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Comparing deliantra/server/common/living.C (file contents):
Revision 1.96 by elmex, Mon Jan 12 00:17:22 2009 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.
414 (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."));
415 } 414 }
416 415
417 if (tmp->move_type & MOVE_SWIM) 416 if (tmp->move_type & MOVE_SWIM)
418 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");
419
420 /* Changing move status may mean you are affected by things you weren't before */
421 check_move_on (op, op);
422 } 418 }
423 419
424 /* becoming UNDEAD... a special treatment for this flag. Only those not 420 /* becoming UNDEAD... a special treatment for this flag. Only those not
425 * originally undead may change their status 421 * originally undead may change their status
426 */ 422 */
463 if (op->flag [FLAG_WIZ]) 459 if (op->flag [FLAG_WIZ])
464 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.");
465 else 461 else
466 { 462 {
467 new_draw_info (NDI_UNIQUE, 0, op, "You are blinded."); 463 new_draw_info (NDI_UNIQUE, 0, op, "You are blinded.");
468 SET_FLAG (op, FLAG_BLIND); 464 op->set_flag (FLAG_BLIND);
469 if (op->type == PLAYER) 465 if (op->type == PLAYER)
470 op->contr->do_los = 1; 466 op->contr->do_los = 1;
471 } 467 }
472 } 468 }
473 else 469 else
475 if (op->flag [FLAG_WIZ]) 471 if (op->flag [FLAG_WIZ])
476 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.");
477 else 473 else
478 { 474 {
479 new_draw_info (NDI_UNIQUE, 0, op, "Your vision returns."); 475 new_draw_info (NDI_UNIQUE, 0, op, "Your vision returns.");
480 CLEAR_FLAG (op, FLAG_BLIND); 476 op->clr_flag (FLAG_BLIND);
481 if (op->type == PLAYER) 477 if (op->type == PLAYER)
482 op->contr->do_los = 1; 478 op->contr->do_los = 1;
483 } 479 }
484 } 480 }
485 } 481 }
523 { 519 {
524 success = 1; 520 success = 1;
525 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.");
526 } 522 }
527 523
524 if (digest_types [tmp->type])
525 {
528 if (tmp->stats.hp && op->type == PLAYER) 526 if (tmp->stats.hp && op->type == PLAYER)
529 { 527 {
530 success = 1; 528 success = 1;
531 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!");
532 } 530 }
533 531
534 if (tmp->stats.sp && op->type == PLAYER && tmp->type != SKILL) 532 if (tmp->stats.sp && op->type == PLAYER
535 { 533 && tmp->type != SKILL && tmp->type != BOW)
534 {
536 success = 1; 535 success = 1;
537 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.");
538 } 537 }
539 538
540 /* for the future when artifacts set this -b.t. */ 539 /* for the future when artifacts set this -b.t. */
541 if (tmp->stats.grace && op->type == PLAYER) 540 if (tmp->stats.grace && op->type == PLAYER)
542 { 541 {
543 success = 1; 542 success = 1;
544 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.");
545 } 544 }
546 545
547 if (tmp->stats.food && op->type == PLAYER) 546 if (tmp->stats.food && op->type == PLAYER)
548 { 547 {
549 success = 1; 548 success = 1;
550 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 }
551 } 551 }
552 552
553 /* Messages for changed resistance */ 553 /* Messages for changed resistance */
554 for (int i = 0; i < NROFATTACKS; i++) 554 for (int i = 0; i < NROFATTACKS; i++)
555 { 555 {
594object::drain_specific_stat (int deplete_stats) 594object::drain_specific_stat (int deplete_stats)
595{ 595{
596 object *tmp; 596 object *tmp;
597 archetype *at; 597 archetype *at;
598 598
599 at = archetype::find (ARCH_DEPLETION); 599 at = archetype::find (shstr_depletion);
600 if (!at) 600 if (!at)
601 { 601 {
602 LOG (llevError, "Couldn't find archetype depletion.\n"); 602 LOG (llevError, "Couldn't find archetype depletion.\n");
603 return; 603 return;
604 } 604 }
606 { 606 {
607 tmp = present_arch_in_ob (at, this); 607 tmp = present_arch_in_ob (at, this);
608 608
609 if (!tmp) 609 if (!tmp)
610 { 610 {
611 tmp = arch_to_object (at); 611 tmp = at->instance ();
612 tmp = insert_ob_in_ob (tmp, this); 612 tmp = insert_ob_in_ob (tmp, this);
613 SET_FLAG (tmp, FLAG_APPLIED); 613 tmp->set_flag (FLAG_APPLIED);
614 } 614 }
615 } 615 }
616 616
617 new_draw_info (NDI_UNIQUE, 0, this, drain_msg[deplete_stats]); 617 new_draw_info (NDI_UNIQUE, 0, this, drain_msg[deplete_stats]);
618 change_attr_value (&tmp->stats, deplete_stats, -1); 618 change_attr_value (&tmp->stats, deplete_stats, -1);
624 * via an applied bad_luck object. 624 * via an applied bad_luck object.
625 */ 625 */
626void 626void
627object::change_luck (int value) 627object::change_luck (int value)
628{ 628{
629 archetype *at = archetype::find ("luck"); 629 archetype *at = archetype::find (shstr_luck);
630 if (!at) 630 if (!at)
631 LOG (llevError, "Couldn't find archetype luck.\n"); 631 LOG (llevError, "Couldn't find archetype luck.\n");
632 else 632 else
633 { 633 {
634 object *tmp = present_arch_in_ob (at, this); 634 object *tmp = present_arch_in_ob (at, this);
636 if (!tmp) 636 if (!tmp)
637 { 637 {
638 if (!value) 638 if (!value)
639 return; 639 return;
640 640
641 tmp = arch_to_object (at); 641 tmp = at->instance ();
642 tmp = insert_ob_in_ob (tmp, this); 642 tmp = insert_ob_in_ob (tmp, this);
643 SET_FLAG (tmp, FLAG_APPLIED); 643 tmp->set_flag (FLAG_APPLIED);
644 } 644 }
645 645
646 if (value) 646 if (value)
647 { 647 {
648 /* 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
701 sint8 v = arch->stats.stat (i); 701 sint8 v = arch->stats.stat (i);
702 stats.stat (i) += v; 702 stats.stat (i) += v;
703 contr->orig_stats.stat (i) += v; 703 contr->orig_stats.stat (i) += v;
704 } 704 }
705} 705}
706
707/* These are the items that currently can change digestion, regeneration,
708 * spell point recovery and mana point recovery. Seems sort of an arbitary
709 * list, but other items store other info into stats array.
710 */
711static struct digest_types : std::bitset<NUM_TYPES>
712{
713 digest_types ()
714 {
715 set (WEAPON);
716 set (BOW);
717 set (ARMOUR);
718 set (HELMET);
719 set (SHIELD);
720 set (RING);
721 set (BOOTS);
722 set (GLOVES);
723 set (AMULET);
724 set (GIRDLE);
725 set (BRACERS);
726 set (CLOAK);
727 set (DISEASE);
728 set (FORCE);
729 set (SKILL);
730 }
731} digest_types;
732 706
733static struct copy_flags : object::flags_t 707static struct copy_flags : object::flags_t
734{ 708{
735 copy_flags () 709 copy_flags ()
736 { 710 {
755 * spell system split, grace points now added to system --peterm 729 * spell system split, grace points now added to system --peterm
756 */ 730 */
757void 731void
758object::update_stats () 732object::update_stats ()
759{ 733{
760 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;
761 int weapon_weight = 0, weapon_speed = 0; 735 int weapon_weight = 0, weapon_speed = 0;
762 int best_wc = 0, best_ac = 0, wc = 0, ac = 0; 736 int best_wc = 0, best_ac = 0, wc = 0, ac = 0;
763 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; 737 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS];
764 object *grace_obj = NULL, *mana_obj = NULL, *tmp; 738 object *grace_obj = NULL, *mana_obj = NULL, *tmp;
765 float old_speed = speed; 739 float old_speed = speed;
766 int stat_sum [NUM_STATS]; 740 int stat_sum [NUM_STATS];
767 741
742 MoveType move_type; // we use change_move_type to change it, so use a local copy
743
768 /* 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 */
769 if (type == PLAYER) 745 if (type == PLAYER)
770 { 746 {
747 contr->delayed_update = false;
748
771 for (int i = 0; i < NUM_STATS; i++) 749 for (int i = 0; i < NUM_STATS; i++)
772 stat_sum [i] = contr->orig_stats.stat (i); 750 stat_sum [i] = contr->orig_stats.stat (i);
773 751
774 if (settings.spell_encumbrance == TRUE) 752 if (settings.spell_encumbrance == TRUE)
775 contr->encumbrance = 0; 753 contr->encumbrance = 0;
787 for (int i = NUM_BODY_LOCATIONS; i--; ) 765 for (int i = NUM_BODY_LOCATIONS; i--; )
788 slot[i].used = slot[i].info; 766 slot[i].used = slot[i].info;
789 767
790 slaying = 0; 768 slaying = 0;
791 769
792 if (!QUERY_FLAG (this, FLAG_WIZ)) 770 if (!this->flag [FLAG_WIZ])
793 {
794 CLEAR_FLAG (this, FLAG_XRAYS);
795 CLEAR_FLAG (this, FLAG_MAKE_INVIS);
796 } 771 {
772 this->clr_flag (FLAG_XRAYS);
773 this->clr_flag (FLAG_MAKE_INVIS);
774 }
797 775
798 CLEAR_FLAG (this, FLAG_LIFESAVE); 776 this->clr_flag (FLAG_LIFESAVE);
799 CLEAR_FLAG (this, FLAG_STEALTH); 777 this->clr_flag (FLAG_STEALTH);
800 CLEAR_FLAG (this, FLAG_BLIND); 778 this->clr_flag (FLAG_BLIND);
801 779
802 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);
803 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);
804 if (!QUERY_FLAG (arch, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD); 782 if (!arch->flag [FLAG_UNDEAD ]) this->clr_flag (FLAG_UNDEAD);
805 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);
806 784
807 path_attuned = arch->path_attuned; 785 path_attuned = arch->path_attuned;
808 path_repelled = arch->path_repelled; 786 path_repelled = arch->path_repelled;
809 path_denied = arch->path_denied; 787 path_denied = arch->path_denied;
810 glow_radius = arch->glow_radius; 788 glow_radius = arch->glow_radius;
811 move_type = arch->move_type; 789 move_type = arch->move_type;
812 790
813 chosen_skill = 0;
814
815 /* initializing resistances from the values in player/monster's 791 /* initializing resistances from the values in player/monster's
816 * archetype clone 792 * archetype clone
817 */ 793 */
818 memcpy (&resist, &arch->resist, sizeof (resist)); 794 memcpy (&resist, &arch->resist, sizeof (resist));
819 795
820 for (int i = 0; i < NROFATTACKS; i++) 796 for (int i = 0; i < NROFATTACKS; i++)
821 { 797 {
822 if (resist[i] > 0) 798 if (resist[i] > 0)
823 prot[i] = resist[i], vuln[i] = 0; 799 prot[i] = resist[i], vuln[i] = 0;
824 else 800 else
825 vuln[i] = -(resist[i]), prot[i] = 0; 801 vuln[i] = -resist[i], prot[i] = 0;
826 802
827 potion_resist[i] = 0; 803 potion_resist[i] = -1000;
828 } 804 }
829 805
830 wc = arch->stats.wc; 806 wc = arch->stats.wc;
831 stats.dam = arch->stats.dam; 807 stats.dam = arch->stats.dam;
832 808
835 * 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 -
836 * 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,
837 * 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
838 * that their protection from physical goes down 814 * that their protection from physical goes down
839 */ 815 */
840 if (!QUERY_FLAG (this, FLAG_USE_ARMOUR) && type == PLAYER) 816 if (!this->flag [FLAG_USE_ARMOUR] && type == PLAYER)
841 { 817 {
842 ac = max (-10, arch->stats.ac - level / 3); 818 ac = max (-10, arch->stats.ac - level / 3);
843 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;
844 } 820 }
845 else 821 else
846 ac = arch->stats.ac; 822 ac = arch->stats.ac;
847 823
848 stats.luck = arch->stats.luck; 824 stats.luck = arch->stats.luck;
849 speed = arch->speed; 825 speed = arch->speed;
826
827 chosen_skill = 0;
850 828
851 /* 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.
852 * 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.
853 */ 831 */
854 for (tmp = inv; tmp; tmp = tmp->below) 832 for (tmp = inv; tmp; tmp = tmp->below)
855 { 833 {
856 /* This happens because apply_potion calls change_abil with the potion 834 /* This happens because apply_potion calls change_abil with the potion
857 * 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
858 * then calls this function. 836 * then calls this function.
859 */ 837 */
860 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION) 838 if (tmp->flag [FLAG_APPLIED] && tmp->type == POTION)
861 continue; 839 continue;
862 840
863 glow_radius += tmp->glow_radius; 841 glow_radius += tmp->glow_radius;
864 842
865 /* For some things, we don't care what is equipped */ 843 /* For some things, we don't care what is equipped */
892 * because the skill shouldn't count against body positions being used 870 * because the skill shouldn't count against body positions being used
893 * up, etc. 871 * up, etc.
894 */ 872 */
895 if ((tmp->flag [FLAG_APPLIED] 873 if ((tmp->flag [FLAG_APPLIED]
896 && tmp->type != CONTAINER 874 && tmp->type != CONTAINER
897 && tmp->type != CLOSE_CON) 875 && tmp->type != CLOSE_CON
898 || (tmp->type == SKILL 876 && tmp->type != SPELL)
899 && tmp->subtype == SK_PRAYING)) 877 || (tmp->type == SKILL && tmp->subtype == SK_PRAYING))
900 { 878 {
901 if (type == PLAYER) 879 if (type == PLAYER)
902 { 880 {
903 contr->item_power += tmp->item_power; 881 contr->item_power += tmp->item_power;
904 882
905 if (tmp == contr->combat_ob || tmp == contr->ranged_ob)
906 if (tmp != current_weapon
907 && (tmp->type != SKILL || tmp->subtype != SK_PRAYING)
908 && !tmp->flag [FLAG_CURSED]
909 && !tmp->flag [FLAG_DAMNED])
910 continue;
911
912 for (int i = 0; i < NUM_STATS; i++) 883 for (int i = 0; i < NUM_STATS; i++)
913 stat_sum [i] = stat_sum [i] + tmp->stats.stat (i); 884 stat_sum [i] += tmp->stats.stat (i);
914 885
915 if (digest_types [tmp->type]) 886 if (digest_types [tmp->type])
916 { 887 {
917 contr->digestion += tmp->stats.food; 888 contr->digestion += tmp->stats.food;
918 contr->gen_hp += tmp->stats.hp; 889 contr->gen_hp += tmp->stats.hp;
927 if (tmp->type == WEAPON) 898 if (tmp->type == WEAPON)
928 current_weapon = tmp; 899 current_weapon = tmp;
929 } 900 }
930 901
931 /* Update slots used for items */ 902 /* Update slots used for items */
932 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 903 if (tmp->flag [FLAG_APPLIED]) // exclude praying...
933 for (int i = 0; i < NUM_BODY_LOCATIONS; i++) 904 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
934 slot[i].used += tmp->slot[i].info; 905 slot[i].used += tmp->slot[i].info;
935 906
936 if (tmp->type == SYMPTOM) 907 if (tmp->type == SYMPTOM)
937 speed_reduce_from_disease =
938 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);
939 909
940 /* Pos. and neg. protections are counted separate (-> pro/vuln). 910 /* Pos. and neg. protections are counted separate (-> pro/vuln).
941 * (Negative protections are calculated exactly like positive.) 911 * (Negative protections are calculated exactly like positive.)
942 * Resistance from potions are treated special as well. If there's 912 * Resistance from potions are treated special as well. If there's
943 * more than one potion-effect, the bigger prot.-value is taken. 913 * more than one potion-effect, the bigger prot.-value is taken.
944 */ 914 */
945 if (tmp->type != POTION) 915 if (tmp->type == POTION_EFFECT)
946 {
947 for (int i = 0; i < NROFATTACKS; i++) 916 for (int i = 0; i < NROFATTACKS; i++)
948 {
949 /* Potential for cursed potions, in which case we just can use
950 * a straight MAX, as potion_resist is initialised to zero.
951 */
952 if (tmp->type == POTION_EFFECT)
953 {
954 if (potion_resist[i])
955 potion_resist[i] = max (potion_resist[i], tmp->resist[i]);
956 else
957 potion_resist[i] = tmp->resist[i]; 917 max_it (potion_resist[i], tmp->resist[i]);
958 } 918 else if (tmp->type != POTION)
919 for (int i = 0; i < NROFATTACKS; i++)
959 else if (tmp->resist[i] > 0) 920 if (tmp->resist[i] > 0)
960 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100; 921 prot[i] += (100 - prot[i]) * tmp->resist[i] / 100;
961 else if (tmp->resist[i] < 0) 922 else if (tmp->resist[i] < 0)
962 vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100; 923 vuln[i] += (100 - vuln[i]) * -tmp->resist[i] / 100;
963 }
964 }
965 924
966 /* There may be other things that should not adjust the attacktype */ 925 /* There may be other things that should not adjust the attacktype */
967 if (tmp->type != SYMPTOM) 926 if (tmp->type != SYMPTOM)
968 { 927 {
969 attacktype |= tmp->attacktype; 928 attacktype |= tmp->attacktype;
974 stats.luck += tmp->stats.luck; 933 stats.luck += tmp->stats.luck;
975 } 934 }
976 935
977 flag |= tmp->flag & copy_flags; 936 flag |= tmp->flag & copy_flags;
978 937
979 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (arch, FLAG_UNDEAD)) 938 if (tmp->flag [FLAG_UNDEAD] && !arch->flag [FLAG_UNDEAD])
980 SET_FLAG (this, FLAG_UNDEAD); 939 this->set_flag (FLAG_UNDEAD);
981 940
982 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS)) 941 //TODO: copy_flags?
942 if (tmp->flag [FLAG_MAKE_INVIS])
983 { 943 {
984 SET_FLAG (this, FLAG_MAKE_INVIS); 944 set_flag (FLAG_MAKE_INVIS);
985 invisible = 1; 945 invisible = 1;
986 } 946 }
987 947
988 if (tmp->stats.exp && tmp->type != SKILL) 948 if (tmp->stats.exp && tmp->type != SKILL)
989 { 949 {
996 added_speed += tmp->stats.exp; 956 added_speed += tmp->stats.exp;
997 } 957 }
998 958
999 switch (tmp->type) 959 switch (tmp->type)
1000 { 960 {
1001#if 0
1002 case WAND:
1003 case ROD:
1004 case HORN:
1005 if (type != PLAYER || current_weapon == tmp)
1006 chosen_skill = tmp;
1007 break;
1008#endif
1009
1010 /* skills modifying the character -b.t. */
1011 /* for all skills and skill granting objects */
1012 case SKILL: 961 case SKILL:
1013 { 962 {
963 // some skills will end up here without counting as "applied"
1014 if (!QUERY_FLAG (tmp, FLAG_APPLIED) || skill_flags [tmp->subtype] & SF_APPLY) 964 if (!tmp->flag [FLAG_APPLIED] || skill_flags [tmp->subtype] & SF_AUTARK)
1015 break; 965 break;
1016 966
1017 if (chosen_skill) 967 if (chosen_skill)
1018 { 968 {
1019 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",
1021 971
1022 tmp->flag [FLAG_APPLIED] = false; 972 tmp->flag [FLAG_APPLIED] = false;
1023 update_stats (); 973 update_stats ();
1024 return; 974 return;
1025 } 975 }
1026 else 976
1027 chosen_skill = tmp; 977 chosen_skill = tmp;
1028 978
1029 if (tmp->stats.dam > 0) 979 if (tmp->stats.dam > 0)
1030 { /* skill is a 'weapon' */ 980 { /* skill is a 'weapon' */
1031 if (!QUERY_FLAG (this, FLAG_READY_WEAPON)) 981 if (!this->flag [FLAG_READY_WEAPON])
1032 weapon_speed = WEAPON_SPEED (tmp); 982 weapon_speed = max (0, WEAPON_SPEED (tmp));
1033
1034 if (weapon_speed < 0)
1035 weapon_speed = 0;
1036 983
1037 weapon_weight = tmp->weight; 984 weapon_weight = tmp->weight;
1038 stats.dam += 1 + chosen_skill->level * tmp->stats.dam / 9; 985 stats.dam += 1 + chosen_skill->level * tmp->stats.dam / 9;
1039 986
1040 if (tmp->magic) 987 if (tmp->magic)
1049 996
1050 if (tmp->stats.ac) 997 if (tmp->stats.ac)
1051 ac -= tmp->stats.ac + tmp->magic; 998 ac -= tmp->stats.ac + tmp->magic;
1052 999
1053 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1000 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1054 contr->encumbrance += (int) 3 *tmp->weight / 1000; 1001 contr->encumbrance += weight_to_kg_approx (3 * tmp->weight);
1055 } 1002 }
1056 1003
1057 break; 1004 break;
1058 1005
1059 case SHIELD: 1006 case SHIELD:
1060 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1007 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1061 contr->encumbrance += (int) tmp->weight / 2000; 1008 contr->encumbrance += weight_to_kg_approx (tmp->weight) >> 1;
1009 //FALLTHROUGH
1062 case RING: 1010 case RING:
1063 case AMULET: 1011 case AMULET:
1064 case GIRDLE: 1012 case GIRDLE:
1065 case HELMET: 1013 case HELMET:
1066 case BOOTS: 1014 case BOOTS:
1075 if (tmp->stats.ac) 1023 if (tmp->stats.ac)
1076 ac -= tmp->stats.ac + tmp->magic; 1024 ac -= tmp->stats.ac + tmp->magic;
1077 1025
1078 break; 1026 break;
1079 1027
1028 case RANGED:
1080 case BOW: 1029 case BOW:
1081 case WEAPON: 1030 case WEAPON:
1082 if (type != PLAYER || current_weapon == tmp)
1083 {
1084 wc -= tmp->stats.wc + tmp->magic; 1031 wc -= tmp->stats.wc + tmp->magic;
1085 1032
1086 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0) 1033 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0)
1087 ac -= tmp->stats.ac + tmp->magic; 1034 ac -= tmp->stats.ac + tmp->magic;
1088 1035
1089 stats.dam += tmp->stats.dam + tmp->magic; 1036 stats.dam += tmp->stats.dam + tmp->magic;
1090 weapon_weight = tmp->weight; 1037 weapon_weight = tmp->weight;
1091 weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2; 1038 weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2;
1092 1039
1093 if (weapon_speed < 0) 1040 if (weapon_speed < 0)
1094 weapon_speed = 0; 1041 weapon_speed = 0;
1095 1042
1096 slaying = tmp->slaying; 1043 slaying = tmp->slaying;
1097 1044
1098 /* If there is desire that two handed weapons should do 1045 /* If there is desire that two handed weapons should do
1099 * extra strength damage, this is where the code should 1046 * extra strength damage, this is where the code should
1100 * go. 1047 * go.
1101 */ 1048 */
1102 1049
1103 if (type == PLAYER) 1050 if (type == PLAYER)
1104 if (settings.spell_encumbrance) 1051 if (settings.spell_encumbrance)
1105 contr->encumbrance += tmp->weight * 3 / 1000; 1052 contr->encumbrance += weight_to_kg_approx (3 * tmp->weight);
1106 }
1107 1053
1108 break; 1054 break;
1109 1055
1110 case ARMOUR: /* Only the best of these three are used: */ 1056 case ARMOUR: /* Only the best of these three are used: */
1111 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1057 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1112 contr->encumbrance += tmp->weight / 1000; 1058 contr->encumbrance += weight_to_kg_approx (tmp->weight);
1113 1059
1114 case BRACERS: 1060 case BRACERS:
1115 case FORCE: 1061 case FORCE:
1116 if (tmp->stats.wc) 1062 if (tmp->stats.wc)
1117 { 1063 {
1140 1086
1141 if (tmp->stats.ac) 1087 if (tmp->stats.ac)
1142 ac -= tmp->stats.ac + tmp->magic; 1088 ac -= tmp->stats.ac + tmp->magic;
1143 1089
1144 if (ARMOUR_SPEED (tmp)) 1090 if (ARMOUR_SPEED (tmp))
1145 max_speed = min (max_speed, ARMOUR_SPEED (tmp) / 10.f); 1091 min_it (max_speed, ARMOUR_SPEED (tmp) / 10.f);
1146 1092
1147 break; 1093 break;
1148 } /* switch tmp->type */ 1094 } /* switch tmp->type */
1149 } /* item is equipped */ 1095 } /* item is equipped */
1150 } /* for loop of items */ 1096 } /* for loop of items */
1151 1097
1152 glow_radius = min (glow_radius, MAX_LIGHT_RADIUS); 1098 min_it (glow_radius, MAX_LIGHT_RADIUS);
1153 1099
1154 /* 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
1155 * have generated intermediate values which we now need to assign. 1101 * have generated intermediate values which we now need to assign.
1156 */ 1102 */
1157 1103
1163 */ 1109 */
1164 for (int i = 0; i < NROFATTACKS; i++) 1110 for (int i = 0; i < NROFATTACKS; i++)
1165 { 1111 {
1166 resist[i] = prot[i] - vuln[i]; 1112 resist[i] = prot[i] - vuln[i];
1167 1113
1168 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]))
1169 resist[i] = potion_resist[i]; 1116 resist[i] = potion_resist[i];
1170 } 1117 }
1171 1118
1172 if (type == PLAYER) 1119 if (type == PLAYER)
1173 { 1120 {
1174 // clamp various player stats 1121 // clamp various player stats
1175 for (int i = 0; i < NUM_STATS; ++i) 1122 for (int i = 0; i < NUM_STATS; ++i)
1176 stats.stat (i) = clamp (stat_sum [i], MIN_STAT, MAX_STAT); 1123 stats.stat (i) = stat_sum [i];
1124
1125 check_stat_bounds (&stats);
1177 1126
1178 contr->digestion = clamp (contr->digestion, MIN_DIGESTION, MAX_DIGESTION); 1127 contr->digestion = clamp (contr->digestion, MIN_DIGESTION, MAX_DIGESTION);
1179 1128
1180 /* Figure out the players sp/mana/hp totals. */ 1129 /* Figure out the players sp/mana/hp totals. */
1181 int pl_level; 1130 int pl_level;
1182 1131
1183 check_stat_bounds (&(stats));
1184 pl_level = level;
1185
1186 if (pl_level < 1)
1187 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! */
1188 1133
1189 /* 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,
1190 * 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.
1191 */ 1136 */
1192 stats.maxhp = 0; 1137 stats.maxhp = 0;
1327 1272
1328 speed = 1.f + speed_bonus[stats.Dex]; 1273 speed = 1.f + speed_bonus[stats.Dex];
1329 1274
1330 if (settings.search_items && contr->search_str[0]) 1275 if (settings.search_items && contr->search_str[0])
1331 speed -= 1; 1276 speed -= 1;
1332
1333 if (attacktype == 0)
1334 attacktype = arch->attacktype;
1335 } /* End if player */ 1277 } /* End if player */
1336 1278
1337 if (added_speed >= 0) 1279 if (added_speed >= 0)
1338 speed += added_speed / 10.f; 1280 speed += added_speed / 10.f;
1339 else /* Something wrong here...: */ 1281 else /* Something wrong here...: */
1347 /* 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)
1348 * or below (negative number) that the player is carrying. If above 1290 * or below (negative number) that the player is carrying. If above
1349 * weight limit, then player suffers a speed reduction based on how 1291 * weight limit, then player suffers a speed reduction based on how
1350 * much above he is, and what is max carry is 1292 * much above he is, and what is max carry is
1351 */ 1293 */
1352 float f = (carrying / 1000) - max_carry[stats.Str]; 1294 double f = weight_to_kg_approx (carrying) - max_carry[stats.Str];
1353 if (f > 0.f) 1295 if (f > 0.f)
1354 speed = speed / (1.f + f / max_carry[stats.Str]); 1296 speed /= (1.f + f / max_carry[stats.Str]);
1355 } 1297 }
1356 1298
1357 speed += bonus_speed / 10.f; /* Not affected by limits */ 1299 speed += bonus_speed / 10.f; /* Not affected by limits */
1358 speed *= speed_reduce_from_disease; 1300 speed *= speed_reduce_from_disease;
1359 1301
1360 /* 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
1361 * 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.
1362 */ 1304 */
1363 if (speed < 0.04f && type == PLAYER) 1305 max_it (speed, is_player () ? MIN_PLAYER_SPEED : MIN_ACTIVE_SPEED);
1364 speed = 0.04f;
1365 1306
1366 if (speed != old_speed) 1307 if (speed != old_speed)
1367 set_speed (speed); 1308 set_speed (speed);
1368 1309
1369 if (type == PLAYER) 1310 if (type == PLAYER)
1404 if (move_type == 0) 1345 if (move_type == 0)
1405 move_type = MOVE_WALK; 1346 move_type = MOVE_WALK;
1406 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) 1347 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH))
1407 move_type &= ~MOVE_WALK; 1348 move_type &= ~MOVE_WALK;
1408 1349
1350 // now apply the new move_type
1351 if (this->move_type != move_type)
1352 change_move_type (move_type);
1353
1409 /* 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,
1410 * so we will check that now. 1355 * so we will check that now.
1411 */ 1356 */
1412 if (type == PLAYER) 1357 if (is_player ())
1413 { 1358 contr->update_spells ();
1414 esrv_update_stats (contr);
1415 esrv_update_spells (contr);
1416 }
1417 1359
1418 // update the mapspace, if we are on a map 1360 // update the mapspace, if we are on a map
1419 if (!flag [FLAG_REMOVED] && map) 1361 if (!flag [FLAG_REMOVED] && map)
1420 map->at (x, y).flags_ = 0; 1362 map->at (x, y).flags_ = 0;
1421} 1363}
1505/* 1447/*
1506 * This function is called when a dragon-player gains 1448 * This function is called when a dragon-player gains
1507 * an overall level. Here, the dragon might gain new abilities 1449 * an overall level. Here, the dragon might gain new abilities
1508 * or change the ability-focus. 1450 * or change the ability-focus.
1509 */ 1451 */
1510void 1452static void
1511dragon_level_gain (object *who) 1453dragon_level_gain (object *who)
1512{ 1454{
1513 object *abil = NULL; /* pointer to dragon ability force */ 1455 object *abil = NULL; /* pointer to dragon ability force */
1514 object *skin = NULL; /* pointer to dragon skin force */ 1456 object *skin = NULL; /* pointer to dragon skin force */
1515 object *tmp = NULL; /* tmp. object */ 1457 object *tmp = NULL; /* tmp. object */
1578 } 1520 }
1579 1521
1580 /* clear the flag - exp goes into this bucket, but player 1522 /* clear the flag - exp goes into this bucket, but player
1581 * still doesn't know it. 1523 * still doesn't know it.
1582 */ 1524 */
1583 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL); 1525 skill_obj->clr_flag (FLAG_CAN_USE_SKILL);
1584 skill_obj->stats.exp = 0; 1526 skill_obj->stats.exp = 0;
1585 skill_obj->level = 1; 1527 skill_obj->level = 1;
1586 op->insert (skill_obj); 1528 op->insert (skill_obj);
1587 1529
1588 if (player *pl = op->contr) 1530 if (player *pl = op->contr)
1611 { 1553 {
1612 changed = true; 1554 changed = true;
1613 1555
1614 op->level++; 1556 op->level++;
1615 1557
1616 if (op && op == who && op->stats.exp > 1 && is_dragon_pl (who)) 1558 if (op && op == who && op->stats.exp > 1 && who->is_dragon ())
1617 dragon_level_gain (who); 1559 dragon_level_gain (who);
1618 1560
1619 /* 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 */
1620 if (op == who && (who->level < 11) && who->type == PLAYER) 1562 if (op == who && (who->level < 11) && who->type == PLAYER)
1621 { 1563 {
1654 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); 1596 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1655 } 1597 }
1656 } 1598 }
1657 1599
1658 if (changed) 1600 if (changed)
1659 { 1601 who->update_stats (); // should cause esrv_update_stats and esrv_update_spells
1660 who->update_stats ();
1661 esrv_update_stats (who->contr);
1662 /* check if the spell data has changed */
1663 esrv_update_spells (who->contr);
1664 }
1665} 1602}
1666 1603
1667/* 1604/*
1668 * Returns how much experience is needed for a player to become 1605 * Returns how much experience is needed for a player to become
1669 * the given level. level should really never exceed max_level 1606 * the given level. level should really never exceed max_level
1670 */ 1607 */
1671 1608
1672sint64 1609sint64
1673level_exp (int level, double expmul) 1610level_exp (int level, double expmul)
1674{ 1611{
1675 if (level > settings.max_level) 1612 return expmul * level_to_min_exp (level);
1676 return (sint64) (expmul * levels[settings.max_level]);
1677
1678 return (sint64) (expmul * levels[level]);
1679} 1613}
1680 1614
1681/* 1615/*
1682 * 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.
1683 * 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
1711 * NULL, in which case exp increases the players general 1645 * NULL, in which case exp increases the players general
1712 * total, but not any particular skill. 1646 * total, but not any particular skill.
1713 * 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:
1714 */ 1648 */
1715static void 1649static void
1716add_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)
1717{ 1651{
1718 object *skill_obj; 1652 object *skill_obj;
1719 sint64 limit, exp_to_add; 1653 sint64 limit, exp_to_add;
1720 int i;
1721 1654
1722 /* prevents some forms of abuse. */ 1655 /* prevents some forms of abuse. */
1723 if (op->contr->braced) 1656 if (op->contr->braced)
1724 exp /= 5; 1657 exp /= 5;
1725 1658
1751 { 1684 {
1752 /* Basically, you can never gain more experience in one shot 1685 /* Basically, you can never gain more experience in one shot
1753 * than half what you need to gain for next level. 1686 * than half what you need to gain for next level.
1754 */ 1687 */
1755 exp_to_add = exp; 1688 exp_to_add = exp;
1756 limit = (levels[op->level + 1] - levels[op->level]) / 2; 1689 limit = (levels [op->level + 1] - levels [op->level]) / 2;
1757 if (exp_to_add > limit) 1690 if (exp_to_add > limit)
1758 exp_to_add = limit; 1691 exp_to_add = limit;
1759 1692
1760 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)));
1761 if (settings.permanent_exp_ratio) 1694 if (settings.permanent_exp_ratio)
1768 } 1701 }
1769 1702
1770 if (skill_obj) 1703 if (skill_obj)
1771 { 1704 {
1772 exp_to_add = exp; 1705 exp_to_add = exp;
1773 limit = (levels[skill_obj->level + 1] - levels[skill_obj->level]) / 2; 1706 limit = (levels [skill_obj->level + 1] - levels [skill_obj->level]) / 2;
1774 if (exp_to_add > limit) 1707 if (exp_to_add > limit)
1775 exp_to_add = limit; 1708 exp_to_add = limit;
1776 1709
1777 ADD_EXP (skill_obj->stats.exp, exp_to_add); 1710 ADD_EXP (skill_obj->stats.exp, exp_to_add);
1778 if (settings.permanent_exp_ratio) 1711 if (settings.permanent_exp_ratio)
1791 * adjustments based on permanent exp and the like. 1724 * adjustments based on permanent exp and the like.
1792 * This function should always be used for losing experience - 1725 * This function should always be used for losing experience -
1793 * the 'exp' value passed should be positive - this is the 1726 * the 'exp' value passed should be positive - this is the
1794 * amount that should get subtract from the player. 1727 * amount that should get subtract from the player.
1795 */ 1728 */
1796sint64 1729static sint64
1797check_exp_loss (const object *op, sint64 exp) 1730check_exp_loss (const object *op, sint64 exp)
1798{ 1731{
1799 sint64 del_exp; 1732 sint64 del_exp;
1800 1733
1801 if (exp > op->stats.exp) 1734 if (exp > op->stats.exp)
1835 * 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.
1836 * 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
1837 * a postive number. 1770 * a postive number.
1838 */ 1771 */
1839static void 1772static void
1840subtract_player_exp (object *op, sint64 exp, const char *skill, int flag) 1773subtract_player_exp (object *op, sint64 exp, shstr_tmp skill, int flag)
1841{ 1774{
1842 float fraction = (float) exp / (float) op->stats.exp; 1775 float fraction = (float) exp / (float) op->stats.exp;
1843 object *tmp; 1776 object *tmp;
1844 sint64 del_exp; 1777 sint64 del_exp;
1845 1778
1846 for (tmp = op->inv; tmp; tmp = tmp->below) 1779 for (tmp = op->inv; tmp; tmp = tmp->below)
1847 if (tmp->type == SKILL && tmp->stats.exp) 1780 if (tmp->type == SKILL && tmp->stats.exp)
1848 { 1781 {
1849 if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (&tmp->skill, skill)) 1782 if (flag == SK_SUBTRACT_SKILL_EXP && skill && tmp->skill == skill)
1850 { 1783 {
1851 del_exp = check_exp_loss (tmp, exp); 1784 del_exp = check_exp_loss (tmp, exp);
1852 tmp->stats.exp -= del_exp; 1785 tmp->stats.exp -= del_exp;
1853 player_lvl_adj (op, tmp); 1786 player_lvl_adj (op, tmp);
1854 } 1787 }
1855 else if (flag != SK_SUBTRACT_SKILL_EXP) 1788 else if (flag != SK_SUBTRACT_SKILL_EXP)
1856 { 1789 {
1857 /* only want to process other skills if we are not trying 1790 /* only want to process other skills if we are not trying
1858 * to match a specific skill. 1791 * to match a specific skill.
1859 */ 1792 */
1860 del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction)); 1793 del_exp = check_exp_loss (tmp, tmp->stats.exp * fraction);
1861 tmp->stats.exp -= del_exp; 1794 tmp->stats.exp -= del_exp;
1862 player_lvl_adj (op, tmp); 1795 player_lvl_adj (op, tmp);
1863 } 1796 }
1864 } 1797 }
1865 1798
1879 * skill_name is the skill that should get the exp added. 1812 * skill_name is the skill that should get the exp added.
1880 * 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.
1881 * these last two values are only used for players. 1814 * these last two values are only used for players.
1882 */ 1815 */
1883void 1816void
1884change_exp (object *op, sint64 exp, const char *skill_name, int flag) 1817change_exp (object *op, sint64 exp, shstr_tmp skill_name, int flag)
1885{ 1818{
1886#ifdef EXP_DEBUG 1819#ifdef EXP_DEBUG
1887 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);
1888#endif 1821#endif
1889 1822
1906 * worth. 1839 * worth.
1907 */ 1840 */
1908 if (op->type != PLAYER) 1841 if (op->type != PLAYER)
1909 { 1842 {
1910 /* Sanity check */ 1843 /* Sanity check */
1911 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1844 if (!op->flag [FLAG_ALIVE])
1912 return; 1845 return;
1913 1846
1914 /* reset exp to max allowed value. We subtract from 1847 /* reset exp to max allowed value. We subtract from
1915 * MAX_EXPERIENCE to prevent overflows. If the player somehow has 1848 * MAX_EXPERIENCE to prevent overflows. If the player somehow has
1916 * more than max exp, just return. 1849 * more than max exp, just return.
1950 1883
1951 for (object *tmp = op->inv; tmp; tmp = tmp->below) 1884 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1952 if (tmp->type == SKILL && tmp->stats.exp) 1885 if (tmp->type == SKILL && tmp->stats.exp)
1953 { 1886 {
1954 percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100; 1887 percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100;
1955 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)];
1956 1889
1957 /* With the revised exp system, you can get cases where 1890 /* With the revised exp system, you can get cases where
1958 * losing several levels would still require that you have more 1891 * losing several levels would still require that you have more
1959 * exp than you currently have - this is true if the levels 1892 * exp than you currently have - this is true if the levels
1960 * tables is a lot harder. 1893 * tables is a lot harder.
1967 tmp->stats.exp -= loss; 1900 tmp->stats.exp -= loss;
1968 player_lvl_adj (op, tmp); 1901 player_lvl_adj (op, tmp);
1969 } 1902 }
1970 1903
1971 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100; 1904 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100;
1972 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)];
1973 1906
1974 if (level_loss < 0) 1907 if (level_loss < 0)
1975 level_loss = 0; 1908 level_loss = 0;
1976 1909
1977 loss = check_exp_loss (op, min (level_loss, percentage_loss)); 1910 loss = check_exp_loss (op, min (level_loss, percentage_loss));

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