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Comparing deliantra/server/common/living.C (file contents):
Revision 1.82 by root, Mon Apr 21 23:35:24 2008 UTC vs.
Revision 1.129 by root, Mon Nov 12 03:14:32 2012 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * Deliantra is free software: you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation, either version 3 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
20 * 21 *
21 * The authors can be reached via e-mail to <support@deliantra.net> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 23 */
23 24
24#include <global.h> 25#include <global.h>
25 26
107 * These limits are probably overly generous, but being there were no values 108 * These limits are probably overly generous, but being there were no values
108 * before, you need to start someplace. 109 * before, you need to start someplace.
109 */ 110 */
110 111
111const uint32 weight_limit[MAX_STAT + 1] = { 112const uint32 weight_limit[MAX_STAT + 1] = {
112 200000, /* 0 */ 113 200000, /* 0 */
113 250000, 300000, 350000, 400000, 500000, /* 5 */ 114 250000, 300000, 350000, 400000, 500000, /* 5 */
114 600000, 700000, 800000, 900000, 1000000, /* 10 */ 115 600000, 700000, 800000, 900000, 1000000, /* 10 */
115 1100000, 1200000, 1300000, 1400000, 1500000, /* 15 */ 116 1100000, 1200000, 1300000, 1400000, 1500000, /* 15 */
116 1650000, 1800000, 1950000, 2100000, 2250000, /* 20 */ 117 1650000, 1800000, 1950000, 2100000, 2250000, /* 20 */
117 2400000, 2550000, 2700000, 2850000, 3000000, /* 25 */ 118 2400000, 2550000, 2700000, 2850000, 3000000, /* 25 */
118 3250000, 3500000, 3750000, 4000000, 4500000 /*30 */ 119 3250000, 3500000, 3750000, 4000000, 4500000 /* 30 */
119}; 120};
120 121
121const int learn_spell[MAX_STAT + 1] = { 122const int learn_spell[MAX_STAT + 1] = {
122 0, 0, 0, 1, 2, 4, 8, 12, 16, 25, 36, 45, 55, 65, 70, 75, 80, 85, 90, 95, 100, 100, 100, 100, 100, 123 0, 0, 0, 1, 2, 4, 8, 12, 16, 25, 36, 45, 55, 65, 70, 75, 80, 85, 90, 95, 100, 100, 100, 100, 100,
123 100, 100, 100, 100, 100, 100 124 100, 100, 100, 100, 100, 100
138/* 139/*
139 Since this is nowhere defined ... 140 Since this is nowhere defined ...
140 Both come in handy at least in function add_exp() 141 Both come in handy at least in function add_exp()
141*/ 142*/
142 143
143#define MAX_EXPERIENCE levels[settings.max_level] 144#define MAX_EXPERIENCE levels [settings.max_level]
144 145
145/* because exp_obj sum to make the total score, 146/* because exp_obj sum to make the total score,
146 * we cannot allow that sum to exceed the maximum 147 * we cannot allow that sum to exceed the maximum
147 * amount of experience a player can gain. Thus 148 * amount of experience a player can gain. Thus
148 * we define MAX_EXP_IN_OBJ. It is important to try 149 * we define MAX_EXP_IN_OBJ. It is important to try
155 * line with progression of previous levels, so 156 * line with progression of previous levels, so
156 * if more levels are desired, this should be fixed. 157 * if more levels are desired, this should be fixed.
157 * -b.t. 158 * -b.t.
158 */ 159 */
159 160
160#define MAX_EXP_IN_OBJ levels[settings.max_level]/(MAX_EXP_CAT - 1) 161#define MAX_EXP_IN_OBJ MAX_EXP_IN_OBJ / (MAX_EXP_CAT - 1)
161
162extern sint64 *levels;
163 162
164#define MAX_SAVE_LEVEL 110 163#define MAX_SAVE_LEVEL 110
165 164
166/* This no longer needs to be changed anytime the number of 165/* This no longer needs to be changed anytime the number of
167 * levels is increased - rather, did_make_save will do the 166 * levels is increased - rather, did_make_save will do the
261/* Rather than having a whole bunch of if (flag) new_draw.. else new_draw, 260/* Rather than having a whole bunch of if (flag) new_draw.. else new_draw,
262 * make this macro to clean those up. Not usuable outside change_abil 261 * make this macro to clean those up. Not usuable outside change_abil
263 * function since some of the values passed to new_draw_info are hardcoded. 262 * function since some of the values passed to new_draw_info are hardcoded.
264 */ 263 */
265#define DIFF_MSG(flag, msg1, msg2) \ 264#define DIFF_MSG(flag, msg1, msg2) \
266 new_draw_info(NDI_UNIQUE, 0, op, (flag>0)?msg1:msg2); 265 new_draw_info (NDI_UNIQUE, 0, op, (flag > 0) ? msg1 : msg2);
267 266
268/* return 1 if we sucessfully changed a stat, 0 if nothing was changed. */ 267/* return 1 if we sucessfully changed a stat, 0 if nothing was changed. */
269 268
270/* flag is set to 1 if we are applying the object, -1 if we are removing 269/* flag is set to 1 if we are applying the object, -1 if we are removing
271 * the object. 270 * the object.
279 * that gives them that ability. 278 * that gives them that ability.
280 */ 279 */
281int 280int
282change_abil (object *op, object *tmp) 281change_abil (object *op, object *tmp)
283{ 282{
284 int flag = QUERY_FLAG (tmp, FLAG_APPLIED) ? 1 : -1, success = 0; 283 int flag = tmp->flag [FLAG_APPLIED] ? 1 : -1;
284 int success = 0;
285 char message[MAX_BUF]; 285 char message[MAX_BUF];
286 int potion_max = 0; 286 int potion_max = 0;
287 287
288 /* remember what object was like before it was changed. note that 288 // keep some stats for comparison purposes
289 * refop is a local copy of op only to be used for detecting changes 289 object::flags_t prev_flag = op->flag;
290 * found by update_stats. refop is not a real object 290 MoveType prev_move_type = op->move_type;
291 */ 291 sint16 prev_resist [NROFATTACKS]; // clumsy
292 object_copy refop = *op; 292 assert (sizeof (prev_resist) == sizeof (op->resist));
293 memcpy (prev_resist, op->resist, sizeof (prev_resist));
293 294
294 if (op->type == PLAYER) 295 if (op->type == PLAYER)
295 { 296 {
296 if (tmp->type == POTION) 297 if (tmp->type == POTION)
297 { 298 {
298 potion_max = 1; 299 potion_max = 1;
300
299 for (int j = 0; j < NUM_STATS; j++) 301 for (int j = 0; j < NUM_STATS; j++)
300 { 302 {
301 int ostat = op->contr->orig_stats.stat (j); 303 int ostat = op->contr->orig_stats.stat (j);
302 int i = tmp->stats.stat (j); 304 int i = tmp->stats.stat (j);
303 305
304 /* nstat is what the stat will be after use of the potion */ 306 /* nstat is what the stat will be after use of the potion */
305 int nstat = flag * i + ostat; 307 int nstat = flag * i + ostat;
306 308
307 /* Do some bounds checking. While I don't think any 309 /* Do some bounds checking. There is the potential for potions
308 * potions do so right now, there is the potential for potions
309 * 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
310 * to allow for that. 311 * to allow for that.
311 */ 312 */
312 if (nstat < 1 && i * flag < 0) 313 if (nstat < 1 && i * flag < 0)
313 nstat = 1; 314 nstat = 1;
365 { 366 {
366 success = 1; 367 success = 1;
367 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.");
368 } 369 }
369 370
370 if (QUERY_FLAG (op, FLAG_LIFESAVE) != QUERY_FLAG (&refop, FLAG_LIFESAVE)) 371 if (op->flag [FLAG_LIFESAVE] != prev_flag [FLAG_LIFESAVE])
371 { 372 {
372 success = 1; 373 success = 1;
373 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.");
374 } 375 }
375 376
376 if (QUERY_FLAG (op, FLAG_REFL_MISSILE) != QUERY_FLAG (&refop, FLAG_REFL_MISSILE)) 377 if (op->flag [FLAG_REFL_MISSILE] != prev_flag [FLAG_REFL_MISSILE])
377 { 378 {
378 success = 1; 379 success = 1;
379 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.");
380 } 381 }
381 382
382 if (QUERY_FLAG (op, FLAG_REFL_SPELL) != QUERY_FLAG (&refop, FLAG_REFL_SPELL)) 383 if (op->flag [FLAG_REFL_SPELL] != prev_flag [FLAG_REFL_SPELL])
383 { 384 {
384 success = 1; 385 success = 1;
385 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.");
386 } 387 }
387 388
389 * user has multiple items giving the same type appled like we 390 * user has multiple items giving the same type appled like we
390 * 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
391 * can be misleading (a little higher could be miscontrued from 392 * can be misleading (a little higher could be miscontrued from
392 * from fly high) 393 * from fly high)
393 */ 394 */
394 if (tmp->move_type && op->move_type != refop.move_type) 395 if (tmp->move_type && op->move_type != prev_move_type)
395 { 396 {
396 success = 1; 397 success = 1;
397 398
398 /* MOVE_FLY_HIGH trumps MOVE_FLY_LOW - changing your move_fly_low 399 /* MOVE_FLY_HIGH trumps MOVE_FLY_LOW - changing your move_fly_low
399 * status doesn't make a difference if you are flying high 400 * status doesn't make a difference if you are flying high
400 */ 401 */
401 if (tmp->move_type & MOVE_FLY_LOW && !(op->move_type & MOVE_FLY_HIGH)) 402 if (tmp->move_type & MOVE_FLY_LOW && !(op->move_type & MOVE_FLY_HIGH))
402 { 403 {
403 DIFF_MSG (flag, "You start to float in the air!.", "You float down to the ground."); 404 DIFF_MSG (flag, "You start to float in the air!", "You float down to the ground.");
404 } 405 }
405 406
406 if (tmp->move_type & MOVE_FLY_HIGH) 407 if (tmp->move_type & MOVE_FLY_HIGH)
407 { 408 {
408 /* double conditional - second case covers if you have move_fly_low - 409 /* double conditional - second case covers if you have move_fly_low -
412 (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."));
413 } 414 }
414 415
415 if (tmp->move_type & MOVE_SWIM) 416 if (tmp->move_type & MOVE_SWIM)
416 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");
417
418 /* Changing move status may mean you are affected by things you weren't before */
419 check_move_on (op, op);
420 } 418 }
421 419
422 /* becoming UNDEAD... a special treatment for this flag. Only those not 420 /* becoming UNDEAD... a special treatment for this flag. Only those not
423 * originally undead may change their status 421 * originally undead may change their status
424 */ 422 */
425 if (!QUERY_FLAG (op->arch, FLAG_UNDEAD)) 423 if (!op->arch->flag [FLAG_UNDEAD])
426 if (QUERY_FLAG (op, FLAG_UNDEAD) != QUERY_FLAG (&refop, FLAG_UNDEAD)) 424 if (op->flag [FLAG_UNDEAD] != prev_flag [FLAG_UNDEAD])
427 { 425 {
428 success = 1; 426 success = 1;
429 if (flag > 0) 427 if (flag > 0)
430 { 428 {
431 op->race = "undead"; 429 op->race = "undead";
436 op->race = op->arch->race; 434 op->race = op->arch->race;
437 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!"); 435 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!");
438 } 436 }
439 } 437 }
440 438
441 if (QUERY_FLAG (op, FLAG_STEALTH) != QUERY_FLAG (&refop, FLAG_STEALTH)) 439 if (op->flag [FLAG_STEALTH] != prev_flag [FLAG_STEALTH])
442 { 440 {
443 success = 1; 441 success = 1;
444 DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily."); 442 DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily.");
445 } 443 }
446 444
447 if (QUERY_FLAG (op, FLAG_MAKE_INVIS) != QUERY_FLAG (&refop, FLAG_MAKE_INVIS)) 445 if (op->flag [FLAG_MAKE_INVIS] != prev_flag [FLAG_MAKE_INVIS])
448 { 446 {
449 success = 1; 447 success = 1;
450 DIFF_MSG (flag, "You become transparent.", "You can see yourself."); 448 DIFF_MSG (flag, "You become transparent.", "You can see yourself.");
451 } 449 }
452 450
453 /* blinded you can tell if more blinded since blinded player has minimal 451 /* blinded you can tell if more blinded since blinded player has minimal
454 * vision 452 * vision
455 */ 453 */
456 if (QUERY_FLAG (tmp, FLAG_BLIND)) 454 if (tmp->flag [FLAG_BLIND])
457 { 455 {
458 success = 1; 456 success = 1;
459 if (flag > 0) 457 if (flag > 0)
460 { 458 {
461 if (QUERY_FLAG (op, FLAG_WIZ)) 459 if (op->flag [FLAG_WIZ])
462 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self is blinded."); 460 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self is blinded.");
463 else 461 else
464 { 462 {
465 new_draw_info (NDI_UNIQUE, 0, op, "You are blinded."); 463 new_draw_info (NDI_UNIQUE, 0, op, "You are blinded.");
466 SET_FLAG (op, FLAG_BLIND); 464 op->set_flag (FLAG_BLIND);
467 if (op->type == PLAYER) 465 if (op->type == PLAYER)
468 op->contr->do_los = 1; 466 op->contr->do_los = 1;
469 } 467 }
470 } 468 }
471 else 469 else
472 { 470 {
473 if (QUERY_FLAG (op, FLAG_WIZ)) 471 if (op->flag [FLAG_WIZ])
474 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self can now see again."); 472 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self can now see again.");
475 else 473 else
476 { 474 {
477 new_draw_info (NDI_UNIQUE, 0, op, "Your vision returns."); 475 new_draw_info (NDI_UNIQUE, 0, op, "Your vision returns.");
478 CLEAR_FLAG (op, FLAG_BLIND); 476 op->clr_flag (FLAG_BLIND);
479 if (op->type == PLAYER) 477 if (op->type == PLAYER)
480 op->contr->do_los = 1; 478 op->contr->do_los = 1;
481 } 479 }
482 } 480 }
483 } 481 }
484 482
485 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK) != QUERY_FLAG (&refop, FLAG_SEE_IN_DARK)) 483 if (op->flag [FLAG_SEE_IN_DARK] != prev_flag [FLAG_SEE_IN_DARK])
486 { 484 {
487 success = 1; 485 success = 1;
488 if (op->type == PLAYER) 486 if (op->type == PLAYER)
489 op->contr->do_los = 1; 487 op->contr->do_los = 1;
490 DIFF_MSG (flag, "Your vision is better in the dark.", "You see less well in the dark."); 488 DIFF_MSG (flag, "Your vision is better in the dark.", "You see less well in the dark.");
491 } 489 }
492 490
493 if (QUERY_FLAG (op, FLAG_XRAYS) != QUERY_FLAG (&refop, FLAG_XRAYS)) 491 if (op->flag [FLAG_XRAYS] != prev_flag [FLAG_XRAYS])
494 { 492 {
495 success = 1; 493 success = 1;
496 if (flag > 0) 494 if (flag > 0)
497 { 495 {
498 if (QUERY_FLAG (op, FLAG_WIZ)) 496 if (op->flag [FLAG_WIZ])
499 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a little clearer."); 497 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a little clearer.");
500 else 498 else
501 { 499 {
502 new_draw_info (NDI_UNIQUE, 0, op, "Everything becomes transparent."); 500 new_draw_info (NDI_UNIQUE, 0, op, "Everything becomes transparent.");
503 if (op->type == PLAYER) 501 if (op->type == PLAYER)
504 op->contr->do_los = 1; 502 op->contr->do_los = 1;
505 } 503 }
506 } 504 }
507 else 505 else
508 { 506 {
509 if (QUERY_FLAG (op, FLAG_WIZ)) 507 if (op->flag [FLAG_WIZ])
510 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a bit out of focus."); 508 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a bit out of focus.");
511 else 509 else
512 { 510 {
513 new_draw_info (NDI_UNIQUE, 0, op, "Everything suddenly looks very solid."); 511 new_draw_info (NDI_UNIQUE, 0, op, "Everything suddenly looks very solid.");
514 if (op->type == PLAYER) 512 if (op->type == PLAYER)
521 { 519 {
522 success = 1; 520 success = 1;
523 DIFF_MSG (flag * tmp->stats.luck, "You feel more lucky.", "You feel less lucky."); 521 DIFF_MSG (flag * tmp->stats.luck, "You feel more lucky.", "You feel less lucky.");
524 } 522 }
525 523
524 if (digest_types [tmp->type])
525 {
526 if (tmp->stats.hp && op->type == PLAYER) 526 if (tmp->stats.hp && op->type == PLAYER)
527 { 527 {
528 success = 1; 528 success = 1;
529 DIFF_MSG (flag * tmp->stats.hp, "You feel much more healthy!", "You feel much less healthy!"); 529 DIFF_MSG (flag * tmp->stats.hp, "You feel much more healthy!", "You feel much less healthy!");
530 } 530 }
531 531
532 if (tmp->stats.sp && op->type == PLAYER && tmp->type != SKILL) 532 if (tmp->stats.sp && op->type == PLAYER
533 { 533 && tmp->type != SKILL && tmp->type != BOW)
534 {
534 success = 1; 535 success = 1;
535 DIFF_MSG (flag * tmp->stats.sp, "You feel one with the powers of magic!", "You suddenly feel very mundane."); 536 DIFF_MSG (flag * tmp->stats.sp, "You feel one with the powers of magic!", "You suddenly feel very mundane.");
536 } 537 }
537 538
538 /* for the future when artifacts set this -b.t. */ 539 /* for the future when artifacts set this -b.t. */
539 if (tmp->stats.grace && op->type == PLAYER) 540 if (tmp->stats.grace && op->type == PLAYER)
540 { 541 {
541 success = 1; 542 success = 1;
542 DIFF_MSG (flag * tmp->stats.grace, "You feel closer to your god!", "You suddenly feel less holy."); 543 DIFF_MSG (flag * tmp->stats.grace, "You feel closer to your god!", "You suddenly feel less holy.");
543 } 544 }
544 545
545 if (tmp->stats.food && op->type == PLAYER) 546 if (tmp->stats.food && op->type == PLAYER)
546 { 547 {
547 success = 1; 548 success = 1;
548 DIFF_MSG (flag * tmp->stats.food, "You feel your digestion slowing down.", "You feel your digestion speeding up."); 549 DIFF_MSG (flag * tmp->stats.food, "You feel your digestion slowing down.", "You feel your digestion speeding up.");
550 }
549 } 551 }
550 552
551 /* Messages for changed resistance */ 553 /* Messages for changed resistance */
552 for (int i = 0; i < NROFATTACKS; i++) 554 for (int i = 0; i < NROFATTACKS; i++)
553 { 555 {
554 if (i == ATNR_PHYSICAL) 556 if (i == ATNR_PHYSICAL)
555 continue; /* Don't display about armour */ 557 continue; /* Don't display about armour */
556 558
557 if (op->resist[i] != refop.resist[i]) 559 if (op->resist [i] != prev_resist [i])
558 { 560 {
559 success = 1; 561 success = 1;
562
560 if (op->resist[i] > refop.resist[i]) 563 if (op->resist [i] > prev_resist [i])
561 sprintf (message, "Your resistance to %s rises to %d%%.", change_resist_msg[i], op->resist[i]); 564 sprintf (message, "Your resistance to %s rises to %d%%.", change_resist_msg [i], op->resist [i]);
562 else 565 else
563 sprintf (message, "Your resistance to %s drops to %d%%.", change_resist_msg[i], op->resist[i]); 566 sprintf (message, "Your resistance to %s drops to %d%%.", change_resist_msg [i], op->resist [i]);
564 567
565 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message); 568 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message);
566 } 569 }
567 } 570 }
568 571
569 if (!potion_max) 572 if (!potion_max)
570 {
571 for (int j = 0; j < NUM_STATS; j++) 573 for (int j = 0; j < NUM_STATS; j++)
572 {
573 if (int i = tmp->stats.stat (j)) 574 if (int i = tmp->stats.stat (j))
574 { 575 {
575 success = 1; 576 success = 1;
576 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]); 577 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]);
577 } 578 }
578 }
579 }
580 579
581 return success; 580 return success;
582} 581}
583 582
584/* 583/*
595object::drain_specific_stat (int deplete_stats) 594object::drain_specific_stat (int deplete_stats)
596{ 595{
597 object *tmp; 596 object *tmp;
598 archetype *at; 597 archetype *at;
599 598
600 at = archetype::find (ARCH_DEPLETION); 599 at = archetype::find (shstr_depletion);
601 if (!at) 600 if (!at)
602 { 601 {
603 LOG (llevError, "Couldn't find archetype depletion.\n"); 602 LOG (llevError, "Couldn't find archetype depletion.\n");
604 return; 603 return;
605 } 604 }
607 { 606 {
608 tmp = present_arch_in_ob (at, this); 607 tmp = present_arch_in_ob (at, this);
609 608
610 if (!tmp) 609 if (!tmp)
611 { 610 {
612 tmp = arch_to_object (at); 611 tmp = at->instance ();
613 tmp = insert_ob_in_ob (tmp, this); 612 tmp = insert_ob_in_ob (tmp, this);
614 SET_FLAG (tmp, FLAG_APPLIED); 613 tmp->set_flag (FLAG_APPLIED);
615 } 614 }
616 } 615 }
617 616
618 new_draw_info (NDI_UNIQUE, 0, this, drain_msg[deplete_stats]); 617 new_draw_info (NDI_UNIQUE, 0, this, drain_msg[deplete_stats]);
619 change_attr_value (&tmp->stats, deplete_stats, -1); 618 change_attr_value (&tmp->stats, deplete_stats, -1);
625 * via an applied bad_luck object. 624 * via an applied bad_luck object.
626 */ 625 */
627void 626void
628object::change_luck (int value) 627object::change_luck (int value)
629{ 628{
630 archetype *at = archetype::find ("luck"); 629 archetype *at = archetype::find (shstr_luck);
631 if (!at) 630 if (!at)
632 LOG (llevError, "Couldn't find archetype luck.\n"); 631 LOG (llevError, "Couldn't find archetype luck.\n");
633 else 632 else
634 { 633 {
635 object *tmp = present_arch_in_ob (at, this); 634 object *tmp = present_arch_in_ob (at, this);
637 if (!tmp) 636 if (!tmp)
638 { 637 {
639 if (!value) 638 if (!value)
640 return; 639 return;
641 640
642 tmp = arch_to_object (at); 641 tmp = at->instance ();
643 tmp = insert_ob_in_ob (tmp, this); 642 tmp = insert_ob_in_ob (tmp, this);
644 SET_FLAG (tmp, FLAG_APPLIED); 643 tmp->set_flag (FLAG_APPLIED);
645 } 644 }
646 645
647 if (value) 646 if (value)
648 { 647 {
649 /* Limit the luck value of the bad luck object to +/-100. This 648 /* Limit the luck value of the bad luck object to +/-100. This
702 sint8 v = arch->stats.stat (i); 701 sint8 v = arch->stats.stat (i);
703 stats.stat (i) += v; 702 stats.stat (i) += v;
704 contr->orig_stats.stat (i) += v; 703 contr->orig_stats.stat (i) += v;
705 } 704 }
706} 705}
707
708/* These are the items that currently can change digestion, regeneration,
709 * spell point recovery and mana point recovery. Seems sort of an arbitary
710 * list, but other items store other info into stats array.
711 */
712static struct digest_types : std::bitset<NUM_TYPES>
713{
714 digest_types ()
715 {
716 set (WEAPON);
717 set (BOW);
718 set (ARMOUR);
719 set (HELMET);
720 set (SHIELD);
721 set (RING);
722 set (BOOTS);
723 set (GLOVES);
724 set (AMULET);
725 set (GIRDLE);
726 set (BRACERS);
727 set (CLOAK);
728 set (DISEASE);
729 set (FORCE);
730 set (SKILL);
731 }
732} digest_types;
733 706
734static struct copy_flags : object::flags_t 707static struct copy_flags : object::flags_t
735{ 708{
736 copy_flags () 709 copy_flags ()
737 { 710 {
756 * spell system split, grace points now added to system --peterm 729 * spell system split, grace points now added to system --peterm
757 */ 730 */
758void 731void
759object::update_stats () 732object::update_stats ()
760{ 733{
761 float f, max_speed = 9, added_speed = 0, bonus_speed = 0, speed_reduce_from_disease = 1; 734 float max_speed = 9, added_speed = 0, bonus_speed = 0, speed_reduce_from_disease = 1;
762 int weapon_weight = 0, weapon_speed = 0; 735 int weapon_weight = 0, weapon_speed = 0;
763 int best_wc = 0, best_ac = 0, wc = 0, ac = 0; 736 int best_wc = 0, best_ac = 0, wc = 0, ac = 0;
764 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; 737 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS];
765 object *grace_obj = NULL, *mana_obj = NULL, *tmp; 738 object *grace_obj = NULL, *mana_obj = NULL, *tmp;
766 float old_speed = speed; 739 float old_speed = speed;
767 int stat_sum [NUM_STATS]; 740 int stat_sum [NUM_STATS];
768 741
742 MoveType move_type; // we use change_move_type to change it, so use a local copy
743
769 /* First task is to clear all the values back to their original values */ 744 /* First task is to clear all the values back to their original values */
770 if (type == PLAYER) 745 if (type == PLAYER)
771 { 746 {
747 contr->delayed_update = false;
748
772 for (int i = 0; i < NUM_STATS; i++) 749 for (int i = 0; i < NUM_STATS; i++)
773 stat_sum [i] = contr->orig_stats.stat (i); 750 stat_sum [i] = contr->orig_stats.stat (i);
774 751
775 if (settings.spell_encumbrance == TRUE) 752 if (settings.spell_encumbrance == TRUE)
776 contr->encumbrance = 0; 753 contr->encumbrance = 0;
788 for (int i = NUM_BODY_LOCATIONS; i--; ) 765 for (int i = NUM_BODY_LOCATIONS; i--; )
789 slot[i].used = slot[i].info; 766 slot[i].used = slot[i].info;
790 767
791 slaying = 0; 768 slaying = 0;
792 769
793 if (!QUERY_FLAG (this, FLAG_WIZ)) 770 if (!this->flag [FLAG_WIZ])
794 {
795 CLEAR_FLAG (this, FLAG_XRAYS);
796 CLEAR_FLAG (this, FLAG_MAKE_INVIS);
797 } 771 {
772 this->clr_flag (FLAG_XRAYS);
773 this->clr_flag (FLAG_MAKE_INVIS);
774 }
798 775
799 CLEAR_FLAG (this, FLAG_LIFESAVE); 776 this->clr_flag (FLAG_LIFESAVE);
800 CLEAR_FLAG (this, FLAG_STEALTH); 777 this->clr_flag (FLAG_STEALTH);
801 CLEAR_FLAG (this, FLAG_BLIND); 778 this->clr_flag (FLAG_BLIND);
802 779
803 if (!QUERY_FLAG (arch, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL); 780 if (!arch->flag [FLAG_REFL_SPELL ]) this->clr_flag (FLAG_REFL_SPELL);
804 if (!QUERY_FLAG (arch, FLAG_REFL_MISSILE)) CLEAR_FLAG (this, FLAG_REFL_MISSILE); 781 if (!arch->flag [FLAG_REFL_MISSILE]) this->clr_flag (FLAG_REFL_MISSILE);
805 if (!QUERY_FLAG (arch, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD); 782 if (!arch->flag [FLAG_UNDEAD ]) this->clr_flag (FLAG_UNDEAD);
806 if (!QUERY_FLAG (arch, FLAG_SEE_IN_DARK )) CLEAR_FLAG (this, FLAG_SEE_IN_DARK); 783 if (!arch->flag [FLAG_SEE_IN_DARK ]) this->clr_flag (FLAG_SEE_IN_DARK);
807 784
808 path_attuned = arch->path_attuned; 785 path_attuned = arch->path_attuned;
809 path_repelled = arch->path_repelled; 786 path_repelled = arch->path_repelled;
810 path_denied = arch->path_denied; 787 path_denied = arch->path_denied;
811 glow_radius = arch->glow_radius; 788 glow_radius = arch->glow_radius;
812 move_type = arch->move_type; 789 move_type = arch->move_type;
813 790
814 chosen_skill = 0;
815
816 /* initializing resistances from the values in player/monster's 791 /* initializing resistances from the values in player/monster's
817 * archetype clone 792 * archetype clone
818 */ 793 */
819 memcpy (&resist, &arch->resist, sizeof (resist)); 794 memcpy (&resist, &arch->resist, sizeof (resist));
820 795
821 for (int i = 0; i < NROFATTACKS; i++) 796 for (int i = 0; i < NROFATTACKS; i++)
822 { 797 {
823 if (resist[i] > 0) 798 if (resist[i] > 0)
824 prot[i] = resist[i], vuln[i] = 0; 799 prot[i] = resist[i], vuln[i] = 0;
825 else 800 else
826 vuln[i] = -(resist[i]), prot[i] = 0; 801 vuln[i] = -resist[i], prot[i] = 0;
827 802
828 potion_resist[i] = 0; 803 potion_resist[i] = -1000;
829 } 804 }
830 805
831 wc = arch->stats.wc; 806 wc = arch->stats.wc;
832 stats.dam = arch->stats.dam; 807 stats.dam = arch->stats.dam;
833 808
836 * the fact that maxlevel is factored in could be considered sort of bogus - 811 * the fact that maxlevel is factored in could be considered sort of bogus -
837 * we should probably give them some bonus and cap it off - otherwise, 812 * we should probably give them some bonus and cap it off - otherwise,
838 * basically, if a server updates its max level, these playes may find 813 * basically, if a server updates its max level, these playes may find
839 * that their protection from physical goes down 814 * that their protection from physical goes down
840 */ 815 */
841 if (!QUERY_FLAG (this, FLAG_USE_ARMOUR) && type == PLAYER) 816 if (!this->flag [FLAG_USE_ARMOUR] && type == PLAYER)
842 { 817 {
843 ac = max (-10, arch->stats.ac - level / 3); 818 ac = max (-10, arch->stats.ac - level / 3);
844 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100; 819 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100;
845 } 820 }
846 else 821 else
847 ac = arch->stats.ac; 822 ac = arch->stats.ac;
848 823
849 stats.luck = arch->stats.luck; 824 stats.luck = arch->stats.luck;
850 speed = arch->speed; 825 speed = arch->speed;
826
827 chosen_skill = 0;
851 828
852 /* OK - we've reset most all the objects attributes to sane values. 829 /* OK - we've reset most all the objects attributes to sane values.
853 * now go through and make adjustments for what the player has equipped. 830 * now go through and make adjustments for what the player has equipped.
854 */ 831 */
855 for (tmp = inv; tmp; tmp = tmp->below) 832 for (tmp = inv; tmp; tmp = tmp->below)
856 { 833 {
857 /* This happens because apply_potion calls change_abil with the potion 834 /* This happens because apply_potion calls change_abil with the potion
858 * applied so we can tell the player what changed. But change_abil 835 * applied so we can tell the player what changed. But change_abil
859 * then calls this function. 836 * then calls this function.
860 */ 837 */
861 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION) 838 if (tmp->flag [FLAG_APPLIED] && tmp->type == POTION)
862 continue; 839 continue;
863 840
864 /* See note in map.c:update_position about making this additive
865 * since light sources are never applied, need to put check here.
866 */
867 if (tmp->glow_radius > glow_radius)
868 glow_radius = tmp->glow_radius; 841 glow_radius += tmp->glow_radius;
869 842
870 /* For some things, we don't care what is equipped */ 843 /* For some things, we don't care what is equipped */
871 if (tmp->type == SKILL) 844 if (tmp->type == SKILL)
872 { 845 {
873 /* Want to take the highest skill here. */ 846 /* Want to take the highest skill here. */
886 else if (tmp->level > grace_obj->level) 859 else if (tmp->level > grace_obj->level)
887 grace_obj = tmp; 860 grace_obj = tmp;
888 } 861 }
889 } 862 }
890 863
891 /* Container objects are not meant to adjust a players, but other applied 864 /* Container objects are not meant to adjust players, but other applied
892 * objects need to make adjustments. 865 * objects need to make adjustments.
893 * This block should handle all player specific changes 866 * This block should handle all player specific changes
894 * The check for Praying is a bit of a hack - god given bonuses are put 867 * The check for Praying is a bit of a hack - god given bonuses are put
895 * in the praying skill, and the player should always get those. 868 * in the praying skill, and the player should always get those.
896 * It also means we need to put in additional checks for applied below, 869 * It also means we need to put in additional checks for applied below,
897 * because the skill shouldn't count against body positions being used 870 * because the skill shouldn't count against body positions being used
898 * up, etc. 871 * up, etc.
899 */ 872 */
900 if ((tmp->flag [FLAG_APPLIED] 873 if ((tmp->flag [FLAG_APPLIED]
901 && tmp->type != CONTAINER 874 && tmp->type != CONTAINER
902 && tmp->type != CLOSE_CON) 875 && tmp->type != CLOSE_CON
903 || (tmp->type == SKILL 876 && tmp->type != SPELL)
904 && tmp->subtype == SK_PRAYING)) 877 || (tmp->type == SKILL && tmp->subtype == SK_PRAYING))
905 { 878 {
906 if (type == PLAYER) 879 if (type == PLAYER)
907 { 880 {
908 contr->item_power += tmp->item_power; 881 contr->item_power += tmp->item_power;
909 882
910 if (tmp == contr->combat_ob || tmp == contr->ranged_ob)
911 if (tmp != current_weapon
912 && (tmp->type != SKILL || tmp->subtype != SK_PRAYING)
913 && !tmp->flag [FLAG_CURSED]
914 && !tmp->flag [FLAG_DAMNED])
915 continue;
916
917 for (int i = 0; i < NUM_STATS; i++) 883 for (int i = 0; i < NUM_STATS; i++)
918 stat_sum [i] = stat_sum [i] + tmp->stats.stat (i); 884 stat_sum [i] += tmp->stats.stat (i);
919 885
920 if (digest_types [tmp->type]) 886 if (digest_types [tmp->type])
921 { 887 {
922 contr->digestion += tmp->stats.food; 888 contr->digestion += tmp->stats.food;
923 contr->gen_hp += tmp->stats.hp; 889 contr->gen_hp += tmp->stats.hp;
890 if (tmp->type != BOW) // ugly exception for bows
924 contr->gen_sp += tmp->stats.sp; 891 contr->gen_sp += tmp->stats.sp;
925 contr->gen_grace += tmp->stats.grace; 892 contr->gen_grace += tmp->stats.grace;
926 contr->gen_sp_armour += tmp->gen_sp_armour; 893 contr->gen_sp_armour += tmp->gen_sp_armour;
927 } 894 }
928 } /* if this is a player */ 895 } /* if this is a player */
929 else 896 else
931 if (tmp->type == WEAPON) 898 if (tmp->type == WEAPON)
932 current_weapon = tmp; 899 current_weapon = tmp;
933 } 900 }
934 901
935 /* Update slots used for items */ 902 /* Update slots used for items */
936 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 903 if (tmp->flag [FLAG_APPLIED]) // exclude praying...
937 for (int i = 0; i < NUM_BODY_LOCATIONS; i++) 904 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
938 slot[i].used += tmp->slot[i].info; 905 slot[i].used += tmp->slot[i].info;
939 906
940 if (tmp->type == SYMPTOM) 907 if (tmp->type == SYMPTOM)
941 speed_reduce_from_disease =
942 min (speed_reduce_from_disease, tmp->last_sp ? tmp->last_sp / 100.f : 1.f); 908 min_it (speed_reduce_from_disease, tmp->last_sp ? tmp->last_sp / 100.f : 1.f);
943 909
944 /* Pos. and neg. protections are counted seperate (-> pro/vuln). 910 /* Pos. and neg. protections are counted separate (-> pro/vuln).
945 * (Negative protections are calculated exactly like positive.) 911 * (Negative protections are calculated exactly like positive.)
946 * Resistance from potions are treated special as well. If there's 912 * Resistance from potions are treated special as well. If there's
947 * more than one potion-effect, the bigger prot.-value is taken. 913 * more than one potion-effect, the bigger prot.-value is taken.
948 */ 914 */
949 if (tmp->type != POTION) 915 if (tmp->type == POTION_EFFECT)
950 {
951 for (int i = 0; i < NROFATTACKS; i++) 916 for (int i = 0; i < NROFATTACKS; i++)
952 {
953 /* Potential for cursed potions, in which case we just can use
954 * a straight MAX, as potion_resist is initialised to zero.
955 */
956 if (tmp->type == POTION_EFFECT)
957 {
958 if (potion_resist[i])
959 potion_resist[i] = max (potion_resist[i], tmp->resist[i]);
960 else
961 potion_resist[i] = tmp->resist[i]; 917 max_it (potion_resist[i], tmp->resist[i]);
962 } 918 else if (tmp->type != POTION)
919 for (int i = 0; i < NROFATTACKS; i++)
963 else if (tmp->resist[i] > 0) 920 if (tmp->resist[i] > 0)
964 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100; 921 prot[i] += (100 - prot[i]) * tmp->resist[i] / 100;
965 else if (tmp->resist[i] < 0) 922 else if (tmp->resist[i] < 0)
966 vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100; 923 vuln[i] += (100 - vuln[i]) * -tmp->resist[i] / 100;
967 }
968 }
969 924
970 /* There may be other things that should not adjust the attacktype */ 925 /* There may be other things that should not adjust the attacktype */
971 if (tmp->type != SYMPTOM) 926 if (tmp->type != SYMPTOM)
972 { 927 {
973 attacktype |= tmp->attacktype; 928 attacktype |= tmp->attacktype;
978 stats.luck += tmp->stats.luck; 933 stats.luck += tmp->stats.luck;
979 } 934 }
980 935
981 flag |= tmp->flag & copy_flags; 936 flag |= tmp->flag & copy_flags;
982 937
983 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (arch, FLAG_UNDEAD)) 938 if (tmp->flag [FLAG_UNDEAD] && !arch->flag [FLAG_UNDEAD])
984 SET_FLAG (this, FLAG_UNDEAD); 939 this->set_flag (FLAG_UNDEAD);
985 940
986 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS)) 941 //TODO: copy_flags?
942 if (tmp->flag [FLAG_MAKE_INVIS])
987 { 943 {
988 SET_FLAG (this, FLAG_MAKE_INVIS); 944 set_flag (FLAG_MAKE_INVIS);
989 invisible = 1; 945 invisible = 1;
990 } 946 }
991 947
992 if (tmp->stats.exp && tmp->type != SKILL) 948 if (tmp->stats.exp && tmp->type != SKILL)
993 { 949 {
1000 added_speed += tmp->stats.exp; 956 added_speed += tmp->stats.exp;
1001 } 957 }
1002 958
1003 switch (tmp->type) 959 switch (tmp->type)
1004 { 960 {
1005#if 0
1006 case WAND:
1007 case ROD:
1008 case HORN:
1009 if (type != PLAYER || current_weapon == tmp)
1010 chosen_skill = tmp;
1011 break;
1012#endif
1013
1014 /* skills modifying the character -b.t. */
1015 /* for all skills and skill granting objects */
1016 case SKILL: 961 case SKILL:
1017 { 962 {
963 // some skills will end up here without counting as "applied"
1018 if (!QUERY_FLAG (tmp, FLAG_APPLIED) || skill_flags [tmp->subtype] & SF_APPLY) 964 if (!tmp->flag [FLAG_APPLIED] || skill_flags [tmp->subtype] & SF_AUTARK)
1019 break; 965 break;
1020 966
1021 if (chosen_skill) 967 if (chosen_skill)
1022 { 968 {
1023 LOG (llevDebug, "fix_player, op %s has multiple skills applied (%s and %s)\n", 969 LOG (llevDebug, "fix_player, op %s has multiple skills applied (%s and %s)\n",
1025 971
1026 tmp->flag [FLAG_APPLIED] = false; 972 tmp->flag [FLAG_APPLIED] = false;
1027 update_stats (); 973 update_stats ();
1028 return; 974 return;
1029 } 975 }
1030 else 976
1031 chosen_skill = tmp; 977 chosen_skill = tmp;
1032 978
1033 if (tmp->stats.dam > 0) 979 if (tmp->stats.dam > 0)
1034 { /* skill is a 'weapon' */ 980 { /* skill is a 'weapon' */
1035 if (!QUERY_FLAG (this, FLAG_READY_WEAPON)) 981 if (!this->flag [FLAG_READY_WEAPON])
1036 weapon_speed = WEAPON_SPEED (tmp); 982 weapon_speed = max (0, WEAPON_SPEED (tmp));
1037
1038 if (weapon_speed < 0)
1039 weapon_speed = 0;
1040 983
1041 weapon_weight = tmp->weight; 984 weapon_weight = tmp->weight;
1042 stats.dam += 1 + chosen_skill->level * tmp->stats.dam / 9; 985 stats.dam += 1 + chosen_skill->level * tmp->stats.dam / 9;
1043 986
1044 if (tmp->magic) 987 if (tmp->magic)
1053 996
1054 if (tmp->stats.ac) 997 if (tmp->stats.ac)
1055 ac -= tmp->stats.ac + tmp->magic; 998 ac -= tmp->stats.ac + tmp->magic;
1056 999
1057 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1000 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1058 contr->encumbrance += (int) 3 *tmp->weight / 1000; 1001 contr->encumbrance += weight_to_kg_approx (3 * tmp->weight);
1059 } 1002 }
1060 1003
1061 break; 1004 break;
1062 1005
1063 case SHIELD: 1006 case SHIELD:
1064 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1007 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1065 contr->encumbrance += (int) tmp->weight / 2000; 1008 contr->encumbrance += weight_to_kg_approx (tmp->weight) >> 1;
1009 //FALLTHROUGH
1066 case RING: 1010 case RING:
1067 case AMULET: 1011 case AMULET:
1068 case GIRDLE: 1012 case GIRDLE:
1069 case HELMET: 1013 case HELMET:
1070 case BOOTS: 1014 case BOOTS:
1079 if (tmp->stats.ac) 1023 if (tmp->stats.ac)
1080 ac -= tmp->stats.ac + tmp->magic; 1024 ac -= tmp->stats.ac + tmp->magic;
1081 1025
1082 break; 1026 break;
1083 1027
1028 case RANGED:
1084 case BOW: 1029 case BOW:
1085 case WEAPON: 1030 case WEAPON:
1086 if (type != PLAYER || current_weapon == tmp)
1087 {
1088 wc -= tmp->stats.wc + tmp->magic; 1031 wc -= tmp->stats.wc + tmp->magic;
1089 1032
1090 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0) 1033 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0)
1091 ac -= tmp->stats.ac + tmp->magic; 1034 ac -= tmp->stats.ac + tmp->magic;
1092 1035
1093 stats.dam += tmp->stats.dam + tmp->magic; 1036 stats.dam += tmp->stats.dam + tmp->magic;
1094 weapon_weight = tmp->weight; 1037 weapon_weight = tmp->weight;
1095 weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2; 1038 weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2;
1096 1039
1097 if (weapon_speed < 0) 1040 if (weapon_speed < 0)
1098 weapon_speed = 0; 1041 weapon_speed = 0;
1099 1042
1100 slaying = tmp->slaying; 1043 slaying = tmp->slaying;
1101 1044
1102 /* If there is desire that two handed weapons should do 1045 /* If there is desire that two handed weapons should do
1103 * extra strength damage, this is where the code should 1046 * extra strength damage, this is where the code should
1104 * go. 1047 * go.
1105 */ 1048 */
1106 1049
1107 if (type == PLAYER) 1050 if (type == PLAYER)
1108 if (settings.spell_encumbrance) 1051 if (settings.spell_encumbrance)
1109 contr->encumbrance += tmp->weight * 3 / 1000; 1052 contr->encumbrance += weight_to_kg_approx (3 * tmp->weight);
1110 }
1111 1053
1112 break; 1054 break;
1113 1055
1114 case ARMOUR: /* Only the best of these three are used: */ 1056 case ARMOUR: /* Only the best of these three are used: */
1115 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1057 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1116 contr->encumbrance += tmp->weight / 1000; 1058 contr->encumbrance += weight_to_kg_approx (tmp->weight);
1117 1059
1118 case BRACERS: 1060 case BRACERS:
1119 case FORCE: 1061 case FORCE:
1120 if (tmp->stats.wc) 1062 if (tmp->stats.wc)
1121 { 1063 {
1138 else /* To nullify the below effect */ 1080 else /* To nullify the below effect */
1139 ac += tmp->stats.ac + tmp->magic; 1081 ac += tmp->stats.ac + tmp->magic;
1140 } 1082 }
1141 1083
1142 if (tmp->stats.wc) 1084 if (tmp->stats.wc)
1143 wc -= (tmp->stats.wc + tmp->magic); 1085 wc -= tmp->stats.wc + tmp->magic;
1144 1086
1145 if (tmp->stats.ac) 1087 if (tmp->stats.ac)
1146 ac -= (tmp->stats.ac + tmp->magic); 1088 ac -= tmp->stats.ac + tmp->magic;
1147 1089
1148 if (ARMOUR_SPEED (tmp)) 1090 if (ARMOUR_SPEED (tmp))
1149 max_speed = min (max_speed, ARMOUR_SPEED (tmp) / 10.f); 1091 min_it (max_speed, ARMOUR_SPEED (tmp) / 10.f);
1150 1092
1151 break; 1093 break;
1152 } /* switch tmp->type */ 1094 } /* switch tmp->type */
1153 } /* item is equipped */ 1095 } /* item is equipped */
1154 } /* for loop of items */ 1096 } /* for loop of items */
1097
1098 min_it (glow_radius, MAX_LIGHT_RADIUS);
1155 1099
1156 /* We've gone through all the objects the player has equipped. For many things, we 1100 /* We've gone through all the objects the player has equipped. For many things, we
1157 * have generated intermediate values which we now need to assign. 1101 * have generated intermediate values which we now need to assign.
1158 */ 1102 */
1159 1103
1165 */ 1109 */
1166 for (int i = 0; i < NROFATTACKS; i++) 1110 for (int i = 0; i < NROFATTACKS; i++)
1167 { 1111 {
1168 resist[i] = prot[i] - vuln[i]; 1112 resist[i] = prot[i] - vuln[i];
1169 1113
1170 if (potion_resist[i] && ((potion_resist[i] > resist[i]) || (potion_resist[i] < 0))) 1114 if (potion_resist[i] != -1000
1115 && (potion_resist[i] < 0 || potion_resist[i] > resist[i]))
1171 resist[i] = potion_resist[i]; 1116 resist[i] = potion_resist[i];
1172 } 1117 }
1173 1118
1174 if (type == PLAYER) 1119 if (type == PLAYER)
1175 { 1120 {
1176 // clamp various player stats 1121 // clamp various player stats
1177 for (int i = 0; i < NUM_STATS; ++i) 1122 for (int i = 0; i < NUM_STATS; ++i)
1178 stats.stat (i) = clamp (stat_sum [i], MIN_STAT, MAX_STAT); 1123 stats.stat (i) = stat_sum [i];
1124
1125 check_stat_bounds (&stats);
1179 1126
1180 contr->digestion = clamp (contr->digestion, MIN_DIGESTION, MAX_DIGESTION); 1127 contr->digestion = clamp (contr->digestion, MIN_DIGESTION, MAX_DIGESTION);
1181 1128
1182 /* Figure out the players sp/mana/hp totals. */ 1129 /* Figure out the players sp/mana/hp totals. */
1183 int pl_level; 1130 int pl_level;
1184 1131
1185 check_stat_bounds (&(stats));
1186 pl_level = level;
1187
1188 if (pl_level < 1)
1189 pl_level = 1; /* safety, we should always get 1 levels worth of hp! */ 1132 pl_level = max (1, level); /* safety, we should always get 1 levels worth of hp! */
1190 1133
1191 /* You basically get half a con bonus/level. But we do take into account rounding, 1134 /* You basically get half a con bonus/level. But we do take into account rounding,
1192 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels. 1135 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels.
1193 */ 1136 */
1194 stats.maxhp = 0; 1137 stats.maxhp = 0;
1329 1272
1330 speed = 1.f + speed_bonus[stats.Dex]; 1273 speed = 1.f + speed_bonus[stats.Dex];
1331 1274
1332 if (settings.search_items && contr->search_str[0]) 1275 if (settings.search_items && contr->search_str[0])
1333 speed -= 1; 1276 speed -= 1;
1334
1335 if (attacktype == 0)
1336 attacktype = arch->attacktype;
1337 } /* End if player */ 1277 } /* End if player */
1338 1278
1339 if (added_speed >= 0) 1279 if (added_speed >= 0)
1340 speed += added_speed / 10.f; 1280 speed += added_speed / 10.f;
1341 else /* Something wrong here...: */ 1281 else /* Something wrong here...: */
1349 /* f is a number the represents the number of kg above (positive num) 1289 /* f is a number the represents the number of kg above (positive num)
1350 * or below (negative number) that the player is carrying. If above 1290 * or below (negative number) that the player is carrying. If above
1351 * weight limit, then player suffers a speed reduction based on how 1291 * weight limit, then player suffers a speed reduction based on how
1352 * much above he is, and what is max carry is 1292 * much above he is, and what is max carry is
1353 */ 1293 */
1354 float f = (carrying / 1000) - max_carry[stats.Str]; 1294 double f = weight_to_kg_approx (carrying) - max_carry[stats.Str];
1355 if (f > 0.f) 1295 if (f > 0.f)
1356 speed = speed / (1.f + f / max_carry[stats.Str]); 1296 speed /= (1.f + f / max_carry[stats.Str]);
1357 } 1297 }
1358 1298
1359 speed += bonus_speed / 10.f; /* Not affected by limits */ 1299 speed += bonus_speed / 10.f; /* Not affected by limits */
1360 speed *= speed_reduce_from_disease; 1300 speed *= speed_reduce_from_disease;
1361 1301
1362 /* Put a lower limit on speed. Note with this speed, you move once every 1302 /* Put a lower limit on speed. Note with this speed, you move once every
1363 * 25 ticks or so. This amounts to once every 3 seconds of realtime. 1303 * 25 ticks or so. This amounts to once every 3 seconds of realtime.
1364 */ 1304 */
1365 if (speed < 0.04f && type == PLAYER) 1305 max_it (speed, is_player () ? MIN_PLAYER_SPEED : MIN_ACTIVE_SPEED);
1366 speed = 0.04f;
1367 1306
1368 if (speed != old_speed) 1307 if (speed != old_speed)
1369 set_speed (speed); 1308 set_speed (speed);
1370 1309
1371 if (type == PLAYER) 1310 if (type == PLAYER)
1406 if (move_type == 0) 1345 if (move_type == 0)
1407 move_type = MOVE_WALK; 1346 move_type = MOVE_WALK;
1408 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) 1347 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH))
1409 move_type &= ~MOVE_WALK; 1348 move_type &= ~MOVE_WALK;
1410 1349
1350 // now apply the new move_type
1351 if (this->move_type != move_type)
1352 change_move_type (move_type);
1353
1411 /* It is quite possible that a player's spell costing might have changed, 1354 /* It is quite possible that a player's spell costing might have changed,
1412 * so we will check that now. 1355 * so we will check that now.
1413 */ 1356 */
1414 if (type == PLAYER) 1357 if (is_player ())
1415 { 1358 contr->update_spells ();
1416 esrv_update_stats (contr);
1417 esrv_update_spells (contr);
1418 }
1419 1359
1420 // update the mapspace, if we are on a map 1360 // update the mapspace, if we are on a map
1421 if (!flag [FLAG_REMOVED] && map) 1361 if (!flag [FLAG_REMOVED] && map)
1422 map->at (x, y).flags_ = 0; 1362 map->at (x, y).flags_ = 0;
1363}
1364
1365void
1366object::set_glow_radius (sint8 rad)
1367{
1368 glow_radius = rad;
1369
1370 if (is_on_map ())
1371 update_all_los (map, x, y);
1372 else if (object *env = outer_env ())
1373 {
1374 env->update_stats ();
1375
1376 if (env->is_on_map ())
1377 update_all_los (env->map, env->x, env->y);
1378 }
1423} 1379}
1424 1380
1425/* 1381/*
1426 * Returns true if the given player is a legal class. 1382 * Returns true if the given player is a legal class.
1427 * The function to add and remove class-bonuses to the stats doesn't 1383 * The function to add and remove class-bonuses to the stats doesn't
1443 1399
1444/* 1400/*
1445 * set the new dragon name after gaining levels or 1401 * set the new dragon name after gaining levels or
1446 * changing ability focus (later this can be extended to 1402 * changing ability focus (later this can be extended to
1447 * eventually change the player's face and animation) 1403 * eventually change the player's face and animation)
1448 *
1449 * Note that the title is written to 'own_title' in the
1450 * player struct. This should be changed to 'ext_title'
1451 * as soon as clients support this!
1452 * Please, anyone, write support for 'ext_title'.
1453 */ 1404 */
1454void 1405void
1455set_dragon_name (object *pl, const object *abil, const object *skin) 1406set_dragon_name (object *pl, const object *abil, const object *skin)
1456{ 1407{
1457 int atnr = -1; /* attacknumber of highest level */ 1408 int atnr = -1; /* attacknumber of highest level */
1475 /* now if there are equals at highest level, pick the one with focus, 1426 /* now if there are equals at highest level, pick the one with focus,
1476 or else at random */ 1427 or else at random */
1477 if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level) 1428 if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level)
1478 atnr = abil->stats.exp; 1429 atnr = abil->stats.exp;
1479 1430
1480 level = (int) (level / 25.);
1481
1482 /* now set the new title */ 1431 /* now set the new title */
1483 if (pl->contr)
1484 {
1485 if (level == 0)
1486 sprintf (pl->contr->title, "%s hatchling", attacks[atnr]); 1432 if (level < 25) sprintf (pl->contr->title, "%s hatchling", attacks[atnr]);
1487 else if (level == 1)
1488 sprintf (pl->contr->title, "%s wyrm", attacks[atnr]); 1433 else if (level < 50) sprintf (pl->contr->title, "%s wyrm" , attacks[atnr]);
1489 else if (level == 2)
1490 sprintf (pl->contr->title, "%s wyvern", attacks[atnr]); 1434 else if (level < 75) sprintf (pl->contr->title, "%s wyvern" , attacks[atnr]);
1491 else if (level == 3)
1492 sprintf (pl->contr->title, "%s dragon", attacks[atnr]); 1435 else if (level < 100) sprintf (pl->contr->title, "%s dragon" , attacks[atnr]);
1493 else 1436 else
1494 { 1437 {
1495 /* special titles for extra high resistance! */ 1438 /* special titles for extra high resistance! */
1496 if (skin->resist[atnr] > 80)
1497 sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]); 1439 if (skin->resist[atnr] > 80) sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]);
1498 else if (skin->resist[atnr] > 50)
1499 sprintf (pl->contr->title, "ancient %s dragon", attacks[atnr]); 1440 else if (skin->resist[atnr] > 50) sprintf (pl->contr->title, "ancient %s dragon" , attacks[atnr]);
1500 else
1501 sprintf (pl->contr->title, "big %s dragon", attacks[atnr]); 1441 else sprintf (pl->contr->title, "big %s dragon" , attacks[atnr]);
1502 }
1503 } 1442 }
1504 1443
1505 strcpy (pl->contr->own_title, ""); 1444 strcpy (pl->contr->own_title, "");
1506} 1445}
1507 1446
1508/* 1447/*
1509 * This function is called when a dragon-player gains 1448 * This function is called when a dragon-player gains
1510 * an overall level. Here, the dragon might gain new abilities 1449 * an overall level. Here, the dragon might gain new abilities
1511 * or change the ability-focus. 1450 * or change the ability-focus.
1512 */ 1451 */
1513void 1452static void
1514dragon_level_gain (object *who) 1453dragon_level_gain (object *who)
1515{ 1454{
1516 object *abil = NULL; /* pointer to dragon ability force */ 1455 object *abil = NULL; /* pointer to dragon ability force */
1517 object *skin = NULL; /* pointer to dragon skin force */ 1456 object *skin = NULL; /* pointer to dragon skin force */
1518 object *tmp = NULL; /* tmp. object */ 1457 object *tmp = NULL; /* tmp. object */
1574 object *skill_obj; 1513 object *skill_obj;
1575 1514
1576 skill_obj = get_archetype_by_skill_name (skill_name, SKILL); 1515 skill_obj = get_archetype_by_skill_name (skill_name, SKILL);
1577 if (!skill_obj) 1516 if (!skill_obj)
1578 { 1517 {
1579 LOG (llevError, "add_player_exp: couldn't find skill %s\n", skill_name); 1518 LOG (llevError, "give_skill_by_name: couldn't find skill %s\n", skill_name);
1580 return NULL; 1519 return NULL;
1581 } 1520 }
1582 1521
1583 /* clear the flag - exp goes into this bucket, but player 1522 /* clear the flag - exp goes into this bucket, but player
1584 * still doesn't know it. 1523 * still doesn't know it.
1585 */ 1524 */
1586 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL); 1525 skill_obj->clr_flag (FLAG_CAN_USE_SKILL);
1587 skill_obj->stats.exp = 0; 1526 skill_obj->stats.exp = 0;
1588 skill_obj->level = 1; 1527 skill_obj->level = 1;
1589 insert_ob_in_ob (skill_obj, op); 1528 op->insert (skill_obj);
1590 1529
1591 if (player *pl = op->contr) 1530 if (player *pl = op->contr)
1592 { 1531 pl->link_skills ();
1593 pl->last_skill_ob [skill_obj->subtype] = skill_obj;
1594 if (pl->ns)
1595 pl->ns->last_skill_exp[skill_obj->subtype] = -1;//TODO: should be made superfluous
1596 }
1597 1532
1598 return skill_obj; 1533 return skill_obj;
1599} 1534}
1600 1535
1601/* player_lvl_adj() - for the new exp system. we are concerned with 1536/* player_lvl_adj() - for the new exp system. we are concerned with
1618 { 1553 {
1619 changed = true; 1554 changed = true;
1620 1555
1621 op->level++; 1556 op->level++;
1622 1557
1623 if (op && op == who && op->stats.exp > 1 && is_dragon_pl (who)) 1558 if (op && op == who && op->stats.exp > 1 && who->is_dragon ())
1624 dragon_level_gain (who); 1559 dragon_level_gain (who);
1625 1560
1626 /* Only roll these if it is the player (who) that gained the level */ 1561 /* Only roll these if it is the player (who) that gained the level */
1627 if (op == who && (who->level < 11) && who->type == PLAYER) 1562 if (op == who && (who->level < 11) && who->type == PLAYER)
1628 { 1563 {
1661 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); 1596 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1662 } 1597 }
1663 } 1598 }
1664 1599
1665 if (changed) 1600 if (changed)
1666 { 1601 who->update_stats (); // should cause esrv_update_stats and esrv_update_spells
1667 who->update_stats ();
1668 esrv_update_stats (who->contr);
1669 /* check if the spell data has changed */
1670 esrv_update_spells (who->contr);
1671 }
1672} 1602}
1673 1603
1674/* 1604/*
1675 * Returns how much experience is needed for a player to become 1605 * Returns how much experience is needed for a player to become
1676 * the given level. level should really never exceed max_level 1606 * the given level. level should really never exceed max_level
1677 */ 1607 */
1678 1608
1679sint64 1609sint64
1680level_exp (int level, double expmul) 1610level_exp (int level, double expmul)
1681{ 1611{
1682 if (level > settings.max_level) 1612 return expmul * level_to_min_exp (level);
1683 return (sint64) (expmul * levels[settings.max_level]);
1684
1685 return (sint64) (expmul * levels[level]);
1686} 1613}
1687 1614
1688/* 1615/*
1689 * Ensure that the permanent experience requirements in an exp object are met. 1616 * Ensure that the permanent experience requirements in an exp object are met.
1690 * This really just checks 'op to make sure the perm_exp value is within 1617 * This really just checks 'op to make sure the perm_exp value is within
1718 * NULL, in which case exp increases the players general 1645 * NULL, in which case exp increases the players general
1719 * total, but not any particular skill. 1646 * total, but not any particular skill.
1720 * flag is what to do if the player doesn't have the skill: 1647 * flag is what to do if the player doesn't have the skill:
1721 */ 1648 */
1722static void 1649static void
1723add_player_exp (object *op, sint64 exp, const char *skill_name, int flag) 1650add_player_exp (object *op, sint64 exp, shstr_tmp skill_name, int flag)
1724{ 1651{
1725 object *skill_obj = NULL; 1652 object *skill_obj;
1726 sint64 limit, exp_to_add; 1653 sint64 limit, exp_to_add;
1727 int i;
1728 1654
1729 /* prevents some forms of abuse. */ 1655 /* prevents some forms of abuse. */
1730 if (op->contr->braced) 1656 if (op->contr->braced)
1731 exp /= 5; 1657 exp /= 5;
1732 1658
1733 /* Try to find the matching skill. 1659 /* Try to find the matching skill.
1734 * We do a shortcut/time saving mechanism first - see if it matches 1660 * We do a shortcut/time saving mechanism first - see if it matches
1735 * chosen_skill. This means we don't need to search through 1661 * chosen_skill. This means we don't need to search through
1736 * the players inventory. 1662 * the players inventory.
1737 */ 1663 */
1664 skill_obj = 0;
1665
1738 if (skill_name) 1666 if (skill_name)
1739 { 1667 {
1740 if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill)) 1668 skill_obj = op->contr->find_skill (skill_name);
1741 skill_obj = op->chosen_skill;
1742 else
1743 {
1744 for (i = 0; i < NUM_SKILLS; i++)
1745 if (op->contr->last_skill_ob[i] && !strcmp (op->contr->last_skill_ob[i]->skill, skill_name))
1746 {
1747 skill_obj = op->contr->last_skill_ob[i];
1748 break;
1749 }
1750 1669
1751 /* Player doesn't have the skill. Check to see what to do, and give 1670 /* Player doesn't have the skill. Check to see what to do, and give
1752 * it to the player if necessary 1671 * it to the player if necessary
1753 */ 1672 */
1754 if (!skill_obj) 1673 if (!skill_obj)
1755 { 1674 {
1756 if (flag == SK_EXP_NONE) 1675 if (flag == SK_EXP_NONE)
1757 return; 1676 return;
1677
1758 else if (flag == SK_EXP_ADD_SKILL) 1678 if (flag == SK_EXP_ADD_SKILL)
1759 give_skill_by_name (op, skill_name); 1679 skill_obj = give_skill_by_name (op, skill_name);
1760 }
1761 } 1680 }
1762 } 1681 }
1763 1682
1764 if (flag != SK_EXP_SKILL_ONLY) 1683 if (flag != SK_EXP_SKILL_ONLY)
1765 { 1684 {
1766 /* Basically, you can never gain more experience in one shot 1685 /* Basically, you can never gain more experience in one shot
1767 * than half what you need to gain for next level. 1686 * than half what you need to gain for next level.
1768 */ 1687 */
1769 exp_to_add = exp; 1688 exp_to_add = exp;
1770 limit = (levels[op->level + 1] - levels[op->level]) / 2; 1689 limit = (levels [op->level + 1] - levels [op->level]) / 2;
1771 if (exp_to_add > limit) 1690 if (exp_to_add > limit)
1772 exp_to_add = limit; 1691 exp_to_add = limit;
1773 1692
1774 ADD_EXP (op->stats.exp, (sint64) ((float) exp_to_add * (skill_obj ? skill_obj->expmul : 1))); 1693 ADD_EXP (op->stats.exp, (sint64) ((float) exp_to_add * (skill_obj ? skill_obj->expmul : 1)));
1775 if (settings.permanent_exp_ratio) 1694 if (settings.permanent_exp_ratio)
1782 } 1701 }
1783 1702
1784 if (skill_obj) 1703 if (skill_obj)
1785 { 1704 {
1786 exp_to_add = exp; 1705 exp_to_add = exp;
1787 limit = (levels[skill_obj->level + 1] - levels[skill_obj->level]) / 2; 1706 limit = (levels [skill_obj->level + 1] - levels [skill_obj->level]) / 2;
1788 if (exp_to_add > limit) 1707 if (exp_to_add > limit)
1789 exp_to_add = limit; 1708 exp_to_add = limit;
1790 1709
1791 ADD_EXP (skill_obj->stats.exp, exp_to_add); 1710 ADD_EXP (skill_obj->stats.exp, exp_to_add);
1792 if (settings.permanent_exp_ratio) 1711 if (settings.permanent_exp_ratio)
1798 player_lvl_adj (op, skill_obj); 1717 player_lvl_adj (op, skill_obj);
1799 } 1718 }
1800} 1719}
1801 1720
1802/* This function checks to make sure that object 'op' can 1721/* This function checks to make sure that object 'op' can
1803 * lost 'exp' experience. It returns the amount of exp 1722 * lose 'exp' experience. It returns the amount of exp
1804 * object 'op' can in fact lose - it basically makes 1723 * object 'op' can in fact lose - it basically makes
1805 * adjustments based on permanent exp and the like. 1724 * adjustments based on permanent exp and the like.
1806 * This function should always be used for losing experience - 1725 * This function should always be used for losing experience -
1807 * the 'exp' value passed should be positive - this is the 1726 * the 'exp' value passed should be positive - this is the
1808 * amount that should get subtract from the player. 1727 * amount that should get subtract from the player.
1809 */ 1728 */
1810sint64 1729static sint64
1811check_exp_loss (const object *op, sint64 exp) 1730check_exp_loss (const object *op, sint64 exp)
1812{ 1731{
1813 sint64 del_exp; 1732 sint64 del_exp;
1814 1733
1815 if (exp > op->stats.exp) 1734 if (exp > op->stats.exp)
1816 exp = op->stats.exp; 1735 exp = op->stats.exp;
1736
1817 if (settings.permanent_exp_ratio) 1737 if (settings.permanent_exp_ratio)
1818 { 1738 {
1819 del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO); 1739 del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO);
1740
1820 if (del_exp < 0) 1741 if (del_exp < 0)
1821 del_exp = 0; 1742 del_exp = 0;
1743
1822 if (exp > del_exp) 1744 if (exp > del_exp)
1823 exp = del_exp; 1745 exp = del_exp;
1824 } 1746 }
1747
1825 return exp; 1748 return exp;
1826} 1749}
1827 1750
1828sint64 1751sint64
1829check_exp_adjust (const object *op, sint64 exp) 1752check_exp_adjust (const object *op, sint64 exp)
1830{ 1753{
1831 if (exp < 0) 1754 if (exp < 0)
1832 return check_exp_loss (op, exp); 1755 return check_exp_loss (op, exp);
1833 else 1756 else
1834 return MIN (exp, (sint64) MAX_EXPERIENCE - op->stats.exp); 1757 return min (exp, (sint64)MAX_EXPERIENCE - op->stats.exp);
1835} 1758}
1836
1837 1759
1838/* Subtracts experience from player. 1760/* Subtracts experience from player.
1839 * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we 1761 * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we
1840 * only subtract from the matching skill. Otherwise, 1762 * only subtract from the matching skill. Otherwise,
1841 * this subtracts a portion from all 1763 * this subtracts a portion from all
1846 * where everything is at the minimum perm exp, he would lose nothing. 1768 * where everything is at the minimum perm exp, he would lose nothing.
1847 * exp is the amount of exp to subtract - thus, it should be 1769 * exp is the amount of exp to subtract - thus, it should be
1848 * a postive number. 1770 * a postive number.
1849 */ 1771 */
1850static void 1772static void
1851subtract_player_exp (object *op, sint64 exp, const char *skill, int flag) 1773subtract_player_exp (object *op, sint64 exp, shstr_tmp skill, int flag)
1852{ 1774{
1853 float fraction = (float) exp / (float) op->stats.exp; 1775 float fraction = (float) exp / (float) op->stats.exp;
1854 object *tmp; 1776 object *tmp;
1855 sint64 del_exp; 1777 sint64 del_exp;
1856 1778
1857 for (tmp = op->inv; tmp; tmp = tmp->below) 1779 for (tmp = op->inv; tmp; tmp = tmp->below)
1858 if (tmp->type == SKILL && tmp->stats.exp) 1780 if (tmp->type == SKILL && tmp->stats.exp)
1859 { 1781 {
1860 if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (tmp->skill, skill)) 1782 if (flag == SK_SUBTRACT_SKILL_EXP && skill && tmp->skill == skill)
1861 { 1783 {
1862 del_exp = check_exp_loss (tmp, exp); 1784 del_exp = check_exp_loss (tmp, exp);
1863 tmp->stats.exp -= del_exp; 1785 tmp->stats.exp -= del_exp;
1864 player_lvl_adj (op, tmp); 1786 player_lvl_adj (op, tmp);
1865 } 1787 }
1866 else if (flag != SK_SUBTRACT_SKILL_EXP) 1788 else if (flag != SK_SUBTRACT_SKILL_EXP)
1867 { 1789 {
1868 /* only want to process other skills if we are not trying 1790 /* only want to process other skills if we are not trying
1869 * to match a specific skill. 1791 * to match a specific skill.
1870 */ 1792 */
1871 del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction)); 1793 del_exp = check_exp_loss (tmp, tmp->stats.exp * fraction);
1872 tmp->stats.exp -= del_exp; 1794 tmp->stats.exp -= del_exp;
1873 player_lvl_adj (op, tmp); 1795 player_lvl_adj (op, tmp);
1874 } 1796 }
1875 } 1797 }
1876 1798
1890 * skill_name is the skill that should get the exp added. 1812 * skill_name is the skill that should get the exp added.
1891 * flag is what to do if player doesn't have the skill. 1813 * flag is what to do if player doesn't have the skill.
1892 * these last two values are only used for players. 1814 * these last two values are only used for players.
1893 */ 1815 */
1894void 1816void
1895change_exp (object *op, sint64 exp, const char *skill_name, int flag) 1817change_exp (object *op, sint64 exp, shstr_tmp skill_name, int flag)
1896{ 1818{
1897#ifdef EXP_DEBUG 1819#ifdef EXP_DEBUG
1898 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp); 1820 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp);
1899#endif 1821#endif
1900 1822
1917 * worth. 1839 * worth.
1918 */ 1840 */
1919 if (op->type != PLAYER) 1841 if (op->type != PLAYER)
1920 { 1842 {
1921 /* Sanity check */ 1843 /* Sanity check */
1922 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1844 if (!op->flag [FLAG_ALIVE])
1923 return; 1845 return;
1924 1846
1925 /* reset exp to max allowed value. We subtract from 1847 /* reset exp to max allowed value. We subtract from
1926 * MAX_EXPERIENCE to prevent overflows. If the player somehow has 1848 * MAX_EXPERIENCE to prevent overflows. If the player somehow has
1927 * more than max exp, just return. 1849 * more than max exp, just return.
1953 * amount of permenent experience, whichever gives the lowest loss. 1875 * amount of permenent experience, whichever gives the lowest loss.
1954 */ 1876 */
1955void 1877void
1956apply_death_exp_penalty (object *op) 1878apply_death_exp_penalty (object *op)
1957{ 1879{
1958 object *tmp;
1959 sint64 loss; 1880 sint64 loss;
1960 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */ 1881 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */
1961 sint64 level_loss; /* defined by the setting 'death_penalty_levels */ 1882 sint64 level_loss; /* defined by the setting 'death_penalty_levels */
1962 1883
1963 for (tmp = op->inv; tmp; tmp = tmp->below) 1884 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1964 if (tmp->type == SKILL && tmp->stats.exp) 1885 if (tmp->type == SKILL && tmp->stats.exp)
1965 { 1886 {
1966
1967 percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100; 1887 percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100;
1968 level_loss = tmp->stats.exp - levels[MAX (0, tmp->level - settings.death_penalty_level)]; 1888 level_loss = tmp->stats.exp - levels [max (0, tmp->level - settings.death_penalty_level)];
1969 1889
1970 /* With the revised exp system, you can get cases where 1890 /* With the revised exp system, you can get cases where
1971 * losing several levels would still require that you have more 1891 * losing several levels would still require that you have more
1972 * exp than you currently have - this is true if the levels 1892 * exp than you currently have - this is true if the levels
1973 * tables is a lot harder. 1893 * tables is a lot harder.
1974 */ 1894 */
1975 if (level_loss < 0) 1895 if (level_loss < 0)
1976 level_loss = 0; 1896 level_loss = 0;
1977 1897
1978 loss = check_exp_loss (tmp, MIN (level_loss, percentage_loss)); 1898 loss = check_exp_loss (tmp, min (level_loss, percentage_loss));
1979 1899
1980 tmp->stats.exp -= loss; 1900 tmp->stats.exp -= loss;
1981 player_lvl_adj (op, tmp); 1901 player_lvl_adj (op, tmp);
1982 } 1902 }
1983 1903
1984 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100; 1904 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100;
1985 level_loss = op->stats.exp - levels[MAX (0, op->level - settings.death_penalty_level)]; 1905 level_loss = op->stats.exp - levels [max (0, op->level - settings.death_penalty_level)];
1986 1906
1987 if (level_loss < 0) 1907 if (level_loss < 0)
1988 level_loss = 0; 1908 level_loss = 0;
1909
1989 loss = check_exp_loss (op, MIN (level_loss, percentage_loss)); 1910 loss = check_exp_loss (op, min (level_loss, percentage_loss));
1990 1911
1991 op->stats.exp -= loss; 1912 op->stats.exp -= loss;
1992 player_lvl_adj (op, NULL); 1913 player_lvl_adj (op, NULL);
1993} 1914}
1994 1915

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