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Comparing deliantra/server/common/living.C (file contents):
Revision 1.19 by root, Fri Dec 22 16:34:00 2006 UTC vs.
Revision 1.94 by root, Tue Dec 23 00:39:48 2008 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 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 (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 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,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
20 21 * The authors can be reached via e-mail to <support@deliantra.net>
21 The authors can be reached via e-mail at <crossfire@schmorp.de>
22*/ 22 */
23 23
24#include <global.h> 24#include <global.h>
25#include <funcpoint.h>
26 25
27/* Handy little macro that adds exp and keeps it within bounds. Since 26/* Handy little macro that adds exp and keeps it within bounds. Since
28 * we are now using 64 bit values, I'm not all concerned about overflow issues 27 * we are now using 64 bit values, I'm not all concerned about overflow issues
29 * with exptotal wrapping. exptotal is typically op->exp, or op->perm_exp 28 * with exptotal wrapping. exptotal is typically op->exp, or op->perm_exp
30 */ 29 */
191static const char *const drain_msg[NUM_STATS] = { 190static const char *const drain_msg[NUM_STATS] = {
192 "Oh no! You are weakened!", 191 "Oh no! You are weakened!",
193 "You're feeling clumsy!", 192 "You're feeling clumsy!",
194 "You feel less healthy", 193 "You feel less healthy",
195 "You suddenly begin to lose your memory!", 194 "You suddenly begin to lose your memory!",
195 "Watch out, your mind is going!",
196 "Your spirit feels drained!",
196 "Your face gets distorted!", 197 "Your face gets distorted!",
197 "Watch out, your mind is going!",
198 "Your spirit feels drained!"
199}; 198};
200const char *const restore_msg[NUM_STATS] = { 199const char *const restore_msg[NUM_STATS] = {
201 "You feel your strength return.", 200 "You feel your strength return.",
202 "You feel your agility return.", 201 "You feel your agility return.",
203 "You feel your health return.", 202 "You feel your health return.",
203 "You feel your memory return.",
204 "You feel your wisdom return.", 204 "You feel your wisdom return.",
205 "You feel your spirits return.",
205 "You feel your charisma return.", 206 "You feel your charisma return.",
206 "You feel your memory return.",
207 "You feel your spirits return."
208}; 207};
209const char *const gain_msg[NUM_STATS] = { 208const char *const gain_msg[NUM_STATS] = {
210 "You feel stronger.", 209 "You feel stronger.",
211 "You feel more agile.", 210 "You feel more agile.",
212 "You feel healthy.", 211 "You feel healthy.",
212 "You feel smarter.",
213 "You feel wiser.", 213 "You feel wiser.",
214 "You feel more potent.",
214 "You seem to look better.", 215 "You seem to look better.",
215 "You feel smarter.",
216 "You feel more potent."
217}; 216};
218const char *const lose_msg[NUM_STATS] = { 217const char *const lose_msg[NUM_STATS] = {
219 "You feel weaker!", 218 "You feel weaker!",
220 "You feel clumsy!", 219 "You feel clumsy!",
221 "You feel less healthy!", 220 "You feel less healthy!",
221 "You feel stupid!",
222 "You lose some of your memory!", 222 "You lose some of your memory!",
223 "You feel less potent!",
223 "You look ugly!", 224 "You look ugly!",
224 "You feel stupid!",
225 "You feel less potent!"
226}; 225};
227 226
228const char *const statname[NUM_STATS] = { 227const char *const statname[NUM_STATS] = {
229 "strength", "dexterity", "constitution", "wisdom", "charisma", "intelligence", "power" 228 "strength", "dexterity", "constitution", "intelligence", "wisdom", "power", "charisma"
230}; 229};
231 230
232const char *const short_stat_name[NUM_STATS] = { 231const char *const short_stat_name[NUM_STATS] = {
233 "Str", "Dex", "Con", "Wis", "Cha", "Int", "Pow" 232 "Str", "Dex", "Con", "Int", "Wis", "Pow", "Cha"
234}; 233};
235
236/*
237 * sets Str/Dex/con/Wis/Cha/Int/Pow in stats to value, depending on
238 * what attr is (STR to POW).
239 */
240void
241set_attr_value (living *stats, int attr, sint8 value)
242{
243 switch (attr)
244 {
245 case STR:
246 stats->Str = value;
247 break;
248 case DEX:
249 stats->Dex = value;
250 break;
251 case CON:
252 stats->Con = value;
253 break;
254 case WIS:
255 stats->Wis = value;
256 break;
257 case POW:
258 stats->Pow = value;
259 break;
260 case CHA:
261 stats->Cha = value;
262 break;
263 case INT:
264 stats->Int = value;
265 break;
266 }
267}
268 234
269/* 235/*
270 * Like set_attr_value(), but instead the value (which can be negative) 236 * Like set_attr_value(), but instead the value (which can be negative)
271 * is added to the specified stat. 237 * is added to the specified stat.
272 */ 238 */
273void 239void
274change_attr_value (living *stats, int attr, sint8 value) 240change_attr_value (living *stats, int attr, sint8 value)
275{ 241{
276 if (value == 0) 242 stats->stat (attr) += value;
277 return;
278
279 switch (attr)
280 {
281 case STR:
282 stats->Str += value;
283 break;
284 case DEX:
285 stats->Dex += value;
286 break;
287 case CON:
288 stats->Con += value;
289 break;
290 case WIS:
291 stats->Wis += value;
292 break;
293 case POW:
294 stats->Pow += value;
295 break;
296 case CHA:
297 stats->Cha += value;
298 break;
299 case INT:
300 stats->Int += value;
301 break;
302 default:
303 LOG (llevError, "Invalid attribute in change_attr_value: %d\n", attr);
304 }
305}
306
307/*
308 * returns the specified stat. See also set_attr_value().
309 */
310
311sint8
312get_attr_value (const living *stats, int attr)
313{
314 switch (attr)
315 {
316 case STR: return stats->Str;
317 case DEX: return stats->Dex;
318 case CON: return stats->Con;
319 case WIS: return stats->Wis;
320 case CHA: return stats->Cha;
321 case INT: return stats->Int;
322 case POW: return stats->Pow;
323 }
324
325 return 0;
326} 243}
327 244
328/* 245/*
329 * Ensures that all stats (str/dex/con/wis/cha/int) are within the 246 * Ensures that all stats (str/dex/con/wis/cha/int) are within the
330 * 1-30 stat limit. 247 * 1-30 stat limit.
331 */ 248 */
332
333void 249void
334check_stat_bounds (living *stats) 250check_stat_bounds (living *stats)
335{ 251{
336 int i, v;
337
338 for (i = 0; i < NUM_STATS; i++) 252 for (int i = 0; i < NUM_STATS; i++)
339 if ((v = get_attr_value (stats, i)) > MAX_STAT) 253 {
340 set_attr_value (stats, i, MAX_STAT); 254 sint8 &v = stats->stat (i);
341 else if (v < MIN_STAT) 255 v = clamp (v, MIN_STAT, MAX_STAT);
342 set_attr_value (stats, i, MIN_STAT); 256 }
343} 257}
344 258
345#define ORIG_S(xyz,abc) (op->contr->orig_stats.abc) 259#define ORIG_S(xyz,abc) (op->contr->orig_stats.abc)
346 260
347/* Rather than having a whole bunch of if (flag) new_draw.. else new_draw, 261/* Rather than having a whole bunch of if (flag) new_draw.. else new_draw,
356/* flag is set to 1 if we are applying the object, -1 if we are removing 270/* flag is set to 1 if we are applying the object, -1 if we are removing
357 * the object. 271 * the object.
358 * It is the calling functions responsibilty to check to see if the object 272 * It is the calling functions responsibilty to check to see if the object
359 * can be applied or not. 273 * can be applied or not.
360 * The main purpose of calling this function is the messages that are 274 * The main purpose of calling this function is the messages that are
361 * displayed - fix_player should really always be called after this when 275 * displayed - update_stats should really always be called after this when
362 * removing an object - that is because it is impossible to know if some object 276 * removing an object - that is because it is impossible to know if some object
363 * is the only source of an attacktype or spell attunement, so this function 277 * is the only source of an attacktype or spell attunement, so this function
364 * will clear the bits, but the player may still have some other object 278 * will clear the bits, but the player may still have some other object
365 * that gives them that ability. 279 * that gives them that ability.
366 */ 280 */
367int 281int
368change_abil (object *op, object *tmp) 282change_abil (object *op, object *tmp)
369{ 283{
370 int flag = QUERY_FLAG (tmp, FLAG_APPLIED) ? 1 : -1, i, j, success = 0; 284 int flag = tmp->flag [FLAG_APPLIED] ? 1 : -1;
285 int success = 0;
371 char message[MAX_BUF]; 286 char message[MAX_BUF];
372 int potion_max = 0; 287 int potion_max = 0;
373 288
374 /* remember what object was like before it was changed. note that 289 // keep some stats for comparison purposes
375 * refop is a local copy of op only to be used for detecting changes 290 object::flags_t prev_flag = op->flag;
376 * found by fix_player. refop is not a real object 291 MoveType prev_move_type = op->move_type;
377 */ 292 sint16 prev_resist [NROFATTACKS]; // clumsy
378 object_pod refop = *op; 293 assert (sizeof (prev_resist) == sizeof (op->resist));
294 memcpy (prev_resist, op->resist, sizeof (prev_resist));
379 295
380 if (op->type == PLAYER) 296 if (op->type == PLAYER)
381 { 297 {
382 if (tmp->type == POTION) 298 if (tmp->type == POTION)
383 { 299 {
384 potion_max = 1; 300 potion_max = 1;
301
385 for (j = 0; j < NUM_STATS; j++) 302 for (int j = 0; j < NUM_STATS; j++)
386 { 303 {
387 int nstat, ostat; 304 int ostat = op->contr->orig_stats.stat (j);
388 305 int i = tmp->stats.stat (j);
389 ostat = get_attr_value (&(op->contr->orig_stats), j);
390 i = get_attr_value (&(tmp->stats), j);
391 306
392 /* nstat is what the stat will be after use of the potion */ 307 /* nstat is what the stat will be after use of the potion */
393 nstat = flag * i + ostat; 308 int nstat = flag * i + ostat;
394 309
395 /* Do some bounds checking. While I don't think any 310 /* Do some bounds checking. There is the potential for potions
396 * potions do so right now, there is the potential for potions
397 * that adjust that stat by more than one point, so we need 311 * that adjust that stat by more than one point, so we need
398 * to allow for that. 312 * to allow for that.
399 */ 313 */
400 if (nstat < 1 && i * flag < 0) 314 if (nstat < 1 && i * flag < 0)
401 nstat = 1; 315 nstat = 1;
402 else if (nstat > 20 + get_attr_value (&(op->arch->clone.stats), j)) 316 else if (nstat > 20 + op->arch->stats.stat (j))
403 { 317 nstat = 20 + op->arch->stats.stat (j);
404 nstat = 20 + get_attr_value (&(op->arch->clone.stats), j); 318
405 }
406 if (nstat != ostat) 319 if (nstat != ostat)
407 { 320 {
408 set_attr_value (&(op->contr->orig_stats), j, nstat); 321 op->contr->orig_stats.stat (j) = nstat;
409 potion_max = 0; 322 potion_max = 0;
410 } 323 }
411 else if (i) 324 else if (i)
412 { 325 {
413 /* potion is useless - player has already hit the natural maximum */ 326 /* potion is useless - player has already hit the natural maximum */
414 potion_max = 1; 327 potion_max = 1;
415 } 328 }
416 } 329 }
330
417 /* This section of code ups the characters normal stats also. I am not 331 /* This section of code ups the characters normal stats also. I am not
418 * sure if this is strictly necessary, being that fix_player probably 332 * sure if this is strictly necessary, being that fix_player probably
419 * recalculates this anyway. 333 * recalculates this anyway.
420 */ 334 */
421 for (j = 0; j < NUM_STATS; j++) 335 for (int j = 0; j < NUM_STATS; j++)
422 change_attr_value (&(op->stats), j, flag * get_attr_value (&(tmp->stats), j)); 336 change_attr_value (&op->stats, j, flag * tmp->stats.stat (j));
337
423 check_stat_bounds (&(op->stats)); 338 check_stat_bounds (&op->stats);
424 } /* end of potion handling code */ 339 } /* end of potion handling code */
425 } 340 }
426 341
427 /* reset attributes that fix_player doesn't reset since it doesn't search 342 /* reset attributes that update_stats doesn't reset since it doesn't search
428 * everything to set 343 * everything to set
429 */ 344 */
430 if (flag == -1) 345 if (flag == -1)
431 { 346 {
432 op->attacktype &= ~tmp->attacktype; 347 op->attacktype &= ~tmp->attacktype;
433 op->path_attuned &= ~tmp->path_attuned; 348 op->path_attuned &= ~tmp->path_attuned;
434 op->path_repelled &= ~tmp->path_repelled; 349 op->path_repelled &= ~tmp->path_repelled;
435 op->path_denied &= ~tmp->path_denied; 350 op->path_denied &= ~tmp->path_denied;
436 /* Presuming here that creatures only have move_type, 351 /* Presuming here that creatures only have move_type,
437 * and not the other move_ fields. 352 * and not the other move_ fields.
438 */ 353 */
439 op->move_type &= ~tmp->move_type; 354 op->move_type &= ~tmp->move_type;
440 } 355 }
441 356
442 /* call fix_player since op object could have whatever attribute due 357 /* call fix_player since op object could have whatever attribute due
443 * to multiple items. if fix_player always has to be called after 358 * to multiple items. if update_stats always has to be called after
444 * change_ability then might as well call it from here 359 * change_ability then might as well call it from here
445 */ 360 */
446 op->update_stats (); 361 op->update_stats ();
447 362
448 /* Fix player won't add the bows ability to the player, so don't 363 /* update_stats won't add the bows ability to the player, so don't
449 * print out message if this is a bow. 364 * print out message if this is a bow.
450 */ 365 */
451 if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW) 366 if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW)
452 { 367 {
453 success = 1; 368 success = 1;
454 DIFF_MSG (flag, "Your hands begin to glow red.", "Your hands stop glowing red."); 369 DIFF_MSG (flag, "Your hands begin to glow red.", "Your hands stop glowing red.");
455 } 370 }
456 if (QUERY_FLAG (op, FLAG_LIFESAVE) != QUERY_FLAG (&refop, FLAG_LIFESAVE)) 371
372 if (op->flag [FLAG_LIFESAVE] != prev_flag [FLAG_LIFESAVE])
457 { 373 {
458 success = 1; 374 success = 1;
459 DIFF_MSG (flag, "You feel very protected.", "You don't feel protected anymore."); 375 DIFF_MSG (flag, "You feel very protected.", "You don't feel protected anymore.");
460 } 376 }
461 if (QUERY_FLAG (op, FLAG_REFL_MISSILE) != QUERY_FLAG (&refop, FLAG_REFL_MISSILE)) 377
378 if (op->flag [FLAG_REFL_MISSILE] != prev_flag [FLAG_REFL_MISSILE])
462 { 379 {
463 success = 1; 380 success = 1;
464 DIFF_MSG (flag, "A magic force shimmers around you.", "The magic force fades away."); 381 DIFF_MSG (flag, "A magic force shimmers around you.", "The magic force fades away.");
465 } 382 }
466 if (QUERY_FLAG (op, FLAG_REFL_SPELL) != QUERY_FLAG (&refop, FLAG_REFL_SPELL)) 383
384 if (op->flag [FLAG_REFL_SPELL] != prev_flag [FLAG_REFL_SPELL])
467 { 385 {
468 success = 1; 386 success = 1;
469 DIFF_MSG (flag, "You feel more safe now, somehow.", "Suddenly you feel less safe, somehow."); 387 DIFF_MSG (flag, "You feel more safe now, somehow.", "Suddenly you feel less safe, somehow.");
470 } 388 }
389
471 /* movement type has changed. We don't care about cases where 390 /* movement type has changed. We don't care about cases where
472 * user has multiple items giving the same type appled like we 391 * user has multiple items giving the same type appled like we
473 * used to - that is more work than what we gain, plus messages 392 * used to - that is more work than what we gain, plus messages
474 * can be misleading (a little higher could be miscontrued from 393 * can be misleading (a little higher could be miscontrued from
475 * from fly high) 394 * from fly high)
476 */ 395 */
477 if (tmp->move_type && op->move_type != refop.move_type) 396 if (tmp->move_type && op->move_type != prev_move_type)
478 { 397 {
479 success = 1; 398 success = 1;
480 399
481 /* MOVE_FLY_HIGH trumps MOVE_FLY_LOW - changing your move_fly_low 400 /* MOVE_FLY_HIGH trumps MOVE_FLY_LOW - changing your move_fly_low
482 * status doesn't make a difference if you are flying high 401 * status doesn't make a difference if you are flying high
483 */ 402 */
484 if (tmp->move_type & MOVE_FLY_LOW && !(op->move_type & MOVE_FLY_HIGH)) 403 if (tmp->move_type & MOVE_FLY_LOW && !(op->move_type & MOVE_FLY_HIGH))
485 { 404 {
486 DIFF_MSG (flag, "You start to float in the air!.", "You float down to the ground."); 405 DIFF_MSG (flag, "You start to float in the air!", "You float down to the ground.");
487 } 406 }
488 407
489 if (tmp->move_type & MOVE_FLY_HIGH) 408 if (tmp->move_type & MOVE_FLY_HIGH)
490 { 409 {
491 /* double conditional - second case covers if you have move_fly_low - 410 /* double conditional - second case covers if you have move_fly_low -
492 * in that case, you don't actually land 411 * in that case, you don't actually land
493 */ 412 */
494 DIFF_MSG (flag, "You soar into the air air!.", 413 DIFF_MSG (flag, "You soar into the air!",
495 (op->move_type & MOVE_FLY_LOW ? "You fly lower in the air" : "You float down to the ground.")); 414 (op->move_type & MOVE_FLY_LOW ? "You fly lower in the air" : "You float down to the ground."));
496 } 415 }
416
497 if (tmp->move_type & MOVE_SWIM) 417 if (tmp->move_type & MOVE_SWIM)
498 DIFF_MSG (flag, "You feel ready for a swim", "You no longer feel like swimming"); 418 DIFF_MSG (flag, "You feel ready for a swim", "You no longer feel like swimming");
499 419
500 /* Changing move status may mean you are affected by things you weren't before */ 420 /* Changing move status may mean you are affected by things you weren't before */
501 check_move_on (op, op); 421 check_move_on (op, op);
502 } 422 }
503 423
504 /* becoming UNDEAD... a special treatment for this flag. Only those not 424 /* becoming UNDEAD... a special treatment for this flag. Only those not
505 * originally undead may change their status 425 * originally undead may change their status
506 */ 426 */
507 if (!QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 427 if (!op->arch->flag [FLAG_UNDEAD])
508 if (QUERY_FLAG (op, FLAG_UNDEAD) != QUERY_FLAG (&refop, FLAG_UNDEAD)) 428 if (op->flag [FLAG_UNDEAD] != prev_flag [FLAG_UNDEAD])
509 { 429 {
510 success = 1; 430 success = 1;
511 if (flag > 0) 431 if (flag > 0)
512 { 432 {
513 op->race = "undead"; 433 op->race = "undead";
514 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce drains away!"); 434 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce drains away!");
515 } 435 }
516 else 436 else
517 { 437 {
518 op->race = op->arch->clone.race; 438 op->race = op->arch->race;
519 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!"); 439 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!");
520 } 440 }
521 } 441 }
522 442
523 if (QUERY_FLAG (op, FLAG_STEALTH) != QUERY_FLAG (&refop, FLAG_STEALTH)) 443 if (op->flag [FLAG_STEALTH] != prev_flag [FLAG_STEALTH])
524 { 444 {
525 success = 1; 445 success = 1;
526 DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily."); 446 DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily.");
527 } 447 }
528 if (QUERY_FLAG (op, FLAG_MAKE_INVIS) != QUERY_FLAG (&refop, FLAG_MAKE_INVIS)) 448
449 if (op->flag [FLAG_MAKE_INVIS] != prev_flag [FLAG_MAKE_INVIS])
529 { 450 {
530 success = 1; 451 success = 1;
531 DIFF_MSG (flag, "You become transparent.", "You can see yourself."); 452 DIFF_MSG (flag, "You become transparent.", "You can see yourself.");
532 } 453 }
454
533 /* blinded you can tell if more blinded since blinded player has minimal 455 /* blinded you can tell if more blinded since blinded player has minimal
534 * vision 456 * vision
535 */ 457 */
536 if (QUERY_FLAG (tmp, FLAG_BLIND)) 458 if (tmp->flag [FLAG_BLIND])
537 { 459 {
538 success = 1; 460 success = 1;
539 if (flag > 0) 461 if (flag > 0)
540 { 462 {
541 if (QUERY_FLAG (op, FLAG_WIZ)) 463 if (op->flag [FLAG_WIZ])
542 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self is blinded."); 464 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self is blinded.");
543 else 465 else
544 { 466 {
545 new_draw_info (NDI_UNIQUE, 0, op, "You are blinded."); 467 new_draw_info (NDI_UNIQUE, 0, op, "You are blinded.");
546 SET_FLAG (op, FLAG_BLIND); 468 SET_FLAG (op, FLAG_BLIND);
548 op->contr->do_los = 1; 470 op->contr->do_los = 1;
549 } 471 }
550 } 472 }
551 else 473 else
552 { 474 {
553 if (QUERY_FLAG (op, FLAG_WIZ)) 475 if (op->flag [FLAG_WIZ])
554 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self can now see again."); 476 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self can now see again.");
555 else 477 else
556 { 478 {
557 new_draw_info (NDI_UNIQUE, 0, op, "Your vision returns."); 479 new_draw_info (NDI_UNIQUE, 0, op, "Your vision returns.");
558 CLEAR_FLAG (op, FLAG_BLIND); 480 CLEAR_FLAG (op, FLAG_BLIND);
560 op->contr->do_los = 1; 482 op->contr->do_los = 1;
561 } 483 }
562 } 484 }
563 } 485 }
564 486
565 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK) != QUERY_FLAG (&refop, FLAG_SEE_IN_DARK)) 487 if (op->flag [FLAG_SEE_IN_DARK] != prev_flag [FLAG_SEE_IN_DARK])
566 { 488 {
567 success = 1; 489 success = 1;
568 if (op->type == PLAYER) 490 if (op->type == PLAYER)
569 op->contr->do_los = 1; 491 op->contr->do_los = 1;
570 DIFF_MSG (flag, "Your vision is better in the dark.", "You see less well in the dark."); 492 DIFF_MSG (flag, "Your vision is better in the dark.", "You see less well in the dark.");
571 } 493 }
572 494
573 if (QUERY_FLAG (op, FLAG_XRAYS) != QUERY_FLAG (&refop, FLAG_XRAYS)) 495 if (op->flag [FLAG_XRAYS] != prev_flag [FLAG_XRAYS])
574 { 496 {
575 success = 1; 497 success = 1;
576 if (flag > 0) 498 if (flag > 0)
577 { 499 {
578 if (QUERY_FLAG (op, FLAG_WIZ)) 500 if (op->flag [FLAG_WIZ])
579 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a little clearer."); 501 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a little clearer.");
580 else 502 else
581 { 503 {
582 new_draw_info (NDI_UNIQUE, 0, op, "Everything becomes transparent."); 504 new_draw_info (NDI_UNIQUE, 0, op, "Everything becomes transparent.");
583 if (op->type == PLAYER) 505 if (op->type == PLAYER)
584 op->contr->do_los = 1; 506 op->contr->do_los = 1;
585 } 507 }
586 } 508 }
587 else 509 else
588 { 510 {
589 if (QUERY_FLAG (op, FLAG_WIZ)) 511 if (op->flag [FLAG_WIZ])
590 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a bit out of focus."); 512 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a bit out of focus.");
591 else 513 else
592 { 514 {
593 new_draw_info (NDI_UNIQUE, 0, op, "Everything suddenly looks very solid."); 515 new_draw_info (NDI_UNIQUE, 0, op, "Everything suddenly looks very solid.");
594 if (op->type == PLAYER) 516 if (op->type == PLAYER)
627 success = 1; 549 success = 1;
628 DIFF_MSG (flag * tmp->stats.food, "You feel your digestion slowing down.", "You feel your digestion speeding up."); 550 DIFF_MSG (flag * tmp->stats.food, "You feel your digestion slowing down.", "You feel your digestion speeding up.");
629 } 551 }
630 552
631 /* Messages for changed resistance */ 553 /* Messages for changed resistance */
632 for (i = 0; i < NROFATTACKS; i++) 554 for (int i = 0; i < NROFATTACKS; i++)
633 { 555 {
634 if (i == ATNR_PHYSICAL) 556 if (i == ATNR_PHYSICAL)
635 continue; /* Don't display about armour */ 557 continue; /* Don't display about armour */
636 558
637 if (op->resist[i] != refop.resist[i]) 559 if (op->resist [i] != prev_resist [i])
638 { 560 {
639 success = 1; 561 success = 1;
562
640 if (op->resist[i] > refop.resist[i]) 563 if (op->resist [i] > prev_resist [i])
641 sprintf (message, "Your resistance to %s rises to %d%%.", change_resist_msg[i], op->resist[i]); 564 sprintf (message, "Your resistance to %s rises to %d%%.", change_resist_msg [i], op->resist [i]);
642 else 565 else
643 sprintf (message, "Your resistance to %s drops to %d%%.", change_resist_msg[i], op->resist[i]); 566 sprintf (message, "Your resistance to %s drops to %d%%.", change_resist_msg [i], op->resist [i]);
644 567
645 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message); 568 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message);
646 } 569 }
647 } 570 }
648 571
649 if (!potion_max) 572 if (!potion_max)
650 {
651 for (j = 0; j < NUM_STATS; j++) 573 for (int j = 0; j < NUM_STATS; j++)
652 { 574 if (int i = tmp->stats.stat (j))
653 if ((i = get_attr_value (&(tmp->stats), j)) != 0)
654 { 575 {
655 success = 1; 576 success = 1;
656 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]); 577 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]);
657 } 578 }
658 } 579
659 }
660 return success; 580 return success;
661} 581}
662 582
663/* 583/*
664 * Stat draining by Vick 930307 584 * Stat draining by Vick 930307
665 * (Feeling evil, I made it work as well now. -Frank 8) 585 * (Feeling evil, I made it work as well now. -Frank 8)
666 */ 586 */
667
668void 587void
669object::drain_stat () 588object::drain_stat ()
670{ 589{
671 drain_specific_stat (RANDOM () % NUM_STATS); 590 drain_specific_stat (rndm (NUM_STATS));
672} 591}
673 592
674void 593void
675object::drain_specific_stat (int deplete_stats) 594object::drain_specific_stat (int deplete_stats)
676{ 595{
744 return; 663 return;
745 664
746 /* Randomly change the players luck. Basically, we move it 665 /* Randomly change the players luck. Basically, we move it
747 * back neutral (if greater>0, subtract, otherwise add) 666 * back neutral (if greater>0, subtract, otherwise add)
748 */ 667 */
749 if (RANDOM () % (FABS (tmp->stats.luck)) >= RANDOM () % 30) 668 if (rndm (abs (tmp->stats.luck)) >= rndm (30))
750 { 669 {
751 int diff = tmp->stats.luck > 0 ? -1 : 1; 670 int diff = tmp->stats.luck > 0 ? -1 : 1;
752 671
753 stats.luck += diff; 672 stats.luck += diff;
754 tmp->stats.luck += diff; 673 tmp->stats.luck += diff;
761 * Subtracts stat-bonuses given by the class which the player has chosen. 680 * Subtracts stat-bonuses given by the class which the player has chosen.
762 */ 681 */
763void 682void
764object::remove_statbonus () 683object::remove_statbonus ()
765{ 684{
766 stats.Str -= arch->clone.stats.Str; 685 for (int i = 0; i < NUM_STATS; ++i)
767 stats.Dex -= arch->clone.stats.Dex; 686 {
768 stats.Con -= arch->clone.stats.Con; 687 sint8 v = arch->stats.stat (i);
769 stats.Wis -= arch->clone.stats.Wis; 688 stats.stat (i) -= v;
770 stats.Pow -= arch->clone.stats.Pow; 689 contr->orig_stats.stat (i) -= v;
771 stats.Cha -= arch->clone.stats.Cha; 690 }
772 stats.Int -= arch->clone.stats.Int;
773
774 contr->orig_stats.Str -= arch->clone.stats.Str;
775 contr->orig_stats.Dex -= arch->clone.stats.Dex;
776 contr->orig_stats.Con -= arch->clone.stats.Con;
777 contr->orig_stats.Wis -= arch->clone.stats.Wis;
778 contr->orig_stats.Pow -= arch->clone.stats.Pow;
779 contr->orig_stats.Cha -= arch->clone.stats.Cha;
780 contr->orig_stats.Int -= arch->clone.stats.Int;
781} 691}
782 692
783/* 693/*
784 * Adds stat-bonuses given by the class which the player has chosen. 694 * Adds stat-bonuses given by the class which the player has chosen.
785 */ 695 */
786void 696void
787object::add_statbonus () 697object::add_statbonus ()
788{ 698{
789 stats.Str += arch->clone.stats.Str; 699 for (int i = 0; i < NUM_STATS; ++i)
790 stats.Dex += arch->clone.stats.Dex; 700 {
791 stats.Con += arch->clone.stats.Con; 701 sint8 v = arch->stats.stat (i);
792 stats.Wis += arch->clone.stats.Wis; 702 stats.stat (i) += v;
793 stats.Pow += arch->clone.stats.Pow; 703 contr->orig_stats.stat (i) += v;
794 stats.Cha += arch->clone.stats.Cha; 704 }
795 stats.Int += arch->clone.stats.Int;
796
797 contr->orig_stats.Str += arch->clone.stats.Str;
798 contr->orig_stats.Dex += arch->clone.stats.Dex;
799 contr->orig_stats.Con += arch->clone.stats.Con;
800 contr->orig_stats.Wis += arch->clone.stats.Wis;
801 contr->orig_stats.Pow += arch->clone.stats.Pow;
802 contr->orig_stats.Cha += arch->clone.stats.Cha;
803 contr->orig_stats.Int += arch->clone.stats.Int;
804} 705}
706
707/* These are the items that currently can change digestion, regeneration,
708 * spell point recovery and mana point recovery. Seems sort of an arbitary
709 * list, but other items store other info into stats array.
710 */
711static struct digest_types : std::bitset<NUM_TYPES>
712{
713 digest_types ()
714 {
715 set (WEAPON);
716 set (BOW);
717 set (ARMOUR);
718 set (HELMET);
719 set (SHIELD);
720 set (RING);
721 set (BOOTS);
722 set (GLOVES);
723 set (AMULET);
724 set (GIRDLE);
725 set (BRACERS);
726 set (CLOAK);
727 set (DISEASE);
728 set (FORCE);
729 set (SKILL);
730 }
731} digest_types;
732
733static struct copy_flags : object::flags_t
734{
735 copy_flags ()
736 {
737 set (FLAG_LIFESAVE);
738 set (FLAG_REFL_SPELL);
739 set (FLAG_REFL_MISSILE);
740 set (FLAG_STEALTH);
741 set (FLAG_XRAYS);
742 set (FLAG_BLIND);
743 set (FLAG_SEE_IN_DARK);
744 }
745} copy_flags;
805 746
806/* 747/*
807 * Updates all abilities given by applied objects in the inventory 748 * Updates all abilities given by applied objects in the inventory
808 * of the given object. Note: This function works for both monsters 749 * of the given object. Note: This function works for both monsters
809 * and players; the "player" in the name is purely an archaic inheritance. 750 * and players; the "player" in the name is purely an archaic inheritance.
810 * This functions starts from base values (archetype or player object) 751 * This functions starts from base values (archetype or player object)
811 * and then adjusts them according to what the player has equipped. 752 * and then adjusts them according to what the player has equipped.
812 */ 753 *
813
814/* July 95 - inserted stuff to handle new skills/exp system - b.t. 754 * July 95 - inserted stuff to handle new skills/exp system - b.t.
815 spell system split, grace points now added to system --peterm 755 * spell system split, grace points now added to system --peterm
816 */ 756 */
817
818void 757void
819object::update_stats () 758object::update_stats ()
820{ 759{
821 int i, j;
822 float f, max = 9, added_speed = 0, bonus_speed = 0, sp_tmp, speed_reduce_from_disease = 1; 760 float f, max_speed = 9, added_speed = 0, bonus_speed = 0, speed_reduce_from_disease = 1;
823 int weapon_weight = 0, weapon_speed = 0; 761 int weapon_weight = 0, weapon_speed = 0;
824 int best_wc = 0, best_ac = 0, wc = 0, ac = 0; 762 int best_wc = 0, best_ac = 0, wc = 0, ac = 0;
825 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; 763 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS];
826 object *grace_obj = NULL, *mana_obj = NULL, *wc_obj = NULL, *tmp; 764 object *grace_obj = NULL, *mana_obj = NULL, *tmp;
765 float old_speed = speed;
766 int stat_sum [NUM_STATS];
827 767
828 /* First task is to clear all the values back to their original values */ 768 /* First task is to clear all the values back to their original values */
829 if (type == PLAYER) 769 if (type == PLAYER)
830 { 770 {
831 for (i = 0; i < NUM_STATS; i++) 771 for (int i = 0; i < NUM_STATS; i++)
832 set_attr_value (&(stats), i, get_attr_value (&(contr->orig_stats), i)); 772 stat_sum [i] = contr->orig_stats.stat (i);
833 773
834 if (settings.spell_encumbrance == TRUE) 774 if (settings.spell_encumbrance == TRUE)
835 contr->encumbrance = 0; 775 contr->encumbrance = 0;
836 776
837 attacktype = 0; 777 attacktype = 0;
778
838 contr->digestion = 0; 779 contr->digestion = 0;
839 contr->gen_hp = 0; 780 contr->gen_hp = 0;
840 contr->gen_sp = 0; 781 contr->gen_sp = 0;
841 contr->gen_grace = 0; 782 contr->gen_grace = 0;
842 contr->gen_sp_armour = 10; 783 contr->gen_sp_armour = 10;
843 contr->item_power = 0; 784 contr->item_power = 0;
844
845 /* Don't clobber all the range_ values. range_golem otherwise
846 * gets reset for no good reason, and we don't want to reset
847 * range_magic (what spell is readied). These three below
848 * well get filled in based on what the player has equipped.
849 */
850 contr->ranges[range_bow] = NULL;
851 contr->ranges[range_misc] = NULL;
852 contr->ranges[range_skill] = NULL;
853 } 785 }
854 786
855 memcpy (body_used, body_info, sizeof (body_info)); 787 for (int i = NUM_BODY_LOCATIONS; i--; )
788 slot[i].used = slot[i].info;
856 789
857 slaying = 0; 790 slaying = 0;
858 791
859 if (!QUERY_FLAG (this, FLAG_WIZ)) 792 if (!QUERY_FLAG (this, FLAG_WIZ))
860 { 793 {
864 797
865 CLEAR_FLAG (this, FLAG_LIFESAVE); 798 CLEAR_FLAG (this, FLAG_LIFESAVE);
866 CLEAR_FLAG (this, FLAG_STEALTH); 799 CLEAR_FLAG (this, FLAG_STEALTH);
867 CLEAR_FLAG (this, FLAG_BLIND); 800 CLEAR_FLAG (this, FLAG_BLIND);
868 801
869 if (!QUERY_FLAG (&arch->clone, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL); 802 if (!QUERY_FLAG (arch, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL);
870 if (!QUERY_FLAG (&arch->clone, FLAG_REFL_MISSILE)) CLEAR_FLAG (this, FLAG_REFL_MISSILE); 803 if (!QUERY_FLAG (arch, FLAG_REFL_MISSILE)) CLEAR_FLAG (this, FLAG_REFL_MISSILE);
871 if (!QUERY_FLAG (&arch->clone, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD); 804 if (!QUERY_FLAG (arch, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD);
872 if (!QUERY_FLAG (&arch->clone, FLAG_SEE_IN_DARK )) CLEAR_FLAG (this, FLAG_SEE_IN_DARK); 805 if (!QUERY_FLAG (arch, FLAG_SEE_IN_DARK )) CLEAR_FLAG (this, FLAG_SEE_IN_DARK);
873 806
874 path_attuned = arch->clone.path_attuned; 807 path_attuned = arch->path_attuned;
875 path_repelled = arch->clone.path_repelled; 808 path_repelled = arch->path_repelled;
876 path_denied = arch->clone.path_denied; 809 path_denied = arch->path_denied;
877 glow_radius = arch->clone.glow_radius; 810 glow_radius = arch->glow_radius;
878 move_type = arch->clone.move_type; 811 move_type = arch->move_type;
812
879 chosen_skill = NULL; 813 chosen_skill = 0;
880 814
881 /* initializing resistances from the values in player/monster's 815 /* initializing resistances from the values in player/monster's
882 * archetype clone 816 * archetype clone
883 */ 817 */
884 memcpy (&resist, &arch->clone.resist, sizeof (resist)); 818 memcpy (&resist, &arch->resist, sizeof (resist));
885 819
886 for (i = 0; i < NROFATTACKS; i++) 820 for (int i = 0; i < NROFATTACKS; i++)
887 { 821 {
888 if (resist[i] > 0) 822 if (resist[i] > 0)
889 prot[i] = resist[i], vuln[i] = 0; 823 prot[i] = resist[i], vuln[i] = 0;
890 else 824 else
891 vuln[i] = -(resist[i]), prot[i] = 0; 825 vuln[i] = -(resist[i]), prot[i] = 0;
826
892 potion_resist[i] = 0; 827 potion_resist[i] = 0;
893 } 828 }
894 829
895 wc = arch->clone.stats.wc; 830 wc = arch->stats.wc;
896 stats.dam = arch->clone.stats.dam; 831 stats.dam = arch->stats.dam;
897 832
898 /* for players which cannot use armour, they gain AC -1 per 3 levels, 833 /* for players which cannot use armour, they gain AC -1 per 3 levels,
899 * plus a small amount of physical resist, those poor suckers. ;) 834 * plus a small amount of physical resist, those poor suckers. ;)
900 * the fact that maxlevel is factored in could be considered sort of bogus - 835 * the fact that maxlevel is factored in could be considered sort of bogus -
901 * we should probably give them some bonus and cap it off - otherwise, 836 * we should probably give them some bonus and cap it off - otherwise,
902 * basically, if a server updates its max level, these playes may find 837 * basically, if a server updates its max level, these playes may find
903 * that their protection from physical goes down 838 * that their protection from physical goes down
904 */ 839 */
905 if (!QUERY_FLAG (this, FLAG_USE_ARMOUR) && type == PLAYER) 840 if (!QUERY_FLAG (this, FLAG_USE_ARMOUR) && type == PLAYER)
906 { 841 {
907 ac = MAX (-10, arch->clone.stats.ac - level / 3); 842 ac = max (-10, arch->stats.ac - level / 3);
908 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100; 843 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100;
909 } 844 }
910 else 845 else
911 ac = arch->clone.stats.ac; 846 ac = arch->stats.ac;
912 847
913 stats.luck = arch->clone.stats.luck; 848 stats.luck = arch->stats.luck;
914 speed = arch->clone.speed; 849 speed = arch->speed;
915 850
916 /* OK - we've reset most all the objects attributes to sane values. 851 /* OK - we've reset most all the objects attributes to sane values.
917 * now go through and make adjustments for what the player has equipped. 852 * now go through and make adjustments for what the player has equipped.
918 */ 853 */
919
920 for (tmp = inv; tmp; tmp = tmp->below) 854 for (tmp = inv; tmp; tmp = tmp->below)
921 { 855 {
922 /* See note in map.c:update_position about making this additive
923 * since light sources are never applied, need to put check here.
924 */
925 if (tmp->glow_radius > glow_radius)
926 glow_radius = tmp->glow_radius;
927
928 /* This happens because apply_potion calls change_abil with the potion 856 /* This happens because apply_potion calls change_abil with the potion
929 * applied so we can tell the player what chagned. But change_abil 857 * applied so we can tell the player what changed. But change_abil
930 * then calls this function. 858 * then calls this function.
931 */ 859 */
932 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION) 860 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION)
933 continue; 861 continue;
862
863 glow_radius += tmp->glow_radius;
934 864
935 /* For some things, we don't care what is equipped */ 865 /* For some things, we don't care what is equipped */
936 if (tmp->type == SKILL) 866 if (tmp->type == SKILL)
937 { 867 {
938 /* Want to take the highest skill here. */ 868 /* Want to take the highest skill here. */
951 else if (tmp->level > grace_obj->level) 881 else if (tmp->level > grace_obj->level)
952 grace_obj = tmp; 882 grace_obj = tmp;
953 } 883 }
954 } 884 }
955 885
956 /* Container objects are not meant to adjust a players, but other applied 886 /* Container objects are not meant to adjust players, but other applied
957 * objects need to make adjustments. 887 * objects need to make adjustments.
958 * This block should handle all player specific changes 888 * This block should handle all player specific changes
959 * The check for Praying is a bit of a hack - god given bonuses are put 889 * The check for Praying is a bit of a hack - god given bonuses are put
960 * in the praying skill, and the player should always get those. 890 * in the praying skill, and the player should always get those.
961 * It also means we need to put in additional checks for applied below, 891 * It also means we need to put in additional checks for applied below,
962 * because the skill shouldn't count against body positions being used 892 * because the skill shouldn't count against body positions being used
963 * up, etc. 893 * up, etc.
964 */ 894 */
965 if ((QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type != CONTAINER && tmp->type != CLOSE_CON) || 895 if ((tmp->flag [FLAG_APPLIED]
896 && tmp->type != CONTAINER
897 && tmp->type != CLOSE_CON)
898 || (tmp->type == SKILL
966 (tmp->type == SKILL && tmp->subtype == SK_PRAYING)) 899 && tmp->subtype == SK_PRAYING))
967 { 900 {
968 if (type == PLAYER) 901 if (type == PLAYER)
969 { 902 {
970 if (tmp->type == BOW) 903 contr->item_power += tmp->item_power;
971 contr->ranges[range_bow] = tmp;
972 904
973 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 905 if (tmp == contr->combat_ob || tmp == contr->ranged_ob)
974 contr->ranges[range_misc] = tmp; 906 if (tmp != current_weapon
907 && (tmp->type != SKILL || tmp->subtype != SK_PRAYING)
908 && !tmp->flag [FLAG_CURSED]
909 && !tmp->flag [FLAG_DAMNED])
910 continue;
975 911
976 for (i = 0; i < NUM_STATS; i++) 912 for (int i = 0; i < NUM_STATS; i++)
977 change_attr_value (&(stats), i, get_attr_value (&(tmp->stats), i)); 913 stat_sum [i] = stat_sum [i] + tmp->stats.stat (i);
978 914
979 /* these are the items that currently can change digestion, regeneration, 915 if (digest_types [tmp->type])
980 * spell point recovery and mana point recovery. Seems sort of an arbitary
981 * list, but other items store other info into stats array.
982 */
983 if ((tmp->type == WEAPON) ||
984 (tmp->type == ARMOUR) || (tmp->type == HELMET) ||
985 (tmp->type == SHIELD) || (tmp->type == RING) ||
986 (tmp->type == BOOTS) || (tmp->type == GLOVES) ||
987 (tmp->type == AMULET) || (tmp->type == GIRDLE) ||
988 (tmp->type == BRACERS) || (tmp->type == CLOAK) ||
989 (tmp->type == DISEASE) || (tmp->type == FORCE) ||
990 (tmp->type == SKILL))
991 { 916 {
992 contr->digestion += tmp->stats.food; 917 contr->digestion += tmp->stats.food;
993 contr->gen_hp += tmp->stats.hp; 918 contr->gen_hp += tmp->stats.hp;
919 if (tmp->type != BOW) // ugly exception for bows
994 contr->gen_sp += tmp->stats.sp; 920 contr->gen_sp += tmp->stats.sp;
995 contr->gen_grace += tmp->stats.grace; 921 contr->gen_grace += tmp->stats.grace;
996 contr->gen_sp_armour += tmp->gen_sp_armour; 922 contr->gen_sp_armour += tmp->gen_sp_armour;
997 contr->item_power += tmp->item_power;
998 } 923 }
999 } /* if this is a player */ 924 } /* if this is a player */
925 else
926 {
927 if (tmp->type == WEAPON)
928 current_weapon = tmp;
929 }
1000 930
1001 /* Update slots used for items */ 931 /* Update slots used for items */
1002 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 932 if (QUERY_FLAG (tmp, FLAG_APPLIED))
1003 for (i = 0; i < NUM_BODY_LOCATIONS; i++) 933 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
1004 body_used[i] += tmp->body_info[i]; 934 slot[i].used += tmp->slot[i].info;
1005 935
1006 if (tmp->type == SYMPTOM) 936 if (tmp->type == SYMPTOM)
1007 {
1008 speed_reduce_from_disease = tmp->last_sp / 100.0;
1009 if (speed_reduce_from_disease == 0)
1010 speed_reduce_from_disease = 1; 937 speed_reduce_from_disease =
1011 } 938 min (speed_reduce_from_disease, tmp->last_sp ? tmp->last_sp / 100.f : 1.f);
1012 939
1013 /* Pos. and neg. protections are counted seperate (-> pro/vuln). 940 /* Pos. and neg. protections are counted separate (-> pro/vuln).
1014 * (Negative protections are calculated extactly like positive.) 941 * (Negative protections are calculated exactly like positive.)
1015 * Resistance from potions are treated special as well. If there's 942 * Resistance from potions are treated special as well. If there's
1016 * more than one potion-effect, the bigger prot.-value is taken. 943 * more than one potion-effect, the bigger prot.-value is taken.
1017 */ 944 */
1018 if (tmp->type != POTION) 945 if (tmp->type != POTION)
1019 { 946 {
1020 for (i = 0; i < NROFATTACKS; i++) 947 for (int i = 0; i < NROFATTACKS; i++)
1021 { 948 {
1022 /* Potential for cursed potions, in which case we just can use 949 /* Potential for cursed potions, in which case we just can use
1023 * a straight MAX, as potion_resist is initialized to zero. 950 * a straight MAX, as potion_resist is initialised to zero.
1024 */ 951 */
1025 if (tmp->type == POTION_EFFECT) 952 if (tmp->type == POTION_EFFECT)
1026 { 953 {
1027 if (potion_resist[i]) 954 if (potion_resist[i])
1028 potion_resist[i] = MAX (potion_resist[i], tmp->resist[i]); 955 potion_resist[i] = max (potion_resist[i], tmp->resist[i]);
1029 else 956 else
1030 potion_resist[i] = tmp->resist[i]; 957 potion_resist[i] = tmp->resist[i];
1031 } 958 }
1032 else if (tmp->resist[i] > 0) 959 else if (tmp->resist[i] > 0)
1033 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100; 960 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100;
1034 else if (tmp->resist[i] < 0) 961 else if (tmp->resist[i] < 0)
1035 vuln[i] += ((100 - vuln[i]) * (-tmp->resist[i])) / 100; 962 vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100;
1036 } 963 }
1037 } 964 }
1038 965
1039 /* There may be other things that should not adjust the attacktype */ 966 /* There may be other things that should not adjust the attacktype */
1040 if (tmp->type != BOW && tmp->type != SYMPTOM) 967 if (tmp->type != SYMPTOM)
968 {
1041 attacktype |= tmp->attacktype; 969 attacktype |= tmp->attacktype;
1042
1043 path_attuned |= tmp->path_attuned; 970 path_attuned |= tmp->path_attuned;
1044 path_repelled |= tmp->path_repelled; 971 path_repelled |= tmp->path_repelled;
1045 path_denied |= tmp->path_denied; 972 path_denied |= tmp->path_denied;
973 move_type |= tmp->move_type;
1046 stats.luck += tmp->stats.luck; 974 stats.luck += tmp->stats.luck;
1047 move_type |= tmp->move_type; 975 }
1048 976
1049 if (QUERY_FLAG (tmp, FLAG_LIFESAVE )) SET_FLAG (this, FLAG_LIFESAVE); 977 flag |= tmp->flag & copy_flags;
1050 if (QUERY_FLAG (tmp, FLAG_REFL_SPELL )) SET_FLAG (this, FLAG_REFL_SPELL);
1051 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE)) SET_FLAG (this, FLAG_REFL_MISSILE);
1052 if (QUERY_FLAG (tmp, FLAG_STEALTH )) SET_FLAG (this, FLAG_STEALTH);
1053 if (QUERY_FLAG (tmp, FLAG_XRAYS )) SET_FLAG (this, FLAG_XRAYS);
1054 if (QUERY_FLAG (tmp, FLAG_BLIND )) SET_FLAG (this, FLAG_BLIND);
1055 if (QUERY_FLAG (tmp, FLAG_SEE_IN_DARK )) SET_FLAG (this, FLAG_SEE_IN_DARK);
1056 978
1057 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (&arch->clone, FLAG_UNDEAD)) 979 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (arch, FLAG_UNDEAD))
1058 SET_FLAG (this, FLAG_UNDEAD); 980 SET_FLAG (this, FLAG_UNDEAD);
1059 981
1060 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS)) 982 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS))
1061 { 983 {
1062 SET_FLAG (this, FLAG_MAKE_INVIS); 984 SET_FLAG (this, FLAG_MAKE_INVIS);
1065 987
1066 if (tmp->stats.exp && tmp->type != SKILL) 988 if (tmp->stats.exp && tmp->type != SKILL)
1067 { 989 {
1068 if (tmp->stats.exp > 0) 990 if (tmp->stats.exp > 0)
1069 { 991 {
1070 added_speed += (float) tmp->stats.exp / 3.0; 992 added_speed += tmp->stats.exp / 3.f;
1071 bonus_speed += 1.0 + (float) tmp->stats.exp / 3.0; 993 bonus_speed += tmp->stats.exp / 3.f + 1.f;
1072 } 994 }
1073 else 995 else
1074 added_speed += (float) tmp->stats.exp; 996 added_speed += tmp->stats.exp;
1075 } 997 }
1076 998
1077 switch (tmp->type) 999 switch (tmp->type)
1078 { 1000 {
1001#if 0
1002 case WAND:
1003 case ROD:
1004 case HORN:
1005 if (type != PLAYER || current_weapon == tmp)
1006 chosen_skill = tmp;
1007 break;
1008#endif
1009
1079 /* skills modifying the character -b.t. */ 1010 /* skills modifying the character -b.t. */
1080 /* for all skills and skill granting objects */ 1011 /* for all skills and skill granting objects */
1081 case SKILL: 1012 case SKILL:
1082 if (!QUERY_FLAG (tmp, FLAG_APPLIED)) 1013 {
1014 if (!QUERY_FLAG (tmp, FLAG_APPLIED) || skill_flags [tmp->subtype] & SF_APPLY)
1083 break; 1015 break;
1084 1016
1085 if (IS_COMBAT_SKILL (tmp->subtype))
1086 wc_obj = tmp;
1087
1088 if (chosen_skill) 1017 if (chosen_skill)
1018 {
1089 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name); 1019 LOG (llevDebug, "fix_player, op %s has multiple skills applied (%s and %s)\n",
1020 &name, &chosen_skill->name, &tmp->name);
1090 1021
1022 tmp->flag [FLAG_APPLIED] = false;
1023 update_stats ();
1024 return;
1025 }
1026 else
1091 chosen_skill = tmp; 1027 chosen_skill = tmp;
1092 1028
1093 if (tmp->stats.dam > 0) 1029 if (tmp->stats.dam > 0)
1094 { /* skill is a 'weapon' */ 1030 { /* skill is a 'weapon' */
1095 if (!QUERY_FLAG (this, FLAG_READY_WEAPON)) 1031 if (!QUERY_FLAG (this, FLAG_READY_WEAPON))
1096 weapon_speed = (int) WEAPON_SPEED (tmp); 1032 weapon_speed = WEAPON_SPEED (tmp);
1097 1033
1098 if (weapon_speed < 0) 1034 if (weapon_speed < 0)
1099 weapon_speed = 0; 1035 weapon_speed = 0;
1100 1036
1101 weapon_weight = tmp->weight; 1037 weapon_weight = tmp->weight;
1102 stats.dam += tmp->stats.dam * (1 + (chosen_skill->level / 9)); 1038 stats.dam += 1 + chosen_skill->level * tmp->stats.dam / 9;
1103 1039
1104 if (tmp->magic) 1040 if (tmp->magic)
1105 stats.dam += tmp->magic; 1041 stats.dam += tmp->magic;
1106 } 1042 }
1107 1043
1108 if (tmp->stats.wc) 1044 if (tmp->stats.wc)
1109 wc -= (tmp->stats.wc + tmp->magic); 1045 wc -= tmp->stats.wc + tmp->magic;
1110 1046
1111 if (tmp->slaying != NULL) 1047 if (tmp->slaying)
1112 slaying = tmp->slaying; 1048 slaying = tmp->slaying;
1113 1049
1114 if (tmp->stats.ac) 1050 if (tmp->stats.ac)
1115 ac -= (tmp->stats.ac + tmp->magic); 1051 ac -= tmp->stats.ac + tmp->magic;
1116 1052
1117 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1053 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1118 contr->encumbrance += (int) 3 *tmp->weight / 1000; 1054 contr->encumbrance += (int) 3 *tmp->weight / 1000;
1119
1120 if (type == PLAYER)
1121 contr->ranges[range_skill] = this;
1122
1123 break; 1055 }
1124 1056
1125 case SKILL_TOOL:
1126 if (chosen_skill)
1127 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name);
1128
1129 chosen_skill = tmp;
1130
1131 if (type == PLAYER)
1132 contr->ranges[range_skill] = this;
1133 break; 1057 break;
1134 1058
1135 case SHIELD: 1059 case SHIELD:
1136 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1060 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1137 contr->encumbrance += (int) tmp->weight / 2000; 1061 contr->encumbrance += (int) tmp->weight / 2000;
1141 case HELMET: 1065 case HELMET:
1142 case BOOTS: 1066 case BOOTS:
1143 case GLOVES: 1067 case GLOVES:
1144 case CLOAK: 1068 case CLOAK:
1145 if (tmp->stats.wc) 1069 if (tmp->stats.wc)
1146 wc -= (tmp->stats.wc + tmp->magic); 1070 wc -= tmp->stats.wc + tmp->magic;
1147 1071
1148 if (tmp->stats.dam) 1072 if (tmp->stats.dam)
1149 stats.dam += (tmp->stats.dam + tmp->magic); 1073 stats.dam += tmp->stats.dam + tmp->magic;
1150 1074
1151 if (tmp->stats.ac) 1075 if (tmp->stats.ac)
1152 ac -= (tmp->stats.ac + tmp->magic); 1076 ac -= tmp->stats.ac + tmp->magic;
1153 1077
1154 break; 1078 break;
1155 1079
1080 case BOW:
1156 case WEAPON: 1081 case WEAPON:
1082 if (type != PLAYER || current_weapon == tmp)
1083 {
1157 wc -= (tmp->stats.wc + tmp->magic); 1084 wc -= tmp->stats.wc + tmp->magic;
1158 1085
1159 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0) 1086 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0)
1160 ac -= tmp->stats.ac + tmp->magic; 1087 ac -= tmp->stats.ac + tmp->magic;
1161 1088
1162 stats.dam += (tmp->stats.dam + tmp->magic); 1089 stats.dam += tmp->stats.dam + tmp->magic;
1163 weapon_weight = tmp->weight; 1090 weapon_weight = tmp->weight;
1164 weapon_speed = ((int) WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2; 1091 weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2;
1165 1092
1166 if (weapon_speed < 0) 1093 if (weapon_speed < 0)
1167 weapon_speed = 0; 1094 weapon_speed = 0;
1168 1095
1169 slaying = tmp->slaying; 1096 slaying = tmp->slaying;
1097
1170 /* If there is desire that two handed weapons should do 1098 /* If there is desire that two handed weapons should do
1171 * extra strength damage, this is where the code should 1099 * extra strength damage, this is where the code should
1172 * go. 1100 * go.
1173 */ 1101 */
1174 current_weapon = tmp; 1102
1175 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1103 if (type == PLAYER)
1104 if (settings.spell_encumbrance)
1176 contr->encumbrance += (int) 3 *tmp->weight / 1000; 1105 contr->encumbrance += tmp->weight * 3 / 1000;
1106 }
1177 1107
1178 break; 1108 break;
1179 1109
1180 case ARMOUR: /* Only the best of these three are used: */ 1110 case ARMOUR: /* Only the best of these three are used: */
1181 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1111 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1182 contr->encumbrance += (int) tmp->weight / 1000; 1112 contr->encumbrance += tmp->weight / 1000;
1183 1113
1184 case BRACERS: 1114 case BRACERS:
1185 case FORCE: 1115 case FORCE:
1186 if (tmp->stats.wc) 1116 if (tmp->stats.wc)
1187 { 1117 {
1209 wc -= (tmp->stats.wc + tmp->magic); 1139 wc -= (tmp->stats.wc + tmp->magic);
1210 1140
1211 if (tmp->stats.ac) 1141 if (tmp->stats.ac)
1212 ac -= (tmp->stats.ac + tmp->magic); 1142 ac -= (tmp->stats.ac + tmp->magic);
1213 1143
1214 if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.0 < max) 1144 if (ARMOUR_SPEED (tmp))
1215 max = ARMOUR_SPEED (tmp) / 10.0; 1145 max_speed = min (max_speed, ARMOUR_SPEED (tmp) / 10.f);
1216 1146
1217 break; 1147 break;
1218 } /* switch tmp->type */ 1148 } /* switch tmp->type */
1219 } /* item is equipped */ 1149 } /* item is equipped */
1220 } /* for loop of items */ 1150 } /* for loop of items */
1151
1152 glow_radius = min (glow_radius, MAX_LIGHT_RADIUS);
1221 1153
1222 /* We've gone through all the objects the player has equipped. For many things, we 1154 /* We've gone through all the objects the player has equipped. For many things, we
1223 * have generated intermediate values which we now need to assign. 1155 * have generated intermediate values which we now need to assign.
1224 */ 1156 */
1225 1157
1227 * If there is an uncursed potion in effect, granting more protection 1159 * If there is an uncursed potion in effect, granting more protection
1228 * than that, we take: 'total resistance = resistance from potion'. 1160 * than that, we take: 'total resistance = resistance from potion'.
1229 * If there is a cursed (and no uncursed) potion in effect, we take 1161 * If there is a cursed (and no uncursed) potion in effect, we take
1230 * 'total resistance = vulnerability from cursed potion'. 1162 * 'total resistance = vulnerability from cursed potion'.
1231 */ 1163 */
1232 for (i = 0; i < NROFATTACKS; i++) 1164 for (int i = 0; i < NROFATTACKS; i++)
1233 { 1165 {
1234 resist[i] = prot[i] - vuln[i]; 1166 resist[i] = prot[i] - vuln[i];
1235 1167
1236 if (potion_resist[i] && ((potion_resist[i] > resist[i]) || (potion_resist[i] < 0))) 1168 if (potion_resist[i] && ((potion_resist[i] > resist[i]) || (potion_resist[i] < 0)))
1237 resist[i] = potion_resist[i]; 1169 resist[i] = potion_resist[i];
1238 } 1170 }
1239 1171
1240 /* Figure out the players sp/mana/hp totals. */
1241 if (type == PLAYER) 1172 if (type == PLAYER)
1242 { 1173 {
1174 // clamp various player stats
1175 for (int i = 0; i < NUM_STATS; ++i)
1176 stats.stat (i) = clamp (stat_sum [i], MIN_STAT, MAX_STAT);
1177
1178 contr->digestion = clamp (contr->digestion, MIN_DIGESTION, MAX_DIGESTION);
1179
1180 /* Figure out the players sp/mana/hp totals. */
1243 int pl_level; 1181 int pl_level;
1244 1182
1245 check_stat_bounds (&(stats)); 1183 check_stat_bounds (&(stats));
1246 pl_level = level; 1184 pl_level = level;
1247 1185
1249 pl_level = 1; /* safety, we should always get 1 levels worth of hp! */ 1187 pl_level = 1; /* safety, we should always get 1 levels worth of hp! */
1250 1188
1251 /* You basically get half a con bonus/level. But we do take into account rounding, 1189 /* You basically get half a con bonus/level. But we do take into account rounding,
1252 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels. 1190 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels.
1253 */ 1191 */
1254 for (i = 1, stats.maxhp = 0; i <= pl_level && i <= 10; i++) 1192 stats.maxhp = 0;
1193 for (int i = 1; i <= min (10, pl_level); i++)
1255 { 1194 {
1256 j = contr->levhp[i] + con_bonus[stats.Con] / 2; 1195 int j = contr->levhp[i] + con_bonus[stats.Con] / 2;
1257 1196
1258 if (i % 2 && con_bonus[stats.Con] % 2) 1197 if (i % 2 && con_bonus[stats.Con] % 2)
1259 {
1260 if (con_bonus[stats.Con] > 0) 1198 if (con_bonus[stats.Con] > 0)
1261 j++; 1199 j++;
1262 else 1200 else
1263 j--; 1201 j--;
1264 }
1265 1202
1266 stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */ 1203 stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */
1267 } 1204 }
1268 1205
1269 for (i = 11; i <= level; i++) 1206 stats.maxhp += 2 * max (0, level - 10);
1270 stats.maxhp += 2;
1271 1207
1272 if (stats.hp > stats.maxhp) 1208 if (stats.hp > stats.maxhp)
1273 stats.hp = stats.maxhp; 1209 stats.hp = stats.maxhp;
1274 1210
1275 /* Sp gain is controlled by the level of the player's 1211 /* Sp gain is controlled by the level of the player's
1288 1224
1289 if (mana_obj == this && type == PLAYER) 1225 if (mana_obj == this && type == PLAYER)
1290 stats.maxsp = 1; 1226 stats.maxsp = 1;
1291 else 1227 else
1292 { 1228 {
1293 sp_tmp = 0.0; 1229 float sp_tmp = 0.f;
1294 1230
1295 for (i = 1; i <= mana_obj->level && i <= 10; i++) 1231 for (int i = 1; i <= min (10, mana_obj->level); i++)
1296 { 1232 {
1297 float stmp; 1233 float stmp;
1298 1234
1299 /* Got some extra bonus at first level */ 1235 /* Got some extra bonus at first level */
1300 if (i < 2) 1236 if (i < 2)
1301 stmp = contr->levsp[i] + ((2.0 * (float) sp_bonus[stats.Pow] + (float) sp_bonus[stats.Int]) / 6.0); 1237 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 6.f;
1302 else 1238 else
1303 stmp = (float) contr->levsp[i] + (2.0 * (float) sp_bonus[stats.Pow] + (float) sp_bonus[stats.Int]) / 12.0; 1239 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 12.f;
1304 1240
1305 if (stmp < 1.0)
1306 stmp = 1.0;
1307
1308 sp_tmp += stmp; 1241 sp_tmp += max (1.f, stmp);
1309 } 1242 }
1310 1243
1311 stats.maxsp = (int) sp_tmp; 1244 stats.maxsp = int (sp_tmp) + 2 * max (0, mana_obj->level - 10);
1312
1313 for (i = 11; i <= mana_obj->level; i++)
1314 stats.maxsp += 2;
1315 } 1245 }
1246
1316 /* Characters can get their sp supercharged via rune of transferrance */ 1247 /* Characters can get their sp supercharged via rune of transferrance */
1317 if (stats.sp > stats.maxsp * 2) 1248 stats.sp = min (stats.sp, stats.maxsp * 2);
1318 stats.sp = stats.maxsp * 2;
1319 1249
1320 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */ 1250 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */
1321 if (!grace_obj || !grace_obj->level || type != PLAYER) 1251 if (!grace_obj || !grace_obj->level || type != PLAYER)
1322 grace_obj = this; 1252 grace_obj = this;
1323 1253
1328 /* store grace in a float - this way, the divisions below don't create 1258 /* store grace in a float - this way, the divisions below don't create
1329 * big jumps when you go from level to level - with int's, it then 1259 * big jumps when you go from level to level - with int's, it then
1330 * becomes big jumps when the sums of the bonuses jump to the next 1260 * becomes big jumps when the sums of the bonuses jump to the next
1331 * step of 8 - with floats, even fractional ones are useful. 1261 * step of 8 - with floats, even fractional ones are useful.
1332 */ 1262 */
1333 sp_tmp = 0.0; 1263 float sp_tmp = 0.f;
1334 for (i = 1, stats.maxgrace = 0; i <= grace_obj->level && i <= 10; i++) 1264
1265 for (int i = 1; i <= min (10, grace_obj->level); i++)
1335 { 1266 {
1336 float grace_tmp = 0.0; 1267 float grace_tmp = 0.f;
1337 1268
1338 /* Got some extra bonus at first level */ 1269 /* Got some extra bonus at first level */
1339 if (i < 2) 1270 if (i < 2)
1340 grace_tmp = contr->levgrace[i] + (((float) grace_bonus[stats.Pow] + 1271 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 6.f;
1341 2.0 * (float) grace_bonus[stats.Wis]) / 6.0);
1342 else 1272 else
1343 grace_tmp = (float) contr->levgrace[i]
1344 + ((float) grace_bonus[stats.Pow] + 2.0 * (float) grace_bonus[stats.Wis]) / 12.0; 1273 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 12.f;
1345 1274
1346 if (grace_tmp < 1.0)
1347 grace_tmp = 1.0;
1348
1349 sp_tmp += grace_tmp; 1275 sp_tmp += max (1.f, grace_tmp);
1350 } 1276 }
1351 1277
1352 stats.maxgrace = (int) sp_tmp;
1353
1354 /* two grace points per level after 11 */ 1278 /* two grace points per level after 10 */
1355 for (i = 11; i <= grace_obj->level; i++) 1279 stats.maxgrace = int (sp_tmp) + 2 * max (0, grace_obj->level - 10);
1356 stats.maxgrace += 2;
1357 } 1280 }
1281
1358 /* No limit on grace vs maxgrace */ 1282 /* No limit on grace vs maxgrace */
1359 1283
1360 if (contr->braced) 1284 if (contr->braced)
1361 { 1285 {
1362 ac += 2; 1286 ac += 2;
1374 * improvement every level, now its fighterlevel/5. So 1298 * improvement every level, now its fighterlevel/5. So
1375 * we give the player a bonus here in wc and dam 1299 * we give the player a bonus here in wc and dam
1376 * to make up for the change. Note that I left the 1300 * to make up for the change. Note that I left the
1377 * monster bonus the same as before. -b.t. 1301 * monster bonus the same as before. -b.t.
1378 */ 1302 */
1303 object *wc_obj = chosen_skill;
1379 1304
1380 if (type == PLAYER && wc_obj && wc_obj->level > 1) 1305 if (contr && wc_obj && wc_obj->level > 1)
1381 { 1306 {
1382 wc -= (wc_obj->level + thaco_bonus[stats.Str]); 1307 wc -= wc_obj->level + thaco_bonus[stats.Str];
1308
1383 for (i = 1; i < wc_obj->level; i++) 1309 for (int i = 1; i < wc_obj->level; i++)
1384 { 1310 {
1385 /* addtional wc every 6 levels */ 1311 /* additional wc every 6 levels */
1386 if (!(i % 6)) 1312 if (!(i % 6))
1387 wc--; 1313 wc--;
1314
1388 /* addtional dam every 4 levels. */ 1315 /* additional dam every 4 levels. */
1389 if (!(i % 4) && (dam_bonus[stats.Str] >= 0)) 1316 if (!(i % 4) && dam_bonus[stats.Str] >= 0)
1390 stats.dam += (1 + (dam_bonus[stats.Str] / 5)); 1317 stats.dam += 1 + dam_bonus[stats.Str] / 5;
1391 } 1318 }
1392 } 1319 }
1393 else 1320 else
1394 wc -= (level + thaco_bonus[stats.Str]); 1321 wc -= level + thaco_bonus[stats.Str];
1395 1322
1396 stats.dam += dam_bonus[stats.Str]; 1323 stats.dam += dam_bonus[stats.Str];
1397 1324
1398 if (stats.dam < 1) 1325 if (stats.dam < 1)
1399 stats.dam = 1; 1326 stats.dam = 1;
1400 1327
1401 speed = 1.0 + speed_bonus[stats.Dex]; 1328 speed = 1.f + speed_bonus[stats.Dex];
1402 1329
1403 if (settings.search_items && contr->search_str[0]) 1330 if (settings.search_items && contr->search_str[0])
1404 speed -= 1; 1331 speed -= 1;
1405 1332
1406 if (attacktype == 0) 1333 if (attacktype == 0)
1407 attacktype = arch->clone.attacktype; 1334 attacktype = arch->attacktype;
1408
1409 } /* End if player */ 1335 } /* End if player */
1410 1336
1411 if (added_speed >= 0) 1337 if (added_speed >= 0)
1412 speed += added_speed / 10.0; 1338 speed += added_speed / 10.f;
1413 else /* Something wrong here...: */ 1339 else /* Something wrong here...: */
1414 speed /= (float) (1.0 - added_speed); 1340 speed /= 1.f - added_speed;
1415 1341
1416 /* Max is determined by armour */ 1342 /* Max is determined by armour */
1417 if (speed > max) 1343 speed = min (speed, max_speed);
1418 speed = max;
1419 1344
1420 if (type == PLAYER) 1345 if (type == PLAYER)
1421 { 1346 {
1422 /* f is a number the represents the number of kg above (positive num) 1347 /* f is a number the represents the number of kg above (positive num)
1423 * or below (negative number) that the player is carrying. If above 1348 * or below (negative number) that the player is carrying. If above
1424 * weight limit, then player suffers a speed reduction based on how 1349 * weight limit, then player suffers a speed reduction based on how
1425 * much above he is, and what is max carry is 1350 * much above he is, and what is max carry is
1426 */ 1351 */
1427 f = (carrying / 1000) - max_carry[stats.Str]; 1352 float f = (carrying / 1000) - max_carry[stats.Str];
1428 if (f > 0) 1353 if (f > 0.f)
1429 speed = speed / (1.0 + f / max_carry[stats.Str]); 1354 speed = speed / (1.f + f / max_carry[stats.Str]);
1430 } 1355 }
1431 1356
1432 speed += bonus_speed / 10.0; /* Not affected by limits */ 1357 speed += bonus_speed / 10.f; /* Not affected by limits */
1358 speed *= speed_reduce_from_disease;
1433 1359
1434 /* Put a lower limit on speed. Note with this speed, you move once every 1360 /* Put a lower limit on speed. Note with this speed, you move once every
1435 * 100 ticks or so. This amounts to once every 12 seconds of realtime. 1361 * 25 ticks or so. This amounts to once every 3 seconds of realtime.
1436 */ 1362 */
1437 speed = speed * speed_reduce_from_disease;
1438
1439 if (speed < 0.01 && type == PLAYER) 1363 if (speed < 0.04f && type == PLAYER)
1440 speed = 0.01; 1364 speed = 0.04f;
1365
1366 if (speed != old_speed)
1367 set_speed (speed);
1441 1368
1442 if (type == PLAYER) 1369 if (type == PLAYER)
1443 { 1370 {
1444 float M, W, s, D, K, S, M2;
1445
1446 /* (This formula was made by vidarl@ifi.uio.no) 1371 /* (This formula was made by vidarl@ifi.uio.no)
1447 * Note that we never used these values again - basically 1372 * Note that we never used these values again - basically
1448 * all of these could be subbed into one big equation, but 1373 * all of these could be subbed into one big equation, but
1449 * that would just be a real pain to read. 1374 * that would just be a real pain to read.
1450 */ 1375 */
1451 M = (max_carry[stats.Str] - 121) / 121.0; 1376 float M = (max_carry[stats.Str] - 121) / 121.f;
1452 M2 = max_carry[stats.Str] / 100.0; 1377 float M2 = max_carry[stats.Str] / 100.f;
1453 W = weapon_weight / 20000.0; 1378 float W = weapon_weight / 20000.f;
1454 s = 2 - weapon_speed / 10.0; 1379 float s = (20 - weapon_speed) / 10.f;
1455 D = (stats.Dex - 14) / 14.0; 1380 float D = (stats.Dex - 14) / 14.f;
1456 K = 1 + M / 3.0 - W / (3 * M2) + speed / 5.0 + D / 2.0; 1381 float K = 1 + M / 3.f - W / (3 * M2) + speed / 5.f + D / 2.f;
1382
1457 K *= (4 + level) / (float) (6 + level) * 1.2; 1383 K *= (4 + level) * 1.2f / (6 + level);
1384
1458 if (K <= 0) 1385 if (K <= 0.01f)
1459 K = 0.01; 1386 K = 0.01f;
1460 S = speed / (K * s); 1387
1461 contr->weapon_sp = S; 1388 contr->weapon_sp = K * s * .5f; //TODO: balance the .5
1462 } 1389 }
1463 1390
1464 /* I want to limit the power of small monsters with big weapons: */ 1391 /* I want to limit the power of small monsters with big weapons: */
1465 if (type != PLAYER && arch != NULL && stats.dam > arch->clone.stats.dam * 3) 1392 if (type != PLAYER && arch && stats.dam > arch->stats.dam * 3)
1466 stats.dam = arch->clone.stats.dam * 3; 1393 stats.dam = arch->stats.dam * 3;
1467 1394
1468 /* Prevent overflows of wc - best you can get is ABS(120) - this 1395 stats.wc = clamp (wc, MIN_WC, MAX_WC);
1469 * should be more than enough - remember, AC is also in 8 bits, 1396 stats.ac = clamp (ac, MIN_AC, MAX_AC);
1470 * so its value is the same.
1471 */
1472 if (wc > 120)
1473 wc = 120;
1474 else if (wc < -120)
1475 wc = -120;
1476
1477 stats.wc = wc;
1478
1479 if (ac > 120)
1480 ac = 120;
1481 else if (ac < -120)
1482 ac = -120;
1483
1484 stats.ac = ac;
1485 1397
1486 /* if for some reason the creature doesn't have any move type, 1398 /* if for some reason the creature doesn't have any move type,
1487 * give them walking as a default. 1399 * give them walking as a default.
1488 * The second case is a special case - to more closely mimic the 1400 * The second case is a special case - to more closely mimic the
1489 * old behaviour - if your flying, your not walking - just 1401 * old behaviour - if your flying, your not walking - just
1492 if (move_type == 0) 1404 if (move_type == 0)
1493 move_type = MOVE_WALK; 1405 move_type = MOVE_WALK;
1494 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) 1406 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH))
1495 move_type &= ~MOVE_WALK; 1407 move_type &= ~MOVE_WALK;
1496 1408
1497 update_ob_speed (this);
1498
1499 /* It is quite possible that a player's spell costing might have changed, 1409 /* It is quite possible that a player's spell costing might have changed,
1500 * so we will check that now. 1410 * so we will check that now.
1501 */ 1411 */
1502 if (type == PLAYER) 1412 if (type == PLAYER)
1503 { 1413 {
1504 esrv_update_stats (contr); 1414 esrv_update_stats (contr);
1505 esrv_update_spells (contr); 1415 esrv_update_spells (contr);
1506 } 1416 }
1417
1418 // update the mapspace, if we are on a map
1419 if (!flag [FLAG_REMOVED] && map)
1420 map->at (x, y).flags_ = 0;
1507} 1421}
1508 1422
1509/* 1423/*
1510 * Returns true if the given player is a legal class. 1424 * Returns true if the given player is a legal class.
1511 * The function to add and remove class-bonuses to the stats doesn't 1425 * The function to add and remove class-bonuses to the stats doesn't
1514 * false otherwise. 1428 * false otherwise.
1515 */ 1429 */
1516int 1430int
1517allowed_class (const object *op) 1431allowed_class (const object *op)
1518{ 1432{
1519 return op->stats.Dex > 0 && op->stats.Str > 0 && op->stats.Con > 0 && 1433 return op->stats.Dex > 0
1520 op->stats.Int > 0 && op->stats.Wis > 0 && op->stats.Pow > 0 && op->stats.Cha > 0; 1434 && op->stats.Str > 0
1435 && op->stats.Con > 0
1436 && op->stats.Int > 0
1437 && op->stats.Wis > 0
1438 && op->stats.Pow > 0
1439 && op->stats.Cha > 0;
1521} 1440}
1522 1441
1523/* 1442/*
1524 * set the new dragon name after gaining levels or 1443 * set the new dragon name after gaining levels or
1525 * changing ability focus (later this can be extended to 1444 * changing ability focus (later this can be extended to
1526 * eventually change the player's face and animation) 1445 * eventually change the player's face and animation)
1527 *
1528 * Note that the title is written to 'own_title' in the
1529 * player struct. This should be changed to 'ext_title'
1530 * as soon as clients support this!
1531 * Please, anyone, write support for 'ext_title'.
1532 */ 1446 */
1533void 1447void
1534set_dragon_name (object *pl, const object *abil, const object *skin) 1448set_dragon_name (object *pl, const object *abil, const object *skin)
1535{ 1449{
1536 int atnr = -1; /* attacknumber of highest level */ 1450 int atnr = -1; /* attacknumber of highest level */
1554 /* now if there are equals at highest level, pick the one with focus, 1468 /* now if there are equals at highest level, pick the one with focus,
1555 or else at random */ 1469 or else at random */
1556 if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level) 1470 if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level)
1557 atnr = abil->stats.exp; 1471 atnr = abil->stats.exp;
1558 1472
1559 level = (int) (level / 5.);
1560
1561 /* now set the new title */ 1473 /* now set the new title */
1562 if (pl->contr != NULL)
1563 {
1564 if (level == 0)
1565 sprintf (pl->contr->title, "%s hatchling", attacks[atnr]); 1474 if (level < 25) sprintf (pl->contr->title, "%s hatchling", attacks[atnr]);
1566 else if (level == 1)
1567 sprintf (pl->contr->title, "%s wyrm", attacks[atnr]); 1475 else if (level < 50) sprintf (pl->contr->title, "%s wyrm" , attacks[atnr]);
1568 else if (level == 2)
1569 sprintf (pl->contr->title, "%s wyvern", attacks[atnr]); 1476 else if (level < 75) sprintf (pl->contr->title, "%s wyvern" , attacks[atnr]);
1570 else if (level == 3)
1571 sprintf (pl->contr->title, "%s dragon", attacks[atnr]); 1477 else if (level < 100) sprintf (pl->contr->title, "%s dragon" , attacks[atnr]);
1572 else 1478 else
1573 { 1479 {
1574 /* special titles for extra high resistance! */ 1480 /* special titles for extra high resistance! */
1575 if (skin->resist[atnr] > 80)
1576 sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]); 1481 if (skin->resist[atnr] > 80) sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]);
1577 else if (skin->resist[atnr] > 50)
1578 sprintf (pl->contr->title, "ancient %s dragon", attacks[atnr]); 1482 else if (skin->resist[atnr] > 50) sprintf (pl->contr->title, "ancient %s dragon" , attacks[atnr]);
1579 else
1580 sprintf (pl->contr->title, "big %s dragon", attacks[atnr]); 1483 else sprintf (pl->contr->title, "big %s dragon" , attacks[atnr]);
1581 }
1582 } 1484 }
1583 1485
1584 strcpy (pl->contr->own_title, ""); 1486 strcpy (pl->contr->own_title, "");
1585} 1487}
1586 1488
1596 object *skin = NULL; /* pointer to dragon skin force */ 1498 object *skin = NULL; /* pointer to dragon skin force */
1597 object *tmp = NULL; /* tmp. object */ 1499 object *tmp = NULL; /* tmp. object */
1598 char buf[MAX_BUF]; /* tmp. string buffer */ 1500 char buf[MAX_BUF]; /* tmp. string buffer */
1599 1501
1600 /* now grab the 'dragon_ability'-forces from the player's inventory */ 1502 /* now grab the 'dragon_ability'-forces from the player's inventory */
1601 for (tmp = who->inv; tmp != NULL; tmp = tmp->below) 1503 for (tmp = who->inv; tmp; tmp = tmp->below)
1602 {
1603 if (tmp->type == FORCE) 1504 if (tmp->type == FORCE)
1604 { 1505 if (tmp->arch->archname == shstr_dragon_ability_force)
1605 if (strcmp (tmp->arch->name, "dragon_ability_force") == 0)
1606 abil = tmp; 1506 abil = tmp;
1607 if (strcmp (tmp->arch->name, "dragon_skin_force") == 0) 1507 else if (tmp->arch->archname == shstr_dragon_skin_force)
1608 skin = tmp; 1508 skin = tmp;
1609 } 1509
1610 }
1611 /* if the force is missing -> bail out */ 1510 /* if the force is missing -> bail out */
1612 if (abil == NULL) 1511 if (abil == NULL)
1613 return; 1512 return;
1614 1513
1615 /* The ability_force keeps track of maximum level ever achieved. 1514 /* The ability_force keeps track of maximum level ever achieved.
1656 object *skill_obj; 1555 object *skill_obj;
1657 1556
1658 skill_obj = get_archetype_by_skill_name (skill_name, SKILL); 1557 skill_obj = get_archetype_by_skill_name (skill_name, SKILL);
1659 if (!skill_obj) 1558 if (!skill_obj)
1660 { 1559 {
1661 LOG (llevError, "add_player_exp: couldn't find skill %s\n", skill_name); 1560 LOG (llevError, "give_skill_by_name: couldn't find skill %s\n", skill_name);
1662 return NULL; 1561 return NULL;
1663 } 1562 }
1563
1664 /* clear the flag - exp goes into this bucket, but player 1564 /* clear the flag - exp goes into this bucket, but player
1665 * still doesn't know it. 1565 * still doesn't know it.
1666 */ 1566 */
1667 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL); 1567 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL);
1668 skill_obj->stats.exp = 0; 1568 skill_obj->stats.exp = 0;
1669 skill_obj->level = 1; 1569 skill_obj->level = 1;
1670 insert_ob_in_ob (skill_obj, op); 1570 op->insert (skill_obj);
1671 if (op->contr) 1571
1672 { 1572 if (player *pl = op->contr)
1673 op->contr->last_skill_ob[skill_obj->subtype] = skill_obj; 1573 pl->link_skills ();
1674 op->contr->last_skill_exp[skill_obj->subtype] = -1; 1574
1675 }
1676 return skill_obj; 1575 return skill_obj;
1677} 1576}
1678
1679 1577
1680/* player_lvl_adj() - for the new exp system. we are concerned with 1578/* player_lvl_adj() - for the new exp system. we are concerned with
1681 * whether the player gets more hp, sp and new levels. 1579 * whether the player gets more hp, sp and new levels.
1682 * Note this this function should only be called for players. Monstes 1580 * Note this this function should only be called for players. Monstes
1683 * don't really gain levels 1581 * don't really gain levels
1686 */ 1584 */
1687void 1585void
1688player_lvl_adj (object *who, object *op) 1586player_lvl_adj (object *who, object *op)
1689{ 1587{
1690 char buf[MAX_BUF]; 1588 char buf[MAX_BUF];
1589 bool changed = false;
1691 1590
1692 if (!op) /* when rolling stats */ 1591 if (!op) /* when rolling stats */
1693 op = who; 1592 op = who;
1694 1593
1695 if (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul)) 1594 while (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul))
1696 { 1595 {
1596 changed = true;
1597
1697 op->level++; 1598 op->level++;
1698 1599
1699 if (op != NULL && op == who && op->stats.exp > 1 && is_dragon_pl (who)) 1600 if (op && op == who && op->stats.exp > 1 && is_dragon_pl (who))
1700 dragon_level_gain (who); 1601 dragon_level_gain (who);
1701 1602
1702 /* Only roll these if it is the player (who) that gained the level */ 1603 /* Only roll these if it is the player (who) that gained the level */
1703 if (op == who && (who->level < 11) && who->type == PLAYER) 1604 if (op == who && (who->level < 11) && who->type == PLAYER)
1704 { 1605 {
1705 who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1; 1606 who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1;
1706 who->contr->levsp[who->level] = die_roll (2, 3, who, PREFER_HIGH); 1607 who->contr->levsp[who->level] = die_roll (2, 3, who, PREFER_HIGH);
1707 who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1; 1608 who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1;
1708 } 1609 }
1709 1610
1710 who->update_stats ();
1711 if (op->level > 1) 1611 if (op->level > 1)
1712 { 1612 {
1713 if (op->type != PLAYER) 1613 if (op->type != PLAYER)
1614 {
1615 who->contr->play_sound (sound_find ("skill_up"));
1714 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); 1616 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1617 }
1715 else 1618 else
1619 {
1620 who->contr->play_sound (sound_find ("level_up"));
1716 sprintf (buf, "You are now level %d.", op->level); 1621 sprintf (buf, "You are now level %d.", op->level);
1622 }
1623
1717 if (who) 1624 if (who)
1718 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); 1625 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1719 } 1626 }
1720 player_lvl_adj (who, op); /* To increase more levels */
1721 } 1627 }
1628
1722 else if (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul)) 1629 while (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul))
1723 { 1630 {
1631 changed = true;
1632
1724 op->level--; 1633 op->level--;
1725 who->update_stats (); 1634
1726 if (op->type != PLAYER) 1635 if (op->type != PLAYER)
1727 { 1636 {
1728 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); 1637 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1729 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); 1638 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1730 } 1639 }
1731 player_lvl_adj (who, op); /* To decrease more levels */ 1640 }
1641
1642 if (changed)
1732 } 1643 {
1733 1644 who->update_stats ();
1645 esrv_update_stats (who->contr);
1734 /* check if the spell data has changed */ 1646 /* check if the spell data has changed */
1735 esrv_update_stats (who->contr);
1736 esrv_update_spells (who->contr); 1647 esrv_update_spells (who->contr);
1648 }
1737} 1649}
1738 1650
1739/* 1651/*
1740 * Returns how much experience is needed for a player to become 1652 * Returns how much experience is needed for a player to become
1741 * the given level. level should really never exceed max_level 1653 * the given level. level should really never exceed max_level
1744sint64 1656sint64
1745level_exp (int level, double expmul) 1657level_exp (int level, double expmul)
1746{ 1658{
1747 if (level > settings.max_level) 1659 if (level > settings.max_level)
1748 return (sint64) (expmul * levels[settings.max_level]); 1660 return (sint64) (expmul * levels[settings.max_level]);
1661
1749 return (sint64) (expmul * levels[level]); 1662 return (sint64) (expmul * levels[level]);
1750} 1663}
1751 1664
1752/* 1665/*
1753 * Ensure that the permanent experience requirements in an exp object are met. 1666 * Ensure that the permanent experience requirements in an exp object are met.
1784 * flag is what to do if the player doesn't have the skill: 1697 * flag is what to do if the player doesn't have the skill:
1785 */ 1698 */
1786static void 1699static void
1787add_player_exp (object *op, sint64 exp, const char *skill_name, int flag) 1700add_player_exp (object *op, sint64 exp, const char *skill_name, int flag)
1788{ 1701{
1789 object *skill_obj = NULL; 1702 object *skill_obj;
1790 sint64 limit, exp_to_add; 1703 sint64 limit, exp_to_add;
1791 int i; 1704 int i;
1792 1705
1793 /* prevents some forms of abuse. */ 1706 /* prevents some forms of abuse. */
1794 if (op->contr->braced) 1707 if (op->contr->braced)
1795 exp = exp / 5; 1708 exp /= 5;
1796 1709
1797 /* Try to find the matching skill. 1710 /* Try to find the matching skill.
1798 * We do a shortcut/time saving mechanism first - see if it matches 1711 * We do a shortcut/time saving mechanism first - see if it matches
1799 * chosen_skill. This means we don't need to search through 1712 * chosen_skill. This means we don't need to search through
1800 * the players inventory. 1713 * the players inventory.
1801 */ 1714 */
1715 skill_obj = 0;
1716
1802 if (skill_name) 1717 if (skill_name)
1803 { 1718 {
1804 if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill)) 1719 skill_obj = op->contr->find_skill (skill_name);
1805 skill_obj = op->chosen_skill;
1806 else
1807 {
1808 for (i = 0; i < NUM_SKILLS; i++)
1809 if (op->contr->last_skill_ob[i] && !strcmp (op->contr->last_skill_ob[i]->skill, skill_name))
1810 {
1811 skill_obj = op->contr->last_skill_ob[i];
1812 break;
1813 }
1814 1720
1815 /* Player doesn't have the skill. Check to see what to do, and give 1721 /* Player doesn't have the skill. Check to see what to do, and give
1816 * it to the player if necessary 1722 * it to the player if necessary
1817 */ 1723 */
1818 if (!skill_obj) 1724 if (!skill_obj)
1819 { 1725 {
1820 if (flag == SK_EXP_NONE) 1726 if (flag == SK_EXP_NONE)
1821 return; 1727 return;
1728
1822 else if (flag == SK_EXP_ADD_SKILL) 1729 if (flag == SK_EXP_ADD_SKILL)
1823 give_skill_by_name (op, skill_name); 1730 skill_obj = give_skill_by_name (op, skill_name);
1824 }
1825 } 1731 }
1826 } 1732 }
1827 1733
1828 if (flag != SK_EXP_SKILL_ONLY) 1734 if (flag != SK_EXP_SKILL_ONLY)
1829 { 1735 {
1862 player_lvl_adj (op, skill_obj); 1768 player_lvl_adj (op, skill_obj);
1863 } 1769 }
1864} 1770}
1865 1771
1866/* This function checks to make sure that object 'op' can 1772/* This function checks to make sure that object 'op' can
1867 * lost 'exp' experience. It returns the amount of exp 1773 * lose 'exp' experience. It returns the amount of exp
1868 * object 'op' can in fact lose - it basically makes 1774 * object 'op' can in fact lose - it basically makes
1869 * adjustments based on permanent exp and the like. 1775 * adjustments based on permanent exp and the like.
1870 * This function should always be used for losing experience - 1776 * This function should always be used for losing experience -
1871 * the 'exp' value passed should be positive - this is the 1777 * the 'exp' value passed should be positive - this is the
1872 * amount that should get subtract from the player. 1778 * amount that should get subtract from the player.
1876{ 1782{
1877 sint64 del_exp; 1783 sint64 del_exp;
1878 1784
1879 if (exp > op->stats.exp) 1785 if (exp > op->stats.exp)
1880 exp = op->stats.exp; 1786 exp = op->stats.exp;
1787
1881 if (settings.permanent_exp_ratio) 1788 if (settings.permanent_exp_ratio)
1882 { 1789 {
1883 del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO); 1790 del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO);
1791
1884 if (del_exp < 0) 1792 if (del_exp < 0)
1885 del_exp = 0; 1793 del_exp = 0;
1794
1886 if (exp > del_exp) 1795 if (exp > del_exp)
1887 exp = del_exp; 1796 exp = del_exp;
1888 } 1797 }
1798
1889 return exp; 1799 return exp;
1890} 1800}
1891 1801
1892sint64 1802sint64
1893check_exp_adjust (const object *op, sint64 exp) 1803check_exp_adjust (const object *op, sint64 exp)
1894{ 1804{
1895 if (exp < 0) 1805 if (exp < 0)
1896 return check_exp_loss (op, exp); 1806 return check_exp_loss (op, exp);
1897 else 1807 else
1898 return MIN (exp, (sint64) MAX_EXPERIENCE - op->stats.exp); 1808 return min (exp, (sint64)MAX_EXPERIENCE - op->stats.exp);
1899} 1809}
1900
1901 1810
1902/* Subtracts experience from player. 1811/* Subtracts experience from player.
1903 * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we 1812 * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we
1904 * only subtract from the matching skill. Otherwise, 1813 * only subtract from the matching skill. Otherwise,
1905 * this subtracts a portion from all 1814 * this subtracts a portion from all
1919 sint64 del_exp; 1828 sint64 del_exp;
1920 1829
1921 for (tmp = op->inv; tmp; tmp = tmp->below) 1830 for (tmp = op->inv; tmp; tmp = tmp->below)
1922 if (tmp->type == SKILL && tmp->stats.exp) 1831 if (tmp->type == SKILL && tmp->stats.exp)
1923 { 1832 {
1924 if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (tmp->skill, skill)) 1833 if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (&tmp->skill, skill))
1925 { 1834 {
1926 del_exp = check_exp_loss (tmp, exp); 1835 del_exp = check_exp_loss (tmp, exp);
1927 tmp->stats.exp -= del_exp; 1836 tmp->stats.exp -= del_exp;
1928 player_lvl_adj (op, tmp); 1837 player_lvl_adj (op, tmp);
1929 } 1838 }
1935 del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction)); 1844 del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction));
1936 tmp->stats.exp -= del_exp; 1845 tmp->stats.exp -= del_exp;
1937 player_lvl_adj (op, tmp); 1846 player_lvl_adj (op, tmp);
1938 } 1847 }
1939 } 1848 }
1849
1940 if (flag != SK_SUBTRACT_SKILL_EXP) 1850 if (flag != SK_SUBTRACT_SKILL_EXP)
1941 { 1851 {
1942 del_exp = check_exp_loss (op, exp); 1852 del_exp = check_exp_loss (op, exp);
1943 op->stats.exp -= del_exp; 1853 op->stats.exp -= del_exp;
1944 player_lvl_adj (op, NULL); 1854 player_lvl_adj (op, NULL);
1945 } 1855 }
1946} 1856}
1947
1948
1949 1857
1950/* change_exp() - changes experience to a player/monster. This 1858/* change_exp() - changes experience to a player/monster. This
1951 * does bounds checking to make sure we don't overflow the max exp. 1859 * does bounds checking to make sure we don't overflow the max exp.
1952 * 1860 *
1953 * The exp passed is typically not modified much by this function - 1861 * The exp passed is typically not modified much by this function -
1954 * it is assumed the caller has modified the exp as needed. 1862 * it is assumed the caller has modified the exp as needed.
1955 * skill_name is the skill that should get the exp added. 1863 * skill_name is the skill that should get the exp added.
1956 * flag is what to do if player doesn't have the skill. 1864 * flag is what to do if player doesn't have the skill.
1957 * these last two values are only used for players. 1865 * these last two values are only used for players.
1958 */ 1866 */
1959
1960void 1867void
1961change_exp (object *op, sint64 exp, const char *skill_name, int flag) 1868change_exp (object *op, sint64 exp, const char *skill_name, int flag)
1962{ 1869{
1963
1964#ifdef EXP_DEBUG 1870#ifdef EXP_DEBUG
1965 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp); 1871 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp);
1966#endif 1872#endif
1967 1873
1968 /* safety */ 1874 /* safety */
2009 else 1915 else
2010 /* note that when you lose exp, it doesn't go against 1916 /* note that when you lose exp, it doesn't go against
2011 * a particular skill, so we don't need to pass that 1917 * a particular skill, so we don't need to pass that
2012 * along. 1918 * along.
2013 */ 1919 */
2014 subtract_player_exp (op, FABS (exp), skill_name, flag); 1920 subtract_player_exp (op, abs (exp), skill_name, flag);
2015
2016 } 1921 }
2017} 1922}
2018 1923
2019/* Applies a death penalty experience, the size of this is defined by the 1924/* Applies a death penalty experience, the size of this is defined by the
2020 * settings death_penalty_percentage and death_penalty_levels, and by the 1925 * settings death_penalty_percentage and death_penalty_levels, and by the
2021 * amount of permenent experience, whichever gives the lowest loss. 1926 * amount of permenent experience, whichever gives the lowest loss.
2022 */ 1927 */
2023
2024void 1928void
2025apply_death_exp_penalty (object *op) 1929apply_death_exp_penalty (object *op)
2026{ 1930{
2027 object *tmp;
2028 sint64 loss; 1931 sint64 loss;
2029 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */ 1932 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */
2030 sint64 level_loss; /* defined by the setting 'death_penalty_levels */ 1933 sint64 level_loss; /* defined by the setting 'death_penalty_levels */
2031 1934
2032 for (tmp = op->inv; tmp; tmp = tmp->below) 1935 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2033 if (tmp->type == SKILL && tmp->stats.exp) 1936 if (tmp->type == SKILL && tmp->stats.exp)
2034 { 1937 {
2035
2036 percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100; 1938 percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100;
2037 level_loss = tmp->stats.exp - levels[MAX (0, tmp->level - settings.death_penalty_level)]; 1939 level_loss = tmp->stats.exp - levels[MAX (0, tmp->level - settings.death_penalty_level)];
2038 1940
2039 /* With the revised exp system, you can get cases where 1941 /* With the revised exp system, you can get cases where
2040 * losing several levels would still require that you have more 1942 * losing several levels would still require that you have more
2042 * tables is a lot harder. 1944 * tables is a lot harder.
2043 */ 1945 */
2044 if (level_loss < 0) 1946 if (level_loss < 0)
2045 level_loss = 0; 1947 level_loss = 0;
2046 1948
2047 loss = check_exp_loss (tmp, MIN (level_loss, percentage_loss)); 1949 loss = check_exp_loss (tmp, min (level_loss, percentage_loss));
2048 1950
2049 tmp->stats.exp -= loss; 1951 tmp->stats.exp -= loss;
2050 player_lvl_adj (op, tmp); 1952 player_lvl_adj (op, tmp);
2051 } 1953 }
2052 1954
2053 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100; 1955 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100;
2054 level_loss = op->stats.exp - levels[MAX (0, op->level - settings.death_penalty_level)]; 1956 level_loss = op->stats.exp - levels[max (0, op->level - settings.death_penalty_level)];
1957
2055 if (level_loss < 0) 1958 if (level_loss < 0)
2056 level_loss = 0; 1959 level_loss = 0;
1960
2057 loss = check_exp_loss (op, MIN (level_loss, percentage_loss)); 1961 loss = check_exp_loss (op, min (level_loss, percentage_loss));
2058 1962
2059 op->stats.exp -= loss; 1963 op->stats.exp -= loss;
2060 player_lvl_adj (op, NULL); 1964 player_lvl_adj (op, NULL);
2061} 1965}
2062 1966

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