if (!QUERY_FLAG (&arch->clone, FLAG_SEE_IN_DARK )) CLEAR_FLAG (this, FLAG_SEE_IN_DARK); 784 if (!arch->flag [FLAG_SEE_IN_DARK ]) this->clr_flag (FLAG_SEE_IN_DARK);
769 785
770 path_attuned = arch->clone.path_attuned; 786 path_attuned = arch->path_attuned;
771 path_repelled = arch->clone.path_repelled; 787 path_repelled = arch->path_repelled;
772 path_denied = arch->clone.path_denied; 788 path_denied = arch->path_denied;
773 glow_radius = arch->clone.glow_radius; 789 glow_radius = arch->glow_radius;
774 move_type = arch->clone.move_type; 790 move_type = arch->move_type;
775
776 chosen_skill = 0;
777 791
778 /* initializing resistances from the values in player/monster's 792 /* initializing resistances from the values in player/monster's
779 * archetype clone 793 * archetype clone
780 */ 794 */
781 memcpy (&resist, &arch->clone.resist, sizeof (resist)); 795 memcpy (&resist, &arch->resist, sizeof (resist));
782 796
783 for (i = 0; i < NROFATTACKS; i++) 797 for (int i = 0; i < NROFATTACKS; i++)
784 { 798 {
785 if (resist[i] > 0) 799 if (resist[i] > 0)
786 prot[i] = resist[i], vuln[i] = 0; 800 prot[i] = resist[i], vuln[i] = 0;
787 else 801 else
788 vuln[i] = -(resist[i]), prot[i] = 0; 802 vuln[i] = -resist[i], prot[i] = 0;
789 803
790 potion_resist[i] = 0; 804 potion_resist[i] = -1000;
791 } 805 }
792 806
793 wc = arch->clone.stats.wc; 807 wc = arch->stats.wc;
794 stats.dam = arch->clone.stats.dam; 808 stats.dam = arch->stats.dam;
795 809
796 /* for players which cannot use armour, they gain AC -1 per 3 levels, 810 /* for players which cannot use armour, they gain AC -1 per 3 levels,
797 * plus a small amount of physical resist, those poor suckers. ;) 811 * plus a small amount of physical resist, those poor suckers. ;)
798 * the fact that maxlevel is factored in could be considered sort of bogus - 812 * the fact that maxlevel is factored in could be considered sort of bogus -
799 * we should probably give them some bonus and cap it off - otherwise, 813 * we should probably give them some bonus and cap it off - otherwise,
800 * basically, if a server updates its max level, these playes may find 814 * basically, if a server updates its max level, these playes may find
801 * that their protection from physical goes down 815 * that their protection from physical goes down
802 */ 816 */
803 if (!QUERY_FLAG (this, FLAG_USE_ARMOUR) && type == PLAYER) 817 if (!this->flag [FLAG_USE_ARMOUR] && type == PLAYER)
804 { 818 {
805 ac = MAX (-10, arch->clone.stats.ac - level / 3); 819 ac = max (-10, arch->stats.ac - level / 3);
806 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100; 820 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100;
807 } 821 }
808 else 822 else
809 ac = arch->clone.stats.ac; 823 ac = arch->stats.ac;
810 824
811 stats.luck = arch->clone.stats.luck; 825 stats.luck = arch->stats.luck;
812 speed = arch->clone.speed; 826 speed = arch->speed;
827
828 chosen_skill = 0;
813 829
814 /* OK - we've reset most all the objects attributes to sane values. 830 /* OK - we've reset most all the objects attributes to sane values.
815 * now go through and make adjustments for what the player has equipped. 831 * now go through and make adjustments for what the player has equipped.
816 */ 832 */
817 for (tmp = inv; tmp; tmp = tmp->below) 833 for (tmp = inv; tmp; tmp = tmp->below)
818 { 834 {
819 /* See note in map.c:update_position about making this additive
820 * since light sources are never applied, need to put check here.
821 */
822 if (tmp->glow_radius > glow_radius)
823 glow_radius = tmp->glow_radius;
824
825 /* This happens because apply_potion calls change_abil with the potion 835 /* This happens because apply_potion calls change_abil with the potion
826 * applied so we can tell the player what changed. But change_abil 836 * applied so we can tell the player what changed. But change_abil
827 * then calls this function. 837 * then calls this function.
828 */ 838 */
829 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION) 839 if (tmp->flag [FLAG_APPLIED] && tmp->type == POTION)
830 continue; 840 continue;
841
842 glow_radius += tmp->glow_radius;
831 843
832 /* For some things, we don't care what is equipped */ 844 /* For some things, we don't care what is equipped */
833 if (tmp->type == SKILL) 845 if (tmp->type == SKILL)
834 { 846 {
835 /* Want to take the highest skill here. */ 847 /* Want to take the highest skill here. */
848 else if (tmp->level > grace_obj->level) 860 else if (tmp->level > grace_obj->level)
849 grace_obj = tmp; 861 grace_obj = tmp;
850 } 862 }
851 } 863 }
852 864
853 /* Container objects are not meant to adjust a players, but other applied 865 /* Container objects are not meant to adjust players, but other applied
854 * objects need to make adjustments. 866 * objects need to make adjustments.
855 * This block should handle all player specific changes 867 * This block should handle all player specific changes
856 * The check for Praying is a bit of a hack - god given bonuses are put 868 * The check for Praying is a bit of a hack - god given bonuses are put
857 * in the praying skill, and the player should always get those. 869 * in the praying skill, and the player should always get those.
858 * It also means we need to put in additional checks for applied below, 870 * It also means we need to put in additional checks for applied below,
859 * because the skill shouldn't count against body positions being used 871 * because the skill shouldn't count against body positions being used
860 * up, etc. 872 * up, etc.
861 */ 873 */
862 if ((tmp->flag [FLAG_APPLIED] 874 if ((tmp->flag [FLAG_APPLIED]
863 && tmp->type != CONTAINER 875 && tmp->type != CONTAINER
864 && tmp->type != CLOSE_CON) 876 && tmp->type != CLOSE_CON
865 || (tmp->type == SKILL 877 && tmp->type != SPELL)
866 && tmp->subtype == SK_PRAYING)) 878 || (tmp->type == SKILL && tmp->subtype == SK_PRAYING))
867 { 879 {
868 if (type == PLAYER) 880 if (type == PLAYER)
869 { 881 {
870 if (tmp == contr->combat_ob || tmp == contr->ranged_ob) 882 contr->item_power += tmp->item_power;
871 if (tmp != current_weapon && (tmp->type != SKILL || tmp->subtype != SK_PRAYING))
872 continue;
873 883
874 for (i = 0; i < NUM_STATS; i++) 884 for (int i = 0; i < NUM_STATS; i++)
875 change_attr_value (&stats, i, tmp->stats.stat (i)); 885 stat_sum [i] += tmp->stats.stat (i);
876 886
877 /* these are the items that currently can change digestion, regeneration, 887 if (digest_types [tmp->type])
878 * spell point recovery and mana point recovery. Seems sort of an arbitary
879 * list, but other items store other info into stats array.
880 */
881 if (tmp->type == WEAPON || tmp->type == BOW ||
882 tmp->type == ARMOUR || tmp->type == HELMET ||
883 tmp->type == SHIELD || tmp->type == RING ||
884 tmp->type == BOOTS || tmp->type == GLOVES ||
885 tmp->type == AMULET || tmp->type == GIRDLE ||
886 tmp->type == BRACERS || tmp->type == CLOAK ||
887 tmp->type == DISEASE || tmp->type == FORCE ||
888 tmp->type == SKILL)
889 { 888 {
890 contr->digestion += tmp->stats.food; 889 contr->digestion += tmp->stats.food;
891 contr->gen_hp += tmp->stats.hp; 890 contr->gen_hp += tmp->stats.hp;
891 if (tmp->type != BOW) // ugly exception for bows
892 contr->gen_sp += tmp->stats.sp; 892 contr->gen_sp += tmp->stats.sp;
893 contr->gen_grace += tmp->stats.grace; 893 contr->gen_grace += tmp->stats.grace;
894 contr->gen_sp_armour += tmp->gen_sp_armour; 894 contr->gen_sp_armour += tmp->gen_sp_armour;
895 contr->item_power += tmp->item_power;
896 } 895 }
897 } /* if this is a player */ 896 } /* if this is a player */
898 else 897 else
899 { 898 {
900 if (tmp->type == WEAPON) 899 if (tmp->type == WEAPON)
901 current_weapon = tmp; 900 current_weapon = tmp;
902 } 901 }
903 902
904 /* Update slots used for items */ 903 /* Update slots used for items */
905 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 904 if (tmp->flag [FLAG_APPLIED]) // exclude praying...
906 for (i = 0; i < NUM_BODY_LOCATIONS; i++) 905 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
907 slot[i].used += tmp->slot[i].info; 906 slot[i].used += tmp->slot[i].info;
908 907
909 if (tmp->type == SYMPTOM) 908 if (tmp->type == SYMPTOM)
910 {
911 speed_reduce_from_disease = tmp->last_sp / 100.f; 909 min_it (speed_reduce_from_disease, tmp->last_sp ? tmp->last_sp / 100.f : 1.f);
912 910
913 if (speed_reduce_from_disease == 0)
914 speed_reduce_from_disease = 1;
915 }
916
917 /* Pos. and neg. protections are counted seperate (-> pro/vuln). 911 /* Pos. and neg. protections are counted separate (-> pro/vuln).
918 * (Negative protections are calculated exactly like positive.) 912 * (Negative protections are calculated exactly like positive.)
919 * Resistance from potions are treated special as well. If there's 913 * Resistance from potions are treated special as well. If there's
920 * more than one potion-effect, the bigger prot.-value is taken. 914 * more than one potion-effect, the bigger prot.-value is taken.
921 */ 915 */
922 if (tmp->type != POTION) 916 if (tmp->type == POTION_EFFECT)
923 {
924 for (i = 0; i < NROFATTACKS; i++) 917 for (int i = 0; i < NROFATTACKS; i++)
925 {
926 /* Potential for cursed potions, in which case we just can use
927 * a straight MAX, as potion_resist is initialised to zero.
928 */
929 if (tmp->type == POTION_EFFECT)
930 {
931 if (potion_resist[i])
932 potion_resist[i] = MAX (potion_resist[i], tmp->resist[i]);
933 else
934 potion_resist[i] = tmp->resist[i]; 918 max_it (potion_resist[i], tmp->resist[i]);
935 } 919 else if (tmp->type != POTION)
920 for (int i = 0; i < NROFATTACKS; i++)
936 else if (tmp->resist[i] > 0) 921 if (tmp->resist[i] > 0)
937 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100; 922 prot[i] += (100 - prot[i]) * tmp->resist[i] / 100;
938 else if (tmp->resist[i] < 0) 923 else if (tmp->resist[i] < 0)
939 vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100; 924 vuln[i] += (100 - vuln[i]) * -tmp->resist[i] / 100;
940 }
941 }
942 925
943 /* There may be other things that should not adjust the attacktype */ 926 /* There may be other things that should not adjust the attacktype */
944 if (tmp->type != SYMPTOM) 927 if (tmp->type != SYMPTOM)
945 { 928 {
946 attacktype |= tmp->attacktype; 929 attacktype |= tmp->attacktype;
949 path_denied |= tmp->path_denied; 932 path_denied |= tmp->path_denied;
950 move_type |= tmp->move_type; 933 move_type |= tmp->move_type;
951 stats.luck += tmp->stats.luck; 934 stats.luck += tmp->stats.luck;
952 } 935 }
953 936
954 if (QUERY_FLAG (tmp, FLAG_LIFESAVE )) SET_FLAG (this, FLAG_LIFESAVE); 937 flag |= tmp->flag & copy_flags;
955 if (QUERY_FLAG (tmp, FLAG_REFL_SPELL )) SET_FLAG (this, FLAG_REFL_SPELL);
956 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE)) SET_FLAG (this, FLAG_REFL_MISSILE);
957 if (QUERY_FLAG (tmp, FLAG_STEALTH )) SET_FLAG (this, FLAG_STEALTH);
958 if (QUERY_FLAG (tmp, FLAG_XRAYS )) SET_FLAG (this, FLAG_XRAYS);
959 if (QUERY_FLAG (tmp, FLAG_BLIND )) SET_FLAG (this, FLAG_BLIND);
960 if (QUERY_FLAG (tmp, FLAG_SEE_IN_DARK )) SET_FLAG (this, FLAG_SEE_IN_DARK);
961 938
962 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (&arch->clone, FLAG_UNDEAD)) 939 if (tmp->flag [FLAG_UNDEAD] && !arch->flag [FLAG_UNDEAD])
963 SET_FLAG (this, FLAG_UNDEAD); 940 this->set_flag (FLAG_UNDEAD);
964 941
965 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS)) 942 //TODO: copy_flags?
943 if (tmp->flag [FLAG_MAKE_INVIS])
966 { 944 {
967 SET_FLAG (this, FLAG_MAKE_INVIS); 945 set_flag (FLAG_MAKE_INVIS);
968 invisible = 1; 946 invisible = 1;
969 } 947 }
970 948
971 if (tmp->stats.exp && tmp->type != SKILL) 949 if (tmp->stats.exp && tmp->type != SKILL)
972 { 950 {
979 added_speed += tmp->stats.exp; 957 added_speed += tmp->stats.exp;
980 } 958 }
981 959
982 switch (tmp->type) 960 switch (tmp->type)
983 { 961 {
984#if 0
985 case WAND:
986 case ROD: 962 case SKILL:
987 case HORN: 963 {
988 if (type != PLAYER || current_weapon == tmp) 964 // some skills will end up here without counting as "applied"
965 if (!tmp->flag [FLAG_APPLIED] || skill_flags [tmp->subtype] & SF_AUTARK)
966 break;
967
968 if (chosen_skill)
969 {
970 LOG (llevDebug, "fix_player, op %s has multiple skills applied (%s and %s)\n",
971 &name, &chosen_skill->name, &tmp->name);
972
973 tmp->flag [FLAG_APPLIED] = false;
974 update_stats ();
975 return;
976 }
977
989 chosen_skill = tmp; 978 chosen_skill = tmp;
990 break;
991#endif
992 979
993 /* skills modifying the character -b.t. */
994 /* for all skills and skill granting objects */
995 case SKILL:
996 if (!QUERY_FLAG (tmp, FLAG_APPLIED))
997 break;
998
999 if (IS_COMBAT_SKILL (tmp->subtype))
1000 wc_obj = tmp;
1001
1002 if (chosen_skill)
1003 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name);
1004
1005 chosen_skill = tmp;
1006
1007 if (tmp->stats.dam > 0) 980 if (tmp->stats.dam > 0)
1008 { /* skill is a 'weapon' */ 981 { /* skill is a 'weapon' */
1009 if (!QUERY_FLAG (this, FLAG_READY_WEAPON)) 982 if (!this->flag [FLAG_READY_WEAPON])
1010 weapon_speed = WEAPON_SPEED (tmp); 983 weapon_speed = max (0, WEAPON_SPEED (tmp));
1011 984
1012 if (weapon_speed < 0)
1013 weapon_speed = 0;
1014
1015 weapon_weight = tmp->weight; 985 weapon_weight = tmp->weight;
1016 stats.dam += tmp->stats.dam * (1 + (chosen_skill->level / 9)); 986 stats.dam += 1 + chosen_skill->level * tmp->stats.dam / 9;
1017 987
1018 if (tmp->magic) 988 if (tmp->magic)
1019 stats.dam += tmp->magic; 989 stats.dam += tmp->magic;
1020 } 990 }
1021 991
1022 if (tmp->stats.wc) 992 if (tmp->stats.wc)
1023 wc -= tmp->stats.wc + tmp->magic; 993 wc -= tmp->stats.wc + tmp->magic;
1024 994
1025 if (tmp->slaying) 995 if (tmp->slaying)
1026 slaying = tmp->slaying; 996 slaying = tmp->slaying;
1027 997
1028 if (tmp->stats.ac) 998 if (tmp->stats.ac)
1029 ac -= tmp->stats.ac + tmp->magic; 999 ac -= tmp->stats.ac + tmp->magic;
1030 1000
1031 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1001 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1032 contr->encumbrance += (int) 3 *tmp->weight / 1000; 1002 contr->encumbrance += weight_to_kg_approx (3 * tmp->weight);
1033
1034 break; 1003 }
1035 1004
1036 case SKILL_TOOL:
1037 if (chosen_skill)
1038 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name);
1039
1040 chosen_skill = tmp;
1041 break; 1005 break;
1042 1006
1043 case SHIELD: 1007 case SHIELD:
1044 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1008 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1045 contr->encumbrance += (int) tmp->weight / 2000; 1009 contr->encumbrance += weight_to_kg_approx (tmp->weight) >> 1;
1010 //FALLTHROUGH
1046 case RING: 1011 case RING:
1047 case AMULET: 1012 case AMULET:
1048 case GIRDLE: 1013 case GIRDLE:
1049 case HELMET: 1014 case HELMET:
1050 case BOOTS: 1015 case BOOTS:
1059 if (tmp->stats.ac) 1024 if (tmp->stats.ac)
1060 ac -= tmp->stats.ac + tmp->magic; 1025 ac -= tmp->stats.ac + tmp->magic;
1061 1026
1062 break; 1027 break;
1063 1028
1029 case RANGED:
1064 case BOW: 1030 case BOW:
1065 case WEAPON: 1031 case WEAPON:
1066 if (type != PLAYER || current_weapon == tmp)
1067 {
1068 wc -= tmp->stats.wc + tmp->magic; 1032 wc -= tmp->stats.wc + tmp->magic;
1069 1033
1070 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0) 1034 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0)
1071 ac -= tmp->stats.ac + tmp->magic; 1035 ac -= tmp->stats.ac + tmp->magic;
1072 1036
1073 stats.dam += tmp->stats.dam + tmp->magic; 1037 stats.dam += tmp->stats.dam + tmp->magic;
1074 weapon_weight = tmp->weight; 1038 weapon_weight = tmp->weight;
1075 weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2; 1039 weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2;
1076 1040
1077 if (weapon_speed < 0) 1041 if (weapon_speed < 0)
1078 weapon_speed = 0; 1042 weapon_speed = 0;
1079 1043
1080 slaying = tmp->slaying; 1044 slaying = tmp->slaying;
1081 1045
1082 /* If there is desire that two handed weapons should do 1046 /* If there is desire that two handed weapons should do
1083 * extra strength damage, this is where the code should 1047 * extra strength damage, this is where the code should
1084 * go. 1048 * go.
1085 */ 1049 */
1086 1050
1087 if (type == PLAYER) 1051 if (type == PLAYER)
1088 if (settings.spell_encumbrance) 1052 if (settings.spell_encumbrance)
1089 contr->encumbrance += tmp->weight * 3 / 1000; 1053 contr->encumbrance += weight_to_kg_approx (3 * tmp->weight);
1090 }
1091 1054
1092 break; 1055 break;
1093 1056
1094 case ARMOUR: /* Only the best of these three are used: */ 1057 case ARMOUR: /* Only the best of these three are used: */
1095 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1058 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1096 contr->encumbrance += tmp->weight / 1000; 1059 contr->encumbrance += weight_to_kg_approx (tmp->weight);
1097 1060
1098 case BRACERS: 1061 case BRACERS:
1099 case FORCE: 1062 case FORCE:
1100 if (tmp->stats.wc) 1063 if (tmp->stats.wc)
1101 { 1064 {
1118 else /* To nullify the below effect */ 1081 else /* To nullify the below effect */
1119 ac += tmp->stats.ac + tmp->magic; 1082 ac += tmp->stats.ac + tmp->magic;
1120 } 1083 }
1121 1084
1122 if (tmp->stats.wc) 1085 if (tmp->stats.wc)
1123 wc -= (tmp->stats.wc + tmp->magic); 1086 wc -= tmp->stats.wc + tmp->magic;
1124 1087
1125 if (tmp->stats.ac) 1088 if (tmp->stats.ac)
1126 ac -= (tmp->stats.ac + tmp->magic); 1089 ac -= tmp->stats.ac + tmp->magic;
1127 1090
1128 if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.f < max) 1091 if (ARMOUR_SPEED (tmp))
1129 max = ARMOUR_SPEED (tmp) / 10.f; 1092 min_it (max_speed, ARMOUR_SPEED (tmp) / 10.f);
1130 1093
1131 break; 1094 break;
1132 } /* switch tmp->type */ 1095 } /* switch tmp->type */
1133 } /* item is equipped */ 1096 } /* item is equipped */
1134 } /* for loop of items */ 1097 } /* for loop of items */
1098
1099 min_it (glow_radius, MAX_LIGHT_RADIUS);
1135 1100
1136 /* We've gone through all the objects the player has equipped. For many things, we 1101 /* We've gone through all the objects the player has equipped. For many things, we
1137 * have generated intermediate values which we now need to assign. 1102 * have generated intermediate values which we now need to assign.
1138 */ 1103 */
1139 1104
1141 * If there is an uncursed potion in effect, granting more protection 1106 * If there is an uncursed potion in effect, granting more protection
1142 * than that, we take: 'total resistance = resistance from potion'. 1107 * than that, we take: 'total resistance = resistance from potion'.
1143 * If there is a cursed (and no uncursed) potion in effect, we take 1108 * If there is a cursed (and no uncursed) potion in effect, we take
1144 * 'total resistance = vulnerability from cursed potion'. 1109 * 'total resistance = vulnerability from cursed potion'.
1145 */ 1110 */
1146 for (i = 0; i < NROFATTACKS; i++) 1111 for (int i = 0; i < NROFATTACKS; i++)
1147 { 1112 {
1148 resist[i] = prot[i] - vuln[i]; 1113 resist[i] = prot[i] - vuln[i];
1149 1114
1150 if (potion_resist[i] && ((potion_resist[i] > resist[i]) || (potion_resist[i] < 0))) 1115 if (potion_resist[i] != -1000
1116 && (potion_resist[i] < 0 || potion_resist[i] > resist[i]))
1151 resist[i] = potion_resist[i]; 1117 resist[i] = potion_resist[i];
1152 } 1118 }
1153 1119
1154 /* Figure out the players sp/mana/hp totals. */
1155 if (type == PLAYER) 1120 if (type == PLAYER)
1156 { 1121 {
1122 // clamp various player stats
1123 for (int i = 0; i < NUM_STATS; ++i)
1124 stats.stat (i) = stat_sum [i];
1125
1126 check_stat_bounds (&stats);
1127
1128 contr->digestion = clamp (contr->digestion, MIN_DIGESTION, MAX_DIGESTION);
1129
1130 /* Figure out the players sp/mana/hp totals. */
1157 int pl_level; 1131 int pl_level;
1158 1132
1159 check_stat_bounds (&(stats));
1160 pl_level = level;
1161
1162 if (pl_level < 1)
1163 pl_level = 1; /* safety, we should always get 1 levels worth of hp! */ 1133 pl_level = max (1, level); /* safety, we should always get 1 levels worth of hp! */
1164 1134
1165 /* You basically get half a con bonus/level. But we do take into account rounding, 1135 /* You basically get half a con bonus/level. But we do take into account rounding,
1166 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels. 1136 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels.
1167 */ 1137 */
1168 for (i = 1, stats.maxhp = 0; i <= pl_level && i <= 10; i++) 1138 stats.maxhp = 0;
1139 for (int i = 1; i <= min (10, pl_level); i++)
1169 { 1140 {
1170 j = contr->levhp[i] + con_bonus[stats.Con] / 2; 1141 int j = contr->levhp[i] + con_bonus[stats.Con] / 2;
1171 1142
1172 if (i % 2 && con_bonus[stats.Con] % 2) 1143 if (i % 2 && con_bonus[stats.Con] % 2)
1173 {
1174 if (con_bonus[stats.Con] > 0) 1144 if (con_bonus[stats.Con] > 0)
1175 j++; 1145 j++;
1176 else 1146 else
1177 j--; 1147 j--;
1178 }
1179 1148
1180 stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */ 1149 stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */
1181 } 1150 }
1182 1151
1183 for (i = 11; i <= level; i++) 1152 stats.maxhp += 2 * max (0, level - 10);
1184 stats.maxhp += 2;
1185 1153
1186 if (stats.hp > stats.maxhp) 1154 if (stats.hp > stats.maxhp)
1187 stats.hp = stats.maxhp; 1155 stats.hp = stats.maxhp;
1188 1156
1189 /* Sp gain is controlled by the level of the player's 1157 /* Sp gain is controlled by the level of the player's
1202 1170
1203 if (mana_obj == this && type == PLAYER) 1171 if (mana_obj == this && type == PLAYER)
1204 stats.maxsp = 1; 1172 stats.maxsp = 1;
1205 else 1173 else
1206 { 1174 {
1207 sp_tmp = 0.f; 1175 float sp_tmp = 0.f;
1208 1176
1209 for (i = 1; i <= mana_obj->level && i <= 10; i++) 1177 for (int i = 1; i <= min (10, mana_obj->level); i++)
1210 { 1178 {
1211 float stmp; 1179 float stmp;
1212 1180
1213 /* Got some extra bonus at first level */ 1181 /* Got some extra bonus at first level */
1214 if (i < 2) 1182 if (i < 2)
1215 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 6.f; 1183 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 6.f;
1216 else 1184 else
1217 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 12.f; 1185 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 12.f;
1218 1186
1219 if (stmp < 1.f)
1220 stmp = 1.f;
1221
1222 sp_tmp += stmp; 1187 sp_tmp += max (1.f, stmp);
1223 } 1188 }
1224 1189
1225 stats.maxsp = (sint16)sp_tmp; 1190 stats.maxsp = int (sp_tmp) + 2 * max (0, mana_obj->level - 10);
1226
1227 for (i = 11; i <= mana_obj->level; i++)
1228 stats.maxsp += 2;
1229 } 1191 }
1192
1230 /* Characters can get their sp supercharged via rune of transferrance */ 1193 /* Characters can get their sp supercharged via rune of transferrance */
1231 if (stats.sp > stats.maxsp * 2) 1194 stats.sp = min (stats.sp, stats.maxsp * 2);
1232 stats.sp = stats.maxsp * 2;
1233 1195
1234 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */ 1196 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */
1235 if (!grace_obj || !grace_obj->level || type != PLAYER) 1197 if (!grace_obj || !grace_obj->level || type != PLAYER)
1236 grace_obj = this; 1198 grace_obj = this;
1237 1199
1242 /* store grace in a float - this way, the divisions below don't create 1204 /* store grace in a float - this way, the divisions below don't create
1243 * big jumps when you go from level to level - with int's, it then 1205 * big jumps when you go from level to level - with int's, it then
1244 * becomes big jumps when the sums of the bonuses jump to the next 1206 * becomes big jumps when the sums of the bonuses jump to the next
1245 * step of 8 - with floats, even fractional ones are useful. 1207 * step of 8 - with floats, even fractional ones are useful.
1246 */ 1208 */
1247 sp_tmp = 0.f; 1209 float sp_tmp = 0.f;
1248 for (i = 1, stats.maxgrace = 0; i <= grace_obj->level && i <= 10; i++) 1210
1211 for (int i = 1; i <= min (10, grace_obj->level); i++)
1249 { 1212 {
1250 float grace_tmp = 0.f; 1213 float grace_tmp = 0.f;
1251 1214
1252 /* Got some extra bonus at first level */ 1215 /* Got some extra bonus at first level */
1253 if (i < 2) 1216 if (i < 2)
1254 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 6.f; 1217 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 6.f;
1255 else 1218 else
1256 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 12.f; 1219 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 12.f;
1257 1220
1258 if (grace_tmp < 1.f)
1259 grace_tmp = 1.f;
1260
1261 sp_tmp += grace_tmp; 1221 sp_tmp += max (1.f, grace_tmp);
1262 } 1222 }
1263 1223
1264 stats.maxgrace = (sint16)sp_tmp;
1265
1266 /* two grace points per level after 11 */ 1224 /* two grace points per level after 10 */
1267 for (i = 11; i <= grace_obj->level; i++) 1225 stats.maxgrace = int (sp_tmp) + 2 * max (0, grace_obj->level - 10);
1268 stats.maxgrace += 2;
1269 } 1226 }
1227
1270 /* No limit on grace vs maxgrace */ 1228 /* No limit on grace vs maxgrace */
1271 1229
1272 if (contr->braced) 1230 if (contr->braced)
1273 { 1231 {
1274 ac += 2; 1232 ac += 2;
1286 * improvement every level, now its fighterlevel/5. So 1244 * improvement every level, now its fighterlevel/5. So
1287 * we give the player a bonus here in wc and dam 1245 * we give the player a bonus here in wc and dam
1288 * to make up for the change. Note that I left the 1246 * to make up for the change. Note that I left the
1289 * monster bonus the same as before. -b.t. 1247 * monster bonus the same as before. -b.t.
1290 */ 1248 */
1249 object *wc_obj = chosen_skill;
1291 1250
1292 if (type == PLAYER && wc_obj && wc_obj->level > 1) 1251 if (contr && wc_obj && wc_obj->level > 1)
1293 { 1252 {
1294 wc -= wc_obj->level + thaco_bonus[stats.Str]; 1253 wc -= wc_obj->level + thaco_bonus[stats.Str];
1295 1254
1296 for (i = 1; i < wc_obj->level; i++) 1255 for (int i = 1; i < wc_obj->level; i++)
1297 { 1256 {
1298 /* addtional wc every 6 levels */ 1257 /* additional wc every 6 levels */
1299 if (!(i % 6)) 1258 if (!(i % 6))
1300 wc--; 1259 wc--;
1301 1260
1302 /* addtional dam every 4 levels. */ 1261 /* additional dam every 4 levels. */
1303 if (!(i % 4) && dam_bonus[stats.Str] >= 0) 1262 if (!(i % 4) && dam_bonus[stats.Str] >= 0)
1304 stats.dam += 1 + dam_bonus[stats.Str] / 5; 1263 stats.dam += 1 + dam_bonus[stats.Str] / 5;
1305 } 1264 }
1306 } 1265 }
1307 else 1266 else
1314 1273
1315 speed = 1.f + speed_bonus[stats.Dex]; 1274 speed = 1.f + speed_bonus[stats.Dex];
1316 1275
1317 if (settings.search_items && contr->search_str[0]) 1276 if (settings.search_items && contr->search_str[0])
1318 speed -= 1; 1277 speed -= 1;
1319
1320 if (attacktype == 0)
1321 attacktype = arch->clone.attacktype;
1322
1323 } /* End if player */ 1278 } /* End if player */
1324 1279
1325 if (added_speed >= 0) 1280 if (added_speed >= 0)
1326 speed += added_speed / 10.f; 1281 speed += added_speed / 10.f;
1327 else /* Something wrong here...: */ 1282 else /* Something wrong here...: */
1328 speed /= 1.f - added_speed; 1283 speed /= 1.f - added_speed;
1329 1284
1330 /* Max is determined by armour */ 1285 /* Max is determined by armour */
1331 if (speed > max) 1286 speed = min (speed, max_speed);
1332 speed = max;
1333 1287
1334 if (type == PLAYER) 1288 if (type == PLAYER)
1335 { 1289 {
1336 /* f is a number the represents the number of kg above (positive num) 1290 /* f is a number the represents the number of kg above (positive num)
1337 * or below (negative number) that the player is carrying. If above 1291 * or below (negative number) that the player is carrying. If above
1338 * weight limit, then player suffers a speed reduction based on how 1292 * weight limit, then player suffers a speed reduction based on how
1339 * much above he is, and what is max carry is 1293 * much above he is, and what is max carry is
1340 */ 1294 */
1341 f = (carrying / 1000) - max_carry[stats.Str]; 1295 float f = (sint32)weight_to_kg_approx (carrying) - max_carry[stats.Str];
1342 if (f > 0) 1296 if (f > 0.f)
1343 speed = speed / (1.f + f / max_carry[stats.Str]); 1297 speed /= (1.f + f / max_carry[stats.Str]);
1344 } 1298 }
1345 1299
1346 speed += bonus_speed / 10.f; /* Not affected by limits */ 1300 speed += bonus_speed / 10.f; /* Not affected by limits */
1301 speed *= speed_reduce_from_disease;
1347 1302
1348 /* Put a lower limit on speed. Note with this speed, you move once every 1303 /* Put a lower limit on speed. Note with this speed, you move once every
1349 * 100 ticks or so. This amounts to once every 12 seconds of realtime. 1304 * 25 ticks or so. This amounts to once every 3 seconds of realtime.
1350 */ 1305 */
1351 speed = speed * speed_reduce_from_disease; 1306 max_it (speed, is_player () ? MIN_PLAYER_SPEED : MIN_ACTIVE_SPEED);
1352 1307
1353 if (speed < 0.01f && type == PLAYER) 1308 if (speed != old_speed)
1354 speed = 0.01f; 1309 set_speed (speed);
1355 1310
1356 if (type == PLAYER) 1311 if (type == PLAYER)
1357 { 1312 {
1358 /* (This formula was made by vidarl@ifi.uio.no) 1313 /* (This formula was made by vidarl@ifi.uio.no)
1359 * Note that we never used these values again - basically 1314 * Note that we never used these values again - basically
1361 * that would just be a real pain to read. 1316 * that would just be a real pain to read.
1362 */ 1317 */
1363 float M = (max_carry[stats.Str] - 121) / 121.f; 1318 float M = (max_carry[stats.Str] - 121) / 121.f;
1364 float M2 = max_carry[stats.Str] / 100.f; 1319 float M2 = max_carry[stats.Str] / 100.f;
1365 float W = weapon_weight / 20000.f; 1320 float W = weapon_weight / 20000.f;
1366 float s = 2 - weapon_speed / 10.f; 1321 float s = (20 - weapon_speed) / 10.f;
1367 float D = (stats.Dex - 14) / 14.f; 1322 float D = (stats.Dex - 14) / 14.f;
1368 float K = 1 + M / 3.f - W / (3 * M2) + speed / 5.f + D / 2.f; 1323 float K = 1 + M / 3.f - W / (3 * M2) + speed / 5.f + D / 2.f;
1369 1324
1370 K *= (4 + level) *1.2f / (6 + level); 1325 K *= (4 + level) * 1.2f / (6 + level);
1371 1326
1372 if (K <= 0.f) 1327 if (K <= 0.01f)
1373 K = 0.01f; 1328 K = 0.01f;
1374 1329
1375 float S = speed / (K * s); 1330 contr->weapon_sp = K * s * .5f; //TODO: balance the .5
1376
1377 contr->weapon_sp = S;
1378 } 1331 }
1379 1332
1380 /* I want to limit the power of small monsters with big weapons: */ 1333 /* I want to limit the power of small monsters with big weapons: */
1381 if (type != PLAYER && arch && stats.dam > arch->clone.stats.dam * 3) 1334 if (type != PLAYER && arch && stats.dam > arch->stats.dam * 3)
1382 stats.dam = arch->clone.stats.dam * 3; 1335 stats.dam = arch->stats.dam * 3;
1383 1336
1384 /* Prevent overflows of wc - best you can get is ABS(120) - this 1337 stats.wc = clamp (wc, MIN_WC, MAX_WC);
1385 * should be more than enough - remember, AC is also in 8 bits, 1338 stats.ac = clamp (ac, MIN_AC, MAX_AC);
1386 * so its value is the same.
1387 */
1388 if (wc > 120)
1389 wc = 120;
1390 else if (wc < -120)
1391 wc = -120;
1392
1393 stats.wc = wc;
1394
1395 if (ac > 120)
1396 ac = 120;
1397 else if (ac < -120)
1398 ac = -120;
1399
1400 stats.ac = ac;
1401 1339
1402 /* if for some reason the creature doesn't have any move type, 1340 /* if for some reason the creature doesn't have any move type,
1403 * give them walking as a default. 1341 * give them walking as a default.
1404 * The second case is a special case - to more closely mimic the 1342 * The second case is a special case - to more closely mimic the
1405 * old behaviour - if your flying, your not walking - just 1343 * old behaviour - if your flying, your not walking - just
1408 if (move_type == 0) 1346 if (move_type == 0)
1409 move_type = MOVE_WALK; 1347 move_type = MOVE_WALK;
1410 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) 1348 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH))
1411 move_type &= ~MOVE_WALK; 1349 move_type &= ~MOVE_WALK;
1412 1350
1413 if (speed != old_speed) 1351 // now apply the new move_type
1414 set_speed (speed); 1352 if (this->move_type != move_type)
1353 change_move_type (move_type);
1415 1354
1416 /* It is quite possible that a player's spell costing might have changed, 1355 /* It is quite possible that a player's spell costing might have changed,
1417 * so we will check that now. 1356 * so we will check that now.
1418 */ 1357 */
1419 if (type == PLAYER) 1358 if (is_player ())
1420 { 1359 contr->update_spells ();
1421 esrv_update_stats (contr);
1422 esrv_update_spells (contr);
1423 }
1424 1360
1425 // update the mapspace, if we are on a map 1361 // update the mapspace, if we are on a map
1426 if (!flag [FLAG_REMOVED] && map) 1362 if (!flag [FLAG_REMOVED] && map)
1427 map->at (x, y).flags_ = 0; 1363 map->at (x, y).flags_ = 0;
1364}
1365
1366void
1367object::set_glow_radius (sint8 rad)
1368{
1369 glow_radius = rad;
1370
1371 if (is_on_map ())
1372 update_all_los (map, x, y);
1373 else if (object *env = outer_env ())
1374 {
1375 env->update_stats ();
1376
1377 if (env->is_on_map ())
1378 update_all_los (env->map, env->x, env->y);
1379 }
1428} 1380}
1429 1381
1430/* 1382/*
1431 * Returns true if the given player is a legal class. 1383 * Returns true if the given player is a legal class.
1432 * The function to add and remove class-bonuses to the stats doesn't 1384 * The function to add and remove class-bonuses to the stats doesn't
1448 1400
1449/* 1401/*
1450 * set the new dragon name after gaining levels or 1402 * set the new dragon name after gaining levels or
1451 * changing ability focus (later this can be extended to 1403 * changing ability focus (later this can be extended to
1452 * eventually change the player's face and animation) 1404 * eventually change the player's face and animation)
1453 *
1454 * Note that the title is written to 'own_title' in the
1455 * player struct. This should be changed to 'ext_title'
1456 * as soon as clients support this!
1457 * Please, anyone, write support for 'ext_title'.
1458 */ 1405 */
1459void 1406void
1460set_dragon_name (object *pl, const object *abil, const object *skin) 1407set_dragon_name (object *pl, const object *abil, const object *skin)
1461{ 1408{
1462 int atnr = -1; /* attacknumber of highest level */ 1409 int atnr = -1; /* attacknumber of highest level */
1480 /* now if there are equals at highest level, pick the one with focus, 1427 /* now if there are equals at highest level, pick the one with focus,
1481 or else at random */ 1428 or else at random */
1482 if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level) 1429 if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level)
1483 atnr = abil->stats.exp; 1430 atnr = abil->stats.exp;
1484 1431
1485 level = (int) (level / 5.);
1486
1487 /* now set the new title */ 1432 /* now set the new title */
1488 if (pl->contr != NULL)
1489 {
1490 if (level == 0)
1491 sprintf (pl->contr->title, "%s hatchling", attacks[atnr]); 1433 if (level < 25) sprintf (pl->contr->title, "%s hatchling", attacks[atnr]);
1492 else if (level == 1)
1493 sprintf (pl->contr->title, "%s wyrm", attacks[atnr]); 1434 else if (level < 50) sprintf (pl->contr->title, "%s wyrm" , attacks[atnr]);
1494 else if (level == 2)
1495 sprintf (pl->contr->title, "%s wyvern", attacks[atnr]); 1435 else if (level < 75) sprintf (pl->contr->title, "%s wyvern" , attacks[atnr]);
1496 else if (level == 3)
1497 sprintf (pl->contr->title, "%s dragon", attacks[atnr]); 1436 else if (level < 100) sprintf (pl->contr->title, "%s dragon" , attacks[atnr]);
1498 else 1437 else
1499 { 1438 {
1500 /* special titles for extra high resistance! */ 1439 /* special titles for extra high resistance! */
1501 if (skin->resist[atnr] > 80)
1502 sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]); 1440 if (skin->resist[atnr] > 80) sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]);
1503 else if (skin->resist[atnr] > 50)
1504 sprintf (pl->contr->title, "ancient %s dragon", attacks[atnr]); 1441 else if (skin->resist[atnr] > 50) sprintf (pl->contr->title, "ancient %s dragon" , attacks[atnr]);
1505 else
1506 sprintf (pl->contr->title, "big %s dragon", attacks[atnr]); 1442 else sprintf (pl->contr->title, "big %s dragon" , attacks[atnr]);
1507 }
1508 } 1443 }
1509 1444
1510 strcpy (pl->contr->own_title, ""); 1445 strcpy (pl->contr->own_title, "");
1511} 1446}
1512 1447
1513/* 1448/*
1514 * This function is called when a dragon-player gains 1449 * This function is called when a dragon-player gains
1515 * an overall level. Here, the dragon might gain new abilities 1450 * an overall level. Here, the dragon might gain new abilities
1516 * or change the ability-focus. 1451 * or change the ability-focus.
1517 */ 1452 */
1518void 1453static void
1519dragon_level_gain (object *who) 1454dragon_level_gain (object *who)
1520{ 1455{
1521 object *abil = NULL; /* pointer to dragon ability force */ 1456 object *abil = NULL; /* pointer to dragon ability force */
1522 object *skin = NULL; /* pointer to dragon skin force */ 1457 object *skin = NULL; /* pointer to dragon skin force */
1523 object *tmp = NULL; /* tmp. object */ 1458 object *tmp = NULL; /* tmp. object */
1524 char buf[MAX_BUF]; /* tmp. string buffer */ 1459 char buf[MAX_BUF]; /* tmp. string buffer */
1525 1460
1526 /* now grab the 'dragon_ability'-forces from the player's inventory */ 1461 /* now grab the 'dragon_ability'-forces from the player's inventory */
1527 shstr_cmp dragon_ability_force ("dragon_ability_force");
1528 shstr_cmp dragon_skin_force ("dragon_skin_force");
1529
1530 for (tmp = who->inv; tmp; tmp = tmp->below) 1462 for (tmp = who->inv; tmp; tmp = tmp->below)
1531 if (tmp->type == FORCE) 1463 if (tmp->type == FORCE)
1532 if (tmp->arch->name == dragon_ability_force) 1464 if (tmp->arch->archname == shstr_dragon_ability_force)
1533 abil = tmp; 1465 abil = tmp;
1534 else if (tmp->arch->name == dragon_skin_force) 1466 else if (tmp->arch->archname == shstr_dragon_skin_force)
1535 skin = tmp; 1467 skin = tmp;
1536 1468
1537 /* if the force is missing -> bail out */ 1469 /* if the force is missing -> bail out */
1538 if (abil == NULL) 1470 if (abil == NULL)
1539 return; 1471 return;
1582 object *skill_obj; 1514 object *skill_obj;
1583 1515
1584 skill_obj = get_archetype_by_skill_name (skill_name, SKILL); 1516 skill_obj = get_archetype_by_skill_name (skill_name, SKILL);
1585 if (!skill_obj) 1517 if (!skill_obj)
1586 { 1518 {
1587 LOG (llevError, "add_player_exp: couldn't find skill %s\n", skill_name); 1519 LOG (llevError, "give_skill_by_name: couldn't find skill %s\n", skill_name);
1588 return NULL; 1520 return NULL;
1589 } 1521 }
1522
1590 /* clear the flag - exp goes into this bucket, but player 1523 /* clear the flag - exp goes into this bucket, but player
1591 * still doesn't know it. 1524 * still doesn't know it.
1592 */ 1525 */
1593 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL); 1526 skill_obj->clr_flag (FLAG_CAN_USE_SKILL);
1594 skill_obj->stats.exp = 0; 1527 skill_obj->stats.exp = 0;
1595 skill_obj->level = 1; 1528 skill_obj->level = 1;
1596 insert_ob_in_ob (skill_obj, op); 1529 op->insert (skill_obj);
1597 1530
1598 if (op->contr) 1531 if (player *pl = op->contr)
1599 { 1532 pl->link_skills ();
1600 op->contr->last_skill_ob [skill_obj->subtype] = skill_obj;
1601 if (op->contr->ns)
1602 op->contr->ns->last_skill_exp[skill_obj->subtype] = -1;//TODO: should be made superfluous
1603 }
1604 1533
1605 return skill_obj; 1534 return skill_obj;
1606} 1535}
1607
1608 1536
1609/* player_lvl_adj() - for the new exp system. we are concerned with 1537/* player_lvl_adj() - for the new exp system. we are concerned with
1610 * whether the player gets more hp, sp and new levels. 1538 * whether the player gets more hp, sp and new levels.
1611 * Note this this function should only be called for players. Monstes 1539 * Note this this function should only be called for players. Monstes
1612 * don't really gain levels 1540 * don't really gain levels
1615 */ 1543 */
1616void 1544void
1617player_lvl_adj (object *who, object *op) 1545player_lvl_adj (object *who, object *op)
1618{ 1546{
1619 char buf[MAX_BUF]; 1547 char buf[MAX_BUF];
1548 bool changed = false;
1620 1549
1621 if (!op) /* when rolling stats */ 1550 if (!op) /* when rolling stats */
1622 op = who; 1551 op = who;
1623 1552
1624 if (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul)) 1553 while (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul))
1625 { 1554 {
1555 changed = true;
1556
1626 op->level++; 1557 op->level++;
1627 1558
1628 if (op != NULL && op == who && op->stats.exp > 1 && is_dragon_pl (who)) 1559 if (op && op == who && op->stats.exp > 1 && who->is_dragon ())
1629 dragon_level_gain (who); 1560 dragon_level_gain (who);
1630 1561
1631 /* Only roll these if it is the player (who) that gained the level */ 1562 /* Only roll these if it is the player (who) that gained the level */
1632 if (op == who && (who->level < 11) && who->type == PLAYER) 1563 if (op == who && (who->level < 11) && who->type == PLAYER)
1633 { 1564 {
1634 who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1; 1565 who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1;
1635 who->contr->levsp[who->level] = die_roll (2, 3, who, PREFER_HIGH); 1566 who->contr->levsp[who->level] = die_roll (2, 3, who, PREFER_HIGH);
1636 who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1; 1567 who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1;
1637 } 1568 }
1638 1569
1639 who->update_stats ();
1640 if (op->level > 1) 1570 if (op->level > 1)
1641 { 1571 {
1642 if (op->type != PLAYER) 1572 if (op->type != PLAYER)
1573 {
1574 who->contr->play_sound (sound_find ("skill_up"));
1643 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); 1575 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1576 }
1644 else 1577 else
1578 {
1579 who->contr->play_sound (sound_find ("level_up"));
1645 sprintf (buf, "You are now level %d.", op->level); 1580 sprintf (buf, "You are now level %d.", op->level);
1581 }
1582
1646 if (who) 1583 if (who)
1647 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); 1584 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1648 } 1585 }
1649 player_lvl_adj (who, op); /* To increase more levels */
1650 } 1586 }
1587
1651 else if (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul)) 1588 while (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul))
1652 { 1589 {
1590 changed = true;
1591
1653 op->level--; 1592 op->level--;
1654 who->update_stats (); 1593
1655 if (op->type != PLAYER) 1594 if (op->type != PLAYER)
1656 { 1595 {
1657 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); 1596 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1658 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); 1597 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1659 } 1598 }
1660 player_lvl_adj (who, op); /* To decrease more levels */
1661 } 1599 }
1662 1600
1663 /* check if the spell data has changed */ 1601 if (changed)
1664 esrv_update_stats (who->contr); 1602 who->update_stats (); // should cause esrv_update_stats and esrv_update_spells
1665 esrv_update_spells (who->contr);
1666} 1603}
1667 1604
1668/* 1605/*
1669 * Returns how much experience is needed for a player to become 1606 * Returns how much experience is needed for a player to become
1670 * the given level. level should really never exceed max_level 1607 * the given level. level should really never exceed max_level
1671 */ 1608 */
1672 1609
1673sint64 1610sint64
1674level_exp (int level, double expmul) 1611level_exp (int level, double expmul)
1675{ 1612{
1676 if (level > settings.max_level) 1613 return expmul * level_to_min_exp (level);
1677 return (sint64) (expmul * levels[settings.max_level]);
1678
1679 return (sint64) (expmul * levels[level]);
1680} 1614}
1681 1615
1682/* 1616/*
1683 * Ensure that the permanent experience requirements in an exp object are met. 1617 * Ensure that the permanent experience requirements in an exp object are met.
1684 * This really just checks 'op to make sure the perm_exp value is within 1618 * This really just checks 'op to make sure the perm_exp value is within
1712 * NULL, in which case exp increases the players general 1646 * NULL, in which case exp increases the players general
1713 * total, but not any particular skill. 1647 * total, but not any particular skill.
1714 * flag is what to do if the player doesn't have the skill: 1648 * flag is what to do if the player doesn't have the skill:
1715 */ 1649 */
1716static void 1650static void
1717add_player_exp (object *op, sint64 exp, const char *skill_name, int flag) 1651add_player_exp (object *op, sint64 exp, shstr_tmp skill_name, int flag)
1718{ 1652{
1719 object *skill_obj = NULL; 1653 object *skill_obj;
1720 sint64 limit, exp_to_add; 1654 sint64 limit, exp_to_add;
1721 int i;
1722 1655
1723 /* prevents some forms of abuse. */ 1656 /* prevents some forms of abuse. */
1724 if (op->contr->braced) 1657 if (op->contr->braced)
1725 exp /= 5; 1658 exp /= 5;
1726 1659
1727 /* Try to find the matching skill. 1660 /* Try to find the matching skill.
1728 * We do a shortcut/time saving mechanism first - see if it matches 1661 * We do a shortcut/time saving mechanism first - see if it matches
1729 * chosen_skill. This means we don't need to search through 1662 * chosen_skill. This means we don't need to search through
1730 * the players inventory. 1663 * the players inventory.
1731 */ 1664 */
1665 skill_obj = 0;
1666
1732 if (skill_name) 1667 if (skill_name)
1733 { 1668 {
1734 if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill)) 1669 skill_obj = op->contr->find_skill (skill_name);
1735 skill_obj = op->chosen_skill;
1736 else
1737 {
1738 for (i = 0; i < NUM_SKILLS; i++)
1739 if (op->contr->last_skill_ob[i] && !strcmp (op->contr->last_skill_ob[i]->skill, skill_name))
1740 {
1741 skill_obj = op->contr->last_skill_ob[i];
1742 break;
1743 }
1744 1670
1745 /* Player doesn't have the skill. Check to see what to do, and give 1671 /* Player doesn't have the skill. Check to see what to do, and give
1746 * it to the player if necessary 1672 * it to the player if necessary
1747 */ 1673 */
1748 if (!skill_obj) 1674 if (!skill_obj)
1749 { 1675 {
1750 if (flag == SK_EXP_NONE) 1676 if (flag == SK_EXP_NONE)
1751 return; 1677 return;
1678
1752 else if (flag == SK_EXP_ADD_SKILL) 1679 if (flag == SK_EXP_ADD_SKILL)
1753 give_skill_by_name (op, skill_name); 1680 skill_obj = give_skill_by_name (op, skill_name);
1754 }
1755 } 1681 }
1756 } 1682 }
1757 1683
1758 if (flag != SK_EXP_SKILL_ONLY) 1684 if (flag != SK_EXP_SKILL_ONLY)
1759 { 1685 {
1760 /* Basically, you can never gain more experience in one shot 1686 /* Basically, you can never gain more experience in one shot
1761 * than half what you need to gain for next level. 1687 * than half what you need to gain for next level.
1762 */ 1688 */
1763 exp_to_add = exp; 1689 exp_to_add = exp;
1764 limit = (levels[op->level + 1] - levels[op->level]) / 2; 1690 limit = (levels [op->level + 1] - levels [op->level]) / 2;
1765 if (exp_to_add > limit) 1691 if (exp_to_add > limit)
1766 exp_to_add = limit; 1692 exp_to_add = limit;
1767 1693
1768 ADD_EXP (op->stats.exp, (sint64) ((float) exp_to_add * (skill_obj ? skill_obj->expmul : 1))); 1694 ADD_EXP (op->stats.exp, (sint64) ((float) exp_to_add * (skill_obj ? skill_obj->expmul : 1)));
1769 if (settings.permanent_exp_ratio) 1695 if (settings.permanent_exp_ratio)
1776 } 1702 }
1777 1703
1778 if (skill_obj) 1704 if (skill_obj)
1779 { 1705 {
1780 exp_to_add = exp; 1706 exp_to_add = exp;
1781 limit = (levels[skill_obj->level + 1] - levels[skill_obj->level]) / 2; 1707 limit = (levels [skill_obj->level + 1] - levels [skill_obj->level]) / 2;
1782 if (exp_to_add > limit) 1708 if (exp_to_add > limit)
1783 exp_to_add = limit; 1709 exp_to_add = limit;
1784 1710
1785 ADD_EXP (skill_obj->stats.exp, exp_to_add); 1711 ADD_EXP (skill_obj->stats.exp, exp_to_add);
1786 if (settings.permanent_exp_ratio) 1712 if (settings.permanent_exp_ratio)
1792 player_lvl_adj (op, skill_obj); 1718 player_lvl_adj (op, skill_obj);
1793 } 1719 }
1794} 1720}
1795 1721
1796/* This function checks to make sure that object 'op' can 1722/* This function checks to make sure that object 'op' can
1797 * lost 'exp' experience. It returns the amount of exp 1723 * lose 'exp' experience. It returns the amount of exp
1798 * object 'op' can in fact lose - it basically makes 1724 * object 'op' can in fact lose - it basically makes
1799 * adjustments based on permanent exp and the like. 1725 * adjustments based on permanent exp and the like.
1800 * This function should always be used for losing experience - 1726 * This function should always be used for losing experience -
1801 * the 'exp' value passed should be positive - this is the 1727 * the 'exp' value passed should be positive - this is the
1802 * amount that should get subtract from the player. 1728 * amount that should get subtract from the player.
1803 */ 1729 */
1804sint64 1730static sint64
1805check_exp_loss (const object *op, sint64 exp) 1731check_exp_loss (const object *op, sint64 exp)
1806{ 1732{
1807 sint64 del_exp; 1733 sint64 del_exp;
1808 1734
1809 if (exp > op->stats.exp) 1735 if (exp > op->stats.exp)
1810 exp = op->stats.exp; 1736 exp = op->stats.exp;
1737
1811 if (settings.permanent_exp_ratio) 1738 if (settings.permanent_exp_ratio)
1812 { 1739 {
1813 del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO); 1740 del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO);
1741
1814 if (del_exp < 0) 1742 if (del_exp < 0)
1815 del_exp = 0; 1743 del_exp = 0;
1744
1816 if (exp > del_exp) 1745 if (exp > del_exp)
1817 exp = del_exp; 1746 exp = del_exp;
1818 } 1747 }
1748
1819 return exp; 1749 return exp;
1820} 1750}
1821 1751
1822sint64 1752sint64
1823check_exp_adjust (const object *op, sint64 exp) 1753check_exp_adjust (const object *op, sint64 exp)
1824{ 1754{
1825 if (exp < 0) 1755 if (exp < 0)
1826 return check_exp_loss (op, exp); 1756 return check_exp_loss (op, exp);
1827 else 1757 else
1828 return MIN (exp, (sint64) MAX_EXPERIENCE - op->stats.exp); 1758 return min (exp, (sint64)MAX_EXPERIENCE - op->stats.exp);
1829} 1759}
1830
1831 1760
1832/* Subtracts experience from player. 1761/* Subtracts experience from player.
1833 * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we 1762 * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we
1834 * only subtract from the matching skill. Otherwise, 1763 * only subtract from the matching skill. Otherwise,
1835 * this subtracts a portion from all 1764 * this subtracts a portion from all
1840 * where everything is at the minimum perm exp, he would lose nothing. 1769 * where everything is at the minimum perm exp, he would lose nothing.
1841 * exp is the amount of exp to subtract - thus, it should be 1770 * exp is the amount of exp to subtract - thus, it should be
1842 * a postive number. 1771 * a postive number.
1843 */ 1772 */
1844static void 1773static void
1845subtract_player_exp (object *op, sint64 exp, const char *skill, int flag) 1774subtract_player_exp (object *op, sint64 exp, shstr_tmp skill, int flag)
1846{ 1775{
1847 float fraction = (float) exp / (float) op->stats.exp; 1776 float fraction = (float) exp / (float) op->stats.exp;
1848 object *tmp; 1777 object *tmp;
1849 sint64 del_exp; 1778 sint64 del_exp;
1850 1779
1851 for (tmp = op->inv; tmp; tmp = tmp->below) 1780 for (tmp = op->inv; tmp; tmp = tmp->below)
1852 if (tmp->type == SKILL && tmp->stats.exp) 1781 if (tmp->type == SKILL && tmp->stats.exp)
1853 { 1782 {
1854 if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (tmp->skill, skill)) 1783 if (flag == SK_SUBTRACT_SKILL_EXP && skill && tmp->skill == skill)
1855 { 1784 {
1856 del_exp = check_exp_loss (tmp, exp); 1785 del_exp = check_exp_loss (tmp, exp);
1857 tmp->stats.exp -= del_exp; 1786 tmp->stats.exp -= del_exp;
1858 player_lvl_adj (op, tmp); 1787 player_lvl_adj (op, tmp);
1859 } 1788 }
1860 else if (flag != SK_SUBTRACT_SKILL_EXP) 1789 else if (flag != SK_SUBTRACT_SKILL_EXP)
1861 { 1790 {
1862 /* only want to process other skills if we are not trying 1791 /* only want to process other skills if we are not trying
1863 * to match a specific skill. 1792 * to match a specific skill.
1864 */ 1793 */
1865 del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction)); 1794 del_exp = check_exp_loss (tmp, tmp->stats.exp * fraction);
1866 tmp->stats.exp -= del_exp; 1795 tmp->stats.exp -= del_exp;
1867 player_lvl_adj (op, tmp); 1796 player_lvl_adj (op, tmp);
1868 } 1797 }
1869 } 1798 }
1870 1799
1884 * skill_name is the skill that should get the exp added. 1813 * skill_name is the skill that should get the exp added.
1885 * flag is what to do if player doesn't have the skill. 1814 * flag is what to do if player doesn't have the skill.
1886 * these last two values are only used for players. 1815 * these last two values are only used for players.
1887 */ 1816 */
1888void 1817void
1889change_exp (object *op, sint64 exp, const char *skill_name, int flag) 1818change_exp (object *op, sint64 exp, shstr_tmp skill_name, int flag)
1890{ 1819{
1891#ifdef EXP_DEBUG 1820#ifdef EXP_DEBUG
1892 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp); 1821 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp);
1893#endif 1822#endif
1894 1823
1911 * worth. 1840 * worth.
1912 */ 1841 */
1913 if (op->type != PLAYER) 1842 if (op->type != PLAYER)
1914 { 1843 {
1915 /* Sanity check */ 1844 /* Sanity check */
1916 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1845 if (!op->flag [FLAG_ALIVE])
1917 return; 1846 return;
1918 1847
1919 /* reset exp to max allowed value. We subtract from 1848 /* reset exp to max allowed value. We subtract from
1920 * MAX_EXPERIENCE to prevent overflows. If the player somehow has 1849 * MAX_EXPERIENCE to prevent overflows. If the player somehow has
1921 * more than max exp, just return. 1850 * more than max exp, just return.
1947 * amount of permenent experience, whichever gives the lowest loss. 1876 * amount of permenent experience, whichever gives the lowest loss.
1948 */ 1877 */
1949void 1878void
1950apply_death_exp_penalty (object *op) 1879apply_death_exp_penalty (object *op)
1951{ 1880{
1952 object *tmp;
1953 sint64 loss; 1881 sint64 loss;
1954 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */ 1882 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */
1955 sint64 level_loss; /* defined by the setting 'death_penalty_levels */ 1883 sint64 level_loss; /* defined by the setting 'death_penalty_levels */
1956 1884
1957 for (tmp = op->inv; tmp; tmp = tmp->below) 1885 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1958 if (tmp->type == SKILL && tmp->stats.exp) 1886 if (tmp->type == SKILL && tmp->stats.exp)
1959 { 1887 {
1960
1961 percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100; 1888 percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100;
1962 level_loss = tmp->stats.exp - levels[MAX (0, tmp->level - settings.death_penalty_level)]; 1889 level_loss = tmp->stats.exp - levels [max (0, tmp->level - settings.death_penalty_level)];
1963 1890
1964 /* With the revised exp system, you can get cases where 1891 /* With the revised exp system, you can get cases where
1965 * losing several levels would still require that you have more 1892 * losing several levels would still require that you have more
1966 * exp than you currently have - this is true if the levels 1893 * exp than you currently have - this is true if the levels
1967 * tables is a lot harder. 1894 * tables is a lot harder.
1968 */ 1895 */
1969 if (level_loss < 0) 1896 if (level_loss < 0)
1970 level_loss = 0; 1897 level_loss = 0;
1971 1898
1972 loss = check_exp_loss (tmp, MIN (level_loss, percentage_loss)); 1899 loss = check_exp_loss (tmp, min (level_loss, percentage_loss));
1973 1900
1974 tmp->stats.exp -= loss; 1901 tmp->stats.exp -= loss;
1975 player_lvl_adj (op, tmp); 1902 player_lvl_adj (op, tmp);
1976 } 1903 }
1977 1904
1978 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100; 1905 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100;
1979 level_loss = op->stats.exp - levels[MAX (0, op->level - settings.death_penalty_level)]; 1906 level_loss = op->stats.exp - levels [max (0, op->level - settings.death_penalty_level)];
1907
1980 if (level_loss < 0) 1908 if (level_loss < 0)
1981 level_loss = 0; 1909 level_loss = 0;
1910
1982 loss = check_exp_loss (op, MIN (level_loss, percentage_loss)); 1911 loss = check_exp_loss (op, min (level_loss, percentage_loss));
1983 1912
1984 op->stats.exp -= loss; 1913 op->stats.exp -= loss;
1985 player_lvl_adj (op, NULL); 1914 player_lvl_adj (op, NULL);
1986} 1915}
1987 1916

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