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Comparing deliantra/server/common/living.C (file contents):
Revision 1.71 by elmex, Sat Jul 21 14:37:25 2007 UTC vs.
Revision 1.134 by root, Sat Nov 17 22:02:14 2018 UTC

1/* 1/*
2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * Crossfire TRT is free software: you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation, either version 3 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
20 * 21 *
21 * The authors can be reached via e-mail to <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 23 */
23 24
24#include <global.h> 25#include <global.h>
25#include <funcpoint.h>
26 26
27/* Handy little macro that adds exp and keeps it within bounds. Since 27/* Handy little macro that adds exp and keeps it within bounds. Since
28 * we are now using 64 bit values, I'm not all concerned about overflow issues 28 * we are now using 64 bit values, I'm not all concerned about overflow issues
29 * with exptotal wrapping. exptotal is typically op->exp, or op->perm_exp 29 * with exptotal wrapping. exptotal is typically op->exp, or op->perm_exp
30 */ 30 */
33static const int con_bonus[MAX_STAT + 1] = { 33static const int con_bonus[MAX_STAT + 1] = {
34 -6, -5, -4, -3, -2, -1, -1, 0, 0, 0, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 12, 14, 16, 18, 20, 34 -6, -5, -4, -3, -2, -1, -1, 0, 0, 0, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 12, 14, 16, 18, 20,
35 22, 25, 30, 40, 50 35 22, 25, 30, 40, 50
36}; 36};
37 37
38/* changed the name of this to "sp_bonus" from "int_bonus" 38/* changed the name of this to "sp_bonus" from "int_bonus"
39 * because Pow can now be the stat that controls spellpoint 39 * because Pow can now be the stat that controls spellpoint
40 * advancement. -b.t. 40 * advancement. -b.t.
41 */ 41 */
42static const int sp_bonus[MAX_STAT + 1] = { 42static const int sp_bonus[MAX_STAT + 1] = {
43 -10, -10, -9, -8, -7, -6, -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 12, 15, 20, 25, 43 -10, -10, -9, -8, -7, -6, -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 12, 15, 20, 25,
47static const int grace_bonus[MAX_STAT + 1] = { 47static const int grace_bonus[MAX_STAT + 1] = {
48 -10, -10, -9, -8, -7, -6, -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 12, 15, 20, 25, 48 -10, -10, -9, -8, -7, -6, -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 12, 15, 20, 25,
49 30, 40, 50, 70, 100 49 30, 40, 50, 70, 100
50}; 50};
51 51
52/* 0.92.7 Changed way charisma works. Values now 52/* 0.92.7 Changed way charisma works. Values now
53 * represent how much more it costs to buy something than to sell it 53 * represent how much more it costs to buy something than to sell it
54 * (10, a value of 10 means it is that if it costs 50 gp to buy, you 54 * (10, a value of 10 means it is that if it costs 50 gp to buy, you
55 * would only get 5 gp when you sell.) Let query_cost do the calculations 55 * would only get 5 gp when you sell.) Let query_cost do the calculations
56 * on how to really do this. Buy keeping it this simple number, it is 56 * on how to really do this. Buy keeping it this simple number, it is
57 * much easier to know how things will be influenced. A value of '1' means 57 * much easier to know how things will be influenced. A value of '1' means
58 * buying and selling is both the same value - any value less than or equal 58 * buying and selling is both the same value - any value less than or equal
59 * to 1 should not be used. 59 * to 1 should not be used.
60 * At least as of now, the only place that uses this code is query_cost, 60 * At least as of now, the only place that uses this code is query_cost,
61 * in server/shop.c. This bonus is split evenly between buying and selling 61 * in server/shop.c. This bonus is split evenly between buying and selling
62 * (ie, if the bonus is 2.0, then items are bought for 1.33 list, and sold 62 * (ie, if the bonus is 2.0, then items are bought for 1.33 list, and sold
63 * at .667 63 * at .667
64 * This is figured by diff=(y-1)/(1+y), and for buy, it is 1+diff, for sell 64 * This is figured by diff=(y-1)/(1+y), and for buy, it is 1+diff, for sell
108 * These limits are probably overly generous, but being there were no values 108 * These limits are probably overly generous, but being there were no values
109 * before, you need to start someplace. 109 * before, you need to start someplace.
110 */ 110 */
111 111
112const uint32 weight_limit[MAX_STAT + 1] = { 112const uint32 weight_limit[MAX_STAT + 1] = {
113 200000, /* 0 */ 113 200000, /* 0 */
114 250000, 300000, 350000, 400000, 500000, /* 5 */ 114 250000, 300000, 350000, 400000, 500000, /* 5 */
115 600000, 700000, 800000, 900000, 1000000, /* 10 */ 115 600000, 700000, 800000, 900000, 1000000, /* 10 */
116 1100000, 1200000, 1300000, 1400000, 1500000, /* 15 */ 116 1100000, 1200000, 1300000, 1400000, 1500000, /* 15 */
117 1650000, 1800000, 1950000, 2100000, 2250000, /* 20 */ 117 1650000, 1800000, 1950000, 2100000, 2250000, /* 20 */
118 2400000, 2550000, 2700000, 2850000, 3000000, /* 25 */ 118 2400000, 2550000, 2700000, 2850000, 3000000, /* 25 */
119 3250000, 3500000, 3750000, 4000000, 4500000 /*30 */ 119 3250000, 3500000, 3750000, 4000000, 4500000 /* 30 */
120}; 120};
121 121
122const int learn_spell[MAX_STAT + 1] = { 122const int learn_spell[MAX_STAT + 1] = {
123 0, 0, 0, 1, 2, 4, 8, 12, 16, 25, 36, 45, 55, 65, 70, 75, 80, 85, 90, 95, 100, 100, 100, 100, 100, 123 0, 0, 0, 1, 2, 4, 8, 12, 16, 25, 36, 45, 55, 65, 70, 75, 80, 85, 90, 95, 100, 100, 100, 100, 100,
124 100, 100, 100, 100, 100, 100 124 100, 100, 100, 100, 100, 100
139/* 139/*
140 Since this is nowhere defined ... 140 Since this is nowhere defined ...
141 Both come in handy at least in function add_exp() 141 Both come in handy at least in function add_exp()
142*/ 142*/
143 143
144#define MAX_EXPERIENCE levels[settings.max_level] 144#define MAX_EXPERIENCE levels [settings.max_level]
145 145
146/* because exp_obj sum to make the total score, 146/* because exp_obj sum to make the total score,
147 * we cannot allow that sum to exceed the maximum 147 * we cannot allow that sum to exceed the maximum
148 * amount of experience a player can gain. Thus 148 * amount of experience a player can gain. Thus
149 * we define MAX_EXP_IN_OBJ. It is important to try 149 * we define MAX_EXP_IN_OBJ. It is important to try
150 * to make the value of MAX_EXP_CAT close to the 150 * to make the value of MAX_EXP_CAT close to the
151 * actual number of experience objects in the game, 151 * actual number of experience objects in the game,
152 * otherwise the maximum level in any experience 152 * otherwise the maximum level in any experience
153 * category could be quite low. To help the situation 153 * category could be quite low. To help the situation
154 * out a little I added 10 more levels, and jacked 154 * out a little I added 10 more levels, and jacked
155 * up the last level experience value. Its out of 155 * up the last level experience value. Its out of
156 * line with progression of previous levels, so 156 * line with progression of previous levels, so
157 * if more levels are desired, this should be fixed. 157 * if more levels are desired, this should be fixed.
158 * -b.t. 158 * -b.t.
159 */ 159 */
160 160
161#define MAX_EXP_IN_OBJ levels[settings.max_level]/(MAX_EXP_CAT - 1) 161#define MAX_EXP_IN_OBJ MAX_EXP_IN_OBJ / (MAX_EXP_CAT - 1)
162
163extern sint64 *levels;
164 162
165#define MAX_SAVE_LEVEL 110 163#define MAX_SAVE_LEVEL 110
166 164
167/* This no longer needs to be changed anytime the number of 165/* This no longer needs to be changed anytime the number of
168 * levels is increased - rather, did_make_save will do the 166 * levels is increased - rather, did_make_save will do the
262/* Rather than having a whole bunch of if (flag) new_draw.. else new_draw, 260/* Rather than having a whole bunch of if (flag) new_draw.. else new_draw,
263 * make this macro to clean those up. Not usuable outside change_abil 261 * make this macro to clean those up. Not usuable outside change_abil
264 * function since some of the values passed to new_draw_info are hardcoded. 262 * function since some of the values passed to new_draw_info are hardcoded.
265 */ 263 */
266#define DIFF_MSG(flag, msg1, msg2) \ 264#define DIFF_MSG(flag, msg1, msg2) \
267 new_draw_info(NDI_UNIQUE, 0, op, (flag>0)?msg1:msg2); 265 new_draw_info (NDI_UNIQUE, 0, op, (flag > 0) ? msg1 : msg2);
268 266
269/* return 1 if we sucessfully changed a stat, 0 if nothing was changed. */ 267/* return 1 if we sucessfully changed a stat, 0 if nothing was changed. */
270 268
271/* flag is set to 1 if we are applying the object, -1 if we are removing 269/* flag is set to 1 if we are applying the object, -1 if we are removing
272 * the object. 270 * the object.
280 * that gives them that ability. 278 * that gives them that ability.
281 */ 279 */
282int 280int
283change_abil (object *op, object *tmp) 281change_abil (object *op, object *tmp)
284{ 282{
285 int flag = QUERY_FLAG (tmp, FLAG_APPLIED) ? 1 : -1, success = 0; 283 int flag = tmp->flag [FLAG_APPLIED] ? 1 : -1;
284 int success = 0;
286 char message[MAX_BUF]; 285 char message[MAX_BUF];
287 int potion_max = 0; 286 int potion_max = 0;
288 287
289 /* remember what object was like before it was changed. note that 288 // keep some stats for comparison purposes
290 * refop is a local copy of op only to be used for detecting changes 289 object::flags_t prev_flag = op->flag;
291 * found by update_stats. refop is not a real object 290 MoveType prev_move_type = op->move_type;
292 */ 291 sint16 prev_resist [NROFATTACKS]; // clumsy
293 object_copy refop = *op; 292 assert (sizeof (prev_resist) == sizeof (op->resist));
293 memcpy (prev_resist, op->resist, sizeof (prev_resist));
294 294
295 if (op->type == PLAYER) 295 if (op->type == PLAYER)
296 { 296 {
297 if (tmp->type == POTION) 297 if (tmp->type == POTION)
298 { 298 {
299 potion_max = 1; 299 potion_max = 1;
300
300 for (int j = 0; j < NUM_STATS; j++) 301 for (int j = 0; j < NUM_STATS; j++)
301 { 302 {
302 int ostat = op->contr->orig_stats.stat (j); 303 int ostat = op->contr->orig_stats.stat (j);
303 int i = tmp->stats.stat (j); 304 int i = tmp->stats.stat (j);
304 305
305 /* nstat is what the stat will be after use of the potion */ 306 /* nstat is what the stat will be after use of the potion */
306 int nstat = flag * i + ostat; 307 int nstat = flag * i + ostat;
307 308
308 /* Do some bounds checking. While I don't think any 309 /* Do some bounds checking. There is the potential for potions
309 * potions do so right now, there is the potential for potions
310 * that adjust that stat by more than one point, so we need 310 * that adjust that stat by more than one point, so we need
311 * to allow for that. 311 * to allow for that.
312 */ 312 */
313 if (nstat < 1 && i * flag < 0) 313 if (nstat < 1 && i * flag < 0)
314 nstat = 1; 314 nstat = 1;
337 check_stat_bounds (&op->stats); 337 check_stat_bounds (&op->stats);
338 } /* end of potion handling code */ 338 } /* end of potion handling code */
339 } 339 }
340 340
341 /* reset attributes that update_stats doesn't reset since it doesn't search 341 /* reset attributes that update_stats doesn't reset since it doesn't search
342 * everything to set 342 * everything to set
343 */ 343 */
344 if (flag == -1) 344 if (flag == -1)
345 { 345 {
346 op->attacktype &= ~tmp->attacktype; 346 op->attacktype &= ~tmp->attacktype;
347 op->path_attuned &= ~tmp->path_attuned; 347 op->path_attuned &= ~tmp->path_attuned;
366 { 366 {
367 success = 1; 367 success = 1;
368 DIFF_MSG (flag, "Your hands begin to glow red.", "Your hands stop glowing red."); 368 DIFF_MSG (flag, "Your hands begin to glow red.", "Your hands stop glowing red.");
369 } 369 }
370 370
371 if (QUERY_FLAG (op, FLAG_LIFESAVE) != QUERY_FLAG (&refop, FLAG_LIFESAVE)) 371 if (op->flag [FLAG_LIFESAVE] != prev_flag [FLAG_LIFESAVE])
372 { 372 {
373 success = 1; 373 success = 1;
374 DIFF_MSG (flag, "You feel very protected.", "You don't feel protected anymore."); 374 DIFF_MSG (flag, "You feel very protected.", "You don't feel protected anymore.");
375 } 375 }
376 376
377 if (QUERY_FLAG (op, FLAG_REFL_MISSILE) != QUERY_FLAG (&refop, FLAG_REFL_MISSILE)) 377 if (op->flag [FLAG_REFL_MISSILE] != prev_flag [FLAG_REFL_MISSILE])
378 { 378 {
379 success = 1; 379 success = 1;
380 DIFF_MSG (flag, "A magic force shimmers around you.", "The magic force fades away."); 380 DIFF_MSG (flag, "A magic force shimmers around you.", "The magic force fades away.");
381 } 381 }
382 382
383 if (QUERY_FLAG (op, FLAG_REFL_SPELL) != QUERY_FLAG (&refop, FLAG_REFL_SPELL)) 383 if (op->flag [FLAG_REFL_SPELL] != prev_flag [FLAG_REFL_SPELL])
384 { 384 {
385 success = 1; 385 success = 1;
386 DIFF_MSG (flag, "You feel more safe now, somehow.", "Suddenly you feel less safe, somehow."); 386 DIFF_MSG (flag, "You feel more safe now, somehow.", "Suddenly you feel less safe, somehow.");
387 } 387 }
388 388
390 * user has multiple items giving the same type appled like we 390 * user has multiple items giving the same type appled like we
391 * used to - that is more work than what we gain, plus messages 391 * used to - that is more work than what we gain, plus messages
392 * can be misleading (a little higher could be miscontrued from 392 * can be misleading (a little higher could be miscontrued from
393 * from fly high) 393 * from fly high)
394 */ 394 */
395 if (tmp->move_type && op->move_type != refop.move_type) 395 if (tmp->move_type && op->move_type != prev_move_type)
396 { 396 {
397 success = 1; 397 success = 1;
398 398
399 /* MOVE_FLY_HIGH trumps MOVE_FLY_LOW - changing your move_fly_low 399 /* MOVE_FLY_HIGH trumps MOVE_FLY_LOW - changing your move_fly_low
400 * status doesn't make a difference if you are flying high 400 * status doesn't make a difference if you are flying high
401 */ 401 */
402 if (tmp->move_type & MOVE_FLY_LOW && !(op->move_type & MOVE_FLY_HIGH)) 402 if (tmp->move_type & MOVE_FLY_LOW && !(op->move_type & MOVE_FLY_HIGH))
403 { 403 {
404 DIFF_MSG (flag, "You start to float in the air!.", "You float down to the ground."); 404 DIFF_MSG (flag, "You start to float in the air!", "You float down to the ground.");
405 } 405 }
406 406
407 if (tmp->move_type & MOVE_FLY_HIGH) 407 if (tmp->move_type & MOVE_FLY_HIGH)
408 { 408 {
409 /* double conditional - second case covers if you have move_fly_low - 409 /* double conditional - second case covers if you have move_fly_low -
413 (op->move_type & MOVE_FLY_LOW ? "You fly lower in the air" : "You float down to the ground.")); 413 (op->move_type & MOVE_FLY_LOW ? "You fly lower in the air" : "You float down to the ground."));
414 } 414 }
415 415
416 if (tmp->move_type & MOVE_SWIM) 416 if (tmp->move_type & MOVE_SWIM)
417 DIFF_MSG (flag, "You feel ready for a swim", "You no longer feel like swimming"); 417 DIFF_MSG (flag, "You feel ready for a swim", "You no longer feel like swimming");
418
419 /* Changing move status may mean you are affected by things you weren't before */
420 check_move_on (op, op);
421 } 418 }
422 419
423 /* becoming UNDEAD... a special treatment for this flag. Only those not 420 /* becoming UNDEAD... a special treatment for this flag. Only those not
424 * originally undead may change their status 421 * originally undead may change their status
425 */ 422 */
426 if (!QUERY_FLAG (op->arch, FLAG_UNDEAD)) 423 if (!op->arch->flag [FLAG_UNDEAD])
427 if (QUERY_FLAG (op, FLAG_UNDEAD) != QUERY_FLAG (&refop, FLAG_UNDEAD)) 424 if (op->flag [FLAG_UNDEAD] != prev_flag [FLAG_UNDEAD])
428 { 425 {
429 success = 1; 426 success = 1;
430 if (flag > 0) 427 if (flag > 0)
431 { 428 {
432 op->race = "undead"; 429 op->race = "undead";
437 op->race = op->arch->race; 434 op->race = op->arch->race;
438 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!"); 435 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!");
439 } 436 }
440 } 437 }
441 438
442 if (QUERY_FLAG (op, FLAG_STEALTH) != QUERY_FLAG (&refop, FLAG_STEALTH)) 439 if (op->flag [FLAG_STEALTH] != prev_flag [FLAG_STEALTH])
443 { 440 {
444 success = 1; 441 success = 1;
445 DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily."); 442 DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily.");
446 } 443 }
447 444
448 if (QUERY_FLAG (op, FLAG_MAKE_INVIS) != QUERY_FLAG (&refop, FLAG_MAKE_INVIS)) 445 if (op->flag [FLAG_MAKE_INVIS] != prev_flag [FLAG_MAKE_INVIS])
449 { 446 {
450 success = 1; 447 success = 1;
451 DIFF_MSG (flag, "You become transparent.", "You can see yourself."); 448 DIFF_MSG (flag, "You become transparent.", "You can see yourself.");
452 } 449 }
453 450
454 /* blinded you can tell if more blinded since blinded player has minimal 451 /* blinded you can tell if more blinded since blinded player has minimal
455 * vision 452 * vision
456 */ 453 */
457 if (QUERY_FLAG (tmp, FLAG_BLIND)) 454 if (tmp->flag [FLAG_BLIND])
458 { 455 {
459 success = 1; 456 success = 1;
460 if (flag > 0) 457 if (flag > 0)
461 { 458 {
462 if (QUERY_FLAG (op, FLAG_WIZ)) 459 if (op->flag [FLAG_WIZ])
463 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self is blinded."); 460 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self is blinded.");
464 else 461 else
465 { 462 {
466 new_draw_info (NDI_UNIQUE, 0, op, "You are blinded."); 463 new_draw_info (NDI_UNIQUE, 0, op, "You are blinded.");
467 SET_FLAG (op, FLAG_BLIND); 464 op->set_flag (FLAG_BLIND);
468 if (op->type == PLAYER) 465 if (op->type == PLAYER)
469 op->contr->do_los = 1; 466 op->contr->do_los = 1;
470 } 467 }
471 } 468 }
472 else 469 else
473 { 470 {
474 if (QUERY_FLAG (op, FLAG_WIZ)) 471 if (op->flag [FLAG_WIZ])
475 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self can now see again."); 472 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self can now see again.");
476 else 473 else
477 { 474 {
478 new_draw_info (NDI_UNIQUE, 0, op, "Your vision returns."); 475 new_draw_info (NDI_UNIQUE, 0, op, "Your vision returns.");
479 CLEAR_FLAG (op, FLAG_BLIND); 476 op->clr_flag (FLAG_BLIND);
480 if (op->type == PLAYER) 477 if (op->type == PLAYER)
481 op->contr->do_los = 1; 478 op->contr->do_los = 1;
482 } 479 }
483 } 480 }
484 } 481 }
485 482
486 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK) != QUERY_FLAG (&refop, FLAG_SEE_IN_DARK)) 483 if (op->flag [FLAG_SEE_IN_DARK] != prev_flag [FLAG_SEE_IN_DARK])
487 { 484 {
488 success = 1; 485 success = 1;
489 if (op->type == PLAYER) 486 if (op->type == PLAYER)
490 op->contr->do_los = 1; 487 op->contr->do_los = 1;
491 DIFF_MSG (flag, "Your vision is better in the dark.", "You see less well in the dark."); 488 DIFF_MSG (flag, "Your vision is better in the dark.", "You see less well in the dark.");
492 } 489 }
493 490
494 if (QUERY_FLAG (op, FLAG_XRAYS) != QUERY_FLAG (&refop, FLAG_XRAYS)) 491 if (op->flag [FLAG_XRAYS] != prev_flag [FLAG_XRAYS])
495 { 492 {
496 success = 1; 493 success = 1;
497 if (flag > 0) 494 if (flag > 0)
498 { 495 {
499 if (QUERY_FLAG (op, FLAG_WIZ)) 496 if (op->flag [FLAG_WIZ])
500 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a little clearer."); 497 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a little clearer.");
501 else 498 else
502 { 499 {
503 new_draw_info (NDI_UNIQUE, 0, op, "Everything becomes transparent."); 500 new_draw_info (NDI_UNIQUE, 0, op, "Everything becomes transparent.");
504 if (op->type == PLAYER) 501 if (op->type == PLAYER)
505 op->contr->do_los = 1; 502 op->contr->do_los = 1;
506 } 503 }
507 } 504 }
508 else 505 else
509 { 506 {
510 if (QUERY_FLAG (op, FLAG_WIZ)) 507 if (op->flag [FLAG_WIZ])
511 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a bit out of focus."); 508 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a bit out of focus.");
512 else 509 else
513 { 510 {
514 new_draw_info (NDI_UNIQUE, 0, op, "Everything suddenly looks very solid."); 511 new_draw_info (NDI_UNIQUE, 0, op, "Everything suddenly looks very solid.");
515 if (op->type == PLAYER) 512 if (op->type == PLAYER)
522 { 519 {
523 success = 1; 520 success = 1;
524 DIFF_MSG (flag * tmp->stats.luck, "You feel more lucky.", "You feel less lucky."); 521 DIFF_MSG (flag * tmp->stats.luck, "You feel more lucky.", "You feel less lucky.");
525 } 522 }
526 523
524 if (digest_types [tmp->type])
525 {
527 if (tmp->stats.hp && op->type == PLAYER) 526 if (tmp->stats.hp && op->type == PLAYER)
528 { 527 {
529 success = 1; 528 success = 1;
530 DIFF_MSG (flag * tmp->stats.hp, "You feel much more healthy!", "You feel much less healthy!"); 529 DIFF_MSG (flag * tmp->stats.hp, "You feel much more healthy!", "You feel much less healthy!");
531 } 530 }
532 531
533 if (tmp->stats.sp && op->type == PLAYER && tmp->type != SKILL) 532 if (tmp->stats.sp && op->type == PLAYER
534 { 533 && tmp->type != SKILL && tmp->type != BOW)
534 {
535 success = 1; 535 success = 1;
536 DIFF_MSG (flag * tmp->stats.sp, "You feel one with the powers of magic!", "You suddenly feel very mundane."); 536 DIFF_MSG (flag * tmp->stats.sp, "You feel one with the powers of magic!", "You suddenly feel very mundane.");
537 } 537 }
538 538
539 /* for the future when artifacts set this -b.t. */ 539 /* for the future when artifacts set this -b.t. */
540 if (tmp->stats.grace && op->type == PLAYER) 540 if (tmp->stats.grace && op->type == PLAYER)
541 { 541 {
542 success = 1; 542 success = 1;
543 DIFF_MSG (flag * tmp->stats.grace, "You feel closer to your god!", "You suddenly feel less holy."); 543 DIFF_MSG (flag * tmp->stats.grace, "You feel closer to your god!", "You suddenly feel less holy.");
544 } 544 }
545 545
546 if (tmp->stats.food && op->type == PLAYER) 546 if (tmp->stats.food && op->type == PLAYER)
547 { 547 {
548 success = 1; 548 success = 1;
549 DIFF_MSG (flag * tmp->stats.food, "You feel your digestion slowing down.", "You feel your digestion speeding up."); 549 DIFF_MSG (flag * tmp->stats.food, "You feel your digestion slowing down.", "You feel your digestion speeding up.");
550 }
550 } 551 }
551 552
552 /* Messages for changed resistance */ 553 /* Messages for changed resistance */
553 for (int i = 0; i < NROFATTACKS; i++) 554 for (int i = 0; i < NROFATTACKS; i++)
554 { 555 {
555 if (i == ATNR_PHYSICAL) 556 if (i == ATNR_PHYSICAL)
556 continue; /* Don't display about armour */ 557 continue; /* Don't display about armour */
557 558
558 if (op->resist[i] != refop.resist[i]) 559 if (op->resist [i] != prev_resist [i])
559 { 560 {
560 success = 1; 561 success = 1;
562
561 if (op->resist[i] > refop.resist[i]) 563 if (op->resist [i] > prev_resist [i])
562 sprintf (message, "Your resistance to %s rises to %d%%.", change_resist_msg[i], op->resist[i]); 564 sprintf (message, "Your resistance to %s rises to %d%%.", change_resist_msg [i], op->resist [i]);
563 else 565 else
564 sprintf (message, "Your resistance to %s drops to %d%%.", change_resist_msg[i], op->resist[i]); 566 sprintf (message, "Your resistance to %s drops to %d%%.", change_resist_msg [i], op->resist [i]);
565 567
566 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message); 568 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message);
567 } 569 }
568 } 570 }
569 571
570 if (!potion_max) 572 if (!potion_max)
571 {
572 for (int j = 0; j < NUM_STATS; j++) 573 for (int j = 0; j < NUM_STATS; j++)
573 {
574 if (int i = tmp->stats.stat (j)) 574 if (int i = tmp->stats.stat (j))
575 { 575 {
576 success = 1; 576 success = 1;
577 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]); 577 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]);
578 } 578 }
579 }
580 }
581 579
582 return success; 580 return success;
583} 581}
584 582
585/* 583/*
596object::drain_specific_stat (int deplete_stats) 594object::drain_specific_stat (int deplete_stats)
597{ 595{
598 object *tmp; 596 object *tmp;
599 archetype *at; 597 archetype *at;
600 598
601 at = archetype::find (ARCH_DEPLETION); 599 at = archetype::find (shstr_depletion);
602 if (!at) 600 if (!at)
603 { 601 {
604 LOG (llevError, "Couldn't find archetype depletion.\n"); 602 LOG (llevError, "Couldn't find archetype depletion.\n");
605 return; 603 return;
606 } 604 }
608 { 606 {
609 tmp = present_arch_in_ob (at, this); 607 tmp = present_arch_in_ob (at, this);
610 608
611 if (!tmp) 609 if (!tmp)
612 { 610 {
613 tmp = arch_to_object (at); 611 tmp = at->instance ();
614 tmp = insert_ob_in_ob (tmp, this); 612 tmp = insert_ob_in_ob (tmp, this);
615 SET_FLAG (tmp, FLAG_APPLIED); 613 tmp->set_flag (FLAG_APPLIED);
616 } 614 }
617 } 615 }
618 616
619 new_draw_info (NDI_UNIQUE, 0, this, drain_msg[deplete_stats]); 617 new_draw_info (NDI_UNIQUE, 0, this, drain_msg[deplete_stats]);
620 change_attr_value (&tmp->stats, deplete_stats, -1); 618 change_attr_value (&tmp->stats, deplete_stats, -1);
626 * via an applied bad_luck object. 624 * via an applied bad_luck object.
627 */ 625 */
628void 626void
629object::change_luck (int value) 627object::change_luck (int value)
630{ 628{
631 archetype *at = archetype::find ("luck"); 629 archetype *at = archetype::find (shstr_luck);
632 if (!at) 630 if (!at)
633 LOG (llevError, "Couldn't find archetype luck.\n"); 631 LOG (llevError, "Couldn't find archetype luck.\n");
634 else 632 else
635 { 633 {
636 object *tmp = present_arch_in_ob (at, this); 634 object *tmp = present_arch_in_ob (at, this);
638 if (!tmp) 636 if (!tmp)
639 { 637 {
640 if (!value) 638 if (!value)
641 return; 639 return;
642 640
643 tmp = arch_to_object (at); 641 tmp = at->instance ();
644 tmp = insert_ob_in_ob (tmp, this); 642 tmp = insert_ob_in_ob (tmp, this);
645 SET_FLAG (tmp, FLAG_APPLIED); 643 tmp->set_flag (FLAG_APPLIED);
646 } 644 }
647 645
648 if (value) 646 if (value)
649 { 647 {
650 /* Limit the luck value of the bad luck object to +/-100. This 648 /* Limit the luck value of the bad luck object to +/-100. This
703 sint8 v = arch->stats.stat (i); 701 sint8 v = arch->stats.stat (i);
704 stats.stat (i) += v; 702 stats.stat (i) += v;
705 contr->orig_stats.stat (i) += v; 703 contr->orig_stats.stat (i) += v;
706 } 704 }
707} 705}
706
707static struct copy_flags : object::flags_t
708{
709 copy_flags ()
710 {
711 set (FLAG_LIFESAVE);
712 set (FLAG_REFL_SPELL);
713 set (FLAG_REFL_MISSILE);
714 set (FLAG_STEALTH);
715 set (FLAG_XRAYS);
716 set (FLAG_BLIND);
717 set (FLAG_SEE_IN_DARK);
718 }
719} copy_flags;
708 720
709/* 721/*
710 * Updates all abilities given by applied objects in the inventory 722 * Updates all abilities given by applied objects in the inventory
711 * of the given object. Note: This function works for both monsters 723 * of the given object. Note: This function works for both monsters
712 * and players; the "player" in the name is purely an archaic inheritance. 724 * and players; the "player" in the name is purely an archaic inheritance.
717 * spell system split, grace points now added to system --peterm 729 * spell system split, grace points now added to system --peterm
718 */ 730 */
719void 731void
720object::update_stats () 732object::update_stats ()
721{ 733{
722 int i, j;
723 float f, max = 9, added_speed = 0, bonus_speed = 0, sp_tmp, speed_reduce_from_disease = 1; 734 float max_speed = 9, added_speed = 0, bonus_speed = 0, speed_reduce_from_disease = 1;
724 int weapon_weight = 0, weapon_speed = 0; 735 weight_t weapon_weight = 0;
736 int weapon_speed = 0;
725 int best_wc = 0, best_ac = 0, wc = 0, ac = 0; 737 int best_wc = 0, best_ac = 0, wc = 0, ac = 0;
726 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; 738 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS];
727 object *grace_obj = NULL, *mana_obj = NULL, *tmp; 739 object *grace_obj = NULL, *mana_obj = NULL, *tmp;
728 float old_speed = speed; 740 float old_speed = speed;
741 int stat_sum [NUM_STATS];
742
743 MoveType move_type; // we use change_move_type to change it, so use a local copy
729 744
730 /* First task is to clear all the values back to their original values */ 745 /* First task is to clear all the values back to their original values */
731 if (type == PLAYER) 746 if (type == PLAYER)
732 { 747 {
748 contr->delayed_update = false;
749
733 for (i = 0; i < NUM_STATS; i++) 750 for (int i = 0; i < NUM_STATS; i++)
734 stats.stat (i) = contr->orig_stats.stat (i); 751 stat_sum [i] = contr->orig_stats.stat (i);
735 752
736 if (settings.spell_encumbrance == TRUE) 753 if (settings.spell_encumbrance == TRUE)
737 contr->encumbrance = 0; 754 contr->encumbrance = 0;
738 755
739 attacktype = 0; 756 attacktype = 0;
744 contr->gen_grace = 0; 761 contr->gen_grace = 0;
745 contr->gen_sp_armour = 10; 762 contr->gen_sp_armour = 10;
746 contr->item_power = 0; 763 contr->item_power = 0;
747 } 764 }
748 765
749 for (int i = NUM_BODY_LOCATIONS; i--; ) 766 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
750 slot[i].used = slot[i].info; 767 slot[i].used = slot[i].info;
751 768
752 slaying = 0; 769 slaying = 0;
753 770
754 if (!QUERY_FLAG (this, FLAG_WIZ)) 771 if (!this->flag [FLAG_WIZ])
755 {
756 CLEAR_FLAG (this, FLAG_XRAYS);
757 CLEAR_FLAG (this, FLAG_MAKE_INVIS);
758 } 772 {
773 this->clr_flag (FLAG_XRAYS);
774 this->clr_flag (FLAG_MAKE_INVIS);
775 }
759 776
760 CLEAR_FLAG (this, FLAG_LIFESAVE); 777 this->clr_flag (FLAG_LIFESAVE);
761 CLEAR_FLAG (this, FLAG_STEALTH); 778 this->clr_flag (FLAG_STEALTH);
762 CLEAR_FLAG (this, FLAG_BLIND); 779 this->clr_flag (FLAG_BLIND);
763 780
764 if (!QUERY_FLAG (arch, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL); 781 if (!arch->flag [FLAG_REFL_SPELL ]) this->clr_flag (FLAG_REFL_SPELL);
765 if (!QUERY_FLAG (arch, FLAG_REFL_MISSILE)) CLEAR_FLAG (this, FLAG_REFL_MISSILE); 782 if (!arch->flag [FLAG_REFL_MISSILE]) this->clr_flag (FLAG_REFL_MISSILE);
766 if (!QUERY_FLAG (arch, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD); 783 if (!arch->flag [FLAG_UNDEAD ]) this->clr_flag (FLAG_UNDEAD);
767 if (!QUERY_FLAG (arch, FLAG_SEE_IN_DARK )) CLEAR_FLAG (this, FLAG_SEE_IN_DARK); 784 if (!arch->flag [FLAG_SEE_IN_DARK ]) this->clr_flag (FLAG_SEE_IN_DARK);
768 785
769 path_attuned = arch->path_attuned; 786 path_attuned = arch->path_attuned;
770 path_repelled = arch->path_repelled; 787 path_repelled = arch->path_repelled;
771 path_denied = arch->path_denied; 788 path_denied = arch->path_denied;
772 glow_radius = arch->glow_radius; 789 glow_radius = arch->glow_radius;
773 move_type = arch->move_type; 790 move_type = arch->move_type;
774 791
775 chosen_skill = 0;
776
777 /* initializing resistances from the values in player/monster's 792 /* initializing resistances from the values in player/monster's
778 * archetype clone 793 * archetype clone
779 */ 794 */
780 memcpy (&resist, &arch->resist, sizeof (resist)); 795 memcpy (&resist, &arch->resist, sizeof (resist));
781 796
782 for (i = 0; i < NROFATTACKS; i++) 797 for (int i = 0; i < NROFATTACKS; i++)
783 { 798 {
784 if (resist[i] > 0) 799 if (resist[i] > 0)
785 prot[i] = resist[i], vuln[i] = 0; 800 prot[i] = resist[i], vuln[i] = 0;
786 else 801 else
787 vuln[i] = -(resist[i]), prot[i] = 0; 802 vuln[i] = -resist[i], prot[i] = 0;
788 803
789 potion_resist[i] = 0; 804 potion_resist[i] = -1000;
790 } 805 }
791 806
792 wc = arch->stats.wc; 807 wc = arch->stats.wc;
793 stats.dam = arch->stats.dam; 808 stats.dam = arch->stats.dam;
794 809
795 /* for players which cannot use armour, they gain AC -1 per 3 levels, 810 /* for players which cannot use armour, they gain AC -1 per 3 levels,
796 * plus a small amount of physical resist, those poor suckers. ;) 811 * plus a small amount of physical resist, those poor suckers. ;)
797 * the fact that maxlevel is factored in could be considered sort of bogus - 812 * the fact that maxlevel is factored in could be considered sort of bogus -
798 * we should probably give them some bonus and cap it off - otherwise, 813 * we should probably give them some bonus and cap it off - otherwise,
799 * basically, if a server updates its max level, these playes may find 814 * basically, if a server updates its max level, these playes may find
800 * that their protection from physical goes down 815 * that their protection from physical goes down
801 */ 816 */
802 if (!QUERY_FLAG (this, FLAG_USE_ARMOUR) && type == PLAYER) 817 if (!this->flag [FLAG_USE_ARMOUR] && type == PLAYER)
803 { 818 {
804 ac = MAX (-10, arch->stats.ac - level / 3); 819 ac = max (-10, arch->stats.ac - level / 3);
805 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100; 820 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100;
806 } 821 }
807 else 822 else
808 ac = arch->stats.ac; 823 ac = arch->stats.ac;
809 824
810 stats.luck = arch->stats.luck; 825 stats.luck = arch->stats.luck;
811 speed = arch->speed; 826 speed = arch->speed;
812 827
813 sint16 digestion = 0; // a local var to add digestion 828 chosen_skill = 0;
814 829
815 /* OK - we've reset most all the objects attributes to sane values. 830 /* OK - we've reset most all the objects attributes to sane values.
816 * now go through and make adjustments for what the player has equipped. 831 * now go through and make adjustments for what the player has equipped.
817 */ 832 */
818 for (tmp = inv; tmp; tmp = tmp->below) 833 for (tmp = inv; tmp; tmp = tmp->below)
819 { 834 {
820 /* This happens because apply_potion calls change_abil with the potion 835 /* This happens because apply_potion calls change_abil with the potion
821 * applied so we can tell the player what changed. But change_abil 836 * applied so we can tell the player what changed. But change_abil
822 * then calls this function. 837 * then calls this function.
823 */ 838 */
824 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION) 839 if (tmp->flag [FLAG_APPLIED] && tmp->type == POTION)
825 continue; 840 continue;
826 841
827 /* See note in map.c:update_position about making this additive
828 * since light sources are never applied, need to put check here.
829 */
830 if (tmp->glow_radius > glow_radius)
831 glow_radius = tmp->glow_radius; 842 glow_radius += tmp->glow_radius;
832 843
833 /* For some things, we don't care what is equipped */ 844 /* For some things, we don't care what is equipped */
834 if (tmp->type == SKILL) 845 if (tmp->type == SKILL)
835 { 846 {
836 /* Want to take the highest skill here. */ 847 /* Want to take the highest skill here. */
849 else if (tmp->level > grace_obj->level) 860 else if (tmp->level > grace_obj->level)
850 grace_obj = tmp; 861 grace_obj = tmp;
851 } 862 }
852 } 863 }
853 864
854 /* Container objects are not meant to adjust a players, but other applied 865 /* Container objects are not meant to adjust players, but other applied
855 * objects need to make adjustments. 866 * objects need to make adjustments.
856 * This block should handle all player specific changes 867 * This block should handle all player specific changes
857 * The check for Praying is a bit of a hack - god given bonuses are put 868 * The check for Praying is a bit of a hack - god given bonuses are put
858 * in the praying skill, and the player should always get those. 869 * in the praying skill, and the player should always get those.
859 * It also means we need to put in additional checks for applied below, 870 * It also means we need to put in additional checks for applied below,
860 * because the skill shouldn't count against body positions being used 871 * because the skill shouldn't count against body positions being used
861 * up, etc. 872 * up, etc.
862 */ 873 */
863 if ((tmp->flag [FLAG_APPLIED] 874 if ((tmp->flag [FLAG_APPLIED]
864 && tmp->type != CONTAINER 875 && tmp->type != CONTAINER
865 && tmp->type != CLOSE_CON) 876 && tmp->type != CLOSE_CON
866 || (tmp->type == SKILL 877 && tmp->type != SPELL)
867 && tmp->subtype == SK_PRAYING)) 878 || (tmp->type == SKILL && tmp->subtype == SK_PRAYING))
868 { 879 {
869 if (type == PLAYER) 880 if (type == PLAYER)
870 { 881 {
871 contr->item_power += tmp->item_power; 882 contr->item_power += tmp->item_power;
872 883
873 if (tmp == contr->combat_ob || tmp == contr->ranged_ob)
874 if (tmp != current_weapon
875 && (tmp->type != SKILL || tmp->subtype != SK_PRAYING)
876 && !tmp->flag [FLAG_CURSED]
877 && !tmp->flag [FLAG_DAMNED])
878 continue;
879
880 for (i = 0; i < NUM_STATS; i++) 884 for (int i = 0; i < NUM_STATS; i++)
881 change_attr_value (&stats, i, tmp->stats.stat (i)); 885 stat_sum [i] += tmp->stats.stat (i);
882 886
883 /* These are the items that currently can change digestion, regeneration, 887 if (digest_types [tmp->type])
884 * spell point recovery and mana point recovery. Seems sort of an arbitary
885 * list, but other items store other info into stats array.
886 */
887 if (tmp->type == WEAPON || tmp->type == BOW ||
888 tmp->type == ARMOUR || tmp->type == HELMET ||
889 tmp->type == SHIELD || tmp->type == RING ||
890 tmp->type == BOOTS || tmp->type == GLOVES ||
891 tmp->type == AMULET || tmp->type == GIRDLE ||
892 tmp->type == BRACERS || tmp->type == CLOAK ||
893 tmp->type == DISEASE || tmp->type == FORCE ||
894 tmp->type == SKILL)
895 { 888 {
896 digestion += tmp->stats.food; 889 contr->digestion += tmp->stats.food;
897 contr->gen_hp += tmp->stats.hp; 890 contr->gen_hp += tmp->stats.hp;
891 if (tmp->type != BOW) // ugly exception for bows
898 contr->gen_sp += tmp->stats.sp; 892 contr->gen_sp += tmp->stats.sp;
899 contr->gen_grace += tmp->stats.grace; 893 contr->gen_grace += tmp->stats.grace;
900 contr->gen_sp_armour += tmp->gen_sp_armour; 894 contr->gen_sp_armour += tmp->gen_sp_armour;
901 } 895 }
902 } /* if this is a player */ 896 } /* if this is a player */
903 else 897 else
905 if (tmp->type == WEAPON) 899 if (tmp->type == WEAPON)
906 current_weapon = tmp; 900 current_weapon = tmp;
907 } 901 }
908 902
909 /* Update slots used for items */ 903 /* Update slots used for items */
910 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 904 if (tmp->flag [FLAG_APPLIED]) // exclude praying...
911 for (i = 0; i < NUM_BODY_LOCATIONS; i++) 905 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
912 slot[i].used += tmp->slot[i].info; 906 slot[i].used += tmp->slot[i].info;
913 907
914 if (tmp->type == SYMPTOM) 908 if (tmp->type == SYMPTOM)
915 {
916 speed_reduce_from_disease = tmp->last_sp / 100.f; 909 min_it (speed_reduce_from_disease, tmp->last_sp ? tmp->last_sp / 100.f : 1.f);
917 910
918 if (speed_reduce_from_disease == 0)
919 speed_reduce_from_disease = 1;
920 }
921
922 /* Pos. and neg. protections are counted seperate (-> pro/vuln). 911 /* Pos. and neg. protections are counted separate (-> pro/vuln).
923 * (Negative protections are calculated exactly like positive.) 912 * (Negative protections are calculated exactly like positive.)
924 * Resistance from potions are treated special as well. If there's 913 * Resistance from potions are treated special as well. If there's
925 * more than one potion-effect, the bigger prot.-value is taken. 914 * more than one potion-effect, the bigger prot.-value is taken.
926 */ 915 */
927 if (tmp->type != POTION) 916 if (tmp->type == POTION_EFFECT)
928 {
929 for (i = 0; i < NROFATTACKS; i++) 917 for (int i = 0; i < NROFATTACKS; i++)
930 {
931 /* Potential for cursed potions, in which case we just can use
932 * a straight MAX, as potion_resist is initialised to zero.
933 */
934 if (tmp->type == POTION_EFFECT)
935 {
936 if (potion_resist[i])
937 potion_resist[i] = MAX (potion_resist[i], tmp->resist[i]);
938 else
939 potion_resist[i] = tmp->resist[i]; 918 max_it (potion_resist[i], tmp->resist[i]);
940 } 919 else if (tmp->type != POTION)
920 for (int i = 0; i < NROFATTACKS; i++)
941 else if (tmp->resist[i] > 0) 921 if (tmp->resist[i] > 0)
942 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100; 922 prot[i] += (100 - prot[i]) * tmp->resist[i] / 100;
943 else if (tmp->resist[i] < 0) 923 else if (tmp->resist[i] < 0)
944 vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100; 924 vuln[i] += (100 - vuln[i]) * -tmp->resist[i] / 100;
945 }
946 }
947 925
948 /* There may be other things that should not adjust the attacktype */ 926 /* There may be other things that should not adjust the attacktype */
949 if (tmp->type != SYMPTOM) 927 if (tmp->type != SYMPTOM)
950 { 928 {
951 attacktype |= tmp->attacktype; 929 attacktype |= tmp->attacktype;
954 path_denied |= tmp->path_denied; 932 path_denied |= tmp->path_denied;
955 move_type |= tmp->move_type; 933 move_type |= tmp->move_type;
956 stats.luck += tmp->stats.luck; 934 stats.luck += tmp->stats.luck;
957 } 935 }
958 936
959 if (QUERY_FLAG (tmp, FLAG_LIFESAVE )) SET_FLAG (this, FLAG_LIFESAVE); 937 flag |= tmp->flag & copy_flags;
960 if (QUERY_FLAG (tmp, FLAG_REFL_SPELL )) SET_FLAG (this, FLAG_REFL_SPELL);
961 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE)) SET_FLAG (this, FLAG_REFL_MISSILE);
962 if (QUERY_FLAG (tmp, FLAG_STEALTH )) SET_FLAG (this, FLAG_STEALTH);
963 if (QUERY_FLAG (tmp, FLAG_XRAYS )) SET_FLAG (this, FLAG_XRAYS);
964 if (QUERY_FLAG (tmp, FLAG_BLIND )) SET_FLAG (this, FLAG_BLIND);
965 if (QUERY_FLAG (tmp, FLAG_SEE_IN_DARK )) SET_FLAG (this, FLAG_SEE_IN_DARK);
966 938
967 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (arch, FLAG_UNDEAD)) 939 if (tmp->flag [FLAG_UNDEAD] && !arch->flag [FLAG_UNDEAD])
968 SET_FLAG (this, FLAG_UNDEAD); 940 this->set_flag (FLAG_UNDEAD);
969 941
970 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS)) 942 //TODO: copy_flags?
943 if (tmp->flag [FLAG_MAKE_INVIS])
971 { 944 {
972 SET_FLAG (this, FLAG_MAKE_INVIS); 945 set_flag (FLAG_MAKE_INVIS);
973 invisible = 1; 946 invisible = 1;
974 } 947 }
975 948
976 if (tmp->stats.exp && tmp->type != SKILL) 949 if (tmp->stats.exp && tmp->type != SKILL)
977 { 950 {
984 added_speed += tmp->stats.exp; 957 added_speed += tmp->stats.exp;
985 } 958 }
986 959
987 switch (tmp->type) 960 switch (tmp->type)
988 { 961 {
989#if 0
990 case WAND:
991 case ROD:
992 case HORN:
993 if (type != PLAYER || current_weapon == tmp)
994 chosen_skill = tmp;
995 break;
996#endif
997
998 /* skills modifying the character -b.t. */
999 /* for all skills and skill granting objects */
1000 case SKILL: 962 case SKILL:
1001 { 963 {
964 // some skills will end up here without counting as "applied"
1002 if (!QUERY_FLAG (tmp, FLAG_APPLIED) || skill_flags [tmp->subtype] & SF_APPLY) 965 if (!tmp->flag [FLAG_APPLIED] || skill_flags [tmp->subtype] & SF_AUTARK)
1003 break; 966 break;
1004 967
1005 if (chosen_skill) 968 if (chosen_skill)
1006 { 969 {
1007 LOG (llevDebug, "fix_player, op %s has multiple skills applied (%s and %s)\n", 970 LOG (llevDebug, "fix_player, op %s has multiple skills applied (%s and %s)\n",
1009 972
1010 tmp->flag [FLAG_APPLIED] = false; 973 tmp->flag [FLAG_APPLIED] = false;
1011 update_stats (); 974 update_stats ();
1012 return; 975 return;
1013 } 976 }
1014 else 977
1015 chosen_skill = tmp; 978 chosen_skill = tmp;
1016 979
1017 if (tmp->stats.dam > 0) 980 if (tmp->stats.dam > 0)
1018 { /* skill is a 'weapon' */ 981 { /* skill is a 'weapon' */
1019 if (!QUERY_FLAG (this, FLAG_READY_WEAPON)) 982 if (!this->flag [FLAG_READY_WEAPON])
1020 weapon_speed = WEAPON_SPEED (tmp); 983 weapon_speed = max (0, WEAPON_SPEED (tmp));
1021
1022 if (weapon_speed < 0)
1023 weapon_speed = 0;
1024 984
1025 weapon_weight = tmp->weight; 985 weapon_weight = tmp->weight;
1026 stats.dam += 1 + chosen_skill->level * tmp->stats.dam / 9; 986 stats.dam += 1 + chosen_skill->level * tmp->stats.dam / 9;
1027 987
1028 if (tmp->magic) 988 if (tmp->magic)
1037 997
1038 if (tmp->stats.ac) 998 if (tmp->stats.ac)
1039 ac -= tmp->stats.ac + tmp->magic; 999 ac -= tmp->stats.ac + tmp->magic;
1040 1000
1041 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1001 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1042 contr->encumbrance += (int) 3 *tmp->weight / 1000; 1002 contr->encumbrance += weight_to_kg_approx (3 * tmp->weight);
1043 } 1003 }
1044 1004
1045 break; 1005 break;
1046 1006
1047 case SHIELD: 1007 case SHIELD:
1048 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1008 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1049 contr->encumbrance += (int) tmp->weight / 2000; 1009 contr->encumbrance += weight_to_kg_approx (tmp->weight) >> 1;
1010 //FALLTHROUGH
1050 case RING: 1011 case RING:
1051 case AMULET: 1012 case AMULET:
1052 case GIRDLE: 1013 case GIRDLE:
1053 case HELMET: 1014 case HELMET:
1054 case BOOTS: 1015 case BOOTS:
1063 if (tmp->stats.ac) 1024 if (tmp->stats.ac)
1064 ac -= tmp->stats.ac + tmp->magic; 1025 ac -= tmp->stats.ac + tmp->magic;
1065 1026
1066 break; 1027 break;
1067 1028
1029 case RANGED:
1068 case BOW: 1030 case BOW:
1069 case WEAPON: 1031 case WEAPON:
1070 if (type != PLAYER || current_weapon == tmp)
1071 {
1072 wc -= tmp->stats.wc + tmp->magic; 1032 wc -= tmp->stats.wc + tmp->magic;
1073 1033
1074 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0) 1034 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0)
1075 ac -= tmp->stats.ac + tmp->magic; 1035 ac -= tmp->stats.ac + tmp->magic;
1076 1036
1077 stats.dam += tmp->stats.dam + tmp->magic; 1037 stats.dam += tmp->stats.dam + tmp->magic;
1078 weapon_weight = tmp->weight; 1038 weapon_weight = tmp->weight;
1079 weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2; 1039 weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2;
1080 1040
1081 if (weapon_speed < 0) 1041 if (weapon_speed < 0)
1082 weapon_speed = 0; 1042 weapon_speed = 0;
1083 1043
1084 slaying = tmp->slaying; 1044 slaying = tmp->slaying;
1085 1045
1086 /* If there is desire that two handed weapons should do 1046 /* If there is desire that two handed weapons should do
1087 * extra strength damage, this is where the code should 1047 * extra strength damage, this is where the code should
1088 * go. 1048 * go.
1089 */ 1049 */
1090 1050
1091 if (type == PLAYER) 1051 if (type == PLAYER)
1092 if (settings.spell_encumbrance) 1052 if (settings.spell_encumbrance)
1093 contr->encumbrance += tmp->weight * 3 / 1000; 1053 contr->encumbrance += weight_to_kg_approx (3 * tmp->weight);
1094 }
1095 1054
1096 break; 1055 break;
1097 1056
1098 case ARMOUR: /* Only the best of these three are used: */ 1057 case ARMOUR: /* Only the best of these three are used: */
1099 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1058 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1100 contr->encumbrance += tmp->weight / 1000; 1059 contr->encumbrance += weight_to_kg_approx (tmp->weight);
1101 1060
1102 case BRACERS: 1061 case BRACERS:
1103 case FORCE: 1062 case FORCE:
1104 if (tmp->stats.wc) 1063 if (tmp->stats.wc)
1105 { 1064 {
1122 else /* To nullify the below effect */ 1081 else /* To nullify the below effect */
1123 ac += tmp->stats.ac + tmp->magic; 1082 ac += tmp->stats.ac + tmp->magic;
1124 } 1083 }
1125 1084
1126 if (tmp->stats.wc) 1085 if (tmp->stats.wc)
1127 wc -= (tmp->stats.wc + tmp->magic); 1086 wc -= tmp->stats.wc + tmp->magic;
1128 1087
1129 if (tmp->stats.ac) 1088 if (tmp->stats.ac)
1130 ac -= (tmp->stats.ac + tmp->magic); 1089 ac -= tmp->stats.ac + tmp->magic;
1131 1090
1132 if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.f < max) 1091 if (ARMOUR_SPEED (tmp))
1133 max = ARMOUR_SPEED (tmp) / 10.f; 1092 min_it (max_speed, ARMOUR_SPEED (tmp) / 10.f);
1134 1093
1135 break; 1094 break;
1136 } /* switch tmp->type */ 1095 } /* switch tmp->type */
1137 } /* item is equipped */ 1096 } /* item is equipped */
1138 } /* for loop of items */ 1097 } /* for loop of items */
1139 1098
1140 // now clamp digestion to our limits 1099 min_it (glow_radius, MAX_LIGHT_RADIUS);
1141 contr->digestion = clamp (digestion, MIN_DIGESTION, MAX_DIGESTION);
1142 1100
1143 /* We've gone through all the objects the player has equipped. For many things, we 1101 /* We've gone through all the objects the player has equipped. For many things, we
1144 * have generated intermediate values which we now need to assign. 1102 * have generated intermediate values which we now need to assign.
1145 */ 1103 */
1146 1104
1147 /* 'total resistance = total protections - total vulnerabilities'. 1105 /* 'total resistance = total protections - total vulnerabilities'.
1148 * If there is an uncursed potion in effect, granting more protection 1106 * If there is an uncursed potion in effect, granting more protection
1149 * than that, we take: 'total resistance = resistance from potion'. 1107 * than that, we take: 'total resistance = resistance from potion'.
1150 * If there is a cursed (and no uncursed) potion in effect, we take 1108 * If there is a cursed (and no uncursed) potion in effect, we take
1151 * 'total resistance = vulnerability from cursed potion'. 1109 * 'total resistance = vulnerability from cursed potion'.
1152 */ 1110 */
1153 for (i = 0; i < NROFATTACKS; i++) 1111 for (int i = 0; i < NROFATTACKS; i++)
1154 { 1112 {
1155 resist[i] = prot[i] - vuln[i]; 1113 resist[i] = prot[i] - vuln[i];
1156 1114
1157 if (potion_resist[i] && ((potion_resist[i] > resist[i]) || (potion_resist[i] < 0))) 1115 if (potion_resist[i] != -1000
1116 && (potion_resist[i] < 0 || potion_resist[i] > resist[i]))
1158 resist[i] = potion_resist[i]; 1117 resist[i] = potion_resist[i];
1159 } 1118 }
1160 1119
1161 /* Figure out the players sp/mana/hp totals. */
1162 if (type == PLAYER) 1120 if (type == PLAYER)
1163 { 1121 {
1122 // clamp various player stats
1123 for (int i = 0; i < NUM_STATS; ++i)
1124 stats.stat (i) = stat_sum [i];
1125
1126 check_stat_bounds (&stats);
1127
1128 contr->digestion = clamp (contr->digestion, MIN_DIGESTION, MAX_DIGESTION);
1129
1130 /* Figure out the players sp/mana/hp totals. */
1164 int pl_level; 1131 int pl_level;
1165 1132
1166 check_stat_bounds (&(stats));
1167 pl_level = level;
1168
1169 if (pl_level < 1)
1170 pl_level = 1; /* safety, we should always get 1 levels worth of hp! */ 1133 pl_level = max (1, level); /* safety, we should always get 1 levels worth of hp! */
1171 1134
1172 /* You basically get half a con bonus/level. But we do take into account rounding, 1135 /* You basically get half a con bonus/level. But we do take into account rounding,
1173 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels. 1136 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels.
1174 */ 1137 */
1175 for (i = 1, stats.maxhp = 0; i <= pl_level && i <= 10; i++) 1138 stats.maxhp = 0;
1139 for (int i = 1; i <= min (10, pl_level); i++)
1176 { 1140 {
1177 j = contr->levhp[i] + con_bonus[stats.Con] / 2; 1141 int j = contr->levhp[i] + con_bonus[stats.Con] / 2;
1178 1142
1179 if (i % 2 && con_bonus[stats.Con] % 2) 1143 if (i % 2 && con_bonus[stats.Con] % 2)
1180 {
1181 if (con_bonus[stats.Con] > 0) 1144 if (con_bonus[stats.Con] > 0)
1182 j++; 1145 j++;
1183 else 1146 else
1184 j--; 1147 j--;
1185 }
1186 1148
1187 stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */ 1149 stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */
1188 } 1150 }
1189 1151
1190 for (i = 11; i <= level; i++) 1152 stats.maxhp += 2 * max (0, level - 10);
1191 stats.maxhp += 2;
1192 1153
1193 if (stats.hp > stats.maxhp) 1154 if (stats.hp > stats.maxhp)
1194 stats.hp = stats.maxhp; 1155 stats.hp = stats.maxhp;
1195 1156
1196 /* Sp gain is controlled by the level of the player's 1157 /* Sp gain is controlled by the level of the player's
1197 * relevant experience object (mana_obj, see above) 1158 * relevant experience object (mana_obj, see above)
1198 */ 1159 */
1199 /* following happen when skills system is not used */ 1160 /* following happen when skills system is not used */
1200 if (!mana_obj) 1161 if (!mana_obj)
1201 mana_obj = this; 1162 mana_obj = this;
1202 1163
1209 1170
1210 if (mana_obj == this && type == PLAYER) 1171 if (mana_obj == this && type == PLAYER)
1211 stats.maxsp = 1; 1172 stats.maxsp = 1;
1212 else 1173 else
1213 { 1174 {
1214 sp_tmp = 0.f; 1175 float sp_tmp = 0.f;
1215 1176
1216 for (i = 1; i <= mana_obj->level && i <= 10; i++) 1177 for (int i = 1; i <= min (10, mana_obj->level); i++)
1217 { 1178 {
1218 float stmp; 1179 float stmp;
1219 1180
1220 /* Got some extra bonus at first level */ 1181 /* Got some extra bonus at first level */
1221 if (i < 2) 1182 if (i < 2)
1222 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 6.f; 1183 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 6.f;
1223 else 1184 else
1224 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 12.f; 1185 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 12.f;
1225 1186
1226 if (stmp < 1.f)
1227 stmp = 1.f;
1228
1229 sp_tmp += stmp; 1187 sp_tmp += max (1.f, stmp);
1230 } 1188 }
1231 1189
1232 stats.maxsp = (sint16)sp_tmp; 1190 stats.maxsp = int (sp_tmp) + 2 * max (0, mana_obj->level - 10);
1233
1234 for (i = 11; i <= mana_obj->level; i++)
1235 stats.maxsp += 2;
1236 } 1191 }
1237 1192
1238 /* Characters can get their sp supercharged via rune of transferrance */ 1193 /* Characters can get their sp supercharged via rune of transferrance */
1239 if (stats.sp > stats.maxsp * 2) 1194 stats.sp = min (stats.sp, stats.maxsp * 2);
1240 stats.sp = stats.maxsp * 2;
1241 1195
1242 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */ 1196 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */
1243 if (!grace_obj || !grace_obj->level || type != PLAYER) 1197 if (!grace_obj || !grace_obj->level || type != PLAYER)
1244 grace_obj = this; 1198 grace_obj = this;
1245 1199
1250 /* store grace in a float - this way, the divisions below don't create 1204 /* store grace in a float - this way, the divisions below don't create
1251 * big jumps when you go from level to level - with int's, it then 1205 * big jumps when you go from level to level - with int's, it then
1252 * becomes big jumps when the sums of the bonuses jump to the next 1206 * becomes big jumps when the sums of the bonuses jump to the next
1253 * step of 8 - with floats, even fractional ones are useful. 1207 * step of 8 - with floats, even fractional ones are useful.
1254 */ 1208 */
1255 sp_tmp = 0.f; 1209 float sp_tmp = 0.f;
1256 for (i = 1, stats.maxgrace = 0; i <= grace_obj->level && i <= 10; i++) 1210
1211 for (int i = 1; i <= min (10, grace_obj->level); i++)
1257 { 1212 {
1258 float grace_tmp = 0.f; 1213 float grace_tmp = 0.f;
1259 1214
1260 /* Got some extra bonus at first level */ 1215 /* Got some extra bonus at first level */
1261 if (i < 2) 1216 if (i < 2)
1262 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 6.f; 1217 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 6.f;
1263 else 1218 else
1264 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 12.f; 1219 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 12.f;
1265 1220
1266 if (grace_tmp < 1.f)
1267 grace_tmp = 1.f;
1268
1269 sp_tmp += grace_tmp; 1221 sp_tmp += max (1.f, grace_tmp);
1270 } 1222 }
1271 1223
1272 stats.maxgrace = (sint16)sp_tmp;
1273
1274 /* two grace points per level after 11 */ 1224 /* two grace points per level after 10 */
1275 for (i = 11; i <= grace_obj->level; i++) 1225 stats.maxgrace = int (sp_tmp) + 2 * max (0, grace_obj->level - 10);
1276 stats.maxgrace += 2;
1277 } 1226 }
1278 1227
1279 /* No limit on grace vs maxgrace */ 1228 /* No limit on grace vs maxgrace */
1280 1229
1281 if (contr->braced) 1230 if (contr->braced)
1284 wc += 4; 1233 wc += 4;
1285 } 1234 }
1286 else 1235 else
1287 ac -= dex_bonus[stats.Dex]; 1236 ac -= dex_bonus[stats.Dex];
1288 1237
1289 /* In new exp/skills system, wc bonuses are related to 1238 /* In new exp/skills system, wc bonuses are related to
1290 * the players level in a relevant exp object (wc_obj) 1239 * the players level in a relevant exp object (wc_obj)
1291 * not the general player level -b.t. 1240 * not the general player level -b.t.
1292 * I changed this slightly so that wc bonuses are better 1241 * I changed this slightly so that wc bonuses are better
1293 * than before. This is to balance out the fact that 1242 * than before. This is to balance out the fact that
1294 * the player no longer gets a personal weapon w/ 1 1243 * the player no longer gets a personal weapon w/ 1
1295 * improvement every level, now its fighterlevel/5. So 1244 * improvement every level, now its fighterlevel/5. So
1296 * we give the player a bonus here in wc and dam 1245 * we give the player a bonus here in wc and dam
1297 * to make up for the change. Note that I left the 1246 * to make up for the change. Note that I left the
1298 * monster bonus the same as before. -b.t. 1247 * monster bonus the same as before. -b.t.
1299 */ 1248 */
1300 object *wc_obj = chosen_skill; 1249 object *wc_obj = chosen_skill;
1301 1250
1302 if (contr && wc_obj && wc_obj->level > 1) 1251 if (contr && wc_obj && wc_obj->level > 1)
1303 { 1252 {
1304 wc -= wc_obj->level + thaco_bonus[stats.Str]; 1253 wc -= wc_obj->level + thaco_bonus[stats.Str];
1305 1254
1306 for (i = 1; i < wc_obj->level; i++) 1255 for (int i = 1; i < wc_obj->level; i++)
1307 { 1256 {
1308 /* additional wc every 6 levels */ 1257 /* additional wc every 6 levels */
1309 if (!(i % 6)) 1258 if (!(i % 6))
1310 wc--; 1259 wc--;
1311 1260
1324 1273
1325 speed = 1.f + speed_bonus[stats.Dex]; 1274 speed = 1.f + speed_bonus[stats.Dex];
1326 1275
1327 if (settings.search_items && contr->search_str[0]) 1276 if (settings.search_items && contr->search_str[0])
1328 speed -= 1; 1277 speed -= 1;
1329
1330 if (attacktype == 0)
1331 attacktype = arch->attacktype;
1332 } /* End if player */ 1278 } /* End if player */
1333 1279
1334 if (added_speed >= 0) 1280 if (added_speed >= 0)
1335 speed += added_speed / 10.f; 1281 speed += added_speed / 10.f;
1336 else /* Something wrong here...: */ 1282 else /* Something wrong here...: */
1337 speed /= 1.f - added_speed; 1283 speed /= 1.f - added_speed;
1338 1284
1339 /* Max is determined by armour */ 1285 /* Max is determined by armour */
1340 if (speed > max) 1286 speed = min (speed, max_speed);
1341 speed = max;
1342 1287
1343 if (type == PLAYER) 1288 if (type == PLAYER)
1344 { 1289 {
1345 /* f is a number the represents the number of kg above (positive num) 1290 /* f is a number the represents the number of kg above (positive num)
1346 * or below (negative number) that the player is carrying. If above 1291 * or below (negative number) that the player is carrying. If above
1347 * weight limit, then player suffers a speed reduction based on how 1292 * weight limit, then player suffers a speed reduction based on how
1348 * much above he is, and what is max carry is 1293 * much above he is, and what is max carry is
1349 */ 1294 */
1350 f = (carrying / 1000) - max_carry[stats.Str]; 1295 float f = (sint32)weight_to_kg_approx (carrying) - max_carry[stats.Str];
1351 if (f > 0) 1296 if (f > 0.f)
1352 speed = speed / (1.f + f / max_carry[stats.Str]); 1297 speed /= (1.f + f / max_carry[stats.Str]);
1353 } 1298 }
1354 1299
1355 speed += bonus_speed / 10.f; /* Not affected by limits */ 1300 speed += bonus_speed / 10.f; /* Not affected by limits */
1301 speed *= speed_reduce_from_disease;
1356 1302
1357 /* Put a lower limit on speed. Note with this speed, you move once every 1303 /* Put a lower limit on speed. Note with this speed, you move once every
1358 * 100 ticks or so. This amounts to once every 12 seconds of realtime. 1304 * 25 ticks or so. This amounts to once every 3 seconds of realtime.
1359 */ 1305 */
1360 speed = speed * speed_reduce_from_disease; 1306 max_it (speed, is_player () ? MIN_PLAYER_SPEED : MIN_ACTIVE_SPEED);
1361 1307
1362 if (speed < 0.01f && type == PLAYER) 1308 if (speed != old_speed)
1363 speed = 0.01f; 1309 set_speed (speed);
1364 1310
1365 if (type == PLAYER) 1311 if (type == PLAYER)
1366 { 1312 {
1367 /* (This formula was made by vidarl@ifi.uio.no) 1313 /* (This formula was made by vidarl@ifi.uio.no)
1368 * Note that we never used these values again - basically 1314 * Note that we never used these values again - basically
1400 if (move_type == 0) 1346 if (move_type == 0)
1401 move_type = MOVE_WALK; 1347 move_type = MOVE_WALK;
1402 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) 1348 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH))
1403 move_type &= ~MOVE_WALK; 1349 move_type &= ~MOVE_WALK;
1404 1350
1405 if (speed != old_speed) 1351 // now apply the new move_type
1406 set_speed (speed); 1352 if (this->move_type != move_type)
1353 change_move_type (move_type);
1407 1354
1408 /* It is quite possible that a player's spell costing might have changed, 1355 /* It is quite possible that a player's spell costing might have changed,
1409 * so we will check that now. 1356 * so we will check that now.
1410 */ 1357 */
1411 if (type == PLAYER) 1358 if (is_player ())
1412 { 1359 contr->update_spells ();
1413 esrv_update_stats (contr);
1414 esrv_update_spells (contr);
1415 }
1416 1360
1417 // update the mapspace, if we are on a map 1361 // update the mapspace, if we are on a map
1418 if (!flag [FLAG_REMOVED] && map) 1362 if (!flag [FLAG_REMOVED] && map)
1419 map->at (x, y).flags_ = 0; 1363 map->at (x, y).flags_ = 0;
1420} 1364}
1421 1365
1422/* 1366void
1423 * Returns true if the given player is a legal class. 1367object::set_glow_radius (sint8 rad)
1424 * The function to add and remove class-bonuses to the stats doesn't
1425 * check if the stat becomes negative, thus this function
1426 * merely checks that all stats are 1 or more, and returns
1427 * false otherwise.
1428 */
1429int
1430allowed_class (const object *op)
1431{ 1368{
1432 return op->stats.Dex > 0 1369 glow_radius = rad;
1433 && op->stats.Str > 0 1370
1434 && op->stats.Con > 0 1371 if (is_on_map ())
1435 && op->stats.Int > 0 1372 update_all_los (map, x, y);
1436 && op->stats.Wis > 0 1373 else if (object *env = outer_env ())
1437 && op->stats.Pow > 0 1374 {
1438 && op->stats.Cha > 0; 1375 env->update_stats ();
1376
1377 if (env->is_on_map ())
1378 update_all_los (env->map, env->x, env->y);
1379 }
1439} 1380}
1440 1381
1441/* 1382/*
1442 * set the new dragon name after gaining levels or 1383 * set the new dragon name after gaining levels or
1443 * changing ability focus (later this can be extended to 1384 * changing ability focus (later this can be extended to
1444 * eventually change the player's face and animation) 1385 * eventually change the player's face and animation)
1445 *
1446 * Note that the title is written to 'own_title' in the
1447 * player struct. This should be changed to 'ext_title'
1448 * as soon as clients support this!
1449 * Please, anyone, write support for 'ext_title'.
1450 */ 1386 */
1451void 1387void
1452set_dragon_name (object *pl, const object *abil, const object *skin) 1388set_dragon_name (object *pl, const object *abil, const object *skin)
1453{ 1389{
1454 int atnr = -1; /* attacknumber of highest level */ 1390 int atnr = -1; /* attacknumber of highest level */
1472 /* now if there are equals at highest level, pick the one with focus, 1408 /* now if there are equals at highest level, pick the one with focus,
1473 or else at random */ 1409 or else at random */
1474 if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level) 1410 if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level)
1475 atnr = abil->stats.exp; 1411 atnr = abil->stats.exp;
1476 1412
1477 level = (int) (level / 5.);
1478
1479 /* now set the new title */ 1413 /* now set the new title */
1480 if (pl->contr != NULL)
1481 {
1482 if (level == 0)
1483 sprintf (pl->contr->title, "%s hatchling", attacks[atnr]); 1414 if (level < 25) sprintf (pl->contr->title, "%s hatchling", attacks[atnr]);
1484 else if (level == 1)
1485 sprintf (pl->contr->title, "%s wyrm", attacks[atnr]); 1415 else if (level < 50) sprintf (pl->contr->title, "%s wyrm" , attacks[atnr]);
1486 else if (level == 2)
1487 sprintf (pl->contr->title, "%s wyvern", attacks[atnr]); 1416 else if (level < 75) sprintf (pl->contr->title, "%s wyvern" , attacks[atnr]);
1488 else if (level == 3)
1489 sprintf (pl->contr->title, "%s dragon", attacks[atnr]); 1417 else if (level < 100) sprintf (pl->contr->title, "%s dragon" , attacks[atnr]);
1490 else 1418 else
1491 { 1419 {
1492 /* special titles for extra high resistance! */ 1420 /* special titles for extra high resistance! */
1493 if (skin->resist[atnr] > 80)
1494 sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]); 1421 if (skin->resist[atnr] > 80) sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]);
1495 else if (skin->resist[atnr] > 50)
1496 sprintf (pl->contr->title, "ancient %s dragon", attacks[atnr]); 1422 else if (skin->resist[atnr] > 50) sprintf (pl->contr->title, "ancient %s dragon" , attacks[atnr]);
1497 else
1498 sprintf (pl->contr->title, "big %s dragon", attacks[atnr]); 1423 else sprintf (pl->contr->title, "big %s dragon" , attacks[atnr]);
1499 }
1500 } 1424 }
1501 1425
1502 strcpy (pl->contr->own_title, ""); 1426 strcpy (pl->contr->own_title, "");
1503} 1427}
1504 1428
1505/* 1429/*
1506 * This function is called when a dragon-player gains 1430 * This function is called when a dragon-player gains
1507 * an overall level. Here, the dragon might gain new abilities 1431 * an overall level. Here, the dragon might gain new abilities
1508 * or change the ability-focus. 1432 * or change the ability-focus.
1509 */ 1433 */
1510void 1434static void
1511dragon_level_gain (object *who) 1435dragon_level_gain (object *who)
1512{ 1436{
1513 object *abil = NULL; /* pointer to dragon ability force */ 1437 object *abil = NULL; /* pointer to dragon ability force */
1514 object *skin = NULL; /* pointer to dragon skin force */ 1438 object *skin = NULL; /* pointer to dragon skin force */
1515 object *tmp = NULL; /* tmp. object */ 1439 object *tmp = NULL; /* tmp. object */
1526 /* if the force is missing -> bail out */ 1450 /* if the force is missing -> bail out */
1527 if (abil == NULL) 1451 if (abil == NULL)
1528 return; 1452 return;
1529 1453
1530 /* The ability_force keeps track of maximum level ever achieved. 1454 /* The ability_force keeps track of maximum level ever achieved.
1531 * New abilties can only be gained by surpassing this max level 1455 * New abilties can only be gained by surpassing this max level
1532 */ 1456 */
1533 if (who->level > abil->level) 1457 if (who->level > abil->level)
1534 { 1458 {
1535 /* increase our focused ability */ 1459 /* increase our focused ability */
1536 abil->resist[abil->stats.exp]++; 1460 abil->resist[abil->stats.exp]++;
1571 object *skill_obj; 1495 object *skill_obj;
1572 1496
1573 skill_obj = get_archetype_by_skill_name (skill_name, SKILL); 1497 skill_obj = get_archetype_by_skill_name (skill_name, SKILL);
1574 if (!skill_obj) 1498 if (!skill_obj)
1575 { 1499 {
1576 LOG (llevError, "add_player_exp: couldn't find skill %s\n", skill_name); 1500 LOG (llevError, "give_skill_by_name: couldn't find skill %s\n", skill_name);
1577 return NULL; 1501 return NULL;
1578 } 1502 }
1579 1503
1580 /* clear the flag - exp goes into this bucket, but player 1504 /* clear the flag - exp goes into this bucket, but player
1581 * still doesn't know it. 1505 * still doesn't know it.
1582 */ 1506 */
1583 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL); 1507 skill_obj->clr_flag (FLAG_CAN_USE_SKILL);
1584 skill_obj->stats.exp = 0; 1508 skill_obj->stats.exp = 0;
1585 skill_obj->level = 1; 1509 skill_obj->level = 1;
1586 insert_ob_in_ob (skill_obj, op); 1510 op->insert (skill_obj);
1587 1511
1588 if (player *pl = op->contr) 1512 if (player *pl = op->contr)
1589 { 1513 pl->link_skills ();
1590 pl->last_skill_ob [skill_obj->subtype] = skill_obj;
1591 if (pl->ns)
1592 pl->ns->last_skill_exp[skill_obj->subtype] = -1;//TODO: should be made superfluous
1593 }
1594 1514
1595 return skill_obj; 1515 return skill_obj;
1596} 1516}
1597 1517
1598/* player_lvl_adj() - for the new exp system. we are concerned with 1518/* player_lvl_adj() - for the new exp system. we are concerned with
1604 */ 1524 */
1605void 1525void
1606player_lvl_adj (object *who, object *op) 1526player_lvl_adj (object *who, object *op)
1607{ 1527{
1608 char buf[MAX_BUF]; 1528 char buf[MAX_BUF];
1529 bool changed = false;
1609 1530
1610 if (!op) /* when rolling stats */ 1531 if (!op) /* when rolling stats */
1611 op = who; 1532 op = who;
1612 1533
1613 if (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul)) 1534 while (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul))
1614 { 1535 {
1536 changed = true;
1537
1615 op->level++; 1538 op->level++;
1616 1539
1617 if (op && op == who && op->stats.exp > 1 && is_dragon_pl (who)) 1540 if (op && op == who && op->stats.exp > 1 && who->is_dragon ())
1618 dragon_level_gain (who); 1541 dragon_level_gain (who);
1619 1542
1620 /* Only roll these if it is the player (who) that gained the level */ 1543 /* Only roll these if it is the player (who) that gained the level */
1621 if (op == who && (who->level < 11) && who->type == PLAYER) 1544 if (op == who && (who->level < 11) && who->type == PLAYER)
1622 { 1545 {
1623 who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1; 1546 who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1;
1624 who->contr->levsp[who->level] = die_roll (2, 3, who, PREFER_HIGH); 1547 who->contr->levsp[who->level] = die_roll (2, 3, who, PREFER_HIGH);
1625 who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1; 1548 who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1;
1626 } 1549 }
1627 1550
1628 who->update_stats ();
1629 if (op->level > 1) 1551 if (op->level > 1)
1630 { 1552 {
1631 if (op->type != PLAYER) 1553 if (op->type != PLAYER)
1554 {
1555 who->contr->play_sound (sound_find ("skill_up"));
1632 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); 1556 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1557 }
1633 else 1558 else
1559 {
1560 who->contr->play_sound (sound_find ("level_up"));
1634 sprintf (buf, "You are now level %d.", op->level); 1561 sprintf (buf, "You are now level %d.", op->level);
1562 }
1635 1563
1636 if (who) 1564 if (who)
1637 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); 1565 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1638 } 1566 }
1639
1640 player_lvl_adj (who, op); /* To increase more levels */
1641 } 1567 }
1568
1642 else if (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul)) 1569 while (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul))
1643 { 1570 {
1571 changed = true;
1572
1644 op->level--; 1573 op->level--;
1645 who->update_stats ();
1646 1574
1647 if (op->type != PLAYER) 1575 if (op->type != PLAYER)
1648 { 1576 {
1649 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); 1577 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1650 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); 1578 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1651 } 1579 }
1652
1653 player_lvl_adj (who, op); /* To decrease more levels */
1654 } 1580 }
1655 1581
1656 /* check if the spell data has changed */ 1582 if (changed)
1657 esrv_update_stats (who->contr); 1583 who->update_stats (); // should cause esrv_update_stats and esrv_update_spells
1658 esrv_update_spells (who->contr);
1659} 1584}
1660 1585
1661/* 1586/*
1662 * Returns how much experience is needed for a player to become 1587 * Returns how much experience is needed for a player to become
1663 * the given level. level should really never exceed max_level 1588 * the given level. level should really never exceed max_level
1664 */ 1589 */
1665 1590
1666sint64 1591sint64
1667level_exp (int level, double expmul) 1592level_exp (int level, double expmul)
1668{ 1593{
1669 if (level > settings.max_level) 1594 return expmul * level_to_min_exp (level);
1670 return (sint64) (expmul * levels[settings.max_level]);
1671
1672 return (sint64) (expmul * levels[level]);
1673} 1595}
1674 1596
1675/* 1597/*
1676 * Ensure that the permanent experience requirements in an exp object are met. 1598 * Ensure that the permanent experience requirements in an exp object are met.
1677 * This really just checks 'op to make sure the perm_exp value is within 1599 * This really just checks 'op to make sure the perm_exp value is within
1683calc_perm_exp (object *op) 1605calc_perm_exp (object *op)
1684{ 1606{
1685 int p_exp_min; 1607 int p_exp_min;
1686 1608
1687 /* Ensure that our permanent experience minimum is met. 1609 /* Ensure that our permanent experience minimum is met.
1688 * permenent_exp_ratio is an integer percentage, we divide by 100 1610 * permenent_exp_ratio is an integer percentage, we divide by 100
1689 * to get the fraction */ 1611 * to get the fraction */
1690 p_exp_min = (int) (settings.permanent_exp_ratio * (float) (op->stats.exp) / 100); 1612 p_exp_min = (int) (settings.permanent_exp_ratio * (float) (op->stats.exp) / 100);
1691 1613
1692 if (op->perm_exp < p_exp_min) 1614 if (op->perm_exp < p_exp_min)
1693 op->perm_exp = p_exp_min; 1615 op->perm_exp = p_exp_min;
1705 * NULL, in which case exp increases the players general 1627 * NULL, in which case exp increases the players general
1706 * total, but not any particular skill. 1628 * total, but not any particular skill.
1707 * flag is what to do if the player doesn't have the skill: 1629 * flag is what to do if the player doesn't have the skill:
1708 */ 1630 */
1709static void 1631static void
1710add_player_exp (object *op, sint64 exp, const char *skill_name, int flag) 1632add_player_exp (object *op, sint64 exp, shstr_tmp skill_name, int flag)
1711{ 1633{
1712 object *skill_obj = NULL; 1634 object *skill_obj;
1713 sint64 limit, exp_to_add; 1635 sint64 limit, exp_to_add;
1714 int i;
1715 1636
1716 /* prevents some forms of abuse. */ 1637 /* prevents some forms of abuse. */
1717 if (op->contr->braced) 1638 if (op->contr->braced)
1718 exp /= 5; 1639 exp /= 5;
1719 1640
1720 /* Try to find the matching skill. 1641 /* Try to find the matching skill.
1721 * We do a shortcut/time saving mechanism first - see if it matches 1642 * We do a shortcut/time saving mechanism first - see if it matches
1722 * chosen_skill. This means we don't need to search through 1643 * chosen_skill. This means we don't need to search through
1723 * the players inventory. 1644 * the players inventory.
1724 */ 1645 */
1646 skill_obj = 0;
1647
1725 if (skill_name) 1648 if (skill_name)
1726 { 1649 {
1727 if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill)) 1650 skill_obj = op->contr->find_skill (skill_name);
1728 skill_obj = op->chosen_skill;
1729 else
1730 {
1731 for (i = 0; i < NUM_SKILLS; i++)
1732 if (op->contr->last_skill_ob[i] && !strcmp (op->contr->last_skill_ob[i]->skill, skill_name))
1733 {
1734 skill_obj = op->contr->last_skill_ob[i];
1735 break;
1736 }
1737 1651
1738 /* Player doesn't have the skill. Check to see what to do, and give 1652 /* Player doesn't have the skill. Check to see what to do, and give
1739 * it to the player if necessary 1653 * it to the player if necessary
1740 */ 1654 */
1741 if (!skill_obj) 1655 if (!skill_obj)
1742 { 1656 {
1743 if (flag == SK_EXP_NONE) 1657 if (flag == SK_EXP_NONE)
1744 return; 1658 return;
1659
1745 else if (flag == SK_EXP_ADD_SKILL) 1660 if (flag == SK_EXP_ADD_SKILL)
1746 give_skill_by_name (op, skill_name); 1661 skill_obj = give_skill_by_name (op, skill_name);
1747 }
1748 } 1662 }
1749 } 1663 }
1750 1664
1751 if (flag != SK_EXP_SKILL_ONLY) 1665 if (flag != SK_EXP_SKILL_ONLY)
1752 { 1666 {
1753 /* Basically, you can never gain more experience in one shot 1667 /* Basically, you can never gain more experience in one shot
1754 * than half what you need to gain for next level. 1668 * than half what you need to gain for next level.
1755 */ 1669 */
1756 exp_to_add = exp; 1670 exp_to_add = exp;
1757 limit = (levels[op->level + 1] - levels[op->level]) / 2; 1671 limit = (levels [op->level + 1] - levels [op->level]) / 2;
1758 if (exp_to_add > limit) 1672 if (exp_to_add > limit)
1759 exp_to_add = limit; 1673 exp_to_add = limit;
1760 1674
1761 ADD_EXP (op->stats.exp, (sint64) ((float) exp_to_add * (skill_obj ? skill_obj->expmul : 1))); 1675 ADD_EXP (op->stats.exp, (sint64) ((float) exp_to_add * (skill_obj ? skill_obj->expmul : 1)));
1762 if (settings.permanent_exp_ratio) 1676 if (settings.permanent_exp_ratio)
1769 } 1683 }
1770 1684
1771 if (skill_obj) 1685 if (skill_obj)
1772 { 1686 {
1773 exp_to_add = exp; 1687 exp_to_add = exp;
1774 limit = (levels[skill_obj->level + 1] - levels[skill_obj->level]) / 2; 1688 limit = (levels [skill_obj->level + 1] - levels [skill_obj->level]) / 2;
1775 if (exp_to_add > limit) 1689 if (exp_to_add > limit)
1776 exp_to_add = limit; 1690 exp_to_add = limit;
1777 1691
1778 ADD_EXP (skill_obj->stats.exp, exp_to_add); 1692 ADD_EXP (skill_obj->stats.exp, exp_to_add);
1779 if (settings.permanent_exp_ratio) 1693 if (settings.permanent_exp_ratio)
1785 player_lvl_adj (op, skill_obj); 1699 player_lvl_adj (op, skill_obj);
1786 } 1700 }
1787} 1701}
1788 1702
1789/* This function checks to make sure that object 'op' can 1703/* This function checks to make sure that object 'op' can
1790 * lost 'exp' experience. It returns the amount of exp 1704 * lose 'exp' experience. It returns the amount of exp
1791 * object 'op' can in fact lose - it basically makes 1705 * object 'op' can in fact lose - it basically makes
1792 * adjustments based on permanent exp and the like. 1706 * adjustments based on permanent exp and the like.
1793 * This function should always be used for losing experience - 1707 * This function should always be used for losing experience -
1794 * the 'exp' value passed should be positive - this is the 1708 * the 'exp' value passed should be positive - this is the
1795 * amount that should get subtract from the player. 1709 * amount that should get subtract from the player.
1796 */ 1710 */
1797sint64 1711static sint64
1798check_exp_loss (const object *op, sint64 exp) 1712check_exp_loss (const object *op, sint64 exp)
1799{ 1713{
1800 sint64 del_exp; 1714 sint64 del_exp;
1801 1715
1802 if (exp > op->stats.exp) 1716 if (exp > op->stats.exp)
1803 exp = op->stats.exp; 1717 exp = op->stats.exp;
1718
1804 if (settings.permanent_exp_ratio) 1719 if (settings.permanent_exp_ratio)
1805 { 1720 {
1806 del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO); 1721 del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO);
1722
1807 if (del_exp < 0) 1723 if (del_exp < 0)
1808 del_exp = 0; 1724 del_exp = 0;
1725
1809 if (exp > del_exp) 1726 if (exp > del_exp)
1810 exp = del_exp; 1727 exp = del_exp;
1811 } 1728 }
1729
1812 return exp; 1730 return exp;
1813} 1731}
1814 1732
1815sint64 1733sint64
1816check_exp_adjust (const object *op, sint64 exp) 1734check_exp_adjust (const object *op, sint64 exp)
1817{ 1735{
1818 if (exp < 0) 1736 if (exp < 0)
1819 return check_exp_loss (op, exp); 1737 return check_exp_loss (op, exp);
1820 else 1738 else
1821 return MIN (exp, (sint64) MAX_EXPERIENCE - op->stats.exp); 1739 return min (exp, (sint64)MAX_EXPERIENCE - op->stats.exp);
1822} 1740}
1823
1824 1741
1825/* Subtracts experience from player. 1742/* Subtracts experience from player.
1826 * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we 1743 * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we
1827 * only subtract from the matching skill. Otherwise, 1744 * only subtract from the matching skill. Otherwise,
1828 * this subtracts a portion from all 1745 * this subtracts a portion from all
1833 * where everything is at the minimum perm exp, he would lose nothing. 1750 * where everything is at the minimum perm exp, he would lose nothing.
1834 * exp is the amount of exp to subtract - thus, it should be 1751 * exp is the amount of exp to subtract - thus, it should be
1835 * a postive number. 1752 * a postive number.
1836 */ 1753 */
1837static void 1754static void
1838subtract_player_exp (object *op, sint64 exp, const char *skill, int flag) 1755subtract_player_exp (object *op, sint64 exp, shstr_tmp skill, int flag)
1839{ 1756{
1840 float fraction = (float) exp / (float) op->stats.exp; 1757 float fraction = (float) exp / (float) op->stats.exp;
1841 object *tmp; 1758 object *tmp;
1842 sint64 del_exp; 1759 sint64 del_exp;
1843 1760
1844 for (tmp = op->inv; tmp; tmp = tmp->below) 1761 for (tmp = op->inv; tmp; tmp = tmp->below)
1845 if (tmp->type == SKILL && tmp->stats.exp) 1762 if (tmp->type == SKILL && tmp->stats.exp)
1846 { 1763 {
1847 if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (tmp->skill, skill)) 1764 if (flag == SK_SUBTRACT_SKILL_EXP && skill && tmp->skill == skill)
1848 { 1765 {
1849 del_exp = check_exp_loss (tmp, exp); 1766 del_exp = check_exp_loss (tmp, exp);
1850 tmp->stats.exp -= del_exp; 1767 tmp->stats.exp -= del_exp;
1851 player_lvl_adj (op, tmp); 1768 player_lvl_adj (op, tmp);
1852 } 1769 }
1853 else if (flag != SK_SUBTRACT_SKILL_EXP) 1770 else if (flag != SK_SUBTRACT_SKILL_EXP)
1854 { 1771 {
1855 /* only want to process other skills if we are not trying 1772 /* only want to process other skills if we are not trying
1856 * to match a specific skill. 1773 * to match a specific skill.
1857 */ 1774 */
1858 del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction)); 1775 del_exp = check_exp_loss (tmp, tmp->stats.exp * fraction);
1859 tmp->stats.exp -= del_exp; 1776 tmp->stats.exp -= del_exp;
1860 player_lvl_adj (op, tmp); 1777 player_lvl_adj (op, tmp);
1861 } 1778 }
1862 } 1779 }
1863 1780
1877 * skill_name is the skill that should get the exp added. 1794 * skill_name is the skill that should get the exp added.
1878 * flag is what to do if player doesn't have the skill. 1795 * flag is what to do if player doesn't have the skill.
1879 * these last two values are only used for players. 1796 * these last two values are only used for players.
1880 */ 1797 */
1881void 1798void
1882change_exp (object *op, sint64 exp, const char *skill_name, int flag) 1799change_exp (object *op, sint64 exp, shstr_tmp skill_name, int flag)
1883{ 1800{
1884#ifdef EXP_DEBUG 1801#ifdef EXP_DEBUG
1885 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp); 1802 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp);
1886#endif 1803#endif
1887 1804
1896 * won't do anything if the value is 0 anyways. 1813 * won't do anything if the value is 0 anyways.
1897 */ 1814 */
1898 if (exp == 0) 1815 if (exp == 0)
1899 return; 1816 return;
1900 1817
1901 /* Monsters are easy - we just adjust their exp - we 1818 /* Monsters are easy - we just adjust their exp - we
1902 * don't adjust level, since in most cases it is unrelated to 1819 * don't adjust level, since in most cases it is unrelated to
1903 * the exp they have - the monsters exp represents what its 1820 * the exp they have - the monsters exp represents what its
1904 * worth. 1821 * worth.
1905 */ 1822 */
1906 if (op->type != PLAYER) 1823 if (op->type != PLAYER)
1907 { 1824 {
1908 /* Sanity check */ 1825 /* Sanity check */
1909 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1826 if (!op->flag [FLAG_ALIVE])
1910 return; 1827 return;
1911 1828
1912 /* reset exp to max allowed value. We subtract from 1829 /* reset exp to max allowed value. We subtract from
1913 * MAX_EXPERIENCE to prevent overflows. If the player somehow has 1830 * MAX_EXPERIENCE to prevent overflows. If the player somehow has
1914 * more than max exp, just return. 1831 * more than max exp, just return.
1933 */ 1850 */
1934 subtract_player_exp (op, abs (exp), skill_name, flag); 1851 subtract_player_exp (op, abs (exp), skill_name, flag);
1935 } 1852 }
1936} 1853}
1937 1854
1938/* Applies a death penalty experience, the size of this is defined by the 1855/* Applies a death penalty experience, the size of this is defined by the
1939 * settings death_penalty_percentage and death_penalty_levels, and by the 1856 * settings death_penalty_percentage and death_penalty_levels, and by the
1940 * amount of permenent experience, whichever gives the lowest loss. 1857 * amount of permenent experience, whichever gives the lowest loss.
1941 */ 1858 */
1942void 1859void
1943apply_death_exp_penalty (object *op) 1860apply_death_exp_penalty (object *op)
1944{ 1861{
1945 object *tmp;
1946 sint64 loss; 1862 sint64 loss;
1947 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */ 1863 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */
1948 sint64 level_loss; /* defined by the setting 'death_penalty_levels */ 1864 sint64 level_loss; /* defined by the setting 'death_penalty_levels */
1949 1865
1950 for (tmp = op->inv; tmp; tmp = tmp->below) 1866 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1951 if (tmp->type == SKILL && tmp->stats.exp) 1867 if (tmp->type == SKILL && tmp->stats.exp)
1952 { 1868 {
1953
1954 percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100; 1869 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)]; 1870 level_loss = tmp->stats.exp - levels [max (0, tmp->level - settings.death_penalty_level)];
1956 1871
1957 /* With the revised exp system, you can get cases where 1872 /* With the revised exp system, you can get cases where
1958 * losing several levels would still require that you have more 1873 * losing several levels would still require that you have more
1959 * exp than you currently have - this is true if the levels 1874 * exp than you currently have - this is true if the levels
1960 * tables is a lot harder. 1875 * tables is a lot harder.
1961 */ 1876 */
1962 if (level_loss < 0) 1877 if (level_loss < 0)
1963 level_loss = 0; 1878 level_loss = 0;
1964 1879
1965 loss = check_exp_loss (tmp, MIN (level_loss, percentage_loss)); 1880 loss = check_exp_loss (tmp, min (level_loss, percentage_loss));
1966 1881
1967 tmp->stats.exp -= loss; 1882 tmp->stats.exp -= loss;
1968 player_lvl_adj (op, tmp); 1883 player_lvl_adj (op, tmp);
1969 } 1884 }
1970 1885
1971 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100; 1886 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)]; 1887 level_loss = op->stats.exp - levels [max (0, op->level - settings.death_penalty_level)];
1973 1888
1974 if (level_loss < 0) 1889 if (level_loss < 0)
1975 level_loss = 0; 1890 level_loss = 0;
1891
1976 loss = check_exp_loss (op, MIN (level_loss, percentage_loss)); 1892 loss = check_exp_loss (op, min (level_loss, percentage_loss));
1977 1893
1978 op->stats.exp -= loss; 1894 op->stats.exp -= loss;
1979 player_lvl_adj (op, NULL); 1895 player_lvl_adj (op, NULL);
1980} 1896}
1981 1897

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