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Comparing deliantra/server/common/living.C (file contents):
Revision 1.82 by root, Mon Apr 21 23:35:24 2008 UTC vs.
Revision 1.122 by root, Fri Apr 30 21:00:39 2010 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * Deliantra is free software: you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation, either version 3 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
20 * 21 *
21 * The authors can be reached via e-mail to <support@deliantra.net> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 23 */
23 24
24#include <global.h> 25#include <global.h>
138/* 139/*
139 Since this is nowhere defined ... 140 Since this is nowhere defined ...
140 Both come in handy at least in function add_exp() 141 Both come in handy at least in function add_exp()
141*/ 142*/
142 143
143#define MAX_EXPERIENCE levels[settings.max_level] 144#define MAX_EXPERIENCE levels [settings.max_level]
144 145
145/* because exp_obj sum to make the total score, 146/* because exp_obj sum to make the total score,
146 * we cannot allow that sum to exceed the maximum 147 * we cannot allow that sum to exceed the maximum
147 * amount of experience a player can gain. Thus 148 * amount of experience a player can gain. Thus
148 * we define MAX_EXP_IN_OBJ. It is important to try 149 * we define MAX_EXP_IN_OBJ. It is important to try
155 * line with progression of previous levels, so 156 * line with progression of previous levels, so
156 * if more levels are desired, this should be fixed. 157 * if more levels are desired, this should be fixed.
157 * -b.t. 158 * -b.t.
158 */ 159 */
159 160
160#define MAX_EXP_IN_OBJ levels[settings.max_level]/(MAX_EXP_CAT - 1) 161#define MAX_EXP_IN_OBJ MAX_EXP_IN_OBJ / (MAX_EXP_CAT - 1)
161
162extern sint64 *levels;
163 162
164#define MAX_SAVE_LEVEL 110 163#define MAX_SAVE_LEVEL 110
165 164
166/* This no longer needs to be changed anytime the number of 165/* This no longer needs to be changed anytime the number of
167 * levels is increased - rather, did_make_save will do the 166 * levels is increased - rather, did_make_save will do the
261/* Rather than having a whole bunch of if (flag) new_draw.. else new_draw, 260/* Rather than having a whole bunch of if (flag) new_draw.. else new_draw,
262 * make this macro to clean those up. Not usuable outside change_abil 261 * make this macro to clean those up. Not usuable outside change_abil
263 * function since some of the values passed to new_draw_info are hardcoded. 262 * function since some of the values passed to new_draw_info are hardcoded.
264 */ 263 */
265#define DIFF_MSG(flag, msg1, msg2) \ 264#define DIFF_MSG(flag, msg1, msg2) \
266 new_draw_info(NDI_UNIQUE, 0, op, (flag>0)?msg1:msg2); 265 new_draw_info (NDI_UNIQUE, 0, op, (flag > 0) ? msg1 : msg2);
267 266
268/* return 1 if we sucessfully changed a stat, 0 if nothing was changed. */ 267/* return 1 if we sucessfully changed a stat, 0 if nothing was changed. */
269 268
270/* flag is set to 1 if we are applying the object, -1 if we are removing 269/* flag is set to 1 if we are applying the object, -1 if we are removing
271 * the object. 270 * the object.
279 * that gives them that ability. 278 * that gives them that ability.
280 */ 279 */
281int 280int
282change_abil (object *op, object *tmp) 281change_abil (object *op, object *tmp)
283{ 282{
284 int flag = QUERY_FLAG (tmp, FLAG_APPLIED) ? 1 : -1, success = 0; 283 int flag = tmp->flag [FLAG_APPLIED] ? 1 : -1;
284 int success = 0;
285 char message[MAX_BUF]; 285 char message[MAX_BUF];
286 int potion_max = 0; 286 int potion_max = 0;
287 287
288 /* remember what object was like before it was changed. note that 288 // keep some stats for comparison purposes
289 * refop is a local copy of op only to be used for detecting changes 289 object::flags_t prev_flag = op->flag;
290 * found by update_stats. refop is not a real object 290 MoveType prev_move_type = op->move_type;
291 */ 291 sint16 prev_resist [NROFATTACKS]; // clumsy
292 object_copy refop = *op; 292 assert (sizeof (prev_resist) == sizeof (op->resist));
293 memcpy (prev_resist, op->resist, sizeof (prev_resist));
293 294
294 if (op->type == PLAYER) 295 if (op->type == PLAYER)
295 { 296 {
296 if (tmp->type == POTION) 297 if (tmp->type == POTION)
297 { 298 {
298 potion_max = 1; 299 potion_max = 1;
300
299 for (int j = 0; j < NUM_STATS; j++) 301 for (int j = 0; j < NUM_STATS; j++)
300 { 302 {
301 int ostat = op->contr->orig_stats.stat (j); 303 int ostat = op->contr->orig_stats.stat (j);
302 int i = tmp->stats.stat (j); 304 int i = tmp->stats.stat (j);
303 305
304 /* nstat is what the stat will be after use of the potion */ 306 /* nstat is what the stat will be after use of the potion */
305 int nstat = flag * i + ostat; 307 int nstat = flag * i + ostat;
306 308
307 /* Do some bounds checking. While I don't think any 309 /* Do some bounds checking. There is the potential for potions
308 * potions do so right now, there is the potential for potions
309 * that adjust that stat by more than one point, so we need 310 * that adjust that stat by more than one point, so we need
310 * to allow for that. 311 * to allow for that.
311 */ 312 */
312 if (nstat < 1 && i * flag < 0) 313 if (nstat < 1 && i * flag < 0)
313 nstat = 1; 314 nstat = 1;
365 { 366 {
366 success = 1; 367 success = 1;
367 DIFF_MSG (flag, "Your hands begin to glow red.", "Your hands stop glowing red."); 368 DIFF_MSG (flag, "Your hands begin to glow red.", "Your hands stop glowing red.");
368 } 369 }
369 370
370 if (QUERY_FLAG (op, FLAG_LIFESAVE) != QUERY_FLAG (&refop, FLAG_LIFESAVE)) 371 if (op->flag [FLAG_LIFESAVE] != prev_flag [FLAG_LIFESAVE])
371 { 372 {
372 success = 1; 373 success = 1;
373 DIFF_MSG (flag, "You feel very protected.", "You don't feel protected anymore."); 374 DIFF_MSG (flag, "You feel very protected.", "You don't feel protected anymore.");
374 } 375 }
375 376
376 if (QUERY_FLAG (op, FLAG_REFL_MISSILE) != QUERY_FLAG (&refop, FLAG_REFL_MISSILE)) 377 if (op->flag [FLAG_REFL_MISSILE] != prev_flag [FLAG_REFL_MISSILE])
377 { 378 {
378 success = 1; 379 success = 1;
379 DIFF_MSG (flag, "A magic force shimmers around you.", "The magic force fades away."); 380 DIFF_MSG (flag, "A magic force shimmers around you.", "The magic force fades away.");
380 } 381 }
381 382
382 if (QUERY_FLAG (op, FLAG_REFL_SPELL) != QUERY_FLAG (&refop, FLAG_REFL_SPELL)) 383 if (op->flag [FLAG_REFL_SPELL] != prev_flag [FLAG_REFL_SPELL])
383 { 384 {
384 success = 1; 385 success = 1;
385 DIFF_MSG (flag, "You feel more safe now, somehow.", "Suddenly you feel less safe, somehow."); 386 DIFF_MSG (flag, "You feel more safe now, somehow.", "Suddenly you feel less safe, somehow.");
386 } 387 }
387 388
389 * user has multiple items giving the same type appled like we 390 * user has multiple items giving the same type appled like we
390 * used to - that is more work than what we gain, plus messages 391 * used to - that is more work than what we gain, plus messages
391 * can be misleading (a little higher could be miscontrued from 392 * can be misleading (a little higher could be miscontrued from
392 * from fly high) 393 * from fly high)
393 */ 394 */
394 if (tmp->move_type && op->move_type != refop.move_type) 395 if (tmp->move_type && op->move_type != prev_move_type)
395 { 396 {
396 success = 1; 397 success = 1;
397 398
398 /* MOVE_FLY_HIGH trumps MOVE_FLY_LOW - changing your move_fly_low 399 /* MOVE_FLY_HIGH trumps MOVE_FLY_LOW - changing your move_fly_low
399 * status doesn't make a difference if you are flying high 400 * status doesn't make a difference if you are flying high
400 */ 401 */
401 if (tmp->move_type & MOVE_FLY_LOW && !(op->move_type & MOVE_FLY_HIGH)) 402 if (tmp->move_type & MOVE_FLY_LOW && !(op->move_type & MOVE_FLY_HIGH))
402 { 403 {
403 DIFF_MSG (flag, "You start to float in the air!.", "You float down to the ground."); 404 DIFF_MSG (flag, "You start to float in the air!", "You float down to the ground.");
404 } 405 }
405 406
406 if (tmp->move_type & MOVE_FLY_HIGH) 407 if (tmp->move_type & MOVE_FLY_HIGH)
407 { 408 {
408 /* double conditional - second case covers if you have move_fly_low - 409 /* double conditional - second case covers if you have move_fly_low -
412 (op->move_type & MOVE_FLY_LOW ? "You fly lower in the air" : "You float down to the ground.")); 413 (op->move_type & MOVE_FLY_LOW ? "You fly lower in the air" : "You float down to the ground."));
413 } 414 }
414 415
415 if (tmp->move_type & MOVE_SWIM) 416 if (tmp->move_type & MOVE_SWIM)
416 DIFF_MSG (flag, "You feel ready for a swim", "You no longer feel like swimming"); 417 DIFF_MSG (flag, "You feel ready for a swim", "You no longer feel like swimming");
417
418 /* Changing move status may mean you are affected by things you weren't before */
419 check_move_on (op, op);
420 } 418 }
421 419
422 /* becoming UNDEAD... a special treatment for this flag. Only those not 420 /* becoming UNDEAD... a special treatment for this flag. Only those not
423 * originally undead may change their status 421 * originally undead may change their status
424 */ 422 */
425 if (!QUERY_FLAG (op->arch, FLAG_UNDEAD)) 423 if (!op->arch->flag [FLAG_UNDEAD])
426 if (QUERY_FLAG (op, FLAG_UNDEAD) != QUERY_FLAG (&refop, FLAG_UNDEAD)) 424 if (op->flag [FLAG_UNDEAD] != prev_flag [FLAG_UNDEAD])
427 { 425 {
428 success = 1; 426 success = 1;
429 if (flag > 0) 427 if (flag > 0)
430 { 428 {
431 op->race = "undead"; 429 op->race = "undead";
436 op->race = op->arch->race; 434 op->race = op->arch->race;
437 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!"); 435 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!");
438 } 436 }
439 } 437 }
440 438
441 if (QUERY_FLAG (op, FLAG_STEALTH) != QUERY_FLAG (&refop, FLAG_STEALTH)) 439 if (op->flag [FLAG_STEALTH] != prev_flag [FLAG_STEALTH])
442 { 440 {
443 success = 1; 441 success = 1;
444 DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily."); 442 DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily.");
445 } 443 }
446 444
447 if (QUERY_FLAG (op, FLAG_MAKE_INVIS) != QUERY_FLAG (&refop, FLAG_MAKE_INVIS)) 445 if (op->flag [FLAG_MAKE_INVIS] != prev_flag [FLAG_MAKE_INVIS])
448 { 446 {
449 success = 1; 447 success = 1;
450 DIFF_MSG (flag, "You become transparent.", "You can see yourself."); 448 DIFF_MSG (flag, "You become transparent.", "You can see yourself.");
451 } 449 }
452 450
453 /* blinded you can tell if more blinded since blinded player has minimal 451 /* blinded you can tell if more blinded since blinded player has minimal
454 * vision 452 * vision
455 */ 453 */
456 if (QUERY_FLAG (tmp, FLAG_BLIND)) 454 if (tmp->flag [FLAG_BLIND])
457 { 455 {
458 success = 1; 456 success = 1;
459 if (flag > 0) 457 if (flag > 0)
460 { 458 {
461 if (QUERY_FLAG (op, FLAG_WIZ)) 459 if (op->flag [FLAG_WIZ])
462 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self is blinded."); 460 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self is blinded.");
463 else 461 else
464 { 462 {
465 new_draw_info (NDI_UNIQUE, 0, op, "You are blinded."); 463 new_draw_info (NDI_UNIQUE, 0, op, "You are blinded.");
466 SET_FLAG (op, FLAG_BLIND); 464 op->set_flag (FLAG_BLIND);
467 if (op->type == PLAYER) 465 if (op->type == PLAYER)
468 op->contr->do_los = 1; 466 op->contr->do_los = 1;
469 } 467 }
470 } 468 }
471 else 469 else
472 { 470 {
473 if (QUERY_FLAG (op, FLAG_WIZ)) 471 if (op->flag [FLAG_WIZ])
474 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self can now see again."); 472 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self can now see again.");
475 else 473 else
476 { 474 {
477 new_draw_info (NDI_UNIQUE, 0, op, "Your vision returns."); 475 new_draw_info (NDI_UNIQUE, 0, op, "Your vision returns.");
478 CLEAR_FLAG (op, FLAG_BLIND); 476 op->clr_flag (FLAG_BLIND);
479 if (op->type == PLAYER) 477 if (op->type == PLAYER)
480 op->contr->do_los = 1; 478 op->contr->do_los = 1;
481 } 479 }
482 } 480 }
483 } 481 }
484 482
485 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK) != QUERY_FLAG (&refop, FLAG_SEE_IN_DARK)) 483 if (op->flag [FLAG_SEE_IN_DARK] != prev_flag [FLAG_SEE_IN_DARK])
486 { 484 {
487 success = 1; 485 success = 1;
488 if (op->type == PLAYER) 486 if (op->type == PLAYER)
489 op->contr->do_los = 1; 487 op->contr->do_los = 1;
490 DIFF_MSG (flag, "Your vision is better in the dark.", "You see less well in the dark."); 488 DIFF_MSG (flag, "Your vision is better in the dark.", "You see less well in the dark.");
491 } 489 }
492 490
493 if (QUERY_FLAG (op, FLAG_XRAYS) != QUERY_FLAG (&refop, FLAG_XRAYS)) 491 if (op->flag [FLAG_XRAYS] != prev_flag [FLAG_XRAYS])
494 { 492 {
495 success = 1; 493 success = 1;
496 if (flag > 0) 494 if (flag > 0)
497 { 495 {
498 if (QUERY_FLAG (op, FLAG_WIZ)) 496 if (op->flag [FLAG_WIZ])
499 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a little clearer."); 497 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a little clearer.");
500 else 498 else
501 { 499 {
502 new_draw_info (NDI_UNIQUE, 0, op, "Everything becomes transparent."); 500 new_draw_info (NDI_UNIQUE, 0, op, "Everything becomes transparent.");
503 if (op->type == PLAYER) 501 if (op->type == PLAYER)
504 op->contr->do_los = 1; 502 op->contr->do_los = 1;
505 } 503 }
506 } 504 }
507 else 505 else
508 { 506 {
509 if (QUERY_FLAG (op, FLAG_WIZ)) 507 if (op->flag [FLAG_WIZ])
510 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a bit out of focus."); 508 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a bit out of focus.");
511 else 509 else
512 { 510 {
513 new_draw_info (NDI_UNIQUE, 0, op, "Everything suddenly looks very solid."); 511 new_draw_info (NDI_UNIQUE, 0, op, "Everything suddenly looks very solid.");
514 if (op->type == PLAYER) 512 if (op->type == PLAYER)
521 { 519 {
522 success = 1; 520 success = 1;
523 DIFF_MSG (flag * tmp->stats.luck, "You feel more lucky.", "You feel less lucky."); 521 DIFF_MSG (flag * tmp->stats.luck, "You feel more lucky.", "You feel less lucky.");
524 } 522 }
525 523
524 if (digest_types [tmp->type])
525 {
526 if (tmp->stats.hp && op->type == PLAYER) 526 if (tmp->stats.hp && op->type == PLAYER)
527 { 527 {
528 success = 1; 528 success = 1;
529 DIFF_MSG (flag * tmp->stats.hp, "You feel much more healthy!", "You feel much less healthy!"); 529 DIFF_MSG (flag * tmp->stats.hp, "You feel much more healthy!", "You feel much less healthy!");
530 } 530 }
531 531
532 if (tmp->stats.sp && op->type == PLAYER && tmp->type != SKILL) 532 if (tmp->stats.sp && op->type == PLAYER
533 { 533 && tmp->type != SKILL && tmp->type != BOW)
534 {
534 success = 1; 535 success = 1;
535 DIFF_MSG (flag * tmp->stats.sp, "You feel one with the powers of magic!", "You suddenly feel very mundane."); 536 DIFF_MSG (flag * tmp->stats.sp, "You feel one with the powers of magic!", "You suddenly feel very mundane.");
536 } 537 }
537 538
538 /* for the future when artifacts set this -b.t. */ 539 /* for the future when artifacts set this -b.t. */
539 if (tmp->stats.grace && op->type == PLAYER) 540 if (tmp->stats.grace && op->type == PLAYER)
540 { 541 {
541 success = 1; 542 success = 1;
542 DIFF_MSG (flag * tmp->stats.grace, "You feel closer to your god!", "You suddenly feel less holy."); 543 DIFF_MSG (flag * tmp->stats.grace, "You feel closer to your god!", "You suddenly feel less holy.");
543 } 544 }
544 545
545 if (tmp->stats.food && op->type == PLAYER) 546 if (tmp->stats.food && op->type == PLAYER)
546 { 547 {
547 success = 1; 548 success = 1;
548 DIFF_MSG (flag * tmp->stats.food, "You feel your digestion slowing down.", "You feel your digestion speeding up."); 549 DIFF_MSG (flag * tmp->stats.food, "You feel your digestion slowing down.", "You feel your digestion speeding up.");
550 }
549 } 551 }
550 552
551 /* Messages for changed resistance */ 553 /* Messages for changed resistance */
552 for (int i = 0; i < NROFATTACKS; i++) 554 for (int i = 0; i < NROFATTACKS; i++)
553 { 555 {
554 if (i == ATNR_PHYSICAL) 556 if (i == ATNR_PHYSICAL)
555 continue; /* Don't display about armour */ 557 continue; /* Don't display about armour */
556 558
557 if (op->resist[i] != refop.resist[i]) 559 if (op->resist [i] != prev_resist [i])
558 { 560 {
559 success = 1; 561 success = 1;
562
560 if (op->resist[i] > refop.resist[i]) 563 if (op->resist [i] > prev_resist [i])
561 sprintf (message, "Your resistance to %s rises to %d%%.", change_resist_msg[i], op->resist[i]); 564 sprintf (message, "Your resistance to %s rises to %d%%.", change_resist_msg [i], op->resist [i]);
562 else 565 else
563 sprintf (message, "Your resistance to %s drops to %d%%.", change_resist_msg[i], op->resist[i]); 566 sprintf (message, "Your resistance to %s drops to %d%%.", change_resist_msg [i], op->resist [i]);
564 567
565 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message); 568 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message);
566 } 569 }
567 } 570 }
568 571
569 if (!potion_max) 572 if (!potion_max)
570 {
571 for (int j = 0; j < NUM_STATS; j++) 573 for (int j = 0; j < NUM_STATS; j++)
572 {
573 if (int i = tmp->stats.stat (j)) 574 if (int i = tmp->stats.stat (j))
574 { 575 {
575 success = 1; 576 success = 1;
576 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]); 577 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]);
577 } 578 }
578 }
579 }
580 579
581 return success; 580 return success;
582} 581}
583 582
584/* 583/*
595object::drain_specific_stat (int deplete_stats) 594object::drain_specific_stat (int deplete_stats)
596{ 595{
597 object *tmp; 596 object *tmp;
598 archetype *at; 597 archetype *at;
599 598
600 at = archetype::find (ARCH_DEPLETION); 599 at = archetype::find (shstr_depletion);
601 if (!at) 600 if (!at)
602 { 601 {
603 LOG (llevError, "Couldn't find archetype depletion.\n"); 602 LOG (llevError, "Couldn't find archetype depletion.\n");
604 return; 603 return;
605 } 604 }
607 { 606 {
608 tmp = present_arch_in_ob (at, this); 607 tmp = present_arch_in_ob (at, this);
609 608
610 if (!tmp) 609 if (!tmp)
611 { 610 {
612 tmp = arch_to_object (at); 611 tmp = at->instance ();
613 tmp = insert_ob_in_ob (tmp, this); 612 tmp = insert_ob_in_ob (tmp, this);
614 SET_FLAG (tmp, FLAG_APPLIED); 613 tmp->set_flag (FLAG_APPLIED);
615 } 614 }
616 } 615 }
617 616
618 new_draw_info (NDI_UNIQUE, 0, this, drain_msg[deplete_stats]); 617 new_draw_info (NDI_UNIQUE, 0, this, drain_msg[deplete_stats]);
619 change_attr_value (&tmp->stats, deplete_stats, -1); 618 change_attr_value (&tmp->stats, deplete_stats, -1);
625 * via an applied bad_luck object. 624 * via an applied bad_luck object.
626 */ 625 */
627void 626void
628object::change_luck (int value) 627object::change_luck (int value)
629{ 628{
630 archetype *at = archetype::find ("luck"); 629 archetype *at = archetype::find (shstr_luck);
631 if (!at) 630 if (!at)
632 LOG (llevError, "Couldn't find archetype luck.\n"); 631 LOG (llevError, "Couldn't find archetype luck.\n");
633 else 632 else
634 { 633 {
635 object *tmp = present_arch_in_ob (at, this); 634 object *tmp = present_arch_in_ob (at, this);
637 if (!tmp) 636 if (!tmp)
638 { 637 {
639 if (!value) 638 if (!value)
640 return; 639 return;
641 640
642 tmp = arch_to_object (at); 641 tmp = at->instance ();
643 tmp = insert_ob_in_ob (tmp, this); 642 tmp = insert_ob_in_ob (tmp, this);
644 SET_FLAG (tmp, FLAG_APPLIED); 643 tmp->set_flag (FLAG_APPLIED);
645 } 644 }
646 645
647 if (value) 646 if (value)
648 { 647 {
649 /* Limit the luck value of the bad luck object to +/-100. This 648 /* Limit the luck value of the bad luck object to +/-100. This
702 sint8 v = arch->stats.stat (i); 701 sint8 v = arch->stats.stat (i);
703 stats.stat (i) += v; 702 stats.stat (i) += v;
704 contr->orig_stats.stat (i) += v; 703 contr->orig_stats.stat (i) += v;
705 } 704 }
706} 705}
707
708/* These are the items that currently can change digestion, regeneration,
709 * spell point recovery and mana point recovery. Seems sort of an arbitary
710 * list, but other items store other info into stats array.
711 */
712static struct digest_types : std::bitset<NUM_TYPES>
713{
714 digest_types ()
715 {
716 set (WEAPON);
717 set (BOW);
718 set (ARMOUR);
719 set (HELMET);
720 set (SHIELD);
721 set (RING);
722 set (BOOTS);
723 set (GLOVES);
724 set (AMULET);
725 set (GIRDLE);
726 set (BRACERS);
727 set (CLOAK);
728 set (DISEASE);
729 set (FORCE);
730 set (SKILL);
731 }
732} digest_types;
733 706
734static struct copy_flags : object::flags_t 707static struct copy_flags : object::flags_t
735{ 708{
736 copy_flags () 709 copy_flags ()
737 { 710 {
764 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; 737 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS];
765 object *grace_obj = NULL, *mana_obj = NULL, *tmp; 738 object *grace_obj = NULL, *mana_obj = NULL, *tmp;
766 float old_speed = speed; 739 float old_speed = speed;
767 int stat_sum [NUM_STATS]; 740 int stat_sum [NUM_STATS];
768 741
742 MoveType move_type; // we use change_move_type to change it, so use a local copy
743
769 /* First task is to clear all the values back to their original values */ 744 /* First task is to clear all the values back to their original values */
770 if (type == PLAYER) 745 if (type == PLAYER)
771 { 746 {
747 contr->delayed_update = false;
748
772 for (int i = 0; i < NUM_STATS; i++) 749 for (int i = 0; i < NUM_STATS; i++)
773 stat_sum [i] = contr->orig_stats.stat (i); 750 stat_sum [i] = contr->orig_stats.stat (i);
774 751
775 if (settings.spell_encumbrance == TRUE) 752 if (settings.spell_encumbrance == TRUE)
776 contr->encumbrance = 0; 753 contr->encumbrance = 0;
788 for (int i = NUM_BODY_LOCATIONS; i--; ) 765 for (int i = NUM_BODY_LOCATIONS; i--; )
789 slot[i].used = slot[i].info; 766 slot[i].used = slot[i].info;
790 767
791 slaying = 0; 768 slaying = 0;
792 769
793 if (!QUERY_FLAG (this, FLAG_WIZ)) 770 if (!this->flag [FLAG_WIZ])
794 {
795 CLEAR_FLAG (this, FLAG_XRAYS);
796 CLEAR_FLAG (this, FLAG_MAKE_INVIS);
797 } 771 {
772 this->clr_flag (FLAG_XRAYS);
773 this->clr_flag (FLAG_MAKE_INVIS);
774 }
798 775
799 CLEAR_FLAG (this, FLAG_LIFESAVE); 776 this->clr_flag (FLAG_LIFESAVE);
800 CLEAR_FLAG (this, FLAG_STEALTH); 777 this->clr_flag (FLAG_STEALTH);
801 CLEAR_FLAG (this, FLAG_BLIND); 778 this->clr_flag (FLAG_BLIND);
802 779
803 if (!QUERY_FLAG (arch, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL); 780 if (!arch->flag [FLAG_REFL_SPELL ]) this->clr_flag (FLAG_REFL_SPELL);
804 if (!QUERY_FLAG (arch, FLAG_REFL_MISSILE)) CLEAR_FLAG (this, FLAG_REFL_MISSILE); 781 if (!arch->flag [FLAG_REFL_MISSILE]) this->clr_flag (FLAG_REFL_MISSILE);
805 if (!QUERY_FLAG (arch, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD); 782 if (!arch->flag [FLAG_UNDEAD ]) this->clr_flag (FLAG_UNDEAD);
806 if (!QUERY_FLAG (arch, FLAG_SEE_IN_DARK )) CLEAR_FLAG (this, FLAG_SEE_IN_DARK); 783 if (!arch->flag [FLAG_SEE_IN_DARK ]) this->clr_flag (FLAG_SEE_IN_DARK);
807 784
808 path_attuned = arch->path_attuned; 785 path_attuned = arch->path_attuned;
809 path_repelled = arch->path_repelled; 786 path_repelled = arch->path_repelled;
810 path_denied = arch->path_denied; 787 path_denied = arch->path_denied;
811 glow_radius = arch->glow_radius; 788 glow_radius = arch->glow_radius;
812 move_type = arch->move_type; 789 move_type = arch->move_type;
813 790
814 chosen_skill = 0;
815
816 /* initializing resistances from the values in player/monster's 791 /* initializing resistances from the values in player/monster's
817 * archetype clone 792 * archetype clone
818 */ 793 */
819 memcpy (&resist, &arch->resist, sizeof (resist)); 794 memcpy (&resist, &arch->resist, sizeof (resist));
820 795
821 for (int i = 0; i < NROFATTACKS; i++) 796 for (int i = 0; i < NROFATTACKS; i++)
822 { 797 {
823 if (resist[i] > 0) 798 if (resist[i] > 0)
824 prot[i] = resist[i], vuln[i] = 0; 799 prot[i] = resist[i], vuln[i] = 0;
825 else 800 else
826 vuln[i] = -(resist[i]), prot[i] = 0; 801 vuln[i] = -resist[i], prot[i] = 0;
827 802
828 potion_resist[i] = 0; 803 potion_resist[i] = -1000;
829 } 804 }
830 805
831 wc = arch->stats.wc; 806 wc = arch->stats.wc;
832 stats.dam = arch->stats.dam; 807 stats.dam = arch->stats.dam;
833 808
836 * the fact that maxlevel is factored in could be considered sort of bogus - 811 * the fact that maxlevel is factored in could be considered sort of bogus -
837 * we should probably give them some bonus and cap it off - otherwise, 812 * we should probably give them some bonus and cap it off - otherwise,
838 * basically, if a server updates its max level, these playes may find 813 * basically, if a server updates its max level, these playes may find
839 * that their protection from physical goes down 814 * that their protection from physical goes down
840 */ 815 */
841 if (!QUERY_FLAG (this, FLAG_USE_ARMOUR) && type == PLAYER) 816 if (!this->flag [FLAG_USE_ARMOUR] && type == PLAYER)
842 { 817 {
843 ac = max (-10, arch->stats.ac - level / 3); 818 ac = max (-10, arch->stats.ac - level / 3);
844 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100; 819 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100;
845 } 820 }
846 else 821 else
847 ac = arch->stats.ac; 822 ac = arch->stats.ac;
848 823
849 stats.luck = arch->stats.luck; 824 stats.luck = arch->stats.luck;
850 speed = arch->speed; 825 speed = arch->speed;
826
827 chosen_skill = 0;
851 828
852 /* OK - we've reset most all the objects attributes to sane values. 829 /* OK - we've reset most all the objects attributes to sane values.
853 * now go through and make adjustments for what the player has equipped. 830 * now go through and make adjustments for what the player has equipped.
854 */ 831 */
855 for (tmp = inv; tmp; tmp = tmp->below) 832 for (tmp = inv; tmp; tmp = tmp->below)
856 { 833 {
857 /* This happens because apply_potion calls change_abil with the potion 834 /* This happens because apply_potion calls change_abil with the potion
858 * applied so we can tell the player what changed. But change_abil 835 * applied so we can tell the player what changed. But change_abil
859 * then calls this function. 836 * then calls this function.
860 */ 837 */
861 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION) 838 if (tmp->flag [FLAG_APPLIED] && tmp->type == POTION)
862 continue; 839 continue;
863 840
864 /* See note in map.c:update_position about making this additive
865 * since light sources are never applied, need to put check here.
866 */
867 if (tmp->glow_radius > glow_radius)
868 glow_radius = tmp->glow_radius; 841 glow_radius += tmp->glow_radius;
869 842
870 /* For some things, we don't care what is equipped */ 843 /* For some things, we don't care what is equipped */
871 if (tmp->type == SKILL) 844 if (tmp->type == SKILL)
872 { 845 {
873 /* Want to take the highest skill here. */ 846 /* Want to take the highest skill here. */
886 else if (tmp->level > grace_obj->level) 859 else if (tmp->level > grace_obj->level)
887 grace_obj = tmp; 860 grace_obj = tmp;
888 } 861 }
889 } 862 }
890 863
891 /* Container objects are not meant to adjust a players, but other applied 864 /* Container objects are not meant to adjust players, but other applied
892 * objects need to make adjustments. 865 * objects need to make adjustments.
893 * This block should handle all player specific changes 866 * This block should handle all player specific changes
894 * The check for Praying is a bit of a hack - god given bonuses are put 867 * The check for Praying is a bit of a hack - god given bonuses are put
895 * in the praying skill, and the player should always get those. 868 * in the praying skill, and the player should always get those.
896 * It also means we need to put in additional checks for applied below, 869 * It also means we need to put in additional checks for applied below,
897 * because the skill shouldn't count against body positions being used 870 * because the skill shouldn't count against body positions being used
898 * up, etc. 871 * up, etc.
899 */ 872 */
900 if ((tmp->flag [FLAG_APPLIED] 873 if ((tmp->flag [FLAG_APPLIED]
901 && tmp->type != CONTAINER 874 && tmp->type != CONTAINER
902 && tmp->type != CLOSE_CON) 875 && tmp->type != CLOSE_CON
903 || (tmp->type == SKILL 876 && tmp->type != SPELL)
904 && tmp->subtype == SK_PRAYING)) 877 || (tmp->type == SKILL && tmp->subtype == SK_PRAYING))
905 { 878 {
906 if (type == PLAYER) 879 if (type == PLAYER)
907 { 880 {
908 contr->item_power += tmp->item_power; 881 contr->item_power += tmp->item_power;
909 882
910 if (tmp == contr->combat_ob || tmp == contr->ranged_ob)
911 if (tmp != current_weapon
912 && (tmp->type != SKILL || tmp->subtype != SK_PRAYING)
913 && !tmp->flag [FLAG_CURSED]
914 && !tmp->flag [FLAG_DAMNED])
915 continue;
916
917 for (int i = 0; i < NUM_STATS; i++) 883 for (int i = 0; i < NUM_STATS; i++)
918 stat_sum [i] = stat_sum [i] + tmp->stats.stat (i); 884 stat_sum [i] += tmp->stats.stat (i);
919 885
920 if (digest_types [tmp->type]) 886 if (digest_types [tmp->type])
921 { 887 {
922 contr->digestion += tmp->stats.food; 888 contr->digestion += tmp->stats.food;
923 contr->gen_hp += tmp->stats.hp; 889 contr->gen_hp += tmp->stats.hp;
890 if (tmp->type != BOW) // ugly exception for bows
924 contr->gen_sp += tmp->stats.sp; 891 contr->gen_sp += tmp->stats.sp;
925 contr->gen_grace += tmp->stats.grace; 892 contr->gen_grace += tmp->stats.grace;
926 contr->gen_sp_armour += tmp->gen_sp_armour; 893 contr->gen_sp_armour += tmp->gen_sp_armour;
927 } 894 }
928 } /* if this is a player */ 895 } /* if this is a player */
929 else 896 else
931 if (tmp->type == WEAPON) 898 if (tmp->type == WEAPON)
932 current_weapon = tmp; 899 current_weapon = tmp;
933 } 900 }
934 901
935 /* Update slots used for items */ 902 /* Update slots used for items */
936 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 903 if (tmp->flag [FLAG_APPLIED]) // exclude praying...
937 for (int i = 0; i < NUM_BODY_LOCATIONS; i++) 904 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
938 slot[i].used += tmp->slot[i].info; 905 slot[i].used += tmp->slot[i].info;
939 906
940 if (tmp->type == SYMPTOM) 907 if (tmp->type == SYMPTOM)
941 speed_reduce_from_disease =
942 min (speed_reduce_from_disease, tmp->last_sp ? tmp->last_sp / 100.f : 1.f); 908 min_it (speed_reduce_from_disease, tmp->last_sp ? tmp->last_sp / 100.f : 1.f);
943 909
944 /* Pos. and neg. protections are counted seperate (-> pro/vuln). 910 /* Pos. and neg. protections are counted separate (-> pro/vuln).
945 * (Negative protections are calculated exactly like positive.) 911 * (Negative protections are calculated exactly like positive.)
946 * Resistance from potions are treated special as well. If there's 912 * Resistance from potions are treated special as well. If there's
947 * more than one potion-effect, the bigger prot.-value is taken. 913 * more than one potion-effect, the bigger prot.-value is taken.
948 */ 914 */
949 if (tmp->type != POTION) 915 if (tmp->type == POTION_EFFECT)
950 {
951 for (int i = 0; i < NROFATTACKS; i++) 916 for (int i = 0; i < NROFATTACKS; i++)
952 {
953 /* Potential for cursed potions, in which case we just can use
954 * a straight MAX, as potion_resist is initialised to zero.
955 */
956 if (tmp->type == POTION_EFFECT)
957 {
958 if (potion_resist[i])
959 potion_resist[i] = max (potion_resist[i], tmp->resist[i]);
960 else
961 potion_resist[i] = tmp->resist[i]; 917 max_it (potion_resist[i], tmp->resist[i]);
962 } 918 else if (tmp->type != POTION)
919 for (int i = 0; i < NROFATTACKS; i++)
963 else if (tmp->resist[i] > 0) 920 if (tmp->resist[i] > 0)
964 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100; 921 prot[i] += (100 - prot[i]) * tmp->resist[i] / 100;
965 else if (tmp->resist[i] < 0) 922 else if (tmp->resist[i] < 0)
966 vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100; 923 vuln[i] += (100 - vuln[i]) * -tmp->resist[i] / 100;
967 }
968 }
969 924
970 /* There may be other things that should not adjust the attacktype */ 925 /* There may be other things that should not adjust the attacktype */
971 if (tmp->type != SYMPTOM) 926 if (tmp->type != SYMPTOM)
972 { 927 {
973 attacktype |= tmp->attacktype; 928 attacktype |= tmp->attacktype;
978 stats.luck += tmp->stats.luck; 933 stats.luck += tmp->stats.luck;
979 } 934 }
980 935
981 flag |= tmp->flag & copy_flags; 936 flag |= tmp->flag & copy_flags;
982 937
983 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (arch, FLAG_UNDEAD)) 938 if (tmp->flag [FLAG_UNDEAD] && !arch->flag [FLAG_UNDEAD])
984 SET_FLAG (this, FLAG_UNDEAD); 939 this->set_flag (FLAG_UNDEAD);
985 940
986 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS)) 941 //TODO: copy_flags?
942 if (tmp->flag [FLAG_MAKE_INVIS])
987 { 943 {
988 SET_FLAG (this, FLAG_MAKE_INVIS); 944 set_flag (FLAG_MAKE_INVIS);
989 invisible = 1; 945 invisible = 1;
990 } 946 }
991 947
992 if (tmp->stats.exp && tmp->type != SKILL) 948 if (tmp->stats.exp && tmp->type != SKILL)
993 { 949 {
1000 added_speed += tmp->stats.exp; 956 added_speed += tmp->stats.exp;
1001 } 957 }
1002 958
1003 switch (tmp->type) 959 switch (tmp->type)
1004 { 960 {
1005#if 0
1006 case WAND:
1007 case ROD:
1008 case HORN:
1009 if (type != PLAYER || current_weapon == tmp)
1010 chosen_skill = tmp;
1011 break;
1012#endif
1013
1014 /* skills modifying the character -b.t. */
1015 /* for all skills and skill granting objects */
1016 case SKILL: 961 case SKILL:
1017 { 962 {
963 // some skills will end up here without counting as "applied"
1018 if (!QUERY_FLAG (tmp, FLAG_APPLIED) || skill_flags [tmp->subtype] & SF_APPLY) 964 if (!tmp->flag [FLAG_APPLIED] || skill_flags [tmp->subtype] & SF_AUTARK)
1019 break; 965 break;
1020 966
1021 if (chosen_skill) 967 if (chosen_skill)
1022 { 968 {
1023 LOG (llevDebug, "fix_player, op %s has multiple skills applied (%s and %s)\n", 969 LOG (llevDebug, "fix_player, op %s has multiple skills applied (%s and %s)\n",
1025 971
1026 tmp->flag [FLAG_APPLIED] = false; 972 tmp->flag [FLAG_APPLIED] = false;
1027 update_stats (); 973 update_stats ();
1028 return; 974 return;
1029 } 975 }
1030 else 976
1031 chosen_skill = tmp; 977 chosen_skill = tmp;
1032 978
1033 if (tmp->stats.dam > 0) 979 if (tmp->stats.dam > 0)
1034 { /* skill is a 'weapon' */ 980 { /* skill is a 'weapon' */
1035 if (!QUERY_FLAG (this, FLAG_READY_WEAPON)) 981 if (!this->flag [FLAG_READY_WEAPON])
1036 weapon_speed = WEAPON_SPEED (tmp); 982 weapon_speed = max (0, WEAPON_SPEED (tmp));
1037
1038 if (weapon_speed < 0)
1039 weapon_speed = 0;
1040 983
1041 weapon_weight = tmp->weight; 984 weapon_weight = tmp->weight;
1042 stats.dam += 1 + chosen_skill->level * tmp->stats.dam / 9; 985 stats.dam += 1 + chosen_skill->level * tmp->stats.dam / 9;
1043 986
1044 if (tmp->magic) 987 if (tmp->magic)
1053 996
1054 if (tmp->stats.ac) 997 if (tmp->stats.ac)
1055 ac -= tmp->stats.ac + tmp->magic; 998 ac -= tmp->stats.ac + tmp->magic;
1056 999
1057 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1000 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1058 contr->encumbrance += (int) 3 *tmp->weight / 1000; 1001 contr->encumbrance += 3 * tmp->weight / 1000;
1059 } 1002 }
1060 1003
1061 break; 1004 break;
1062 1005
1063 case SHIELD: 1006 case SHIELD:
1064 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1007 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1065 contr->encumbrance += (int) tmp->weight / 2000; 1008 contr->encumbrance += tmp->weight / 2000;
1009 //FALLTHROUGH
1066 case RING: 1010 case RING:
1067 case AMULET: 1011 case AMULET:
1068 case GIRDLE: 1012 case GIRDLE:
1069 case HELMET: 1013 case HELMET:
1070 case BOOTS: 1014 case BOOTS:
1079 if (tmp->stats.ac) 1023 if (tmp->stats.ac)
1080 ac -= tmp->stats.ac + tmp->magic; 1024 ac -= tmp->stats.ac + tmp->magic;
1081 1025
1082 break; 1026 break;
1083 1027
1028 case WAND:
1029 case ROD:
1030 case HORN:
1031 break;
1032
1084 case BOW: 1033 case BOW:
1085 case WEAPON: 1034 case WEAPON:
1086 if (type != PLAYER || current_weapon == tmp)
1087 {
1088 wc -= tmp->stats.wc + tmp->magic; 1035 wc -= tmp->stats.wc + tmp->magic;
1089 1036
1090 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0) 1037 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0)
1091 ac -= tmp->stats.ac + tmp->magic; 1038 ac -= tmp->stats.ac + tmp->magic;
1092 1039
1093 stats.dam += tmp->stats.dam + tmp->magic; 1040 stats.dam += tmp->stats.dam + tmp->magic;
1094 weapon_weight = tmp->weight; 1041 weapon_weight = tmp->weight;
1095 weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2; 1042 weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2;
1096 1043
1097 if (weapon_speed < 0) 1044 if (weapon_speed < 0)
1098 weapon_speed = 0; 1045 weapon_speed = 0;
1099 1046
1100 slaying = tmp->slaying; 1047 slaying = tmp->slaying;
1101 1048
1102 /* If there is desire that two handed weapons should do 1049 /* If there is desire that two handed weapons should do
1103 * extra strength damage, this is where the code should 1050 * extra strength damage, this is where the code should
1104 * go. 1051 * go.
1105 */ 1052 */
1106 1053
1107 if (type == PLAYER) 1054 if (type == PLAYER)
1108 if (settings.spell_encumbrance) 1055 if (settings.spell_encumbrance)
1109 contr->encumbrance += tmp->weight * 3 / 1000; 1056 contr->encumbrance += tmp->weight * 3 / 1000;
1110 }
1111 1057
1112 break; 1058 break;
1113 1059
1114 case ARMOUR: /* Only the best of these three are used: */ 1060 case ARMOUR: /* Only the best of these three are used: */
1115 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1061 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1138 else /* To nullify the below effect */ 1084 else /* To nullify the below effect */
1139 ac += tmp->stats.ac + tmp->magic; 1085 ac += tmp->stats.ac + tmp->magic;
1140 } 1086 }
1141 1087
1142 if (tmp->stats.wc) 1088 if (tmp->stats.wc)
1143 wc -= (tmp->stats.wc + tmp->magic); 1089 wc -= tmp->stats.wc + tmp->magic;
1144 1090
1145 if (tmp->stats.ac) 1091 if (tmp->stats.ac)
1146 ac -= (tmp->stats.ac + tmp->magic); 1092 ac -= tmp->stats.ac + tmp->magic;
1147 1093
1148 if (ARMOUR_SPEED (tmp)) 1094 if (ARMOUR_SPEED (tmp))
1149 max_speed = min (max_speed, ARMOUR_SPEED (tmp) / 10.f); 1095 max_speed = min (max_speed, ARMOUR_SPEED (tmp) / 10.f);
1150 1096
1151 break; 1097 break;
1152 } /* switch tmp->type */ 1098 } /* switch tmp->type */
1153 } /* item is equipped */ 1099 } /* item is equipped */
1154 } /* for loop of items */ 1100 } /* for loop of items */
1101
1102 min_it (glow_radius, MAX_LIGHT_RADIUS);
1155 1103
1156 /* We've gone through all the objects the player has equipped. For many things, we 1104 /* We've gone through all the objects the player has equipped. For many things, we
1157 * have generated intermediate values which we now need to assign. 1105 * have generated intermediate values which we now need to assign.
1158 */ 1106 */
1159 1107
1165 */ 1113 */
1166 for (int i = 0; i < NROFATTACKS; i++) 1114 for (int i = 0; i < NROFATTACKS; i++)
1167 { 1115 {
1168 resist[i] = prot[i] - vuln[i]; 1116 resist[i] = prot[i] - vuln[i];
1169 1117
1170 if (potion_resist[i] && ((potion_resist[i] > resist[i]) || (potion_resist[i] < 0))) 1118 if (potion_resist[i] != -1000
1119 && (potion_resist[i] < 0 || potion_resist[i] > resist[i]))
1171 resist[i] = potion_resist[i]; 1120 resist[i] = potion_resist[i];
1172 } 1121 }
1173 1122
1174 if (type == PLAYER) 1123 if (type == PLAYER)
1175 { 1124 {
1176 // clamp various player stats 1125 // clamp various player stats
1177 for (int i = 0; i < NUM_STATS; ++i) 1126 for (int i = 0; i < NUM_STATS; ++i)
1178 stats.stat (i) = clamp (stat_sum [i], MIN_STAT, MAX_STAT); 1127 stats.stat (i) = stat_sum [i];
1128
1129 check_stat_bounds (&stats);
1179 1130
1180 contr->digestion = clamp (contr->digestion, MIN_DIGESTION, MAX_DIGESTION); 1131 contr->digestion = clamp (contr->digestion, MIN_DIGESTION, MAX_DIGESTION);
1181 1132
1182 /* Figure out the players sp/mana/hp totals. */ 1133 /* Figure out the players sp/mana/hp totals. */
1183 int pl_level; 1134 int pl_level;
1184 1135
1185 check_stat_bounds (&(stats));
1186 pl_level = level;
1187
1188 if (pl_level < 1)
1189 pl_level = 1; /* safety, we should always get 1 levels worth of hp! */ 1136 pl_level = max (1, level); /* safety, we should always get 1 levels worth of hp! */
1190 1137
1191 /* You basically get half a con bonus/level. But we do take into account rounding, 1138 /* You basically get half a con bonus/level. But we do take into account rounding,
1192 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels. 1139 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels.
1193 */ 1140 */
1194 stats.maxhp = 0; 1141 stats.maxhp = 0;
1329 1276
1330 speed = 1.f + speed_bonus[stats.Dex]; 1277 speed = 1.f + speed_bonus[stats.Dex];
1331 1278
1332 if (settings.search_items && contr->search_str[0]) 1279 if (settings.search_items && contr->search_str[0])
1333 speed -= 1; 1280 speed -= 1;
1334
1335 if (attacktype == 0)
1336 attacktype = arch->attacktype;
1337 } /* End if player */ 1281 } /* End if player */
1338 1282
1339 if (added_speed >= 0) 1283 if (added_speed >= 0)
1340 speed += added_speed / 10.f; 1284 speed += added_speed / 10.f;
1341 else /* Something wrong here...: */ 1285 else /* Something wrong here...: */
1360 speed *= speed_reduce_from_disease; 1304 speed *= speed_reduce_from_disease;
1361 1305
1362 /* Put a lower limit on speed. Note with this speed, you move once every 1306 /* Put a lower limit on speed. Note with this speed, you move once every
1363 * 25 ticks or so. This amounts to once every 3 seconds of realtime. 1307 * 25 ticks or so. This amounts to once every 3 seconds of realtime.
1364 */ 1308 */
1365 if (speed < 0.04f && type == PLAYER) 1309 max_it (speed, is_player () ? MIN_PLAYER_SPEED : MIN_ACTIVE_SPEED);
1366 speed = 0.04f;
1367 1310
1368 if (speed != old_speed) 1311 if (speed != old_speed)
1369 set_speed (speed); 1312 set_speed (speed);
1370 1313
1371 if (type == PLAYER) 1314 if (type == PLAYER)
1406 if (move_type == 0) 1349 if (move_type == 0)
1407 move_type = MOVE_WALK; 1350 move_type = MOVE_WALK;
1408 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) 1351 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH))
1409 move_type &= ~MOVE_WALK; 1352 move_type &= ~MOVE_WALK;
1410 1353
1354 // now apply the new move_type
1355 if (this->move_type != move_type)
1356 change_move_type (move_type);
1357
1411 /* It is quite possible that a player's spell costing might have changed, 1358 /* It is quite possible that a player's spell costing might have changed,
1412 * so we will check that now. 1359 * so we will check that now.
1413 */ 1360 */
1414 if (type == PLAYER) 1361 if (is_player ())
1415 { 1362 contr->update_spells ();
1416 esrv_update_stats (contr);
1417 esrv_update_spells (contr);
1418 }
1419 1363
1420 // update the mapspace, if we are on a map 1364 // update the mapspace, if we are on a map
1421 if (!flag [FLAG_REMOVED] && map) 1365 if (!flag [FLAG_REMOVED] && map)
1422 map->at (x, y).flags_ = 0; 1366 map->at (x, y).flags_ = 0;
1367}
1368
1369void
1370object::set_glow_radius (sint8 rad)
1371{
1372 glow_radius = rad;
1373
1374 if (is_on_map ())
1375 update_all_los (map, x, y);
1376 else if (object *env = outer_env ())
1377 {
1378 env->update_stats ();
1379
1380 if (env->is_on_map ())
1381 update_all_los (env->map, env->x, env->y);
1382 }
1423} 1383}
1424 1384
1425/* 1385/*
1426 * Returns true if the given player is a legal class. 1386 * Returns true if the given player is a legal class.
1427 * The function to add and remove class-bonuses to the stats doesn't 1387 * The function to add and remove class-bonuses to the stats doesn't
1443 1403
1444/* 1404/*
1445 * set the new dragon name after gaining levels or 1405 * set the new dragon name after gaining levels or
1446 * changing ability focus (later this can be extended to 1406 * changing ability focus (later this can be extended to
1447 * eventually change the player's face and animation) 1407 * eventually change the player's face and animation)
1448 *
1449 * Note that the title is written to 'own_title' in the
1450 * player struct. This should be changed to 'ext_title'
1451 * as soon as clients support this!
1452 * Please, anyone, write support for 'ext_title'.
1453 */ 1408 */
1454void 1409void
1455set_dragon_name (object *pl, const object *abil, const object *skin) 1410set_dragon_name (object *pl, const object *abil, const object *skin)
1456{ 1411{
1457 int atnr = -1; /* attacknumber of highest level */ 1412 int atnr = -1; /* attacknumber of highest level */
1475 /* now if there are equals at highest level, pick the one with focus, 1430 /* now if there are equals at highest level, pick the one with focus,
1476 or else at random */ 1431 or else at random */
1477 if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level) 1432 if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level)
1478 atnr = abil->stats.exp; 1433 atnr = abil->stats.exp;
1479 1434
1480 level = (int) (level / 25.);
1481
1482 /* now set the new title */ 1435 /* now set the new title */
1483 if (pl->contr)
1484 {
1485 if (level == 0)
1486 sprintf (pl->contr->title, "%s hatchling", attacks[atnr]); 1436 if (level < 25) sprintf (pl->contr->title, "%s hatchling", attacks[atnr]);
1487 else if (level == 1)
1488 sprintf (pl->contr->title, "%s wyrm", attacks[atnr]); 1437 else if (level < 50) sprintf (pl->contr->title, "%s wyrm" , attacks[atnr]);
1489 else if (level == 2)
1490 sprintf (pl->contr->title, "%s wyvern", attacks[atnr]); 1438 else if (level < 75) sprintf (pl->contr->title, "%s wyvern" , attacks[atnr]);
1491 else if (level == 3)
1492 sprintf (pl->contr->title, "%s dragon", attacks[atnr]); 1439 else if (level < 100) sprintf (pl->contr->title, "%s dragon" , attacks[atnr]);
1493 else 1440 else
1494 { 1441 {
1495 /* special titles for extra high resistance! */ 1442 /* special titles for extra high resistance! */
1496 if (skin->resist[atnr] > 80)
1497 sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]); 1443 if (skin->resist[atnr] > 80) sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]);
1498 else if (skin->resist[atnr] > 50)
1499 sprintf (pl->contr->title, "ancient %s dragon", attacks[atnr]); 1444 else if (skin->resist[atnr] > 50) sprintf (pl->contr->title, "ancient %s dragon" , attacks[atnr]);
1500 else
1501 sprintf (pl->contr->title, "big %s dragon", attacks[atnr]); 1445 else sprintf (pl->contr->title, "big %s dragon" , attacks[atnr]);
1502 }
1503 } 1446 }
1504 1447
1505 strcpy (pl->contr->own_title, ""); 1448 strcpy (pl->contr->own_title, "");
1506} 1449}
1507 1450
1508/* 1451/*
1509 * This function is called when a dragon-player gains 1452 * This function is called when a dragon-player gains
1510 * an overall level. Here, the dragon might gain new abilities 1453 * an overall level. Here, the dragon might gain new abilities
1511 * or change the ability-focus. 1454 * or change the ability-focus.
1512 */ 1455 */
1513void 1456static void
1514dragon_level_gain (object *who) 1457dragon_level_gain (object *who)
1515{ 1458{
1516 object *abil = NULL; /* pointer to dragon ability force */ 1459 object *abil = NULL; /* pointer to dragon ability force */
1517 object *skin = NULL; /* pointer to dragon skin force */ 1460 object *skin = NULL; /* pointer to dragon skin force */
1518 object *tmp = NULL; /* tmp. object */ 1461 object *tmp = NULL; /* tmp. object */
1574 object *skill_obj; 1517 object *skill_obj;
1575 1518
1576 skill_obj = get_archetype_by_skill_name (skill_name, SKILL); 1519 skill_obj = get_archetype_by_skill_name (skill_name, SKILL);
1577 if (!skill_obj) 1520 if (!skill_obj)
1578 { 1521 {
1579 LOG (llevError, "add_player_exp: couldn't find skill %s\n", skill_name); 1522 LOG (llevError, "give_skill_by_name: couldn't find skill %s\n", skill_name);
1580 return NULL; 1523 return NULL;
1581 } 1524 }
1582 1525
1583 /* clear the flag - exp goes into this bucket, but player 1526 /* clear the flag - exp goes into this bucket, but player
1584 * still doesn't know it. 1527 * still doesn't know it.
1585 */ 1528 */
1586 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL); 1529 skill_obj->clr_flag (FLAG_CAN_USE_SKILL);
1587 skill_obj->stats.exp = 0; 1530 skill_obj->stats.exp = 0;
1588 skill_obj->level = 1; 1531 skill_obj->level = 1;
1589 insert_ob_in_ob (skill_obj, op); 1532 op->insert (skill_obj);
1590 1533
1591 if (player *pl = op->contr) 1534 if (player *pl = op->contr)
1592 { 1535 pl->link_skills ();
1593 pl->last_skill_ob [skill_obj->subtype] = skill_obj;
1594 if (pl->ns)
1595 pl->ns->last_skill_exp[skill_obj->subtype] = -1;//TODO: should be made superfluous
1596 }
1597 1536
1598 return skill_obj; 1537 return skill_obj;
1599} 1538}
1600 1539
1601/* player_lvl_adj() - for the new exp system. we are concerned with 1540/* player_lvl_adj() - for the new exp system. we are concerned with
1618 { 1557 {
1619 changed = true; 1558 changed = true;
1620 1559
1621 op->level++; 1560 op->level++;
1622 1561
1623 if (op && op == who && op->stats.exp > 1 && is_dragon_pl (who)) 1562 if (op && op == who && op->stats.exp > 1 && who->is_dragon ())
1624 dragon_level_gain (who); 1563 dragon_level_gain (who);
1625 1564
1626 /* Only roll these if it is the player (who) that gained the level */ 1565 /* Only roll these if it is the player (who) that gained the level */
1627 if (op == who && (who->level < 11) && who->type == PLAYER) 1566 if (op == who && (who->level < 11) && who->type == PLAYER)
1628 { 1567 {
1661 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); 1600 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1662 } 1601 }
1663 } 1602 }
1664 1603
1665 if (changed) 1604 if (changed)
1666 { 1605 who->update_stats (); // should cause esrv_update_stats and esrv_update_spells
1667 who->update_stats ();
1668 esrv_update_stats (who->contr);
1669 /* check if the spell data has changed */
1670 esrv_update_spells (who->contr);
1671 }
1672} 1606}
1673 1607
1674/* 1608/*
1675 * Returns how much experience is needed for a player to become 1609 * Returns how much experience is needed for a player to become
1676 * the given level. level should really never exceed max_level 1610 * the given level. level should really never exceed max_level
1677 */ 1611 */
1678 1612
1679sint64 1613sint64
1680level_exp (int level, double expmul) 1614level_exp (int level, double expmul)
1681{ 1615{
1682 if (level > settings.max_level) 1616 return expmul * level_to_min_exp (level);
1683 return (sint64) (expmul * levels[settings.max_level]);
1684
1685 return (sint64) (expmul * levels[level]);
1686} 1617}
1687 1618
1688/* 1619/*
1689 * Ensure that the permanent experience requirements in an exp object are met. 1620 * Ensure that the permanent experience requirements in an exp object are met.
1690 * This really just checks 'op to make sure the perm_exp value is within 1621 * This really just checks 'op to make sure the perm_exp value is within
1718 * NULL, in which case exp increases the players general 1649 * NULL, in which case exp increases the players general
1719 * total, but not any particular skill. 1650 * total, but not any particular skill.
1720 * flag is what to do if the player doesn't have the skill: 1651 * flag is what to do if the player doesn't have the skill:
1721 */ 1652 */
1722static void 1653static void
1723add_player_exp (object *op, sint64 exp, const char *skill_name, int flag) 1654add_player_exp (object *op, sint64 exp, shstr_tmp skill_name, int flag)
1724{ 1655{
1725 object *skill_obj = NULL; 1656 object *skill_obj;
1726 sint64 limit, exp_to_add; 1657 sint64 limit, exp_to_add;
1727 int i; 1658 int i;
1728 1659
1729 /* prevents some forms of abuse. */ 1660 /* prevents some forms of abuse. */
1730 if (op->contr->braced) 1661 if (op->contr->braced)
1733 /* Try to find the matching skill. 1664 /* Try to find the matching skill.
1734 * We do a shortcut/time saving mechanism first - see if it matches 1665 * We do a shortcut/time saving mechanism first - see if it matches
1735 * chosen_skill. This means we don't need to search through 1666 * chosen_skill. This means we don't need to search through
1736 * the players inventory. 1667 * the players inventory.
1737 */ 1668 */
1669 skill_obj = 0;
1670
1738 if (skill_name) 1671 if (skill_name)
1739 { 1672 {
1740 if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill)) 1673 skill_obj = op->contr->find_skill (skill_name);
1741 skill_obj = op->chosen_skill;
1742 else
1743 {
1744 for (i = 0; i < NUM_SKILLS; i++)
1745 if (op->contr->last_skill_ob[i] && !strcmp (op->contr->last_skill_ob[i]->skill, skill_name))
1746 {
1747 skill_obj = op->contr->last_skill_ob[i];
1748 break;
1749 }
1750 1674
1751 /* Player doesn't have the skill. Check to see what to do, and give 1675 /* Player doesn't have the skill. Check to see what to do, and give
1752 * it to the player if necessary 1676 * it to the player if necessary
1753 */ 1677 */
1754 if (!skill_obj) 1678 if (!skill_obj)
1755 { 1679 {
1756 if (flag == SK_EXP_NONE) 1680 if (flag == SK_EXP_NONE)
1757 return; 1681 return;
1682
1758 else if (flag == SK_EXP_ADD_SKILL) 1683 if (flag == SK_EXP_ADD_SKILL)
1759 give_skill_by_name (op, skill_name); 1684 skill_obj = give_skill_by_name (op, skill_name);
1760 }
1761 } 1685 }
1762 } 1686 }
1763 1687
1764 if (flag != SK_EXP_SKILL_ONLY) 1688 if (flag != SK_EXP_SKILL_ONLY)
1765 { 1689 {
1766 /* Basically, you can never gain more experience in one shot 1690 /* Basically, you can never gain more experience in one shot
1767 * than half what you need to gain for next level. 1691 * than half what you need to gain for next level.
1768 */ 1692 */
1769 exp_to_add = exp; 1693 exp_to_add = exp;
1770 limit = (levels[op->level + 1] - levels[op->level]) / 2; 1694 limit = (levels [op->level + 1] - levels [op->level]) / 2;
1771 if (exp_to_add > limit) 1695 if (exp_to_add > limit)
1772 exp_to_add = limit; 1696 exp_to_add = limit;
1773 1697
1774 ADD_EXP (op->stats.exp, (sint64) ((float) exp_to_add * (skill_obj ? skill_obj->expmul : 1))); 1698 ADD_EXP (op->stats.exp, (sint64) ((float) exp_to_add * (skill_obj ? skill_obj->expmul : 1)));
1775 if (settings.permanent_exp_ratio) 1699 if (settings.permanent_exp_ratio)
1782 } 1706 }
1783 1707
1784 if (skill_obj) 1708 if (skill_obj)
1785 { 1709 {
1786 exp_to_add = exp; 1710 exp_to_add = exp;
1787 limit = (levels[skill_obj->level + 1] - levels[skill_obj->level]) / 2; 1711 limit = (levels [skill_obj->level + 1] - levels [skill_obj->level]) / 2;
1788 if (exp_to_add > limit) 1712 if (exp_to_add > limit)
1789 exp_to_add = limit; 1713 exp_to_add = limit;
1790 1714
1791 ADD_EXP (skill_obj->stats.exp, exp_to_add); 1715 ADD_EXP (skill_obj->stats.exp, exp_to_add);
1792 if (settings.permanent_exp_ratio) 1716 if (settings.permanent_exp_ratio)
1798 player_lvl_adj (op, skill_obj); 1722 player_lvl_adj (op, skill_obj);
1799 } 1723 }
1800} 1724}
1801 1725
1802/* This function checks to make sure that object 'op' can 1726/* This function checks to make sure that object 'op' can
1803 * lost 'exp' experience. It returns the amount of exp 1727 * lose 'exp' experience. It returns the amount of exp
1804 * object 'op' can in fact lose - it basically makes 1728 * object 'op' can in fact lose - it basically makes
1805 * adjustments based on permanent exp and the like. 1729 * adjustments based on permanent exp and the like.
1806 * This function should always be used for losing experience - 1730 * This function should always be used for losing experience -
1807 * the 'exp' value passed should be positive - this is the 1731 * the 'exp' value passed should be positive - this is the
1808 * amount that should get subtract from the player. 1732 * amount that should get subtract from the player.
1809 */ 1733 */
1810sint64 1734static sint64
1811check_exp_loss (const object *op, sint64 exp) 1735check_exp_loss (const object *op, sint64 exp)
1812{ 1736{
1813 sint64 del_exp; 1737 sint64 del_exp;
1814 1738
1815 if (exp > op->stats.exp) 1739 if (exp > op->stats.exp)
1816 exp = op->stats.exp; 1740 exp = op->stats.exp;
1741
1817 if (settings.permanent_exp_ratio) 1742 if (settings.permanent_exp_ratio)
1818 { 1743 {
1819 del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO); 1744 del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO);
1745
1820 if (del_exp < 0) 1746 if (del_exp < 0)
1821 del_exp = 0; 1747 del_exp = 0;
1748
1822 if (exp > del_exp) 1749 if (exp > del_exp)
1823 exp = del_exp; 1750 exp = del_exp;
1824 } 1751 }
1752
1825 return exp; 1753 return exp;
1826} 1754}
1827 1755
1828sint64 1756sint64
1829check_exp_adjust (const object *op, sint64 exp) 1757check_exp_adjust (const object *op, sint64 exp)
1830{ 1758{
1831 if (exp < 0) 1759 if (exp < 0)
1832 return check_exp_loss (op, exp); 1760 return check_exp_loss (op, exp);
1833 else 1761 else
1834 return MIN (exp, (sint64) MAX_EXPERIENCE - op->stats.exp); 1762 return min (exp, (sint64)MAX_EXPERIENCE - op->stats.exp);
1835} 1763}
1836
1837 1764
1838/* Subtracts experience from player. 1765/* Subtracts experience from player.
1839 * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we 1766 * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we
1840 * only subtract from the matching skill. Otherwise, 1767 * only subtract from the matching skill. Otherwise,
1841 * this subtracts a portion from all 1768 * this subtracts a portion from all
1846 * where everything is at the minimum perm exp, he would lose nothing. 1773 * where everything is at the minimum perm exp, he would lose nothing.
1847 * exp is the amount of exp to subtract - thus, it should be 1774 * exp is the amount of exp to subtract - thus, it should be
1848 * a postive number. 1775 * a postive number.
1849 */ 1776 */
1850static void 1777static void
1851subtract_player_exp (object *op, sint64 exp, const char *skill, int flag) 1778subtract_player_exp (object *op, sint64 exp, shstr_tmp skill, int flag)
1852{ 1779{
1853 float fraction = (float) exp / (float) op->stats.exp; 1780 float fraction = (float) exp / (float) op->stats.exp;
1854 object *tmp; 1781 object *tmp;
1855 sint64 del_exp; 1782 sint64 del_exp;
1856 1783
1857 for (tmp = op->inv; tmp; tmp = tmp->below) 1784 for (tmp = op->inv; tmp; tmp = tmp->below)
1858 if (tmp->type == SKILL && tmp->stats.exp) 1785 if (tmp->type == SKILL && tmp->stats.exp)
1859 { 1786 {
1860 if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (tmp->skill, skill)) 1787 if (flag == SK_SUBTRACT_SKILL_EXP && skill && tmp->skill == skill)
1861 { 1788 {
1862 del_exp = check_exp_loss (tmp, exp); 1789 del_exp = check_exp_loss (tmp, exp);
1863 tmp->stats.exp -= del_exp; 1790 tmp->stats.exp -= del_exp;
1864 player_lvl_adj (op, tmp); 1791 player_lvl_adj (op, tmp);
1865 } 1792 }
1866 else if (flag != SK_SUBTRACT_SKILL_EXP) 1793 else if (flag != SK_SUBTRACT_SKILL_EXP)
1867 { 1794 {
1868 /* only want to process other skills if we are not trying 1795 /* only want to process other skills if we are not trying
1869 * to match a specific skill. 1796 * to match a specific skill.
1870 */ 1797 */
1871 del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction)); 1798 del_exp = check_exp_loss (tmp, tmp->stats.exp * fraction);
1872 tmp->stats.exp -= del_exp; 1799 tmp->stats.exp -= del_exp;
1873 player_lvl_adj (op, tmp); 1800 player_lvl_adj (op, tmp);
1874 } 1801 }
1875 } 1802 }
1876 1803
1890 * skill_name is the skill that should get the exp added. 1817 * skill_name is the skill that should get the exp added.
1891 * flag is what to do if player doesn't have the skill. 1818 * flag is what to do if player doesn't have the skill.
1892 * these last two values are only used for players. 1819 * these last two values are only used for players.
1893 */ 1820 */
1894void 1821void
1895change_exp (object *op, sint64 exp, const char *skill_name, int flag) 1822change_exp (object *op, sint64 exp, shstr_tmp skill_name, int flag)
1896{ 1823{
1897#ifdef EXP_DEBUG 1824#ifdef EXP_DEBUG
1898 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp); 1825 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp);
1899#endif 1826#endif
1900 1827
1917 * worth. 1844 * worth.
1918 */ 1845 */
1919 if (op->type != PLAYER) 1846 if (op->type != PLAYER)
1920 { 1847 {
1921 /* Sanity check */ 1848 /* Sanity check */
1922 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1849 if (!op->flag [FLAG_ALIVE])
1923 return; 1850 return;
1924 1851
1925 /* reset exp to max allowed value. We subtract from 1852 /* reset exp to max allowed value. We subtract from
1926 * MAX_EXPERIENCE to prevent overflows. If the player somehow has 1853 * MAX_EXPERIENCE to prevent overflows. If the player somehow has
1927 * more than max exp, just return. 1854 * more than max exp, just return.
1953 * amount of permenent experience, whichever gives the lowest loss. 1880 * amount of permenent experience, whichever gives the lowest loss.
1954 */ 1881 */
1955void 1882void
1956apply_death_exp_penalty (object *op) 1883apply_death_exp_penalty (object *op)
1957{ 1884{
1958 object *tmp;
1959 sint64 loss; 1885 sint64 loss;
1960 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */ 1886 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */
1961 sint64 level_loss; /* defined by the setting 'death_penalty_levels */ 1887 sint64 level_loss; /* defined by the setting 'death_penalty_levels */
1962 1888
1963 for (tmp = op->inv; tmp; tmp = tmp->below) 1889 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1964 if (tmp->type == SKILL && tmp->stats.exp) 1890 if (tmp->type == SKILL && tmp->stats.exp)
1965 { 1891 {
1966
1967 percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100; 1892 percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100;
1968 level_loss = tmp->stats.exp - levels[MAX (0, tmp->level - settings.death_penalty_level)]; 1893 level_loss = tmp->stats.exp - levels [max (0, tmp->level - settings.death_penalty_level)];
1969 1894
1970 /* With the revised exp system, you can get cases where 1895 /* With the revised exp system, you can get cases where
1971 * losing several levels would still require that you have more 1896 * losing several levels would still require that you have more
1972 * exp than you currently have - this is true if the levels 1897 * exp than you currently have - this is true if the levels
1973 * tables is a lot harder. 1898 * tables is a lot harder.
1974 */ 1899 */
1975 if (level_loss < 0) 1900 if (level_loss < 0)
1976 level_loss = 0; 1901 level_loss = 0;
1977 1902
1978 loss = check_exp_loss (tmp, MIN (level_loss, percentage_loss)); 1903 loss = check_exp_loss (tmp, min (level_loss, percentage_loss));
1979 1904
1980 tmp->stats.exp -= loss; 1905 tmp->stats.exp -= loss;
1981 player_lvl_adj (op, tmp); 1906 player_lvl_adj (op, tmp);
1982 } 1907 }
1983 1908
1984 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100; 1909 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100;
1985 level_loss = op->stats.exp - levels[MAX (0, op->level - settings.death_penalty_level)]; 1910 level_loss = op->stats.exp - levels[max (0, op->level - settings.death_penalty_level)];
1986 1911
1987 if (level_loss < 0) 1912 if (level_loss < 0)
1988 level_loss = 0; 1913 level_loss = 0;
1914
1989 loss = check_exp_loss (op, MIN (level_loss, percentage_loss)); 1915 loss = check_exp_loss (op, min (level_loss, percentage_loss));
1990 1916
1991 op->stats.exp -= loss; 1917 op->stats.exp -= loss;
1992 player_lvl_adj (op, NULL); 1918 player_lvl_adj (op, NULL);
1993} 1919}
1994 1920

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