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Comparing deliantra/server/common/living.C (file contents):
Revision 1.9 by root, Sun Sep 10 16:00:23 2006 UTC vs.
Revision 1.75 by root, Tue Aug 7 22:36:18 2007 UTC

1
2/* 1/*
3 * static char *rcsid_living_c = 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
4 * "$Id: living.C,v 1.9 2006/09/10 16:00:23 root Exp $"; 3 *
5 */ 4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
6
7/*
8 CrossFire, A Multiplayer game for X-windows
9
10 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
11 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
12 7 *
13 This program is free software; you can redistribute it and/or modify 8 * Crossfire TRT is free software: you can redistribute it and/or modify
14 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
15 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
16 (at your option) any later version. 11 * (at your option) any later version.
17 12 *
18 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,
19 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
20 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
21 GNU General Public License for more details. 16 * GNU General Public License for more details.
22 17 *
23 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
24 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
25 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
26 21 * The authors can be reached via e-mail to <crossfire@schmorp.de>
27 The authors can be reached via e-mail at crossfire-devel@real-time.com
28*/ 22 */
29 23
30#include <global.h> 24#include <global.h>
31#include <funcpoint.h> 25#include <funcpoint.h>
32 26
33/* 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
164 * -b.t. 158 * -b.t.
165 */ 159 */
166 160
167#define MAX_EXP_IN_OBJ levels[settings.max_level]/(MAX_EXP_CAT - 1) 161#define MAX_EXP_IN_OBJ levels[settings.max_level]/(MAX_EXP_CAT - 1)
168 162
169#ifndef WIN32
170extern uint64 *levels;
171#else
172extern sint64 *levels; 163extern sint64 *levels;
173#endif
174 164
175#define MAX_SAVE_LEVEL 110 165#define MAX_SAVE_LEVEL 110
176 166
177/* This no longer needs to be changed anytime the number of 167/* This no longer needs to be changed anytime the number of
178 * levels is increased - rather, did_make_save will do the 168 * levels is increased - rather, did_make_save will do the
201static const char *const drain_msg[NUM_STATS] = { 191static const char *const drain_msg[NUM_STATS] = {
202 "Oh no! You are weakened!", 192 "Oh no! You are weakened!",
203 "You're feeling clumsy!", 193 "You're feeling clumsy!",
204 "You feel less healthy", 194 "You feel less healthy",
205 "You suddenly begin to lose your memory!", 195 "You suddenly begin to lose your memory!",
196 "Watch out, your mind is going!",
197 "Your spirit feels drained!",
206 "Your face gets distorted!", 198 "Your face gets distorted!",
207 "Watch out, your mind is going!",
208 "Your spirit feels drained!"
209}; 199};
210const char *const restore_msg[NUM_STATS] = { 200const char *const restore_msg[NUM_STATS] = {
211 "You feel your strength return.", 201 "You feel your strength return.",
212 "You feel your agility return.", 202 "You feel your agility return.",
213 "You feel your health return.", 203 "You feel your health return.",
204 "You feel your memory return.",
214 "You feel your wisdom return.", 205 "You feel your wisdom return.",
206 "You feel your spirits return.",
215 "You feel your charisma return.", 207 "You feel your charisma return.",
216 "You feel your memory return.",
217 "You feel your spirits return."
218}; 208};
219const char *const gain_msg[NUM_STATS] = { 209const char *const gain_msg[NUM_STATS] = {
220 "You feel stronger.", 210 "You feel stronger.",
221 "You feel more agile.", 211 "You feel more agile.",
222 "You feel healthy.", 212 "You feel healthy.",
213 "You feel smarter.",
223 "You feel wiser.", 214 "You feel wiser.",
215 "You feel more potent.",
224 "You seem to look better.", 216 "You seem to look better.",
225 "You feel smarter.",
226 "You feel more potent."
227}; 217};
228const char *const lose_msg[NUM_STATS] = { 218const char *const lose_msg[NUM_STATS] = {
229 "You feel weaker!", 219 "You feel weaker!",
230 "You feel clumsy!", 220 "You feel clumsy!",
231 "You feel less healthy!", 221 "You feel less healthy!",
222 "You feel stupid!",
232 "You lose some of your memory!", 223 "You lose some of your memory!",
224 "You feel less potent!",
233 "You look ugly!", 225 "You look ugly!",
234 "You feel stupid!",
235 "You feel less potent!"
236}; 226};
237 227
238const char *const statname[NUM_STATS] = { 228const char *const statname[NUM_STATS] = {
239 "strength", "dexterity", "constitution", "wisdom", "charisma", "intelligence", "power" 229 "strength", "dexterity", "constitution", "intelligence", "wisdom", "power", "charisma"
240}; 230};
241 231
242const char *const short_stat_name[NUM_STATS] = { 232const char *const short_stat_name[NUM_STATS] = {
243 "Str", "Dex", "Con", "Wis", "Cha", "Int", "Pow" 233 "Str", "Dex", "Con", "Int", "Wis", "Pow", "Cha"
244}; 234};
245
246/*
247 * sets Str/Dex/con/Wis/Cha/Int/Pow in stats to value, depending on
248 * what attr is (STR to POW).
249 */
250
251void
252set_attr_value (living * stats, int attr, sint8 value)
253{
254 switch (attr)
255 {
256 case STR:
257 stats->Str = value;
258 break;
259 case DEX:
260 stats->Dex = value;
261 break;
262 case CON:
263 stats->Con = value;
264 break;
265 case WIS:
266 stats->Wis = value;
267 break;
268 case POW:
269 stats->Pow = value;
270 break;
271 case CHA:
272 stats->Cha = value;
273 break;
274 case INT:
275 stats->Int = value;
276 break;
277 }
278}
279 235
280/* 236/*
281 * Like set_attr_value(), but instead the value (which can be negative) 237 * Like set_attr_value(), but instead the value (which can be negative)
282 * is added to the specified stat. 238 * is added to the specified stat.
283 */ 239 */
284
285void 240void
286change_attr_value (living * stats, int attr, sint8 value) 241change_attr_value (living *stats, int attr, sint8 value)
287{ 242{
288 if (value == 0) 243 stats->stat (attr) += value;
289 return;
290 switch (attr)
291 {
292 case STR:
293 stats->Str += value;
294 break;
295 case DEX:
296 stats->Dex += value;
297 break;
298 case CON:
299 stats->Con += value;
300 break;
301 case WIS:
302 stats->Wis += value;
303 break;
304 case POW:
305 stats->Pow += value;
306 break;
307 case CHA:
308 stats->Cha += value;
309 break;
310 case INT:
311 stats->Int += value;
312 break;
313 default:
314 LOG (llevError, "Invalid attribute in change_attr_value: %d\n", attr);
315 }
316}
317
318/*
319 * returns the specified stat. See also set_attr_value().
320 */
321
322sint8
323get_attr_value (const living * stats, int attr)
324{
325 switch (attr)
326 {
327 case STR:
328 return (stats->Str);
329 case DEX:
330 return (stats->Dex);
331 case CON:
332 return (stats->Con);
333 case WIS:
334 return (stats->Wis);
335 case CHA:
336 return (stats->Cha);
337 case INT:
338 return (stats->Int);
339 case POW:
340 return (stats->Pow);
341 }
342 return 0;
343} 244}
344 245
345/* 246/*
346 * Ensures that all stats (str/dex/con/wis/cha/int) are within the 247 * Ensures that all stats (str/dex/con/wis/cha/int) are within the
347 * 1-30 stat limit. 248 * 1-30 stat limit.
348 */ 249 */
349
350void 250void
351check_stat_bounds (living * stats) 251check_stat_bounds (living *stats)
352{ 252{
353 int i, v;
354
355 for (i = 0; i < NUM_STATS; i++) 253 for (int i = 0; i < NUM_STATS; i++)
356 if ((v = get_attr_value (stats, i)) > MAX_STAT) 254 {
357 set_attr_value (stats, i, MAX_STAT); 255 sint8 &v = stats->stat (i);
358 else if (v < MIN_STAT) 256 v = clamp (v, MIN_STAT, MAX_STAT);
359 set_attr_value (stats, i, MIN_STAT); 257 }
360} 258}
361 259
362#define ORIG_S(xyz,abc) (op->contr->orig_stats.abc) 260#define ORIG_S(xyz,abc) (op->contr->orig_stats.abc)
363 261
364/* Rather than having a whole bunch of if (flag) new_draw.. else new_draw, 262/* Rather than having a whole bunch of if (flag) new_draw.. else new_draw,
373/* flag is set to 1 if we are applying the object, -1 if we are removing 271/* flag is set to 1 if we are applying the object, -1 if we are removing
374 * the object. 272 * the object.
375 * It is the calling functions responsibilty to check to see if the object 273 * It is the calling functions responsibilty to check to see if the object
376 * can be applied or not. 274 * can be applied or not.
377 * The main purpose of calling this function is the messages that are 275 * The main purpose of calling this function is the messages that are
378 * displayed - fix_player should really always be called after this when 276 * displayed - update_stats should really always be called after this when
379 * removing an object - that is because it is impossible to know if some object 277 * removing an object - that is because it is impossible to know if some object
380 * is the only source of an attacktype or spell attunement, so this function 278 * is the only source of an attacktype or spell attunement, so this function
381 * will clear the bits, but the player may still have some other object 279 * will clear the bits, but the player may still have some other object
382 * that gives them that ability. 280 * that gives them that ability.
383 */ 281 */
384int 282int
385change_abil (object *op, object *tmp) 283change_abil (object *op, object *tmp)
386{ 284{
387 int flag = QUERY_FLAG (tmp, FLAG_APPLIED) ? 1 : -1, i, j, success = 0; 285 int flag = QUERY_FLAG (tmp, FLAG_APPLIED) ? 1 : -1, success = 0;
388 char message[MAX_BUF]; 286 char message[MAX_BUF];
389 int potion_max = 0; 287 int potion_max = 0;
390 288
391 /* remember what object was like before it was changed. note that 289 /* remember what object was like before it was changed. note that
392 * refop is a local copy of op only to be used for detecting changes 290 * refop is a local copy of op only to be used for detecting changes
393 * found by fix_player. refop is not a real object 291 * found by update_stats. refop is not a real object
394 */ 292 */
395 object_pod refop = *op; 293 object_copy refop = *op;
396 294
397 if (op->type == PLAYER) 295 if (op->type == PLAYER)
398 { 296 {
399 if (tmp->type == POTION) 297 if (tmp->type == POTION)
400 { 298 {
401 potion_max = 1; 299 potion_max = 1;
402 for (j = 0; j < NUM_STATS; j++) 300 for (int j = 0; j < NUM_STATS; j++)
403 { 301 {
404 int nstat, ostat; 302 int ostat = op->contr->orig_stats.stat (j);
405 303 int i = tmp->stats.stat (j);
406 ostat = get_attr_value (&(op->contr->orig_stats), j);
407 i = get_attr_value (&(tmp->stats), j);
408 304
409 /* nstat is what the stat will be after use of the potion */ 305 /* nstat is what the stat will be after use of the potion */
410 nstat = flag * i + ostat; 306 int nstat = flag * i + ostat;
411 307
412 /* Do some bounds checking. While I don't think any 308 /* Do some bounds checking. While I don't think any
413 * potions do so right now, there is the potential for potions 309 * potions do so right now, there is the potential for potions
414 * 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
415 * to allow for that. 311 * to allow for that.
416 */ 312 */
417 if (nstat < 1 && i * flag < 0) 313 if (nstat < 1 && i * flag < 0)
418 nstat = 1; 314 nstat = 1;
419 else if (nstat > 20 + get_attr_value (&(op->arch->clone.stats), j)) 315 else if (nstat > 20 + op->arch->stats.stat (j))
420 { 316 nstat = 20 + op->arch->stats.stat (j);
421 nstat = 20 + get_attr_value (&(op->arch->clone.stats), j); 317
422 }
423 if (nstat != ostat) 318 if (nstat != ostat)
424 { 319 {
425 set_attr_value (&(op->contr->orig_stats), j, nstat); 320 op->contr->orig_stats.stat (j) = nstat;
426 potion_max = 0; 321 potion_max = 0;
427 } 322 }
428 else if (i) 323 else if (i)
429 { 324 {
430 /* potion is useless - player has already hit the natural maximum */ 325 /* potion is useless - player has already hit the natural maximum */
431 potion_max = 1; 326 potion_max = 1;
432 } 327 }
433 } 328 }
329
434 /* This section of code ups the characters normal stats also. I am not 330 /* This section of code ups the characters normal stats also. I am not
435 * sure if this is strictly necessary, being that fix_player probably 331 * sure if this is strictly necessary, being that fix_player probably
436 * recalculates this anyway. 332 * recalculates this anyway.
437 */ 333 */
438 for (j = 0; j < NUM_STATS; j++) 334 for (int j = 0; j < NUM_STATS; j++)
439 change_attr_value (&(op->stats), j, flag * get_attr_value (&(tmp->stats), j)); 335 change_attr_value (&op->stats, j, flag * tmp->stats.stat (j));
336
440 check_stat_bounds (&(op->stats)); 337 check_stat_bounds (&op->stats);
441 } /* end of potion handling code */ 338 } /* end of potion handling code */
442 } 339 }
443 340
444 /* reset attributes that fix_player doesn't reset since it doesn't search 341 /* reset attributes that update_stats doesn't reset since it doesn't search
445 * everything to set 342 * everything to set
446 */ 343 */
447 if (flag == -1) 344 if (flag == -1)
448 { 345 {
449 op->attacktype &= ~tmp->attacktype; 346 op->attacktype &= ~tmp->attacktype;
450 op->path_attuned &= ~tmp->path_attuned; 347 op->path_attuned &= ~tmp->path_attuned;
451 op->path_repelled &= ~tmp->path_repelled; 348 op->path_repelled &= ~tmp->path_repelled;
452 op->path_denied &= ~tmp->path_denied; 349 op->path_denied &= ~tmp->path_denied;
453 /* Presuming here that creatures only have move_type, 350 /* Presuming here that creatures only have move_type,
454 * and not the other move_ fields. 351 * and not the other move_ fields.
455 */ 352 */
456 op->move_type &= ~tmp->move_type; 353 op->move_type &= ~tmp->move_type;
457 } 354 }
458 355
459 /* call fix_player since op object could have whatever attribute due 356 /* call fix_player since op object could have whatever attribute due
460 * to multiple items. if fix_player always has to be called after 357 * to multiple items. if update_stats always has to be called after
461 * change_ability then might as well call it from here 358 * change_ability then might as well call it from here
462 */ 359 */
463 fix_player (op); 360 op->update_stats ();
464 361
465 /* Fix player won't add the bows ability to the player, so don't 362 /* update_stats won't add the bows ability to the player, so don't
466 * print out message if this is a bow. 363 * print out message if this is a bow.
467 */ 364 */
468 if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW) 365 if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW)
469 { 366 {
470 success = 1; 367 success = 1;
471 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.");
472 } 369 }
370
473 if (QUERY_FLAG (op, FLAG_LIFESAVE) != QUERY_FLAG (&refop, FLAG_LIFESAVE)) 371 if (QUERY_FLAG (op, FLAG_LIFESAVE) != QUERY_FLAG (&refop, FLAG_LIFESAVE))
474 { 372 {
475 success = 1; 373 success = 1;
476 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.");
477 } 375 }
376
478 if (QUERY_FLAG (op, FLAG_REFL_MISSILE) != QUERY_FLAG (&refop, FLAG_REFL_MISSILE)) 377 if (QUERY_FLAG (op, FLAG_REFL_MISSILE) != QUERY_FLAG (&refop, FLAG_REFL_MISSILE))
479 { 378 {
480 success = 1; 379 success = 1;
481 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.");
482 } 381 }
382
483 if (QUERY_FLAG (op, FLAG_REFL_SPELL) != QUERY_FLAG (&refop, FLAG_REFL_SPELL)) 383 if (QUERY_FLAG (op, FLAG_REFL_SPELL) != QUERY_FLAG (&refop, FLAG_REFL_SPELL))
484 { 384 {
485 success = 1; 385 success = 1;
486 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.");
487 } 387 }
388
488 /* movement type has changed. We don't care about cases where 389 /* movement type has changed. We don't care about cases where
489 * user has multiple items giving the same type appled like we 390 * user has multiple items giving the same type appled like we
490 * 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
491 * can be misleading (a little higher could be miscontrued from 392 * can be misleading (a little higher could be miscontrued from
492 * from fly high) 393 * from fly high)
506 if (tmp->move_type & MOVE_FLY_HIGH) 407 if (tmp->move_type & MOVE_FLY_HIGH)
507 { 408 {
508 /* double conditional - second case covers if you have move_fly_low - 409 /* double conditional - second case covers if you have move_fly_low -
509 * in that case, you don't actually land 410 * in that case, you don't actually land
510 */ 411 */
511 DIFF_MSG (flag, "You soar into the air air!.", 412 DIFF_MSG (flag, "You soar into the air!",
512 (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."));
513 } 414 }
415
514 if (tmp->move_type & MOVE_SWIM) 416 if (tmp->move_type & MOVE_SWIM)
515 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");
516 418
517 /* Changing move status may mean you are affected by things you weren't before */ 419 /* Changing move status may mean you are affected by things you weren't before */
518 check_move_on (op, op); 420 check_move_on (op, op);
519 } 421 }
520 422
521 /* becoming UNDEAD... a special treatment for this flag. Only those not 423 /* becoming UNDEAD... a special treatment for this flag. Only those not
522 * originally undead may change their status 424 * originally undead may change their status
523 */ 425 */
524 if (!QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 426 if (!QUERY_FLAG (op->arch, FLAG_UNDEAD))
525 if (QUERY_FLAG (op, FLAG_UNDEAD) != QUERY_FLAG (&refop, FLAG_UNDEAD)) 427 if (QUERY_FLAG (op, FLAG_UNDEAD) != QUERY_FLAG (&refop, FLAG_UNDEAD))
526 { 428 {
527 success = 1; 429 success = 1;
528 if (flag > 0) 430 if (flag > 0)
529 { 431 {
530 op->race = "undead"; 432 op->race = "undead";
531 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce drains away!"); 433 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce drains away!");
532 } 434 }
533 else 435 else
534 { 436 {
535 op->race = op->arch->clone.race; 437 op->race = op->arch->race;
536 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!"); 438 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!");
537 } 439 }
538 } 440 }
539 441
540 if (QUERY_FLAG (op, FLAG_STEALTH) != QUERY_FLAG (&refop, FLAG_STEALTH)) 442 if (QUERY_FLAG (op, FLAG_STEALTH) != QUERY_FLAG (&refop, FLAG_STEALTH))
541 { 443 {
542 success = 1; 444 success = 1;
543 DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily."); 445 DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily.");
544 } 446 }
447
545 if (QUERY_FLAG (op, FLAG_MAKE_INVIS) != QUERY_FLAG (&refop, FLAG_MAKE_INVIS)) 448 if (QUERY_FLAG (op, FLAG_MAKE_INVIS) != QUERY_FLAG (&refop, FLAG_MAKE_INVIS))
546 { 449 {
547 success = 1; 450 success = 1;
548 DIFF_MSG (flag, "You become transparent.", "You can see yourself."); 451 DIFF_MSG (flag, "You become transparent.", "You can see yourself.");
549 } 452 }
453
550 /* blinded you can tell if more blinded since blinded player has minimal 454 /* blinded you can tell if more blinded since blinded player has minimal
551 * vision 455 * vision
552 */ 456 */
553 if (QUERY_FLAG (tmp, FLAG_BLIND)) 457 if (QUERY_FLAG (tmp, FLAG_BLIND))
554 { 458 {
644 success = 1; 548 success = 1;
645 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.");
646 } 550 }
647 551
648 /* Messages for changed resistance */ 552 /* Messages for changed resistance */
649 for (i = 0; i < NROFATTACKS; i++) 553 for (int i = 0; i < NROFATTACKS; i++)
650 { 554 {
651 if (i == ATNR_PHYSICAL) 555 if (i == ATNR_PHYSICAL)
652 continue; /* Don't display about armour */ 556 continue; /* Don't display about armour */
653 557
654 if (op->resist[i] != refop.resist[i]) 558 if (op->resist[i] != refop.resist[i])
661 565
662 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message); 566 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message);
663 } 567 }
664 } 568 }
665 569
666 if (tmp->type != EXPERIENCE && !potion_max) 570 if (!potion_max)
667 { 571 {
668 for (j = 0; j < NUM_STATS; j++) 572 for (int j = 0; j < NUM_STATS; j++)
669 { 573 {
670 if ((i = get_attr_value (&(tmp->stats), j)) != 0) 574 if (int i = tmp->stats.stat (j))
671 { 575 {
672 success = 1; 576 success = 1;
673 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]); 577 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]);
674 } 578 }
675 } 579 }
676 } 580 }
581
677 return success; 582 return success;
678} 583}
679 584
680/* 585/*
681 * Stat draining by Vick 930307 586 * Stat draining by Vick 930307
682 * (Feeling evil, I made it work as well now. -Frank 8) 587 * (Feeling evil, I made it work as well now. -Frank 8)
683 */ 588 */
684
685void 589void
686drain_stat (object *op) 590object::drain_stat ()
687{ 591{
688 drain_specific_stat (op, RANDOM () % NUM_STATS); 592 drain_specific_stat (rndm (NUM_STATS));
689} 593}
690 594
691void 595void
692drain_specific_stat (object *op, int deplete_stats) 596object::drain_specific_stat (int deplete_stats)
693{ 597{
694 object *tmp; 598 object *tmp;
695 archetype *at; 599 archetype *at;
696 600
697 at = find_archetype (ARCH_DEPLETION); 601 at = archetype::find (ARCH_DEPLETION);
698 if (!at) 602 if (!at)
699 { 603 {
700 LOG (llevError, "Couldn't find archetype depletion.\n"); 604 LOG (llevError, "Couldn't find archetype depletion.\n");
701 return; 605 return;
702 } 606 }
703 else 607 else
704 { 608 {
705 tmp = present_arch_in_ob (at, op); 609 tmp = present_arch_in_ob (at, this);
610
706 if (!tmp) 611 if (!tmp)
707 { 612 {
708 tmp = arch_to_object (at); 613 tmp = arch_to_object (at);
709 tmp = insert_ob_in_ob (tmp, op); 614 tmp = insert_ob_in_ob (tmp, this);
710 SET_FLAG (tmp, FLAG_APPLIED); 615 SET_FLAG (tmp, FLAG_APPLIED);
711 } 616 }
712 } 617 }
713 618
714 new_draw_info (NDI_UNIQUE, 0, op, drain_msg[deplete_stats]); 619 new_draw_info (NDI_UNIQUE, 0, this, drain_msg[deplete_stats]);
715 change_attr_value (&tmp->stats, deplete_stats, -1); 620 change_attr_value (&tmp->stats, deplete_stats, -1);
716 fix_player (op); 621 update_stats ();
717} 622}
718 623
719/* 624/*
720 * A value of 0 indicates timeout, otherwise change the luck of the object. 625 * A value of 0 indicates timeout, otherwise change the luck of the object.
721 * via an applied bad_luck object. 626 * via an applied bad_luck object.
722 */ 627 */
723
724void 628void
725change_luck (object *op, int value) 629object::change_luck (int value)
726{ 630{
727 object *tmp; 631 archetype *at = archetype::find ("luck");
728 archetype *at;
729 int new_luck;
730
731 at = find_archetype ("luck");
732 if (!at) 632 if (!at)
733 LOG (llevError, "Couldn't find archetype luck.\n"); 633 LOG (llevError, "Couldn't find archetype luck.\n");
734 else 634 else
735 { 635 {
736 tmp = present_arch_in_ob (at, op); 636 object *tmp = present_arch_in_ob (at, this);
637
737 if (!tmp) 638 if (!tmp)
738 { 639 {
739 if (!value) 640 if (!value)
740 return; 641 return;
642
741 tmp = arch_to_object (at); 643 tmp = arch_to_object (at);
742 tmp = insert_ob_in_ob (tmp, op); 644 tmp = insert_ob_in_ob (tmp, this);
743 SET_FLAG (tmp, FLAG_APPLIED); 645 SET_FLAG (tmp, FLAG_APPLIED);
744 } 646 }
647
745 if (value) 648 if (value)
746 { 649 {
747 /* Limit the luck value of the bad luck object to +/-100. This 650 /* Limit the luck value of the bad luck object to +/-100. This
748 * (arbitrary) value prevents overflows (both in the bad luck object and 651 * (arbitrary) value prevents overflows (both in the bad luck object and
749 * in op itself). 652 * in op itself).
750 */ 653 */
751 new_luck = tmp->stats.luck + value; 654 int new_luck = tmp->stats.luck + value;
655
752 if (new_luck >= -100 && new_luck <= 100) 656 if (new_luck >= -100 && new_luck <= 100)
753 { 657 {
754 op->stats.luck += value; 658 stats.luck += value;
755 tmp->stats.luck = new_luck; 659 tmp->stats.luck = new_luck;
756 } 660 }
757 } 661 }
758 else 662 else
759 { 663 {
760 if (!tmp->stats.luck) 664 if (!tmp->stats.luck)
761 {
762 return; 665 return;
763 } 666
764 /* Randomly change the players luck. Basically, we move it 667 /* Randomly change the players luck. Basically, we move it
765 * back neutral (if greater>0, subtract, otherwise add) 668 * back neutral (if greater>0, subtract, otherwise add)
766 */ 669 */
767 if (RANDOM () % (FABS (tmp->stats.luck)) >= RANDOM () % 30) 670 if (rndm (abs (tmp->stats.luck)) >= rndm (30))
768 { 671 {
769 int diff = tmp->stats.luck > 0 ? -1 : 1; 672 int diff = tmp->stats.luck > 0 ? -1 : 1;
770 673
771 op->stats.luck += diff; 674 stats.luck += diff;
772 tmp->stats.luck += diff; 675 tmp->stats.luck += diff;
773 } 676 }
774 } 677 }
775 } 678 }
776} 679}
777 680
778/* 681/*
779 * Subtracts stat-bonuses given by the class which the player has chosen. 682 * Subtracts stat-bonuses given by the class which the player has chosen.
780 */ 683 */
781
782void 684void
783remove_statbonus (object *op) 685object::remove_statbonus ()
784{ 686{
785 op->stats.Str -= op->arch->clone.stats.Str; 687 for (int i = 0; i < NUM_STATS; ++i)
786 op->stats.Dex -= op->arch->clone.stats.Dex; 688 {
787 op->stats.Con -= op->arch->clone.stats.Con; 689 sint8 v = arch->stats.stat (i);
788 op->stats.Wis -= op->arch->clone.stats.Wis; 690 stats.stat (i) -= v;
789 op->stats.Pow -= op->arch->clone.stats.Pow; 691 contr->orig_stats.stat (i) -= v;
790 op->stats.Cha -= op->arch->clone.stats.Cha; 692 }
791 op->stats.Int -= op->arch->clone.stats.Int;
792 op->contr->orig_stats.Str -= op->arch->clone.stats.Str;
793 op->contr->orig_stats.Dex -= op->arch->clone.stats.Dex;
794 op->contr->orig_stats.Con -= op->arch->clone.stats.Con;
795 op->contr->orig_stats.Wis -= op->arch->clone.stats.Wis;
796 op->contr->orig_stats.Pow -= op->arch->clone.stats.Pow;
797 op->contr->orig_stats.Cha -= op->arch->clone.stats.Cha;
798 op->contr->orig_stats.Int -= op->arch->clone.stats.Int;
799} 693}
800 694
801/* 695/*
802 * Adds stat-bonuses given by the class which the player has chosen. 696 * Adds stat-bonuses given by the class which the player has chosen.
803 */ 697 */
804
805void 698void
806add_statbonus (object *op) 699object::add_statbonus ()
807{ 700{
808 op->stats.Str += op->arch->clone.stats.Str; 701 for (int i = 0; i < NUM_STATS; ++i)
809 op->stats.Dex += op->arch->clone.stats.Dex; 702 {
810 op->stats.Con += op->arch->clone.stats.Con; 703 sint8 v = arch->stats.stat (i);
811 op->stats.Wis += op->arch->clone.stats.Wis; 704 stats.stat (i) += v;
812 op->stats.Pow += op->arch->clone.stats.Pow; 705 contr->orig_stats.stat (i) += v;
813 op->stats.Cha += op->arch->clone.stats.Cha; 706 }
814 op->stats.Int += op->arch->clone.stats.Int;
815 op->contr->orig_stats.Str += op->arch->clone.stats.Str;
816 op->contr->orig_stats.Dex += op->arch->clone.stats.Dex;
817 op->contr->orig_stats.Con += op->arch->clone.stats.Con;
818 op->contr->orig_stats.Wis += op->arch->clone.stats.Wis;
819 op->contr->orig_stats.Pow += op->arch->clone.stats.Pow;
820 op->contr->orig_stats.Cha += op->arch->clone.stats.Cha;
821 op->contr->orig_stats.Int += op->arch->clone.stats.Int;
822} 707}
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
735static struct copy_flags : object::flags_t
736{
737 copy_flags ()
738 {
739 set (FLAG_LIFESAVE);
740 set (FLAG_REFL_SPELL);
741 set (FLAG_REFL_MISSILE);
742 set (FLAG_STEALTH);
743 set (FLAG_XRAYS);
744 set (FLAG_BLIND);
745 set (FLAG_SEE_IN_DARK);
746 }
747} copy_flags;
823 748
824/* 749/*
825 * Updates all abilities given by applied objects in the inventory 750 * Updates all abilities given by applied objects in the inventory
826 * of the given object. Note: This function works for both monsters 751 * of the given object. Note: This function works for both monsters
827 * and players; the "player" in the name is purely an archaic inheritance. 752 * and players; the "player" in the name is purely an archaic inheritance.
828 * This functions starts from base values (archetype or player object) 753 * This functions starts from base values (archetype or player object)
829 * and then adjusts them according to what the player has equipped. 754 * and then adjusts them according to what the player has equipped.
830 */ 755 *
831
832/* July 95 - inserted stuff to handle new skills/exp system - b.t. 756 * July 95 - inserted stuff to handle new skills/exp system - b.t.
833 spell system split, grace points now added to system --peterm 757 * spell system split, grace points now added to system --peterm
834 */ 758 */
835
836void 759void
837fix_player (object *op) 760object::update_stats ()
838{ 761{
839 int i, j;
840 float f, max = 9, added_speed = 0, bonus_speed = 0, sp_tmp, speed_reduce_from_disease = 1; 762 float f, max_speed = 9, added_speed = 0, bonus_speed = 0, speed_reduce_from_disease = 1;
841 int weapon_weight = 0, weapon_speed = 0; 763 int weapon_weight = 0, weapon_speed = 0;
842 int best_wc = 0, best_ac = 0, wc = 0, ac = 0; 764 int best_wc = 0, best_ac = 0, wc = 0, ac = 0;
843 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; 765 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS];
844 object *grace_obj = NULL, *mana_obj = NULL, *wc_obj = NULL, *tmp; 766 object *grace_obj = NULL, *mana_obj = NULL, *tmp;
767 float old_speed = speed;
768 int stat_sum [NUM_STATS];
845 769
846 /* First task is to clear all the values back to their original values */ 770 /* First task is to clear all the values back to their original values */
847 if (op->type == PLAYER) 771 if (type == PLAYER)
848 { 772 {
849 for (i = 0; i < NUM_STATS; i++) 773 for (int i = 0; i < NUM_STATS; i++)
850 { 774 stat_sum [i] = contr->orig_stats.stat (i);
851 set_attr_value (&(op->stats), i, get_attr_value (&(op->contr->orig_stats), i)); 775
852 }
853 if (settings.spell_encumbrance == TRUE) 776 if (settings.spell_encumbrance == TRUE)
854 op->contr->encumbrance = 0; 777 contr->encumbrance = 0;
855 778
856 op->attacktype = 0; 779 attacktype = 0;
780
857 op->contr->digestion = 0; 781 contr->digestion = 0;
858 op->contr->gen_hp = 0; 782 contr->gen_hp = 0;
859 op->contr->gen_sp = 0; 783 contr->gen_sp = 0;
860 op->contr->gen_grace = 0; 784 contr->gen_grace = 0;
861 op->contr->gen_sp_armour = 10; 785 contr->gen_sp_armour = 10;
862 op->contr->item_power = 0; 786 contr->item_power = 0;
863
864 /* Don't clobber all the range_ values. range_golem otherwise
865 * gets reset for no good reason, and we don't want to reset
866 * range_magic (what spell is readied). These three below
867 * well get filled in based on what the player has equipped.
868 */
869 op->contr->ranges[range_bow] = NULL;
870 op->contr->ranges[range_misc] = NULL;
871 op->contr->ranges[range_skill] = NULL;
872 } 787 }
873 memcpy (op->body_used, op->body_info, sizeof (op->body_info));
874 788
789 for (int i = NUM_BODY_LOCATIONS; i--; )
790 slot[i].used = slot[i].info;
791
875 op->slaying = 0; 792 slaying = 0;
876 793
877 if (!QUERY_FLAG (op, FLAG_WIZ)) 794 if (!QUERY_FLAG (this, FLAG_WIZ))
878 { 795 {
879 CLEAR_FLAG (op, FLAG_XRAYS); 796 CLEAR_FLAG (this, FLAG_XRAYS);
880 CLEAR_FLAG (op, FLAG_MAKE_INVIS); 797 CLEAR_FLAG (this, FLAG_MAKE_INVIS);
881 } 798 }
882 799
883 CLEAR_FLAG (op, FLAG_LIFESAVE); 800 CLEAR_FLAG (this, FLAG_LIFESAVE);
884 CLEAR_FLAG (op, FLAG_STEALTH); 801 CLEAR_FLAG (this, FLAG_STEALTH);
885 CLEAR_FLAG (op, FLAG_BLIND); 802 CLEAR_FLAG (this, FLAG_BLIND);
886 if (!QUERY_FLAG (&op->arch->clone, FLAG_REFL_SPELL))
887 CLEAR_FLAG (op, FLAG_REFL_SPELL);
888 if (!QUERY_FLAG (&op->arch->clone, FLAG_REFL_MISSILE))
889 CLEAR_FLAG (op, FLAG_REFL_MISSILE);
890 if (!QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
891 CLEAR_FLAG (op, FLAG_UNDEAD);
892 if (!QUERY_FLAG (&op->arch->clone, FLAG_SEE_IN_DARK))
893 CLEAR_FLAG (op, FLAG_SEE_IN_DARK);
894 803
895 op->path_attuned = op->arch->clone.path_attuned; 804 if (!QUERY_FLAG (arch, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL);
896 op->path_repelled = op->arch->clone.path_repelled; 805 if (!QUERY_FLAG (arch, FLAG_REFL_MISSILE)) CLEAR_FLAG (this, FLAG_REFL_MISSILE);
897 op->path_denied = op->arch->clone.path_denied; 806 if (!QUERY_FLAG (arch, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD);
898 op->glow_radius = op->arch->clone.glow_radius; 807 if (!QUERY_FLAG (arch, FLAG_SEE_IN_DARK )) CLEAR_FLAG (this, FLAG_SEE_IN_DARK);
899 op->move_type = op->arch->clone.move_type; 808
809 path_attuned = arch->path_attuned;
810 path_repelled = arch->path_repelled;
811 path_denied = arch->path_denied;
812 glow_radius = arch->glow_radius;
813 move_type = arch->move_type;
814
900 op->chosen_skill = NULL; 815 chosen_skill = 0;
901 816
902 /* initializing resistances from the values in player/monster's 817 /* initializing resistances from the values in player/monster's
903 * archetype clone 818 * archetype clone
904 */ 819 */
905 memcpy (&op->resist, &op->arch->clone.resist, sizeof (op->resist)); 820 memcpy (&resist, &arch->resist, sizeof (resist));
906 821
907 for (i = 0; i < NROFATTACKS; i++) 822 for (int i = 0; i < NROFATTACKS; i++)
908 { 823 {
909 if (op->resist[i] > 0) 824 if (resist[i] > 0)
910 prot[i] = op->resist[i], vuln[i] = 0; 825 prot[i] = resist[i], vuln[i] = 0;
911 else 826 else
912 vuln[i] = -(op->resist[i]), prot[i] = 0; 827 vuln[i] = -(resist[i]), prot[i] = 0;
828
913 potion_resist[i] = 0; 829 potion_resist[i] = 0;
914 } 830 }
915 831
916 wc = op->arch->clone.stats.wc; 832 wc = arch->stats.wc;
917 op->stats.dam = op->arch->clone.stats.dam; 833 stats.dam = arch->stats.dam;
918 834
919 /* for players which cannot use armour, they gain AC -1 per 3 levels, 835 /* for players which cannot use armour, they gain AC -1 per 3 levels,
920 * plus a small amount of physical resist, those poor suckers. ;) 836 * plus a small amount of physical resist, those poor suckers. ;)
921 * the fact that maxlevel is factored in could be considered sort of bogus - 837 * the fact that maxlevel is factored in could be considered sort of bogus -
922 * we should probably give them some bonus and cap it off - otherwise, 838 * we should probably give them some bonus and cap it off - otherwise,
923 * basically, if a server updates its max level, these playes may find 839 * basically, if a server updates its max level, these playes may find
924 * that their protection from physical goes down 840 * that their protection from physical goes down
925 */ 841 */
926 if (!QUERY_FLAG (op, FLAG_USE_ARMOUR) && op->type == PLAYER) 842 if (!QUERY_FLAG (this, FLAG_USE_ARMOUR) && type == PLAYER)
927 { 843 {
928 ac = MAX (-10, op->arch->clone.stats.ac - op->level / 3); 844 ac = max (-10, arch->stats.ac - level / 3);
929 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * op->level / settings.max_level)) / 100; 845 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100;
930 } 846 }
931 else 847 else
932 ac = op->arch->clone.stats.ac; 848 ac = arch->stats.ac;
933 849
934 op->stats.luck = op->arch->clone.stats.luck; 850 stats.luck = arch->stats.luck;
935 op->speed = op->arch->clone.speed; 851 speed = arch->speed;
936 852
937 /* OK - we've reset most all the objects attributes to sane values. 853 /* OK - we've reset most all the objects attributes to sane values.
938 * now go through and make adjustments for what the player has equipped. 854 * now go through and make adjustments for what the player has equipped.
939 */ 855 */
940
941 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 856 for (tmp = inv; tmp; tmp = tmp->below)
942 { 857 {
858 /* This happens because apply_potion calls change_abil with the potion
859 * applied so we can tell the player what changed. But change_abil
860 * then calls this function.
861 */
862 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION)
863 continue;
864
943 /* See note in map.c:update_position about making this additive 865 /* See note in map.c:update_position about making this additive
944 * since light sources are never applied, need to put check here. 866 * since light sources are never applied, need to put check here.
945 */ 867 */
946 if (tmp->glow_radius > op->glow_radius) 868 if (tmp->glow_radius > glow_radius)
947 op->glow_radius = tmp->glow_radius; 869 glow_radius = tmp->glow_radius;
948
949 /* This happens because apply_potion calls change_abil with the potion
950 * applied so we can tell the player what chagned. But change_abil
951 * then calls this function.
952 */
953 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION)
954 {
955 continue;
956 }
957 870
958 /* For some things, we don't care what is equipped */ 871 /* For some things, we don't care what is equipped */
959 if (tmp->type == SKILL) 872 if (tmp->type == SKILL)
960 { 873 {
961 /* Want to take the highest skill here. */ 874 /* Want to take the highest skill here. */
964 if (!mana_obj) 877 if (!mana_obj)
965 mana_obj = tmp; 878 mana_obj = tmp;
966 else if (tmp->level > mana_obj->level) 879 else if (tmp->level > mana_obj->level)
967 mana_obj = tmp; 880 mana_obj = tmp;
968 } 881 }
882
969 if (IS_GRACE_SKILL (tmp->subtype)) 883 if (IS_GRACE_SKILL (tmp->subtype))
970 { 884 {
971 if (!grace_obj) 885 if (!grace_obj)
972 grace_obj = tmp; 886 grace_obj = tmp;
973 else if (tmp->level > grace_obj->level) 887 else if (tmp->level > grace_obj->level)
982 * in the praying skill, and the player should always get those. 896 * in the praying skill, and the player should always get those.
983 * It also means we need to put in additional checks for applied below, 897 * It also means we need to put in additional checks for applied below,
984 * because the skill shouldn't count against body positions being used 898 * because the skill shouldn't count against body positions being used
985 * up, etc. 899 * up, etc.
986 */ 900 */
987 if ((QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type != CONTAINER && tmp->type != CLOSE_CON) || 901 if ((tmp->flag [FLAG_APPLIED]
902 && tmp->type != CONTAINER
903 && tmp->type != CLOSE_CON)
904 || (tmp->type == SKILL
988 (tmp->type == SKILL && tmp->subtype == SK_PRAYING)) 905 && tmp->subtype == SK_PRAYING))
989 { 906 {
990 if (op->type == PLAYER) 907 if (type == PLAYER)
991 { 908 {
992 if (tmp->type == BOW) 909 contr->item_power += tmp->item_power;
993 op->contr->ranges[range_bow] = tmp;
994 910
995 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 911 if (tmp == contr->combat_ob || tmp == contr->ranged_ob)
996 op->contr->ranges[range_misc] = tmp; 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;
997 917
998 for (i = 0; i < NUM_STATS; i++) 918 for (int i = 0; i < NUM_STATS; i++)
999 change_attr_value (&(op->stats), i, get_attr_value (&(tmp->stats), i)); 919 if (expect_false (tmp->stats.stat (i)))
920 stat_sum [i] = clamp (stat_sum [i] + tmp->stats.stat (i), MIN_STAT, MAX_STAT);
1000 921
1001 /* these are the items that currently can change digestion, regeneration, 922 if (digest_types [tmp->type])
1002 * spell point recovery and mana point recovery. Seems sort of an arbitary
1003 * list, but other items store other info into stats array.
1004 */
1005 if ((tmp->type == EXPERIENCE) || (tmp->type == WEAPON) ||
1006 (tmp->type == ARMOUR) || (tmp->type == HELMET) ||
1007 (tmp->type == SHIELD) || (tmp->type == RING) ||
1008 (tmp->type == BOOTS) || (tmp->type == GLOVES) ||
1009 (tmp->type == AMULET) || (tmp->type == GIRDLE) ||
1010 (tmp->type == BRACERS) || (tmp->type == CLOAK) || (tmp->type == DISEASE) || (tmp->type == FORCE) || (tmp->type == SKILL))
1011 { 923 {
1012 op->contr->digestion += tmp->stats.food; 924 contr->digestion += tmp->stats.food;
1013 op->contr->gen_hp += tmp->stats.hp; 925 contr->gen_hp += tmp->stats.hp;
1014 op->contr->gen_sp += tmp->stats.sp; 926 contr->gen_sp += tmp->stats.sp;
1015 op->contr->gen_grace += tmp->stats.grace; 927 contr->gen_grace += tmp->stats.grace;
1016 op->contr->gen_sp_armour += tmp->gen_sp_armour; 928 contr->gen_sp_armour += tmp->gen_sp_armour;
1017 op->contr->item_power += tmp->item_power;
1018 } 929 }
1019 } /* if this is a player */ 930 } /* if this is a player */
931 else
932 {
933 if (tmp->type == WEAPON)
934 current_weapon = tmp;
935 }
1020 936
1021 /* Update slots used for items */ 937 /* Update slots used for items */
1022 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 938 if (QUERY_FLAG (tmp, FLAG_APPLIED))
1023 {
1024 for (i = 0; i < NUM_BODY_LOCATIONS; i++) 939 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
1025 op->body_used[i] += tmp->body_info[i]; 940 slot[i].used += tmp->slot[i].info;
1026 }
1027 941
1028 if (tmp->type == SYMPTOM) 942 if (tmp->type == SYMPTOM)
1029 { 943 {
1030 speed_reduce_from_disease = tmp->last_sp / 100.0; 944 speed_reduce_from_disease = tmp->last_sp / 100.f;
945
1031 if (speed_reduce_from_disease == 0) 946 if (speed_reduce_from_disease == 0)
1032 speed_reduce_from_disease = 1; 947 speed_reduce_from_disease = 1;
1033 } 948 }
1034 949
1035 /* Pos. and neg. protections are counted seperate (-> pro/vuln). 950 /* Pos. and neg. protections are counted seperate (-> pro/vuln).
1036 * (Negative protections are calculated extactly like positive.) 951 * (Negative protections are calculated exactly like positive.)
1037 * Resistance from potions are treated special as well. If there's 952 * Resistance from potions are treated special as well. If there's
1038 * more than one potion-effect, the bigger prot.-value is taken. 953 * more than one potion-effect, the bigger prot.-value is taken.
1039 */ 954 */
1040 if (tmp->type != POTION) 955 if (tmp->type != POTION)
1041 { 956 {
1042 for (i = 0; i < NROFATTACKS; i++) 957 for (int i = 0; i < NROFATTACKS; i++)
1043 { 958 {
1044 /* Potential for cursed potions, in which case we just can use 959 /* Potential for cursed potions, in which case we just can use
1045 * a straight MAX, as potion_resist is initialized to zero. 960 * a straight MAX, as potion_resist is initialised to zero.
1046 */ 961 */
1047 if (tmp->type == POTION_EFFECT) 962 if (tmp->type == POTION_EFFECT)
1048 { 963 {
1049 if (potion_resist[i]) 964 if (potion_resist[i])
1050 potion_resist[i] = MAX (potion_resist[i], tmp->resist[i]); 965 potion_resist[i] = max (potion_resist[i], tmp->resist[i]);
1051 else 966 else
1052 potion_resist[i] = tmp->resist[i]; 967 potion_resist[i] = tmp->resist[i];
1053 } 968 }
1054 else if (tmp->resist[i] > 0) 969 else if (tmp->resist[i] > 0)
1055 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100; 970 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100;
1056 else if (tmp->resist[i] < 0) 971 else if (tmp->resist[i] < 0)
1057 vuln[i] += ((100 - vuln[i]) * (-tmp->resist[i])) / 100; 972 vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100;
1058 } 973 }
1059 } 974 }
1060 975
1061 /* There may be other things that should not adjust the attacktype */ 976 /* There may be other things that should not adjust the attacktype */
1062 if (tmp->type != BOW && tmp->type != SYMPTOM) 977 if (tmp->type != SYMPTOM)
978 {
1063 op->attacktype |= tmp->attacktype; 979 attacktype |= tmp->attacktype;
1064
1065 op->path_attuned |= tmp->path_attuned; 980 path_attuned |= tmp->path_attuned;
1066 op->path_repelled |= tmp->path_repelled; 981 path_repelled |= tmp->path_repelled;
1067 op->path_denied |= tmp->path_denied; 982 path_denied |= tmp->path_denied;
983 move_type |= tmp->move_type;
1068 op->stats.luck += tmp->stats.luck; 984 stats.luck += tmp->stats.luck;
1069 op->move_type |= tmp->move_type; 985 }
1070 986
1071 if (QUERY_FLAG (tmp, FLAG_LIFESAVE)) 987 flag |= tmp->flag & copy_flags;
1072 SET_FLAG (op, FLAG_LIFESAVE);
1073 if (QUERY_FLAG (tmp, FLAG_REFL_SPELL))
1074 SET_FLAG (op, FLAG_REFL_SPELL);
1075 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE))
1076 SET_FLAG (op, FLAG_REFL_MISSILE);
1077 if (QUERY_FLAG (tmp, FLAG_STEALTH))
1078 SET_FLAG (op, FLAG_STEALTH);
1079 if (QUERY_FLAG (tmp, FLAG_XRAYS))
1080 SET_FLAG (op, FLAG_XRAYS);
1081 if (QUERY_FLAG (tmp, FLAG_BLIND))
1082 SET_FLAG (op, FLAG_BLIND);
1083 if (QUERY_FLAG (tmp, FLAG_SEE_IN_DARK))
1084 SET_FLAG (op, FLAG_SEE_IN_DARK);
1085 988
1086 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 989 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (arch, FLAG_UNDEAD))
1087 SET_FLAG (op, FLAG_UNDEAD); 990 SET_FLAG (this, FLAG_UNDEAD);
1088 991
1089 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS)) 992 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS))
1090 { 993 {
1091 SET_FLAG (op, FLAG_MAKE_INVIS); 994 SET_FLAG (this, FLAG_MAKE_INVIS);
1092 op->invisible = 1; 995 invisible = 1;
1093 } 996 }
1094 997
1095 if (tmp->stats.exp && tmp->type != SKILL) 998 if (tmp->stats.exp && tmp->type != SKILL)
1096 { 999 {
1097 if (tmp->stats.exp > 0) 1000 if (tmp->stats.exp > 0)
1098 { 1001 {
1099 added_speed += (float) tmp->stats.exp / 3.0; 1002 added_speed += tmp->stats.exp / 3.f;
1100 bonus_speed += 1.0 + (float) tmp->stats.exp / 3.0; 1003 bonus_speed += tmp->stats.exp / 3.f + 1.f;
1101 } 1004 }
1102 else 1005 else
1103 added_speed += (float) tmp->stats.exp; 1006 added_speed += tmp->stats.exp;
1104 } 1007 }
1105 1008
1106 switch (tmp->type) 1009 switch (tmp->type)
1107 { 1010 {
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
1108 /* skills modifying the character -b.t. */ 1020 /* skills modifying the character -b.t. */
1109 /* for all skills and skill granting objects */ 1021 /* for all skills and skill granting objects */
1110 case SKILL: 1022 case SKILL:
1111 if (!QUERY_FLAG (tmp, FLAG_APPLIED)) 1023 {
1024 if (!QUERY_FLAG (tmp, FLAG_APPLIED) || skill_flags [tmp->subtype] & SF_APPLY)
1112 break; 1025 break;
1113 1026
1114 if (IS_COMBAT_SKILL (tmp->subtype))
1115 wc_obj = tmp;
1116
1117 if (op->chosen_skill) 1027 if (chosen_skill)
1118 { 1028 {
1119 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &op->name); 1029 LOG (llevDebug, "fix_player, op %s has multiple skills applied (%s and %s)\n",
1030 &name, &chosen_skill->name, &tmp->name);
1031
1032 tmp->flag [FLAG_APPLIED] = false;
1033 update_stats ();
1034 return;
1120 } 1035 }
1036 else
1121 op->chosen_skill = tmp; 1037 chosen_skill = tmp;
1038
1122 if (tmp->stats.dam > 0) 1039 if (tmp->stats.dam > 0)
1123 { /* skill is a 'weapon' */ 1040 { /* skill is a 'weapon' */
1124 if (!QUERY_FLAG (op, FLAG_READY_WEAPON)) 1041 if (!QUERY_FLAG (this, FLAG_READY_WEAPON))
1125 weapon_speed = (int) WEAPON_SPEED (tmp); 1042 weapon_speed = WEAPON_SPEED (tmp);
1043
1126 if (weapon_speed < 0) 1044 if (weapon_speed < 0)
1127 weapon_speed = 0; 1045 weapon_speed = 0;
1046
1128 weapon_weight = tmp->weight; 1047 weapon_weight = tmp->weight;
1129 op->stats.dam += tmp->stats.dam * (1 + (op->chosen_skill->level / 9)); 1048 stats.dam += 1 + chosen_skill->level * tmp->stats.dam / 9;
1049
1130 if (tmp->magic) 1050 if (tmp->magic)
1131 op->stats.dam += tmp->magic; 1051 stats.dam += tmp->magic;
1132 } 1052 }
1053
1133 if (tmp->stats.wc) 1054 if (tmp->stats.wc)
1134 wc -= (tmp->stats.wc + tmp->magic); 1055 wc -= tmp->stats.wc + tmp->magic;
1135 1056
1136 if (tmp->slaying != NULL) 1057 if (tmp->slaying)
1137 op->slaying = tmp->slaying; 1058 slaying = tmp->slaying;
1138 1059
1139 if (tmp->stats.ac) 1060 if (tmp->stats.ac)
1140 ac -= (tmp->stats.ac + tmp->magic); 1061 ac -= tmp->stats.ac + tmp->magic;
1062
1141 if (settings.spell_encumbrance == TRUE && op->type == PLAYER) 1063 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1142 op->contr->encumbrance += (int) 3 *tmp->weight / 1000; 1064 contr->encumbrance += (int) 3 *tmp->weight / 1000;
1065 }
1143 1066
1144 if (op->type == PLAYER)
1145 op->contr->ranges[range_skill] = op;
1146 break; 1067 break;
1147 1068
1148 case SKILL_TOOL:
1149 if (op->chosen_skill)
1150 {
1151 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &op->name);
1152 }
1153 op->chosen_skill = tmp;
1154 if (op->type == PLAYER)
1155 op->contr->ranges[range_skill] = op;
1156 break;
1157
1158 case SHIELD: 1069 case SHIELD:
1159 if (settings.spell_encumbrance == TRUE && op->type == PLAYER) 1070 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1160 op->contr->encumbrance += (int) tmp->weight / 2000; 1071 contr->encumbrance += (int) tmp->weight / 2000;
1161 case RING: 1072 case RING:
1162 case AMULET: 1073 case AMULET:
1163 case GIRDLE: 1074 case GIRDLE:
1164 case HELMET: 1075 case HELMET:
1165 case BOOTS: 1076 case BOOTS:
1166 case GLOVES: 1077 case GLOVES:
1167 case CLOAK: 1078 case CLOAK:
1168 if (tmp->stats.wc) 1079 if (tmp->stats.wc)
1080 wc -= tmp->stats.wc + tmp->magic;
1081
1082 if (tmp->stats.dam)
1083 stats.dam += tmp->stats.dam + tmp->magic;
1084
1085 if (tmp->stats.ac)
1086 ac -= tmp->stats.ac + tmp->magic;
1087
1088 break;
1089
1090 case BOW:
1091 case WEAPON:
1092 if (type != PLAYER || current_weapon == tmp)
1093 {
1169 wc -= (tmp->stats.wc + tmp->magic); 1094 wc -= tmp->stats.wc + tmp->magic;
1170 if (tmp->stats.dam) 1095
1096 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0)
1097 ac -= tmp->stats.ac + tmp->magic;
1098
1171 op->stats.dam += (tmp->stats.dam + tmp->magic); 1099 stats.dam += tmp->stats.dam + tmp->magic;
1100 weapon_weight = tmp->weight;
1101 weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2;
1102
1103 if (weapon_speed < 0)
1104 weapon_speed = 0;
1105
1106 slaying = tmp->slaying;
1107
1108 /* If there is desire that two handed weapons should do
1109 * extra strength damage, this is where the code should
1110 * go.
1111 */
1112
1113 if (type == PLAYER)
1114 if (settings.spell_encumbrance)
1115 contr->encumbrance += tmp->weight * 3 / 1000;
1116 }
1117
1118 break;
1119
1120 case ARMOUR: /* Only the best of these three are used: */
1121 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1122 contr->encumbrance += tmp->weight / 1000;
1123
1124 case BRACERS:
1125 case FORCE:
1126 if (tmp->stats.wc)
1127 {
1128 if (best_wc < tmp->stats.wc + tmp->magic)
1129 {
1130 wc += best_wc;
1131 best_wc = tmp->stats.wc + tmp->magic;
1132 }
1133 else
1134 wc += tmp->stats.wc + tmp->magic;
1135 }
1136
1172 if (tmp->stats.ac) 1137 if (tmp->stats.ac)
1138 {
1139 if (best_ac < tmp->stats.ac + tmp->magic)
1140 {
1141 ac += best_ac; /* Remove last bonus */
1142 best_ac = tmp->stats.ac + tmp->magic;
1143 }
1144 else /* To nullify the below effect */
1173 ac -= (tmp->stats.ac + tmp->magic); 1145 ac += tmp->stats.ac + tmp->magic;
1174 break; 1146 }
1175 1147
1176 case WEAPON: 1148 if (tmp->stats.wc)
1177 wc -= (tmp->stats.wc + tmp->magic); 1149 wc -= (tmp->stats.wc + tmp->magic);
1178 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0)
1179 ac -= tmp->stats.ac + tmp->magic;
1180 op->stats.dam += (tmp->stats.dam + tmp->magic);
1181 weapon_weight = tmp->weight;
1182 weapon_speed = ((int) WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2;
1183 if (weapon_speed < 0)
1184 weapon_speed = 0;
1185 op->slaying = tmp->slaying;
1186 /* If there is desire that two handed weapons should do
1187 * extra strength damage, this is where the code should
1188 * go.
1189 */
1190 op->current_weapon = tmp;
1191 if (settings.spell_encumbrance == TRUE && op->type == PLAYER)
1192 op->contr->encumbrance += (int) 3 *tmp->weight / 1000;
1193 1150
1194 break;
1195
1196 case ARMOUR: /* Only the best of these three are used: */
1197 if (settings.spell_encumbrance == TRUE && op->type == PLAYER)
1198 op->contr->encumbrance += (int) tmp->weight / 1000;
1199
1200 case BRACERS:
1201 case FORCE:
1202 if (tmp->stats.wc)
1203 {
1204 if (best_wc < tmp->stats.wc + tmp->magic)
1205 {
1206 wc += best_wc;
1207 best_wc = tmp->stats.wc + tmp->magic;
1208 }
1209 else
1210 wc += tmp->stats.wc + tmp->magic;
1211 }
1212 if (tmp->stats.ac) 1151 if (tmp->stats.ac)
1213 {
1214 if (best_ac < tmp->stats.ac + tmp->magic)
1215 {
1216 ac += best_ac; /* Remove last bonus */
1217 best_ac = tmp->stats.ac + tmp->magic;
1218 }
1219 else /* To nullify the below effect */
1220 ac += tmp->stats.ac + tmp->magic;
1221 }
1222 if (tmp->stats.wc)
1223 wc -= (tmp->stats.wc + tmp->magic);
1224 if (tmp->stats.ac)
1225 ac -= (tmp->stats.ac + tmp->magic); 1152 ac -= (tmp->stats.ac + tmp->magic);
1226 if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.0 < max) 1153
1154 if (ARMOUR_SPEED (tmp))
1227 max = ARMOUR_SPEED (tmp) / 10.0; 1155 max_speed = min (max_speed, ARMOUR_SPEED (tmp) / 10.f);
1156
1228 break; 1157 break;
1229 } /* switch tmp->type */ 1158 } /* switch tmp->type */
1230 } /* item is equipped */ 1159 } /* item is equipped */
1231 } /* for loop of items */ 1160 } /* for loop of items */
1232 1161
1233 /* We've gone through all the objects the player has equipped. For many things, we 1162 /* We've gone through all the objects the player has equipped. For many things, we
1238 * If there is an uncursed potion in effect, granting more protection 1167 * If there is an uncursed potion in effect, granting more protection
1239 * than that, we take: 'total resistance = resistance from potion'. 1168 * than that, we take: 'total resistance = resistance from potion'.
1240 * If there is a cursed (and no uncursed) potion in effect, we take 1169 * If there is a cursed (and no uncursed) potion in effect, we take
1241 * 'total resistance = vulnerability from cursed potion'. 1170 * 'total resistance = vulnerability from cursed potion'.
1242 */ 1171 */
1243 for (i = 0; i < NROFATTACKS; i++) 1172 for (int i = 0; i < NROFATTACKS; i++)
1244 { 1173 {
1245 op->resist[i] = prot[i] - vuln[i]; 1174 resist[i] = prot[i] - vuln[i];
1175
1246 if (potion_resist[i] && ((potion_resist[i] > op->resist[i]) || (potion_resist[i] < 0))) 1176 if (potion_resist[i] && ((potion_resist[i] > resist[i]) || (potion_resist[i] < 0)))
1247 op->resist[i] = potion_resist[i]; 1177 resist[i] = potion_resist[i];
1178 }
1179
1180 if (type == PLAYER)
1248 } 1181 {
1182 // clamp various player stats
1183 for (int i = 0; i < NUM_STATS; ++i)
1184 stats.stat (i) = clamp (stat_sum [i], MIN_STAT, MAX_STAT);
1249 1185
1186 contr->digestion = clamp (contr->digestion, MIN_DIGESTION, MAX_DIGESTION);
1187
1250 /* Figure out the players sp/mana/hp totals. */ 1188 /* Figure out the players sp/mana/hp totals. */
1251 if (op->type == PLAYER)
1252 {
1253 int pl_level; 1189 int pl_level;
1254 1190
1255 check_stat_bounds (&(op->stats)); 1191 check_stat_bounds (&(stats));
1256 pl_level = op->level; 1192 pl_level = level;
1257 1193
1258 if (pl_level < 1) 1194 if (pl_level < 1)
1259 pl_level = 1; /* safety, we should always get 1 levels worth of hp! */ 1195 pl_level = 1; /* safety, we should always get 1 levels worth of hp! */
1260 1196
1261 /* You basically get half a con bonus/level. But we do take into account rounding, 1197 /* You basically get half a con bonus/level. But we do take into account rounding,
1262 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels. 1198 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels.
1263 */ 1199 */
1264 for (i = 1, op->stats.maxhp = 0; i <= pl_level && i <= 10; i++) 1200 stats.maxhp = 0;
1201 for (int i = 1; i <= min (10, pl_level); i++)
1265 { 1202 {
1266 j = op->contr->levhp[i] + con_bonus[op->stats.Con] / 2; 1203 int j = contr->levhp[i] + con_bonus[stats.Con] / 2;
1204
1267 if (i % 2 && con_bonus[op->stats.Con] % 2) 1205 if (i % 2 && con_bonus[stats.Con] % 2)
1268 {
1269 if (con_bonus[op->stats.Con] > 0) 1206 if (con_bonus[stats.Con] > 0)
1270 j++; 1207 j++;
1271 else 1208 else
1272 j--; 1209 j--;
1273 } 1210
1274 op->stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */ 1211 stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */
1275 } 1212 }
1276 1213
1277 for (i = 11; i <= op->level; i++) 1214 stats.maxhp += 2 * max (0, level - 10);
1278 op->stats.maxhp += 2;
1279 1215
1280 if (op->stats.hp > op->stats.maxhp) 1216 if (stats.hp > stats.maxhp)
1281 op->stats.hp = op->stats.maxhp; 1217 stats.hp = stats.maxhp;
1282 1218
1283 /* Sp gain is controlled by the level of the player's 1219 /* Sp gain is controlled by the level of the player's
1284 * relevant experience object (mana_obj, see above) 1220 * relevant experience object (mana_obj, see above)
1285 */ 1221 */
1286 /* following happen when skills system is not used */ 1222 /* following happen when skills system is not used */
1287 if (!mana_obj) 1223 if (!mana_obj)
1288 mana_obj = op; 1224 mana_obj = this;
1225
1289 if (!grace_obj) 1226 if (!grace_obj)
1290 grace_obj = op; 1227 grace_obj = this;
1228
1291 /* set maxsp */ 1229 /* set maxsp */
1292 if (!mana_obj || !mana_obj->level || op->type != PLAYER) 1230 if (!mana_obj || !mana_obj->level || type != PLAYER)
1293 mana_obj = op; 1231 mana_obj = this;
1294 1232
1295 if (mana_obj == op && op->type == PLAYER) 1233 if (mana_obj == this && type == PLAYER)
1296 {
1297 op->stats.maxsp = 1; 1234 stats.maxsp = 1;
1298 }
1299 else 1235 else
1300 { 1236 {
1301 sp_tmp = 0.0; 1237 float sp_tmp = 0.f;
1238
1302 for (i = 1; i <= mana_obj->level && i <= 10; i++) 1239 for (int i = 1; i <= min (10, mana_obj->level); i++)
1303 { 1240 {
1304 float stmp; 1241 float stmp;
1305 1242
1306 /* Got some extra bonus at first level */ 1243 /* Got some extra bonus at first level */
1307 if (i < 2) 1244 if (i < 2)
1308 {
1309 stmp = op->contr->levsp[i] + ((2.0 * (float) sp_bonus[op->stats.Pow] + (float) sp_bonus[op->stats.Int]) / 6.0); 1245 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 6.f;
1310 }
1311 else 1246 else
1312 {
1313 stmp = (float) op->contr->levsp[i] + (2.0 * (float) sp_bonus[op->stats.Pow] + (float) sp_bonus[op->stats.Int]) / 12.0; 1247 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 12.f;
1248
1249 sp_tmp += max (1.f, stmp);
1314 } 1250 }
1315 if (stmp < 1.0) 1251
1316 stmp = 1.0; 1252 stats.maxsp = int (sp_tmp) + 2 * max (0, mana_obj->level - 10);
1317 sp_tmp += stmp;
1318 } 1253 }
1319 op->stats.maxsp = (int) sp_tmp;
1320 1254
1321 for (i = 11; i <= mana_obj->level; i++)
1322 op->stats.maxsp += 2;
1323 }
1324 /* Characters can get their sp supercharged via rune of transferrance */ 1255 /* Characters can get their sp supercharged via rune of transferrance */
1325 if (op->stats.sp > op->stats.maxsp * 2) 1256 stats.sp = min (stats.sp, stats.maxsp * 2);
1326 op->stats.sp = op->stats.maxsp * 2;
1327 1257
1328 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */ 1258 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */
1329 if (!grace_obj || !grace_obj->level || op->type != PLAYER) 1259 if (!grace_obj || !grace_obj->level || type != PLAYER)
1330 grace_obj = op; 1260 grace_obj = this;
1331 1261
1332 if (grace_obj == op && op->type == PLAYER) 1262 if (grace_obj == this && type == PLAYER)
1333 {
1334 op->stats.maxgrace = 1; 1263 stats.maxgrace = 1;
1335 }
1336 else 1264 else
1337 { 1265 {
1338 /* store grace in a float - this way, the divisions below don't create 1266 /* store grace in a float - this way, the divisions below don't create
1339 * big jumps when you go from level to level - with int's, it then 1267 * big jumps when you go from level to level - with int's, it then
1340 * becomes big jumps when the sums of the bonuses jump to the next 1268 * becomes big jumps when the sums of the bonuses jump to the next
1341 * step of 8 - with floats, even fractional ones are useful. 1269 * step of 8 - with floats, even fractional ones are useful.
1342 */ 1270 */
1343 sp_tmp = 0.0; 1271 float sp_tmp = 0.f;
1344 for (i = 1, op->stats.maxgrace = 0; i <= grace_obj->level && i <= 10; i++) 1272
1273 for (int i = 1; i <= min (10, grace_obj->level); i++)
1345 { 1274 {
1346 float grace_tmp = 0.0; 1275 float grace_tmp = 0.f;
1347 1276
1348 /* Got some extra bonus at first level */ 1277 /* Got some extra bonus at first level */
1349 if (i < 2) 1278 if (i < 2)
1350 { 1279 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 6.f;
1351 grace_tmp = op->contr->levgrace[i] + (((float) grace_bonus[op->stats.Pow] +
1352 2.0 * (float) grace_bonus[op->stats.Wis]) / 6.0);
1353 }
1354 else 1280 else
1355 { 1281 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 12.f;
1356 grace_tmp = (float) op->contr->levgrace[i] 1282
1357 + ((float) grace_bonus[op->stats.Pow] + 2.0 * (float) grace_bonus[op->stats.Wis]) / 12.0; 1283 sp_tmp += max (1.f, grace_tmp);
1358 } 1284 }
1359 if (grace_tmp < 1.0)
1360 grace_tmp = 1.0;
1361 sp_tmp += grace_tmp;
1362 }
1363 op->stats.maxgrace = (int) sp_tmp;
1364 1285
1365 /* two grace points per level after 11 */ 1286 /* two grace points per level after 10 */
1366 for (i = 11; i <= grace_obj->level; i++) 1287 stats.maxgrace = int (sp_tmp) + 2 * max (0, grace_obj->level - 10);
1367 op->stats.maxgrace += 2;
1368 } 1288 }
1289
1369 /* No limit on grace vs maxgrace */ 1290 /* No limit on grace vs maxgrace */
1370 1291
1371 if (op->contr->braced) 1292 if (contr->braced)
1372 { 1293 {
1373 ac += 2; 1294 ac += 2;
1374 wc += 4; 1295 wc += 4;
1375 } 1296 }
1376 else 1297 else
1377 ac -= dex_bonus[op->stats.Dex]; 1298 ac -= dex_bonus[stats.Dex];
1378 1299
1379 /* In new exp/skills system, wc bonuses are related to 1300 /* In new exp/skills system, wc bonuses are related to
1380 * the players level in a relevant exp object (wc_obj) 1301 * the players level in a relevant exp object (wc_obj)
1381 * not the general player level -b.t. 1302 * not the general player level -b.t.
1382 * I changed this slightly so that wc bonuses are better 1303 * I changed this slightly so that wc bonuses are better
1385 * improvement every level, now its fighterlevel/5. So 1306 * improvement every level, now its fighterlevel/5. So
1386 * we give the player a bonus here in wc and dam 1307 * we give the player a bonus here in wc and dam
1387 * to make up for the change. Note that I left the 1308 * to make up for the change. Note that I left the
1388 * monster bonus the same as before. -b.t. 1309 * monster bonus the same as before. -b.t.
1389 */ 1310 */
1311 object *wc_obj = chosen_skill;
1390 1312
1391 if (op->type == PLAYER && wc_obj && wc_obj->level > 1) 1313 if (contr && wc_obj && wc_obj->level > 1)
1392 { 1314 {
1393 wc -= (wc_obj->level + thaco_bonus[op->stats.Str]); 1315 wc -= wc_obj->level + thaco_bonus[stats.Str];
1316
1394 for (i = 1; i < wc_obj->level; i++) 1317 for (int i = 1; i < wc_obj->level; i++)
1395 { 1318 {
1396 /* addtional wc every 6 levels */ 1319 /* additional wc every 6 levels */
1397 if (!(i % 6)) 1320 if (!(i % 6))
1398 wc--; 1321 wc--;
1322
1399 /* addtional dam every 4 levels. */ 1323 /* additional dam every 4 levels. */
1400 if (!(i % 4) && (dam_bonus[op->stats.Str] >= 0)) 1324 if (!(i % 4) && dam_bonus[stats.Str] >= 0)
1401 op->stats.dam += (1 + (dam_bonus[op->stats.Str] / 5)); 1325 stats.dam += 1 + dam_bonus[stats.Str] / 5;
1402 } 1326 }
1403 } 1327 }
1404 else 1328 else
1405 wc -= (op->level + thaco_bonus[op->stats.Str]); 1329 wc -= level + thaco_bonus[stats.Str];
1406 1330
1407 op->stats.dam += dam_bonus[op->stats.Str]; 1331 stats.dam += dam_bonus[stats.Str];
1408 1332
1409 if (op->stats.dam < 1) 1333 if (stats.dam < 1)
1410 op->stats.dam = 1; 1334 stats.dam = 1;
1411 1335
1412 op->speed = 1.0 + speed_bonus[op->stats.Dex]; 1336 speed = 1.f + speed_bonus[stats.Dex];
1337
1413 if (settings.search_items && op->contr->search_str[0]) 1338 if (settings.search_items && contr->search_str[0])
1414 op->speed -= 1; 1339 speed -= 1;
1340
1415 if (op->attacktype == 0) 1341 if (attacktype == 0)
1416 op->attacktype = op->arch->clone.attacktype; 1342 attacktype = arch->attacktype;
1417
1418 } /* End if player */ 1343 } /* End if player */
1419 1344
1420 if (added_speed >= 0) 1345 if (added_speed >= 0)
1421 op->speed += added_speed / 10.0; 1346 speed += added_speed / 10.f;
1422 else /* Something wrong here...: */ 1347 else /* Something wrong here...: */
1423 op->speed /= (float) (1.0 - added_speed); 1348 speed /= 1.f - added_speed;
1424 1349
1425 /* Max is determined by armour */ 1350 /* Max is determined by armour */
1426 if (op->speed > max) 1351 speed = min (speed, max_speed);
1427 op->speed = max;
1428 1352
1429 if (op->type == PLAYER) 1353 if (type == PLAYER)
1430 { 1354 {
1431 /* f is a number the represents the number of kg above (positive num) 1355 /* f is a number the represents the number of kg above (positive num)
1432 * or below (negative number) that the player is carrying. If above 1356 * or below (negative number) that the player is carrying. If above
1433 * weight limit, then player suffers a speed reduction based on how 1357 * weight limit, then player suffers a speed reduction based on how
1434 * much above he is, and what is max carry is 1358 * much above he is, and what is max carry is
1435 */ 1359 */
1436 f = (op->carrying / 1000) - max_carry[op->stats.Str]; 1360 f = (carrying / 1000) - max_carry[stats.Str];
1437 if (f > 0) 1361 if (f > 0)
1438 op->speed = op->speed / (1.0 + f / max_carry[op->stats.Str]); 1362 speed = speed / (1.f + f / max_carry[stats.Str]);
1439 } 1363 }
1440 1364
1441 op->speed += bonus_speed / 10.0; /* Not affected by limits */ 1365 speed += bonus_speed / 10.f; /* Not affected by limits */
1442 1366
1443 /* Put a lower limit on speed. Note with this speed, you move once every 1367 /* Put a lower limit on speed. Note with this speed, you move once every
1444 * 100 ticks or so. This amounts to once every 12 seconds of realtime. 1368 * 100 ticks or so. This amounts to once every 12 seconds of realtime.
1445 */ 1369 */
1446 op->speed = op->speed * speed_reduce_from_disease; 1370 speed = speed * speed_reduce_from_disease;
1447 1371
1448 if (op->speed < 0.01 && op->type == PLAYER) 1372 if (speed < 0.01f && type == PLAYER)
1449 op->speed = 0.01; 1373 speed = 0.01f;
1450 1374
1451 if (op->type == PLAYER) 1375 if (type == PLAYER)
1452 { 1376 {
1453 float M, W, s, D, K, S, M2;
1454
1455 /* (This formula was made by vidarl@ifi.uio.no) 1377 /* (This formula was made by vidarl@ifi.uio.no)
1456 * Note that we never used these values again - basically 1378 * Note that we never used these values again - basically
1457 * all of these could be subbed into one big equation, but 1379 * all of these could be subbed into one big equation, but
1458 * that would just be a real pain to read. 1380 * that would just be a real pain to read.
1459 */ 1381 */
1460 M = (max_carry[op->stats.Str] - 121) / 121.0; 1382 float M = (max_carry[stats.Str] - 121) / 121.f;
1461 M2 = max_carry[op->stats.Str] / 100.0; 1383 float M2 = max_carry[stats.Str] / 100.f;
1462 W = weapon_weight / 20000.0; 1384 float W = weapon_weight / 20000.f;
1463 s = 2 - weapon_speed / 10.0; 1385 float s = (20 - weapon_speed) / 10.f;
1464 D = (op->stats.Dex - 14) / 14.0; 1386 float D = (stats.Dex - 14) / 14.f;
1465 K = 1 + M / 3.0 - W / (3 * M2) + op->speed / 5.0 + D / 2.0; 1387 float K = 1 + M / 3.f - W / (3 * M2) + speed / 5.f + D / 2.f;
1466 K *= (4 + op->level) / (float) (6 + op->level) * 1.2; 1388
1389 K *= (4 + level) * 1.2f / (6 + level);
1390
1467 if (K <= 0) 1391 if (K <= 0.01f)
1468 K = 0.01; 1392 K = 0.01f;
1469 S = op->speed / (K * s); 1393
1470 op->contr->weapon_sp = S; 1394 contr->weapon_sp = K * s * .5f; //TODO: balance the .5
1471 } 1395 }
1396
1472 /* I want to limit the power of small monsters with big weapons: */ 1397 /* I want to limit the power of small monsters with big weapons: */
1473 if (op->type != PLAYER && op->arch != NULL && op->stats.dam > op->arch->clone.stats.dam * 3) 1398 if (type != PLAYER && arch && stats.dam > arch->stats.dam * 3)
1474 op->stats.dam = op->arch->clone.stats.dam * 3; 1399 stats.dam = arch->stats.dam * 3;
1475 1400
1476 /* Prevent overflows of wc - best you can get is ABS(120) - this 1401 stats.wc = clamp (wc, MIN_WC, MAX_WC);
1477 * should be more than enough - remember, AC is also in 8 bits, 1402 stats.ac = clamp (ac, MIN_AC, MAX_AC);
1478 * so its value is the same.
1479 */
1480 if (wc > 120)
1481 wc = 120;
1482 else if (wc < -120)
1483 wc = -120;
1484 op->stats.wc = wc;
1485
1486 if (ac > 120)
1487 ac = 120;
1488 else if (ac < -120)
1489 ac = -120;
1490 op->stats.ac = ac;
1491 1403
1492 /* if for some reason the creature doesn't have any move type, 1404 /* if for some reason the creature doesn't have any move type,
1493 * give them walking as a default. 1405 * give them walking as a default.
1494 * The second case is a special case - to more closely mimic the 1406 * The second case is a special case - to more closely mimic the
1495 * old behaviour - if your flying, your not walking - just 1407 * old behaviour - if your flying, your not walking - just
1496 * one or the other. 1408 * one or the other.
1497 */ 1409 */
1498 if (op->move_type == 0) 1410 if (move_type == 0)
1499 op->move_type = MOVE_WALK; 1411 move_type = MOVE_WALK;
1500 else if (op->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) 1412 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH))
1501 op->move_type &= ~MOVE_WALK; 1413 move_type &= ~MOVE_WALK;
1502 1414
1503 update_ob_speed (op); 1415 if (speed != old_speed)
1416 set_speed (speed);
1504 1417
1505 /* It is quite possible that a player's spell costing might have changed, 1418 /* It is quite possible that a player's spell costing might have changed,
1506 * so we will check that now. 1419 * so we will check that now.
1507 */ 1420 */
1508 if (op->type == PLAYER) 1421 if (type == PLAYER)
1422 {
1423 esrv_update_stats (contr);
1509 esrv_update_spells (op->contr); 1424 esrv_update_spells (contr);
1425 }
1426
1427 // update the mapspace, if we are on a map
1428 if (!flag [FLAG_REMOVED] && map)
1429 map->at (x, y).flags_ = 0;
1510} 1430}
1511 1431
1512/* 1432/*
1513 * Returns true if the given player is a legal class. 1433 * Returns true if the given player is a legal class.
1514 * The function to add and remove class-bonuses to the stats doesn't 1434 * The function to add and remove class-bonuses to the stats doesn't
1515 * check if the stat becomes negative, thus this function 1435 * check if the stat becomes negative, thus this function
1516 * merely checks that all stats are 1 or more, and returns 1436 * merely checks that all stats are 1 or more, and returns
1517 * false otherwise. 1437 * false otherwise.
1518 */ 1438 */
1519
1520int 1439int
1521allowed_class (const object *op) 1440allowed_class (const object *op)
1522{ 1441{
1523 return op->stats.Dex > 0 && op->stats.Str > 0 && op->stats.Con > 0 && 1442 return op->stats.Dex > 0
1524 op->stats.Int > 0 && op->stats.Wis > 0 && op->stats.Pow > 0 && op->stats.Cha > 0; 1443 && op->stats.Str > 0
1444 && op->stats.Con > 0
1445 && op->stats.Int > 0
1446 && op->stats.Wis > 0
1447 && op->stats.Pow > 0
1448 && op->stats.Cha > 0;
1525} 1449}
1526 1450
1527/* 1451/*
1528 * set the new dragon name after gaining levels or 1452 * set the new dragon name after gaining levels or
1529 * changing ability focus (later this can be extended to 1453 * changing ability focus (later this can be extended to
1600 object *skin = NULL; /* pointer to dragon skin force */ 1524 object *skin = NULL; /* pointer to dragon skin force */
1601 object *tmp = NULL; /* tmp. object */ 1525 object *tmp = NULL; /* tmp. object */
1602 char buf[MAX_BUF]; /* tmp. string buffer */ 1526 char buf[MAX_BUF]; /* tmp. string buffer */
1603 1527
1604 /* now grab the 'dragon_ability'-forces from the player's inventory */ 1528 /* now grab the 'dragon_ability'-forces from the player's inventory */
1605 for (tmp = who->inv; tmp != NULL; tmp = tmp->below) 1529 for (tmp = who->inv; tmp; tmp = tmp->below)
1606 {
1607 if (tmp->type == FORCE) 1530 if (tmp->type == FORCE)
1608 { 1531 if (tmp->arch->archname == shstr_dragon_ability_force)
1609 if (strcmp (tmp->arch->name, "dragon_ability_force") == 0)
1610 abil = tmp; 1532 abil = tmp;
1611 if (strcmp (tmp->arch->name, "dragon_skin_force") == 0) 1533 else if (tmp->arch->archname == shstr_dragon_skin_force)
1612 skin = tmp; 1534 skin = tmp;
1613 } 1535
1614 }
1615 /* if the force is missing -> bail out */ 1536 /* if the force is missing -> bail out */
1616 if (abil == NULL) 1537 if (abil == NULL)
1617 return; 1538 return;
1618 1539
1619 /* The ability_force keeps track of maximum level ever achieved. 1540 /* The ability_force keeps track of maximum level ever achieved.
1663 if (!skill_obj) 1584 if (!skill_obj)
1664 { 1585 {
1665 LOG (llevError, "add_player_exp: couldn't find skill %s\n", skill_name); 1586 LOG (llevError, "add_player_exp: couldn't find skill %s\n", skill_name);
1666 return NULL; 1587 return NULL;
1667 } 1588 }
1589
1668 /* clear the flag - exp goes into this bucket, but player 1590 /* clear the flag - exp goes into this bucket, but player
1669 * still doesn't know it. 1591 * still doesn't know it.
1670 */ 1592 */
1671 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL); 1593 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL);
1672 skill_obj->stats.exp = 0; 1594 skill_obj->stats.exp = 0;
1673 skill_obj->level = 1; 1595 skill_obj->level = 1;
1674 insert_ob_in_ob (skill_obj, op); 1596 insert_ob_in_ob (skill_obj, op);
1675 if (op->contr) 1597
1598 if (player *pl = op->contr)
1676 { 1599 {
1677 op->contr->last_skill_ob[skill_obj->subtype] = skill_obj; 1600 pl->last_skill_ob [skill_obj->subtype] = skill_obj;
1678 op->contr->last_skill_exp[skill_obj->subtype] = -1; 1601 if (pl->ns)
1602 pl->ns->last_skill_exp[skill_obj->subtype] = -1;//TODO: should be made superfluous
1679 } 1603 }
1604
1680 return skill_obj; 1605 return skill_obj;
1681} 1606}
1682
1683 1607
1684/* player_lvl_adj() - for the new exp system. we are concerned with 1608/* player_lvl_adj() - for the new exp system. we are concerned with
1685 * whether the player gets more hp, sp and new levels. 1609 * whether the player gets more hp, sp and new levels.
1686 * Note this this function should only be called for players. Monstes 1610 * Note this this function should only be called for players. Monstes
1687 * don't really gain levels 1611 * don't really gain levels
1690 */ 1614 */
1691void 1615void
1692player_lvl_adj (object *who, object *op) 1616player_lvl_adj (object *who, object *op)
1693{ 1617{
1694 char buf[MAX_BUF]; 1618 char buf[MAX_BUF];
1619 bool changed = false;
1695 1620
1696 if (!op) /* when rolling stats */ 1621 if (!op) /* when rolling stats */
1697 op = who; 1622 op = who;
1698 1623
1699 if (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul)) 1624 while (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul))
1700 { 1625 {
1626 changed = true;
1627
1701 op->level++; 1628 op->level++;
1702 1629
1703 if (op != NULL && op == who && op->stats.exp > 1 && is_dragon_pl (who)) 1630 if (op && op == who && op->stats.exp > 1 && is_dragon_pl (who))
1704 dragon_level_gain (who); 1631 dragon_level_gain (who);
1705 1632
1706 /* Only roll these if it is the player (who) that gained the level */ 1633 /* Only roll these if it is the player (who) that gained the level */
1707 if (op == who && (who->level < 11) && who->type == PLAYER) 1634 if (op == who && (who->level < 11) && who->type == PLAYER)
1708 { 1635 {
1709 who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1; 1636 who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1;
1710 who->contr->levsp[who->level] = die_roll (2, 3, who, PREFER_HIGH); 1637 who->contr->levsp[who->level] = die_roll (2, 3, who, PREFER_HIGH);
1711 who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1; 1638 who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1;
1712 } 1639 }
1713 1640
1714 fix_player (who);
1715 if (op->level > 1) 1641 if (op->level > 1)
1716 { 1642 {
1717 if (op->type != PLAYER) 1643 if (op->type != PLAYER)
1644 {
1645 who->contr->play_sound (sound_find ("skill_up"));
1718 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); 1646 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1647 }
1719 else 1648 else
1649 {
1650 who->contr->play_sound (sound_find ("level_up"));
1720 sprintf (buf, "You are now level %d.", op->level); 1651 sprintf (buf, "You are now level %d.", op->level);
1652 }
1653
1721 if (who) 1654 if (who)
1722 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); 1655 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1723 } 1656 }
1724 player_lvl_adj (who, op); /* To increase more levels */
1725 } 1657 }
1658
1726 else if (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul)) 1659 while (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul))
1727 { 1660 {
1661 changed = true;
1662
1728 op->level--; 1663 op->level--;
1729 fix_player (who); 1664
1730 if (op->type != PLAYER) 1665 if (op->type != PLAYER)
1731 { 1666 {
1732 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); 1667 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1733 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); 1668 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1734 } 1669 }
1735 player_lvl_adj (who, op); /* To decrease more levels */ 1670 }
1671
1672 if (changed)
1736 } 1673 {
1674 who->update_stats ();
1675 esrv_update_stats (who->contr);
1737 /* check if the spell data has changed */ 1676 /* check if the spell data has changed */
1738 esrv_update_spells (who->contr); 1677 esrv_update_spells (who->contr);
1678 }
1739} 1679}
1740 1680
1741/* 1681/*
1742 * Returns how much experience is needed for a player to become 1682 * Returns how much experience is needed for a player to become
1743 * the given level. level should really never exceed max_level 1683 * the given level. level should really never exceed max_level
1746sint64 1686sint64
1747level_exp (int level, double expmul) 1687level_exp (int level, double expmul)
1748{ 1688{
1749 if (level > settings.max_level) 1689 if (level > settings.max_level)
1750 return (sint64) (expmul * levels[settings.max_level]); 1690 return (sint64) (expmul * levels[settings.max_level]);
1691
1751 return (sint64) (expmul * levels[level]); 1692 return (sint64) (expmul * levels[level]);
1752} 1693}
1753 1694
1754/* 1695/*
1755 * Ensure that the permanent experience requirements in an exp object are met. 1696 * Ensure that the permanent experience requirements in an exp object are met.
1776 op->perm_exp = 0; 1717 op->perm_exp = 0;
1777 else if (op->perm_exp > (sint64) MAX_EXPERIENCE) 1718 else if (op->perm_exp > (sint64) MAX_EXPERIENCE)
1778 op->perm_exp = MAX_EXPERIENCE; 1719 op->perm_exp = MAX_EXPERIENCE;
1779} 1720}
1780 1721
1781
1782/* Add experience to a player - exp should only be positive. 1722/* Add experience to a player - exp should only be positive.
1783 * Updates permanent exp for the skill we are adding to. 1723 * Updates permanent exp for the skill we are adding to.
1784 * skill_name is the skill to add exp to. Skill name can be 1724 * skill_name is the skill to add exp to. Skill name can be
1785 * NULL, in which case exp increases the players general 1725 * NULL, in which case exp increases the players general
1786 * total, but not any particular skill. 1726 * total, but not any particular skill.
1787 * flag is what to do if the player doesn't have the skill: 1727 * flag is what to do if the player doesn't have the skill:
1788 */ 1728 */
1789
1790static void 1729static void
1791add_player_exp (object *op, sint64 exp, const char *skill_name, int flag) 1730add_player_exp (object *op, sint64 exp, const char *skill_name, int flag)
1792{ 1731{
1793 object *skill_obj = NULL; 1732 object *skill_obj = NULL;
1794 sint64 limit, exp_to_add; 1733 sint64 limit, exp_to_add;
1795 int i; 1734 int i;
1796 1735
1797 /* prevents some forms of abuse. */ 1736 /* prevents some forms of abuse. */
1798 if (op->contr->braced) 1737 if (op->contr->braced)
1799 exp = exp / 5; 1738 exp /= 5;
1800 1739
1801 /* Try to find the matching skill. 1740 /* Try to find the matching skill.
1802 * We do a shortcut/time saving mechanism first - see if it matches 1741 * We do a shortcut/time saving mechanism first - see if it matches
1803 * chosen_skill. This means we don't need to search through 1742 * chosen_skill. This means we don't need to search through
1804 * the players inventory. 1743 * the players inventory.
1805 */ 1744 */
1806 if (skill_name) 1745 if (skill_name)
1807 { 1746 {
1808 if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill)) 1747 if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill))
1939 del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction)); 1878 del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction));
1940 tmp->stats.exp -= del_exp; 1879 tmp->stats.exp -= del_exp;
1941 player_lvl_adj (op, tmp); 1880 player_lvl_adj (op, tmp);
1942 } 1881 }
1943 } 1882 }
1883
1944 if (flag != SK_SUBTRACT_SKILL_EXP) 1884 if (flag != SK_SUBTRACT_SKILL_EXP)
1945 { 1885 {
1946 del_exp = check_exp_loss (op, exp); 1886 del_exp = check_exp_loss (op, exp);
1947 op->stats.exp -= del_exp; 1887 op->stats.exp -= del_exp;
1948 player_lvl_adj (op, NULL); 1888 player_lvl_adj (op, NULL);
1949 } 1889 }
1950} 1890}
1951
1952
1953 1891
1954/* change_exp() - changes experience to a player/monster. This 1892/* change_exp() - changes experience to a player/monster. This
1955 * does bounds checking to make sure we don't overflow the max exp. 1893 * does bounds checking to make sure we don't overflow the max exp.
1956 * 1894 *
1957 * The exp passed is typically not modified much by this function - 1895 * The exp passed is typically not modified much by this function -
1958 * it is assumed the caller has modified the exp as needed. 1896 * it is assumed the caller has modified the exp as needed.
1959 * skill_name is the skill that should get the exp added. 1897 * skill_name is the skill that should get the exp added.
1960 * flag is what to do if player doesn't have the skill. 1898 * flag is what to do if player doesn't have the skill.
1961 * these last two values are only used for players. 1899 * these last two values are only used for players.
1962 */ 1900 */
1963
1964void 1901void
1965change_exp (object *op, sint64 exp, const char *skill_name, int flag) 1902change_exp (object *op, sint64 exp, const char *skill_name, int flag)
1966{ 1903{
1967
1968#ifdef EXP_DEBUG 1904#ifdef EXP_DEBUG
1969# ifndef WIN32
1970 LOG (llevDebug, "change_exp() called for %s, exp = %lld\n", query_name (op), exp);
1971# else
1972 LOG (llevDebug, "change_exp() called for %s, exp = %I64d\n", query_name (op), exp); 1905 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp);
1973# endif
1974#endif 1906#endif
1975 1907
1976 /* safety */ 1908 /* safety */
1977 if (!op) 1909 if (!op)
1978 { 1910 {
2017 else 1949 else
2018 /* note that when you lose exp, it doesn't go against 1950 /* note that when you lose exp, it doesn't go against
2019 * a particular skill, so we don't need to pass that 1951 * a particular skill, so we don't need to pass that
2020 * along. 1952 * along.
2021 */ 1953 */
2022 subtract_player_exp (op, FABS (exp), skill_name, flag); 1954 subtract_player_exp (op, abs (exp), skill_name, flag);
2023
2024 } 1955 }
2025} 1956}
2026 1957
2027/* Applies a death penalty experience, the size of this is defined by the 1958/* Applies a death penalty experience, the size of this is defined by the
2028 * settings death_penalty_percentage and death_penalty_levels, and by the 1959 * settings death_penalty_percentage and death_penalty_levels, and by the
2029 * amount of permenent experience, whichever gives the lowest loss. 1960 * amount of permenent experience, whichever gives the lowest loss.
2030 */ 1961 */
2031
2032void 1962void
2033apply_death_exp_penalty (object *op) 1963apply_death_exp_penalty (object *op)
2034{ 1964{
2035 object *tmp; 1965 object *tmp;
2036 sint64 loss; 1966 sint64 loss;
2058 player_lvl_adj (op, tmp); 1988 player_lvl_adj (op, tmp);
2059 } 1989 }
2060 1990
2061 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100; 1991 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100;
2062 level_loss = op->stats.exp - levels[MAX (0, op->level - settings.death_penalty_level)]; 1992 level_loss = op->stats.exp - levels[MAX (0, op->level - settings.death_penalty_level)];
1993
2063 if (level_loss < 0) 1994 if (level_loss < 0)
2064 level_loss = 0; 1995 level_loss = 0;
2065 loss = check_exp_loss (op, MIN (level_loss, percentage_loss)); 1996 loss = check_exp_loss (op, MIN (level_loss, percentage_loss));
2066 1997
2067 op->stats.exp -= loss; 1998 op->stats.exp -= loss;
2081 if (level > MAX_SAVE_LEVEL) 2012 if (level > MAX_SAVE_LEVEL)
2082 level = MAX_SAVE_LEVEL; 2013 level = MAX_SAVE_LEVEL;
2083 2014
2084 if ((random_roll (1, 20, op, PREFER_HIGH) + bonus) < savethrow[level]) 2015 if ((random_roll (1, 20, op, PREFER_HIGH) + bonus) < savethrow[level])
2085 return 0; 2016 return 0;
2017
2086 return 1; 2018 return 1;
2087} 2019}

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