ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/common/living.C
(Generate patch)

Comparing deliantra/server/common/living.C (file contents):
Revision 1.98 by root, Mon Oct 12 14:00:57 2009 UTC vs.
Revision 1.130 by root, Mon Nov 12 10:32:18 2012 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * Deliantra is free software: you can redistribute it and/or modify it under 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * the terms of the Affero GNU General Public License as published by the 9 * the terms of the Affero GNU General Public License as published by the
10 * Free Software Foundation, either version 3 of the License, or (at your 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * 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 * 17 *
18 * You should have received a copy of the Affero GNU General Public License 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 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>. 20 * <http://www.gnu.org/licenses/>.
21 * 21 *
22 * The authors can be reached via e-mail to <support@deliantra.net> 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 26
33static const int con_bonus[MAX_STAT + 1] = { 33static const int con_bonus[MAX_STAT + 1] = {
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, 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,
35 22, 25, 30, 40, 50 35 22, 25, 30, 40, 50
36}; 36};
37 37
38/* changed the name of this to "sp_bonus" from "int_bonus" 38/* changed the name of this to "sp_bonus" from "int_bonus"
39 * because Pow can now be the stat that controls spellpoint 39 * because Pow can now be the stat that controls spellpoint
40 * advancement. -b.t. 40 * advancement. -b.t.
41 */ 41 */
42static const int sp_bonus[MAX_STAT + 1] = { 42static const int sp_bonus[MAX_STAT + 1] = {
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, 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,
108 * 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
109 * before, you need to start someplace. 109 * before, you need to start someplace.
110 */ 110 */
111 111
112const uint32 weight_limit[MAX_STAT + 1] = { 112const uint32 weight_limit[MAX_STAT + 1] = {
113 200000, /* 0 */ 113 200000, /* 0 */
114 250000, 300000, 350000, 400000, 500000, /* 5 */ 114 250000, 300000, 350000, 400000, 500000, /* 5 */
115 600000, 700000, 800000, 900000, 1000000, /* 10 */ 115 600000, 700000, 800000, 900000, 1000000, /* 10 */
116 1100000, 1200000, 1300000, 1400000, 1500000, /* 15 */ 116 1100000, 1200000, 1300000, 1400000, 1500000, /* 15 */
117 1650000, 1800000, 1950000, 2100000, 2250000, /* 20 */ 117 1650000, 1800000, 1950000, 2100000, 2250000, /* 20 */
118 2400000, 2550000, 2700000, 2850000, 3000000, /* 25 */ 118 2400000, 2550000, 2700000, 2850000, 3000000, /* 25 */
119 3250000, 3500000, 3750000, 4000000, 4500000 /*30 */ 119 3250000, 3500000, 3750000, 4000000, 4500000 /* 30 */
120}; 120};
121 121
122const int learn_spell[MAX_STAT + 1] = { 122const int learn_spell[MAX_STAT + 1] = {
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, 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,
124 100, 100, 100, 100, 100, 100 124 100, 100, 100, 100, 100, 100
139/* 139/*
140 Since this is nowhere defined ... 140 Since this is nowhere defined ...
141 Both come in handy at least in function add_exp() 141 Both come in handy at least in function add_exp()
142*/ 142*/
143 143
144#define MAX_EXPERIENCE levels[settings.max_level] 144#define MAX_EXPERIENCE levels [settings.max_level]
145 145
146/* because exp_obj sum to make the total score, 146/* because exp_obj sum to make the total score,
147 * we cannot allow that sum to exceed the maximum 147 * we cannot allow that sum to exceed the maximum
148 * amount of experience a player can gain. Thus 148 * amount of experience a player can gain. Thus
149 * we define MAX_EXP_IN_OBJ. It is important to try 149 * we define MAX_EXP_IN_OBJ. It is important to try
156 * line with progression of previous levels, so 156 * line with progression of previous levels, so
157 * if more levels are desired, this should be fixed. 157 * if more levels are desired, this should be fixed.
158 * -b.t. 158 * -b.t.
159 */ 159 */
160 160
161#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)
162
163extern sint64 *levels;
164 162
165#define MAX_SAVE_LEVEL 110 163#define MAX_SAVE_LEVEL 110
166 164
167/* This no longer needs to be changed anytime the number of 165/* This no longer needs to be changed anytime the number of
168 * levels is increased - rather, did_make_save will do the 166 * levels is increased - rather, did_make_save will do the
262/* 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,
263 * 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
264 * 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.
265 */ 263 */
266#define DIFF_MSG(flag, msg1, msg2) \ 264#define DIFF_MSG(flag, msg1, msg2) \
267 new_draw_info(NDI_UNIQUE, 0, op, (flag>0)?msg1:msg2); 265 new_draw_info (NDI_UNIQUE, 0, op, (flag > 0) ? msg1 : msg2);
268 266
269/* 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. */
270 268
271/* 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
272 * the object. 270 * the object.
415 (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."));
416 } 414 }
417 415
418 if (tmp->move_type & MOVE_SWIM) 416 if (tmp->move_type & MOVE_SWIM)
419 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");
420
421 /* Changing move status may mean you are affected by things you weren't before */
422 check_move_on (op, op);
423 } 418 }
424 419
425 /* becoming UNDEAD... a special treatment for this flag. Only those not 420 /* becoming UNDEAD... a special treatment for this flag. Only those not
426 * originally undead may change their status 421 * originally undead may change their status
427 */ 422 */
464 if (op->flag [FLAG_WIZ]) 459 if (op->flag [FLAG_WIZ])
465 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.");
466 else 461 else
467 { 462 {
468 new_draw_info (NDI_UNIQUE, 0, op, "You are blinded."); 463 new_draw_info (NDI_UNIQUE, 0, op, "You are blinded.");
469 SET_FLAG (op, FLAG_BLIND); 464 op->set_flag (FLAG_BLIND);
470 if (op->type == PLAYER) 465 if (op->type == PLAYER)
471 op->contr->do_los = 1; 466 op->contr->do_los = 1;
472 } 467 }
473 } 468 }
474 else 469 else
476 if (op->flag [FLAG_WIZ]) 471 if (op->flag [FLAG_WIZ])
477 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.");
478 else 473 else
479 { 474 {
480 new_draw_info (NDI_UNIQUE, 0, op, "Your vision returns."); 475 new_draw_info (NDI_UNIQUE, 0, op, "Your vision returns.");
481 CLEAR_FLAG (op, FLAG_BLIND); 476 op->clr_flag (FLAG_BLIND);
482 if (op->type == PLAYER) 477 if (op->type == PLAYER)
483 op->contr->do_los = 1; 478 op->contr->do_los = 1;
484 } 479 }
485 } 480 }
486 } 481 }
524 { 519 {
525 success = 1; 520 success = 1;
526 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.");
527 } 522 }
528 523
524 if (digest_types [tmp->type])
525 {
529 if (tmp->stats.hp && op->type == PLAYER) 526 if (tmp->stats.hp && op->type == PLAYER)
530 { 527 {
531 success = 1; 528 success = 1;
532 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!");
533 } 530 }
534 531
535 if (tmp->stats.sp && op->type == PLAYER && tmp->type != SKILL) 532 if (tmp->stats.sp && op->type == PLAYER
536 { 533 && tmp->type != SKILL && tmp->type != BOW)
534 {
537 success = 1; 535 success = 1;
538 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.");
539 } 537 }
540 538
541 /* for the future when artifacts set this -b.t. */ 539 /* for the future when artifacts set this -b.t. */
542 if (tmp->stats.grace && op->type == PLAYER) 540 if (tmp->stats.grace && op->type == PLAYER)
543 { 541 {
544 success = 1; 542 success = 1;
545 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.");
546 } 544 }
547 545
548 if (tmp->stats.food && op->type == PLAYER) 546 if (tmp->stats.food && op->type == PLAYER)
549 { 547 {
550 success = 1; 548 success = 1;
551 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 }
552 } 551 }
553 552
554 /* Messages for changed resistance */ 553 /* Messages for changed resistance */
555 for (int i = 0; i < NROFATTACKS; i++) 554 for (int i = 0; i < NROFATTACKS; i++)
556 { 555 {
595object::drain_specific_stat (int deplete_stats) 594object::drain_specific_stat (int deplete_stats)
596{ 595{
597 object *tmp; 596 object *tmp;
598 archetype *at; 597 archetype *at;
599 598
600 at = archetype::find (ARCH_DEPLETION); 599 at = archetype::find (shstr_depletion);
601 if (!at) 600 if (!at)
602 { 601 {
603 LOG (llevError, "Couldn't find archetype depletion.\n"); 602 LOG (llevError, "Couldn't find archetype depletion.\n");
604 return; 603 return;
605 } 604 }
607 { 606 {
608 tmp = present_arch_in_ob (at, this); 607 tmp = present_arch_in_ob (at, this);
609 608
610 if (!tmp) 609 if (!tmp)
611 { 610 {
612 tmp = arch_to_object (at); 611 tmp = at->instance ();
613 tmp = insert_ob_in_ob (tmp, this); 612 tmp = insert_ob_in_ob (tmp, this);
614 SET_FLAG (tmp, FLAG_APPLIED); 613 tmp->set_flag (FLAG_APPLIED);
615 } 614 }
616 } 615 }
617 616
618 new_draw_info (NDI_UNIQUE, 0, this, drain_msg[deplete_stats]); 617 new_draw_info (NDI_UNIQUE, 0, this, drain_msg[deplete_stats]);
619 change_attr_value (&tmp->stats, deplete_stats, -1); 618 change_attr_value (&tmp->stats, deplete_stats, -1);
625 * via an applied bad_luck object. 624 * via an applied bad_luck object.
626 */ 625 */
627void 626void
628object::change_luck (int value) 627object::change_luck (int value)
629{ 628{
630 archetype *at = archetype::find ("luck"); 629 archetype *at = archetype::find (shstr_luck);
631 if (!at) 630 if (!at)
632 LOG (llevError, "Couldn't find archetype luck.\n"); 631 LOG (llevError, "Couldn't find archetype luck.\n");
633 else 632 else
634 { 633 {
635 object *tmp = present_arch_in_ob (at, this); 634 object *tmp = present_arch_in_ob (at, this);
637 if (!tmp) 636 if (!tmp)
638 { 637 {
639 if (!value) 638 if (!value)
640 return; 639 return;
641 640
642 tmp = arch_to_object (at); 641 tmp = at->instance ();
643 tmp = insert_ob_in_ob (tmp, this); 642 tmp = insert_ob_in_ob (tmp, this);
644 SET_FLAG (tmp, FLAG_APPLIED); 643 tmp->set_flag (FLAG_APPLIED);
645 } 644 }
646 645
647 if (value) 646 if (value)
648 { 647 {
649 /* 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
702 sint8 v = arch->stats.stat (i); 701 sint8 v = arch->stats.stat (i);
703 stats.stat (i) += v; 702 stats.stat (i) += v;
704 contr->orig_stats.stat (i) += v; 703 contr->orig_stats.stat (i) += v;
705 } 704 }
706} 705}
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;
733 706
734static struct copy_flags : object::flags_t 707static struct copy_flags : object::flags_t
735{ 708{
736 copy_flags () 709 copy_flags ()
737 { 710 {
756 * spell system split, grace points now added to system --peterm 729 * spell system split, grace points now added to system --peterm
757 */ 730 */
758void 731void
759object::update_stats () 732object::update_stats ()
760{ 733{
761 float f, max_speed = 9, added_speed = 0, bonus_speed = 0, speed_reduce_from_disease = 1; 734 float max_speed = 9, added_speed = 0, bonus_speed = 0, speed_reduce_from_disease = 1;
762 int weapon_weight = 0, weapon_speed = 0; 735 weight_t weapon_weight = 0;
736 int weapon_speed = 0;
763 int best_wc = 0, best_ac = 0, wc = 0, ac = 0; 737 int best_wc = 0, best_ac = 0, wc = 0, ac = 0;
764 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; 738 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS];
765 object *grace_obj = NULL, *mana_obj = NULL, *tmp; 739 object *grace_obj = NULL, *mana_obj = NULL, *tmp;
766 float old_speed = speed; 740 float old_speed = speed;
767 int stat_sum [NUM_STATS]; 741 int stat_sum [NUM_STATS];
768 742
743 MoveType move_type; // we use change_move_type to change it, so use a local copy
744
769 /* 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 */
770 if (type == PLAYER) 746 if (type == PLAYER)
771 { 747 {
748 contr->delayed_update = false;
749
772 for (int i = 0; i < NUM_STATS; i++) 750 for (int i = 0; i < NUM_STATS; i++)
773 stat_sum [i] = contr->orig_stats.stat (i); 751 stat_sum [i] = contr->orig_stats.stat (i);
774 752
775 if (settings.spell_encumbrance == TRUE) 753 if (settings.spell_encumbrance == TRUE)
776 contr->encumbrance = 0; 754 contr->encumbrance = 0;
788 for (int i = NUM_BODY_LOCATIONS; i--; ) 766 for (int i = NUM_BODY_LOCATIONS; i--; )
789 slot[i].used = slot[i].info; 767 slot[i].used = slot[i].info;
790 768
791 slaying = 0; 769 slaying = 0;
792 770
793 if (!QUERY_FLAG (this, FLAG_WIZ)) 771 if (!this->flag [FLAG_WIZ])
794 {
795 CLEAR_FLAG (this, FLAG_XRAYS);
796 CLEAR_FLAG (this, FLAG_MAKE_INVIS);
797 } 772 {
773 this->clr_flag (FLAG_XRAYS);
774 this->clr_flag (FLAG_MAKE_INVIS);
775 }
798 776
799 CLEAR_FLAG (this, FLAG_LIFESAVE); 777 this->clr_flag (FLAG_LIFESAVE);
800 CLEAR_FLAG (this, FLAG_STEALTH); 778 this->clr_flag (FLAG_STEALTH);
801 CLEAR_FLAG (this, FLAG_BLIND); 779 this->clr_flag (FLAG_BLIND);
802 780
803 if (!QUERY_FLAG (arch, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL); 781 if (!arch->flag [FLAG_REFL_SPELL ]) this->clr_flag (FLAG_REFL_SPELL);
804 if (!QUERY_FLAG (arch, FLAG_REFL_MISSILE)) CLEAR_FLAG (this, FLAG_REFL_MISSILE); 782 if (!arch->flag [FLAG_REFL_MISSILE]) this->clr_flag (FLAG_REFL_MISSILE);
805 if (!QUERY_FLAG (arch, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD); 783 if (!arch->flag [FLAG_UNDEAD ]) this->clr_flag (FLAG_UNDEAD);
806 if (!QUERY_FLAG (arch, 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);
807 785
808 path_attuned = arch->path_attuned; 786 path_attuned = arch->path_attuned;
809 path_repelled = arch->path_repelled; 787 path_repelled = arch->path_repelled;
810 path_denied = arch->path_denied; 788 path_denied = arch->path_denied;
811 glow_radius = arch->glow_radius; 789 glow_radius = arch->glow_radius;
812 move_type = arch->move_type; 790 move_type = arch->move_type;
813 791
814 chosen_skill = 0;
815
816 /* initializing resistances from the values in player/monster's 792 /* initializing resistances from the values in player/monster's
817 * archetype clone 793 * archetype clone
818 */ 794 */
819 memcpy (&resist, &arch->resist, sizeof (resist)); 795 memcpy (&resist, &arch->resist, sizeof (resist));
820 796
821 for (int i = 0; i < NROFATTACKS; i++) 797 for (int i = 0; i < NROFATTACKS; i++)
822 { 798 {
823 if (resist[i] > 0) 799 if (resist[i] > 0)
824 prot[i] = resist[i], vuln[i] = 0; 800 prot[i] = resist[i], vuln[i] = 0;
825 else 801 else
826 vuln[i] = -(resist[i]), prot[i] = 0; 802 vuln[i] = -resist[i], prot[i] = 0;
827 803
828 potion_resist[i] = 0; 804 potion_resist[i] = -1000;
829 } 805 }
830 806
831 wc = arch->stats.wc; 807 wc = arch->stats.wc;
832 stats.dam = arch->stats.dam; 808 stats.dam = arch->stats.dam;
833 809
836 * 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 -
837 * 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,
838 * 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
839 * that their protection from physical goes down 815 * that their protection from physical goes down
840 */ 816 */
841 if (!QUERY_FLAG (this, FLAG_USE_ARMOUR) && type == PLAYER) 817 if (!this->flag [FLAG_USE_ARMOUR] && type == PLAYER)
842 { 818 {
843 ac = max (-10, arch->stats.ac - level / 3); 819 ac = max (-10, arch->stats.ac - level / 3);
844 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;
845 } 821 }
846 else 822 else
847 ac = arch->stats.ac; 823 ac = arch->stats.ac;
848 824
849 stats.luck = arch->stats.luck; 825 stats.luck = arch->stats.luck;
850 speed = arch->speed; 826 speed = arch->speed;
827
828 chosen_skill = 0;
851 829
852 /* 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.
853 * 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.
854 */ 832 */
855 for (tmp = inv; tmp; tmp = tmp->below) 833 for (tmp = inv; tmp; tmp = tmp->below)
856 { 834 {
857 /* This happens because apply_potion calls change_abil with the potion 835 /* This happens because apply_potion calls change_abil with the potion
858 * 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
859 * then calls this function. 837 * then calls this function.
860 */ 838 */
861 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION) 839 if (tmp->flag [FLAG_APPLIED] && tmp->type == POTION)
862 continue; 840 continue;
863 841
864 glow_radius += tmp->glow_radius; 842 glow_radius += tmp->glow_radius;
865 843
866 /* For some things, we don't care what is equipped */ 844 /* For some things, we don't care what is equipped */
893 * because the skill shouldn't count against body positions being used 871 * because the skill shouldn't count against body positions being used
894 * up, etc. 872 * up, etc.
895 */ 873 */
896 if ((tmp->flag [FLAG_APPLIED] 874 if ((tmp->flag [FLAG_APPLIED]
897 && tmp->type != CONTAINER 875 && tmp->type != CONTAINER
898 && tmp->type != CLOSE_CON) 876 && tmp->type != CLOSE_CON
899 || (tmp->type == SKILL 877 && tmp->type != SPELL)
900 && tmp->subtype == SK_PRAYING)) 878 || (tmp->type == SKILL && tmp->subtype == SK_PRAYING))
901 { 879 {
902 if (type == PLAYER) 880 if (type == PLAYER)
903 { 881 {
904 contr->item_power += tmp->item_power; 882 contr->item_power += tmp->item_power;
905 883
906 if (tmp == contr->combat_ob || tmp == contr->ranged_ob)
907 if (tmp != current_weapon
908 && (tmp->type != SKILL || tmp->subtype != SK_PRAYING)
909 && !tmp->flag [FLAG_CURSED]
910 && !tmp->flag [FLAG_DAMNED])
911 continue;
912
913 for (int i = 0; i < NUM_STATS; i++) 884 for (int i = 0; i < NUM_STATS; i++)
914 stat_sum [i] = stat_sum [i] + tmp->stats.stat (i); 885 stat_sum [i] += tmp->stats.stat (i);
915 886
916 if (digest_types [tmp->type]) 887 if (digest_types [tmp->type])
917 { 888 {
918 contr->digestion += tmp->stats.food; 889 contr->digestion += tmp->stats.food;
919 contr->gen_hp += tmp->stats.hp; 890 contr->gen_hp += tmp->stats.hp;
928 if (tmp->type == WEAPON) 899 if (tmp->type == WEAPON)
929 current_weapon = tmp; 900 current_weapon = tmp;
930 } 901 }
931 902
932 /* Update slots used for items */ 903 /* Update slots used for items */
933 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 904 if (tmp->flag [FLAG_APPLIED]) // exclude praying...
934 for (int i = 0; i < NUM_BODY_LOCATIONS; i++) 905 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
935 slot[i].used += tmp->slot[i].info; 906 slot[i].used += tmp->slot[i].info;
936 907
937 if (tmp->type == SYMPTOM) 908 if (tmp->type == SYMPTOM)
938 speed_reduce_from_disease =
939 min (speed_reduce_from_disease, tmp->last_sp ? tmp->last_sp / 100.f : 1.f); 909 min_it (speed_reduce_from_disease, tmp->last_sp ? tmp->last_sp / 100.f : 1.f);
940 910
941 /* Pos. and neg. protections are counted separate (-> pro/vuln). 911 /* Pos. and neg. protections are counted separate (-> pro/vuln).
942 * (Negative protections are calculated exactly like positive.) 912 * (Negative protections are calculated exactly like positive.)
943 * Resistance from potions are treated special as well. If there's 913 * Resistance from potions are treated special as well. If there's
944 * more than one potion-effect, the bigger prot.-value is taken. 914 * more than one potion-effect, the bigger prot.-value is taken.
945 */ 915 */
946 if (tmp->type != POTION) 916 if (tmp->type == POTION_EFFECT)
947 {
948 for (int i = 0; i < NROFATTACKS; i++) 917 for (int i = 0; i < NROFATTACKS; i++)
949 {
950 /* Potential for cursed potions, in which case we just can use
951 * a straight MAX, as potion_resist is initialised to zero.
952 */
953 if (tmp->type == POTION_EFFECT)
954 {
955 if (potion_resist[i])
956 potion_resist[i] = max (potion_resist[i], tmp->resist[i]);
957 else
958 potion_resist[i] = tmp->resist[i]; 918 max_it (potion_resist[i], tmp->resist[i]);
959 } 919 else if (tmp->type != POTION)
920 for (int i = 0; i < NROFATTACKS; i++)
960 else if (tmp->resist[i] > 0) 921 if (tmp->resist[i] > 0)
961 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100; 922 prot[i] += (100 - prot[i]) * tmp->resist[i] / 100;
962 else if (tmp->resist[i] < 0) 923 else if (tmp->resist[i] < 0)
963 vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100; 924 vuln[i] += (100 - vuln[i]) * -tmp->resist[i] / 100;
964 }
965 }
966 925
967 /* There may be other things that should not adjust the attacktype */ 926 /* There may be other things that should not adjust the attacktype */
968 if (tmp->type != SYMPTOM) 927 if (tmp->type != SYMPTOM)
969 { 928 {
970 attacktype |= tmp->attacktype; 929 attacktype |= tmp->attacktype;
975 stats.luck += tmp->stats.luck; 934 stats.luck += tmp->stats.luck;
976 } 935 }
977 936
978 flag |= tmp->flag & copy_flags; 937 flag |= tmp->flag & copy_flags;
979 938
980 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (arch, FLAG_UNDEAD)) 939 if (tmp->flag [FLAG_UNDEAD] && !arch->flag [FLAG_UNDEAD])
981 SET_FLAG (this, FLAG_UNDEAD); 940 this->set_flag (FLAG_UNDEAD);
982 941
983 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS)) 942 //TODO: copy_flags?
943 if (tmp->flag [FLAG_MAKE_INVIS])
984 { 944 {
985 SET_FLAG (this, FLAG_MAKE_INVIS); 945 set_flag (FLAG_MAKE_INVIS);
986 invisible = 1; 946 invisible = 1;
987 } 947 }
988 948
989 if (tmp->stats.exp && tmp->type != SKILL) 949 if (tmp->stats.exp && tmp->type != SKILL)
990 { 950 {
997 added_speed += tmp->stats.exp; 957 added_speed += tmp->stats.exp;
998 } 958 }
999 959
1000 switch (tmp->type) 960 switch (tmp->type)
1001 { 961 {
1002#if 0
1003 case WAND:
1004 case ROD:
1005 case HORN:
1006 if (type != PLAYER || current_weapon == tmp)
1007 chosen_skill = tmp;
1008 break;
1009#endif
1010
1011 /* skills modifying the character -b.t. */
1012 /* for all skills and skill granting objects */
1013 case SKILL: 962 case SKILL:
1014 { 963 {
964 // some skills will end up here without counting as "applied"
1015 if (!QUERY_FLAG (tmp, FLAG_APPLIED) || skill_flags [tmp->subtype] & SF_APPLY) 965 if (!tmp->flag [FLAG_APPLIED] || skill_flags [tmp->subtype] & SF_AUTARK)
1016 break; 966 break;
1017 967
1018 if (chosen_skill) 968 if (chosen_skill)
1019 { 969 {
1020 LOG (llevDebug, "fix_player, op %s has multiple skills applied (%s and %s)\n", 970 LOG (llevDebug, "fix_player, op %s has multiple skills applied (%s and %s)\n",
1022 972
1023 tmp->flag [FLAG_APPLIED] = false; 973 tmp->flag [FLAG_APPLIED] = false;
1024 update_stats (); 974 update_stats ();
1025 return; 975 return;
1026 } 976 }
1027 else 977
1028 chosen_skill = tmp; 978 chosen_skill = tmp;
1029 979
1030 if (tmp->stats.dam > 0) 980 if (tmp->stats.dam > 0)
1031 { /* skill is a 'weapon' */ 981 { /* skill is a 'weapon' */
1032 if (!QUERY_FLAG (this, FLAG_READY_WEAPON)) 982 if (!this->flag [FLAG_READY_WEAPON])
1033 weapon_speed = WEAPON_SPEED (tmp); 983 weapon_speed = max (0, WEAPON_SPEED (tmp));
1034
1035 if (weapon_speed < 0)
1036 weapon_speed = 0;
1037 984
1038 weapon_weight = tmp->weight; 985 weapon_weight = tmp->weight;
1039 stats.dam += 1 + chosen_skill->level * tmp->stats.dam / 9; 986 stats.dam += 1 + chosen_skill->level * tmp->stats.dam / 9;
1040 987
1041 if (tmp->magic) 988 if (tmp->magic)
1050 997
1051 if (tmp->stats.ac) 998 if (tmp->stats.ac)
1052 ac -= tmp->stats.ac + tmp->magic; 999 ac -= tmp->stats.ac + tmp->magic;
1053 1000
1054 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1001 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1055 contr->encumbrance += (int) 3 *tmp->weight / 1000; 1002 contr->encumbrance += weight_to_kg_approx (3 * tmp->weight);
1056 } 1003 }
1057 1004
1058 break; 1005 break;
1059 1006
1060 case SHIELD: 1007 case SHIELD:
1061 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1008 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1062 contr->encumbrance += (int) tmp->weight / 2000; 1009 contr->encumbrance += weight_to_kg_approx (tmp->weight) >> 1;
1010 //FALLTHROUGH
1063 case RING: 1011 case RING:
1064 case AMULET: 1012 case AMULET:
1065 case GIRDLE: 1013 case GIRDLE:
1066 case HELMET: 1014 case HELMET:
1067 case BOOTS: 1015 case BOOTS:
1076 if (tmp->stats.ac) 1024 if (tmp->stats.ac)
1077 ac -= tmp->stats.ac + tmp->magic; 1025 ac -= tmp->stats.ac + tmp->magic;
1078 1026
1079 break; 1027 break;
1080 1028
1029 case RANGED:
1081 case BOW: 1030 case BOW:
1082 case WEAPON: 1031 case WEAPON:
1083 if (type != PLAYER || current_weapon == tmp)
1084 {
1085 wc -= tmp->stats.wc + tmp->magic; 1032 wc -= tmp->stats.wc + tmp->magic;
1086 1033
1087 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0) 1034 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0)
1088 ac -= tmp->stats.ac + tmp->magic; 1035 ac -= tmp->stats.ac + tmp->magic;
1089 1036
1090 stats.dam += tmp->stats.dam + tmp->magic; 1037 stats.dam += tmp->stats.dam + tmp->magic;
1091 weapon_weight = tmp->weight; 1038 weapon_weight = tmp->weight;
1092 weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2; 1039 weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2;
1093 1040
1094 if (weapon_speed < 0) 1041 if (weapon_speed < 0)
1095 weapon_speed = 0; 1042 weapon_speed = 0;
1096 1043
1097 slaying = tmp->slaying; 1044 slaying = tmp->slaying;
1098 1045
1099 /* If there is desire that two handed weapons should do 1046 /* If there is desire that two handed weapons should do
1100 * extra strength damage, this is where the code should 1047 * extra strength damage, this is where the code should
1101 * go. 1048 * go.
1102 */ 1049 */
1103 1050
1104 if (type == PLAYER) 1051 if (type == PLAYER)
1105 if (settings.spell_encumbrance) 1052 if (settings.spell_encumbrance)
1106 contr->encumbrance += tmp->weight * 3 / 1000; 1053 contr->encumbrance += weight_to_kg_approx (3 * tmp->weight);
1107 }
1108 1054
1109 break; 1055 break;
1110 1056
1111 case ARMOUR: /* Only the best of these three are used: */ 1057 case ARMOUR: /* Only the best of these three are used: */
1112 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1058 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1113 contr->encumbrance += tmp->weight / 1000; 1059 contr->encumbrance += weight_to_kg_approx (tmp->weight);
1114 1060
1115 case BRACERS: 1061 case BRACERS:
1116 case FORCE: 1062 case FORCE:
1117 if (tmp->stats.wc) 1063 if (tmp->stats.wc)
1118 { 1064 {
1141 1087
1142 if (tmp->stats.ac) 1088 if (tmp->stats.ac)
1143 ac -= tmp->stats.ac + tmp->magic; 1089 ac -= tmp->stats.ac + tmp->magic;
1144 1090
1145 if (ARMOUR_SPEED (tmp)) 1091 if (ARMOUR_SPEED (tmp))
1146 max_speed = min (max_speed, ARMOUR_SPEED (tmp) / 10.f); 1092 min_it (max_speed, ARMOUR_SPEED (tmp) / 10.f);
1147 1093
1148 break; 1094 break;
1149 } /* switch tmp->type */ 1095 } /* switch tmp->type */
1150 } /* item is equipped */ 1096 } /* item is equipped */
1151 } /* for loop of items */ 1097 } /* for loop of items */
1152 1098
1153 glow_radius = min (glow_radius, MAX_LIGHT_RADIUS); 1099 min_it (glow_radius, MAX_LIGHT_RADIUS);
1154 1100
1155 /* 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
1156 * have generated intermediate values which we now need to assign. 1102 * have generated intermediate values which we now need to assign.
1157 */ 1103 */
1158 1104
1164 */ 1110 */
1165 for (int i = 0; i < NROFATTACKS; i++) 1111 for (int i = 0; i < NROFATTACKS; i++)
1166 { 1112 {
1167 resist[i] = prot[i] - vuln[i]; 1113 resist[i] = prot[i] - vuln[i];
1168 1114
1169 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]))
1170 resist[i] = potion_resist[i]; 1117 resist[i] = potion_resist[i];
1171 } 1118 }
1172 1119
1173 if (type == PLAYER) 1120 if (type == PLAYER)
1174 { 1121 {
1175 // clamp various player stats 1122 // clamp various player stats
1176 for (int i = 0; i < NUM_STATS; ++i) 1123 for (int i = 0; i < NUM_STATS; ++i)
1177 stats.stat (i) = clamp (stat_sum [i], MIN_STAT, MAX_STAT); 1124 stats.stat (i) = stat_sum [i];
1125
1126 check_stat_bounds (&stats);
1178 1127
1179 contr->digestion = clamp (contr->digestion, MIN_DIGESTION, MAX_DIGESTION); 1128 contr->digestion = clamp (contr->digestion, MIN_DIGESTION, MAX_DIGESTION);
1180 1129
1181 /* Figure out the players sp/mana/hp totals. */ 1130 /* Figure out the players sp/mana/hp totals. */
1182 int pl_level; 1131 int pl_level;
1183 1132
1184 check_stat_bounds (&(stats));
1185 pl_level = level;
1186
1187 if (pl_level < 1)
1188 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! */
1189 1134
1190 /* 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,
1191 * 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.
1192 */ 1137 */
1193 stats.maxhp = 0; 1138 stats.maxhp = 0;
1345 /* 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)
1346 * or below (negative number) that the player is carrying. If above 1291 * or below (negative number) that the player is carrying. If above
1347 * weight limit, then player suffers a speed reduction based on how 1292 * weight limit, then player suffers a speed reduction based on how
1348 * much above he is, and what is max carry is 1293 * much above he is, and what is max carry is
1349 */ 1294 */
1350 float f = (carrying / 1000) - max_carry[stats.Str]; 1295 float f = (sint32)weight_to_kg_approx (carrying) - max_carry[stats.Str];
1351 if (f > 0.f) 1296 if (f > 0.f)
1352 speed = speed / (1.f + f / max_carry[stats.Str]); 1297 speed /= (1.f + f / max_carry[stats.Str]);
1353 } 1298 }
1354 1299
1355 speed += bonus_speed / 10.f; /* Not affected by limits */ 1300 speed += bonus_speed / 10.f; /* Not affected by limits */
1356 speed *= speed_reduce_from_disease; 1301 speed *= speed_reduce_from_disease;
1357 1302
1358 /* 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
1359 * 25 ticks or so. This amounts to once every 3 seconds of realtime. 1304 * 25 ticks or so. This amounts to once every 3 seconds of realtime.
1360 */ 1305 */
1361 if (speed < 0.04f && type == PLAYER) 1306 max_it (speed, is_player () ? MIN_PLAYER_SPEED : MIN_ACTIVE_SPEED);
1362 speed = 0.04f;
1363 1307
1364 if (speed != old_speed) 1308 if (speed != old_speed)
1365 set_speed (speed); 1309 set_speed (speed);
1366 1310
1367 if (type == PLAYER) 1311 if (type == PLAYER)
1402 if (move_type == 0) 1346 if (move_type == 0)
1403 move_type = MOVE_WALK; 1347 move_type = MOVE_WALK;
1404 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) 1348 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH))
1405 move_type &= ~MOVE_WALK; 1349 move_type &= ~MOVE_WALK;
1406 1350
1351 // now apply the new move_type
1352 if (this->move_type != move_type)
1353 change_move_type (move_type);
1354
1407 /* 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,
1408 * so we will check that now. 1356 * so we will check that now.
1409 */ 1357 */
1410 if (type == PLAYER) 1358 if (is_player ())
1411 { 1359 contr->update_spells ();
1412 esrv_update_stats (contr);
1413 esrv_update_spells (contr);
1414 }
1415 1360
1416 // update the mapspace, if we are on a map 1361 // update the mapspace, if we are on a map
1417 if (!flag [FLAG_REMOVED] && map) 1362 if (!flag [FLAG_REMOVED] && map)
1418 map->at (x, y).flags_ = 0; 1363 map->at (x, y).flags_ = 0;
1419} 1364}
1503/* 1448/*
1504 * This function is called when a dragon-player gains 1449 * This function is called when a dragon-player gains
1505 * an overall level. Here, the dragon might gain new abilities 1450 * an overall level. Here, the dragon might gain new abilities
1506 * or change the ability-focus. 1451 * or change the ability-focus.
1507 */ 1452 */
1508void 1453static void
1509dragon_level_gain (object *who) 1454dragon_level_gain (object *who)
1510{ 1455{
1511 object *abil = NULL; /* pointer to dragon ability force */ 1456 object *abil = NULL; /* pointer to dragon ability force */
1512 object *skin = NULL; /* pointer to dragon skin force */ 1457 object *skin = NULL; /* pointer to dragon skin force */
1513 object *tmp = NULL; /* tmp. object */ 1458 object *tmp = NULL; /* tmp. object */
1576 } 1521 }
1577 1522
1578 /* clear the flag - exp goes into this bucket, but player 1523 /* clear the flag - exp goes into this bucket, but player
1579 * still doesn't know it. 1524 * still doesn't know it.
1580 */ 1525 */
1581 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL); 1526 skill_obj->clr_flag (FLAG_CAN_USE_SKILL);
1582 skill_obj->stats.exp = 0; 1527 skill_obj->stats.exp = 0;
1583 skill_obj->level = 1; 1528 skill_obj->level = 1;
1584 op->insert (skill_obj); 1529 op->insert (skill_obj);
1585 1530
1586 if (player *pl = op->contr) 1531 if (player *pl = op->contr)
1609 { 1554 {
1610 changed = true; 1555 changed = true;
1611 1556
1612 op->level++; 1557 op->level++;
1613 1558
1614 if (op && op == who && op->stats.exp > 1 && is_dragon_pl (who)) 1559 if (op && op == who && op->stats.exp > 1 && who->is_dragon ())
1615 dragon_level_gain (who); 1560 dragon_level_gain (who);
1616 1561
1617 /* 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 */
1618 if (op == who && (who->level < 11) && who->type == PLAYER) 1563 if (op == who && (who->level < 11) && who->type == PLAYER)
1619 { 1564 {
1652 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); 1597 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1653 } 1598 }
1654 } 1599 }
1655 1600
1656 if (changed) 1601 if (changed)
1657 { 1602 who->update_stats (); // should cause esrv_update_stats and esrv_update_spells
1658 who->update_stats ();
1659 esrv_update_stats (who->contr);
1660 /* check if the spell data has changed */
1661 esrv_update_spells (who->contr);
1662 }
1663} 1603}
1664 1604
1665/* 1605/*
1666 * Returns how much experience is needed for a player to become 1606 * Returns how much experience is needed for a player to become
1667 * the given level. level should really never exceed max_level 1607 * the given level. level should really never exceed max_level
1668 */ 1608 */
1669 1609
1670sint64 1610sint64
1671level_exp (int level, double expmul) 1611level_exp (int level, double expmul)
1672{ 1612{
1673 if (level > settings.max_level) 1613 return expmul * level_to_min_exp (level);
1674 return (sint64) (expmul * levels[settings.max_level]);
1675
1676 return (sint64) (expmul * levels[level]);
1677} 1614}
1678 1615
1679/* 1616/*
1680 * 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.
1681 * 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
1709 * NULL, in which case exp increases the players general 1646 * NULL, in which case exp increases the players general
1710 * total, but not any particular skill. 1647 * total, but not any particular skill.
1711 * 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:
1712 */ 1649 */
1713static void 1650static void
1714add_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)
1715{ 1652{
1716 object *skill_obj; 1653 object *skill_obj;
1717 sint64 limit, exp_to_add; 1654 sint64 limit, exp_to_add;
1718 int i;
1719 1655
1720 /* prevents some forms of abuse. */ 1656 /* prevents some forms of abuse. */
1721 if (op->contr->braced) 1657 if (op->contr->braced)
1722 exp /= 5; 1658 exp /= 5;
1723 1659
1749 { 1685 {
1750 /* Basically, you can never gain more experience in one shot 1686 /* Basically, you can never gain more experience in one shot
1751 * than half what you need to gain for next level. 1687 * than half what you need to gain for next level.
1752 */ 1688 */
1753 exp_to_add = exp; 1689 exp_to_add = exp;
1754 limit = (levels[op->level + 1] - levels[op->level]) / 2; 1690 limit = (levels [op->level + 1] - levels [op->level]) / 2;
1755 if (exp_to_add > limit) 1691 if (exp_to_add > limit)
1756 exp_to_add = limit; 1692 exp_to_add = limit;
1757 1693
1758 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)));
1759 if (settings.permanent_exp_ratio) 1695 if (settings.permanent_exp_ratio)
1766 } 1702 }
1767 1703
1768 if (skill_obj) 1704 if (skill_obj)
1769 { 1705 {
1770 exp_to_add = exp; 1706 exp_to_add = exp;
1771 limit = (levels[skill_obj->level + 1] - levels[skill_obj->level]) / 2; 1707 limit = (levels [skill_obj->level + 1] - levels [skill_obj->level]) / 2;
1772 if (exp_to_add > limit) 1708 if (exp_to_add > limit)
1773 exp_to_add = limit; 1709 exp_to_add = limit;
1774 1710
1775 ADD_EXP (skill_obj->stats.exp, exp_to_add); 1711 ADD_EXP (skill_obj->stats.exp, exp_to_add);
1776 if (settings.permanent_exp_ratio) 1712 if (settings.permanent_exp_ratio)
1789 * adjustments based on permanent exp and the like. 1725 * adjustments based on permanent exp and the like.
1790 * This function should always be used for losing experience - 1726 * This function should always be used for losing experience -
1791 * the 'exp' value passed should be positive - this is the 1727 * the 'exp' value passed should be positive - this is the
1792 * amount that should get subtract from the player. 1728 * amount that should get subtract from the player.
1793 */ 1729 */
1794sint64 1730static sint64
1795check_exp_loss (const object *op, sint64 exp) 1731check_exp_loss (const object *op, sint64 exp)
1796{ 1732{
1797 sint64 del_exp; 1733 sint64 del_exp;
1798 1734
1799 if (exp > op->stats.exp) 1735 if (exp > op->stats.exp)
1833 * 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.
1834 * 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
1835 * a postive number. 1771 * a postive number.
1836 */ 1772 */
1837static void 1773static void
1838subtract_player_exp (object *op, sint64 exp, const char *skill, int flag) 1774subtract_player_exp (object *op, sint64 exp, shstr_tmp skill, int flag)
1839{ 1775{
1840 float fraction = (float) exp / (float) op->stats.exp; 1776 float fraction = (float) exp / (float) op->stats.exp;
1841 object *tmp; 1777 object *tmp;
1842 sint64 del_exp; 1778 sint64 del_exp;
1843 1779
1844 for (tmp = op->inv; tmp; tmp = tmp->below) 1780 for (tmp = op->inv; tmp; tmp = tmp->below)
1845 if (tmp->type == SKILL && tmp->stats.exp) 1781 if (tmp->type == SKILL && tmp->stats.exp)
1846 { 1782 {
1847 if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (&tmp->skill, skill)) 1783 if (flag == SK_SUBTRACT_SKILL_EXP && skill && tmp->skill == skill)
1848 { 1784 {
1849 del_exp = check_exp_loss (tmp, exp); 1785 del_exp = check_exp_loss (tmp, exp);
1850 tmp->stats.exp -= del_exp; 1786 tmp->stats.exp -= del_exp;
1851 player_lvl_adj (op, tmp); 1787 player_lvl_adj (op, tmp);
1852 } 1788 }
1853 else if (flag != SK_SUBTRACT_SKILL_EXP) 1789 else if (flag != SK_SUBTRACT_SKILL_EXP)
1854 { 1790 {
1855 /* only want to process other skills if we are not trying 1791 /* only want to process other skills if we are not trying
1856 * to match a specific skill. 1792 * to match a specific skill.
1857 */ 1793 */
1858 del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction)); 1794 del_exp = check_exp_loss (tmp, tmp->stats.exp * fraction);
1859 tmp->stats.exp -= del_exp; 1795 tmp->stats.exp -= del_exp;
1860 player_lvl_adj (op, tmp); 1796 player_lvl_adj (op, tmp);
1861 } 1797 }
1862 } 1798 }
1863 1799
1877 * skill_name is the skill that should get the exp added. 1813 * skill_name is the skill that should get the exp added.
1878 * 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.
1879 * these last two values are only used for players. 1815 * these last two values are only used for players.
1880 */ 1816 */
1881void 1817void
1882change_exp (object *op, sint64 exp, const char *skill_name, int flag) 1818change_exp (object *op, sint64 exp, shstr_tmp skill_name, int flag)
1883{ 1819{
1884#ifdef EXP_DEBUG 1820#ifdef EXP_DEBUG
1885 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);
1886#endif 1822#endif
1887 1823
1904 * worth. 1840 * worth.
1905 */ 1841 */
1906 if (op->type != PLAYER) 1842 if (op->type != PLAYER)
1907 { 1843 {
1908 /* Sanity check */ 1844 /* Sanity check */
1909 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1845 if (!op->flag [FLAG_ALIVE])
1910 return; 1846 return;
1911 1847
1912 /* reset exp to max allowed value. We subtract from 1848 /* reset exp to max allowed value. We subtract from
1913 * MAX_EXPERIENCE to prevent overflows. If the player somehow has 1849 * MAX_EXPERIENCE to prevent overflows. If the player somehow has
1914 * more than max exp, just return. 1850 * more than max exp, just return.
1948 1884
1949 for (object *tmp = op->inv; tmp; tmp = tmp->below) 1885 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1950 if (tmp->type == SKILL && tmp->stats.exp) 1886 if (tmp->type == SKILL && tmp->stats.exp)
1951 { 1887 {
1952 percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100; 1888 percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100;
1953 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)];
1954 1890
1955 /* With the revised exp system, you can get cases where 1891 /* With the revised exp system, you can get cases where
1956 * losing several levels would still require that you have more 1892 * losing several levels would still require that you have more
1957 * exp than you currently have - this is true if the levels 1893 * exp than you currently have - this is true if the levels
1958 * tables is a lot harder. 1894 * tables is a lot harder.
1965 tmp->stats.exp -= loss; 1901 tmp->stats.exp -= loss;
1966 player_lvl_adj (op, tmp); 1902 player_lvl_adj (op, tmp);
1967 } 1903 }
1968 1904
1969 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100; 1905 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100;
1970 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)];
1971 1907
1972 if (level_loss < 0) 1908 if (level_loss < 0)
1973 level_loss = 0; 1909 level_loss = 0;
1974 1910
1975 loss = check_exp_loss (op, min (level_loss, percentage_loss)); 1911 loss = check_exp_loss (op, min (level_loss, percentage_loss));

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines