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Comparing deliantra/server/common/living.C (file contents):
Revision 1.59 by root, Thu May 17 00:33:29 2007 UTC vs.
Revision 1.136 by root, Sat Nov 17 23:40:00 2018 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2017,2018 Marc Alexander Lehmann / the Deliantra team
5 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team 6 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 7 * Copyright (©) 1992 Frank Tore Johansen
7 * 8 *
8 * This program is free software; you can redistribute it and/or modify 9 * 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 10 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation; either version 2 of the License, or 11 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 12 * option) any later version.
12 * 13 *
13 * This program is distributed in the hope that it will be useful, 14 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 17 * GNU General Public License for more details.
17 *
18 * You should have received a copy of the GNU General Public License
19 * along with this program; if not, write to the Free Software
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 * 18 *
19 * You should have received a copy of the Affero GNU General Public License
20 * and the GNU General Public License along with this program. If not, see
21 * <http://www.gnu.org/licenses/>.
22 *
22 * The authors can be reached via e-mail at <crossfire@schmorp.de> 23 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 24 */
24 25
25#include <global.h> 26#include <global.h>
26#include <funcpoint.h>
27 27
28/* Handy little macro that adds exp and keeps it within bounds. Since 28/* Handy little macro that adds exp and keeps it within bounds. Since
29 * we are now using 64 bit values, I'm not all concerned about overflow issues 29 * we are now using 64 bit values, I'm not all concerned about overflow issues
30 * with exptotal wrapping. exptotal is typically op->exp, or op->perm_exp 30 * with exptotal wrapping. exptotal is typically op->exp, or op->perm_exp
31 */ 31 */
34static const int con_bonus[MAX_STAT + 1] = { 34static const int con_bonus[MAX_STAT + 1] = {
35 -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 -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,
36 22, 25, 30, 40, 50 36 22, 25, 30, 40, 50
37}; 37};
38 38
39/* changed the name of this to "sp_bonus" from "int_bonus" 39/* changed the name of this to "sp_bonus" from "int_bonus"
40 * because Pow can now be the stat that controls spellpoint 40 * because Pow can now be the stat that controls spellpoint
41 * advancement. -b.t. 41 * advancement. -b.t.
42 */ 42 */
43static const int sp_bonus[MAX_STAT + 1] = { 43static const int sp_bonus[MAX_STAT + 1] = {
44 -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, 44 -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,
48static const int grace_bonus[MAX_STAT + 1] = { 48static const int grace_bonus[MAX_STAT + 1] = {
49 -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 -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,
50 30, 40, 50, 70, 100 50 30, 40, 50, 70, 100
51}; 51};
52 52
53/* 0.92.7 Changed way charisma works. Values now 53/* 0.92.7 Changed way charisma works. Values now
54 * represent how much more it costs to buy something than to sell it 54 * represent how much more it costs to buy something than to sell it
55 * (10, a value of 10 means it is that if it costs 50 gp to buy, you 55 * (10, a value of 10 means it is that if it costs 50 gp to buy, you
56 * would only get 5 gp when you sell.) Let query_cost do the calculations 56 * would only get 5 gp when you sell.) Let query_cost do the calculations
57 * on how to really do this. Buy keeping it this simple number, it is 57 * on how to really do this. Buy keeping it this simple number, it is
58 * much easier to know how things will be influenced. A value of '1' means 58 * much easier to know how things will be influenced. A value of '1' means
59 * buying and selling is both the same value - any value less than or equal 59 * buying and selling is both the same value - any value less than or equal
60 * to 1 should not be used. 60 * to 1 should not be used.
61 * At least as of now, the only place that uses this code is query_cost, 61 * At least as of now, the only place that uses this code is query_cost,
62 * in server/shop.c. This bonus is split evenly between buying and selling 62 * in server/shop.c. This bonus is split evenly between buying and selling
63 * (ie, if the bonus is 2.0, then items are bought for 1.33 list, and sold 63 * (ie, if the bonus is 2.0, then items are bought for 1.33 list, and sold
64 * at .667 64 * at .667
65 * This is figured by diff=(y-1)/(1+y), and for buy, it is 1+diff, for sell 65 * This is figured by diff=(y-1)/(1+y), and for buy, it is 1+diff, for sell
109 * These limits are probably overly generous, but being there were no values 109 * These limits are probably overly generous, but being there were no values
110 * before, you need to start someplace. 110 * before, you need to start someplace.
111 */ 111 */
112 112
113const uint32 weight_limit[MAX_STAT + 1] = { 113const uint32 weight_limit[MAX_STAT + 1] = {
114 200000, /* 0 */ 114 200000, /* 0 */
115 250000, 300000, 350000, 400000, 500000, /* 5 */ 115 250000, 300000, 350000, 400000, 500000, /* 5 */
116 600000, 700000, 800000, 900000, 1000000, /* 10 */ 116 600000, 700000, 800000, 900000, 1000000, /* 10 */
117 1100000, 1200000, 1300000, 1400000, 1500000, /* 15 */ 117 1100000, 1200000, 1300000, 1400000, 1500000, /* 15 */
118 1650000, 1800000, 1950000, 2100000, 2250000, /* 20 */ 118 1650000, 1800000, 1950000, 2100000, 2250000, /* 20 */
119 2400000, 2550000, 2700000, 2850000, 3000000, /* 25 */ 119 2400000, 2550000, 2700000, 2850000, 3000000, /* 25 */
120 3250000, 3500000, 3750000, 4000000, 4500000 /*30 */ 120 3250000, 3500000, 3750000, 4000000, 4500000 /* 30 */
121}; 121};
122 122
123const int learn_spell[MAX_STAT + 1] = { 123const int learn_spell[MAX_STAT + 1] = {
124 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 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,
125 100, 100, 100, 100, 100, 100 125 100, 100, 100, 100, 100, 100
140/* 140/*
141 Since this is nowhere defined ... 141 Since this is nowhere defined ...
142 Both come in handy at least in function add_exp() 142 Both come in handy at least in function add_exp()
143*/ 143*/
144 144
145#define MAX_EXPERIENCE levels[settings.max_level] 145#define MAX_EXPERIENCE levels [settings.max_level]
146 146
147/* because exp_obj sum to make the total score, 147/* because exp_obj sum to make the total score,
148 * we cannot allow that sum to exceed the maximum 148 * we cannot allow that sum to exceed the maximum
149 * amount of experience a player can gain. Thus 149 * amount of experience a player can gain. Thus
150 * we define MAX_EXP_IN_OBJ. It is important to try 150 * we define MAX_EXP_IN_OBJ. It is important to try
151 * to make the value of MAX_EXP_CAT close to the 151 * to make the value of MAX_EXP_CAT close to the
152 * actual number of experience objects in the game, 152 * actual number of experience objects in the game,
153 * otherwise the maximum level in any experience 153 * otherwise the maximum level in any experience
154 * category could be quite low. To help the situation 154 * category could be quite low. To help the situation
155 * out a little I added 10 more levels, and jacked 155 * out a little I added 10 more levels, and jacked
156 * up the last level experience value. Its out of 156 * up the last level experience value. Its out of
157 * line with progression of previous levels, so 157 * line with progression of previous levels, so
158 * if more levels are desired, this should be fixed. 158 * if more levels are desired, this should be fixed.
159 * -b.t. 159 * -b.t.
160 */ 160 */
161 161
162#define MAX_EXP_IN_OBJ levels[settings.max_level]/(MAX_EXP_CAT - 1) 162#define MAX_EXP_IN_OBJ MAX_EXP_IN_OBJ / (MAX_EXP_CAT - 1)
163
164extern sint64 *levels;
165 163
166#define MAX_SAVE_LEVEL 110 164#define MAX_SAVE_LEVEL 110
167 165
168/* This no longer needs to be changed anytime the number of 166/* This no longer needs to be changed anytime the number of
169 * levels is increased - rather, did_make_save will do the 167 * levels is increased - rather, did_make_save will do the
263/* Rather than having a whole bunch of if (flag) new_draw.. else new_draw, 261/* Rather than having a whole bunch of if (flag) new_draw.. else new_draw,
264 * make this macro to clean those up. Not usuable outside change_abil 262 * make this macro to clean those up. Not usuable outside change_abil
265 * function since some of the values passed to new_draw_info are hardcoded. 263 * function since some of the values passed to new_draw_info are hardcoded.
266 */ 264 */
267#define DIFF_MSG(flag, msg1, msg2) \ 265#define DIFF_MSG(flag, msg1, msg2) \
268 new_draw_info(NDI_UNIQUE, 0, op, (flag>0)?msg1:msg2); 266 new_draw_info (NDI_UNIQUE, 0, op, (flag > 0) ? msg1 : msg2);
269 267
270/* return 1 if we sucessfully changed a stat, 0 if nothing was changed. */ 268/* return 1 if we sucessfully changed a stat, 0 if nothing was changed. */
271 269
272/* flag is set to 1 if we are applying the object, -1 if we are removing 270/* flag is set to 1 if we are applying the object, -1 if we are removing
273 * the object. 271 * the object.
281 * that gives them that ability. 279 * that gives them that ability.
282 */ 280 */
283int 281int
284change_abil (object *op, object *tmp) 282change_abil (object *op, object *tmp)
285{ 283{
286 int flag = QUERY_FLAG (tmp, FLAG_APPLIED) ? 1 : -1, success = 0; 284 int flag = tmp->flag [FLAG_APPLIED] ? 1 : -1;
285 int success = 0;
287 char message[MAX_BUF]; 286 char message[MAX_BUF];
288 int potion_max = 0; 287 int potion_max = 0;
289 288
290 /* remember what object was like before it was changed. note that 289 // keep some stats for comparison purposes
291 * refop is a local copy of op only to be used for detecting changes 290 object::flags_t prev_flag = op->flag;
292 * found by update_stats. refop is not a real object 291 MoveType prev_move_type = op->move_type;
293 */ 292 sint16 prev_resist [NROFATTACKS]; // clumsy
294 object_copy refop = *op; 293 assert (sizeof (prev_resist) == sizeof (op->resist));
294 memcpy (prev_resist, op->resist, sizeof (prev_resist));
295 295
296 if (op->type == PLAYER) 296 if (op->type == PLAYER)
297 { 297 {
298 if (tmp->type == POTION) 298 if (tmp->type == POTION)
299 { 299 {
300 potion_max = 1; 300 potion_max = 1;
301
301 for (int j = 0; j < NUM_STATS; j++) 302 for (int j = 0; j < NUM_STATS; j++)
302 { 303 {
303 int ostat = op->contr->orig_stats.stat (j); 304 int ostat = op->contr->orig_stats.stat (j);
304 int i = tmp->stats.stat (j); 305 int i = tmp->stats.stat (j);
305 306
306 /* nstat is what the stat will be after use of the potion */ 307 /* nstat is what the stat will be after use of the potion */
307 int nstat = flag * i + ostat; 308 int nstat = flag * i + ostat;
308 309
309 /* Do some bounds checking. While I don't think any 310 /* Do some bounds checking. There is the potential for potions
310 * potions do so right now, there is the potential for potions
311 * that adjust that stat by more than one point, so we need 311 * that adjust that stat by more than one point, so we need
312 * to allow for that. 312 * to allow for that.
313 */ 313 */
314 if (nstat < 1 && i * flag < 0) 314 if (nstat < 1 && i * flag < 0)
315 nstat = 1; 315 nstat = 1;
316 else if (nstat > 20 + op->arch->clone.stats.stat (j)) 316 else if (nstat > 20 + op->arch->stats.stat (j))
317 nstat = 20 + op->arch->clone.stats.stat (j); 317 nstat = 20 + op->arch->stats.stat (j);
318 318
319 if (nstat != ostat) 319 if (nstat != ostat)
320 { 320 {
321 op->contr->orig_stats.stat (j) = nstat; 321 op->contr->orig_stats.stat (j) = nstat;
322 potion_max = 0; 322 potion_max = 0;
338 check_stat_bounds (&op->stats); 338 check_stat_bounds (&op->stats);
339 } /* end of potion handling code */ 339 } /* end of potion handling code */
340 } 340 }
341 341
342 /* reset attributes that update_stats doesn't reset since it doesn't search 342 /* reset attributes that update_stats doesn't reset since it doesn't search
343 * everything to set 343 * everything to set
344 */ 344 */
345 if (flag == -1) 345 if (flag == -1)
346 { 346 {
347 op->attacktype &= ~tmp->attacktype; 347 op->attacktype &= ~tmp->attacktype;
348 op->path_attuned &= ~tmp->path_attuned; 348 op->path_attuned &= ~tmp->path_attuned;
367 { 367 {
368 success = 1; 368 success = 1;
369 DIFF_MSG (flag, "Your hands begin to glow red.", "Your hands stop glowing red."); 369 DIFF_MSG (flag, "Your hands begin to glow red.", "Your hands stop glowing red.");
370 } 370 }
371 371
372 if (QUERY_FLAG (op, FLAG_LIFESAVE) != QUERY_FLAG (&refop, FLAG_LIFESAVE)) 372 if (op->flag [FLAG_LIFESAVE] != prev_flag [FLAG_LIFESAVE])
373 { 373 {
374 success = 1; 374 success = 1;
375 DIFF_MSG (flag, "You feel very protected.", "You don't feel protected anymore."); 375 DIFF_MSG (flag, "You feel very protected.", "You don't feel protected anymore.");
376 } 376 }
377 377
378 if (QUERY_FLAG (op, FLAG_REFL_MISSILE) != QUERY_FLAG (&refop, FLAG_REFL_MISSILE)) 378 if (op->flag [FLAG_REFL_MISSILE] != prev_flag [FLAG_REFL_MISSILE])
379 { 379 {
380 success = 1; 380 success = 1;
381 DIFF_MSG (flag, "A magic force shimmers around you.", "The magic force fades away."); 381 DIFF_MSG (flag, "A magic force shimmers around you.", "The magic force fades away.");
382 } 382 }
383 383
384 if (QUERY_FLAG (op, FLAG_REFL_SPELL) != QUERY_FLAG (&refop, FLAG_REFL_SPELL)) 384 if (op->flag [FLAG_REFL_SPELL] != prev_flag [FLAG_REFL_SPELL])
385 { 385 {
386 success = 1; 386 success = 1;
387 DIFF_MSG (flag, "You feel more safe now, somehow.", "Suddenly you feel less safe, somehow."); 387 DIFF_MSG (flag, "You feel more safe now, somehow.", "Suddenly you feel less safe, somehow.");
388 } 388 }
389 389
391 * user has multiple items giving the same type appled like we 391 * user has multiple items giving the same type appled like we
392 * used to - that is more work than what we gain, plus messages 392 * used to - that is more work than what we gain, plus messages
393 * can be misleading (a little higher could be miscontrued from 393 * can be misleading (a little higher could be miscontrued from
394 * from fly high) 394 * from fly high)
395 */ 395 */
396 if (tmp->move_type && op->move_type != refop.move_type) 396 if (tmp->move_type && op->move_type != prev_move_type)
397 { 397 {
398 success = 1; 398 success = 1;
399 399
400 /* MOVE_FLY_HIGH trumps MOVE_FLY_LOW - changing your move_fly_low 400 /* MOVE_FLY_HIGH trumps MOVE_FLY_LOW - changing your move_fly_low
401 * status doesn't make a difference if you are flying high 401 * status doesn't make a difference if you are flying high
402 */ 402 */
403 if (tmp->move_type & MOVE_FLY_LOW && !(op->move_type & MOVE_FLY_HIGH)) 403 if (tmp->move_type & MOVE_FLY_LOW && !(op->move_type & MOVE_FLY_HIGH))
404 { 404 {
405 DIFF_MSG (flag, "You start to float in the air!.", "You float down to the ground."); 405 DIFF_MSG (flag, "You start to float in the air!", "You float down to the ground.");
406 } 406 }
407 407
408 if (tmp->move_type & MOVE_FLY_HIGH) 408 if (tmp->move_type & MOVE_FLY_HIGH)
409 { 409 {
410 /* double conditional - second case covers if you have move_fly_low - 410 /* double conditional - second case covers if you have move_fly_low -
414 (op->move_type & MOVE_FLY_LOW ? "You fly lower in the air" : "You float down to the ground.")); 414 (op->move_type & MOVE_FLY_LOW ? "You fly lower in the air" : "You float down to the ground."));
415 } 415 }
416 416
417 if (tmp->move_type & MOVE_SWIM) 417 if (tmp->move_type & MOVE_SWIM)
418 DIFF_MSG (flag, "You feel ready for a swim", "You no longer feel like swimming"); 418 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 } 419 }
423 420
424 /* becoming UNDEAD... a special treatment for this flag. Only those not 421 /* becoming UNDEAD... a special treatment for this flag. Only those not
425 * originally undead may change their status 422 * originally undead may change their status
426 */ 423 */
427 if (!QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 424 if (!op->arch->flag [FLAG_UNDEAD])
428 if (QUERY_FLAG (op, FLAG_UNDEAD) != QUERY_FLAG (&refop, FLAG_UNDEAD)) 425 if (op->flag [FLAG_UNDEAD] != prev_flag [FLAG_UNDEAD])
429 { 426 {
430 success = 1; 427 success = 1;
431 if (flag > 0) 428 if (flag > 0)
432 { 429 {
433 op->race = "undead"; 430 op->race = "undead";
434 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce drains away!"); 431 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce drains away!");
435 } 432 }
436 else 433 else
437 { 434 {
438 op->race = op->arch->clone.race; 435 op->race = op->arch->race;
439 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!"); 436 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!");
440 } 437 }
441 } 438 }
442 439
443 if (QUERY_FLAG (op, FLAG_STEALTH) != QUERY_FLAG (&refop, FLAG_STEALTH)) 440 if (op->flag [FLAG_STEALTH] != prev_flag [FLAG_STEALTH])
444 { 441 {
445 success = 1; 442 success = 1;
446 DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily."); 443 DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily.");
447 } 444 }
448 445
449 if (QUERY_FLAG (op, FLAG_MAKE_INVIS) != QUERY_FLAG (&refop, FLAG_MAKE_INVIS)) 446 if (op->flag [FLAG_MAKE_INVIS] != prev_flag [FLAG_MAKE_INVIS])
450 { 447 {
451 success = 1; 448 success = 1;
452 DIFF_MSG (flag, "You become transparent.", "You can see yourself."); 449 DIFF_MSG (flag, "You become transparent.", "You can see yourself.");
453 } 450 }
454 451
455 /* blinded you can tell if more blinded since blinded player has minimal 452 /* blinded you can tell if more blinded since blinded player has minimal
456 * vision 453 * vision
457 */ 454 */
458 if (QUERY_FLAG (tmp, FLAG_BLIND)) 455 if (tmp->flag [FLAG_BLIND])
459 { 456 {
460 success = 1; 457 success = 1;
461 if (flag > 0) 458 if (flag > 0)
462 { 459 {
463 if (QUERY_FLAG (op, FLAG_WIZ)) 460 if (op->flag [FLAG_WIZ])
464 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self is blinded."); 461 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self is blinded.");
465 else 462 else
466 { 463 {
467 new_draw_info (NDI_UNIQUE, 0, op, "You are blinded."); 464 new_draw_info (NDI_UNIQUE, 0, op, "You are blinded.");
468 SET_FLAG (op, FLAG_BLIND); 465 op->set_flag (FLAG_BLIND);
469 if (op->type == PLAYER) 466 if (op->type == PLAYER)
470 op->contr->do_los = 1; 467 op->contr->do_los = 1;
471 } 468 }
472 } 469 }
473 else 470 else
474 { 471 {
475 if (QUERY_FLAG (op, FLAG_WIZ)) 472 if (op->flag [FLAG_WIZ])
476 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self can now see again."); 473 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self can now see again.");
477 else 474 else
478 { 475 {
479 new_draw_info (NDI_UNIQUE, 0, op, "Your vision returns."); 476 new_draw_info (NDI_UNIQUE, 0, op, "Your vision returns.");
480 CLEAR_FLAG (op, FLAG_BLIND); 477 op->clr_flag (FLAG_BLIND);
481 if (op->type == PLAYER) 478 if (op->type == PLAYER)
482 op->contr->do_los = 1; 479 op->contr->do_los = 1;
483 } 480 }
484 } 481 }
485 } 482 }
486 483
487 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK) != QUERY_FLAG (&refop, FLAG_SEE_IN_DARK)) 484 if (op->flag [FLAG_SEE_IN_DARK] != prev_flag [FLAG_SEE_IN_DARK])
488 { 485 {
489 success = 1; 486 success = 1;
490 if (op->type == PLAYER) 487 if (op->type == PLAYER)
491 op->contr->do_los = 1; 488 op->contr->do_los = 1;
492 DIFF_MSG (flag, "Your vision is better in the dark.", "You see less well in the dark."); 489 DIFF_MSG (flag, "Your vision is better in the dark.", "You see less well in the dark.");
493 } 490 }
494 491
495 if (QUERY_FLAG (op, FLAG_XRAYS) != QUERY_FLAG (&refop, FLAG_XRAYS)) 492 if (op->flag [FLAG_XRAYS] != prev_flag [FLAG_XRAYS])
496 { 493 {
497 success = 1; 494 success = 1;
498 if (flag > 0) 495 if (flag > 0)
499 { 496 {
500 if (QUERY_FLAG (op, FLAG_WIZ)) 497 if (op->flag [FLAG_WIZ])
501 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a little clearer."); 498 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a little clearer.");
502 else 499 else
503 { 500 {
504 new_draw_info (NDI_UNIQUE, 0, op, "Everything becomes transparent."); 501 new_draw_info (NDI_UNIQUE, 0, op, "Everything becomes transparent.");
505 if (op->type == PLAYER) 502 if (op->type == PLAYER)
506 op->contr->do_los = 1; 503 op->contr->do_los = 1;
507 } 504 }
508 } 505 }
509 else 506 else
510 { 507 {
511 if (QUERY_FLAG (op, FLAG_WIZ)) 508 if (op->flag [FLAG_WIZ])
512 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a bit out of focus."); 509 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a bit out of focus.");
513 else 510 else
514 { 511 {
515 new_draw_info (NDI_UNIQUE, 0, op, "Everything suddenly looks very solid."); 512 new_draw_info (NDI_UNIQUE, 0, op, "Everything suddenly looks very solid.");
516 if (op->type == PLAYER) 513 if (op->type == PLAYER)
523 { 520 {
524 success = 1; 521 success = 1;
525 DIFF_MSG (flag * tmp->stats.luck, "You feel more lucky.", "You feel less lucky."); 522 DIFF_MSG (flag * tmp->stats.luck, "You feel more lucky.", "You feel less lucky.");
526 } 523 }
527 524
525 if (digest_types [tmp->type])
526 {
528 if (tmp->stats.hp && op->type == PLAYER) 527 if (tmp->stats.hp && op->type == PLAYER)
529 { 528 {
530 success = 1; 529 success = 1;
531 DIFF_MSG (flag * tmp->stats.hp, "You feel much more healthy!", "You feel much less healthy!"); 530 DIFF_MSG (flag * tmp->stats.hp, "You feel much more healthy!", "You feel much less healthy!");
532 } 531 }
533 532
534 if (tmp->stats.sp && op->type == PLAYER && tmp->type != SKILL) 533 if (tmp->stats.sp && op->type == PLAYER
535 { 534 && tmp->type != SKILL && tmp->type != BOW)
535 {
536 success = 1; 536 success = 1;
537 DIFF_MSG (flag * tmp->stats.sp, "You feel one with the powers of magic!", "You suddenly feel very mundane."); 537 DIFF_MSG (flag * tmp->stats.sp, "You feel one with the powers of magic!", "You suddenly feel very mundane.");
538 } 538 }
539 539
540 /* for the future when artifacts set this -b.t. */ 540 /* for the future when artifacts set this -b.t. */
541 if (tmp->stats.grace && op->type == PLAYER) 541 if (tmp->stats.grace && op->type == PLAYER)
542 { 542 {
543 success = 1; 543 success = 1;
544 DIFF_MSG (flag * tmp->stats.grace, "You feel closer to your god!", "You suddenly feel less holy."); 544 DIFF_MSG (flag * tmp->stats.grace, "You feel closer to your god!", "You suddenly feel less holy.");
545 } 545 }
546 546
547 if (tmp->stats.food && op->type == PLAYER) 547 if (tmp->stats.food && op->type == PLAYER)
548 { 548 {
549 success = 1; 549 success = 1;
550 DIFF_MSG (flag * tmp->stats.food, "You feel your digestion slowing down.", "You feel your digestion speeding up."); 550 DIFF_MSG (flag * tmp->stats.food, "You feel your digestion slowing down.", "You feel your digestion speeding up.");
551 }
551 } 552 }
552 553
553 /* Messages for changed resistance */ 554 /* Messages for changed resistance */
554 for (int i = 0; i < NROFATTACKS; i++) 555 for (int i = 0; i < NROFATTACKS; i++)
555 { 556 {
556 if (i == ATNR_PHYSICAL) 557 if (i == ATNR_PHYSICAL)
557 continue; /* Don't display about armour */ 558 continue; /* Don't display about armour */
558 559
559 if (op->resist[i] != refop.resist[i]) 560 if (op->resist [i] != prev_resist [i])
560 { 561 {
561 success = 1; 562 success = 1;
563
562 if (op->resist[i] > refop.resist[i]) 564 if (op->resist [i] > prev_resist [i])
563 sprintf (message, "Your resistance to %s rises to %d%%.", change_resist_msg[i], op->resist[i]); 565 sprintf (message, "Your resistance to %s rises to %d%%.", change_resist_msg [i], op->resist [i]);
564 else 566 else
565 sprintf (message, "Your resistance to %s drops to %d%%.", change_resist_msg[i], op->resist[i]); 567 sprintf (message, "Your resistance to %s drops to %d%%.", change_resist_msg [i], op->resist [i]);
566 568
567 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message); 569 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message);
568 } 570 }
569 } 571 }
570 572
571 if (!potion_max) 573 if (!potion_max)
572 {
573 for (int j = 0; j < NUM_STATS; j++) 574 for (int j = 0; j < NUM_STATS; j++)
574 {
575 if (int i = tmp->stats.stat (j)) 575 if (int i = tmp->stats.stat (j))
576 { 576 {
577 success = 1; 577 success = 1;
578 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]); 578 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]);
579 } 579 }
580 }
581 }
582 580
583 return success; 581 return success;
584} 582}
585 583
586/* 584/*
597object::drain_specific_stat (int deplete_stats) 595object::drain_specific_stat (int deplete_stats)
598{ 596{
599 object *tmp; 597 object *tmp;
600 archetype *at; 598 archetype *at;
601 599
602 at = archetype::find (ARCH_DEPLETION); 600 at = archetype::find (shstr_depletion);
603 if (!at) 601 if (!at)
604 { 602 {
605 LOG (llevError, "Couldn't find archetype depletion.\n"); 603 LOG (llevError, "Couldn't find archetype depletion.\n");
606 return; 604 return;
607 } 605 }
609 { 607 {
610 tmp = present_arch_in_ob (at, this); 608 tmp = present_arch_in_ob (at, this);
611 609
612 if (!tmp) 610 if (!tmp)
613 { 611 {
614 tmp = arch_to_object (at); 612 tmp = at->instance ();
615 tmp = insert_ob_in_ob (tmp, this); 613 tmp = insert_ob_in_ob (tmp, this);
616 SET_FLAG (tmp, FLAG_APPLIED); 614 tmp->set_flag (FLAG_APPLIED);
617 } 615 }
618 } 616 }
619 617
620 new_draw_info (NDI_UNIQUE, 0, this, drain_msg[deplete_stats]); 618 new_draw_info (NDI_UNIQUE, 0, this, drain_msg[deplete_stats]);
621 change_attr_value (&tmp->stats, deplete_stats, -1); 619 change_attr_value (&tmp->stats, deplete_stats, -1);
627 * via an applied bad_luck object. 625 * via an applied bad_luck object.
628 */ 626 */
629void 627void
630object::change_luck (int value) 628object::change_luck (int value)
631{ 629{
632 archetype *at = archetype::find ("luck"); 630 archetype *at = archetype::find (shstr_luck);
633 if (!at) 631 if (!at)
634 LOG (llevError, "Couldn't find archetype luck.\n"); 632 LOG (llevError, "Couldn't find archetype luck.\n");
635 else 633 else
636 { 634 {
637 object *tmp = present_arch_in_ob (at, this); 635 object *tmp = present_arch_in_ob (at, this);
639 if (!tmp) 637 if (!tmp)
640 { 638 {
641 if (!value) 639 if (!value)
642 return; 640 return;
643 641
644 tmp = arch_to_object (at); 642 tmp = at->instance ();
645 tmp = insert_ob_in_ob (tmp, this); 643 tmp = insert_ob_in_ob (tmp, this);
646 SET_FLAG (tmp, FLAG_APPLIED); 644 tmp->set_flag (FLAG_APPLIED);
647 } 645 }
648 646
649 if (value) 647 if (value)
650 { 648 {
651 /* Limit the luck value of the bad luck object to +/-100. This 649 /* Limit the luck value of the bad luck object to +/-100. This
685void 683void
686object::remove_statbonus () 684object::remove_statbonus ()
687{ 685{
688 for (int i = 0; i < NUM_STATS; ++i) 686 for (int i = 0; i < NUM_STATS; ++i)
689 { 687 {
690 sint8 v = arch->clone.stats.stat (i); 688 sint8 v = arch->stats.stat (i);
691 stats.stat (i) -= v; 689 stats.stat (i) -= v;
692 contr->orig_stats.stat (i) -= v; 690 contr->orig_stats.stat (i) -= v;
693 } 691 }
694} 692}
695 693
699void 697void
700object::add_statbonus () 698object::add_statbonus ()
701{ 699{
702 for (int i = 0; i < NUM_STATS; ++i) 700 for (int i = 0; i < NUM_STATS; ++i)
703 { 701 {
704 sint8 v = arch->clone.stats.stat (i); 702 sint8 v = arch->stats.stat (i);
705 stats.stat (i) += v; 703 stats.stat (i) += v;
706 contr->orig_stats.stat (i) += v; 704 contr->orig_stats.stat (i) += v;
707 } 705 }
708} 706}
707
708static struct copy_flags : object::flags_t
709{
710 copy_flags ()
711 {
712 set (FLAG_LIFESAVE);
713 set (FLAG_REFL_SPELL);
714 set (FLAG_REFL_MISSILE);
715 set (FLAG_STEALTH);
716 set (FLAG_XRAYS);
717 set (FLAG_BLIND);
718 set (FLAG_SEE_IN_DARK);
719 }
720} copy_flags;
709 721
710/* 722/*
711 * Updates all abilities given by applied objects in the inventory 723 * Updates all abilities given by applied objects in the inventory
712 * of the given object. Note: This function works for both monsters 724 * of the given object. Note: This function works for both monsters
713 * and players; the "player" in the name is purely an archaic inheritance. 725 * and players; the "player" in the name is purely an archaic inheritance.
718 * spell system split, grace points now added to system --peterm 730 * spell system split, grace points now added to system --peterm
719 */ 731 */
720void 732void
721object::update_stats () 733object::update_stats ()
722{ 734{
723 int i, j;
724 float f, max = 9, added_speed = 0, bonus_speed = 0, sp_tmp, speed_reduce_from_disease = 1; 735 float max_speed = 9, added_speed = 0, bonus_speed = 0, speed_reduce_from_disease = 1;
725 int weapon_weight = 0, weapon_speed = 0; 736 weight_t weapon_weight = 0;
737 int weapon_speed = 0;
726 int best_wc = 0, best_ac = 0, wc = 0, ac = 0; 738 int best_wc = 0, best_ac = 0, wc = 0, ac = 0;
727 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; 739 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS];
728 object *grace_obj = NULL, *mana_obj = NULL, *tmp; 740 object *grace_obj = NULL, *mana_obj = NULL, *tmp;
729 float old_speed = speed; 741 float old_speed = speed;
742 int stat_sum [NUM_STATS];
743
744 MoveType move_type; // we use change_move_type to change it, so use a local copy
730 745
731 /* First task is to clear all the values back to their original values */ 746 /* First task is to clear all the values back to their original values */
732 if (type == PLAYER) 747 if (type == PLAYER)
733 { 748 {
749 contr->delayed_update = false;
750
734 for (i = 0; i < NUM_STATS; i++) 751 for (int i = 0; i < NUM_STATS; i++)
735 stats.stat (i) = contr->orig_stats.stat (i); 752 stat_sum [i] = contr->orig_stats.stat (i);
736 753
737 if (settings.spell_encumbrance == TRUE) 754 if (settings.spell_encumbrance == TRUE)
738 contr->encumbrance = 0; 755 contr->encumbrance = 0;
739 756
740 attacktype = 0; 757 attacktype = 0;
745 contr->gen_grace = 0; 762 contr->gen_grace = 0;
746 contr->gen_sp_armour = 10; 763 contr->gen_sp_armour = 10;
747 contr->item_power = 0; 764 contr->item_power = 0;
748 } 765 }
749 766
750 for (int i = NUM_BODY_LOCATIONS; i--; ) 767 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
751 slot[i].used = slot[i].info; 768 slot[i].used = slot[i].info;
752 769
753 slaying = 0; 770 slaying = 0;
754 771
755 if (!QUERY_FLAG (this, FLAG_WIZ)) 772 if (!this->flag [FLAG_WIZ])
756 {
757 CLEAR_FLAG (this, FLAG_XRAYS);
758 CLEAR_FLAG (this, FLAG_MAKE_INVIS);
759 } 773 {
774 this->clr_flag (FLAG_XRAYS);
775 this->clr_flag (FLAG_MAKE_INVIS);
776 }
760 777
761 CLEAR_FLAG (this, FLAG_LIFESAVE); 778 this->clr_flag (FLAG_LIFESAVE);
762 CLEAR_FLAG (this, FLAG_STEALTH); 779 this->clr_flag (FLAG_STEALTH);
763 CLEAR_FLAG (this, FLAG_BLIND); 780 this->clr_flag (FLAG_BLIND);
764 781
765 if (!QUERY_FLAG (&arch->clone, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL); 782 if (!arch->flag [FLAG_REFL_SPELL ]) this->clr_flag (FLAG_REFL_SPELL);
766 if (!QUERY_FLAG (&arch->clone, FLAG_REFL_MISSILE)) CLEAR_FLAG (this, FLAG_REFL_MISSILE); 783 if (!arch->flag [FLAG_REFL_MISSILE]) this->clr_flag (FLAG_REFL_MISSILE);
767 if (!QUERY_FLAG (&arch->clone, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD); 784 if (!arch->flag [FLAG_UNDEAD ]) this->clr_flag (FLAG_UNDEAD);
768 if (!QUERY_FLAG (&arch->clone, FLAG_SEE_IN_DARK )) CLEAR_FLAG (this, FLAG_SEE_IN_DARK); 785 if (!arch->flag [FLAG_SEE_IN_DARK ]) this->clr_flag (FLAG_SEE_IN_DARK);
769 786
770 path_attuned = arch->clone.path_attuned; 787 path_attuned = arch->path_attuned;
771 path_repelled = arch->clone.path_repelled; 788 path_repelled = arch->path_repelled;
772 path_denied = arch->clone.path_denied; 789 path_denied = arch->path_denied;
773 glow_radius = arch->clone.glow_radius; 790 glow_radius = arch->glow_radius;
774 move_type = arch->clone.move_type; 791 move_type = arch->move_type;
775
776 chosen_skill = 0;
777 792
778 /* initializing resistances from the values in player/monster's 793 /* initializing resistances from the values in player/monster's
779 * archetype clone 794 * archetype clone
780 */ 795 */
781 memcpy (&resist, &arch->clone.resist, sizeof (resist)); 796 memcpy (&resist, &arch->resist, sizeof (resist));
782 797
783 for (i = 0; i < NROFATTACKS; i++) 798 for (int i = 0; i < NROFATTACKS; i++)
784 { 799 {
785 if (resist[i] > 0) 800 if (resist[i] > 0)
786 prot[i] = resist[i], vuln[i] = 0; 801 prot[i] = resist[i], vuln[i] = 0;
787 else 802 else
788 vuln[i] = -(resist[i]), prot[i] = 0; 803 vuln[i] = -resist[i], prot[i] = 0;
789 804
790 potion_resist[i] = 0; 805 potion_resist[i] = -1000;
791 } 806 }
792 807
793 wc = arch->clone.stats.wc; 808 wc = arch->stats.wc;
794 stats.dam = arch->clone.stats.dam; 809 stats.dam = arch->stats.dam;
795 810
796 /* for players which cannot use armour, they gain AC -1 per 3 levels, 811 /* for players which cannot use armour, they gain AC -1 per 3 levels,
797 * plus a small amount of physical resist, those poor suckers. ;) 812 * plus a small amount of physical resist, those poor suckers. ;)
798 * the fact that maxlevel is factored in could be considered sort of bogus - 813 * the fact that maxlevel is factored in could be considered sort of bogus -
799 * we should probably give them some bonus and cap it off - otherwise, 814 * we should probably give them some bonus and cap it off - otherwise,
800 * basically, if a server updates its max level, these playes may find 815 * basically, if a server updates its max level, these playes may find
801 * that their protection from physical goes down 816 * that their protection from physical goes down
802 */ 817 */
803 if (!QUERY_FLAG (this, FLAG_USE_ARMOUR) && type == PLAYER) 818 if (!this->flag [FLAG_USE_ARMOUR] && type == PLAYER)
804 { 819 {
805 ac = MAX (-10, arch->clone.stats.ac - level / 3); 820 ac = max (-10, arch->stats.ac - level / 3);
806 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100; 821 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100;
807 } 822 }
808 else 823 else
809 ac = arch->clone.stats.ac; 824 ac = arch->stats.ac;
810 825
811 stats.luck = arch->clone.stats.luck; 826 stats.luck = arch->stats.luck;
812 speed = arch->clone.speed; 827 speed = arch->speed;
828
829 chosen_skill = 0;
813 830
814 /* OK - we've reset most all the objects attributes to sane values. 831 /* OK - we've reset most all the objects attributes to sane values.
815 * now go through and make adjustments for what the player has equipped. 832 * now go through and make adjustments for what the player has equipped.
816 */ 833 */
817 for (tmp = inv; tmp; tmp = tmp->below) 834 for (tmp = inv; tmp; tmp = tmp->below)
818 { 835 {
819 /* See note in map.c:update_position about making this additive
820 * since light sources are never applied, need to put check here.
821 */
822 if (tmp->glow_radius > glow_radius)
823 glow_radius = tmp->glow_radius;
824
825 /* This happens because apply_potion calls change_abil with the potion 836 /* This happens because apply_potion calls change_abil with the potion
826 * applied so we can tell the player what changed. But change_abil 837 * applied so we can tell the player what changed. But change_abil
827 * then calls this function. 838 * then calls this function.
828 */ 839 */
829 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION) 840 if (tmp->flag [FLAG_APPLIED] && tmp->type == POTION)
830 continue; 841 continue;
842
843 glow_radius += tmp->glow_radius;
831 844
832 /* For some things, we don't care what is equipped */ 845 /* For some things, we don't care what is equipped */
833 if (tmp->type == SKILL) 846 if (tmp->type == SKILL)
834 { 847 {
835 /* Want to take the highest skill here. */ 848 /* Want to take the highest skill here. */
848 else if (tmp->level > grace_obj->level) 861 else if (tmp->level > grace_obj->level)
849 grace_obj = tmp; 862 grace_obj = tmp;
850 } 863 }
851 } 864 }
852 865
853 /* Container objects are not meant to adjust a players, but other applied 866 /* Container objects are not meant to adjust players, but other applied
854 * objects need to make adjustments. 867 * objects need to make adjustments.
855 * This block should handle all player specific changes 868 * This block should handle all player specific changes
856 * The check for Praying is a bit of a hack - god given bonuses are put 869 * The check for Praying is a bit of a hack - god given bonuses are put
857 * in the praying skill, and the player should always get those. 870 * in the praying skill, and the player should always get those.
858 * It also means we need to put in additional checks for applied below, 871 * It also means we need to put in additional checks for applied below,
859 * because the skill shouldn't count against body positions being used 872 * because the skill shouldn't count against body positions being used
860 * up, etc. 873 * up, etc.
861 */ 874 */
862 if ((tmp->flag [FLAG_APPLIED] 875 if ((tmp->flag [FLAG_APPLIED]
863 && tmp->type != CONTAINER 876 && tmp->type != CONTAINER
864 && tmp->type != CLOSE_CON) 877 && tmp->type != CLOSE_CON
865 || (tmp->type == SKILL 878 && tmp->type != SPELL)
866 && tmp->subtype == SK_PRAYING)) 879 || (tmp->type == SKILL && tmp->subtype == SK_PRAYING))
867 { 880 {
868 if (type == PLAYER) 881 if (type == PLAYER)
869 { 882 {
870 if (tmp == contr->combat_ob || tmp == contr->ranged_ob) 883 contr->item_power += tmp->item_power;
871 if (tmp != current_weapon
872 && (tmp->type != SKILL || tmp->subtype != SK_PRAYING)
873 && !tmp->flag [FLAG_CURSED]
874 && !tmp->flag [FLAG_DAMNED])
875 continue;
876 884
877 for (i = 0; i < NUM_STATS; i++) 885 for (int i = 0; i < NUM_STATS; i++)
878 change_attr_value (&stats, i, tmp->stats.stat (i)); 886 stat_sum [i] += tmp->stats.stat (i);
879 887
880 /* These are the items that currently can change digestion, regeneration, 888 if (digest_types [tmp->type])
881 * spell point recovery and mana point recovery. Seems sort of an arbitary
882 * list, but other items store other info into stats array.
883 */
884 if (tmp->type == WEAPON || tmp->type == BOW ||
885 tmp->type == ARMOUR || tmp->type == HELMET ||
886 tmp->type == SHIELD || tmp->type == RING ||
887 tmp->type == BOOTS || tmp->type == GLOVES ||
888 tmp->type == AMULET || tmp->type == GIRDLE ||
889 tmp->type == BRACERS || tmp->type == CLOAK ||
890 tmp->type == DISEASE || tmp->type == FORCE ||
891 tmp->type == SKILL)
892 { 889 {
893 contr->digestion += tmp->stats.food; 890 contr->digestion += tmp->stats.food;
894 contr->gen_hp += tmp->stats.hp; 891 contr->gen_hp += tmp->stats.hp;
892 if (tmp->type != BOW) // ugly exception for bows
895 contr->gen_sp += tmp->stats.sp; 893 contr->gen_sp += tmp->stats.sp;
896 contr->gen_grace += tmp->stats.grace; 894 contr->gen_grace += tmp->stats.grace;
897 contr->gen_sp_armour += tmp->gen_sp_armour; 895 contr->gen_sp_armour += tmp->gen_sp_armour;
898 contr->item_power += tmp->item_power;
899 } 896 }
900 } /* if this is a player */ 897 } /* if this is a player */
901 else 898 else
902 { 899 {
903 if (tmp->type == WEAPON) 900 if (tmp->type == WEAPON)
904 current_weapon = tmp; 901 current_weapon = tmp;
905 } 902 }
906 903
907 /* Update slots used for items */ 904 /* Update slots used for items */
908 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 905 if (tmp->flag [FLAG_APPLIED]) // exclude praying...
909 for (i = 0; i < NUM_BODY_LOCATIONS; i++) 906 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
910 slot[i].used += tmp->slot[i].info; 907 slot[i].used += tmp->slot[i].info;
911 908
912 if (tmp->type == SYMPTOM) 909 if (tmp->type == SYMPTOM)
913 {
914 speed_reduce_from_disease = tmp->last_sp / 100.f; 910 min_it (speed_reduce_from_disease, tmp->last_sp ? tmp->last_sp / 100.f : 1.f);
915 911
916 if (speed_reduce_from_disease == 0)
917 speed_reduce_from_disease = 1;
918 }
919
920 /* Pos. and neg. protections are counted seperate (-> pro/vuln). 912 /* Pos. and neg. protections are counted separate (-> pro/vuln).
921 * (Negative protections are calculated exactly like positive.) 913 * (Negative protections are calculated exactly like positive.)
922 * Resistance from potions are treated special as well. If there's 914 * Resistance from potions are treated special as well. If there's
923 * more than one potion-effect, the bigger prot.-value is taken. 915 * more than one potion-effect, the bigger prot.-value is taken.
924 */ 916 */
925 if (tmp->type != POTION) 917 if (tmp->type == POTION_EFFECT)
926 {
927 for (i = 0; i < NROFATTACKS; i++) 918 for (int i = 0; i < NROFATTACKS; i++)
928 {
929 /* Potential for cursed potions, in which case we just can use
930 * a straight MAX, as potion_resist is initialised to zero.
931 */
932 if (tmp->type == POTION_EFFECT)
933 {
934 if (potion_resist[i])
935 potion_resist[i] = MAX (potion_resist[i], tmp->resist[i]);
936 else
937 potion_resist[i] = tmp->resist[i]; 919 max_it (potion_resist[i], tmp->resist[i]);
938 } 920 else if (tmp->type != POTION)
921 for (int i = 0; i < NROFATTACKS; i++)
939 else if (tmp->resist[i] > 0) 922 if (tmp->resist[i] > 0)
940 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100; 923 prot[i] += (100 - prot[i]) * tmp->resist[i] / 100;
941 else if (tmp->resist[i] < 0) 924 else if (tmp->resist[i] < 0)
942 vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100; 925 vuln[i] += (100 - vuln[i]) * -tmp->resist[i] / 100;
943 }
944 }
945 926
946 /* There may be other things that should not adjust the attacktype */ 927 /* There may be other things that should not adjust the attacktype */
947 if (tmp->type != SYMPTOM) 928 if (tmp->type != SYMPTOM)
948 { 929 {
949 attacktype |= tmp->attacktype; 930 attacktype |= tmp->attacktype;
952 path_denied |= tmp->path_denied; 933 path_denied |= tmp->path_denied;
953 move_type |= tmp->move_type; 934 move_type |= tmp->move_type;
954 stats.luck += tmp->stats.luck; 935 stats.luck += tmp->stats.luck;
955 } 936 }
956 937
957 if (QUERY_FLAG (tmp, FLAG_LIFESAVE )) SET_FLAG (this, FLAG_LIFESAVE); 938 flag |= tmp->flag & copy_flags;
958 if (QUERY_FLAG (tmp, FLAG_REFL_SPELL )) SET_FLAG (this, FLAG_REFL_SPELL);
959 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE)) SET_FLAG (this, FLAG_REFL_MISSILE);
960 if (QUERY_FLAG (tmp, FLAG_STEALTH )) SET_FLAG (this, FLAG_STEALTH);
961 if (QUERY_FLAG (tmp, FLAG_XRAYS )) SET_FLAG (this, FLAG_XRAYS);
962 if (QUERY_FLAG (tmp, FLAG_BLIND )) SET_FLAG (this, FLAG_BLIND);
963 if (QUERY_FLAG (tmp, FLAG_SEE_IN_DARK )) SET_FLAG (this, FLAG_SEE_IN_DARK);
964 939
965 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (&arch->clone, FLAG_UNDEAD)) 940 if (tmp->flag [FLAG_UNDEAD] && !arch->flag [FLAG_UNDEAD])
966 SET_FLAG (this, FLAG_UNDEAD); 941 this->set_flag (FLAG_UNDEAD);
967 942
968 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS)) 943 //TODO: copy_flags?
944 if (tmp->flag [FLAG_MAKE_INVIS])
969 { 945 {
970 SET_FLAG (this, FLAG_MAKE_INVIS); 946 set_flag (FLAG_MAKE_INVIS);
971 invisible = 1; 947 invisible = 1;
972 } 948 }
973 949
974 if (tmp->stats.exp && tmp->type != SKILL) 950 if (tmp->stats.exp && tmp->type != SKILL)
975 { 951 {
982 added_speed += tmp->stats.exp; 958 added_speed += tmp->stats.exp;
983 } 959 }
984 960
985 switch (tmp->type) 961 switch (tmp->type)
986 { 962 {
987#if 0
988 case WAND:
989 case ROD: 963 case SKILL:
990 case HORN: 964 {
991 if (type != PLAYER || current_weapon == tmp) 965 // some skills will end up here without counting as "applied"
966 if (!tmp->flag [FLAG_APPLIED] || skill_flags [tmp->subtype] & SF_AUTARK)
967 break;
968
969 if (chosen_skill)
970 {
971 LOG (llevDebug, "fix_player, op %s has multiple skills applied (%s and %s)\n",
972 &name, &chosen_skill->name, &tmp->name);
973
974 tmp->flag [FLAG_APPLIED] = false;
975 update_stats ();
976 return;
977 }
978
992 chosen_skill = tmp; 979 chosen_skill = tmp;
993 break;
994#endif
995 980
996 /* skills modifying the character -b.t. */
997 /* for all skills and skill granting objects */
998 case SKILL:
999 if (!QUERY_FLAG (tmp, FLAG_APPLIED))
1000 break;
1001
1002 if (chosen_skill)
1003 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name);
1004
1005 chosen_skill = tmp;
1006
1007 if (tmp->stats.dam > 0) 981 if (tmp->stats.dam > 0)
1008 { /* skill is a 'weapon' */ 982 { /* skill is a 'weapon' */
1009 if (!QUERY_FLAG (this, FLAG_READY_WEAPON)) 983 if (!this->flag [FLAG_READY_WEAPON])
1010 weapon_speed = WEAPON_SPEED (tmp); 984 weapon_speed = max (0, WEAPON_SPEED (tmp));
1011 985
1012 if (weapon_speed < 0)
1013 weapon_speed = 0;
1014
1015 weapon_weight = tmp->weight; 986 weapon_weight = tmp->weight;
1016 stats.dam += 1 + (chosen_skill->level * tmp->stats.dam / 9); 987 stats.dam += 1 + chosen_skill->level * tmp->stats.dam / 9;
1017 988
1018 if (tmp->magic) 989 if (tmp->magic)
1019 stats.dam += tmp->magic; 990 stats.dam += tmp->magic;
1020 } 991 }
1021 992
1022 if (tmp->stats.wc) 993 if (tmp->stats.wc)
1023 wc -= tmp->stats.wc + tmp->magic; 994 wc -= tmp->stats.wc + tmp->magic;
1024 995
1025 if (tmp->slaying) 996 if (tmp->slaying)
1026 slaying = tmp->slaying; 997 slaying = tmp->slaying;
1027 998
1028 if (tmp->stats.ac) 999 if (tmp->stats.ac)
1029 ac -= tmp->stats.ac + tmp->magic; 1000 ac -= tmp->stats.ac + tmp->magic;
1030 1001
1031 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1002 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1032 contr->encumbrance += (int) 3 *tmp->weight / 1000; 1003 contr->encumbrance += weight_to_kg_approx (3 * tmp->weight);
1004 }
1033 1005
1034 break; 1006 break;
1035 1007
1036 case SHIELD: 1008 case SHIELD:
1037 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1009 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1038 contr->encumbrance += (int) tmp->weight / 2000; 1010 contr->encumbrance += weight_to_kg_approx (tmp->weight) >> 1;
1011 //FALLTHROUGH
1039 case RING: 1012 case RING:
1040 case AMULET: 1013 case AMULET:
1041 case GIRDLE: 1014 case GIRDLE:
1042 case HELMET: 1015 case HELMET:
1043 case BOOTS: 1016 case BOOTS:
1052 if (tmp->stats.ac) 1025 if (tmp->stats.ac)
1053 ac -= tmp->stats.ac + tmp->magic; 1026 ac -= tmp->stats.ac + tmp->magic;
1054 1027
1055 break; 1028 break;
1056 1029
1030 case RANGED:
1057 case BOW: 1031 case BOW:
1058 case WEAPON: 1032 case WEAPON:
1059 if (type != PLAYER || current_weapon == tmp)
1060 {
1061 wc -= tmp->stats.wc + tmp->magic; 1033 wc -= tmp->stats.wc + tmp->magic;
1062 1034
1063 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0) 1035 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0)
1064 ac -= tmp->stats.ac + tmp->magic; 1036 ac -= tmp->stats.ac + tmp->magic;
1065 1037
1066 stats.dam += tmp->stats.dam + tmp->magic; 1038 stats.dam += tmp->stats.dam + tmp->magic;
1067 weapon_weight = tmp->weight; 1039 weapon_weight = tmp->weight;
1068 weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2; 1040 weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2;
1069 1041
1070 if (weapon_speed < 0) 1042 if (weapon_speed < 0)
1071 weapon_speed = 0; 1043 weapon_speed = 0;
1072 1044
1073 slaying = tmp->slaying; 1045 slaying = tmp->slaying;
1074 1046
1075 /* If there is desire that two handed weapons should do 1047 /* If there is desire that two handed weapons should do
1076 * extra strength damage, this is where the code should 1048 * extra strength damage, this is where the code should
1077 * go. 1049 * go.
1078 */ 1050 */
1079 1051
1080 if (type == PLAYER) 1052 if (type == PLAYER)
1081 if (settings.spell_encumbrance) 1053 if (settings.spell_encumbrance)
1082 contr->encumbrance += tmp->weight * 3 / 1000; 1054 contr->encumbrance += weight_to_kg_approx (3 * tmp->weight);
1083 }
1084 1055
1085 break; 1056 break;
1086 1057
1087 case ARMOUR: /* Only the best of these three are used: */ 1058 case ARMOUR: /* Only the best of these three are used: */
1088 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1059 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1089 contr->encumbrance += tmp->weight / 1000; 1060 contr->encumbrance += weight_to_kg_approx (tmp->weight);
1090 1061
1091 case BRACERS: 1062 case BRACERS:
1092 case FORCE: 1063 case FORCE:
1093 if (tmp->stats.wc) 1064 if (tmp->stats.wc)
1094 { 1065 {
1111 else /* To nullify the below effect */ 1082 else /* To nullify the below effect */
1112 ac += tmp->stats.ac + tmp->magic; 1083 ac += tmp->stats.ac + tmp->magic;
1113 } 1084 }
1114 1085
1115 if (tmp->stats.wc) 1086 if (tmp->stats.wc)
1116 wc -= (tmp->stats.wc + tmp->magic); 1087 wc -= tmp->stats.wc + tmp->magic;
1117 1088
1118 if (tmp->stats.ac) 1089 if (tmp->stats.ac)
1119 ac -= (tmp->stats.ac + tmp->magic); 1090 ac -= tmp->stats.ac + tmp->magic;
1120 1091
1121 if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.f < max) 1092 if (ARMOUR_SPEED (tmp))
1122 max = ARMOUR_SPEED (tmp) / 10.f; 1093 min_it (max_speed, ARMOUR_SPEED (tmp) / 10.f);
1123 1094
1124 break; 1095 break;
1125 } /* switch tmp->type */ 1096 } /* switch tmp->type */
1126 } /* item is equipped */ 1097 } /* item is equipped */
1127 } /* for loop of items */ 1098 } /* for loop of items */
1128 1099
1100 min_it (glow_radius, MAX_LIGHT_RADIUS);
1101
1129 /* We've gone through all the objects the player has equipped. For many things, we 1102 /* We've gone through all the objects the player has equipped. For many things, we
1130 * have generated intermediate values which we now need to assign. 1103 * have generated intermediate values which we now need to assign.
1131 */ 1104 */
1132 1105
1133 /* 'total resistance = total protections - total vulnerabilities'. 1106 /* 'total resistance = total protections - total vulnerabilities'.
1134 * If there is an uncursed potion in effect, granting more protection 1107 * If there is an uncursed potion in effect, granting more protection
1135 * than that, we take: 'total resistance = resistance from potion'. 1108 * than that, we take: 'total resistance = resistance from potion'.
1136 * If there is a cursed (and no uncursed) potion in effect, we take 1109 * If there is a cursed (and no uncursed) potion in effect, we take
1137 * 'total resistance = vulnerability from cursed potion'. 1110 * 'total resistance = vulnerability from cursed potion'.
1138 */ 1111 */
1139 for (i = 0; i < NROFATTACKS; i++) 1112 for (int i = 0; i < NROFATTACKS; i++)
1140 { 1113 {
1141 resist[i] = prot[i] - vuln[i]; 1114 resist[i] = prot[i] - vuln[i];
1142 1115
1143 if (potion_resist[i] && ((potion_resist[i] > resist[i]) || (potion_resist[i] < 0))) 1116 if (potion_resist[i] != -1000
1117 && (potion_resist[i] < 0 || potion_resist[i] > resist[i]))
1144 resist[i] = potion_resist[i]; 1118 resist[i] = potion_resist[i];
1145 } 1119 }
1146 1120
1147 /* Figure out the players sp/mana/hp totals. */
1148 if (type == PLAYER) 1121 if (type == PLAYER)
1149 { 1122 {
1123 // clamp various player stats
1124 for (int i = 0; i < NUM_STATS; ++i)
1125 stats.stat (i) = stat_sum [i];
1126
1127 check_stat_bounds (&stats);
1128
1129 contr->digestion = clamp (contr->digestion, MIN_DIGESTION, MAX_DIGESTION);
1130
1131 /* Figure out the players sp/mana/hp totals. */
1150 int pl_level; 1132 int pl_level;
1151 1133
1152 check_stat_bounds (&(stats));
1153 pl_level = level;
1154
1155 if (pl_level < 1)
1156 pl_level = 1; /* safety, we should always get 1 levels worth of hp! */ 1134 pl_level = max (1, level); /* safety, we should always get 1 levels worth of hp! */
1157 1135
1158 /* You basically get half a con bonus/level. But we do take into account rounding, 1136 /* You basically get half a con bonus/level. But we do take into account rounding,
1159 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels. 1137 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels.
1160 */ 1138 */
1161 for (i = 1, stats.maxhp = 0; i <= pl_level && i <= 10; i++) 1139 stats.maxhp = 0;
1140 for (int i = 1; i <= min (10, pl_level); i++)
1162 { 1141 {
1163 j = contr->levhp[i] + con_bonus[stats.Con] / 2; 1142 int j = contr->levhp[i] + con_bonus[stats.Con] / 2;
1164 1143
1165 if (i % 2 && con_bonus[stats.Con] % 2) 1144 if (i % 2 && con_bonus[stats.Con] % 2)
1166 {
1167 if (con_bonus[stats.Con] > 0) 1145 if (con_bonus[stats.Con] > 0)
1168 j++; 1146 j++;
1169 else 1147 else
1170 j--; 1148 j--;
1171 }
1172 1149
1173 stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */ 1150 stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */
1174 } 1151 }
1175 1152
1176 for (i = 11; i <= level; i++) 1153 stats.maxhp += 2 * max (0, level - 10);
1177 stats.maxhp += 2;
1178 1154
1179 if (stats.hp > stats.maxhp) 1155 if (stats.hp > stats.maxhp)
1180 stats.hp = stats.maxhp; 1156 stats.hp = stats.maxhp;
1181 1157
1182 /* Sp gain is controlled by the level of the player's 1158 /* Sp gain is controlled by the level of the player's
1183 * relevant experience object (mana_obj, see above) 1159 * relevant experience object (mana_obj, see above)
1184 */ 1160 */
1185 /* following happen when skills system is not used */ 1161 /* following happen when skills system is not used */
1186 if (!mana_obj) 1162 if (!mana_obj)
1187 mana_obj = this; 1163 mana_obj = this;
1188 1164
1195 1171
1196 if (mana_obj == this && type == PLAYER) 1172 if (mana_obj == this && type == PLAYER)
1197 stats.maxsp = 1; 1173 stats.maxsp = 1;
1198 else 1174 else
1199 { 1175 {
1200 sp_tmp = 0.f; 1176 float sp_tmp = 0.f;
1201 1177
1202 for (i = 1; i <= mana_obj->level && i <= 10; i++) 1178 for (int i = 1; i <= min (10, mana_obj->level); i++)
1203 { 1179 {
1204 float stmp; 1180 float stmp;
1205 1181
1206 /* Got some extra bonus at first level */ 1182 /* Got some extra bonus at first level */
1207 if (i < 2) 1183 if (i < 2)
1208 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 6.f; 1184 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 6.f;
1209 else 1185 else
1210 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 12.f; 1186 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 12.f;
1211 1187
1212 if (stmp < 1.f)
1213 stmp = 1.f;
1214
1215 sp_tmp += stmp; 1188 sp_tmp += max (1.f, stmp);
1216 } 1189 }
1217 1190
1218 stats.maxsp = (sint16)sp_tmp; 1191 stats.maxsp = int (sp_tmp) + 2 * max (0, mana_obj->level - 10);
1219
1220 for (i = 11; i <= mana_obj->level; i++)
1221 stats.maxsp += 2;
1222 } 1192 }
1223 1193
1224 /* Characters can get their sp supercharged via rune of transferrance */ 1194 /* Characters can get their sp supercharged via rune of transferrance */
1225 if (stats.sp > stats.maxsp * 2) 1195 stats.sp = min (stats.sp, stats.maxsp * 2);
1226 stats.sp = stats.maxsp * 2;
1227 1196
1228 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */ 1197 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */
1229 if (!grace_obj || !grace_obj->level || type != PLAYER) 1198 if (!grace_obj || !grace_obj->level || type != PLAYER)
1230 grace_obj = this; 1199 grace_obj = this;
1231 1200
1236 /* store grace in a float - this way, the divisions below don't create 1205 /* store grace in a float - this way, the divisions below don't create
1237 * big jumps when you go from level to level - with int's, it then 1206 * big jumps when you go from level to level - with int's, it then
1238 * becomes big jumps when the sums of the bonuses jump to the next 1207 * becomes big jumps when the sums of the bonuses jump to the next
1239 * step of 8 - with floats, even fractional ones are useful. 1208 * step of 8 - with floats, even fractional ones are useful.
1240 */ 1209 */
1241 sp_tmp = 0.f; 1210 float sp_tmp = 0.f;
1242 for (i = 1, stats.maxgrace = 0; i <= grace_obj->level && i <= 10; i++) 1211
1212 for (int i = 1; i <= min (10, grace_obj->level); i++)
1243 { 1213 {
1244 float grace_tmp = 0.f; 1214 float grace_tmp = 0.f;
1245 1215
1246 /* Got some extra bonus at first level */ 1216 /* Got some extra bonus at first level */
1247 if (i < 2) 1217 if (i < 2)
1248 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 6.f; 1218 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 6.f;
1249 else 1219 else
1250 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 12.f; 1220 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 12.f;
1251 1221
1252 if (grace_tmp < 1.f)
1253 grace_tmp = 1.f;
1254
1255 sp_tmp += grace_tmp; 1222 sp_tmp += max (1.f, grace_tmp);
1256 } 1223 }
1257 1224
1258 stats.maxgrace = (sint16)sp_tmp;
1259
1260 /* two grace points per level after 11 */ 1225 /* two grace points per level after 10 */
1261 for (i = 11; i <= grace_obj->level; i++) 1226 stats.maxgrace = int (sp_tmp) + 2 * max (0, grace_obj->level - 10);
1262 stats.maxgrace += 2;
1263 } 1227 }
1264 1228
1265 /* No limit on grace vs maxgrace */ 1229 /* No limit on grace vs maxgrace */
1266 1230
1267 if (contr->braced) 1231 if (contr->braced)
1270 wc += 4; 1234 wc += 4;
1271 } 1235 }
1272 else 1236 else
1273 ac -= dex_bonus[stats.Dex]; 1237 ac -= dex_bonus[stats.Dex];
1274 1238
1275 /* In new exp/skills system, wc bonuses are related to 1239 /* In new exp/skills system, wc bonuses are related to
1276 * the players level in a relevant exp object (wc_obj) 1240 * the players level in a relevant exp object (wc_obj)
1277 * not the general player level -b.t. 1241 * not the general player level -b.t.
1278 * I changed this slightly so that wc bonuses are better 1242 * I changed this slightly so that wc bonuses are better
1279 * than before. This is to balance out the fact that 1243 * than before. This is to balance out the fact that
1280 * the player no longer gets a personal weapon w/ 1 1244 * the player no longer gets a personal weapon w/ 1
1281 * improvement every level, now its fighterlevel/5. So 1245 * improvement every level, now its fighterlevel/5. So
1282 * we give the player a bonus here in wc and dam 1246 * we give the player a bonus here in wc and dam
1283 * to make up for the change. Note that I left the 1247 * to make up for the change. Note that I left the
1284 * monster bonus the same as before. -b.t. 1248 * monster bonus the same as before. -b.t.
1285 */ 1249 */
1286 object *wc_obj = chosen_skill; 1250 object *wc_obj = chosen_skill;
1287 1251
1288 if (contr && wc_obj && wc_obj->level > 1) 1252 if (contr && wc_obj && wc_obj->level > 1)
1289 { 1253 {
1290 wc -= wc_obj->level + thaco_bonus[stats.Str]; 1254 wc -= wc_obj->level + thaco_bonus[stats.Str];
1291 1255
1292 for (i = 1; i < wc_obj->level; i++) 1256 for (int i = 1; i < wc_obj->level; i++)
1293 { 1257 {
1294 /* additional wc every 6 levels */ 1258 /* additional wc every 6 levels */
1295 if (!(i % 6)) 1259 if (!(i % 6))
1296 wc--; 1260 wc--;
1297 1261
1310 1274
1311 speed = 1.f + speed_bonus[stats.Dex]; 1275 speed = 1.f + speed_bonus[stats.Dex];
1312 1276
1313 if (settings.search_items && contr->search_str[0]) 1277 if (settings.search_items && contr->search_str[0])
1314 speed -= 1; 1278 speed -= 1;
1315
1316 if (attacktype == 0)
1317 attacktype = arch->clone.attacktype;
1318 } /* End if player */ 1279 } /* End if player */
1319 1280
1320 if (added_speed >= 0) 1281 if (added_speed >= 0)
1321 speed += added_speed / 10.f; 1282 speed += added_speed / 10.f;
1322 else /* Something wrong here...: */ 1283 else /* Something wrong here...: */
1323 speed /= 1.f - added_speed; 1284 speed /= 1.f - added_speed;
1324 1285
1325 /* Max is determined by armour */ 1286 /* Max is determined by armour */
1326 if (speed > max) 1287 speed = min (speed, max_speed);
1327 speed = max;
1328 1288
1329 if (type == PLAYER) 1289 if (type == PLAYER)
1330 { 1290 {
1331 /* f is a number the represents the number of kg above (positive num) 1291 /* f is a number the represents the number of kg above (positive num)
1332 * or below (negative number) that the player is carrying. If above 1292 * or below (negative number) that the player is carrying. If above
1333 * weight limit, then player suffers a speed reduction based on how 1293 * weight limit, then player suffers a speed reduction based on how
1334 * much above he is, and what is max carry is 1294 * much above he is, and what is max carry is
1335 */ 1295 */
1336 f = (carrying / 1000) - max_carry[stats.Str]; 1296 float f = (sint32)weight_to_kg_approx (carrying) - max_carry[stats.Str];
1337 if (f > 0) 1297 if (f > 0.f)
1338 speed = speed / (1.f + f / max_carry[stats.Str]); 1298 speed /= (1.f + f / max_carry[stats.Str]);
1339 } 1299 }
1340 1300
1341 speed += bonus_speed / 10.f; /* Not affected by limits */ 1301 speed += bonus_speed / 10.f; /* Not affected by limits */
1302 speed *= speed_reduce_from_disease;
1342 1303
1343 /* Put a lower limit on speed. Note with this speed, you move once every 1304 /* Put a lower limit on speed. Note with this speed, you move once every
1344 * 100 ticks or so. This amounts to once every 12 seconds of realtime. 1305 * 25 ticks or so. This amounts to once every 3 seconds of realtime.
1345 */ 1306 */
1346 speed = speed * speed_reduce_from_disease; 1307 max_it (speed, is_player () ? MIN_PLAYER_SPEED : MIN_ACTIVE_SPEED);
1347 1308
1348 if (speed < 0.01f && type == PLAYER) 1309 if (speed != old_speed)
1349 speed = 0.01f; 1310 set_speed (speed);
1350 1311
1351 if (type == PLAYER) 1312 if (type == PLAYER)
1352 { 1313 {
1353 /* (This formula was made by vidarl@ifi.uio.no) 1314 /* (This formula was made by vidarl@ifi.uio.no)
1354 * Note that we never used these values again - basically 1315 * Note that we never used these values again - basically
1365 K *= (4 + level) * 1.2f / (6 + level); 1326 K *= (4 + level) * 1.2f / (6 + level);
1366 1327
1367 if (K <= 0.01f) 1328 if (K <= 0.01f)
1368 K = 0.01f; 1329 K = 0.01f;
1369 1330
1370 float S = speed / (K * s); 1331 contr->weapon_sp = K * s * .5f; //TODO: balance the .5
1371
1372 contr->weapon_sp = S;
1373 } 1332 }
1374 1333
1375 /* I want to limit the power of small monsters with big weapons: */ 1334 /* I want to limit the power of small monsters with big weapons: */
1376 if (type != PLAYER && arch && stats.dam > arch->clone.stats.dam * 3) 1335 if (type != PLAYER && arch && stats.dam > arch->stats.dam * 3)
1377 stats.dam = arch->clone.stats.dam * 3; 1336 stats.dam = arch->stats.dam * 3;
1378 1337
1379 stats.wc = clamp (wc, MIN_WC, MAX_WC); 1338 stats.wc = clamp (wc, MIN_WC, MAX_WC);
1380 stats.ac = clamp (ac, MIN_AC, MAX_AC); 1339 stats.ac = clamp (ac, MIN_AC, MAX_AC);
1381 1340
1382 /* if for some reason the creature doesn't have any move type, 1341 /* if for some reason the creature doesn't have any move type,
1388 if (move_type == 0) 1347 if (move_type == 0)
1389 move_type = MOVE_WALK; 1348 move_type = MOVE_WALK;
1390 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) 1349 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH))
1391 move_type &= ~MOVE_WALK; 1350 move_type &= ~MOVE_WALK;
1392 1351
1393 if (speed != old_speed) 1352 // now apply the new move_type
1394 set_speed (speed); 1353 if (this->move_type != move_type)
1354 change_move_type (move_type);
1395 1355
1396 /* It is quite possible that a player's spell costing might have changed, 1356 /* It is quite possible that a player's spell costing might have changed,
1397 * so we will check that now. 1357 * so we will check that now.
1398 */ 1358 */
1399 if (type == PLAYER) 1359 if (is_player ())
1400 { 1360 contr->update_spells ();
1401 esrv_update_stats (contr);
1402 esrv_update_spells (contr);
1403 }
1404 1361
1405 // update the mapspace, if we are on a map 1362 // update the mapspace, if we are on a map
1406 if (!flag [FLAG_REMOVED] && map) 1363 if (!flag [FLAG_REMOVED] && map)
1407 map->at (x, y).flags_ = 0; 1364 map->at (x, y).flags_ = 0;
1408} 1365}
1409 1366
1410/* 1367void
1411 * Returns true if the given player is a legal class. 1368object::set_glow_radius (sint8 rad)
1412 * The function to add and remove class-bonuses to the stats doesn't
1413 * check if the stat becomes negative, thus this function
1414 * merely checks that all stats are 1 or more, and returns
1415 * false otherwise.
1416 */
1417int
1418allowed_class (const object *op)
1419{ 1369{
1420 return op->stats.Dex > 0 1370 glow_radius = rad;
1421 && op->stats.Str > 0 1371
1422 && op->stats.Con > 0 1372 if (is_on_map ())
1423 && op->stats.Int > 0 1373 update_all_los (map, x, y);
1424 && op->stats.Wis > 0 1374 else if (object *env = outer_env ())
1425 && op->stats.Pow > 0 1375 {
1426 && op->stats.Cha > 0; 1376 env->update_stats ();
1377
1378 if (env->is_on_map ())
1379 update_all_los (env->map, env->x, env->y);
1380 }
1427} 1381}
1428 1382
1429/* 1383/*
1430 * set the new dragon name after gaining levels or 1384 * set the new dragon name after gaining levels or
1431 * changing ability focus (later this can be extended to 1385 * changing ability focus (later this can be extended to
1432 * eventually change the player's face and animation) 1386 * eventually change the player's face and animation)
1433 *
1434 * Note that the title is written to 'own_title' in the
1435 * player struct. This should be changed to 'ext_title'
1436 * as soon as clients support this!
1437 * Please, anyone, write support for 'ext_title'.
1438 */ 1387 */
1439void 1388void
1440set_dragon_name (object *pl, const object *abil, const object *skin) 1389set_dragon_name (object *pl, const object *abil, const object *skin)
1441{ 1390{
1442 int atnr = -1; /* attacknumber of highest level */ 1391 int atnr = -1; /* attacknumber of highest level */
1460 /* now if there are equals at highest level, pick the one with focus, 1409 /* now if there are equals at highest level, pick the one with focus,
1461 or else at random */ 1410 or else at random */
1462 if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level) 1411 if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level)
1463 atnr = abil->stats.exp; 1412 atnr = abil->stats.exp;
1464 1413
1465 level = (int) (level / 5.);
1466
1467 /* now set the new title */ 1414 /* now set the new title */
1468 if (pl->contr != NULL)
1469 {
1470 if (level == 0)
1471 sprintf (pl->contr->title, "%s hatchling", attacks[atnr]); 1415 if (level < 25) sprintf (pl->contr->title, "%s hatchling", attacks[atnr]);
1472 else if (level == 1)
1473 sprintf (pl->contr->title, "%s wyrm", attacks[atnr]); 1416 else if (level < 50) sprintf (pl->contr->title, "%s wyrm" , attacks[atnr]);
1474 else if (level == 2)
1475 sprintf (pl->contr->title, "%s wyvern", attacks[atnr]); 1417 else if (level < 75) sprintf (pl->contr->title, "%s wyvern" , attacks[atnr]);
1476 else if (level == 3)
1477 sprintf (pl->contr->title, "%s dragon", attacks[atnr]); 1418 else if (level < 100) sprintf (pl->contr->title, "%s dragon" , attacks[atnr]);
1478 else 1419 else
1479 { 1420 {
1480 /* special titles for extra high resistance! */ 1421 /* special titles for extra high resistance! */
1481 if (skin->resist[atnr] > 80)
1482 sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]); 1422 if (skin->resist[atnr] > 80) sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]);
1483 else if (skin->resist[atnr] > 50)
1484 sprintf (pl->contr->title, "ancient %s dragon", attacks[atnr]); 1423 else if (skin->resist[atnr] > 50) sprintf (pl->contr->title, "ancient %s dragon" , attacks[atnr]);
1485 else
1486 sprintf (pl->contr->title, "big %s dragon", attacks[atnr]); 1424 else sprintf (pl->contr->title, "big %s dragon" , attacks[atnr]);
1487 }
1488 } 1425 }
1489 1426
1490 strcpy (pl->contr->own_title, ""); 1427 strcpy (pl->contr->own_title, "");
1491} 1428}
1492 1429
1493/* 1430/*
1494 * This function is called when a dragon-player gains 1431 * This function is called when a dragon-player gains
1495 * an overall level. Here, the dragon might gain new abilities 1432 * an overall level. Here, the dragon might gain new abilities
1496 * or change the ability-focus. 1433 * or change the ability-focus.
1497 */ 1434 */
1498void 1435static void
1499dragon_level_gain (object *who) 1436dragon_level_gain (object *who)
1500{ 1437{
1501 object *abil = NULL; /* pointer to dragon ability force */ 1438 object *abil = NULL; /* pointer to dragon ability force */
1502 object *skin = NULL; /* pointer to dragon skin force */ 1439 object *skin = NULL; /* pointer to dragon skin force */
1503 object *tmp = NULL; /* tmp. object */ 1440 object *tmp = NULL; /* tmp. object */
1504 char buf[MAX_BUF]; /* tmp. string buffer */ 1441 char buf[MAX_BUF]; /* tmp. string buffer */
1505 1442
1506 /* now grab the 'dragon_ability'-forces from the player's inventory */ 1443 /* now grab the 'dragon_ability'-forces from the player's inventory */
1507 shstr_cmp dragon_ability_force ("dragon_ability_force");
1508 shstr_cmp dragon_skin_force ("dragon_skin_force");
1509
1510 for (tmp = who->inv; tmp; tmp = tmp->below) 1444 for (tmp = who->inv; tmp; tmp = tmp->below)
1511 if (tmp->type == FORCE) 1445 if (tmp->type == FORCE)
1512 if (tmp->arch->name == dragon_ability_force) 1446 if (tmp->arch->archname == shstr_dragon_ability_force)
1513 abil = tmp; 1447 abil = tmp;
1514 else if (tmp->arch->name == dragon_skin_force) 1448 else if (tmp->arch->archname == shstr_dragon_skin_force)
1515 skin = tmp; 1449 skin = tmp;
1516 1450
1517 /* if the force is missing -> bail out */ 1451 /* if the force is missing -> bail out */
1518 if (abil == NULL) 1452 if (abil == NULL)
1519 return; 1453 return;
1520 1454
1521 /* The ability_force keeps track of maximum level ever achieved. 1455 /* The ability_force keeps track of maximum level ever achieved.
1522 * New abilties can only be gained by surpassing this max level 1456 * New abilties can only be gained by surpassing this max level
1523 */ 1457 */
1524 if (who->level > abil->level) 1458 if (who->level > abil->level)
1525 { 1459 {
1526 /* increase our focused ability */ 1460 /* increase our focused ability */
1527 abil->resist[abil->stats.exp]++; 1461 abil->resist[abil->stats.exp]++;
1562 object *skill_obj; 1496 object *skill_obj;
1563 1497
1564 skill_obj = get_archetype_by_skill_name (skill_name, SKILL); 1498 skill_obj = get_archetype_by_skill_name (skill_name, SKILL);
1565 if (!skill_obj) 1499 if (!skill_obj)
1566 { 1500 {
1567 LOG (llevError, "add_player_exp: couldn't find skill %s\n", skill_name); 1501 LOG (llevError, "give_skill_by_name: couldn't find skill %s\n", skill_name);
1568 return NULL; 1502 return NULL;
1569 } 1503 }
1570 1504
1571 /* clear the flag - exp goes into this bucket, but player 1505 /* clear the flag - exp goes into this bucket, but player
1572 * still doesn't know it. 1506 * still doesn't know it.
1573 */ 1507 */
1574 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL); 1508 skill_obj->clr_flag (FLAG_CAN_USE_SKILL);
1575 skill_obj->stats.exp = 0; 1509 skill_obj->stats.exp = 0;
1576 skill_obj->level = 1; 1510 skill_obj->level = 1;
1577 insert_ob_in_ob (skill_obj, op); 1511 op->insert (skill_obj);
1578 1512
1579 if (player *pl = op->contr) 1513 if (player *pl = op->contr)
1580 { 1514 pl->link_skills ();
1581 pl->last_skill_ob [skill_obj->subtype] = skill_obj;
1582 if (pl->ns)
1583 pl->ns->last_skill_exp[skill_obj->subtype] = -1;//TODO: should be made superfluous
1584 }
1585 1515
1586 return skill_obj; 1516 return skill_obj;
1587} 1517}
1588 1518
1589/* player_lvl_adj() - for the new exp system. we are concerned with 1519/* player_lvl_adj() - for the new exp system. we are concerned with
1595 */ 1525 */
1596void 1526void
1597player_lvl_adj (object *who, object *op) 1527player_lvl_adj (object *who, object *op)
1598{ 1528{
1599 char buf[MAX_BUF]; 1529 char buf[MAX_BUF];
1530 bool changed = false;
1600 1531
1601 if (!op) /* when rolling stats */ 1532 if (!op) /* when rolling stats */
1602 op = who; 1533 op = who;
1603 1534
1604 if (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul)) 1535 while (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul))
1605 { 1536 {
1537 changed = true;
1538
1606 op->level++; 1539 op->level++;
1607 1540
1608 if (op && op == who && op->stats.exp > 1 && is_dragon_pl (who)) 1541 if (op && op == who && op->stats.exp > 1 && who->is_dragon ())
1609 dragon_level_gain (who); 1542 dragon_level_gain (who);
1610 1543
1611 /* Only roll these if it is the player (who) that gained the level */ 1544 /* Only roll these if it is the player (who) that gained the level */
1612 if (op == who && (who->level < 11) && who->type == PLAYER) 1545 if (op == who && (who->level < 11) && who->type == PLAYER)
1613 { 1546 {
1614 who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1; 1547 who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1;
1615 who->contr->levsp[who->level] = die_roll (2, 3, who, PREFER_HIGH); 1548 who->contr->levsp[who->level] = die_roll (2, 3, who, PREFER_HIGH);
1616 who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1; 1549 who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1;
1617 } 1550 }
1618 1551
1619 who->update_stats ();
1620 if (op->level > 1) 1552 if (op->level > 1)
1621 { 1553 {
1622 if (op->type != PLAYER) 1554 if (op->type != PLAYER)
1555 {
1556 who->contr->play_sound (sound_find ("skill_up"));
1623 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); 1557 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1558 }
1624 else 1559 else
1560 {
1561 who->contr->play_sound (sound_find ("level_up"));
1625 sprintf (buf, "You are now level %d.", op->level); 1562 sprintf (buf, "You are now level %d.", op->level);
1563 }
1626 1564
1627 if (who) 1565 if (who)
1628 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); 1566 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1629 } 1567 }
1630
1631 player_lvl_adj (who, op); /* To increase more levels */
1632 } 1568 }
1569
1633 else if (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul)) 1570 while (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul))
1634 { 1571 {
1572 changed = true;
1573
1635 op->level--; 1574 op->level--;
1636 who->update_stats ();
1637 1575
1638 if (op->type != PLAYER) 1576 if (op->type != PLAYER)
1639 { 1577 {
1640 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); 1578 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1641 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); 1579 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1642 } 1580 }
1643
1644 player_lvl_adj (who, op); /* To decrease more levels */
1645 } 1581 }
1646 1582
1647 /* check if the spell data has changed */ 1583 if (changed)
1648 esrv_update_stats (who->contr); 1584 who->update_stats (); // should cause esrv_update_stats and esrv_update_spells
1649 esrv_update_spells (who->contr);
1650} 1585}
1651 1586
1652/* 1587/*
1653 * Returns how much experience is needed for a player to become 1588 * Returns how much experience is needed for a player to become
1654 * the given level. level should really never exceed max_level 1589 * the given level. level should really never exceed max_level
1655 */ 1590 */
1656 1591
1657sint64 1592sint64
1658level_exp (int level, double expmul) 1593level_exp (int level, double expmul)
1659{ 1594{
1660 if (level > settings.max_level) 1595 return expmul * level_to_min_exp (level);
1661 return (sint64) (expmul * levels[settings.max_level]);
1662
1663 return (sint64) (expmul * levels[level]);
1664} 1596}
1665 1597
1666/* 1598/*
1667 * Ensure that the permanent experience requirements in an exp object are met. 1599 * Ensure that the permanent experience requirements in an exp object are met.
1668 * This really just checks 'op to make sure the perm_exp value is within 1600 * This really just checks 'op to make sure the perm_exp value is within
1674calc_perm_exp (object *op) 1606calc_perm_exp (object *op)
1675{ 1607{
1676 int p_exp_min; 1608 int p_exp_min;
1677 1609
1678 /* Ensure that our permanent experience minimum is met. 1610 /* Ensure that our permanent experience minimum is met.
1679 * permenent_exp_ratio is an integer percentage, we divide by 100 1611 * permenent_exp_ratio is an integer percentage, we divide by 100
1680 * to get the fraction */ 1612 * to get the fraction */
1681 p_exp_min = (int) (settings.permanent_exp_ratio * (float) (op->stats.exp) / 100); 1613 p_exp_min = (int) (settings.permanent_exp_ratio * (float) (op->stats.exp) / 100);
1682 1614
1683 if (op->perm_exp < p_exp_min) 1615 if (op->perm_exp < p_exp_min)
1684 op->perm_exp = p_exp_min; 1616 op->perm_exp = p_exp_min;
1696 * NULL, in which case exp increases the players general 1628 * NULL, in which case exp increases the players general
1697 * total, but not any particular skill. 1629 * total, but not any particular skill.
1698 * flag is what to do if the player doesn't have the skill: 1630 * flag is what to do if the player doesn't have the skill:
1699 */ 1631 */
1700static void 1632static void
1701add_player_exp (object *op, sint64 exp, const char *skill_name, int flag) 1633add_player_exp (object *op, sint64 exp, shstr_tmp skill_name, int flag)
1702{ 1634{
1703 object *skill_obj = NULL; 1635 object *skill_obj;
1704 sint64 limit, exp_to_add; 1636 sint64 limit, exp_to_add;
1705 int i;
1706 1637
1707 /* prevents some forms of abuse. */ 1638 /* prevents some forms of abuse. */
1708 if (op->contr->braced) 1639 if (op->contr->braced)
1709 exp /= 5; 1640 exp /= 5;
1710 1641
1711 /* Try to find the matching skill. 1642 /* Try to find the matching skill.
1712 * We do a shortcut/time saving mechanism first - see if it matches 1643 * We do a shortcut/time saving mechanism first - see if it matches
1713 * chosen_skill. This means we don't need to search through 1644 * chosen_skill. This means we don't need to search through
1714 * the players inventory. 1645 * the players inventory.
1715 */ 1646 */
1647 skill_obj = 0;
1648
1716 if (skill_name) 1649 if (skill_name)
1717 { 1650 {
1718 if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill)) 1651 skill_obj = op->contr->find_skill (skill_name);
1719 skill_obj = op->chosen_skill;
1720 else
1721 {
1722 for (i = 0; i < NUM_SKILLS; i++)
1723 if (op->contr->last_skill_ob[i] && !strcmp (op->contr->last_skill_ob[i]->skill, skill_name))
1724 {
1725 skill_obj = op->contr->last_skill_ob[i];
1726 break;
1727 }
1728 1652
1729 /* Player doesn't have the skill. Check to see what to do, and give 1653 /* Player doesn't have the skill. Check to see what to do, and give
1730 * it to the player if necessary 1654 * it to the player if necessary
1731 */ 1655 */
1732 if (!skill_obj) 1656 if (!skill_obj)
1733 { 1657 {
1734 if (flag == SK_EXP_NONE) 1658 if (flag == SK_EXP_NONE)
1735 return; 1659 return;
1660
1736 else if (flag == SK_EXP_ADD_SKILL) 1661 if (flag == SK_EXP_ADD_SKILL)
1737 give_skill_by_name (op, skill_name); 1662 skill_obj = give_skill_by_name (op, skill_name);
1738 }
1739 } 1663 }
1740 } 1664 }
1741 1665
1742 if (flag != SK_EXP_SKILL_ONLY) 1666 if (flag != SK_EXP_SKILL_ONLY)
1743 { 1667 {
1744 /* Basically, you can never gain more experience in one shot 1668 /* Basically, you can never gain more experience in one shot
1745 * than half what you need to gain for next level. 1669 * than half what you need to gain for next level.
1746 */ 1670 */
1747 exp_to_add = exp; 1671 exp_to_add = exp;
1748 limit = (levels[op->level + 1] - levels[op->level]) / 2; 1672 limit = (levels [op->level + 1] - levels [op->level]) / 2;
1749 if (exp_to_add > limit) 1673 if (exp_to_add > limit)
1750 exp_to_add = limit; 1674 exp_to_add = limit;
1751 1675
1752 ADD_EXP (op->stats.exp, (sint64) ((float) exp_to_add * (skill_obj ? skill_obj->expmul : 1))); 1676 ADD_EXP (op->stats.exp, (sint64) ((float) exp_to_add * (skill_obj ? skill_obj->expmul : 1)));
1753 if (settings.permanent_exp_ratio) 1677 if (settings.permanent_exp_ratio)
1760 } 1684 }
1761 1685
1762 if (skill_obj) 1686 if (skill_obj)
1763 { 1687 {
1764 exp_to_add = exp; 1688 exp_to_add = exp;
1765 limit = (levels[skill_obj->level + 1] - levels[skill_obj->level]) / 2; 1689 limit = (levels [skill_obj->level + 1] - levels [skill_obj->level]) / 2;
1766 if (exp_to_add > limit) 1690 if (exp_to_add > limit)
1767 exp_to_add = limit; 1691 exp_to_add = limit;
1768 1692
1769 ADD_EXP (skill_obj->stats.exp, exp_to_add); 1693 ADD_EXP (skill_obj->stats.exp, exp_to_add);
1770 if (settings.permanent_exp_ratio) 1694 if (settings.permanent_exp_ratio)
1776 player_lvl_adj (op, skill_obj); 1700 player_lvl_adj (op, skill_obj);
1777 } 1701 }
1778} 1702}
1779 1703
1780/* This function checks to make sure that object 'op' can 1704/* This function checks to make sure that object 'op' can
1781 * lost 'exp' experience. It returns the amount of exp 1705 * lose 'exp' experience. It returns the amount of exp
1782 * object 'op' can in fact lose - it basically makes 1706 * object 'op' can in fact lose - it basically makes
1783 * adjustments based on permanent exp and the like. 1707 * adjustments based on permanent exp and the like.
1784 * This function should always be used for losing experience - 1708 * This function should always be used for losing experience -
1785 * the 'exp' value passed should be positive - this is the 1709 * the 'exp' value passed should be positive - this is the
1786 * amount that should get subtract from the player. 1710 * amount that should get subtract from the player.
1787 */ 1711 */
1788sint64 1712static sint64
1789check_exp_loss (const object *op, sint64 exp) 1713check_exp_loss (const object *op, sint64 exp)
1790{ 1714{
1791 sint64 del_exp; 1715 sint64 del_exp;
1792 1716
1793 if (exp > op->stats.exp) 1717 if (exp > op->stats.exp)
1794 exp = op->stats.exp; 1718 exp = op->stats.exp;
1719
1795 if (settings.permanent_exp_ratio) 1720 if (settings.permanent_exp_ratio)
1796 { 1721 {
1797 del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO); 1722 del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO);
1723
1798 if (del_exp < 0) 1724 if (del_exp < 0)
1799 del_exp = 0; 1725 del_exp = 0;
1726
1800 if (exp > del_exp) 1727 if (exp > del_exp)
1801 exp = del_exp; 1728 exp = del_exp;
1802 } 1729 }
1730
1803 return exp; 1731 return exp;
1804} 1732}
1805 1733
1806sint64 1734sint64
1807check_exp_adjust (const object *op, sint64 exp) 1735check_exp_adjust (const object *op, sint64 exp)
1808{ 1736{
1809 if (exp < 0) 1737 if (exp < 0)
1810 return check_exp_loss (op, exp); 1738 return check_exp_loss (op, exp);
1811 else 1739 else
1812 return MIN (exp, (sint64) MAX_EXPERIENCE - op->stats.exp); 1740 return min (exp, (sint64)MAX_EXPERIENCE - op->stats.exp);
1813} 1741}
1814
1815 1742
1816/* Subtracts experience from player. 1743/* Subtracts experience from player.
1817 * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we 1744 * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we
1818 * only subtract from the matching skill. Otherwise, 1745 * only subtract from the matching skill. Otherwise,
1819 * this subtracts a portion from all 1746 * this subtracts a portion from all
1824 * where everything is at the minimum perm exp, he would lose nothing. 1751 * where everything is at the minimum perm exp, he would lose nothing.
1825 * exp is the amount of exp to subtract - thus, it should be 1752 * exp is the amount of exp to subtract - thus, it should be
1826 * a postive number. 1753 * a postive number.
1827 */ 1754 */
1828static void 1755static void
1829subtract_player_exp (object *op, sint64 exp, const char *skill, int flag) 1756subtract_player_exp (object *op, sint64 exp, shstr_tmp skill, int flag)
1830{ 1757{
1831 float fraction = (float) exp / (float) op->stats.exp; 1758 float fraction = (float) exp / (float) op->stats.exp;
1832 object *tmp; 1759 object *tmp;
1833 sint64 del_exp; 1760 sint64 del_exp;
1834 1761
1835 for (tmp = op->inv; tmp; tmp = tmp->below) 1762 for (tmp = op->inv; tmp; tmp = tmp->below)
1836 if (tmp->type == SKILL && tmp->stats.exp) 1763 if (tmp->type == SKILL && tmp->stats.exp)
1837 { 1764 {
1838 if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (tmp->skill, skill)) 1765 if (flag == SK_SUBTRACT_SKILL_EXP && skill && tmp->skill == skill)
1839 { 1766 {
1840 del_exp = check_exp_loss (tmp, exp); 1767 del_exp = check_exp_loss (tmp, exp);
1841 tmp->stats.exp -= del_exp; 1768 tmp->stats.exp -= del_exp;
1842 player_lvl_adj (op, tmp); 1769 player_lvl_adj (op, tmp);
1843 } 1770 }
1844 else if (flag != SK_SUBTRACT_SKILL_EXP) 1771 else if (flag != SK_SUBTRACT_SKILL_EXP)
1845 { 1772 {
1846 /* only want to process other skills if we are not trying 1773 /* only want to process other skills if we are not trying
1847 * to match a specific skill. 1774 * to match a specific skill.
1848 */ 1775 */
1849 del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction)); 1776 del_exp = check_exp_loss (tmp, tmp->stats.exp * fraction);
1850 tmp->stats.exp -= del_exp; 1777 tmp->stats.exp -= del_exp;
1851 player_lvl_adj (op, tmp); 1778 player_lvl_adj (op, tmp);
1852 } 1779 }
1853 } 1780 }
1854 1781
1868 * skill_name is the skill that should get the exp added. 1795 * skill_name is the skill that should get the exp added.
1869 * flag is what to do if player doesn't have the skill. 1796 * flag is what to do if player doesn't have the skill.
1870 * these last two values are only used for players. 1797 * these last two values are only used for players.
1871 */ 1798 */
1872void 1799void
1873change_exp (object *op, sint64 exp, const char *skill_name, int flag) 1800change_exp (object *op, sint64 exp, shstr_tmp skill_name, int flag)
1874{ 1801{
1875#ifdef EXP_DEBUG 1802#ifdef EXP_DEBUG
1876 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp); 1803 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp);
1877#endif 1804#endif
1878 1805
1887 * won't do anything if the value is 0 anyways. 1814 * won't do anything if the value is 0 anyways.
1888 */ 1815 */
1889 if (exp == 0) 1816 if (exp == 0)
1890 return; 1817 return;
1891 1818
1892 /* Monsters are easy - we just adjust their exp - we 1819 /* Monsters are easy - we just adjust their exp - we
1893 * don't adjust level, since in most cases it is unrelated to 1820 * don't adjust level, since in most cases it is unrelated to
1894 * the exp they have - the monsters exp represents what its 1821 * the exp they have - the monsters exp represents what its
1895 * worth. 1822 * worth.
1896 */ 1823 */
1897 if (op->type != PLAYER) 1824 if (op->type != PLAYER)
1898 { 1825 {
1899 /* Sanity check */ 1826 /* Sanity check */
1900 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1827 if (!op->flag [FLAG_ALIVE])
1901 return; 1828 return;
1902 1829
1903 /* reset exp to max allowed value. We subtract from 1830 /* reset exp to max allowed value. We subtract from
1904 * MAX_EXPERIENCE to prevent overflows. If the player somehow has 1831 * MAX_EXPERIENCE to prevent overflows. If the player somehow has
1905 * more than max exp, just return. 1832 * more than max exp, just return.
1924 */ 1851 */
1925 subtract_player_exp (op, abs (exp), skill_name, flag); 1852 subtract_player_exp (op, abs (exp), skill_name, flag);
1926 } 1853 }
1927} 1854}
1928 1855
1929/* Applies a death penalty experience, the size of this is defined by the 1856/* Applies a death penalty experience, the size of this is defined by the
1930 * settings death_penalty_percentage and death_penalty_levels, and by the 1857 * settings death_penalty_percentage and death_penalty_levels, and by the
1931 * amount of permenent experience, whichever gives the lowest loss. 1858 * amount of permenent experience, whichever gives the lowest loss.
1932 */ 1859 */
1933void 1860void
1934apply_death_exp_penalty (object *op) 1861apply_death_exp_penalty (object *op)
1935{ 1862{
1936 object *tmp;
1937 sint64 loss; 1863 sint64 loss;
1938 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */ 1864 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */
1939 sint64 level_loss; /* defined by the setting 'death_penalty_levels */ 1865 sint64 level_loss; /* defined by the setting 'death_penalty_levels */
1940 1866
1941 for (tmp = op->inv; tmp; tmp = tmp->below) 1867 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1942 if (tmp->type == SKILL && tmp->stats.exp) 1868 if (tmp->type == SKILL && tmp->stats.exp)
1943 { 1869 {
1944
1945 percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100; 1870 percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100;
1946 level_loss = tmp->stats.exp - levels[MAX (0, tmp->level - settings.death_penalty_level)]; 1871 level_loss = tmp->stats.exp - levels [max (0, tmp->level - settings.death_penalty_level)];
1947 1872
1948 /* With the revised exp system, you can get cases where 1873 /* With the revised exp system, you can get cases where
1949 * losing several levels would still require that you have more 1874 * losing several levels would still require that you have more
1950 * exp than you currently have - this is true if the levels 1875 * exp than you currently have - this is true if the levels
1951 * tables is a lot harder. 1876 * tables is a lot harder.
1952 */ 1877 */
1953 if (level_loss < 0) 1878 if (level_loss < 0)
1954 level_loss = 0; 1879 level_loss = 0;
1955 1880
1956 loss = check_exp_loss (tmp, MIN (level_loss, percentage_loss)); 1881 loss = check_exp_loss (tmp, min (level_loss, percentage_loss));
1957 1882
1958 tmp->stats.exp -= loss; 1883 tmp->stats.exp -= loss;
1959 player_lvl_adj (op, tmp); 1884 player_lvl_adj (op, tmp);
1960 } 1885 }
1961 1886
1962 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100; 1887 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100;
1963 level_loss = op->stats.exp - levels[MAX (0, op->level - settings.death_penalty_level)]; 1888 level_loss = op->stats.exp - levels [max (0, op->level - settings.death_penalty_level)];
1964 1889
1965 if (level_loss < 0) 1890 if (level_loss < 0)
1966 level_loss = 0; 1891 level_loss = 0;
1892
1967 loss = check_exp_loss (op, MIN (level_loss, percentage_loss)); 1893 loss = check_exp_loss (op, min (level_loss, percentage_loss));
1968 1894
1969 op->stats.exp -= loss; 1895 op->stats.exp -= loss;
1970 player_lvl_adj (op, NULL); 1896 player_lvl_adj (op, NULL);
1971} 1897}
1972 1898

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