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Comparing deliantra/server/common/living.C (file contents):
Revision 1.101 by root, Mon Nov 9 18:47:55 2009 UTC vs.
Revision 1.131 by root, Wed Nov 14 05:18:17 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 {
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);
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 (is_player ()) 1358 if (is_player ())
1411 contr->update_spells (); 1359 contr->update_spells ();
1427 env->update_stats (); 1375 env->update_stats ();
1428 1376
1429 if (env->is_on_map ()) 1377 if (env->is_on_map ())
1430 update_all_los (env->map, env->x, env->y); 1378 update_all_los (env->map, env->x, env->y);
1431 } 1379 }
1432}
1433
1434/*
1435 * Returns true if the given player is a legal class.
1436 * The function to add and remove class-bonuses to the stats doesn't
1437 * check if the stat becomes negative, thus this function
1438 * merely checks that all stats are 1 or more, and returns
1439 * false otherwise.
1440 */
1441int
1442allowed_class (const object *op)
1443{
1444 return op->stats.Dex > 0
1445 && op->stats.Str > 0
1446 && op->stats.Con > 0
1447 && op->stats.Int > 0
1448 && op->stats.Wis > 0
1449 && op->stats.Pow > 0
1450 && op->stats.Cha > 0;
1451} 1380}
1452 1381
1453/* 1382/*
1454 * set the new dragon name after gaining levels or 1383 * set the new dragon name after gaining levels or
1455 * changing ability focus (later this can be extended to 1384 * changing ability focus (later this can be extended to
1573 } 1502 }
1574 1503
1575 /* clear the flag - exp goes into this bucket, but player 1504 /* clear the flag - exp goes into this bucket, but player
1576 * still doesn't know it. 1505 * still doesn't know it.
1577 */ 1506 */
1578 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL); 1507 skill_obj->clr_flag (FLAG_CAN_USE_SKILL);
1579 skill_obj->stats.exp = 0; 1508 skill_obj->stats.exp = 0;
1580 skill_obj->level = 1; 1509 skill_obj->level = 1;
1581 op->insert (skill_obj); 1510 op->insert (skill_obj);
1582 1511
1583 if (player *pl = op->contr) 1512 if (player *pl = op->contr)
1606 { 1535 {
1607 changed = true; 1536 changed = true;
1608 1537
1609 op->level++; 1538 op->level++;
1610 1539
1611 if (op && op == who && op->stats.exp > 1 && is_dragon_pl (who)) 1540 if (op && op == who && op->stats.exp > 1 && who->is_dragon ())
1612 dragon_level_gain (who); 1541 dragon_level_gain (who);
1613 1542
1614 /* Only roll these if it is the player (who) that gained the level */ 1543 /* Only roll these if it is the player (who) that gained the level */
1615 if (op == who && (who->level < 11) && who->type == PLAYER) 1544 if (op == who && (who->level < 11) && who->type == PLAYER)
1616 { 1545 {
1660 */ 1589 */
1661 1590
1662sint64 1591sint64
1663level_exp (int level, double expmul) 1592level_exp (int level, double expmul)
1664{ 1593{
1665 if (level > settings.max_level) 1594 return expmul * level_to_min_exp (level);
1666 return (sint64) (expmul * levels[settings.max_level]);
1667
1668 return (sint64) (expmul * levels[level]);
1669} 1595}
1670 1596
1671/* 1597/*
1672 * Ensure that the permanent experience requirements in an exp object are met. 1598 * Ensure that the permanent experience requirements in an exp object are met.
1673 * This really just checks 'op to make sure the perm_exp value is within 1599 * This really just checks 'op to make sure the perm_exp value is within
1701 * NULL, in which case exp increases the players general 1627 * NULL, in which case exp increases the players general
1702 * total, but not any particular skill. 1628 * total, but not any particular skill.
1703 * flag is what to do if the player doesn't have the skill: 1629 * flag is what to do if the player doesn't have the skill:
1704 */ 1630 */
1705static void 1631static void
1706add_player_exp (object *op, sint64 exp, const char *skill_name, int flag) 1632add_player_exp (object *op, sint64 exp, shstr_tmp skill_name, int flag)
1707{ 1633{
1708 object *skill_obj; 1634 object *skill_obj;
1709 sint64 limit, exp_to_add; 1635 sint64 limit, exp_to_add;
1710 int i;
1711 1636
1712 /* prevents some forms of abuse. */ 1637 /* prevents some forms of abuse. */
1713 if (op->contr->braced) 1638 if (op->contr->braced)
1714 exp /= 5; 1639 exp /= 5;
1715 1640
1741 { 1666 {
1742 /* Basically, you can never gain more experience in one shot 1667 /* Basically, you can never gain more experience in one shot
1743 * than half what you need to gain for next level. 1668 * than half what you need to gain for next level.
1744 */ 1669 */
1745 exp_to_add = exp; 1670 exp_to_add = exp;
1746 limit = (levels[op->level + 1] - levels[op->level]) / 2; 1671 limit = (levels [op->level + 1] - levels [op->level]) / 2;
1747 if (exp_to_add > limit) 1672 if (exp_to_add > limit)
1748 exp_to_add = limit; 1673 exp_to_add = limit;
1749 1674
1750 ADD_EXP (op->stats.exp, (sint64) ((float) exp_to_add * (skill_obj ? skill_obj->expmul : 1))); 1675 ADD_EXP (op->stats.exp, (sint64) ((float) exp_to_add * (skill_obj ? skill_obj->expmul : 1)));
1751 if (settings.permanent_exp_ratio) 1676 if (settings.permanent_exp_ratio)
1758 } 1683 }
1759 1684
1760 if (skill_obj) 1685 if (skill_obj)
1761 { 1686 {
1762 exp_to_add = exp; 1687 exp_to_add = exp;
1763 limit = (levels[skill_obj->level + 1] - levels[skill_obj->level]) / 2; 1688 limit = (levels [skill_obj->level + 1] - levels [skill_obj->level]) / 2;
1764 if (exp_to_add > limit) 1689 if (exp_to_add > limit)
1765 exp_to_add = limit; 1690 exp_to_add = limit;
1766 1691
1767 ADD_EXP (skill_obj->stats.exp, exp_to_add); 1692 ADD_EXP (skill_obj->stats.exp, exp_to_add);
1768 if (settings.permanent_exp_ratio) 1693 if (settings.permanent_exp_ratio)
1825 * where everything is at the minimum perm exp, he would lose nothing. 1750 * where everything is at the minimum perm exp, he would lose nothing.
1826 * exp is the amount of exp to subtract - thus, it should be 1751 * exp is the amount of exp to subtract - thus, it should be
1827 * a postive number. 1752 * a postive number.
1828 */ 1753 */
1829static void 1754static void
1830subtract_player_exp (object *op, sint64 exp, const char *skill, int flag) 1755subtract_player_exp (object *op, sint64 exp, shstr_tmp skill, int flag)
1831{ 1756{
1832 float fraction = (float) exp / (float) op->stats.exp; 1757 float fraction = (float) exp / (float) op->stats.exp;
1833 object *tmp; 1758 object *tmp;
1834 sint64 del_exp; 1759 sint64 del_exp;
1835 1760
1836 for (tmp = op->inv; tmp; tmp = tmp->below) 1761 for (tmp = op->inv; tmp; tmp = tmp->below)
1837 if (tmp->type == SKILL && tmp->stats.exp) 1762 if (tmp->type == SKILL && tmp->stats.exp)
1838 { 1763 {
1839 if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (&tmp->skill, skill)) 1764 if (flag == SK_SUBTRACT_SKILL_EXP && skill && tmp->skill == skill)
1840 { 1765 {
1841 del_exp = check_exp_loss (tmp, exp); 1766 del_exp = check_exp_loss (tmp, exp);
1842 tmp->stats.exp -= del_exp; 1767 tmp->stats.exp -= del_exp;
1843 player_lvl_adj (op, tmp); 1768 player_lvl_adj (op, tmp);
1844 } 1769 }
1845 else if (flag != SK_SUBTRACT_SKILL_EXP) 1770 else if (flag != SK_SUBTRACT_SKILL_EXP)
1846 { 1771 {
1847 /* only want to process other skills if we are not trying 1772 /* only want to process other skills if we are not trying
1848 * to match a specific skill. 1773 * to match a specific skill.
1849 */ 1774 */
1850 del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction)); 1775 del_exp = check_exp_loss (tmp, tmp->stats.exp * fraction);
1851 tmp->stats.exp -= del_exp; 1776 tmp->stats.exp -= del_exp;
1852 player_lvl_adj (op, tmp); 1777 player_lvl_adj (op, tmp);
1853 } 1778 }
1854 } 1779 }
1855 1780
1869 * skill_name is the skill that should get the exp added. 1794 * skill_name is the skill that should get the exp added.
1870 * flag is what to do if player doesn't have the skill. 1795 * flag is what to do if player doesn't have the skill.
1871 * these last two values are only used for players. 1796 * these last two values are only used for players.
1872 */ 1797 */
1873void 1798void
1874change_exp (object *op, sint64 exp, const char *skill_name, int flag) 1799change_exp (object *op, sint64 exp, shstr_tmp skill_name, int flag)
1875{ 1800{
1876#ifdef EXP_DEBUG 1801#ifdef EXP_DEBUG
1877 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp); 1802 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp);
1878#endif 1803#endif
1879 1804
1896 * worth. 1821 * worth.
1897 */ 1822 */
1898 if (op->type != PLAYER) 1823 if (op->type != PLAYER)
1899 { 1824 {
1900 /* Sanity check */ 1825 /* Sanity check */
1901 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1826 if (!op->flag [FLAG_ALIVE])
1902 return; 1827 return;
1903 1828
1904 /* reset exp to max allowed value. We subtract from 1829 /* reset exp to max allowed value. We subtract from
1905 * MAX_EXPERIENCE to prevent overflows. If the player somehow has 1830 * MAX_EXPERIENCE to prevent overflows. If the player somehow has
1906 * more than max exp, just return. 1831 * more than max exp, just return.
1957 tmp->stats.exp -= loss; 1882 tmp->stats.exp -= loss;
1958 player_lvl_adj (op, tmp); 1883 player_lvl_adj (op, tmp);
1959 } 1884 }
1960 1885
1961 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100; 1886 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100;
1962 level_loss = op->stats.exp - levels[max (0, op->level - settings.death_penalty_level)]; 1887 level_loss = op->stats.exp - levels [max (0, op->level - settings.death_penalty_level)];
1963 1888
1964 if (level_loss < 0) 1889 if (level_loss < 0)
1965 level_loss = 0; 1890 level_loss = 0;
1966 1891
1967 loss = check_exp_loss (op, min (level_loss, percentage_loss)); 1892 loss = check_exp_loss (op, min (level_loss, percentage_loss));

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