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Comparing deliantra/server/common/living.C (file contents):
Revision 1.75 by root, Tue Aug 7 22:36:18 2007 UTC vs.
Revision 1.129 by root, Mon Nov 12 03:14:32 2012 UTC

1/* 1/*
2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT 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 * Crossfire TRT is free software: you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation, either version 3 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
20 * 21 *
21 * The authors can be reached via e-mail to <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 23 */
23 24
24#include <global.h> 25#include <global.h>
25#include <funcpoint.h>
26 26
27/* Handy little macro that adds exp and keeps it within bounds. Since 27/* Handy little macro that adds exp and keeps it within bounds. Since
28 * we are now using 64 bit values, I'm not all concerned about overflow issues 28 * we are now using 64 bit values, I'm not all concerned about overflow issues
29 * with exptotal wrapping. exptotal is typically op->exp, or op->perm_exp 29 * with exptotal wrapping. exptotal is typically op->exp, or op->perm_exp
30 */ 30 */
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.
280 * that gives them that ability. 278 * that gives them that ability.
281 */ 279 */
282int 280int
283change_abil (object *op, object *tmp) 281change_abil (object *op, object *tmp)
284{ 282{
285 int flag = QUERY_FLAG (tmp, FLAG_APPLIED) ? 1 : -1, success = 0; 283 int flag = tmp->flag [FLAG_APPLIED] ? 1 : -1;
284 int success = 0;
286 char message[MAX_BUF]; 285 char message[MAX_BUF];
287 int potion_max = 0; 286 int potion_max = 0;
288 287
289 /* remember what object was like before it was changed. note that 288 // keep some stats for comparison purposes
290 * refop is a local copy of op only to be used for detecting changes 289 object::flags_t prev_flag = op->flag;
291 * found by update_stats. refop is not a real object 290 MoveType prev_move_type = op->move_type;
292 */ 291 sint16 prev_resist [NROFATTACKS]; // clumsy
293 object_copy refop = *op; 292 assert (sizeof (prev_resist) == sizeof (op->resist));
293 memcpy (prev_resist, op->resist, sizeof (prev_resist));
294 294
295 if (op->type == PLAYER) 295 if (op->type == PLAYER)
296 { 296 {
297 if (tmp->type == POTION) 297 if (tmp->type == POTION)
298 { 298 {
299 potion_max = 1; 299 potion_max = 1;
300
300 for (int j = 0; j < NUM_STATS; j++) 301 for (int j = 0; j < NUM_STATS; j++)
301 { 302 {
302 int ostat = op->contr->orig_stats.stat (j); 303 int ostat = op->contr->orig_stats.stat (j);
303 int i = tmp->stats.stat (j); 304 int i = tmp->stats.stat (j);
304 305
305 /* nstat is what the stat will be after use of the potion */ 306 /* nstat is what the stat will be after use of the potion */
306 int nstat = flag * i + ostat; 307 int nstat = flag * i + ostat;
307 308
308 /* Do some bounds checking. While I don't think any 309 /* Do some bounds checking. There is the potential for potions
309 * potions do so right now, there is the potential for potions
310 * that adjust that stat by more than one point, so we need 310 * that adjust that stat by more than one point, so we need
311 * to allow for that. 311 * to allow for that.
312 */ 312 */
313 if (nstat < 1 && i * flag < 0) 313 if (nstat < 1 && i * flag < 0)
314 nstat = 1; 314 nstat = 1;
366 { 366 {
367 success = 1; 367 success = 1;
368 DIFF_MSG (flag, "Your hands begin to glow red.", "Your hands stop glowing red."); 368 DIFF_MSG (flag, "Your hands begin to glow red.", "Your hands stop glowing red.");
369 } 369 }
370 370
371 if (QUERY_FLAG (op, FLAG_LIFESAVE) != QUERY_FLAG (&refop, FLAG_LIFESAVE)) 371 if (op->flag [FLAG_LIFESAVE] != prev_flag [FLAG_LIFESAVE])
372 { 372 {
373 success = 1; 373 success = 1;
374 DIFF_MSG (flag, "You feel very protected.", "You don't feel protected anymore."); 374 DIFF_MSG (flag, "You feel very protected.", "You don't feel protected anymore.");
375 } 375 }
376 376
377 if (QUERY_FLAG (op, FLAG_REFL_MISSILE) != QUERY_FLAG (&refop, FLAG_REFL_MISSILE)) 377 if (op->flag [FLAG_REFL_MISSILE] != prev_flag [FLAG_REFL_MISSILE])
378 { 378 {
379 success = 1; 379 success = 1;
380 DIFF_MSG (flag, "A magic force shimmers around you.", "The magic force fades away."); 380 DIFF_MSG (flag, "A magic force shimmers around you.", "The magic force fades away.");
381 } 381 }
382 382
383 if (QUERY_FLAG (op, FLAG_REFL_SPELL) != QUERY_FLAG (&refop, FLAG_REFL_SPELL)) 383 if (op->flag [FLAG_REFL_SPELL] != prev_flag [FLAG_REFL_SPELL])
384 { 384 {
385 success = 1; 385 success = 1;
386 DIFF_MSG (flag, "You feel more safe now, somehow.", "Suddenly you feel less safe, somehow."); 386 DIFF_MSG (flag, "You feel more safe now, somehow.", "Suddenly you feel less safe, somehow.");
387 } 387 }
388 388
390 * user has multiple items giving the same type appled like we 390 * user has multiple items giving the same type appled like we
391 * used to - that is more work than what we gain, plus messages 391 * used to - that is more work than what we gain, plus messages
392 * can be misleading (a little higher could be miscontrued from 392 * can be misleading (a little higher could be miscontrued from
393 * from fly high) 393 * from fly high)
394 */ 394 */
395 if (tmp->move_type && op->move_type != refop.move_type) 395 if (tmp->move_type && op->move_type != prev_move_type)
396 { 396 {
397 success = 1; 397 success = 1;
398 398
399 /* MOVE_FLY_HIGH trumps MOVE_FLY_LOW - changing your move_fly_low 399 /* MOVE_FLY_HIGH trumps MOVE_FLY_LOW - changing your move_fly_low
400 * status doesn't make a difference if you are flying high 400 * status doesn't make a difference if you are flying high
401 */ 401 */
402 if (tmp->move_type & MOVE_FLY_LOW && !(op->move_type & MOVE_FLY_HIGH)) 402 if (tmp->move_type & MOVE_FLY_LOW && !(op->move_type & MOVE_FLY_HIGH))
403 { 403 {
404 DIFF_MSG (flag, "You start to float in the air!.", "You float down to the ground."); 404 DIFF_MSG (flag, "You start to float in the air!", "You float down to the ground.");
405 } 405 }
406 406
407 if (tmp->move_type & MOVE_FLY_HIGH) 407 if (tmp->move_type & MOVE_FLY_HIGH)
408 { 408 {
409 /* double conditional - second case covers if you have move_fly_low - 409 /* double conditional - second case covers if you have move_fly_low -
413 (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."));
414 } 414 }
415 415
416 if (tmp->move_type & MOVE_SWIM) 416 if (tmp->move_type & MOVE_SWIM)
417 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");
418
419 /* Changing move status may mean you are affected by things you weren't before */
420 check_move_on (op, op);
421 } 418 }
422 419
423 /* becoming UNDEAD... a special treatment for this flag. Only those not 420 /* becoming UNDEAD... a special treatment for this flag. Only those not
424 * originally undead may change their status 421 * originally undead may change their status
425 */ 422 */
426 if (!QUERY_FLAG (op->arch, FLAG_UNDEAD)) 423 if (!op->arch->flag [FLAG_UNDEAD])
427 if (QUERY_FLAG (op, FLAG_UNDEAD) != QUERY_FLAG (&refop, FLAG_UNDEAD)) 424 if (op->flag [FLAG_UNDEAD] != prev_flag [FLAG_UNDEAD])
428 { 425 {
429 success = 1; 426 success = 1;
430 if (flag > 0) 427 if (flag > 0)
431 { 428 {
432 op->race = "undead"; 429 op->race = "undead";
437 op->race = op->arch->race; 434 op->race = op->arch->race;
438 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!"); 435 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!");
439 } 436 }
440 } 437 }
441 438
442 if (QUERY_FLAG (op, FLAG_STEALTH) != QUERY_FLAG (&refop, FLAG_STEALTH)) 439 if (op->flag [FLAG_STEALTH] != prev_flag [FLAG_STEALTH])
443 { 440 {
444 success = 1; 441 success = 1;
445 DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily."); 442 DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily.");
446 } 443 }
447 444
448 if (QUERY_FLAG (op, FLAG_MAKE_INVIS) != QUERY_FLAG (&refop, FLAG_MAKE_INVIS)) 445 if (op->flag [FLAG_MAKE_INVIS] != prev_flag [FLAG_MAKE_INVIS])
449 { 446 {
450 success = 1; 447 success = 1;
451 DIFF_MSG (flag, "You become transparent.", "You can see yourself."); 448 DIFF_MSG (flag, "You become transparent.", "You can see yourself.");
452 } 449 }
453 450
454 /* blinded you can tell if more blinded since blinded player has minimal 451 /* blinded you can tell if more blinded since blinded player has minimal
455 * vision 452 * vision
456 */ 453 */
457 if (QUERY_FLAG (tmp, FLAG_BLIND)) 454 if (tmp->flag [FLAG_BLIND])
458 { 455 {
459 success = 1; 456 success = 1;
460 if (flag > 0) 457 if (flag > 0)
461 { 458 {
462 if (QUERY_FLAG (op, FLAG_WIZ)) 459 if (op->flag [FLAG_WIZ])
463 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.");
464 else 461 else
465 { 462 {
466 new_draw_info (NDI_UNIQUE, 0, op, "You are blinded."); 463 new_draw_info (NDI_UNIQUE, 0, op, "You are blinded.");
467 SET_FLAG (op, FLAG_BLIND); 464 op->set_flag (FLAG_BLIND);
468 if (op->type == PLAYER) 465 if (op->type == PLAYER)
469 op->contr->do_los = 1; 466 op->contr->do_los = 1;
470 } 467 }
471 } 468 }
472 else 469 else
473 { 470 {
474 if (QUERY_FLAG (op, FLAG_WIZ)) 471 if (op->flag [FLAG_WIZ])
475 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.");
476 else 473 else
477 { 474 {
478 new_draw_info (NDI_UNIQUE, 0, op, "Your vision returns."); 475 new_draw_info (NDI_UNIQUE, 0, op, "Your vision returns.");
479 CLEAR_FLAG (op, FLAG_BLIND); 476 op->clr_flag (FLAG_BLIND);
480 if (op->type == PLAYER) 477 if (op->type == PLAYER)
481 op->contr->do_los = 1; 478 op->contr->do_los = 1;
482 } 479 }
483 } 480 }
484 } 481 }
485 482
486 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK) != QUERY_FLAG (&refop, FLAG_SEE_IN_DARK)) 483 if (op->flag [FLAG_SEE_IN_DARK] != prev_flag [FLAG_SEE_IN_DARK])
487 { 484 {
488 success = 1; 485 success = 1;
489 if (op->type == PLAYER) 486 if (op->type == PLAYER)
490 op->contr->do_los = 1; 487 op->contr->do_los = 1;
491 DIFF_MSG (flag, "Your vision is better in the dark.", "You see less well in the dark."); 488 DIFF_MSG (flag, "Your vision is better in the dark.", "You see less well in the dark.");
492 } 489 }
493 490
494 if (QUERY_FLAG (op, FLAG_XRAYS) != QUERY_FLAG (&refop, FLAG_XRAYS)) 491 if (op->flag [FLAG_XRAYS] != prev_flag [FLAG_XRAYS])
495 { 492 {
496 success = 1; 493 success = 1;
497 if (flag > 0) 494 if (flag > 0)
498 { 495 {
499 if (QUERY_FLAG (op, FLAG_WIZ)) 496 if (op->flag [FLAG_WIZ])
500 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a little clearer."); 497 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a little clearer.");
501 else 498 else
502 { 499 {
503 new_draw_info (NDI_UNIQUE, 0, op, "Everything becomes transparent."); 500 new_draw_info (NDI_UNIQUE, 0, op, "Everything becomes transparent.");
504 if (op->type == PLAYER) 501 if (op->type == PLAYER)
505 op->contr->do_los = 1; 502 op->contr->do_los = 1;
506 } 503 }
507 } 504 }
508 else 505 else
509 { 506 {
510 if (QUERY_FLAG (op, FLAG_WIZ)) 507 if (op->flag [FLAG_WIZ])
511 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a bit out of focus."); 508 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a bit out of focus.");
512 else 509 else
513 { 510 {
514 new_draw_info (NDI_UNIQUE, 0, op, "Everything suddenly looks very solid."); 511 new_draw_info (NDI_UNIQUE, 0, op, "Everything suddenly looks very solid.");
515 if (op->type == PLAYER) 512 if (op->type == PLAYER)
522 { 519 {
523 success = 1; 520 success = 1;
524 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.");
525 } 522 }
526 523
524 if (digest_types [tmp->type])
525 {
527 if (tmp->stats.hp && op->type == PLAYER) 526 if (tmp->stats.hp && op->type == PLAYER)
528 { 527 {
529 success = 1; 528 success = 1;
530 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!");
531 } 530 }
532 531
533 if (tmp->stats.sp && op->type == PLAYER && tmp->type != SKILL) 532 if (tmp->stats.sp && op->type == PLAYER
534 { 533 && tmp->type != SKILL && tmp->type != BOW)
534 {
535 success = 1; 535 success = 1;
536 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.");
537 } 537 }
538 538
539 /* for the future when artifacts set this -b.t. */ 539 /* for the future when artifacts set this -b.t. */
540 if (tmp->stats.grace && op->type == PLAYER) 540 if (tmp->stats.grace && op->type == PLAYER)
541 { 541 {
542 success = 1; 542 success = 1;
543 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.");
544 } 544 }
545 545
546 if (tmp->stats.food && op->type == PLAYER) 546 if (tmp->stats.food && op->type == PLAYER)
547 { 547 {
548 success = 1; 548 success = 1;
549 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 }
550 } 551 }
551 552
552 /* Messages for changed resistance */ 553 /* Messages for changed resistance */
553 for (int i = 0; i < NROFATTACKS; i++) 554 for (int i = 0; i < NROFATTACKS; i++)
554 { 555 {
555 if (i == ATNR_PHYSICAL) 556 if (i == ATNR_PHYSICAL)
556 continue; /* Don't display about armour */ 557 continue; /* Don't display about armour */
557 558
558 if (op->resist[i] != refop.resist[i]) 559 if (op->resist [i] != prev_resist [i])
559 { 560 {
560 success = 1; 561 success = 1;
562
561 if (op->resist[i] > refop.resist[i]) 563 if (op->resist [i] > prev_resist [i])
562 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]);
563 else 565 else
564 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]);
565 567
566 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message); 568 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message);
567 } 569 }
568 } 570 }
569 571
570 if (!potion_max) 572 if (!potion_max)
571 {
572 for (int j = 0; j < NUM_STATS; j++) 573 for (int j = 0; j < NUM_STATS; j++)
573 {
574 if (int i = tmp->stats.stat (j)) 574 if (int i = tmp->stats.stat (j))
575 { 575 {
576 success = 1; 576 success = 1;
577 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]); 577 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]);
578 } 578 }
579 }
580 }
581 579
582 return success; 580 return success;
583} 581}
584 582
585/* 583/*
596object::drain_specific_stat (int deplete_stats) 594object::drain_specific_stat (int deplete_stats)
597{ 595{
598 object *tmp; 596 object *tmp;
599 archetype *at; 597 archetype *at;
600 598
601 at = archetype::find (ARCH_DEPLETION); 599 at = archetype::find (shstr_depletion);
602 if (!at) 600 if (!at)
603 { 601 {
604 LOG (llevError, "Couldn't find archetype depletion.\n"); 602 LOG (llevError, "Couldn't find archetype depletion.\n");
605 return; 603 return;
606 } 604 }
608 { 606 {
609 tmp = present_arch_in_ob (at, this); 607 tmp = present_arch_in_ob (at, this);
610 608
611 if (!tmp) 609 if (!tmp)
612 { 610 {
613 tmp = arch_to_object (at); 611 tmp = at->instance ();
614 tmp = insert_ob_in_ob (tmp, this); 612 tmp = insert_ob_in_ob (tmp, this);
615 SET_FLAG (tmp, FLAG_APPLIED); 613 tmp->set_flag (FLAG_APPLIED);
616 } 614 }
617 } 615 }
618 616
619 new_draw_info (NDI_UNIQUE, 0, this, drain_msg[deplete_stats]); 617 new_draw_info (NDI_UNIQUE, 0, this, drain_msg[deplete_stats]);
620 change_attr_value (&tmp->stats, deplete_stats, -1); 618 change_attr_value (&tmp->stats, deplete_stats, -1);
626 * via an applied bad_luck object. 624 * via an applied bad_luck object.
627 */ 625 */
628void 626void
629object::change_luck (int value) 627object::change_luck (int value)
630{ 628{
631 archetype *at = archetype::find ("luck"); 629 archetype *at = archetype::find (shstr_luck);
632 if (!at) 630 if (!at)
633 LOG (llevError, "Couldn't find archetype luck.\n"); 631 LOG (llevError, "Couldn't find archetype luck.\n");
634 else 632 else
635 { 633 {
636 object *tmp = present_arch_in_ob (at, this); 634 object *tmp = present_arch_in_ob (at, this);
638 if (!tmp) 636 if (!tmp)
639 { 637 {
640 if (!value) 638 if (!value)
641 return; 639 return;
642 640
643 tmp = arch_to_object (at); 641 tmp = at->instance ();
644 tmp = insert_ob_in_ob (tmp, this); 642 tmp = insert_ob_in_ob (tmp, this);
645 SET_FLAG (tmp, FLAG_APPLIED); 643 tmp->set_flag (FLAG_APPLIED);
646 } 644 }
647 645
648 if (value) 646 if (value)
649 { 647 {
650 /* 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
703 sint8 v = arch->stats.stat (i); 701 sint8 v = arch->stats.stat (i);
704 stats.stat (i) += v; 702 stats.stat (i) += v;
705 contr->orig_stats.stat (i) += v; 703 contr->orig_stats.stat (i) += v;
706 } 704 }
707} 705}
708
709/* These are the items that currently can change digestion, regeneration,
710 * spell point recovery and mana point recovery. Seems sort of an arbitary
711 * list, but other items store other info into stats array.
712 */
713static struct digest_types : std::bitset<NUM_TYPES>
714{
715 digest_types ()
716 {
717 set (WEAPON);
718 set (BOW);
719 set (ARMOUR);
720 set (HELMET);
721 set (SHIELD);
722 set (RING);
723 set (BOOTS);
724 set (GLOVES);
725 set (AMULET);
726 set (GIRDLE);
727 set (BRACERS);
728 set (CLOAK);
729 set (DISEASE);
730 set (FORCE);
731 set (SKILL);
732 }
733} digest_types;
734 706
735static struct copy_flags : object::flags_t 707static struct copy_flags : object::flags_t
736{ 708{
737 copy_flags () 709 copy_flags ()
738 { 710 {
757 * spell system split, grace points now added to system --peterm 729 * spell system split, grace points now added to system --peterm
758 */ 730 */
759void 731void
760object::update_stats () 732object::update_stats ()
761{ 733{
762 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;
763 int weapon_weight = 0, weapon_speed = 0; 735 int weapon_weight = 0, weapon_speed = 0;
764 int best_wc = 0, best_ac = 0, wc = 0, ac = 0; 736 int best_wc = 0, best_ac = 0, wc = 0, ac = 0;
765 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; 737 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS];
766 object *grace_obj = NULL, *mana_obj = NULL, *tmp; 738 object *grace_obj = NULL, *mana_obj = NULL, *tmp;
767 float old_speed = speed; 739 float old_speed = speed;
768 int stat_sum [NUM_STATS]; 740 int stat_sum [NUM_STATS];
769 741
742 MoveType move_type; // we use change_move_type to change it, so use a local copy
743
770 /* First task is to clear all the values back to their original values */ 744 /* First task is to clear all the values back to their original values */
771 if (type == PLAYER) 745 if (type == PLAYER)
772 { 746 {
747 contr->delayed_update = false;
748
773 for (int i = 0; i < NUM_STATS; i++) 749 for (int i = 0; i < NUM_STATS; i++)
774 stat_sum [i] = contr->orig_stats.stat (i); 750 stat_sum [i] = contr->orig_stats.stat (i);
775 751
776 if (settings.spell_encumbrance == TRUE) 752 if (settings.spell_encumbrance == TRUE)
777 contr->encumbrance = 0; 753 contr->encumbrance = 0;
789 for (int i = NUM_BODY_LOCATIONS; i--; ) 765 for (int i = NUM_BODY_LOCATIONS; i--; )
790 slot[i].used = slot[i].info; 766 slot[i].used = slot[i].info;
791 767
792 slaying = 0; 768 slaying = 0;
793 769
794 if (!QUERY_FLAG (this, FLAG_WIZ)) 770 if (!this->flag [FLAG_WIZ])
795 {
796 CLEAR_FLAG (this, FLAG_XRAYS);
797 CLEAR_FLAG (this, FLAG_MAKE_INVIS);
798 } 771 {
772 this->clr_flag (FLAG_XRAYS);
773 this->clr_flag (FLAG_MAKE_INVIS);
774 }
799 775
800 CLEAR_FLAG (this, FLAG_LIFESAVE); 776 this->clr_flag (FLAG_LIFESAVE);
801 CLEAR_FLAG (this, FLAG_STEALTH); 777 this->clr_flag (FLAG_STEALTH);
802 CLEAR_FLAG (this, FLAG_BLIND); 778 this->clr_flag (FLAG_BLIND);
803 779
804 if (!QUERY_FLAG (arch, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL); 780 if (!arch->flag [FLAG_REFL_SPELL ]) this->clr_flag (FLAG_REFL_SPELL);
805 if (!QUERY_FLAG (arch, FLAG_REFL_MISSILE)) CLEAR_FLAG (this, FLAG_REFL_MISSILE); 781 if (!arch->flag [FLAG_REFL_MISSILE]) this->clr_flag (FLAG_REFL_MISSILE);
806 if (!QUERY_FLAG (arch, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD); 782 if (!arch->flag [FLAG_UNDEAD ]) this->clr_flag (FLAG_UNDEAD);
807 if (!QUERY_FLAG (arch, FLAG_SEE_IN_DARK )) CLEAR_FLAG (this, FLAG_SEE_IN_DARK); 783 if (!arch->flag [FLAG_SEE_IN_DARK ]) this->clr_flag (FLAG_SEE_IN_DARK);
808 784
809 path_attuned = arch->path_attuned; 785 path_attuned = arch->path_attuned;
810 path_repelled = arch->path_repelled; 786 path_repelled = arch->path_repelled;
811 path_denied = arch->path_denied; 787 path_denied = arch->path_denied;
812 glow_radius = arch->glow_radius; 788 glow_radius = arch->glow_radius;
813 move_type = arch->move_type; 789 move_type = arch->move_type;
814 790
815 chosen_skill = 0;
816
817 /* initializing resistances from the values in player/monster's 791 /* initializing resistances from the values in player/monster's
818 * archetype clone 792 * archetype clone
819 */ 793 */
820 memcpy (&resist, &arch->resist, sizeof (resist)); 794 memcpy (&resist, &arch->resist, sizeof (resist));
821 795
822 for (int i = 0; i < NROFATTACKS; i++) 796 for (int i = 0; i < NROFATTACKS; i++)
823 { 797 {
824 if (resist[i] > 0) 798 if (resist[i] > 0)
825 prot[i] = resist[i], vuln[i] = 0; 799 prot[i] = resist[i], vuln[i] = 0;
826 else 800 else
827 vuln[i] = -(resist[i]), prot[i] = 0; 801 vuln[i] = -resist[i], prot[i] = 0;
828 802
829 potion_resist[i] = 0; 803 potion_resist[i] = -1000;
830 } 804 }
831 805
832 wc = arch->stats.wc; 806 wc = arch->stats.wc;
833 stats.dam = arch->stats.dam; 807 stats.dam = arch->stats.dam;
834 808
837 * the fact that maxlevel is factored in could be considered sort of bogus - 811 * the fact that maxlevel is factored in could be considered sort of bogus -
838 * we should probably give them some bonus and cap it off - otherwise, 812 * we should probably give them some bonus and cap it off - otherwise,
839 * basically, if a server updates its max level, these playes may find 813 * basically, if a server updates its max level, these playes may find
840 * that their protection from physical goes down 814 * that their protection from physical goes down
841 */ 815 */
842 if (!QUERY_FLAG (this, FLAG_USE_ARMOUR) && type == PLAYER) 816 if (!this->flag [FLAG_USE_ARMOUR] && type == PLAYER)
843 { 817 {
844 ac = max (-10, arch->stats.ac - level / 3); 818 ac = max (-10, arch->stats.ac - level / 3);
845 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100; 819 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100;
846 } 820 }
847 else 821 else
848 ac = arch->stats.ac; 822 ac = arch->stats.ac;
849 823
850 stats.luck = arch->stats.luck; 824 stats.luck = arch->stats.luck;
851 speed = arch->speed; 825 speed = arch->speed;
826
827 chosen_skill = 0;
852 828
853 /* OK - we've reset most all the objects attributes to sane values. 829 /* OK - we've reset most all the objects attributes to sane values.
854 * now go through and make adjustments for what the player has equipped. 830 * now go through and make adjustments for what the player has equipped.
855 */ 831 */
856 for (tmp = inv; tmp; tmp = tmp->below) 832 for (tmp = inv; tmp; tmp = tmp->below)
857 { 833 {
858 /* This happens because apply_potion calls change_abil with the potion 834 /* This happens because apply_potion calls change_abil with the potion
859 * applied so we can tell the player what changed. But change_abil 835 * applied so we can tell the player what changed. But change_abil
860 * then calls this function. 836 * then calls this function.
861 */ 837 */
862 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION) 838 if (tmp->flag [FLAG_APPLIED] && tmp->type == POTION)
863 continue; 839 continue;
864 840
865 /* See note in map.c:update_position about making this additive
866 * since light sources are never applied, need to put check here.
867 */
868 if (tmp->glow_radius > glow_radius)
869 glow_radius = tmp->glow_radius; 841 glow_radius += tmp->glow_radius;
870 842
871 /* For some things, we don't care what is equipped */ 843 /* For some things, we don't care what is equipped */
872 if (tmp->type == SKILL) 844 if (tmp->type == SKILL)
873 { 845 {
874 /* Want to take the highest skill here. */ 846 /* Want to take the highest skill here. */
887 else if (tmp->level > grace_obj->level) 859 else if (tmp->level > grace_obj->level)
888 grace_obj = tmp; 860 grace_obj = tmp;
889 } 861 }
890 } 862 }
891 863
892 /* Container objects are not meant to adjust a players, but other applied 864 /* Container objects are not meant to adjust players, but other applied
893 * objects need to make adjustments. 865 * objects need to make adjustments.
894 * This block should handle all player specific changes 866 * This block should handle all player specific changes
895 * The check for Praying is a bit of a hack - god given bonuses are put 867 * The check for Praying is a bit of a hack - god given bonuses are put
896 * in the praying skill, and the player should always get those. 868 * in the praying skill, and the player should always get those.
897 * It also means we need to put in additional checks for applied below, 869 * It also means we need to put in additional checks for applied below,
898 * because the skill shouldn't count against body positions being used 870 * because the skill shouldn't count against body positions being used
899 * up, etc. 871 * up, etc.
900 */ 872 */
901 if ((tmp->flag [FLAG_APPLIED] 873 if ((tmp->flag [FLAG_APPLIED]
902 && tmp->type != CONTAINER 874 && tmp->type != CONTAINER
903 && tmp->type != CLOSE_CON) 875 && tmp->type != CLOSE_CON
904 || (tmp->type == SKILL 876 && tmp->type != SPELL)
905 && tmp->subtype == SK_PRAYING)) 877 || (tmp->type == SKILL && tmp->subtype == SK_PRAYING))
906 { 878 {
907 if (type == PLAYER) 879 if (type == PLAYER)
908 { 880 {
909 contr->item_power += tmp->item_power; 881 contr->item_power += tmp->item_power;
910 882
911 if (tmp == contr->combat_ob || tmp == contr->ranged_ob)
912 if (tmp != current_weapon
913 && (tmp->type != SKILL || tmp->subtype != SK_PRAYING)
914 && !tmp->flag [FLAG_CURSED]
915 && !tmp->flag [FLAG_DAMNED])
916 continue;
917
918 for (int i = 0; i < NUM_STATS; i++) 883 for (int i = 0; i < NUM_STATS; i++)
919 if (expect_false (tmp->stats.stat (i))) 884 stat_sum [i] += tmp->stats.stat (i);
920 stat_sum [i] = clamp (stat_sum [i] + tmp->stats.stat (i), MIN_STAT, MAX_STAT);
921 885
922 if (digest_types [tmp->type]) 886 if (digest_types [tmp->type])
923 { 887 {
924 contr->digestion += tmp->stats.food; 888 contr->digestion += tmp->stats.food;
925 contr->gen_hp += tmp->stats.hp; 889 contr->gen_hp += tmp->stats.hp;
890 if (tmp->type != BOW) // ugly exception for bows
926 contr->gen_sp += tmp->stats.sp; 891 contr->gen_sp += tmp->stats.sp;
927 contr->gen_grace += tmp->stats.grace; 892 contr->gen_grace += tmp->stats.grace;
928 contr->gen_sp_armour += tmp->gen_sp_armour; 893 contr->gen_sp_armour += tmp->gen_sp_armour;
929 } 894 }
930 } /* if this is a player */ 895 } /* if this is a player */
931 else 896 else
933 if (tmp->type == WEAPON) 898 if (tmp->type == WEAPON)
934 current_weapon = tmp; 899 current_weapon = tmp;
935 } 900 }
936 901
937 /* Update slots used for items */ 902 /* Update slots used for items */
938 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 903 if (tmp->flag [FLAG_APPLIED]) // exclude praying...
939 for (int i = 0; i < NUM_BODY_LOCATIONS; i++) 904 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
940 slot[i].used += tmp->slot[i].info; 905 slot[i].used += tmp->slot[i].info;
941 906
942 if (tmp->type == SYMPTOM) 907 if (tmp->type == SYMPTOM)
943 {
944 speed_reduce_from_disease = tmp->last_sp / 100.f; 908 min_it (speed_reduce_from_disease, tmp->last_sp ? tmp->last_sp / 100.f : 1.f);
945 909
946 if (speed_reduce_from_disease == 0)
947 speed_reduce_from_disease = 1;
948 }
949
950 /* Pos. and neg. protections are counted seperate (-> pro/vuln). 910 /* Pos. and neg. protections are counted separate (-> pro/vuln).
951 * (Negative protections are calculated exactly like positive.) 911 * (Negative protections are calculated exactly like positive.)
952 * Resistance from potions are treated special as well. If there's 912 * Resistance from potions are treated special as well. If there's
953 * more than one potion-effect, the bigger prot.-value is taken. 913 * more than one potion-effect, the bigger prot.-value is taken.
954 */ 914 */
955 if (tmp->type != POTION) 915 if (tmp->type == POTION_EFFECT)
956 {
957 for (int i = 0; i < NROFATTACKS; i++) 916 for (int i = 0; i < NROFATTACKS; i++)
958 {
959 /* Potential for cursed potions, in which case we just can use
960 * a straight MAX, as potion_resist is initialised to zero.
961 */
962 if (tmp->type == POTION_EFFECT)
963 {
964 if (potion_resist[i])
965 potion_resist[i] = max (potion_resist[i], tmp->resist[i]);
966 else
967 potion_resist[i] = tmp->resist[i]; 917 max_it (potion_resist[i], tmp->resist[i]);
968 } 918 else if (tmp->type != POTION)
919 for (int i = 0; i < NROFATTACKS; i++)
969 else if (tmp->resist[i] > 0) 920 if (tmp->resist[i] > 0)
970 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100; 921 prot[i] += (100 - prot[i]) * tmp->resist[i] / 100;
971 else if (tmp->resist[i] < 0) 922 else if (tmp->resist[i] < 0)
972 vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100; 923 vuln[i] += (100 - vuln[i]) * -tmp->resist[i] / 100;
973 }
974 }
975 924
976 /* There may be other things that should not adjust the attacktype */ 925 /* There may be other things that should not adjust the attacktype */
977 if (tmp->type != SYMPTOM) 926 if (tmp->type != SYMPTOM)
978 { 927 {
979 attacktype |= tmp->attacktype; 928 attacktype |= tmp->attacktype;
984 stats.luck += tmp->stats.luck; 933 stats.luck += tmp->stats.luck;
985 } 934 }
986 935
987 flag |= tmp->flag & copy_flags; 936 flag |= tmp->flag & copy_flags;
988 937
989 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (arch, FLAG_UNDEAD)) 938 if (tmp->flag [FLAG_UNDEAD] && !arch->flag [FLAG_UNDEAD])
990 SET_FLAG (this, FLAG_UNDEAD); 939 this->set_flag (FLAG_UNDEAD);
991 940
992 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS)) 941 //TODO: copy_flags?
942 if (tmp->flag [FLAG_MAKE_INVIS])
993 { 943 {
994 SET_FLAG (this, FLAG_MAKE_INVIS); 944 set_flag (FLAG_MAKE_INVIS);
995 invisible = 1; 945 invisible = 1;
996 } 946 }
997 947
998 if (tmp->stats.exp && tmp->type != SKILL) 948 if (tmp->stats.exp && tmp->type != SKILL)
999 { 949 {
1006 added_speed += tmp->stats.exp; 956 added_speed += tmp->stats.exp;
1007 } 957 }
1008 958
1009 switch (tmp->type) 959 switch (tmp->type)
1010 { 960 {
1011#if 0
1012 case WAND:
1013 case ROD:
1014 case HORN:
1015 if (type != PLAYER || current_weapon == tmp)
1016 chosen_skill = tmp;
1017 break;
1018#endif
1019
1020 /* skills modifying the character -b.t. */
1021 /* for all skills and skill granting objects */
1022 case SKILL: 961 case SKILL:
1023 { 962 {
963 // some skills will end up here without counting as "applied"
1024 if (!QUERY_FLAG (tmp, FLAG_APPLIED) || skill_flags [tmp->subtype] & SF_APPLY) 964 if (!tmp->flag [FLAG_APPLIED] || skill_flags [tmp->subtype] & SF_AUTARK)
1025 break; 965 break;
1026 966
1027 if (chosen_skill) 967 if (chosen_skill)
1028 { 968 {
1029 LOG (llevDebug, "fix_player, op %s has multiple skills applied (%s and %s)\n", 969 LOG (llevDebug, "fix_player, op %s has multiple skills applied (%s and %s)\n",
1031 971
1032 tmp->flag [FLAG_APPLIED] = false; 972 tmp->flag [FLAG_APPLIED] = false;
1033 update_stats (); 973 update_stats ();
1034 return; 974 return;
1035 } 975 }
1036 else 976
1037 chosen_skill = tmp; 977 chosen_skill = tmp;
1038 978
1039 if (tmp->stats.dam > 0) 979 if (tmp->stats.dam > 0)
1040 { /* skill is a 'weapon' */ 980 { /* skill is a 'weapon' */
1041 if (!QUERY_FLAG (this, FLAG_READY_WEAPON)) 981 if (!this->flag [FLAG_READY_WEAPON])
1042 weapon_speed = WEAPON_SPEED (tmp); 982 weapon_speed = max (0, WEAPON_SPEED (tmp));
1043
1044 if (weapon_speed < 0)
1045 weapon_speed = 0;
1046 983
1047 weapon_weight = tmp->weight; 984 weapon_weight = tmp->weight;
1048 stats.dam += 1 + chosen_skill->level * tmp->stats.dam / 9; 985 stats.dam += 1 + chosen_skill->level * tmp->stats.dam / 9;
1049 986
1050 if (tmp->magic) 987 if (tmp->magic)
1059 996
1060 if (tmp->stats.ac) 997 if (tmp->stats.ac)
1061 ac -= tmp->stats.ac + tmp->magic; 998 ac -= tmp->stats.ac + tmp->magic;
1062 999
1063 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1000 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1064 contr->encumbrance += (int) 3 *tmp->weight / 1000; 1001 contr->encumbrance += weight_to_kg_approx (3 * tmp->weight);
1065 } 1002 }
1066 1003
1067 break; 1004 break;
1068 1005
1069 case SHIELD: 1006 case SHIELD:
1070 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1007 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1071 contr->encumbrance += (int) tmp->weight / 2000; 1008 contr->encumbrance += weight_to_kg_approx (tmp->weight) >> 1;
1009 //FALLTHROUGH
1072 case RING: 1010 case RING:
1073 case AMULET: 1011 case AMULET:
1074 case GIRDLE: 1012 case GIRDLE:
1075 case HELMET: 1013 case HELMET:
1076 case BOOTS: 1014 case BOOTS:
1085 if (tmp->stats.ac) 1023 if (tmp->stats.ac)
1086 ac -= tmp->stats.ac + tmp->magic; 1024 ac -= tmp->stats.ac + tmp->magic;
1087 1025
1088 break; 1026 break;
1089 1027
1028 case RANGED:
1090 case BOW: 1029 case BOW:
1091 case WEAPON: 1030 case WEAPON:
1092 if (type != PLAYER || current_weapon == tmp)
1093 {
1094 wc -= tmp->stats.wc + tmp->magic; 1031 wc -= tmp->stats.wc + tmp->magic;
1095 1032
1096 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0) 1033 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0)
1097 ac -= tmp->stats.ac + tmp->magic; 1034 ac -= tmp->stats.ac + tmp->magic;
1098 1035
1099 stats.dam += tmp->stats.dam + tmp->magic; 1036 stats.dam += tmp->stats.dam + tmp->magic;
1100 weapon_weight = tmp->weight; 1037 weapon_weight = tmp->weight;
1101 weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2; 1038 weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2;
1102 1039
1103 if (weapon_speed < 0) 1040 if (weapon_speed < 0)
1104 weapon_speed = 0; 1041 weapon_speed = 0;
1105 1042
1106 slaying = tmp->slaying; 1043 slaying = tmp->slaying;
1107 1044
1108 /* If there is desire that two handed weapons should do 1045 /* If there is desire that two handed weapons should do
1109 * extra strength damage, this is where the code should 1046 * extra strength damage, this is where the code should
1110 * go. 1047 * go.
1111 */ 1048 */
1112 1049
1113 if (type == PLAYER) 1050 if (type == PLAYER)
1114 if (settings.spell_encumbrance) 1051 if (settings.spell_encumbrance)
1115 contr->encumbrance += tmp->weight * 3 / 1000; 1052 contr->encumbrance += weight_to_kg_approx (3 * tmp->weight);
1116 }
1117 1053
1118 break; 1054 break;
1119 1055
1120 case ARMOUR: /* Only the best of these three are used: */ 1056 case ARMOUR: /* Only the best of these three are used: */
1121 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1057 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1122 contr->encumbrance += tmp->weight / 1000; 1058 contr->encumbrance += weight_to_kg_approx (tmp->weight);
1123 1059
1124 case BRACERS: 1060 case BRACERS:
1125 case FORCE: 1061 case FORCE:
1126 if (tmp->stats.wc) 1062 if (tmp->stats.wc)
1127 { 1063 {
1144 else /* To nullify the below effect */ 1080 else /* To nullify the below effect */
1145 ac += tmp->stats.ac + tmp->magic; 1081 ac += tmp->stats.ac + tmp->magic;
1146 } 1082 }
1147 1083
1148 if (tmp->stats.wc) 1084 if (tmp->stats.wc)
1149 wc -= (tmp->stats.wc + tmp->magic); 1085 wc -= tmp->stats.wc + tmp->magic;
1150 1086
1151 if (tmp->stats.ac) 1087 if (tmp->stats.ac)
1152 ac -= (tmp->stats.ac + tmp->magic); 1088 ac -= tmp->stats.ac + tmp->magic;
1153 1089
1154 if (ARMOUR_SPEED (tmp)) 1090 if (ARMOUR_SPEED (tmp))
1155 max_speed = min (max_speed, ARMOUR_SPEED (tmp) / 10.f); 1091 min_it (max_speed, ARMOUR_SPEED (tmp) / 10.f);
1156 1092
1157 break; 1093 break;
1158 } /* switch tmp->type */ 1094 } /* switch tmp->type */
1159 } /* item is equipped */ 1095 } /* item is equipped */
1160 } /* for loop of items */ 1096 } /* for loop of items */
1097
1098 min_it (glow_radius, MAX_LIGHT_RADIUS);
1161 1099
1162 /* We've gone through all the objects the player has equipped. For many things, we 1100 /* We've gone through all the objects the player has equipped. For many things, we
1163 * have generated intermediate values which we now need to assign. 1101 * have generated intermediate values which we now need to assign.
1164 */ 1102 */
1165 1103
1171 */ 1109 */
1172 for (int i = 0; i < NROFATTACKS; i++) 1110 for (int i = 0; i < NROFATTACKS; i++)
1173 { 1111 {
1174 resist[i] = prot[i] - vuln[i]; 1112 resist[i] = prot[i] - vuln[i];
1175 1113
1176 if (potion_resist[i] && ((potion_resist[i] > resist[i]) || (potion_resist[i] < 0))) 1114 if (potion_resist[i] != -1000
1115 && (potion_resist[i] < 0 || potion_resist[i] > resist[i]))
1177 resist[i] = potion_resist[i]; 1116 resist[i] = potion_resist[i];
1178 } 1117 }
1179 1118
1180 if (type == PLAYER) 1119 if (type == PLAYER)
1181 { 1120 {
1182 // clamp various player stats 1121 // clamp various player stats
1183 for (int i = 0; i < NUM_STATS; ++i) 1122 for (int i = 0; i < NUM_STATS; ++i)
1184 stats.stat (i) = clamp (stat_sum [i], MIN_STAT, MAX_STAT); 1123 stats.stat (i) = stat_sum [i];
1124
1125 check_stat_bounds (&stats);
1185 1126
1186 contr->digestion = clamp (contr->digestion, MIN_DIGESTION, MAX_DIGESTION); 1127 contr->digestion = clamp (contr->digestion, MIN_DIGESTION, MAX_DIGESTION);
1187 1128
1188 /* Figure out the players sp/mana/hp totals. */ 1129 /* Figure out the players sp/mana/hp totals. */
1189 int pl_level; 1130 int pl_level;
1190 1131
1191 check_stat_bounds (&(stats));
1192 pl_level = level;
1193
1194 if (pl_level < 1)
1195 pl_level = 1; /* safety, we should always get 1 levels worth of hp! */ 1132 pl_level = max (1, level); /* safety, we should always get 1 levels worth of hp! */
1196 1133
1197 /* You basically get half a con bonus/level. But we do take into account rounding, 1134 /* You basically get half a con bonus/level. But we do take into account rounding,
1198 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels. 1135 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels.
1199 */ 1136 */
1200 stats.maxhp = 0; 1137 stats.maxhp = 0;
1335 1272
1336 speed = 1.f + speed_bonus[stats.Dex]; 1273 speed = 1.f + speed_bonus[stats.Dex];
1337 1274
1338 if (settings.search_items && contr->search_str[0]) 1275 if (settings.search_items && contr->search_str[0])
1339 speed -= 1; 1276 speed -= 1;
1340
1341 if (attacktype == 0)
1342 attacktype = arch->attacktype;
1343 } /* End if player */ 1277 } /* End if player */
1344 1278
1345 if (added_speed >= 0) 1279 if (added_speed >= 0)
1346 speed += added_speed / 10.f; 1280 speed += added_speed / 10.f;
1347 else /* Something wrong here...: */ 1281 else /* Something wrong here...: */
1355 /* f is a number the represents the number of kg above (positive num) 1289 /* f is a number the represents the number of kg above (positive num)
1356 * or below (negative number) that the player is carrying. If above 1290 * or below (negative number) that the player is carrying. If above
1357 * weight limit, then player suffers a speed reduction based on how 1291 * weight limit, then player suffers a speed reduction based on how
1358 * much above he is, and what is max carry is 1292 * much above he is, and what is max carry is
1359 */ 1293 */
1360 f = (carrying / 1000) - max_carry[stats.Str]; 1294 double f = weight_to_kg_approx (carrying) - max_carry[stats.Str];
1361 if (f > 0) 1295 if (f > 0.f)
1362 speed = speed / (1.f + f / max_carry[stats.Str]); 1296 speed /= (1.f + f / max_carry[stats.Str]);
1363 } 1297 }
1364 1298
1365 speed += bonus_speed / 10.f; /* Not affected by limits */ 1299 speed += bonus_speed / 10.f; /* Not affected by limits */
1300 speed *= speed_reduce_from_disease;
1366 1301
1367 /* Put a lower limit on speed. Note with this speed, you move once every 1302 /* Put a lower limit on speed. Note with this speed, you move once every
1368 * 100 ticks or so. This amounts to once every 12 seconds of realtime. 1303 * 25 ticks or so. This amounts to once every 3 seconds of realtime.
1369 */ 1304 */
1370 speed = speed * speed_reduce_from_disease; 1305 max_it (speed, is_player () ? MIN_PLAYER_SPEED : MIN_ACTIVE_SPEED);
1371 1306
1372 if (speed < 0.01f && type == PLAYER) 1307 if (speed != old_speed)
1373 speed = 0.01f; 1308 set_speed (speed);
1374 1309
1375 if (type == PLAYER) 1310 if (type == PLAYER)
1376 { 1311 {
1377 /* (This formula was made by vidarl@ifi.uio.no) 1312 /* (This formula was made by vidarl@ifi.uio.no)
1378 * Note that we never used these values again - basically 1313 * Note that we never used these values again - basically
1410 if (move_type == 0) 1345 if (move_type == 0)
1411 move_type = MOVE_WALK; 1346 move_type = MOVE_WALK;
1412 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) 1347 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH))
1413 move_type &= ~MOVE_WALK; 1348 move_type &= ~MOVE_WALK;
1414 1349
1415 if (speed != old_speed) 1350 // now apply the new move_type
1416 set_speed (speed); 1351 if (this->move_type != move_type)
1352 change_move_type (move_type);
1417 1353
1418 /* It is quite possible that a player's spell costing might have changed, 1354 /* It is quite possible that a player's spell costing might have changed,
1419 * so we will check that now. 1355 * so we will check that now.
1420 */ 1356 */
1421 if (type == PLAYER) 1357 if (is_player ())
1422 { 1358 contr->update_spells ();
1423 esrv_update_stats (contr);
1424 esrv_update_spells (contr);
1425 }
1426 1359
1427 // update the mapspace, if we are on a map 1360 // update the mapspace, if we are on a map
1428 if (!flag [FLAG_REMOVED] && map) 1361 if (!flag [FLAG_REMOVED] && map)
1429 map->at (x, y).flags_ = 0; 1362 map->at (x, y).flags_ = 0;
1363}
1364
1365void
1366object::set_glow_radius (sint8 rad)
1367{
1368 glow_radius = rad;
1369
1370 if (is_on_map ())
1371 update_all_los (map, x, y);
1372 else if (object *env = outer_env ())
1373 {
1374 env->update_stats ();
1375
1376 if (env->is_on_map ())
1377 update_all_los (env->map, env->x, env->y);
1378 }
1430} 1379}
1431 1380
1432/* 1381/*
1433 * Returns true if the given player is a legal class. 1382 * Returns true if the given player is a legal class.
1434 * The function to add and remove class-bonuses to the stats doesn't 1383 * The function to add and remove class-bonuses to the stats doesn't
1450 1399
1451/* 1400/*
1452 * set the new dragon name after gaining levels or 1401 * set the new dragon name after gaining levels or
1453 * changing ability focus (later this can be extended to 1402 * changing ability focus (later this can be extended to
1454 * eventually change the player's face and animation) 1403 * eventually change the player's face and animation)
1455 *
1456 * Note that the title is written to 'own_title' in the
1457 * player struct. This should be changed to 'ext_title'
1458 * as soon as clients support this!
1459 * Please, anyone, write support for 'ext_title'.
1460 */ 1404 */
1461void 1405void
1462set_dragon_name (object *pl, const object *abil, const object *skin) 1406set_dragon_name (object *pl, const object *abil, const object *skin)
1463{ 1407{
1464 int atnr = -1; /* attacknumber of highest level */ 1408 int atnr = -1; /* attacknumber of highest level */
1482 /* now if there are equals at highest level, pick the one with focus, 1426 /* now if there are equals at highest level, pick the one with focus,
1483 or else at random */ 1427 or else at random */
1484 if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level) 1428 if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level)
1485 atnr = abil->stats.exp; 1429 atnr = abil->stats.exp;
1486 1430
1487 level = (int) (level / 5.);
1488
1489 /* now set the new title */ 1431 /* now set the new title */
1490 if (pl->contr != NULL)
1491 {
1492 if (level == 0)
1493 sprintf (pl->contr->title, "%s hatchling", attacks[atnr]); 1432 if (level < 25) sprintf (pl->contr->title, "%s hatchling", attacks[atnr]);
1494 else if (level == 1)
1495 sprintf (pl->contr->title, "%s wyrm", attacks[atnr]); 1433 else if (level < 50) sprintf (pl->contr->title, "%s wyrm" , attacks[atnr]);
1496 else if (level == 2)
1497 sprintf (pl->contr->title, "%s wyvern", attacks[atnr]); 1434 else if (level < 75) sprintf (pl->contr->title, "%s wyvern" , attacks[atnr]);
1498 else if (level == 3)
1499 sprintf (pl->contr->title, "%s dragon", attacks[atnr]); 1435 else if (level < 100) sprintf (pl->contr->title, "%s dragon" , attacks[atnr]);
1500 else 1436 else
1501 { 1437 {
1502 /* special titles for extra high resistance! */ 1438 /* special titles for extra high resistance! */
1503 if (skin->resist[atnr] > 80)
1504 sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]); 1439 if (skin->resist[atnr] > 80) sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]);
1505 else if (skin->resist[atnr] > 50)
1506 sprintf (pl->contr->title, "ancient %s dragon", attacks[atnr]); 1440 else if (skin->resist[atnr] > 50) sprintf (pl->contr->title, "ancient %s dragon" , attacks[atnr]);
1507 else
1508 sprintf (pl->contr->title, "big %s dragon", attacks[atnr]); 1441 else sprintf (pl->contr->title, "big %s dragon" , attacks[atnr]);
1509 }
1510 } 1442 }
1511 1443
1512 strcpy (pl->contr->own_title, ""); 1444 strcpy (pl->contr->own_title, "");
1513} 1445}
1514 1446
1515/* 1447/*
1516 * This function is called when a dragon-player gains 1448 * This function is called when a dragon-player gains
1517 * an overall level. Here, the dragon might gain new abilities 1449 * an overall level. Here, the dragon might gain new abilities
1518 * or change the ability-focus. 1450 * or change the ability-focus.
1519 */ 1451 */
1520void 1452static void
1521dragon_level_gain (object *who) 1453dragon_level_gain (object *who)
1522{ 1454{
1523 object *abil = NULL; /* pointer to dragon ability force */ 1455 object *abil = NULL; /* pointer to dragon ability force */
1524 object *skin = NULL; /* pointer to dragon skin force */ 1456 object *skin = NULL; /* pointer to dragon skin force */
1525 object *tmp = NULL; /* tmp. object */ 1457 object *tmp = NULL; /* tmp. object */
1581 object *skill_obj; 1513 object *skill_obj;
1582 1514
1583 skill_obj = get_archetype_by_skill_name (skill_name, SKILL); 1515 skill_obj = get_archetype_by_skill_name (skill_name, SKILL);
1584 if (!skill_obj) 1516 if (!skill_obj)
1585 { 1517 {
1586 LOG (llevError, "add_player_exp: couldn't find skill %s\n", skill_name); 1518 LOG (llevError, "give_skill_by_name: couldn't find skill %s\n", skill_name);
1587 return NULL; 1519 return NULL;
1588 } 1520 }
1589 1521
1590 /* clear the flag - exp goes into this bucket, but player 1522 /* clear the flag - exp goes into this bucket, but player
1591 * still doesn't know it. 1523 * still doesn't know it.
1592 */ 1524 */
1593 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL); 1525 skill_obj->clr_flag (FLAG_CAN_USE_SKILL);
1594 skill_obj->stats.exp = 0; 1526 skill_obj->stats.exp = 0;
1595 skill_obj->level = 1; 1527 skill_obj->level = 1;
1596 insert_ob_in_ob (skill_obj, op); 1528 op->insert (skill_obj);
1597 1529
1598 if (player *pl = op->contr) 1530 if (player *pl = op->contr)
1599 { 1531 pl->link_skills ();
1600 pl->last_skill_ob [skill_obj->subtype] = skill_obj;
1601 if (pl->ns)
1602 pl->ns->last_skill_exp[skill_obj->subtype] = -1;//TODO: should be made superfluous
1603 }
1604 1532
1605 return skill_obj; 1533 return skill_obj;
1606} 1534}
1607 1535
1608/* player_lvl_adj() - for the new exp system. we are concerned with 1536/* player_lvl_adj() - for the new exp system. we are concerned with
1625 { 1553 {
1626 changed = true; 1554 changed = true;
1627 1555
1628 op->level++; 1556 op->level++;
1629 1557
1630 if (op && op == who && op->stats.exp > 1 && is_dragon_pl (who)) 1558 if (op && op == who && op->stats.exp > 1 && who->is_dragon ())
1631 dragon_level_gain (who); 1559 dragon_level_gain (who);
1632 1560
1633 /* Only roll these if it is the player (who) that gained the level */ 1561 /* Only roll these if it is the player (who) that gained the level */
1634 if (op == who && (who->level < 11) && who->type == PLAYER) 1562 if (op == who && (who->level < 11) && who->type == PLAYER)
1635 { 1563 {
1668 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); 1596 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1669 } 1597 }
1670 } 1598 }
1671 1599
1672 if (changed) 1600 if (changed)
1673 { 1601 who->update_stats (); // should cause esrv_update_stats and esrv_update_spells
1674 who->update_stats ();
1675 esrv_update_stats (who->contr);
1676 /* check if the spell data has changed */
1677 esrv_update_spells (who->contr);
1678 }
1679} 1602}
1680 1603
1681/* 1604/*
1682 * Returns how much experience is needed for a player to become 1605 * Returns how much experience is needed for a player to become
1683 * the given level. level should really never exceed max_level 1606 * the given level. level should really never exceed max_level
1684 */ 1607 */
1685 1608
1686sint64 1609sint64
1687level_exp (int level, double expmul) 1610level_exp (int level, double expmul)
1688{ 1611{
1689 if (level > settings.max_level) 1612 return expmul * level_to_min_exp (level);
1690 return (sint64) (expmul * levels[settings.max_level]);
1691
1692 return (sint64) (expmul * levels[level]);
1693} 1613}
1694 1614
1695/* 1615/*
1696 * Ensure that the permanent experience requirements in an exp object are met. 1616 * Ensure that the permanent experience requirements in an exp object are met.
1697 * This really just checks 'op to make sure the perm_exp value is within 1617 * This really just checks 'op to make sure the perm_exp value is within
1725 * NULL, in which case exp increases the players general 1645 * NULL, in which case exp increases the players general
1726 * total, but not any particular skill. 1646 * total, but not any particular skill.
1727 * flag is what to do if the player doesn't have the skill: 1647 * flag is what to do if the player doesn't have the skill:
1728 */ 1648 */
1729static void 1649static void
1730add_player_exp (object *op, sint64 exp, const char *skill_name, int flag) 1650add_player_exp (object *op, sint64 exp, shstr_tmp skill_name, int flag)
1731{ 1651{
1732 object *skill_obj = NULL; 1652 object *skill_obj;
1733 sint64 limit, exp_to_add; 1653 sint64 limit, exp_to_add;
1734 int i;
1735 1654
1736 /* prevents some forms of abuse. */ 1655 /* prevents some forms of abuse. */
1737 if (op->contr->braced) 1656 if (op->contr->braced)
1738 exp /= 5; 1657 exp /= 5;
1739 1658
1740 /* Try to find the matching skill. 1659 /* Try to find the matching skill.
1741 * We do a shortcut/time saving mechanism first - see if it matches 1660 * We do a shortcut/time saving mechanism first - see if it matches
1742 * chosen_skill. This means we don't need to search through 1661 * chosen_skill. This means we don't need to search through
1743 * the players inventory. 1662 * the players inventory.
1744 */ 1663 */
1664 skill_obj = 0;
1665
1745 if (skill_name) 1666 if (skill_name)
1746 { 1667 {
1747 if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill)) 1668 skill_obj = op->contr->find_skill (skill_name);
1748 skill_obj = op->chosen_skill;
1749 else
1750 {
1751 for (i = 0; i < NUM_SKILLS; i++)
1752 if (op->contr->last_skill_ob[i] && !strcmp (op->contr->last_skill_ob[i]->skill, skill_name))
1753 {
1754 skill_obj = op->contr->last_skill_ob[i];
1755 break;
1756 }
1757 1669
1758 /* Player doesn't have the skill. Check to see what to do, and give 1670 /* Player doesn't have the skill. Check to see what to do, and give
1759 * it to the player if necessary 1671 * it to the player if necessary
1760 */ 1672 */
1761 if (!skill_obj) 1673 if (!skill_obj)
1762 { 1674 {
1763 if (flag == SK_EXP_NONE) 1675 if (flag == SK_EXP_NONE)
1764 return; 1676 return;
1677
1765 else if (flag == SK_EXP_ADD_SKILL) 1678 if (flag == SK_EXP_ADD_SKILL)
1766 give_skill_by_name (op, skill_name); 1679 skill_obj = give_skill_by_name (op, skill_name);
1767 }
1768 } 1680 }
1769 } 1681 }
1770 1682
1771 if (flag != SK_EXP_SKILL_ONLY) 1683 if (flag != SK_EXP_SKILL_ONLY)
1772 { 1684 {
1773 /* Basically, you can never gain more experience in one shot 1685 /* Basically, you can never gain more experience in one shot
1774 * than half what you need to gain for next level. 1686 * than half what you need to gain for next level.
1775 */ 1687 */
1776 exp_to_add = exp; 1688 exp_to_add = exp;
1777 limit = (levels[op->level + 1] - levels[op->level]) / 2; 1689 limit = (levels [op->level + 1] - levels [op->level]) / 2;
1778 if (exp_to_add > limit) 1690 if (exp_to_add > limit)
1779 exp_to_add = limit; 1691 exp_to_add = limit;
1780 1692
1781 ADD_EXP (op->stats.exp, (sint64) ((float) exp_to_add * (skill_obj ? skill_obj->expmul : 1))); 1693 ADD_EXP (op->stats.exp, (sint64) ((float) exp_to_add * (skill_obj ? skill_obj->expmul : 1)));
1782 if (settings.permanent_exp_ratio) 1694 if (settings.permanent_exp_ratio)
1789 } 1701 }
1790 1702
1791 if (skill_obj) 1703 if (skill_obj)
1792 { 1704 {
1793 exp_to_add = exp; 1705 exp_to_add = exp;
1794 limit = (levels[skill_obj->level + 1] - levels[skill_obj->level]) / 2; 1706 limit = (levels [skill_obj->level + 1] - levels [skill_obj->level]) / 2;
1795 if (exp_to_add > limit) 1707 if (exp_to_add > limit)
1796 exp_to_add = limit; 1708 exp_to_add = limit;
1797 1709
1798 ADD_EXP (skill_obj->stats.exp, exp_to_add); 1710 ADD_EXP (skill_obj->stats.exp, exp_to_add);
1799 if (settings.permanent_exp_ratio) 1711 if (settings.permanent_exp_ratio)
1805 player_lvl_adj (op, skill_obj); 1717 player_lvl_adj (op, skill_obj);
1806 } 1718 }
1807} 1719}
1808 1720
1809/* This function checks to make sure that object 'op' can 1721/* This function checks to make sure that object 'op' can
1810 * lost 'exp' experience. It returns the amount of exp 1722 * lose 'exp' experience. It returns the amount of exp
1811 * object 'op' can in fact lose - it basically makes 1723 * object 'op' can in fact lose - it basically makes
1812 * adjustments based on permanent exp and the like. 1724 * adjustments based on permanent exp and the like.
1813 * This function should always be used for losing experience - 1725 * This function should always be used for losing experience -
1814 * the 'exp' value passed should be positive - this is the 1726 * the 'exp' value passed should be positive - this is the
1815 * amount that should get subtract from the player. 1727 * amount that should get subtract from the player.
1816 */ 1728 */
1817sint64 1729static sint64
1818check_exp_loss (const object *op, sint64 exp) 1730check_exp_loss (const object *op, sint64 exp)
1819{ 1731{
1820 sint64 del_exp; 1732 sint64 del_exp;
1821 1733
1822 if (exp > op->stats.exp) 1734 if (exp > op->stats.exp)
1823 exp = op->stats.exp; 1735 exp = op->stats.exp;
1736
1824 if (settings.permanent_exp_ratio) 1737 if (settings.permanent_exp_ratio)
1825 { 1738 {
1826 del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO); 1739 del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO);
1740
1827 if (del_exp < 0) 1741 if (del_exp < 0)
1828 del_exp = 0; 1742 del_exp = 0;
1743
1829 if (exp > del_exp) 1744 if (exp > del_exp)
1830 exp = del_exp; 1745 exp = del_exp;
1831 } 1746 }
1747
1832 return exp; 1748 return exp;
1833} 1749}
1834 1750
1835sint64 1751sint64
1836check_exp_adjust (const object *op, sint64 exp) 1752check_exp_adjust (const object *op, sint64 exp)
1837{ 1753{
1838 if (exp < 0) 1754 if (exp < 0)
1839 return check_exp_loss (op, exp); 1755 return check_exp_loss (op, exp);
1840 else 1756 else
1841 return MIN (exp, (sint64) MAX_EXPERIENCE - op->stats.exp); 1757 return min (exp, (sint64)MAX_EXPERIENCE - op->stats.exp);
1842} 1758}
1843
1844 1759
1845/* Subtracts experience from player. 1760/* Subtracts experience from player.
1846 * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we 1761 * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we
1847 * only subtract from the matching skill. Otherwise, 1762 * only subtract from the matching skill. Otherwise,
1848 * this subtracts a portion from all 1763 * this subtracts a portion from all
1853 * where everything is at the minimum perm exp, he would lose nothing. 1768 * where everything is at the minimum perm exp, he would lose nothing.
1854 * exp is the amount of exp to subtract - thus, it should be 1769 * exp is the amount of exp to subtract - thus, it should be
1855 * a postive number. 1770 * a postive number.
1856 */ 1771 */
1857static void 1772static void
1858subtract_player_exp (object *op, sint64 exp, const char *skill, int flag) 1773subtract_player_exp (object *op, sint64 exp, shstr_tmp skill, int flag)
1859{ 1774{
1860 float fraction = (float) exp / (float) op->stats.exp; 1775 float fraction = (float) exp / (float) op->stats.exp;
1861 object *tmp; 1776 object *tmp;
1862 sint64 del_exp; 1777 sint64 del_exp;
1863 1778
1864 for (tmp = op->inv; tmp; tmp = tmp->below) 1779 for (tmp = op->inv; tmp; tmp = tmp->below)
1865 if (tmp->type == SKILL && tmp->stats.exp) 1780 if (tmp->type == SKILL && tmp->stats.exp)
1866 { 1781 {
1867 if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (tmp->skill, skill)) 1782 if (flag == SK_SUBTRACT_SKILL_EXP && skill && tmp->skill == skill)
1868 { 1783 {
1869 del_exp = check_exp_loss (tmp, exp); 1784 del_exp = check_exp_loss (tmp, exp);
1870 tmp->stats.exp -= del_exp; 1785 tmp->stats.exp -= del_exp;
1871 player_lvl_adj (op, tmp); 1786 player_lvl_adj (op, tmp);
1872 } 1787 }
1873 else if (flag != SK_SUBTRACT_SKILL_EXP) 1788 else if (flag != SK_SUBTRACT_SKILL_EXP)
1874 { 1789 {
1875 /* only want to process other skills if we are not trying 1790 /* only want to process other skills if we are not trying
1876 * to match a specific skill. 1791 * to match a specific skill.
1877 */ 1792 */
1878 del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction)); 1793 del_exp = check_exp_loss (tmp, tmp->stats.exp * fraction);
1879 tmp->stats.exp -= del_exp; 1794 tmp->stats.exp -= del_exp;
1880 player_lvl_adj (op, tmp); 1795 player_lvl_adj (op, tmp);
1881 } 1796 }
1882 } 1797 }
1883 1798
1897 * skill_name is the skill that should get the exp added. 1812 * skill_name is the skill that should get the exp added.
1898 * flag is what to do if player doesn't have the skill. 1813 * flag is what to do if player doesn't have the skill.
1899 * these last two values are only used for players. 1814 * these last two values are only used for players.
1900 */ 1815 */
1901void 1816void
1902change_exp (object *op, sint64 exp, const char *skill_name, int flag) 1817change_exp (object *op, sint64 exp, shstr_tmp skill_name, int flag)
1903{ 1818{
1904#ifdef EXP_DEBUG 1819#ifdef EXP_DEBUG
1905 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp); 1820 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp);
1906#endif 1821#endif
1907 1822
1924 * worth. 1839 * worth.
1925 */ 1840 */
1926 if (op->type != PLAYER) 1841 if (op->type != PLAYER)
1927 { 1842 {
1928 /* Sanity check */ 1843 /* Sanity check */
1929 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1844 if (!op->flag [FLAG_ALIVE])
1930 return; 1845 return;
1931 1846
1932 /* reset exp to max allowed value. We subtract from 1847 /* reset exp to max allowed value. We subtract from
1933 * MAX_EXPERIENCE to prevent overflows. If the player somehow has 1848 * MAX_EXPERIENCE to prevent overflows. If the player somehow has
1934 * more than max exp, just return. 1849 * more than max exp, just return.
1960 * amount of permenent experience, whichever gives the lowest loss. 1875 * amount of permenent experience, whichever gives the lowest loss.
1961 */ 1876 */
1962void 1877void
1963apply_death_exp_penalty (object *op) 1878apply_death_exp_penalty (object *op)
1964{ 1879{
1965 object *tmp;
1966 sint64 loss; 1880 sint64 loss;
1967 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */ 1881 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */
1968 sint64 level_loss; /* defined by the setting 'death_penalty_levels */ 1882 sint64 level_loss; /* defined by the setting 'death_penalty_levels */
1969 1883
1970 for (tmp = op->inv; tmp; tmp = tmp->below) 1884 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1971 if (tmp->type == SKILL && tmp->stats.exp) 1885 if (tmp->type == SKILL && tmp->stats.exp)
1972 { 1886 {
1973
1974 percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100; 1887 percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100;
1975 level_loss = tmp->stats.exp - levels[MAX (0, tmp->level - settings.death_penalty_level)]; 1888 level_loss = tmp->stats.exp - levels [max (0, tmp->level - settings.death_penalty_level)];
1976 1889
1977 /* With the revised exp system, you can get cases where 1890 /* With the revised exp system, you can get cases where
1978 * losing several levels would still require that you have more 1891 * losing several levels would still require that you have more
1979 * exp than you currently have - this is true if the levels 1892 * exp than you currently have - this is true if the levels
1980 * tables is a lot harder. 1893 * tables is a lot harder.
1981 */ 1894 */
1982 if (level_loss < 0) 1895 if (level_loss < 0)
1983 level_loss = 0; 1896 level_loss = 0;
1984 1897
1985 loss = check_exp_loss (tmp, MIN (level_loss, percentage_loss)); 1898 loss = check_exp_loss (tmp, min (level_loss, percentage_loss));
1986 1899
1987 tmp->stats.exp -= loss; 1900 tmp->stats.exp -= loss;
1988 player_lvl_adj (op, tmp); 1901 player_lvl_adj (op, tmp);
1989 } 1902 }
1990 1903
1991 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100; 1904 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100;
1992 level_loss = op->stats.exp - levels[MAX (0, op->level - settings.death_penalty_level)]; 1905 level_loss = op->stats.exp - levels [max (0, op->level - settings.death_penalty_level)];
1993 1906
1994 if (level_loss < 0) 1907 if (level_loss < 0)
1995 level_loss = 0; 1908 level_loss = 0;
1909
1996 loss = check_exp_loss (op, MIN (level_loss, percentage_loss)); 1910 loss = check_exp_loss (op, min (level_loss, percentage_loss));
1997 1911
1998 op->stats.exp -= loss; 1912 op->stats.exp -= loss;
1999 player_lvl_adj (op, NULL); 1913 player_lvl_adj (op, NULL);
2000} 1914}
2001 1915

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