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Comparing deliantra/server/common/living.C (file contents):
Revision 1.11 by root, Thu Sep 14 21:16:11 2006 UTC vs.
Revision 1.50 by root, Sat May 12 18:14:47 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game
3 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * This program is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20 21 *
21 The authors can be reached via e-mail at crossfire-devel@real-time.com 22 * The authors can be reached via e-mail at <crossfire@schmorp.de>
22*/ 23 */
23 24
24#include <global.h> 25#include <global.h>
25#include <funcpoint.h> 26#include <funcpoint.h>
26 27
27/* Handy little macro that adds exp and keeps it within bounds. Since 28/* Handy little macro that adds exp and keeps it within bounds. Since
158 * -b.t. 159 * -b.t.
159 */ 160 */
160 161
161#define MAX_EXP_IN_OBJ levels[settings.max_level]/(MAX_EXP_CAT - 1) 162#define MAX_EXP_IN_OBJ levels[settings.max_level]/(MAX_EXP_CAT - 1)
162 163
163#ifndef WIN32
164extern uint64 *levels;
165#else
166extern sint64 *levels; 164extern sint64 *levels;
167#endif
168 165
169#define MAX_SAVE_LEVEL 110 166#define MAX_SAVE_LEVEL 110
170 167
171/* This no longer needs to be changed anytime the number of 168/* This no longer needs to be changed anytime the number of
172 * levels is increased - rather, did_make_save will do the 169 * levels is increased - rather, did_make_save will do the
195static const char *const drain_msg[NUM_STATS] = { 192static const char *const drain_msg[NUM_STATS] = {
196 "Oh no! You are weakened!", 193 "Oh no! You are weakened!",
197 "You're feeling clumsy!", 194 "You're feeling clumsy!",
198 "You feel less healthy", 195 "You feel less healthy",
199 "You suddenly begin to lose your memory!", 196 "You suddenly begin to lose your memory!",
197 "Watch out, your mind is going!",
198 "Your spirit feels drained!",
200 "Your face gets distorted!", 199 "Your face gets distorted!",
201 "Watch out, your mind is going!",
202 "Your spirit feels drained!"
203}; 200};
204const char *const restore_msg[NUM_STATS] = { 201const char *const restore_msg[NUM_STATS] = {
205 "You feel your strength return.", 202 "You feel your strength return.",
206 "You feel your agility return.", 203 "You feel your agility return.",
207 "You feel your health return.", 204 "You feel your health return.",
205 "You feel your memory return.",
208 "You feel your wisdom return.", 206 "You feel your wisdom return.",
207 "You feel your spirits return.",
209 "You feel your charisma return.", 208 "You feel your charisma return.",
210 "You feel your memory return.",
211 "You feel your spirits return."
212}; 209};
213const char *const gain_msg[NUM_STATS] = { 210const char *const gain_msg[NUM_STATS] = {
214 "You feel stronger.", 211 "You feel stronger.",
215 "You feel more agile.", 212 "You feel more agile.",
216 "You feel healthy.", 213 "You feel healthy.",
214 "You feel smarter.",
217 "You feel wiser.", 215 "You feel wiser.",
216 "You feel more potent.",
218 "You seem to look better.", 217 "You seem to look better.",
219 "You feel smarter.",
220 "You feel more potent."
221}; 218};
222const char *const lose_msg[NUM_STATS] = { 219const char *const lose_msg[NUM_STATS] = {
223 "You feel weaker!", 220 "You feel weaker!",
224 "You feel clumsy!", 221 "You feel clumsy!",
225 "You feel less healthy!", 222 "You feel less healthy!",
223 "You feel stupid!",
226 "You lose some of your memory!", 224 "You lose some of your memory!",
225 "You feel less potent!",
227 "You look ugly!", 226 "You look ugly!",
228 "You feel stupid!",
229 "You feel less potent!"
230}; 227};
231 228
232const char *const statname[NUM_STATS] = { 229const char *const statname[NUM_STATS] = {
233 "strength", "dexterity", "constitution", "wisdom", "charisma", "intelligence", "power" 230 "strength", "dexterity", "constitution", "intelligence", "wisdom", "power", "charisma"
234}; 231};
235 232
236const char *const short_stat_name[NUM_STATS] = { 233const char *const short_stat_name[NUM_STATS] = {
237 "Str", "Dex", "Con", "Wis", "Cha", "Int", "Pow" 234 "Str", "Dex", "Con", "Int", "Wis", "Pow", "Cha"
238}; 235};
239
240/*
241 * sets Str/Dex/con/Wis/Cha/Int/Pow in stats to value, depending on
242 * what attr is (STR to POW).
243 */
244
245void
246set_attr_value (living * stats, int attr, sint8 value)
247{
248 switch (attr)
249 {
250 case STR:
251 stats->Str = value;
252 break;
253 case DEX:
254 stats->Dex = value;
255 break;
256 case CON:
257 stats->Con = value;
258 break;
259 case WIS:
260 stats->Wis = value;
261 break;
262 case POW:
263 stats->Pow = value;
264 break;
265 case CHA:
266 stats->Cha = value;
267 break;
268 case INT:
269 stats->Int = value;
270 break;
271 }
272}
273 236
274/* 237/*
275 * Like set_attr_value(), but instead the value (which can be negative) 238 * Like set_attr_value(), but instead the value (which can be negative)
276 * is added to the specified stat. 239 * is added to the specified stat.
277 */ 240 */
278
279void 241void
280change_attr_value (living * stats, int attr, sint8 value) 242change_attr_value (living *stats, int attr, sint8 value)
281{ 243{
282 if (value == 0) 244 stats->stat (attr) += value;
283 return; 245}
284 switch (attr) 246
285 { 247sint8 &
286 case STR: 248living::stat (int index)
287 stats->Str += value; 249{
288 break; 250 switch (index)
289 case DEX:
290 stats->Dex += value;
291 break;
292 case CON:
293 stats->Con += value;
294 break;
295 case WIS:
296 stats->Wis += value;
297 break;
298 case POW:
299 stats->Pow += value;
300 break;
301 case CHA:
302 stats->Cha += value;
303 break;
304 case INT:
305 stats->Int += value;
306 break;
307 default:
308 LOG (llevError, "Invalid attribute in change_attr_value: %d\n", attr);
309 } 251 {
310} 252 case STR: return Str;
253 case DEX: return Dex;
254 case CON: return Con;
255 case INT: return Int;
256 case WIS: return Wis;
257 case POW: return Pow;
258 case CHA: return Cha;
259 }
311 260
312/* 261 LOG (llevError | logBacktrace, "living.stat() called with out-of-range stat index");
313 * returns the specified stat. See also set_attr_value(). 262 static sint8 dummy;
314 */ 263 return dummy;
264}
315 265
316sint8 266sint8
317get_attr_value (const living * stats, int attr) 267living::stat (int index) const
318{ 268{
319 switch (attr) 269 switch (index)
320 {
321 case STR:
322 return (stats->Str);
323 case DEX:
324 return (stats->Dex);
325 case CON:
326 return (stats->Con);
327 case WIS:
328 return (stats->Wis);
329 case CHA:
330 return (stats->Cha);
331 case INT:
332 return (stats->Int);
333 case POW:
334 return (stats->Pow);
335 } 270 {
271 case STR: return Str;
272 case DEX: return Dex;
273 case CON: return Con;
274 case INT: return Int;
275 case WIS: return Wis;
276 case POW: return Pow;
277 case CHA: return Cha;
278 }
279
280 LOG (llevError | logBacktrace, "living.stat() called with out-of-range stat index");
281 static sint8 dummy;
336 return 0; 282 return dummy;
337} 283}
338 284
339/* 285/*
340 * Ensures that all stats (str/dex/con/wis/cha/int) are within the 286 * Ensures that all stats (str/dex/con/wis/cha/int) are within the
341 * 1-30 stat limit. 287 * 1-30 stat limit.
342 */ 288 */
343
344void 289void
345check_stat_bounds (living * stats) 290check_stat_bounds (living *stats)
346{ 291{
347 int i, v;
348
349 for (i = 0; i < NUM_STATS; i++) 292 for (int i = 0; i < NUM_STATS; i++)
350 if ((v = get_attr_value (stats, i)) > MAX_STAT) 293 {
351 set_attr_value (stats, i, MAX_STAT); 294 sint8 &v = stats->stat (i);
352 else if (v < MIN_STAT) 295 v = clamp (v, MIN_STAT, MAX_STAT);
353 set_attr_value (stats, i, MIN_STAT); 296 }
354} 297}
355 298
356#define ORIG_S(xyz,abc) (op->contr->orig_stats.abc) 299#define ORIG_S(xyz,abc) (op->contr->orig_stats.abc)
357 300
358/* Rather than having a whole bunch of if (flag) new_draw.. else new_draw, 301/* Rather than having a whole bunch of if (flag) new_draw.. else new_draw,
367/* flag is set to 1 if we are applying the object, -1 if we are removing 310/* flag is set to 1 if we are applying the object, -1 if we are removing
368 * the object. 311 * the object.
369 * It is the calling functions responsibilty to check to see if the object 312 * It is the calling functions responsibilty to check to see if the object
370 * can be applied or not. 313 * can be applied or not.
371 * The main purpose of calling this function is the messages that are 314 * The main purpose of calling this function is the messages that are
372 * displayed - fix_player should really always be called after this when 315 * displayed - update_stats should really always be called after this when
373 * removing an object - that is because it is impossible to know if some object 316 * removing an object - that is because it is impossible to know if some object
374 * is the only source of an attacktype or spell attunement, so this function 317 * is the only source of an attacktype or spell attunement, so this function
375 * will clear the bits, but the player may still have some other object 318 * will clear the bits, but the player may still have some other object
376 * that gives them that ability. 319 * that gives them that ability.
377 */ 320 */
382 char message[MAX_BUF]; 325 char message[MAX_BUF];
383 int potion_max = 0; 326 int potion_max = 0;
384 327
385 /* remember what object was like before it was changed. note that 328 /* remember what object was like before it was changed. note that
386 * refop is a local copy of op only to be used for detecting changes 329 * refop is a local copy of op only to be used for detecting changes
387 * found by fix_player. refop is not a real object 330 * found by update_stats. refop is not a real object
388 */ 331 */
389 object_pod refop = *op; 332 object_copy refop = *op;
390 333
391 if (op->type == PLAYER) 334 if (op->type == PLAYER)
392 { 335 {
393 if (tmp->type == POTION) 336 if (tmp->type == POTION)
394 { 337 {
395 potion_max = 1; 338 potion_max = 1;
396 for (j = 0; j < NUM_STATS; j++) 339 for (j = 0; j < NUM_STATS; j++)
397 { 340 {
398 int nstat, ostat; 341 int nstat, ostat;
399 342
400 ostat = get_attr_value (&(op->contr->orig_stats), j); 343 ostat = op->contr->orig_stats.stat (j);
401 i = get_attr_value (&(tmp->stats), j); 344 i = tmp->stats.stat (j);
402 345
403 /* nstat is what the stat will be after use of the potion */ 346 /* nstat is what the stat will be after use of the potion */
404 nstat = flag * i + ostat; 347 nstat = flag * i + ostat;
405 348
406 /* Do some bounds checking. While I don't think any 349 /* Do some bounds checking. While I don't think any
408 * that adjust that stat by more than one point, so we need 351 * that adjust that stat by more than one point, so we need
409 * to allow for that. 352 * to allow for that.
410 */ 353 */
411 if (nstat < 1 && i * flag < 0) 354 if (nstat < 1 && i * flag < 0)
412 nstat = 1; 355 nstat = 1;
413 else if (nstat > 20 + get_attr_value (&(op->arch->clone.stats), j)) 356 else if (nstat > 20 + op->arch->clone.stats.stat (j))
414 {
415 nstat = 20 + get_attr_value (&(op->arch->clone.stats), j); 357 nstat = 20 + op->arch->clone.stats.stat (j);
416 } 358
417 if (nstat != ostat) 359 if (nstat != ostat)
418 { 360 {
419 set_attr_value (&(op->contr->orig_stats), j, nstat); 361 op->contr->orig_stats.stat (j) = nstat;
420 potion_max = 0; 362 potion_max = 0;
421 } 363 }
422 else if (i) 364 else if (i)
423 { 365 {
424 /* potion is useless - player has already hit the natural maximum */ 366 /* potion is useless - player has already hit the natural maximum */
425 potion_max = 1; 367 potion_max = 1;
426 } 368 }
427 } 369 }
370
428 /* This section of code ups the characters normal stats also. I am not 371 /* This section of code ups the characters normal stats also. I am not
429 * sure if this is strictly necessary, being that fix_player probably 372 * sure if this is strictly necessary, being that fix_player probably
430 * recalculates this anyway. 373 * recalculates this anyway.
431 */ 374 */
432 for (j = 0; j < NUM_STATS; j++) 375 for (j = 0; j < NUM_STATS; j++)
433 change_attr_value (&(op->stats), j, flag * get_attr_value (&(tmp->stats), j)); 376 change_attr_value (&op->stats, j, flag * tmp->stats.stat (j));
377
434 check_stat_bounds (&(op->stats)); 378 check_stat_bounds (&op->stats);
435 } /* end of potion handling code */ 379 } /* end of potion handling code */
436 } 380 }
437 381
438 /* reset attributes that fix_player doesn't reset since it doesn't search 382 /* reset attributes that fix_player doesn't reset since it doesn't search
439 * everything to set 383 * everything to set
440 */ 384 */
441 if (flag == -1) 385 if (flag == -1)
442 { 386 {
443 op->attacktype &= ~tmp->attacktype; 387 op->attacktype &= ~tmp->attacktype;
444 op->path_attuned &= ~tmp->path_attuned; 388 op->path_attuned &= ~tmp->path_attuned;
445 op->path_repelled &= ~tmp->path_repelled; 389 op->path_repelled &= ~tmp->path_repelled;
446 op->path_denied &= ~tmp->path_denied; 390 op->path_denied &= ~tmp->path_denied;
447 /* Presuming here that creatures only have move_type, 391 /* Presuming here that creatures only have move_type,
448 * and not the other move_ fields. 392 * and not the other move_ fields.
449 */ 393 */
450 op->move_type &= ~tmp->move_type; 394 op->move_type &= ~tmp->move_type;
451 } 395 }
452 396
453 /* call fix_player since op object could have whatever attribute due 397 /* call fix_player since op object could have whatever attribute due
454 * to multiple items. if fix_player always has to be called after 398 * to multiple items. if fix_player always has to be called after
455 * change_ability then might as well call it from here 399 * change_ability then might as well call it from here
456 */ 400 */
457 fix_player (op); 401 op->update_stats ();
458 402
459 /* Fix player won't add the bows ability to the player, so don't 403 /* Fix player won't add the bows ability to the player, so don't
460 * print out message if this is a bow. 404 * print out message if this is a bow.
461 */ 405 */
462 if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW) 406 if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW)
463 { 407 {
464 success = 1; 408 success = 1;
465 DIFF_MSG (flag, "Your hands begin to glow red.", "Your hands stop glowing red."); 409 DIFF_MSG (flag, "Your hands begin to glow red.", "Your hands stop glowing red.");
466 } 410 }
411
467 if (QUERY_FLAG (op, FLAG_LIFESAVE) != QUERY_FLAG (&refop, FLAG_LIFESAVE)) 412 if (QUERY_FLAG (op, FLAG_LIFESAVE) != QUERY_FLAG (&refop, FLAG_LIFESAVE))
468 { 413 {
469 success = 1; 414 success = 1;
470 DIFF_MSG (flag, "You feel very protected.", "You don't feel protected anymore."); 415 DIFF_MSG (flag, "You feel very protected.", "You don't feel protected anymore.");
471 } 416 }
417
472 if (QUERY_FLAG (op, FLAG_REFL_MISSILE) != QUERY_FLAG (&refop, FLAG_REFL_MISSILE)) 418 if (QUERY_FLAG (op, FLAG_REFL_MISSILE) != QUERY_FLAG (&refop, FLAG_REFL_MISSILE))
473 { 419 {
474 success = 1; 420 success = 1;
475 DIFF_MSG (flag, "A magic force shimmers around you.", "The magic force fades away."); 421 DIFF_MSG (flag, "A magic force shimmers around you.", "The magic force fades away.");
476 } 422 }
423
477 if (QUERY_FLAG (op, FLAG_REFL_SPELL) != QUERY_FLAG (&refop, FLAG_REFL_SPELL)) 424 if (QUERY_FLAG (op, FLAG_REFL_SPELL) != QUERY_FLAG (&refop, FLAG_REFL_SPELL))
478 { 425 {
479 success = 1; 426 success = 1;
480 DIFF_MSG (flag, "You feel more safe now, somehow.", "Suddenly you feel less safe, somehow."); 427 DIFF_MSG (flag, "You feel more safe now, somehow.", "Suddenly you feel less safe, somehow.");
481 } 428 }
429
482 /* movement type has changed. We don't care about cases where 430 /* movement type has changed. We don't care about cases where
483 * user has multiple items giving the same type appled like we 431 * user has multiple items giving the same type appled like we
484 * used to - that is more work than what we gain, plus messages 432 * used to - that is more work than what we gain, plus messages
485 * can be misleading (a little higher could be miscontrued from 433 * can be misleading (a little higher could be miscontrued from
486 * from fly high) 434 * from fly high)
503 * in that case, you don't actually land 451 * in that case, you don't actually land
504 */ 452 */
505 DIFF_MSG (flag, "You soar into the air air!.", 453 DIFF_MSG (flag, "You soar into the air air!.",
506 (op->move_type & MOVE_FLY_LOW ? "You fly lower in the air" : "You float down to the ground.")); 454 (op->move_type & MOVE_FLY_LOW ? "You fly lower in the air" : "You float down to the ground."));
507 } 455 }
456
508 if (tmp->move_type & MOVE_SWIM) 457 if (tmp->move_type & MOVE_SWIM)
509 DIFF_MSG (flag, "You feel ready for a swim", "You no longer feel like swimming"); 458 DIFF_MSG (flag, "You feel ready for a swim", "You no longer feel like swimming");
510 459
511 /* Changing move status may mean you are affected by things you weren't before */ 460 /* Changing move status may mean you are affected by things you weren't before */
512 check_move_on (op, op); 461 check_move_on (op, op);
534 if (QUERY_FLAG (op, FLAG_STEALTH) != QUERY_FLAG (&refop, FLAG_STEALTH)) 483 if (QUERY_FLAG (op, FLAG_STEALTH) != QUERY_FLAG (&refop, FLAG_STEALTH))
535 { 484 {
536 success = 1; 485 success = 1;
537 DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily."); 486 DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily.");
538 } 487 }
488
539 if (QUERY_FLAG (op, FLAG_MAKE_INVIS) != QUERY_FLAG (&refop, FLAG_MAKE_INVIS)) 489 if (QUERY_FLAG (op, FLAG_MAKE_INVIS) != QUERY_FLAG (&refop, FLAG_MAKE_INVIS))
540 { 490 {
541 success = 1; 491 success = 1;
542 DIFF_MSG (flag, "You become transparent.", "You can see yourself."); 492 DIFF_MSG (flag, "You become transparent.", "You can see yourself.");
543 } 493 }
494
544 /* blinded you can tell if more blinded since blinded player has minimal 495 /* blinded you can tell if more blinded since blinded player has minimal
545 * vision 496 * vision
546 */ 497 */
547 if (QUERY_FLAG (tmp, FLAG_BLIND)) 498 if (QUERY_FLAG (tmp, FLAG_BLIND))
548 { 499 {
655 606
656 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message); 607 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message);
657 } 608 }
658 } 609 }
659 610
660 if (tmp->type != EXPERIENCE && !potion_max) 611 if (!potion_max)
661 { 612 {
662 for (j = 0; j < NUM_STATS; j++) 613 for (j = 0; j < NUM_STATS; j++)
663 { 614 {
664 if ((i = get_attr_value (&(tmp->stats), j)) != 0) 615 if ((i = tmp->stats.stat (j)))
665 { 616 {
666 success = 1; 617 success = 1;
667 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]); 618 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]);
668 } 619 }
669 } 620 }
670 } 621 }
622
671 return success; 623 return success;
672} 624}
673 625
674/* 626/*
675 * Stat draining by Vick 930307 627 * Stat draining by Vick 930307
676 * (Feeling evil, I made it work as well now. -Frank 8) 628 * (Feeling evil, I made it work as well now. -Frank 8)
677 */ 629 */
678
679void 630void
680drain_stat (object *op) 631object::drain_stat ()
681{ 632{
682 drain_specific_stat (op, RANDOM () % NUM_STATS); 633 drain_specific_stat (rndm (NUM_STATS));
683} 634}
684 635
685void 636void
686drain_specific_stat (object *op, int deplete_stats) 637object::drain_specific_stat (int deplete_stats)
687{ 638{
688 object *tmp; 639 object *tmp;
689 archetype *at; 640 archetype *at;
690 641
691 at = archetype::find (ARCH_DEPLETION); 642 at = archetype::find (ARCH_DEPLETION);
694 LOG (llevError, "Couldn't find archetype depletion.\n"); 645 LOG (llevError, "Couldn't find archetype depletion.\n");
695 return; 646 return;
696 } 647 }
697 else 648 else
698 { 649 {
699 tmp = present_arch_in_ob (at, op); 650 tmp = present_arch_in_ob (at, this);
651
700 if (!tmp) 652 if (!tmp)
701 { 653 {
702 tmp = arch_to_object (at); 654 tmp = arch_to_object (at);
703 tmp = insert_ob_in_ob (tmp, op); 655 tmp = insert_ob_in_ob (tmp, this);
704 SET_FLAG (tmp, FLAG_APPLIED); 656 SET_FLAG (tmp, FLAG_APPLIED);
705 } 657 }
706 } 658 }
707 659
708 new_draw_info (NDI_UNIQUE, 0, op, drain_msg[deplete_stats]); 660 new_draw_info (NDI_UNIQUE, 0, this, drain_msg[deplete_stats]);
709 change_attr_value (&tmp->stats, deplete_stats, -1); 661 change_attr_value (&tmp->stats, deplete_stats, -1);
710 fix_player (op); 662 update_stats ();
711} 663}
712 664
713/* 665/*
714 * A value of 0 indicates timeout, otherwise change the luck of the object. 666 * A value of 0 indicates timeout, otherwise change the luck of the object.
715 * via an applied bad_luck object. 667 * via an applied bad_luck object.
716 */ 668 */
717
718void 669void
719change_luck (object *op, int value) 670object::change_luck (int value)
720{ 671{
721 object *tmp;
722 archetype *at;
723 int new_luck;
724
725 at = archetype::find ("luck"); 672 archetype *at = archetype::find ("luck");
726 if (!at) 673 if (!at)
727 LOG (llevError, "Couldn't find archetype luck.\n"); 674 LOG (llevError, "Couldn't find archetype luck.\n");
728 else 675 else
729 { 676 {
730 tmp = present_arch_in_ob (at, op); 677 object *tmp = present_arch_in_ob (at, this);
678
731 if (!tmp) 679 if (!tmp)
732 { 680 {
733 if (!value) 681 if (!value)
734 return; 682 return;
683
735 tmp = arch_to_object (at); 684 tmp = arch_to_object (at);
736 tmp = insert_ob_in_ob (tmp, op); 685 tmp = insert_ob_in_ob (tmp, this);
737 SET_FLAG (tmp, FLAG_APPLIED); 686 SET_FLAG (tmp, FLAG_APPLIED);
738 } 687 }
688
739 if (value) 689 if (value)
740 { 690 {
741 /* Limit the luck value of the bad luck object to +/-100. This 691 /* Limit the luck value of the bad luck object to +/-100. This
742 * (arbitrary) value prevents overflows (both in the bad luck object and 692 * (arbitrary) value prevents overflows (both in the bad luck object and
743 * in op itself). 693 * in op itself).
744 */ 694 */
745 new_luck = tmp->stats.luck + value; 695 int new_luck = tmp->stats.luck + value;
696
746 if (new_luck >= -100 && new_luck <= 100) 697 if (new_luck >= -100 && new_luck <= 100)
747 { 698 {
748 op->stats.luck += value; 699 stats.luck += value;
749 tmp->stats.luck = new_luck; 700 tmp->stats.luck = new_luck;
750 } 701 }
751 } 702 }
752 else 703 else
753 { 704 {
754 if (!tmp->stats.luck) 705 if (!tmp->stats.luck)
755 {
756 return; 706 return;
757 } 707
758 /* Randomly change the players luck. Basically, we move it 708 /* Randomly change the players luck. Basically, we move it
759 * back neutral (if greater>0, subtract, otherwise add) 709 * back neutral (if greater>0, subtract, otherwise add)
760 */ 710 */
761 if (RANDOM () % (FABS (tmp->stats.luck)) >= RANDOM () % 30) 711 if (rndm (abs (tmp->stats.luck)) >= rndm (30))
762 { 712 {
763 int diff = tmp->stats.luck > 0 ? -1 : 1; 713 int diff = tmp->stats.luck > 0 ? -1 : 1;
764 714
765 op->stats.luck += diff; 715 stats.luck += diff;
766 tmp->stats.luck += diff; 716 tmp->stats.luck += diff;
767 } 717 }
768 } 718 }
769 } 719 }
770} 720}
771 721
772/* 722/*
773 * Subtracts stat-bonuses given by the class which the player has chosen. 723 * Subtracts stat-bonuses given by the class which the player has chosen.
774 */ 724 */
775
776void 725void
777remove_statbonus (object *op) 726object::remove_statbonus ()
778{ 727{
779 op->stats.Str -= op->arch->clone.stats.Str; 728 stats.Str -= arch->clone.stats.Str;
780 op->stats.Dex -= op->arch->clone.stats.Dex; 729 stats.Dex -= arch->clone.stats.Dex;
781 op->stats.Con -= op->arch->clone.stats.Con; 730 stats.Con -= arch->clone.stats.Con;
782 op->stats.Wis -= op->arch->clone.stats.Wis; 731 stats.Wis -= arch->clone.stats.Wis;
783 op->stats.Pow -= op->arch->clone.stats.Pow; 732 stats.Pow -= arch->clone.stats.Pow;
784 op->stats.Cha -= op->arch->clone.stats.Cha; 733 stats.Cha -= arch->clone.stats.Cha;
785 op->stats.Int -= op->arch->clone.stats.Int; 734 stats.Int -= arch->clone.stats.Int;
735
786 op->contr->orig_stats.Str -= op->arch->clone.stats.Str; 736 contr->orig_stats.Str -= arch->clone.stats.Str;
787 op->contr->orig_stats.Dex -= op->arch->clone.stats.Dex; 737 contr->orig_stats.Dex -= arch->clone.stats.Dex;
788 op->contr->orig_stats.Con -= op->arch->clone.stats.Con; 738 contr->orig_stats.Con -= arch->clone.stats.Con;
789 op->contr->orig_stats.Wis -= op->arch->clone.stats.Wis; 739 contr->orig_stats.Wis -= arch->clone.stats.Wis;
790 op->contr->orig_stats.Pow -= op->arch->clone.stats.Pow; 740 contr->orig_stats.Pow -= arch->clone.stats.Pow;
791 op->contr->orig_stats.Cha -= op->arch->clone.stats.Cha; 741 contr->orig_stats.Cha -= arch->clone.stats.Cha;
792 op->contr->orig_stats.Int -= op->arch->clone.stats.Int; 742 contr->orig_stats.Int -= arch->clone.stats.Int;
793} 743}
794 744
795/* 745/*
796 * Adds stat-bonuses given by the class which the player has chosen. 746 * Adds stat-bonuses given by the class which the player has chosen.
797 */ 747 */
798
799void 748void
800add_statbonus (object *op) 749object::add_statbonus ()
801{ 750{
802 op->stats.Str += op->arch->clone.stats.Str; 751 stats.Str += arch->clone.stats.Str;
803 op->stats.Dex += op->arch->clone.stats.Dex; 752 stats.Dex += arch->clone.stats.Dex;
804 op->stats.Con += op->arch->clone.stats.Con; 753 stats.Con += arch->clone.stats.Con;
805 op->stats.Wis += op->arch->clone.stats.Wis; 754 stats.Wis += arch->clone.stats.Wis;
806 op->stats.Pow += op->arch->clone.stats.Pow; 755 stats.Pow += arch->clone.stats.Pow;
807 op->stats.Cha += op->arch->clone.stats.Cha; 756 stats.Cha += arch->clone.stats.Cha;
808 op->stats.Int += op->arch->clone.stats.Int; 757 stats.Int += arch->clone.stats.Int;
758
809 op->contr->orig_stats.Str += op->arch->clone.stats.Str; 759 contr->orig_stats.Str += arch->clone.stats.Str;
810 op->contr->orig_stats.Dex += op->arch->clone.stats.Dex; 760 contr->orig_stats.Dex += arch->clone.stats.Dex;
811 op->contr->orig_stats.Con += op->arch->clone.stats.Con; 761 contr->orig_stats.Con += arch->clone.stats.Con;
812 op->contr->orig_stats.Wis += op->arch->clone.stats.Wis; 762 contr->orig_stats.Wis += arch->clone.stats.Wis;
813 op->contr->orig_stats.Pow += op->arch->clone.stats.Pow; 763 contr->orig_stats.Pow += arch->clone.stats.Pow;
814 op->contr->orig_stats.Cha += op->arch->clone.stats.Cha; 764 contr->orig_stats.Cha += arch->clone.stats.Cha;
815 op->contr->orig_stats.Int += op->arch->clone.stats.Int; 765 contr->orig_stats.Int += arch->clone.stats.Int;
816} 766}
817 767
818/* 768/*
819 * Updates all abilities given by applied objects in the inventory 769 * Updates all abilities given by applied objects in the inventory
820 * of the given object. Note: This function works for both monsters 770 * of the given object. Note: This function works for both monsters
821 * and players; the "player" in the name is purely an archaic inheritance. 771 * and players; the "player" in the name is purely an archaic inheritance.
822 * This functions starts from base values (archetype or player object) 772 * This functions starts from base values (archetype or player object)
823 * and then adjusts them according to what the player has equipped. 773 * and then adjusts them according to what the player has equipped.
824 */ 774 *
825
826/* July 95 - inserted stuff to handle new skills/exp system - b.t. 775 * July 95 - inserted stuff to handle new skills/exp system - b.t.
827 spell system split, grace points now added to system --peterm 776 * spell system split, grace points now added to system --peterm
828 */ 777 */
829
830void 778void
831fix_player (object *op) 779object::update_stats ()
832{ 780{
833 int i, j; 781 int i, j;
834 float f, max = 9, added_speed = 0, bonus_speed = 0, sp_tmp, speed_reduce_from_disease = 1; 782 float f, max = 9, added_speed = 0, bonus_speed = 0, sp_tmp, speed_reduce_from_disease = 1;
835 int weapon_weight = 0, weapon_speed = 0; 783 int weapon_weight = 0, weapon_speed = 0;
836 int best_wc = 0, best_ac = 0, wc = 0, ac = 0; 784 int best_wc = 0, best_ac = 0, wc = 0, ac = 0;
837 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; 785 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS];
838 object *grace_obj = NULL, *mana_obj = NULL, *wc_obj = NULL, *tmp; 786 object *grace_obj = NULL, *mana_obj = NULL, *wc_obj = NULL, *tmp;
787 float old_speed = speed;
839 788
840 /* First task is to clear all the values back to their original values */ 789 /* First task is to clear all the values back to their original values */
841 if (op->type == PLAYER) 790 if (type == PLAYER)
842 { 791 {
843 for (i = 0; i < NUM_STATS; i++) 792 for (i = 0; i < NUM_STATS; i++)
844 { 793 stats.stat (i) = contr->orig_stats.stat (i);
845 set_attr_value (&(op->stats), i, get_attr_value (&(op->contr->orig_stats), i)); 794
846 }
847 if (settings.spell_encumbrance == TRUE) 795 if (settings.spell_encumbrance == TRUE)
848 op->contr->encumbrance = 0; 796 contr->encumbrance = 0;
849 797
850 op->attacktype = 0; 798 attacktype = 0;
799
851 op->contr->digestion = 0; 800 contr->digestion = 0;
852 op->contr->gen_hp = 0; 801 contr->gen_hp = 0;
853 op->contr->gen_sp = 0; 802 contr->gen_sp = 0;
854 op->contr->gen_grace = 0; 803 contr->gen_grace = 0;
855 op->contr->gen_sp_armour = 10; 804 contr->gen_sp_armour = 10;
856 op->contr->item_power = 0; 805 contr->item_power = 0;
857
858 /* Don't clobber all the range_ values. range_golem otherwise
859 * gets reset for no good reason, and we don't want to reset
860 * range_magic (what spell is readied). These three below
861 * well get filled in based on what the player has equipped.
862 */
863 op->contr->ranges[range_bow] = NULL;
864 op->contr->ranges[range_misc] = NULL;
865 op->contr->ranges[range_skill] = NULL;
866 } 806 }
867 memcpy (op->body_used, op->body_info, sizeof (op->body_info));
868 807
808 for (int i = NUM_BODY_LOCATIONS; i--; )
809 slot[i].used = slot[i].info;
810
869 op->slaying = 0; 811 slaying = 0;
870 812
871 if (!QUERY_FLAG (op, FLAG_WIZ)) 813 if (!QUERY_FLAG (this, FLAG_WIZ))
872 { 814 {
873 CLEAR_FLAG (op, FLAG_XRAYS); 815 CLEAR_FLAG (this, FLAG_XRAYS);
874 CLEAR_FLAG (op, FLAG_MAKE_INVIS); 816 CLEAR_FLAG (this, FLAG_MAKE_INVIS);
875 } 817 }
876 818
877 CLEAR_FLAG (op, FLAG_LIFESAVE); 819 CLEAR_FLAG (this, FLAG_LIFESAVE);
878 CLEAR_FLAG (op, FLAG_STEALTH); 820 CLEAR_FLAG (this, FLAG_STEALTH);
879 CLEAR_FLAG (op, FLAG_BLIND); 821 CLEAR_FLAG (this, FLAG_BLIND);
880 if (!QUERY_FLAG (&op->arch->clone, FLAG_REFL_SPELL))
881 CLEAR_FLAG (op, FLAG_REFL_SPELL);
882 if (!QUERY_FLAG (&op->arch->clone, FLAG_REFL_MISSILE))
883 CLEAR_FLAG (op, FLAG_REFL_MISSILE);
884 if (!QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
885 CLEAR_FLAG (op, FLAG_UNDEAD);
886 if (!QUERY_FLAG (&op->arch->clone, FLAG_SEE_IN_DARK))
887 CLEAR_FLAG (op, FLAG_SEE_IN_DARK);
888 822
823 if (!QUERY_FLAG (&arch->clone, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL);
824 if (!QUERY_FLAG (&arch->clone, FLAG_REFL_MISSILE)) CLEAR_FLAG (this, FLAG_REFL_MISSILE);
825 if (!QUERY_FLAG (&arch->clone, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD);
826 if (!QUERY_FLAG (&arch->clone, FLAG_SEE_IN_DARK )) CLEAR_FLAG (this, FLAG_SEE_IN_DARK);
827
889 op->path_attuned = op->arch->clone.path_attuned; 828 path_attuned = arch->clone.path_attuned;
890 op->path_repelled = op->arch->clone.path_repelled; 829 path_repelled = arch->clone.path_repelled;
891 op->path_denied = op->arch->clone.path_denied; 830 path_denied = arch->clone.path_denied;
892 op->glow_radius = op->arch->clone.glow_radius; 831 glow_radius = arch->clone.glow_radius;
893 op->move_type = op->arch->clone.move_type; 832 move_type = arch->clone.move_type;
833
894 op->chosen_skill = NULL; 834 chosen_skill = 0;
895 835
896 /* initializing resistances from the values in player/monster's 836 /* initializing resistances from the values in player/monster's
897 * archetype clone 837 * archetype clone
898 */ 838 */
899 memcpy (&op->resist, &op->arch->clone.resist, sizeof (op->resist)); 839 memcpy (&resist, &arch->clone.resist, sizeof (resist));
900 840
901 for (i = 0; i < NROFATTACKS; i++) 841 for (i = 0; i < NROFATTACKS; i++)
902 { 842 {
903 if (op->resist[i] > 0) 843 if (resist[i] > 0)
904 prot[i] = op->resist[i], vuln[i] = 0; 844 prot[i] = resist[i], vuln[i] = 0;
905 else 845 else
906 vuln[i] = -(op->resist[i]), prot[i] = 0; 846 vuln[i] = -(resist[i]), prot[i] = 0;
847
907 potion_resist[i] = 0; 848 potion_resist[i] = 0;
908 } 849 }
909 850
910 wc = op->arch->clone.stats.wc; 851 wc = arch->clone.stats.wc;
911 op->stats.dam = op->arch->clone.stats.dam; 852 stats.dam = arch->clone.stats.dam;
912 853
913 /* for players which cannot use armour, they gain AC -1 per 3 levels, 854 /* for players which cannot use armour, they gain AC -1 per 3 levels,
914 * plus a small amount of physical resist, those poor suckers. ;) 855 * plus a small amount of physical resist, those poor suckers. ;)
915 * the fact that maxlevel is factored in could be considered sort of bogus - 856 * the fact that maxlevel is factored in could be considered sort of bogus -
916 * we should probably give them some bonus and cap it off - otherwise, 857 * we should probably give them some bonus and cap it off - otherwise,
917 * basically, if a server updates its max level, these playes may find 858 * basically, if a server updates its max level, these playes may find
918 * that their protection from physical goes down 859 * that their protection from physical goes down
919 */ 860 */
920 if (!QUERY_FLAG (op, FLAG_USE_ARMOUR) && op->type == PLAYER) 861 if (!QUERY_FLAG (this, FLAG_USE_ARMOUR) && type == PLAYER)
921 { 862 {
922 ac = MAX (-10, op->arch->clone.stats.ac - op->level / 3); 863 ac = MAX (-10, arch->clone.stats.ac - level / 3);
923 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * op->level / settings.max_level)) / 100; 864 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100;
924 } 865 }
925 else 866 else
926 ac = op->arch->clone.stats.ac; 867 ac = arch->clone.stats.ac;
927 868
928 op->stats.luck = op->arch->clone.stats.luck; 869 stats.luck = arch->clone.stats.luck;
929 op->speed = op->arch->clone.speed; 870 speed = arch->clone.speed;
930 871
931 /* OK - we've reset most all the objects attributes to sane values. 872 /* OK - we've reset most all the objects attributes to sane values.
932 * now go through and make adjustments for what the player has equipped. 873 * now go through and make adjustments for what the player has equipped.
933 */ 874 */
934
935 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 875 for (tmp = inv; tmp; tmp = tmp->below)
936 { 876 {
937 /* See note in map.c:update_position about making this additive 877 /* See note in map.c:update_position about making this additive
938 * since light sources are never applied, need to put check here. 878 * since light sources are never applied, need to put check here.
939 */ 879 */
940 if (tmp->glow_radius > op->glow_radius) 880 if (tmp->glow_radius > glow_radius)
941 op->glow_radius = tmp->glow_radius; 881 glow_radius = tmp->glow_radius;
942 882
943 /* This happens because apply_potion calls change_abil with the potion 883 /* This happens because apply_potion calls change_abil with the potion
944 * applied so we can tell the player what chagned. But change_abil 884 * applied so we can tell the player what changed. But change_abil
945 * then calls this function. 885 * then calls this function.
946 */ 886 */
947 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION) 887 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION)
948 {
949 continue; 888 continue;
950 }
951 889
952 /* For some things, we don't care what is equipped */ 890 /* For some things, we don't care what is equipped */
953 if (tmp->type == SKILL) 891 if (tmp->type == SKILL)
954 { 892 {
955 /* Want to take the highest skill here. */ 893 /* Want to take the highest skill here. */
958 if (!mana_obj) 896 if (!mana_obj)
959 mana_obj = tmp; 897 mana_obj = tmp;
960 else if (tmp->level > mana_obj->level) 898 else if (tmp->level > mana_obj->level)
961 mana_obj = tmp; 899 mana_obj = tmp;
962 } 900 }
901
963 if (IS_GRACE_SKILL (tmp->subtype)) 902 if (IS_GRACE_SKILL (tmp->subtype))
964 { 903 {
965 if (!grace_obj) 904 if (!grace_obj)
966 grace_obj = tmp; 905 grace_obj = tmp;
967 else if (tmp->level > grace_obj->level) 906 else if (tmp->level > grace_obj->level)
976 * in the praying skill, and the player should always get those. 915 * in the praying skill, and the player should always get those.
977 * It also means we need to put in additional checks for applied below, 916 * It also means we need to put in additional checks for applied below,
978 * because the skill shouldn't count against body positions being used 917 * because the skill shouldn't count against body positions being used
979 * up, etc. 918 * up, etc.
980 */ 919 */
981 if ((QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type != CONTAINER && tmp->type != CLOSE_CON) || 920 if ((tmp->flag [FLAG_APPLIED]
921 && tmp->type != CONTAINER
922 && tmp->type != CLOSE_CON)
923 || (tmp->type == SKILL
982 (tmp->type == SKILL && tmp->subtype == SK_PRAYING)) 924 && tmp->subtype == SK_PRAYING))
983 { 925 {
984 if (op->type == PLAYER) 926 if (type == PLAYER)
985 { 927 {
986 if (tmp->type == BOW) 928 if (tmp == contr->combat_ob || tmp == contr->ranged_ob)
987 op->contr->ranges[range_bow] = tmp; 929 if (tmp != current_weapon && (tmp->type != SKILL || tmp->subtype != SK_PRAYING))
988 930 continue;
989 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
990 op->contr->ranges[range_misc] = tmp;
991 931
992 for (i = 0; i < NUM_STATS; i++) 932 for (i = 0; i < NUM_STATS; i++)
993 change_attr_value (&(op->stats), i, get_attr_value (&(tmp->stats), i)); 933 change_attr_value (&stats, i, tmp->stats.stat (i));
994 934
995 /* these are the items that currently can change digestion, regeneration, 935 /* these are the items that currently can change digestion, regeneration,
996 * spell point recovery and mana point recovery. Seems sort of an arbitary 936 * spell point recovery and mana point recovery. Seems sort of an arbitary
997 * list, but other items store other info into stats array. 937 * list, but other items store other info into stats array.
998 */ 938 */
999 if ((tmp->type == EXPERIENCE) || (tmp->type == WEAPON) || 939 if (tmp->type == WEAPON || tmp->type == BOW ||
1000 (tmp->type == ARMOUR) || (tmp->type == HELMET) || 940 tmp->type == ARMOUR || tmp->type == HELMET ||
1001 (tmp->type == SHIELD) || (tmp->type == RING) || 941 tmp->type == SHIELD || tmp->type == RING ||
1002 (tmp->type == BOOTS) || (tmp->type == GLOVES) || 942 tmp->type == BOOTS || tmp->type == GLOVES ||
1003 (tmp->type == AMULET) || (tmp->type == GIRDLE) || 943 tmp->type == AMULET || tmp->type == GIRDLE ||
1004 (tmp->type == BRACERS) || (tmp->type == CLOAK) || (tmp->type == DISEASE) || (tmp->type == FORCE) || (tmp->type == SKILL)) 944 tmp->type == BRACERS || tmp->type == CLOAK ||
945 tmp->type == DISEASE || tmp->type == FORCE ||
946 tmp->type == SKILL)
1005 { 947 {
1006 op->contr->digestion += tmp->stats.food; 948 contr->digestion += tmp->stats.food;
1007 op->contr->gen_hp += tmp->stats.hp; 949 contr->gen_hp += tmp->stats.hp;
1008 op->contr->gen_sp += tmp->stats.sp; 950 contr->gen_sp += tmp->stats.sp;
1009 op->contr->gen_grace += tmp->stats.grace; 951 contr->gen_grace += tmp->stats.grace;
1010 op->contr->gen_sp_armour += tmp->gen_sp_armour; 952 contr->gen_sp_armour += tmp->gen_sp_armour;
1011 op->contr->item_power += tmp->item_power; 953 contr->item_power += tmp->item_power;
1012 } 954 }
1013 } /* if this is a player */ 955 } /* if this is a player */
956 else
957 {
958 if (tmp->type == WEAPON)
959 current_weapon = tmp;
960 }
1014 961
1015 /* Update slots used for items */ 962 /* Update slots used for items */
1016 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 963 if (QUERY_FLAG (tmp, FLAG_APPLIED))
1017 {
1018 for (i = 0; i < NUM_BODY_LOCATIONS; i++) 964 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
1019 op->body_used[i] += tmp->body_info[i]; 965 slot[i].used += tmp->slot[i].info;
1020 }
1021 966
1022 if (tmp->type == SYMPTOM) 967 if (tmp->type == SYMPTOM)
1023 { 968 {
1024 speed_reduce_from_disease = tmp->last_sp / 100.0; 969 speed_reduce_from_disease = tmp->last_sp / 100.f;
970
1025 if (speed_reduce_from_disease == 0) 971 if (speed_reduce_from_disease == 0)
1026 speed_reduce_from_disease = 1; 972 speed_reduce_from_disease = 1;
1027 } 973 }
1028 974
1029 /* Pos. and neg. protections are counted seperate (-> pro/vuln). 975 /* Pos. and neg. protections are counted seperate (-> pro/vuln).
1030 * (Negative protections are calculated extactly like positive.) 976 * (Negative protections are calculated exactly like positive.)
1031 * Resistance from potions are treated special as well. If there's 977 * Resistance from potions are treated special as well. If there's
1032 * more than one potion-effect, the bigger prot.-value is taken. 978 * more than one potion-effect, the bigger prot.-value is taken.
1033 */ 979 */
1034 if (tmp->type != POTION) 980 if (tmp->type != POTION)
1035 { 981 {
1036 for (i = 0; i < NROFATTACKS; i++) 982 for (i = 0; i < NROFATTACKS; i++)
1037 { 983 {
1038 /* Potential for cursed potions, in which case we just can use 984 /* Potential for cursed potions, in which case we just can use
1039 * a straight MAX, as potion_resist is initialized to zero. 985 * a straight MAX, as potion_resist is initialised to zero.
1040 */ 986 */
1041 if (tmp->type == POTION_EFFECT) 987 if (tmp->type == POTION_EFFECT)
1042 { 988 {
1043 if (potion_resist[i]) 989 if (potion_resist[i])
1044 potion_resist[i] = MAX (potion_resist[i], tmp->resist[i]); 990 potion_resist[i] = MAX (potion_resist[i], tmp->resist[i]);
1045 else 991 else
1046 potion_resist[i] = tmp->resist[i]; 992 potion_resist[i] = tmp->resist[i];
1047 } 993 }
1048 else if (tmp->resist[i] > 0) 994 else if (tmp->resist[i] > 0)
1049 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100; 995 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100;
1050 else if (tmp->resist[i] < 0) 996 else if (tmp->resist[i] < 0)
1051 vuln[i] += ((100 - vuln[i]) * (-tmp->resist[i])) / 100; 997 vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100;
1052 } 998 }
1053 } 999 }
1054 1000
1055 /* There may be other things that should not adjust the attacktype */ 1001 /* There may be other things that should not adjust the attacktype */
1056 if (tmp->type != BOW && tmp->type != SYMPTOM) 1002 if ((tmp->type != WEAPON && tmp->type != BOW && tmp->type != SYMPTOM)
1003 || current_weapon == tmp)
1004 {
1057 op->attacktype |= tmp->attacktype; 1005 attacktype |= tmp->attacktype;
1058
1059 op->path_attuned |= tmp->path_attuned; 1006 path_attuned |= tmp->path_attuned;
1060 op->path_repelled |= tmp->path_repelled; 1007 path_repelled |= tmp->path_repelled;
1061 op->path_denied |= tmp->path_denied; 1008 path_denied |= tmp->path_denied;
1009 move_type |= tmp->move_type;
1062 op->stats.luck += tmp->stats.luck; 1010 stats.luck += tmp->stats.luck;
1063 op->move_type |= tmp->move_type; 1011 }
1064 1012
1065 if (QUERY_FLAG (tmp, FLAG_LIFESAVE)) 1013 if (QUERY_FLAG (tmp, FLAG_LIFESAVE )) SET_FLAG (this, FLAG_LIFESAVE);
1066 SET_FLAG (op, FLAG_LIFESAVE); 1014 if (QUERY_FLAG (tmp, FLAG_REFL_SPELL )) SET_FLAG (this, FLAG_REFL_SPELL);
1067 if (QUERY_FLAG (tmp, FLAG_REFL_SPELL)) 1015 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE)) SET_FLAG (this, FLAG_REFL_MISSILE);
1068 SET_FLAG (op, FLAG_REFL_SPELL); 1016 if (QUERY_FLAG (tmp, FLAG_STEALTH )) SET_FLAG (this, FLAG_STEALTH);
1069 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE)) 1017 if (QUERY_FLAG (tmp, FLAG_XRAYS )) SET_FLAG (this, FLAG_XRAYS);
1070 SET_FLAG (op, FLAG_REFL_MISSILE); 1018 if (QUERY_FLAG (tmp, FLAG_BLIND )) SET_FLAG (this, FLAG_BLIND);
1071 if (QUERY_FLAG (tmp, FLAG_STEALTH)) 1019 if (QUERY_FLAG (tmp, FLAG_SEE_IN_DARK )) SET_FLAG (this, FLAG_SEE_IN_DARK);
1072 SET_FLAG (op, FLAG_STEALTH);
1073 if (QUERY_FLAG (tmp, FLAG_XRAYS))
1074 SET_FLAG (op, FLAG_XRAYS);
1075 if (QUERY_FLAG (tmp, FLAG_BLIND))
1076 SET_FLAG (op, FLAG_BLIND);
1077 if (QUERY_FLAG (tmp, FLAG_SEE_IN_DARK))
1078 SET_FLAG (op, FLAG_SEE_IN_DARK);
1079 1020
1080 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 1021 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (&arch->clone, FLAG_UNDEAD))
1081 SET_FLAG (op, FLAG_UNDEAD); 1022 SET_FLAG (this, FLAG_UNDEAD);
1082 1023
1083 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS)) 1024 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS))
1084 { 1025 {
1085 SET_FLAG (op, FLAG_MAKE_INVIS); 1026 SET_FLAG (this, FLAG_MAKE_INVIS);
1086 op->invisible = 1; 1027 invisible = 1;
1087 } 1028 }
1088 1029
1089 if (tmp->stats.exp && tmp->type != SKILL) 1030 if (tmp->stats.exp && tmp->type != SKILL)
1090 { 1031 {
1091 if (tmp->stats.exp > 0) 1032 if (tmp->stats.exp > 0)
1092 { 1033 {
1093 added_speed += (float) tmp->stats.exp / 3.0; 1034 added_speed += tmp->stats.exp / 3.f;
1094 bonus_speed += 1.0 + (float) tmp->stats.exp / 3.0; 1035 bonus_speed += tmp->stats.exp / 3.f + 1.f;
1095 } 1036 }
1096 else 1037 else
1097 added_speed += (float) tmp->stats.exp; 1038 added_speed += tmp->stats.exp;
1098 } 1039 }
1099 1040
1100 switch (tmp->type) 1041 switch (tmp->type)
1101 { 1042 {
1043#if 0
1044 case WAND:
1045 case ROD:
1046 case HORN:
1047 if (type != PLAYER || current_weapon == tmp)
1048 chosen_skill = tmp;
1049 break;
1050#endif
1051
1102 /* skills modifying the character -b.t. */ 1052 /* skills modifying the character -b.t. */
1103 /* for all skills and skill granting objects */ 1053 /* for all skills and skill granting objects */
1104 case SKILL: 1054 case SKILL:
1105 if (!QUERY_FLAG (tmp, FLAG_APPLIED)) 1055 if (!QUERY_FLAG (tmp, FLAG_APPLIED))
1106 break; 1056 break;
1107 1057
1108 if (IS_COMBAT_SKILL (tmp->subtype)) 1058 if (IS_COMBAT_SKILL (tmp->subtype))
1109 wc_obj = tmp; 1059 wc_obj = tmp;
1110 1060
1111 if (op->chosen_skill) 1061 if (chosen_skill)
1112 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &op->name); 1062 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name);
1113 1063
1114 op->chosen_skill = tmp; 1064 chosen_skill = tmp;
1115 1065
1116 if (tmp->stats.dam > 0) 1066 if (tmp->stats.dam > 0)
1117 { /* skill is a 'weapon' */ 1067 { /* skill is a 'weapon' */
1118 if (!QUERY_FLAG (op, FLAG_READY_WEAPON)) 1068 if (!QUERY_FLAG (this, FLAG_READY_WEAPON))
1119 weapon_speed = (int) WEAPON_SPEED (tmp); 1069 weapon_speed = WEAPON_SPEED (tmp);
1070
1120 if (weapon_speed < 0) 1071 if (weapon_speed < 0)
1121 weapon_speed = 0; 1072 weapon_speed = 0;
1073
1122 weapon_weight = tmp->weight; 1074 weapon_weight = tmp->weight;
1123 op->stats.dam += tmp->stats.dam * (1 + (op->chosen_skill->level / 9)); 1075 stats.dam += tmp->stats.dam * (1 + (chosen_skill->level / 9));
1076
1124 if (tmp->magic) 1077 if (tmp->magic)
1125 op->stats.dam += tmp->magic; 1078 stats.dam += tmp->magic;
1126 } 1079 }
1127 1080
1128 if (tmp->stats.wc) 1081 if (tmp->stats.wc)
1129 wc -= (tmp->stats.wc + tmp->magic); 1082 wc -= tmp->stats.wc + tmp->magic;
1130 1083
1131 if (tmp->slaying != NULL) 1084 if (tmp->slaying)
1132 op->slaying = tmp->slaying; 1085 slaying = tmp->slaying;
1133 1086
1134 if (tmp->stats.ac) 1087 if (tmp->stats.ac)
1135 ac -= (tmp->stats.ac + tmp->magic); 1088 ac -= tmp->stats.ac + tmp->magic;
1089
1136 if (settings.spell_encumbrance == TRUE && op->type == PLAYER) 1090 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1137 op->contr->encumbrance += (int) 3 *tmp->weight / 1000; 1091 contr->encumbrance += (int) 3 *tmp->weight / 1000;
1138 1092
1139 if (op->type == PLAYER)
1140 op->contr->ranges[range_skill] = op;
1141 break; 1093 break;
1142 1094
1143 case SKILL_TOOL: 1095 case SKILL_TOOL:
1144 if (op->chosen_skill) 1096 if (chosen_skill)
1145 {
1146 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &op->name); 1097 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name);
1147 } 1098
1148 op->chosen_skill = tmp; 1099 chosen_skill = tmp;
1149 if (op->type == PLAYER)
1150 op->contr->ranges[range_skill] = op;
1151 break; 1100 break;
1152 1101
1153 case SHIELD: 1102 case SHIELD:
1154 if (settings.spell_encumbrance == TRUE && op->type == PLAYER) 1103 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1155 op->contr->encumbrance += (int) tmp->weight / 2000; 1104 contr->encumbrance += (int) tmp->weight / 2000;
1156 case RING: 1105 case RING:
1157 case AMULET: 1106 case AMULET:
1158 case GIRDLE: 1107 case GIRDLE:
1159 case HELMET: 1108 case HELMET:
1160 case BOOTS: 1109 case BOOTS:
1161 case GLOVES: 1110 case GLOVES:
1162 case CLOAK: 1111 case CLOAK:
1163 if (tmp->stats.wc) 1112 if (tmp->stats.wc)
1164 wc -= (tmp->stats.wc + tmp->magic); 1113 wc -= tmp->stats.wc + tmp->magic;
1114
1165 if (tmp->stats.dam) 1115 if (tmp->stats.dam)
1166 op->stats.dam += (tmp->stats.dam + tmp->magic); 1116 stats.dam += tmp->stats.dam + tmp->magic;
1117
1167 if (tmp->stats.ac) 1118 if (tmp->stats.ac)
1168 ac -= (tmp->stats.ac + tmp->magic); 1119 ac -= tmp->stats.ac + tmp->magic;
1120
1169 break; 1121 break;
1170 1122
1123 case BOW:
1171 case WEAPON: 1124 case WEAPON:
1125 if (type != PLAYER || current_weapon == tmp)
1126 {
1172 wc -= (tmp->stats.wc + tmp->magic); 1127 wc -= tmp->stats.wc + tmp->magic;
1128
1173 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0) 1129 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0)
1174 ac -= tmp->stats.ac + tmp->magic; 1130 ac -= tmp->stats.ac + tmp->magic;
1131
1175 op->stats.dam += (tmp->stats.dam + tmp->magic); 1132 stats.dam += tmp->stats.dam + tmp->magic;
1176 weapon_weight = tmp->weight; 1133 weapon_weight = tmp->weight;
1177 weapon_speed = ((int) WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2; 1134 weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2;
1135
1178 if (weapon_speed < 0) 1136 if (weapon_speed < 0)
1179 weapon_speed = 0; 1137 weapon_speed = 0;
1138
1180 op->slaying = tmp->slaying; 1139 slaying = tmp->slaying;
1140
1181 /* If there is desire that two handed weapons should do 1141 /* If there is desire that two handed weapons should do
1182 * extra strength damage, this is where the code should 1142 * extra strength damage, this is where the code should
1183 * go. 1143 * go.
1184 */ 1144 */
1185 op->current_weapon = tmp; 1145
1186 if (settings.spell_encumbrance == TRUE && op->type == PLAYER) 1146 if (type == PLAYER)
1147 if (settings.spell_encumbrance)
1187 op->contr->encumbrance += (int) 3 *tmp->weight / 1000; 1148 contr->encumbrance += tmp->weight * 3 / 1000;
1149 }
1188 1150
1189 break; 1151 break;
1190 1152
1191 case ARMOUR: /* Only the best of these three are used: */ 1153 case ARMOUR: /* Only the best of these three are used: */
1192 if (settings.spell_encumbrance == TRUE && op->type == PLAYER) 1154 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1193 op->contr->encumbrance += (int) tmp->weight / 1000; 1155 contr->encumbrance += tmp->weight / 1000;
1194 1156
1195 case BRACERS: 1157 case BRACERS:
1196 case FORCE: 1158 case FORCE:
1197 if (tmp->stats.wc) 1159 if (tmp->stats.wc)
1198 { 1160 {
1202 best_wc = tmp->stats.wc + tmp->magic; 1164 best_wc = tmp->stats.wc + tmp->magic;
1203 } 1165 }
1204 else 1166 else
1205 wc += tmp->stats.wc + tmp->magic; 1167 wc += tmp->stats.wc + tmp->magic;
1206 } 1168 }
1169
1207 if (tmp->stats.ac) 1170 if (tmp->stats.ac)
1208 { 1171 {
1209 if (best_ac < tmp->stats.ac + tmp->magic) 1172 if (best_ac < tmp->stats.ac + tmp->magic)
1210 { 1173 {
1211 ac += best_ac; /* Remove last bonus */ 1174 ac += best_ac; /* Remove last bonus */
1212 best_ac = tmp->stats.ac + tmp->magic; 1175 best_ac = tmp->stats.ac + tmp->magic;
1213 } 1176 }
1214 else /* To nullify the below effect */ 1177 else /* To nullify the below effect */
1215 ac += tmp->stats.ac + tmp->magic; 1178 ac += tmp->stats.ac + tmp->magic;
1216 } 1179 }
1180
1217 if (tmp->stats.wc) 1181 if (tmp->stats.wc)
1218 wc -= (tmp->stats.wc + tmp->magic); 1182 wc -= (tmp->stats.wc + tmp->magic);
1183
1219 if (tmp->stats.ac) 1184 if (tmp->stats.ac)
1220 ac -= (tmp->stats.ac + tmp->magic); 1185 ac -= (tmp->stats.ac + tmp->magic);
1186
1221 if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.0 < max) 1187 if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.f < max)
1222 max = ARMOUR_SPEED (tmp) / 10.0; 1188 max = ARMOUR_SPEED (tmp) / 10.f;
1189
1223 break; 1190 break;
1224 } /* switch tmp->type */ 1191 } /* switch tmp->type */
1225 } /* item is equipped */ 1192 } /* item is equipped */
1226 } /* for loop of items */ 1193 } /* for loop of items */
1227 1194
1235 * If there is a cursed (and no uncursed) potion in effect, we take 1202 * If there is a cursed (and no uncursed) potion in effect, we take
1236 * 'total resistance = vulnerability from cursed potion'. 1203 * 'total resistance = vulnerability from cursed potion'.
1237 */ 1204 */
1238 for (i = 0; i < NROFATTACKS; i++) 1205 for (i = 0; i < NROFATTACKS; i++)
1239 { 1206 {
1240 op->resist[i] = prot[i] - vuln[i]; 1207 resist[i] = prot[i] - vuln[i];
1208
1241 if (potion_resist[i] && ((potion_resist[i] > op->resist[i]) || (potion_resist[i] < 0))) 1209 if (potion_resist[i] && ((potion_resist[i] > resist[i]) || (potion_resist[i] < 0)))
1242 op->resist[i] = potion_resist[i]; 1210 resist[i] = potion_resist[i];
1243 } 1211 }
1244 1212
1245 /* Figure out the players sp/mana/hp totals. */ 1213 /* Figure out the players sp/mana/hp totals. */
1246 if (op->type == PLAYER) 1214 if (type == PLAYER)
1247 { 1215 {
1248 int pl_level; 1216 int pl_level;
1249 1217
1250 check_stat_bounds (&(op->stats)); 1218 check_stat_bounds (&(stats));
1251 pl_level = op->level; 1219 pl_level = level;
1252 1220
1253 if (pl_level < 1) 1221 if (pl_level < 1)
1254 pl_level = 1; /* safety, we should always get 1 levels worth of hp! */ 1222 pl_level = 1; /* safety, we should always get 1 levels worth of hp! */
1255 1223
1256 /* You basically get half a con bonus/level. But we do take into account rounding, 1224 /* You basically get half a con bonus/level. But we do take into account rounding,
1257 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels. 1225 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels.
1258 */ 1226 */
1259 for (i = 1, op->stats.maxhp = 0; i <= pl_level && i <= 10; i++) 1227 for (i = 1, stats.maxhp = 0; i <= pl_level && i <= 10; i++)
1260 { 1228 {
1261 j = op->contr->levhp[i] + con_bonus[op->stats.Con] / 2; 1229 j = contr->levhp[i] + con_bonus[stats.Con] / 2;
1230
1262 if (i % 2 && con_bonus[op->stats.Con] % 2) 1231 if (i % 2 && con_bonus[stats.Con] % 2)
1263 { 1232 {
1264 if (con_bonus[op->stats.Con] > 0) 1233 if (con_bonus[stats.Con] > 0)
1265 j++; 1234 j++;
1266 else 1235 else
1267 j--; 1236 j--;
1268 } 1237 }
1238
1269 op->stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */ 1239 stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */
1270 } 1240 }
1271 1241
1272 for (i = 11; i <= op->level; i++) 1242 for (i = 11; i <= level; i++)
1273 op->stats.maxhp += 2; 1243 stats.maxhp += 2;
1274 1244
1275 if (op->stats.hp > op->stats.maxhp) 1245 if (stats.hp > stats.maxhp)
1276 op->stats.hp = op->stats.maxhp; 1246 stats.hp = stats.maxhp;
1277 1247
1278 /* Sp gain is controlled by the level of the player's 1248 /* Sp gain is controlled by the level of the player's
1279 * relevant experience object (mana_obj, see above) 1249 * relevant experience object (mana_obj, see above)
1280 */ 1250 */
1281 /* following happen when skills system is not used */ 1251 /* following happen when skills system is not used */
1282 if (!mana_obj) 1252 if (!mana_obj)
1283 mana_obj = op; 1253 mana_obj = this;
1254
1284 if (!grace_obj) 1255 if (!grace_obj)
1285 grace_obj = op; 1256 grace_obj = this;
1257
1286 /* set maxsp */ 1258 /* set maxsp */
1287 if (!mana_obj || !mana_obj->level || op->type != PLAYER) 1259 if (!mana_obj || !mana_obj->level || type != PLAYER)
1288 mana_obj = op; 1260 mana_obj = this;
1289 1261
1290 if (mana_obj == op && op->type == PLAYER) 1262 if (mana_obj == this && type == PLAYER)
1291 {
1292 op->stats.maxsp = 1; 1263 stats.maxsp = 1;
1293 }
1294 else 1264 else
1295 { 1265 {
1296 sp_tmp = 0.0; 1266 sp_tmp = 0.f;
1267
1297 for (i = 1; i <= mana_obj->level && i <= 10; i++) 1268 for (i = 1; i <= mana_obj->level && i <= 10; i++)
1298 { 1269 {
1299 float stmp; 1270 float stmp;
1300 1271
1301 /* Got some extra bonus at first level */ 1272 /* Got some extra bonus at first level */
1302 if (i < 2) 1273 if (i < 2)
1303 {
1304 stmp = op->contr->levsp[i] + ((2.0 * (float) sp_bonus[op->stats.Pow] + (float) sp_bonus[op->stats.Int]) / 6.0); 1274 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 6.f;
1305 }
1306 else 1275 else
1307 {
1308 stmp = (float) op->contr->levsp[i] + (2.0 * (float) sp_bonus[op->stats.Pow] + (float) sp_bonus[op->stats.Int]) / 12.0; 1276 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 12.f;
1309 } 1277
1310 if (stmp < 1.0) 1278 if (stmp < 1.f)
1311 stmp = 1.0; 1279 stmp = 1.f;
1280
1312 sp_tmp += stmp; 1281 sp_tmp += stmp;
1313 } 1282 }
1283
1314 op->stats.maxsp = (int) sp_tmp; 1284 stats.maxsp = (sint16)sp_tmp;
1315 1285
1316 for (i = 11; i <= mana_obj->level; i++) 1286 for (i = 11; i <= mana_obj->level; i++)
1317 op->stats.maxsp += 2; 1287 stats.maxsp += 2;
1318 } 1288 }
1319 /* Characters can get their sp supercharged via rune of transferrance */ 1289 /* Characters can get their sp supercharged via rune of transferrance */
1320 if (op->stats.sp > op->stats.maxsp * 2) 1290 if (stats.sp > stats.maxsp * 2)
1321 op->stats.sp = op->stats.maxsp * 2; 1291 stats.sp = stats.maxsp * 2;
1322 1292
1323 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */ 1293 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */
1324 if (!grace_obj || !grace_obj->level || op->type != PLAYER) 1294 if (!grace_obj || !grace_obj->level || type != PLAYER)
1325 grace_obj = op; 1295 grace_obj = this;
1326 1296
1327 if (grace_obj == op && op->type == PLAYER) 1297 if (grace_obj == this && type == PLAYER)
1328 {
1329 op->stats.maxgrace = 1; 1298 stats.maxgrace = 1;
1330 }
1331 else 1299 else
1332 { 1300 {
1333 /* store grace in a float - this way, the divisions below don't create 1301 /* store grace in a float - this way, the divisions below don't create
1334 * big jumps when you go from level to level - with int's, it then 1302 * big jumps when you go from level to level - with int's, it then
1335 * becomes big jumps when the sums of the bonuses jump to the next 1303 * becomes big jumps when the sums of the bonuses jump to the next
1336 * step of 8 - with floats, even fractional ones are useful. 1304 * step of 8 - with floats, even fractional ones are useful.
1337 */ 1305 */
1338 sp_tmp = 0.0; 1306 sp_tmp = 0.f;
1339 for (i = 1, op->stats.maxgrace = 0; i <= grace_obj->level && i <= 10; i++) 1307 for (i = 1, stats.maxgrace = 0; i <= grace_obj->level && i <= 10; i++)
1340 { 1308 {
1341 float grace_tmp = 0.0; 1309 float grace_tmp = 0.f;
1342 1310
1343 /* Got some extra bonus at first level */ 1311 /* Got some extra bonus at first level */
1344 if (i < 2) 1312 if (i < 2)
1345 { 1313 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 6.f;
1346 grace_tmp = op->contr->levgrace[i] + (((float) grace_bonus[op->stats.Pow] +
1347 2.0 * (float) grace_bonus[op->stats.Wis]) / 6.0);
1348 }
1349 else 1314 else
1350 { 1315 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 12.f;
1351 grace_tmp = (float) op->contr->levgrace[i] 1316
1352 + ((float) grace_bonus[op->stats.Pow] + 2.0 * (float) grace_bonus[op->stats.Wis]) / 12.0;
1353 }
1354 if (grace_tmp < 1.0) 1317 if (grace_tmp < 1.f)
1355 grace_tmp = 1.0; 1318 grace_tmp = 1.f;
1319
1356 sp_tmp += grace_tmp; 1320 sp_tmp += grace_tmp;
1357 } 1321 }
1322
1358 op->stats.maxgrace = (int) sp_tmp; 1323 stats.maxgrace = (sint16)sp_tmp;
1359 1324
1360 /* two grace points per level after 11 */ 1325 /* two grace points per level after 11 */
1361 for (i = 11; i <= grace_obj->level; i++) 1326 for (i = 11; i <= grace_obj->level; i++)
1362 op->stats.maxgrace += 2; 1327 stats.maxgrace += 2;
1363 } 1328 }
1364 /* No limit on grace vs maxgrace */ 1329 /* No limit on grace vs maxgrace */
1365 1330
1366 if (op->contr->braced) 1331 if (contr->braced)
1367 { 1332 {
1368 ac += 2; 1333 ac += 2;
1369 wc += 4; 1334 wc += 4;
1370 } 1335 }
1371 else 1336 else
1372 ac -= dex_bonus[op->stats.Dex]; 1337 ac -= dex_bonus[stats.Dex];
1373 1338
1374 /* In new exp/skills system, wc bonuses are related to 1339 /* In new exp/skills system, wc bonuses are related to
1375 * the players level in a relevant exp object (wc_obj) 1340 * the players level in a relevant exp object (wc_obj)
1376 * not the general player level -b.t. 1341 * not the general player level -b.t.
1377 * I changed this slightly so that wc bonuses are better 1342 * I changed this slightly so that wc bonuses are better
1381 * we give the player a bonus here in wc and dam 1346 * we give the player a bonus here in wc and dam
1382 * to make up for the change. Note that I left the 1347 * to make up for the change. Note that I left the
1383 * monster bonus the same as before. -b.t. 1348 * monster bonus the same as before. -b.t.
1384 */ 1349 */
1385 1350
1386 if (op->type == PLAYER && wc_obj && wc_obj->level > 1) 1351 if (type == PLAYER && wc_obj && wc_obj->level > 1)
1387 { 1352 {
1388 wc -= (wc_obj->level + thaco_bonus[op->stats.Str]); 1353 wc -= wc_obj->level + thaco_bonus[stats.Str];
1354
1389 for (i = 1; i < wc_obj->level; i++) 1355 for (i = 1; i < wc_obj->level; i++)
1390 { 1356 {
1391 /* addtional wc every 6 levels */ 1357 /* addtional wc every 6 levels */
1392 if (!(i % 6)) 1358 if (!(i % 6))
1393 wc--; 1359 wc--;
1360
1394 /* addtional dam every 4 levels. */ 1361 /* addtional dam every 4 levels. */
1395 if (!(i % 4) && (dam_bonus[op->stats.Str] >= 0)) 1362 if (!(i % 4) && dam_bonus[stats.Str] >= 0)
1396 op->stats.dam += (1 + (dam_bonus[op->stats.Str] / 5)); 1363 stats.dam += 1 + dam_bonus[stats.Str] / 5;
1397 } 1364 }
1398 } 1365 }
1399 else 1366 else
1400 wc -= (op->level + thaco_bonus[op->stats.Str]); 1367 wc -= level + thaco_bonus[stats.Str];
1401 1368
1402 op->stats.dam += dam_bonus[op->stats.Str]; 1369 stats.dam += dam_bonus[stats.Str];
1403 1370
1404 if (op->stats.dam < 1) 1371 if (stats.dam < 1)
1405 op->stats.dam = 1; 1372 stats.dam = 1;
1406 1373
1407 op->speed = 1.0 + speed_bonus[op->stats.Dex]; 1374 speed = 1.f + speed_bonus[stats.Dex];
1375
1408 if (settings.search_items && op->contr->search_str[0]) 1376 if (settings.search_items && contr->search_str[0])
1409 op->speed -= 1; 1377 speed -= 1;
1378
1410 if (op->attacktype == 0) 1379 if (attacktype == 0)
1411 op->attacktype = op->arch->clone.attacktype; 1380 attacktype = arch->clone.attacktype;
1412 1381
1413 } /* End if player */ 1382 } /* End if player */
1414 1383
1415 if (added_speed >= 0) 1384 if (added_speed >= 0)
1416 op->speed += added_speed / 10.0; 1385 speed += added_speed / 10.f;
1417 else /* Something wrong here...: */ 1386 else /* Something wrong here...: */
1418 op->speed /= (float) (1.0 - added_speed); 1387 speed /= 1.f - added_speed;
1419 1388
1420 /* Max is determined by armour */ 1389 /* Max is determined by armour */
1421 if (op->speed > max) 1390 if (speed > max)
1422 op->speed = max; 1391 speed = max;
1423 1392
1424 if (op->type == PLAYER) 1393 if (type == PLAYER)
1425 { 1394 {
1426 /* f is a number the represents the number of kg above (positive num) 1395 /* f is a number the represents the number of kg above (positive num)
1427 * or below (negative number) that the player is carrying. If above 1396 * or below (negative number) that the player is carrying. If above
1428 * weight limit, then player suffers a speed reduction based on how 1397 * weight limit, then player suffers a speed reduction based on how
1429 * much above he is, and what is max carry is 1398 * much above he is, and what is max carry is
1430 */ 1399 */
1431 f = (op->carrying / 1000) - max_carry[op->stats.Str]; 1400 f = (carrying / 1000) - max_carry[stats.Str];
1432 if (f > 0) 1401 if (f > 0)
1433 op->speed = op->speed / (1.0 + f / max_carry[op->stats.Str]); 1402 speed = speed / (1.f + f / max_carry[stats.Str]);
1434 } 1403 }
1435 1404
1436 op->speed += bonus_speed / 10.0; /* Not affected by limits */ 1405 speed += bonus_speed / 10.f; /* Not affected by limits */
1437 1406
1438 /* Put a lower limit on speed. Note with this speed, you move once every 1407 /* Put a lower limit on speed. Note with this speed, you move once every
1439 * 100 ticks or so. This amounts to once every 12 seconds of realtime. 1408 * 100 ticks or so. This amounts to once every 12 seconds of realtime.
1440 */ 1409 */
1441 op->speed = op->speed * speed_reduce_from_disease; 1410 speed = speed * speed_reduce_from_disease;
1442 1411
1443 if (op->speed < 0.01 && op->type == PLAYER) 1412 if (speed < 0.01f && type == PLAYER)
1444 op->speed = 0.01; 1413 speed = 0.01f;
1445 1414
1446 if (op->type == PLAYER) 1415 if (type == PLAYER)
1447 { 1416 {
1448 float M, W, s, D, K, S, M2;
1449
1450 /* (This formula was made by vidarl@ifi.uio.no) 1417 /* (This formula was made by vidarl@ifi.uio.no)
1451 * Note that we never used these values again - basically 1418 * Note that we never used these values again - basically
1452 * all of these could be subbed into one big equation, but 1419 * all of these could be subbed into one big equation, but
1453 * that would just be a real pain to read. 1420 * that would just be a real pain to read.
1454 */ 1421 */
1455 M = (max_carry[op->stats.Str] - 121) / 121.0; 1422 float M = (max_carry[stats.Str] - 121) / 121.f;
1456 M2 = max_carry[op->stats.Str] / 100.0; 1423 float M2 = max_carry[stats.Str] / 100.f;
1457 W = weapon_weight / 20000.0; 1424 float W = weapon_weight / 20000.f;
1458 s = 2 - weapon_speed / 10.0; 1425 float s = 2 - weapon_speed / 10.f;
1459 D = (op->stats.Dex - 14) / 14.0; 1426 float D = (stats.Dex - 14) / 14.f;
1460 K = 1 + M / 3.0 - W / (3 * M2) + op->speed / 5.0 + D / 2.0; 1427 float K = 1 + M / 3.f - W / (3 * M2) + speed / 5.f + D / 2.f;
1461 K *= (4 + op->level) / (float) (6 + op->level) * 1.2; 1428
1429 K *= (4 + level) *1.2f / (6 + level);
1430
1462 if (K <= 0) 1431 if (K <= 0.f)
1463 K = 0.01; 1432 K = 0.01f;
1433
1464 S = op->speed / (K * s); 1434 float S = speed / (K * s);
1435
1465 op->contr->weapon_sp = S; 1436 contr->weapon_sp = S;
1466 } 1437 }
1438
1467 /* I want to limit the power of small monsters with big weapons: */ 1439 /* I want to limit the power of small monsters with big weapons: */
1468 if (op->type != PLAYER && op->arch != NULL && op->stats.dam > op->arch->clone.stats.dam * 3) 1440 if (type != PLAYER && arch && stats.dam > arch->clone.stats.dam * 3)
1469 op->stats.dam = op->arch->clone.stats.dam * 3; 1441 stats.dam = arch->clone.stats.dam * 3;
1470 1442
1471 /* Prevent overflows of wc - best you can get is ABS(120) - this 1443 /* Prevent overflows of wc - best you can get is ABS(120) - this
1472 * should be more than enough - remember, AC is also in 8 bits, 1444 * should be more than enough - remember, AC is also in 8 bits,
1473 * so its value is the same. 1445 * so its value is the same.
1474 */ 1446 */
1475 if (wc > 120) 1447 if (wc > 120)
1476 wc = 120; 1448 wc = 120;
1477 else if (wc < -120) 1449 else if (wc < -120)
1478 wc = -120; 1450 wc = -120;
1451
1479 op->stats.wc = wc; 1452 stats.wc = wc;
1480 1453
1481 if (ac > 120) 1454 if (ac > 120)
1482 ac = 120; 1455 ac = 120;
1483 else if (ac < -120) 1456 else if (ac < -120)
1484 ac = -120; 1457 ac = -120;
1458
1485 op->stats.ac = ac; 1459 stats.ac = ac;
1486 1460
1487 /* if for some reason the creature doesn't have any move type, 1461 /* if for some reason the creature doesn't have any move type,
1488 * give them walking as a default. 1462 * give them walking as a default.
1489 * The second case is a special case - to more closely mimic the 1463 * The second case is a special case - to more closely mimic the
1490 * old behaviour - if your flying, your not walking - just 1464 * old behaviour - if your flying, your not walking - just
1491 * one or the other. 1465 * one or the other.
1492 */ 1466 */
1493 if (op->move_type == 0) 1467 if (move_type == 0)
1494 op->move_type = MOVE_WALK; 1468 move_type = MOVE_WALK;
1495 else if (op->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) 1469 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH))
1496 op->move_type &= ~MOVE_WALK; 1470 move_type &= ~MOVE_WALK;
1497 1471
1498 update_ob_speed (op); 1472 if (speed != old_speed)
1473 set_speed (speed);
1499 1474
1500 /* It is quite possible that a player's spell costing might have changed, 1475 /* It is quite possible that a player's spell costing might have changed,
1501 * so we will check that now. 1476 * so we will check that now.
1502 */ 1477 */
1503 if (op->type == PLAYER) 1478 if (type == PLAYER)
1479 {
1480 esrv_update_stats (contr);
1504 esrv_update_spells (op->contr); 1481 esrv_update_spells (contr);
1482 }
1483
1484 // update the mapspace, if we are on a map
1485 if (!flag [FLAG_REMOVED] && map)
1486 map->at (x, y).flags_ = 0;
1505} 1487}
1506 1488
1507/* 1489/*
1508 * Returns true if the given player is a legal class. 1490 * Returns true if the given player is a legal class.
1509 * The function to add and remove class-bonuses to the stats doesn't 1491 * The function to add and remove class-bonuses to the stats doesn't
1510 * check if the stat becomes negative, thus this function 1492 * check if the stat becomes negative, thus this function
1511 * merely checks that all stats are 1 or more, and returns 1493 * merely checks that all stats are 1 or more, and returns
1512 * false otherwise. 1494 * false otherwise.
1513 */ 1495 */
1514
1515int 1496int
1516allowed_class (const object *op) 1497allowed_class (const object *op)
1517{ 1498{
1518 return op->stats.Dex > 0 && op->stats.Str > 0 && op->stats.Con > 0 && 1499 return op->stats.Dex > 0
1519 op->stats.Int > 0 && op->stats.Wis > 0 && op->stats.Pow > 0 && op->stats.Cha > 0; 1500 && op->stats.Str > 0
1501 && op->stats.Con > 0
1502 && op->stats.Int > 0
1503 && op->stats.Wis > 0
1504 && op->stats.Pow > 0
1505 && op->stats.Cha > 0;
1520} 1506}
1521 1507
1522/* 1508/*
1523 * set the new dragon name after gaining levels or 1509 * set the new dragon name after gaining levels or
1524 * changing ability focus (later this can be extended to 1510 * changing ability focus (later this can be extended to
1595 object *skin = NULL; /* pointer to dragon skin force */ 1581 object *skin = NULL; /* pointer to dragon skin force */
1596 object *tmp = NULL; /* tmp. object */ 1582 object *tmp = NULL; /* tmp. object */
1597 char buf[MAX_BUF]; /* tmp. string buffer */ 1583 char buf[MAX_BUF]; /* tmp. string buffer */
1598 1584
1599 /* now grab the 'dragon_ability'-forces from the player's inventory */ 1585 /* now grab the 'dragon_ability'-forces from the player's inventory */
1586 shstr_cmp dragon_ability_force ("dragon_ability_force");
1587 shstr_cmp dragon_skin_force ("dragon_skin_force");
1588
1600 for (tmp = who->inv; tmp != NULL; tmp = tmp->below) 1589 for (tmp = who->inv; tmp; tmp = tmp->below)
1601 {
1602 if (tmp->type == FORCE) 1590 if (tmp->type == FORCE)
1603 {
1604 if (strcmp (tmp->arch->name, "dragon_ability_force") == 0) 1591 if (tmp->arch->name == dragon_ability_force)
1605 abil = tmp; 1592 abil = tmp;
1606 if (strcmp (tmp->arch->name, "dragon_skin_force") == 0) 1593 else if (tmp->arch->name == dragon_skin_force)
1607 skin = tmp; 1594 skin = tmp;
1608 } 1595
1609 }
1610 /* if the force is missing -> bail out */ 1596 /* if the force is missing -> bail out */
1611 if (abil == NULL) 1597 if (abil == NULL)
1612 return; 1598 return;
1613 1599
1614 /* The ability_force keeps track of maximum level ever achieved. 1600 /* The ability_force keeps track of maximum level ever achieved.
1665 */ 1651 */
1666 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL); 1652 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL);
1667 skill_obj->stats.exp = 0; 1653 skill_obj->stats.exp = 0;
1668 skill_obj->level = 1; 1654 skill_obj->level = 1;
1669 insert_ob_in_ob (skill_obj, op); 1655 insert_ob_in_ob (skill_obj, op);
1656
1670 if (op->contr) 1657 if (op->contr)
1671 { 1658 {
1672 op->contr->last_skill_ob[skill_obj->subtype] = skill_obj; 1659 op->contr->last_skill_ob [skill_obj->subtype] = skill_obj;
1673 op->contr->last_skill_exp[skill_obj->subtype] = -1; 1660 if (op->contr->ns)
1661 op->contr->ns->last_skill_exp[skill_obj->subtype] = -1;//TODO: should be made superfluous
1674 } 1662 }
1663
1675 return skill_obj; 1664 return skill_obj;
1676} 1665}
1677 1666
1678 1667
1679/* player_lvl_adj() - for the new exp system. we are concerned with 1668/* player_lvl_adj() - for the new exp system. we are concerned with
1704 who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1; 1693 who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1;
1705 who->contr->levsp[who->level] = die_roll (2, 3, who, PREFER_HIGH); 1694 who->contr->levsp[who->level] = die_roll (2, 3, who, PREFER_HIGH);
1706 who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1; 1695 who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1;
1707 } 1696 }
1708 1697
1709 fix_player (who); 1698 who->update_stats ();
1710 if (op->level > 1) 1699 if (op->level > 1)
1711 { 1700 {
1712 if (op->type != PLAYER) 1701 if (op->type != PLAYER)
1713 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); 1702 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1714 else 1703 else
1719 player_lvl_adj (who, op); /* To increase more levels */ 1708 player_lvl_adj (who, op); /* To increase more levels */
1720 } 1709 }
1721 else if (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul)) 1710 else if (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul))
1722 { 1711 {
1723 op->level--; 1712 op->level--;
1724 fix_player (who); 1713 who->update_stats ();
1725 if (op->type != PLAYER) 1714 if (op->type != PLAYER)
1726 { 1715 {
1727 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); 1716 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1728 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); 1717 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1729 } 1718 }
1730 player_lvl_adj (who, op); /* To decrease more levels */ 1719 player_lvl_adj (who, op); /* To decrease more levels */
1731 } 1720 }
1721
1732 /* check if the spell data has changed */ 1722 /* check if the spell data has changed */
1723 esrv_update_stats (who->contr);
1733 esrv_update_spells (who->contr); 1724 esrv_update_spells (who->contr);
1734} 1725}
1735 1726
1736/* 1727/*
1737 * Returns how much experience is needed for a player to become 1728 * Returns how much experience is needed for a player to become
1741sint64 1732sint64
1742level_exp (int level, double expmul) 1733level_exp (int level, double expmul)
1743{ 1734{
1744 if (level > settings.max_level) 1735 if (level > settings.max_level)
1745 return (sint64) (expmul * levels[settings.max_level]); 1736 return (sint64) (expmul * levels[settings.max_level]);
1737
1746 return (sint64) (expmul * levels[level]); 1738 return (sint64) (expmul * levels[level]);
1747} 1739}
1748 1740
1749/* 1741/*
1750 * Ensure that the permanent experience requirements in an exp object are met. 1742 * Ensure that the permanent experience requirements in an exp object are met.
1771 op->perm_exp = 0; 1763 op->perm_exp = 0;
1772 else if (op->perm_exp > (sint64) MAX_EXPERIENCE) 1764 else if (op->perm_exp > (sint64) MAX_EXPERIENCE)
1773 op->perm_exp = MAX_EXPERIENCE; 1765 op->perm_exp = MAX_EXPERIENCE;
1774} 1766}
1775 1767
1776
1777/* Add experience to a player - exp should only be positive. 1768/* Add experience to a player - exp should only be positive.
1778 * Updates permanent exp for the skill we are adding to. 1769 * Updates permanent exp for the skill we are adding to.
1779 * skill_name is the skill to add exp to. Skill name can be 1770 * skill_name is the skill to add exp to. Skill name can be
1780 * NULL, in which case exp increases the players general 1771 * NULL, in which case exp increases the players general
1781 * total, but not any particular skill. 1772 * total, but not any particular skill.
1782 * flag is what to do if the player doesn't have the skill: 1773 * flag is what to do if the player doesn't have the skill:
1783 */ 1774 */
1784
1785static void 1775static void
1786add_player_exp (object *op, sint64 exp, const char *skill_name, int flag) 1776add_player_exp (object *op, sint64 exp, const char *skill_name, int flag)
1787{ 1777{
1788 object *skill_obj = NULL; 1778 object *skill_obj = NULL;
1789 sint64 limit, exp_to_add; 1779 sint64 limit, exp_to_add;
1790 int i; 1780 int i;
1791 1781
1792 /* prevents some forms of abuse. */ 1782 /* prevents some forms of abuse. */
1793 if (op->contr->braced) 1783 if (op->contr->braced)
1794 exp = exp / 5; 1784 exp /= 5;
1795 1785
1796 /* Try to find the matching skill. 1786 /* Try to find the matching skill.
1797 * We do a shortcut/time saving mechanism first - see if it matches 1787 * We do a shortcut/time saving mechanism first - see if it matches
1798 * chosen_skill. This means we don't need to search through 1788 * chosen_skill. This means we don't need to search through
1799 * the players inventory. 1789 * the players inventory.
1800 */ 1790 */
1801 if (skill_name) 1791 if (skill_name)
1802 { 1792 {
1803 if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill)) 1793 if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill))
1934 del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction)); 1924 del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction));
1935 tmp->stats.exp -= del_exp; 1925 tmp->stats.exp -= del_exp;
1936 player_lvl_adj (op, tmp); 1926 player_lvl_adj (op, tmp);
1937 } 1927 }
1938 } 1928 }
1929
1939 if (flag != SK_SUBTRACT_SKILL_EXP) 1930 if (flag != SK_SUBTRACT_SKILL_EXP)
1940 { 1931 {
1941 del_exp = check_exp_loss (op, exp); 1932 del_exp = check_exp_loss (op, exp);
1942 op->stats.exp -= del_exp; 1933 op->stats.exp -= del_exp;
1943 player_lvl_adj (op, NULL); 1934 player_lvl_adj (op, NULL);
1944 } 1935 }
1945} 1936}
1946
1947
1948 1937
1949/* change_exp() - changes experience to a player/monster. This 1938/* change_exp() - changes experience to a player/monster. This
1950 * does bounds checking to make sure we don't overflow the max exp. 1939 * does bounds checking to make sure we don't overflow the max exp.
1951 * 1940 *
1952 * The exp passed is typically not modified much by this function - 1941 * The exp passed is typically not modified much by this function -
1953 * it is assumed the caller has modified the exp as needed. 1942 * it is assumed the caller has modified the exp as needed.
1954 * skill_name is the skill that should get the exp added. 1943 * skill_name is the skill that should get the exp added.
1955 * flag is what to do if player doesn't have the skill. 1944 * flag is what to do if player doesn't have the skill.
1956 * these last two values are only used for players. 1945 * these last two values are only used for players.
1957 */ 1946 */
1958
1959void 1947void
1960change_exp (object *op, sint64 exp, const char *skill_name, int flag) 1948change_exp (object *op, sint64 exp, const char *skill_name, int flag)
1961{ 1949{
1962
1963#ifdef EXP_DEBUG 1950#ifdef EXP_DEBUG
1964# ifndef WIN32
1965 LOG (llevDebug, "change_exp() called for %s, exp = %lld\n", query_name (op), exp);
1966# else
1967 LOG (llevDebug, "change_exp() called for %s, exp = %I64d\n", query_name (op), exp); 1951 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp);
1968# endif
1969#endif 1952#endif
1970 1953
1971 /* safety */ 1954 /* safety */
1972 if (!op) 1955 if (!op)
1973 { 1956 {
2012 else 1995 else
2013 /* note that when you lose exp, it doesn't go against 1996 /* note that when you lose exp, it doesn't go against
2014 * a particular skill, so we don't need to pass that 1997 * a particular skill, so we don't need to pass that
2015 * along. 1998 * along.
2016 */ 1999 */
2017 subtract_player_exp (op, FABS (exp), skill_name, flag); 2000 subtract_player_exp (op, abs (exp), skill_name, flag);
2018
2019 } 2001 }
2020} 2002}
2021 2003
2022/* Applies a death penalty experience, the size of this is defined by the 2004/* Applies a death penalty experience, the size of this is defined by the
2023 * settings death_penalty_percentage and death_penalty_levels, and by the 2005 * settings death_penalty_percentage and death_penalty_levels, and by the
2024 * amount of permenent experience, whichever gives the lowest loss. 2006 * amount of permenent experience, whichever gives the lowest loss.
2025 */ 2007 */
2026
2027void 2008void
2028apply_death_exp_penalty (object *op) 2009apply_death_exp_penalty (object *op)
2029{ 2010{
2030 object *tmp; 2011 object *tmp;
2031 sint64 loss; 2012 sint64 loss;
2076 if (level > MAX_SAVE_LEVEL) 2057 if (level > MAX_SAVE_LEVEL)
2077 level = MAX_SAVE_LEVEL; 2058 level = MAX_SAVE_LEVEL;
2078 2059
2079 if ((random_roll (1, 20, op, PREFER_HIGH) + bonus) < savethrow[level]) 2060 if ((random_roll (1, 20, op, PREFER_HIGH) + bonus) < savethrow[level])
2080 return 0; 2061 return 0;
2062
2081 return 1; 2063 return 1;
2082} 2064}

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