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Comparing deliantra/server/common/living.C (file contents):
Revision 1.15 by pippijn, Mon Dec 11 19:46:46 2006 UTC vs.
Revision 1.82 by root, Mon Apr 21 23:35:24 2008 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 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 (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 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,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
20 21 * The authors can be reached via e-mail to <support@deliantra.net>
21 The authors can be reached via e-mail at <crossfire@schmorp.de>
22*/ 22 */
23 23
24#include <global.h> 24#include <global.h>
25#include <funcpoint.h>
26 25
27/* Handy little macro that adds exp and keeps it within bounds. Since 26/* Handy little macro that adds exp and keeps it within bounds. Since
28 * we are now using 64 bit values, I'm not all concerned about overflow issues 27 * we are now using 64 bit values, I'm not all concerned about overflow issues
29 * with exptotal wrapping. exptotal is typically op->exp, or op->perm_exp 28 * with exptotal wrapping. exptotal is typically op->exp, or op->perm_exp
30 */ 29 */
191static const char *const drain_msg[NUM_STATS] = { 190static const char *const drain_msg[NUM_STATS] = {
192 "Oh no! You are weakened!", 191 "Oh no! You are weakened!",
193 "You're feeling clumsy!", 192 "You're feeling clumsy!",
194 "You feel less healthy", 193 "You feel less healthy",
195 "You suddenly begin to lose your memory!", 194 "You suddenly begin to lose your memory!",
195 "Watch out, your mind is going!",
196 "Your spirit feels drained!",
196 "Your face gets distorted!", 197 "Your face gets distorted!",
197 "Watch out, your mind is going!",
198 "Your spirit feels drained!"
199}; 198};
200const char *const restore_msg[NUM_STATS] = { 199const char *const restore_msg[NUM_STATS] = {
201 "You feel your strength return.", 200 "You feel your strength return.",
202 "You feel your agility return.", 201 "You feel your agility return.",
203 "You feel your health return.", 202 "You feel your health return.",
203 "You feel your memory return.",
204 "You feel your wisdom return.", 204 "You feel your wisdom return.",
205 "You feel your spirits return.",
205 "You feel your charisma return.", 206 "You feel your charisma return.",
206 "You feel your memory return.",
207 "You feel your spirits return."
208}; 207};
209const char *const gain_msg[NUM_STATS] = { 208const char *const gain_msg[NUM_STATS] = {
210 "You feel stronger.", 209 "You feel stronger.",
211 "You feel more agile.", 210 "You feel more agile.",
212 "You feel healthy.", 211 "You feel healthy.",
212 "You feel smarter.",
213 "You feel wiser.", 213 "You feel wiser.",
214 "You feel more potent.",
214 "You seem to look better.", 215 "You seem to look better.",
215 "You feel smarter.",
216 "You feel more potent."
217}; 216};
218const char *const lose_msg[NUM_STATS] = { 217const char *const lose_msg[NUM_STATS] = {
219 "You feel weaker!", 218 "You feel weaker!",
220 "You feel clumsy!", 219 "You feel clumsy!",
221 "You feel less healthy!", 220 "You feel less healthy!",
221 "You feel stupid!",
222 "You lose some of your memory!", 222 "You lose some of your memory!",
223 "You feel less potent!",
223 "You look ugly!", 224 "You look ugly!",
224 "You feel stupid!",
225 "You feel less potent!"
226}; 225};
227 226
228const char *const statname[NUM_STATS] = { 227const char *const statname[NUM_STATS] = {
229 "strength", "dexterity", "constitution", "wisdom", "charisma", "intelligence", "power" 228 "strength", "dexterity", "constitution", "intelligence", "wisdom", "power", "charisma"
230}; 229};
231 230
232const char *const short_stat_name[NUM_STATS] = { 231const char *const short_stat_name[NUM_STATS] = {
233 "Str", "Dex", "Con", "Wis", "Cha", "Int", "Pow" 232 "Str", "Dex", "Con", "Int", "Wis", "Pow", "Cha"
234}; 233};
235
236/*
237 * sets Str/Dex/con/Wis/Cha/Int/Pow in stats to value, depending on
238 * what attr is (STR to POW).
239 */
240
241void
242set_attr_value (living * stats, int attr, sint8 value)
243{
244 switch (attr)
245 {
246 case STR:
247 stats->Str = value;
248 break;
249 case DEX:
250 stats->Dex = value;
251 break;
252 case CON:
253 stats->Con = value;
254 break;
255 case WIS:
256 stats->Wis = value;
257 break;
258 case POW:
259 stats->Pow = value;
260 break;
261 case CHA:
262 stats->Cha = value;
263 break;
264 case INT:
265 stats->Int = value;
266 break;
267 }
268}
269 234
270/* 235/*
271 * Like set_attr_value(), but instead the value (which can be negative) 236 * Like set_attr_value(), but instead the value (which can be negative)
272 * is added to the specified stat. 237 * is added to the specified stat.
273 */ 238 */
274
275void 239void
276change_attr_value (living * stats, int attr, sint8 value) 240change_attr_value (living *stats, int attr, sint8 value)
277{ 241{
278 if (value == 0) 242 stats->stat (attr) += value;
279 return;
280 switch (attr)
281 {
282 case STR:
283 stats->Str += value;
284 break;
285 case DEX:
286 stats->Dex += value;
287 break;
288 case CON:
289 stats->Con += value;
290 break;
291 case WIS:
292 stats->Wis += value;
293 break;
294 case POW:
295 stats->Pow += value;
296 break;
297 case CHA:
298 stats->Cha += value;
299 break;
300 case INT:
301 stats->Int += value;
302 break;
303 default:
304 LOG (llevError, "Invalid attribute in change_attr_value: %d\n", attr);
305 }
306}
307
308/*
309 * returns the specified stat. See also set_attr_value().
310 */
311
312sint8
313get_attr_value (const living * stats, int attr)
314{
315 switch (attr)
316 {
317 case STR:
318 return (stats->Str);
319 case DEX:
320 return (stats->Dex);
321 case CON:
322 return (stats->Con);
323 case WIS:
324 return (stats->Wis);
325 case CHA:
326 return (stats->Cha);
327 case INT:
328 return (stats->Int);
329 case POW:
330 return (stats->Pow);
331 }
332 return 0;
333} 243}
334 244
335/* 245/*
336 * Ensures that all stats (str/dex/con/wis/cha/int) are within the 246 * Ensures that all stats (str/dex/con/wis/cha/int) are within the
337 * 1-30 stat limit. 247 * 1-30 stat limit.
338 */ 248 */
339
340void 249void
341check_stat_bounds (living * stats) 250check_stat_bounds (living *stats)
342{ 251{
343 int i, v;
344
345 for (i = 0; i < NUM_STATS; i++) 252 for (int i = 0; i < NUM_STATS; i++)
346 if ((v = get_attr_value (stats, i)) > MAX_STAT) 253 {
347 set_attr_value (stats, i, MAX_STAT); 254 sint8 &v = stats->stat (i);
348 else if (v < MIN_STAT) 255 v = clamp (v, MIN_STAT, MAX_STAT);
349 set_attr_value (stats, i, MIN_STAT); 256 }
350} 257}
351 258
352#define ORIG_S(xyz,abc) (op->contr->orig_stats.abc) 259#define ORIG_S(xyz,abc) (op->contr->orig_stats.abc)
353 260
354/* 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,
363/* 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
364 * the object. 271 * the object.
365 * It is the calling functions responsibilty to check to see if the object 272 * It is the calling functions responsibilty to check to see if the object
366 * can be applied or not. 273 * can be applied or not.
367 * The main purpose of calling this function is the messages that are 274 * The main purpose of calling this function is the messages that are
368 * displayed - fix_player should really always be called after this when 275 * displayed - update_stats should really always be called after this when
369 * removing an object - that is because it is impossible to know if some object 276 * removing an object - that is because it is impossible to know if some object
370 * is the only source of an attacktype or spell attunement, so this function 277 * is the only source of an attacktype or spell attunement, so this function
371 * will clear the bits, but the player may still have some other object 278 * will clear the bits, but the player may still have some other object
372 * that gives them that ability. 279 * that gives them that ability.
373 */ 280 */
374int 281int
375change_abil (object *op, object *tmp) 282change_abil (object *op, object *tmp)
376{ 283{
377 int flag = QUERY_FLAG (tmp, FLAG_APPLIED) ? 1 : -1, i, j, success = 0; 284 int flag = QUERY_FLAG (tmp, FLAG_APPLIED) ? 1 : -1, success = 0;
378 char message[MAX_BUF]; 285 char message[MAX_BUF];
379 int potion_max = 0; 286 int potion_max = 0;
380 287
381 /* remember what object was like before it was changed. note that 288 /* remember what object was like before it was changed. note that
382 * refop is a local copy of op only to be used for detecting changes 289 * refop is a local copy of op only to be used for detecting changes
383 * found by fix_player. refop is not a real object 290 * found by update_stats. refop is not a real object
384 */ 291 */
385 object_pod refop = *op; 292 object_copy refop = *op;
386 293
387 if (op->type == PLAYER) 294 if (op->type == PLAYER)
388 { 295 {
389 if (tmp->type == POTION) 296 if (tmp->type == POTION)
390 { 297 {
391 potion_max = 1; 298 potion_max = 1;
392 for (j = 0; j < NUM_STATS; j++) 299 for (int j = 0; j < NUM_STATS; j++)
393 { 300 {
394 int nstat, ostat; 301 int ostat = op->contr->orig_stats.stat (j);
395 302 int i = tmp->stats.stat (j);
396 ostat = get_attr_value (&(op->contr->orig_stats), j);
397 i = get_attr_value (&(tmp->stats), j);
398 303
399 /* nstat is what the stat will be after use of the potion */ 304 /* nstat is what the stat will be after use of the potion */
400 nstat = flag * i + ostat; 305 int nstat = flag * i + ostat;
401 306
402 /* Do some bounds checking. While I don't think any 307 /* Do some bounds checking. While I don't think any
403 * potions do so right now, there is the potential for potions 308 * potions do so right now, there is the potential for potions
404 * that adjust that stat by more than one point, so we need 309 * that adjust that stat by more than one point, so we need
405 * to allow for that. 310 * to allow for that.
406 */ 311 */
407 if (nstat < 1 && i * flag < 0) 312 if (nstat < 1 && i * flag < 0)
408 nstat = 1; 313 nstat = 1;
409 else if (nstat > 20 + get_attr_value (&(op->arch->clone.stats), j)) 314 else if (nstat > 20 + op->arch->stats.stat (j))
410 { 315 nstat = 20 + op->arch->stats.stat (j);
411 nstat = 20 + get_attr_value (&(op->arch->clone.stats), j); 316
412 }
413 if (nstat != ostat) 317 if (nstat != ostat)
414 { 318 {
415 set_attr_value (&(op->contr->orig_stats), j, nstat); 319 op->contr->orig_stats.stat (j) = nstat;
416 potion_max = 0; 320 potion_max = 0;
417 } 321 }
418 else if (i) 322 else if (i)
419 { 323 {
420 /* potion is useless - player has already hit the natural maximum */ 324 /* potion is useless - player has already hit the natural maximum */
421 potion_max = 1; 325 potion_max = 1;
422 } 326 }
423 } 327 }
328
424 /* This section of code ups the characters normal stats also. I am not 329 /* This section of code ups the characters normal stats also. I am not
425 * sure if this is strictly necessary, being that fix_player probably 330 * sure if this is strictly necessary, being that fix_player probably
426 * recalculates this anyway. 331 * recalculates this anyway.
427 */ 332 */
428 for (j = 0; j < NUM_STATS; j++) 333 for (int j = 0; j < NUM_STATS; j++)
429 change_attr_value (&(op->stats), j, flag * get_attr_value (&(tmp->stats), j)); 334 change_attr_value (&op->stats, j, flag * tmp->stats.stat (j));
335
430 check_stat_bounds (&(op->stats)); 336 check_stat_bounds (&op->stats);
431 } /* end of potion handling code */ 337 } /* end of potion handling code */
432 } 338 }
433 339
434 /* reset attributes that fix_player doesn't reset since it doesn't search 340 /* reset attributes that update_stats doesn't reset since it doesn't search
435 * everything to set 341 * everything to set
436 */ 342 */
437 if (flag == -1) 343 if (flag == -1)
438 { 344 {
439 op->attacktype &= ~tmp->attacktype; 345 op->attacktype &= ~tmp->attacktype;
440 op->path_attuned &= ~tmp->path_attuned; 346 op->path_attuned &= ~tmp->path_attuned;
441 op->path_repelled &= ~tmp->path_repelled; 347 op->path_repelled &= ~tmp->path_repelled;
442 op->path_denied &= ~tmp->path_denied; 348 op->path_denied &= ~tmp->path_denied;
443 /* Presuming here that creatures only have move_type, 349 /* Presuming here that creatures only have move_type,
444 * and not the other move_ fields. 350 * and not the other move_ fields.
445 */ 351 */
446 op->move_type &= ~tmp->move_type; 352 op->move_type &= ~tmp->move_type;
447 } 353 }
448 354
449 /* call fix_player since op object could have whatever attribute due 355 /* call fix_player since op object could have whatever attribute due
450 * to multiple items. if fix_player always has to be called after 356 * to multiple items. if update_stats always has to be called after
451 * change_ability then might as well call it from here 357 * change_ability then might as well call it from here
452 */ 358 */
453 fix_player (op); 359 op->update_stats ();
454 360
455 /* Fix player won't add the bows ability to the player, so don't 361 /* update_stats won't add the bows ability to the player, so don't
456 * print out message if this is a bow. 362 * print out message if this is a bow.
457 */ 363 */
458 if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW) 364 if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW)
459 { 365 {
460 success = 1; 366 success = 1;
461 DIFF_MSG (flag, "Your hands begin to glow red.", "Your hands stop glowing red."); 367 DIFF_MSG (flag, "Your hands begin to glow red.", "Your hands stop glowing red.");
462 } 368 }
369
463 if (QUERY_FLAG (op, FLAG_LIFESAVE) != QUERY_FLAG (&refop, FLAG_LIFESAVE)) 370 if (QUERY_FLAG (op, FLAG_LIFESAVE) != QUERY_FLAG (&refop, FLAG_LIFESAVE))
464 { 371 {
465 success = 1; 372 success = 1;
466 DIFF_MSG (flag, "You feel very protected.", "You don't feel protected anymore."); 373 DIFF_MSG (flag, "You feel very protected.", "You don't feel protected anymore.");
467 } 374 }
375
468 if (QUERY_FLAG (op, FLAG_REFL_MISSILE) != QUERY_FLAG (&refop, FLAG_REFL_MISSILE)) 376 if (QUERY_FLAG (op, FLAG_REFL_MISSILE) != QUERY_FLAG (&refop, FLAG_REFL_MISSILE))
469 { 377 {
470 success = 1; 378 success = 1;
471 DIFF_MSG (flag, "A magic force shimmers around you.", "The magic force fades away."); 379 DIFF_MSG (flag, "A magic force shimmers around you.", "The magic force fades away.");
472 } 380 }
381
473 if (QUERY_FLAG (op, FLAG_REFL_SPELL) != QUERY_FLAG (&refop, FLAG_REFL_SPELL)) 382 if (QUERY_FLAG (op, FLAG_REFL_SPELL) != QUERY_FLAG (&refop, FLAG_REFL_SPELL))
474 { 383 {
475 success = 1; 384 success = 1;
476 DIFF_MSG (flag, "You feel more safe now, somehow.", "Suddenly you feel less safe, somehow."); 385 DIFF_MSG (flag, "You feel more safe now, somehow.", "Suddenly you feel less safe, somehow.");
477 } 386 }
387
478 /* movement type has changed. We don't care about cases where 388 /* movement type has changed. We don't care about cases where
479 * user has multiple items giving the same type appled like we 389 * user has multiple items giving the same type appled like we
480 * used to - that is more work than what we gain, plus messages 390 * used to - that is more work than what we gain, plus messages
481 * can be misleading (a little higher could be miscontrued from 391 * can be misleading (a little higher could be miscontrued from
482 * from fly high) 392 * from fly high)
496 if (tmp->move_type & MOVE_FLY_HIGH) 406 if (tmp->move_type & MOVE_FLY_HIGH)
497 { 407 {
498 /* double conditional - second case covers if you have move_fly_low - 408 /* double conditional - second case covers if you have move_fly_low -
499 * in that case, you don't actually land 409 * in that case, you don't actually land
500 */ 410 */
501 DIFF_MSG (flag, "You soar into the air air!.", 411 DIFF_MSG (flag, "You soar into the air!",
502 (op->move_type & MOVE_FLY_LOW ? "You fly lower in the air" : "You float down to the ground.")); 412 (op->move_type & MOVE_FLY_LOW ? "You fly lower in the air" : "You float down to the ground."));
503 } 413 }
414
504 if (tmp->move_type & MOVE_SWIM) 415 if (tmp->move_type & MOVE_SWIM)
505 DIFF_MSG (flag, "You feel ready for a swim", "You no longer feel like swimming"); 416 DIFF_MSG (flag, "You feel ready for a swim", "You no longer feel like swimming");
506 417
507 /* Changing move status may mean you are affected by things you weren't before */ 418 /* Changing move status may mean you are affected by things you weren't before */
508 check_move_on (op, op); 419 check_move_on (op, op);
509 } 420 }
510 421
511 /* becoming UNDEAD... a special treatment for this flag. Only those not 422 /* becoming UNDEAD... a special treatment for this flag. Only those not
512 * originally undead may change their status 423 * originally undead may change their status
513 */ 424 */
514 if (!QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 425 if (!QUERY_FLAG (op->arch, FLAG_UNDEAD))
515 if (QUERY_FLAG (op, FLAG_UNDEAD) != QUERY_FLAG (&refop, FLAG_UNDEAD)) 426 if (QUERY_FLAG (op, FLAG_UNDEAD) != QUERY_FLAG (&refop, FLAG_UNDEAD))
516 { 427 {
517 success = 1; 428 success = 1;
518 if (flag > 0) 429 if (flag > 0)
519 { 430 {
520 op->race = "undead"; 431 op->race = "undead";
521 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce drains away!"); 432 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce drains away!");
522 } 433 }
523 else 434 else
524 { 435 {
525 op->race = op->arch->clone.race; 436 op->race = op->arch->race;
526 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!"); 437 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!");
527 } 438 }
528 } 439 }
529 440
530 if (QUERY_FLAG (op, FLAG_STEALTH) != QUERY_FLAG (&refop, FLAG_STEALTH)) 441 if (QUERY_FLAG (op, FLAG_STEALTH) != QUERY_FLAG (&refop, FLAG_STEALTH))
531 { 442 {
532 success = 1; 443 success = 1;
533 DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily."); 444 DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily.");
534 } 445 }
446
535 if (QUERY_FLAG (op, FLAG_MAKE_INVIS) != QUERY_FLAG (&refop, FLAG_MAKE_INVIS)) 447 if (QUERY_FLAG (op, FLAG_MAKE_INVIS) != QUERY_FLAG (&refop, FLAG_MAKE_INVIS))
536 { 448 {
537 success = 1; 449 success = 1;
538 DIFF_MSG (flag, "You become transparent.", "You can see yourself."); 450 DIFF_MSG (flag, "You become transparent.", "You can see yourself.");
539 } 451 }
452
540 /* blinded you can tell if more blinded since blinded player has minimal 453 /* blinded you can tell if more blinded since blinded player has minimal
541 * vision 454 * vision
542 */ 455 */
543 if (QUERY_FLAG (tmp, FLAG_BLIND)) 456 if (QUERY_FLAG (tmp, FLAG_BLIND))
544 { 457 {
634 success = 1; 547 success = 1;
635 DIFF_MSG (flag * tmp->stats.food, "You feel your digestion slowing down.", "You feel your digestion speeding up."); 548 DIFF_MSG (flag * tmp->stats.food, "You feel your digestion slowing down.", "You feel your digestion speeding up.");
636 } 549 }
637 550
638 /* Messages for changed resistance */ 551 /* Messages for changed resistance */
639 for (i = 0; i < NROFATTACKS; i++) 552 for (int i = 0; i < NROFATTACKS; i++)
640 { 553 {
641 if (i == ATNR_PHYSICAL) 554 if (i == ATNR_PHYSICAL)
642 continue; /* Don't display about armour */ 555 continue; /* Don't display about armour */
643 556
644 if (op->resist[i] != refop.resist[i]) 557 if (op->resist[i] != refop.resist[i])
651 564
652 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message); 565 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message);
653 } 566 }
654 } 567 }
655 568
656 if (tmp->type != EXPERIENCE && !potion_max) 569 if (!potion_max)
657 { 570 {
658 for (j = 0; j < NUM_STATS; j++) 571 for (int j = 0; j < NUM_STATS; j++)
659 { 572 {
660 if ((i = get_attr_value (&(tmp->stats), j)) != 0) 573 if (int i = tmp->stats.stat (j))
661 { 574 {
662 success = 1; 575 success = 1;
663 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]); 576 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]);
664 } 577 }
665 } 578 }
666 } 579 }
580
667 return success; 581 return success;
668} 582}
669 583
670/* 584/*
671 * Stat draining by Vick 930307 585 * Stat draining by Vick 930307
672 * (Feeling evil, I made it work as well now. -Frank 8) 586 * (Feeling evil, I made it work as well now. -Frank 8)
673 */ 587 */
674
675void 588void
676drain_stat (object *op) 589object::drain_stat ()
677{ 590{
678 drain_specific_stat (op, RANDOM () % NUM_STATS); 591 drain_specific_stat (rndm (NUM_STATS));
679} 592}
680 593
681void 594void
682drain_specific_stat (object *op, int deplete_stats) 595object::drain_specific_stat (int deplete_stats)
683{ 596{
684 object *tmp; 597 object *tmp;
685 archetype *at; 598 archetype *at;
686 599
687 at = archetype::find (ARCH_DEPLETION); 600 at = archetype::find (ARCH_DEPLETION);
690 LOG (llevError, "Couldn't find archetype depletion.\n"); 603 LOG (llevError, "Couldn't find archetype depletion.\n");
691 return; 604 return;
692 } 605 }
693 else 606 else
694 { 607 {
695 tmp = present_arch_in_ob (at, op); 608 tmp = present_arch_in_ob (at, this);
609
696 if (!tmp) 610 if (!tmp)
697 { 611 {
698 tmp = arch_to_object (at); 612 tmp = arch_to_object (at);
699 tmp = insert_ob_in_ob (tmp, op); 613 tmp = insert_ob_in_ob (tmp, this);
700 SET_FLAG (tmp, FLAG_APPLIED); 614 SET_FLAG (tmp, FLAG_APPLIED);
701 } 615 }
702 } 616 }
703 617
704 new_draw_info (NDI_UNIQUE, 0, op, drain_msg[deplete_stats]); 618 new_draw_info (NDI_UNIQUE, 0, this, drain_msg[deplete_stats]);
705 change_attr_value (&tmp->stats, deplete_stats, -1); 619 change_attr_value (&tmp->stats, deplete_stats, -1);
706 fix_player (op); 620 update_stats ();
707} 621}
708 622
709/* 623/*
710 * A value of 0 indicates timeout, otherwise change the luck of the object. 624 * A value of 0 indicates timeout, otherwise change the luck of the object.
711 * via an applied bad_luck object. 625 * via an applied bad_luck object.
712 */ 626 */
713
714void 627void
715change_luck (object *op, int value) 628object::change_luck (int value)
716{ 629{
717 object *tmp;
718 archetype *at;
719 int new_luck;
720
721 at = archetype::find ("luck"); 630 archetype *at = archetype::find ("luck");
722 if (!at) 631 if (!at)
723 LOG (llevError, "Couldn't find archetype luck.\n"); 632 LOG (llevError, "Couldn't find archetype luck.\n");
724 else 633 else
725 { 634 {
726 tmp = present_arch_in_ob (at, op); 635 object *tmp = present_arch_in_ob (at, this);
636
727 if (!tmp) 637 if (!tmp)
728 { 638 {
729 if (!value) 639 if (!value)
730 return; 640 return;
641
731 tmp = arch_to_object (at); 642 tmp = arch_to_object (at);
732 tmp = insert_ob_in_ob (tmp, op); 643 tmp = insert_ob_in_ob (tmp, this);
733 SET_FLAG (tmp, FLAG_APPLIED); 644 SET_FLAG (tmp, FLAG_APPLIED);
734 } 645 }
646
735 if (value) 647 if (value)
736 { 648 {
737 /* 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
738 * (arbitrary) value prevents overflows (both in the bad luck object and 650 * (arbitrary) value prevents overflows (both in the bad luck object and
739 * in op itself). 651 * in op itself).
740 */ 652 */
741 new_luck = tmp->stats.luck + value; 653 int new_luck = tmp->stats.luck + value;
654
742 if (new_luck >= -100 && new_luck <= 100) 655 if (new_luck >= -100 && new_luck <= 100)
743 { 656 {
744 op->stats.luck += value; 657 stats.luck += value;
745 tmp->stats.luck = new_luck; 658 tmp->stats.luck = new_luck;
746 } 659 }
747 } 660 }
748 else 661 else
749 { 662 {
750 if (!tmp->stats.luck) 663 if (!tmp->stats.luck)
751 {
752 return; 664 return;
753 } 665
754 /* Randomly change the players luck. Basically, we move it 666 /* Randomly change the players luck. Basically, we move it
755 * back neutral (if greater>0, subtract, otherwise add) 667 * back neutral (if greater>0, subtract, otherwise add)
756 */ 668 */
757 if (RANDOM () % (FABS (tmp->stats.luck)) >= RANDOM () % 30) 669 if (rndm (abs (tmp->stats.luck)) >= rndm (30))
758 { 670 {
759 int diff = tmp->stats.luck > 0 ? -1 : 1; 671 int diff = tmp->stats.luck > 0 ? -1 : 1;
760 672
761 op->stats.luck += diff; 673 stats.luck += diff;
762 tmp->stats.luck += diff; 674 tmp->stats.luck += diff;
763 } 675 }
764 } 676 }
765 } 677 }
766} 678}
767 679
768/* 680/*
769 * Subtracts stat-bonuses given by the class which the player has chosen. 681 * Subtracts stat-bonuses given by the class which the player has chosen.
770 */ 682 */
771
772void 683void
773remove_statbonus (object *op) 684object::remove_statbonus ()
774{ 685{
775 op->stats.Str -= op->arch->clone.stats.Str; 686 for (int i = 0; i < NUM_STATS; ++i)
776 op->stats.Dex -= op->arch->clone.stats.Dex; 687 {
777 op->stats.Con -= op->arch->clone.stats.Con; 688 sint8 v = arch->stats.stat (i);
778 op->stats.Wis -= op->arch->clone.stats.Wis; 689 stats.stat (i) -= v;
779 op->stats.Pow -= op->arch->clone.stats.Pow; 690 contr->orig_stats.stat (i) -= v;
780 op->stats.Cha -= op->arch->clone.stats.Cha; 691 }
781 op->stats.Int -= op->arch->clone.stats.Int;
782 op->contr->orig_stats.Str -= op->arch->clone.stats.Str;
783 op->contr->orig_stats.Dex -= op->arch->clone.stats.Dex;
784 op->contr->orig_stats.Con -= op->arch->clone.stats.Con;
785 op->contr->orig_stats.Wis -= op->arch->clone.stats.Wis;
786 op->contr->orig_stats.Pow -= op->arch->clone.stats.Pow;
787 op->contr->orig_stats.Cha -= op->arch->clone.stats.Cha;
788 op->contr->orig_stats.Int -= op->arch->clone.stats.Int;
789} 692}
790 693
791/* 694/*
792 * Adds stat-bonuses given by the class which the player has chosen. 695 * Adds stat-bonuses given by the class which the player has chosen.
793 */ 696 */
794
795void 697void
796add_statbonus (object *op) 698object::add_statbonus ()
797{ 699{
798 op->stats.Str += op->arch->clone.stats.Str; 700 for (int i = 0; i < NUM_STATS; ++i)
799 op->stats.Dex += op->arch->clone.stats.Dex; 701 {
800 op->stats.Con += op->arch->clone.stats.Con; 702 sint8 v = arch->stats.stat (i);
801 op->stats.Wis += op->arch->clone.stats.Wis; 703 stats.stat (i) += v;
802 op->stats.Pow += op->arch->clone.stats.Pow; 704 contr->orig_stats.stat (i) += v;
803 op->stats.Cha += op->arch->clone.stats.Cha; 705 }
804 op->stats.Int += op->arch->clone.stats.Int;
805 op->contr->orig_stats.Str += op->arch->clone.stats.Str;
806 op->contr->orig_stats.Dex += op->arch->clone.stats.Dex;
807 op->contr->orig_stats.Con += op->arch->clone.stats.Con;
808 op->contr->orig_stats.Wis += op->arch->clone.stats.Wis;
809 op->contr->orig_stats.Pow += op->arch->clone.stats.Pow;
810 op->contr->orig_stats.Cha += op->arch->clone.stats.Cha;
811 op->contr->orig_stats.Int += op->arch->clone.stats.Int;
812} 706}
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
734static struct copy_flags : object::flags_t
735{
736 copy_flags ()
737 {
738 set (FLAG_LIFESAVE);
739 set (FLAG_REFL_SPELL);
740 set (FLAG_REFL_MISSILE);
741 set (FLAG_STEALTH);
742 set (FLAG_XRAYS);
743 set (FLAG_BLIND);
744 set (FLAG_SEE_IN_DARK);
745 }
746} copy_flags;
813 747
814/* 748/*
815 * Updates all abilities given by applied objects in the inventory 749 * Updates all abilities given by applied objects in the inventory
816 * of the given object. Note: This function works for both monsters 750 * of the given object. Note: This function works for both monsters
817 * and players; the "player" in the name is purely an archaic inheritance. 751 * and players; the "player" in the name is purely an archaic inheritance.
818 * This functions starts from base values (archetype or player object) 752 * This functions starts from base values (archetype or player object)
819 * and then adjusts them according to what the player has equipped. 753 * and then adjusts them according to what the player has equipped.
820 */ 754 *
821
822/* July 95 - inserted stuff to handle new skills/exp system - b.t. 755 * July 95 - inserted stuff to handle new skills/exp system - b.t.
823 spell system split, grace points now added to system --peterm 756 * spell system split, grace points now added to system --peterm
824 */ 757 */
825
826void 758void
827fix_player (object *op) 759object::update_stats ()
828{ 760{
829 int i, j;
830 float f, max = 9, added_speed = 0, bonus_speed = 0, sp_tmp, speed_reduce_from_disease = 1; 761 float f, max_speed = 9, added_speed = 0, bonus_speed = 0, speed_reduce_from_disease = 1;
831 int weapon_weight = 0, weapon_speed = 0; 762 int weapon_weight = 0, weapon_speed = 0;
832 int best_wc = 0, best_ac = 0, wc = 0, ac = 0; 763 int best_wc = 0, best_ac = 0, wc = 0, ac = 0;
833 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; 764 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS];
834 object *grace_obj = NULL, *mana_obj = NULL, *wc_obj = NULL, *tmp; 765 object *grace_obj = NULL, *mana_obj = NULL, *tmp;
766 float old_speed = speed;
767 int stat_sum [NUM_STATS];
835 768
836 /* First task is to clear all the values back to their original values */ 769 /* First task is to clear all the values back to their original values */
837 if (op->type == PLAYER) 770 if (type == PLAYER)
838 { 771 {
839 for (i = 0; i < NUM_STATS; i++) 772 for (int i = 0; i < NUM_STATS; i++)
840 { 773 stat_sum [i] = contr->orig_stats.stat (i);
841 set_attr_value (&(op->stats), i, get_attr_value (&(op->contr->orig_stats), i)); 774
842 }
843 if (settings.spell_encumbrance == TRUE) 775 if (settings.spell_encumbrance == TRUE)
844 op->contr->encumbrance = 0; 776 contr->encumbrance = 0;
845 777
846 op->attacktype = 0; 778 attacktype = 0;
779
847 op->contr->digestion = 0; 780 contr->digestion = 0;
848 op->contr->gen_hp = 0; 781 contr->gen_hp = 0;
849 op->contr->gen_sp = 0; 782 contr->gen_sp = 0;
850 op->contr->gen_grace = 0; 783 contr->gen_grace = 0;
851 op->contr->gen_sp_armour = 10; 784 contr->gen_sp_armour = 10;
852 op->contr->item_power = 0; 785 contr->item_power = 0;
853
854 /* Don't clobber all the range_ values. range_golem otherwise
855 * gets reset for no good reason, and we don't want to reset
856 * range_magic (what spell is readied). These three below
857 * well get filled in based on what the player has equipped.
858 */
859 op->contr->ranges[range_bow] = NULL;
860 op->contr->ranges[range_misc] = NULL;
861 op->contr->ranges[range_skill] = NULL;
862 } 786 }
863 memcpy (op->body_used, op->body_info, sizeof (op->body_info));
864 787
788 for (int i = NUM_BODY_LOCATIONS; i--; )
789 slot[i].used = slot[i].info;
790
865 op->slaying = 0; 791 slaying = 0;
866 792
867 if (!QUERY_FLAG (op, FLAG_WIZ)) 793 if (!QUERY_FLAG (this, FLAG_WIZ))
868 { 794 {
869 CLEAR_FLAG (op, FLAG_XRAYS); 795 CLEAR_FLAG (this, FLAG_XRAYS);
870 CLEAR_FLAG (op, FLAG_MAKE_INVIS); 796 CLEAR_FLAG (this, FLAG_MAKE_INVIS);
871 } 797 }
872 798
873 CLEAR_FLAG (op, FLAG_LIFESAVE); 799 CLEAR_FLAG (this, FLAG_LIFESAVE);
874 CLEAR_FLAG (op, FLAG_STEALTH); 800 CLEAR_FLAG (this, FLAG_STEALTH);
875 CLEAR_FLAG (op, FLAG_BLIND); 801 CLEAR_FLAG (this, FLAG_BLIND);
876 if (!QUERY_FLAG (&op->arch->clone, FLAG_REFL_SPELL))
877 CLEAR_FLAG (op, FLAG_REFL_SPELL);
878 if (!QUERY_FLAG (&op->arch->clone, FLAG_REFL_MISSILE))
879 CLEAR_FLAG (op, FLAG_REFL_MISSILE);
880 if (!QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
881 CLEAR_FLAG (op, FLAG_UNDEAD);
882 if (!QUERY_FLAG (&op->arch->clone, FLAG_SEE_IN_DARK))
883 CLEAR_FLAG (op, FLAG_SEE_IN_DARK);
884 802
885 op->path_attuned = op->arch->clone.path_attuned; 803 if (!QUERY_FLAG (arch, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL);
886 op->path_repelled = op->arch->clone.path_repelled; 804 if (!QUERY_FLAG (arch, FLAG_REFL_MISSILE)) CLEAR_FLAG (this, FLAG_REFL_MISSILE);
887 op->path_denied = op->arch->clone.path_denied; 805 if (!QUERY_FLAG (arch, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD);
888 op->glow_radius = op->arch->clone.glow_radius; 806 if (!QUERY_FLAG (arch, FLAG_SEE_IN_DARK )) CLEAR_FLAG (this, FLAG_SEE_IN_DARK);
889 op->move_type = op->arch->clone.move_type; 807
808 path_attuned = arch->path_attuned;
809 path_repelled = arch->path_repelled;
810 path_denied = arch->path_denied;
811 glow_radius = arch->glow_radius;
812 move_type = arch->move_type;
813
890 op->chosen_skill = NULL; 814 chosen_skill = 0;
891 815
892 /* initializing resistances from the values in player/monster's 816 /* initializing resistances from the values in player/monster's
893 * archetype clone 817 * archetype clone
894 */ 818 */
895 memcpy (&op->resist, &op->arch->clone.resist, sizeof (op->resist)); 819 memcpy (&resist, &arch->resist, sizeof (resist));
896 820
897 for (i = 0; i < NROFATTACKS; i++) 821 for (int i = 0; i < NROFATTACKS; i++)
898 { 822 {
899 if (op->resist[i] > 0) 823 if (resist[i] > 0)
900 prot[i] = op->resist[i], vuln[i] = 0; 824 prot[i] = resist[i], vuln[i] = 0;
901 else 825 else
902 vuln[i] = -(op->resist[i]), prot[i] = 0; 826 vuln[i] = -(resist[i]), prot[i] = 0;
827
903 potion_resist[i] = 0; 828 potion_resist[i] = 0;
904 } 829 }
905 830
906 wc = op->arch->clone.stats.wc; 831 wc = arch->stats.wc;
907 op->stats.dam = op->arch->clone.stats.dam; 832 stats.dam = arch->stats.dam;
908 833
909 /* for players which cannot use armour, they gain AC -1 per 3 levels, 834 /* for players which cannot use armour, they gain AC -1 per 3 levels,
910 * plus a small amount of physical resist, those poor suckers. ;) 835 * plus a small amount of physical resist, those poor suckers. ;)
911 * the fact that maxlevel is factored in could be considered sort of bogus - 836 * the fact that maxlevel is factored in could be considered sort of bogus -
912 * we should probably give them some bonus and cap it off - otherwise, 837 * we should probably give them some bonus and cap it off - otherwise,
913 * basically, if a server updates its max level, these playes may find 838 * basically, if a server updates its max level, these playes may find
914 * that their protection from physical goes down 839 * that their protection from physical goes down
915 */ 840 */
916 if (!QUERY_FLAG (op, FLAG_USE_ARMOUR) && op->type == PLAYER) 841 if (!QUERY_FLAG (this, FLAG_USE_ARMOUR) && type == PLAYER)
917 { 842 {
918 ac = MAX (-10, op->arch->clone.stats.ac - op->level / 3); 843 ac = max (-10, arch->stats.ac - level / 3);
919 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * op->level / settings.max_level)) / 100; 844 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100;
920 } 845 }
921 else 846 else
922 ac = op->arch->clone.stats.ac; 847 ac = arch->stats.ac;
923 848
924 op->stats.luck = op->arch->clone.stats.luck; 849 stats.luck = arch->stats.luck;
925 op->speed = op->arch->clone.speed; 850 speed = arch->speed;
926 851
927 /* OK - we've reset most all the objects attributes to sane values. 852 /* OK - we've reset most all the objects attributes to sane values.
928 * now go through and make adjustments for what the player has equipped. 853 * now go through and make adjustments for what the player has equipped.
929 */ 854 */
930
931 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 855 for (tmp = inv; tmp; tmp = tmp->below)
932 { 856 {
857 /* This happens because apply_potion calls change_abil with the potion
858 * applied so we can tell the player what changed. But change_abil
859 * then calls this function.
860 */
861 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION)
862 continue;
863
933 /* See note in map.c:update_position about making this additive 864 /* See note in map.c:update_position about making this additive
934 * since light sources are never applied, need to put check here. 865 * since light sources are never applied, need to put check here.
935 */ 866 */
936 if (tmp->glow_radius > op->glow_radius) 867 if (tmp->glow_radius > glow_radius)
937 op->glow_radius = tmp->glow_radius; 868 glow_radius = tmp->glow_radius;
938
939 /* This happens because apply_potion calls change_abil with the potion
940 * applied so we can tell the player what chagned. But change_abil
941 * then calls this function.
942 */
943 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION)
944 {
945 continue;
946 }
947 869
948 /* For some things, we don't care what is equipped */ 870 /* For some things, we don't care what is equipped */
949 if (tmp->type == SKILL) 871 if (tmp->type == SKILL)
950 { 872 {
951 /* Want to take the highest skill here. */ 873 /* Want to take the highest skill here. */
954 if (!mana_obj) 876 if (!mana_obj)
955 mana_obj = tmp; 877 mana_obj = tmp;
956 else if (tmp->level > mana_obj->level) 878 else if (tmp->level > mana_obj->level)
957 mana_obj = tmp; 879 mana_obj = tmp;
958 } 880 }
881
959 if (IS_GRACE_SKILL (tmp->subtype)) 882 if (IS_GRACE_SKILL (tmp->subtype))
960 { 883 {
961 if (!grace_obj) 884 if (!grace_obj)
962 grace_obj = tmp; 885 grace_obj = tmp;
963 else if (tmp->level > grace_obj->level) 886 else if (tmp->level > grace_obj->level)
972 * in the praying skill, and the player should always get those. 895 * in the praying skill, and the player should always get those.
973 * It also means we need to put in additional checks for applied below, 896 * It also means we need to put in additional checks for applied below,
974 * because the skill shouldn't count against body positions being used 897 * because the skill shouldn't count against body positions being used
975 * up, etc. 898 * up, etc.
976 */ 899 */
977 if ((QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type != CONTAINER && tmp->type != CLOSE_CON) || 900 if ((tmp->flag [FLAG_APPLIED]
901 && tmp->type != CONTAINER
902 && tmp->type != CLOSE_CON)
903 || (tmp->type == SKILL
978 (tmp->type == SKILL && tmp->subtype == SK_PRAYING)) 904 && tmp->subtype == SK_PRAYING))
979 { 905 {
980 if (op->type == PLAYER) 906 if (type == PLAYER)
981 { 907 {
982 if (tmp->type == BOW) 908 contr->item_power += tmp->item_power;
983 op->contr->ranges[range_bow] = tmp;
984 909
985 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 910 if (tmp == contr->combat_ob || tmp == contr->ranged_ob)
986 op->contr->ranges[range_misc] = tmp; 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;
987 916
988 for (i = 0; i < NUM_STATS; i++) 917 for (int i = 0; i < NUM_STATS; i++)
989 change_attr_value (&(op->stats), i, get_attr_value (&(tmp->stats), i)); 918 stat_sum [i] = stat_sum [i] + tmp->stats.stat (i);
990 919
991 /* these are the items that currently can change digestion, regeneration, 920 if (digest_types [tmp->type])
992 * spell point recovery and mana point recovery. Seems sort of an arbitary
993 * list, but other items store other info into stats array.
994 */
995 if ((tmp->type == EXPERIENCE) || (tmp->type == WEAPON) ||
996 (tmp->type == ARMOUR) || (tmp->type == HELMET) ||
997 (tmp->type == SHIELD) || (tmp->type == RING) ||
998 (tmp->type == BOOTS) || (tmp->type == GLOVES) ||
999 (tmp->type == AMULET) || (tmp->type == GIRDLE) ||
1000 (tmp->type == BRACERS) || (tmp->type == CLOAK) ||
1001 (tmp->type == DISEASE) || (tmp->type == FORCE) ||
1002 (tmp->type == SKILL))
1003 { 921 {
1004 op->contr->digestion += tmp->stats.food; 922 contr->digestion += tmp->stats.food;
1005 op->contr->gen_hp += tmp->stats.hp; 923 contr->gen_hp += tmp->stats.hp;
1006 op->contr->gen_sp += tmp->stats.sp; 924 contr->gen_sp += tmp->stats.sp;
1007 op->contr->gen_grace += tmp->stats.grace; 925 contr->gen_grace += tmp->stats.grace;
1008 op->contr->gen_sp_armour += tmp->gen_sp_armour; 926 contr->gen_sp_armour += tmp->gen_sp_armour;
1009 op->contr->item_power += tmp->item_power;
1010 } 927 }
1011 } /* if this is a player */ 928 } /* if this is a player */
929 else
930 {
931 if (tmp->type == WEAPON)
932 current_weapon = tmp;
933 }
1012 934
1013 /* Update slots used for items */ 935 /* Update slots used for items */
1014 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 936 if (QUERY_FLAG (tmp, FLAG_APPLIED))
1015 {
1016 for (i = 0; i < NUM_BODY_LOCATIONS; i++) 937 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
1017 op->body_used[i] += tmp->body_info[i]; 938 slot[i].used += tmp->slot[i].info;
1018 }
1019 939
1020 if (tmp->type == SYMPTOM) 940 if (tmp->type == SYMPTOM)
1021 {
1022 speed_reduce_from_disease = tmp->last_sp / 100.0;
1023 if (speed_reduce_from_disease == 0)
1024 speed_reduce_from_disease = 1; 941 speed_reduce_from_disease =
1025 } 942 min (speed_reduce_from_disease, tmp->last_sp ? tmp->last_sp / 100.f : 1.f);
1026 943
1027 /* Pos. and neg. protections are counted seperate (-> pro/vuln). 944 /* Pos. and neg. protections are counted seperate (-> pro/vuln).
1028 * (Negative protections are calculated extactly like positive.) 945 * (Negative protections are calculated exactly like positive.)
1029 * Resistance from potions are treated special as well. If there's 946 * Resistance from potions are treated special as well. If there's
1030 * more than one potion-effect, the bigger prot.-value is taken. 947 * more than one potion-effect, the bigger prot.-value is taken.
1031 */ 948 */
1032 if (tmp->type != POTION) 949 if (tmp->type != POTION)
1033 { 950 {
1034 for (i = 0; i < NROFATTACKS; i++) 951 for (int i = 0; i < NROFATTACKS; i++)
1035 { 952 {
1036 /* Potential for cursed potions, in which case we just can use 953 /* Potential for cursed potions, in which case we just can use
1037 * a straight MAX, as potion_resist is initialized to zero. 954 * a straight MAX, as potion_resist is initialised to zero.
1038 */ 955 */
1039 if (tmp->type == POTION_EFFECT) 956 if (tmp->type == POTION_EFFECT)
1040 { 957 {
1041 if (potion_resist[i]) 958 if (potion_resist[i])
1042 potion_resist[i] = MAX (potion_resist[i], tmp->resist[i]); 959 potion_resist[i] = max (potion_resist[i], tmp->resist[i]);
1043 else 960 else
1044 potion_resist[i] = tmp->resist[i]; 961 potion_resist[i] = tmp->resist[i];
1045 } 962 }
1046 else if (tmp->resist[i] > 0) 963 else if (tmp->resist[i] > 0)
1047 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100; 964 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100;
1048 else if (tmp->resist[i] < 0) 965 else if (tmp->resist[i] < 0)
1049 vuln[i] += ((100 - vuln[i]) * (-tmp->resist[i])) / 100; 966 vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100;
1050 } 967 }
1051 } 968 }
1052 969
1053 /* There may be other things that should not adjust the attacktype */ 970 /* There may be other things that should not adjust the attacktype */
1054 if (tmp->type != BOW && tmp->type != SYMPTOM) 971 if (tmp->type != SYMPTOM)
972 {
1055 op->attacktype |= tmp->attacktype; 973 attacktype |= tmp->attacktype;
1056
1057 op->path_attuned |= tmp->path_attuned; 974 path_attuned |= tmp->path_attuned;
1058 op->path_repelled |= tmp->path_repelled; 975 path_repelled |= tmp->path_repelled;
1059 op->path_denied |= tmp->path_denied; 976 path_denied |= tmp->path_denied;
977 move_type |= tmp->move_type;
1060 op->stats.luck += tmp->stats.luck; 978 stats.luck += tmp->stats.luck;
1061 op->move_type |= tmp->move_type; 979 }
1062 980
1063 if (QUERY_FLAG (tmp, FLAG_LIFESAVE)) 981 flag |= tmp->flag & copy_flags;
1064 SET_FLAG (op, FLAG_LIFESAVE);
1065 if (QUERY_FLAG (tmp, FLAG_REFL_SPELL))
1066 SET_FLAG (op, FLAG_REFL_SPELL);
1067 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE))
1068 SET_FLAG (op, FLAG_REFL_MISSILE);
1069 if (QUERY_FLAG (tmp, FLAG_STEALTH))
1070 SET_FLAG (op, FLAG_STEALTH);
1071 if (QUERY_FLAG (tmp, FLAG_XRAYS))
1072 SET_FLAG (op, FLAG_XRAYS);
1073 if (QUERY_FLAG (tmp, FLAG_BLIND))
1074 SET_FLAG (op, FLAG_BLIND);
1075 if (QUERY_FLAG (tmp, FLAG_SEE_IN_DARK))
1076 SET_FLAG (op, FLAG_SEE_IN_DARK);
1077 982
1078 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 983 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (arch, FLAG_UNDEAD))
1079 SET_FLAG (op, FLAG_UNDEAD); 984 SET_FLAG (this, FLAG_UNDEAD);
1080 985
1081 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS)) 986 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS))
1082 { 987 {
1083 SET_FLAG (op, FLAG_MAKE_INVIS); 988 SET_FLAG (this, FLAG_MAKE_INVIS);
1084 op->invisible = 1; 989 invisible = 1;
1085 } 990 }
1086 991
1087 if (tmp->stats.exp && tmp->type != SKILL) 992 if (tmp->stats.exp && tmp->type != SKILL)
1088 { 993 {
1089 if (tmp->stats.exp > 0) 994 if (tmp->stats.exp > 0)
1090 { 995 {
1091 added_speed += (float) tmp->stats.exp / 3.0; 996 added_speed += tmp->stats.exp / 3.f;
1092 bonus_speed += 1.0 + (float) tmp->stats.exp / 3.0; 997 bonus_speed += tmp->stats.exp / 3.f + 1.f;
1093 } 998 }
1094 else 999 else
1095 added_speed += (float) tmp->stats.exp; 1000 added_speed += tmp->stats.exp;
1096 } 1001 }
1097 1002
1098 switch (tmp->type) 1003 switch (tmp->type)
1099 { 1004 {
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
1100 /* skills modifying the character -b.t. */ 1014 /* skills modifying the character -b.t. */
1101 /* for all skills and skill granting objects */ 1015 /* for all skills and skill granting objects */
1102 case SKILL: 1016 case SKILL:
1103 if (!QUERY_FLAG (tmp, FLAG_APPLIED)) 1017 {
1018 if (!QUERY_FLAG (tmp, FLAG_APPLIED) || skill_flags [tmp->subtype] & SF_APPLY)
1104 break; 1019 break;
1105 1020
1106 if (IS_COMBAT_SKILL (tmp->subtype))
1107 wc_obj = tmp;
1108
1109 if (op->chosen_skill) 1021 if (chosen_skill)
1022 {
1110 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &op->name); 1023 LOG (llevDebug, "fix_player, op %s has multiple skills applied (%s and %s)\n",
1024 &name, &chosen_skill->name, &tmp->name);
1111 1025
1026 tmp->flag [FLAG_APPLIED] = false;
1027 update_stats ();
1028 return;
1029 }
1030 else
1112 op->chosen_skill = tmp; 1031 chosen_skill = tmp;
1113 1032
1114 if (tmp->stats.dam > 0) 1033 if (tmp->stats.dam > 0)
1115 { /* skill is a 'weapon' */ 1034 { /* skill is a 'weapon' */
1116 if (!QUERY_FLAG (op, FLAG_READY_WEAPON)) 1035 if (!QUERY_FLAG (this, FLAG_READY_WEAPON))
1117 weapon_speed = (int) WEAPON_SPEED (tmp); 1036 weapon_speed = WEAPON_SPEED (tmp);
1037
1118 if (weapon_speed < 0) 1038 if (weapon_speed < 0)
1119 weapon_speed = 0; 1039 weapon_speed = 0;
1040
1120 weapon_weight = tmp->weight; 1041 weapon_weight = tmp->weight;
1121 op->stats.dam += tmp->stats.dam * (1 + (op->chosen_skill->level / 9)); 1042 stats.dam += 1 + chosen_skill->level * tmp->stats.dam / 9;
1043
1122 if (tmp->magic) 1044 if (tmp->magic)
1123 op->stats.dam += tmp->magic; 1045 stats.dam += tmp->magic;
1124 } 1046 }
1125 1047
1126 if (tmp->stats.wc) 1048 if (tmp->stats.wc)
1127 wc -= (tmp->stats.wc + tmp->magic); 1049 wc -= tmp->stats.wc + tmp->magic;
1128 1050
1129 if (tmp->slaying != NULL) 1051 if (tmp->slaying)
1130 op->slaying = tmp->slaying; 1052 slaying = tmp->slaying;
1131 1053
1132 if (tmp->stats.ac) 1054 if (tmp->stats.ac)
1133 ac -= (tmp->stats.ac + tmp->magic); 1055 ac -= tmp->stats.ac + tmp->magic;
1056
1134 if (settings.spell_encumbrance == TRUE && op->type == PLAYER) 1057 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1135 op->contr->encumbrance += (int) 3 *tmp->weight / 1000; 1058 contr->encumbrance += (int) 3 *tmp->weight / 1000;
1059 }
1136 1060
1137 if (op->type == PLAYER)
1138 op->contr->ranges[range_skill] = op;
1139 break; 1061 break;
1140 1062
1141 case SKILL_TOOL:
1142 if (op->chosen_skill)
1143 {
1144 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &op->name);
1145 }
1146 op->chosen_skill = tmp;
1147 if (op->type == PLAYER)
1148 op->contr->ranges[range_skill] = op;
1149 break;
1150
1151 case SHIELD: 1063 case SHIELD:
1152 if (settings.spell_encumbrance == TRUE && op->type == PLAYER) 1064 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1153 op->contr->encumbrance += (int) tmp->weight / 2000; 1065 contr->encumbrance += (int) tmp->weight / 2000;
1154 case RING: 1066 case RING:
1155 case AMULET: 1067 case AMULET:
1156 case GIRDLE: 1068 case GIRDLE:
1157 case HELMET: 1069 case HELMET:
1158 case BOOTS: 1070 case BOOTS:
1159 case GLOVES: 1071 case GLOVES:
1160 case CLOAK: 1072 case CLOAK:
1161 if (tmp->stats.wc) 1073 if (tmp->stats.wc)
1162 wc -= (tmp->stats.wc + tmp->magic); 1074 wc -= tmp->stats.wc + tmp->magic;
1075
1163 if (tmp->stats.dam) 1076 if (tmp->stats.dam)
1164 op->stats.dam += (tmp->stats.dam + tmp->magic); 1077 stats.dam += tmp->stats.dam + tmp->magic;
1078
1165 if (tmp->stats.ac) 1079 if (tmp->stats.ac)
1166 ac -= (tmp->stats.ac + tmp->magic); 1080 ac -= tmp->stats.ac + tmp->magic;
1081
1167 break; 1082 break;
1168 1083
1084 case BOW:
1169 case WEAPON: 1085 case WEAPON:
1086 if (type != PLAYER || current_weapon == tmp)
1087 {
1170 wc -= (tmp->stats.wc + tmp->magic); 1088 wc -= tmp->stats.wc + tmp->magic;
1089
1171 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0) 1090 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0)
1172 ac -= tmp->stats.ac + tmp->magic; 1091 ac -= tmp->stats.ac + tmp->magic;
1092
1173 op->stats.dam += (tmp->stats.dam + tmp->magic); 1093 stats.dam += tmp->stats.dam + tmp->magic;
1174 weapon_weight = tmp->weight; 1094 weapon_weight = tmp->weight;
1175 weapon_speed = ((int) WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2; 1095 weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2;
1096
1176 if (weapon_speed < 0) 1097 if (weapon_speed < 0)
1177 weapon_speed = 0; 1098 weapon_speed = 0;
1099
1178 op->slaying = tmp->slaying; 1100 slaying = tmp->slaying;
1101
1179 /* If there is desire that two handed weapons should do 1102 /* If there is desire that two handed weapons should do
1180 * extra strength damage, this is where the code should 1103 * extra strength damage, this is where the code should
1181 * go. 1104 * go.
1182 */ 1105 */
1183 op->current_weapon = tmp; 1106
1184 if (settings.spell_encumbrance == TRUE && op->type == PLAYER) 1107 if (type == PLAYER)
1108 if (settings.spell_encumbrance)
1185 op->contr->encumbrance += (int) 3 *tmp->weight / 1000; 1109 contr->encumbrance += tmp->weight * 3 / 1000;
1110 }
1186 1111
1187 break; 1112 break;
1188 1113
1189 case ARMOUR: /* Only the best of these three are used: */ 1114 case ARMOUR: /* Only the best of these three are used: */
1190 if (settings.spell_encumbrance == TRUE && op->type == PLAYER) 1115 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1191 op->contr->encumbrance += (int) tmp->weight / 1000; 1116 contr->encumbrance += tmp->weight / 1000;
1192 1117
1193 case BRACERS: 1118 case BRACERS:
1194 case FORCE: 1119 case FORCE:
1195 if (tmp->stats.wc) 1120 if (tmp->stats.wc)
1196 { 1121 {
1200 best_wc = tmp->stats.wc + tmp->magic; 1125 best_wc = tmp->stats.wc + tmp->magic;
1201 } 1126 }
1202 else 1127 else
1203 wc += tmp->stats.wc + tmp->magic; 1128 wc += tmp->stats.wc + tmp->magic;
1204 } 1129 }
1130
1205 if (tmp->stats.ac) 1131 if (tmp->stats.ac)
1206 { 1132 {
1207 if (best_ac < tmp->stats.ac + tmp->magic) 1133 if (best_ac < tmp->stats.ac + tmp->magic)
1208 { 1134 {
1209 ac += best_ac; /* Remove last bonus */ 1135 ac += best_ac; /* Remove last bonus */
1210 best_ac = tmp->stats.ac + tmp->magic; 1136 best_ac = tmp->stats.ac + tmp->magic;
1211 } 1137 }
1212 else /* To nullify the below effect */ 1138 else /* To nullify the below effect */
1213 ac += tmp->stats.ac + tmp->magic; 1139 ac += tmp->stats.ac + tmp->magic;
1214 } 1140 }
1141
1215 if (tmp->stats.wc) 1142 if (tmp->stats.wc)
1216 wc -= (tmp->stats.wc + tmp->magic); 1143 wc -= (tmp->stats.wc + tmp->magic);
1144
1217 if (tmp->stats.ac) 1145 if (tmp->stats.ac)
1218 ac -= (tmp->stats.ac + tmp->magic); 1146 ac -= (tmp->stats.ac + tmp->magic);
1219 if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.0 < max) 1147
1148 if (ARMOUR_SPEED (tmp))
1220 max = ARMOUR_SPEED (tmp) / 10.0; 1149 max_speed = min (max_speed, ARMOUR_SPEED (tmp) / 10.f);
1150
1221 break; 1151 break;
1222 } /* switch tmp->type */ 1152 } /* switch tmp->type */
1223 } /* item is equipped */ 1153 } /* item is equipped */
1224 } /* for loop of items */ 1154 } /* for loop of items */
1225 1155
1231 * If there is an uncursed potion in effect, granting more protection 1161 * If there is an uncursed potion in effect, granting more protection
1232 * than that, we take: 'total resistance = resistance from potion'. 1162 * than that, we take: 'total resistance = resistance from potion'.
1233 * If there is a cursed (and no uncursed) potion in effect, we take 1163 * If there is a cursed (and no uncursed) potion in effect, we take
1234 * 'total resistance = vulnerability from cursed potion'. 1164 * 'total resistance = vulnerability from cursed potion'.
1235 */ 1165 */
1236 for (i = 0; i < NROFATTACKS; i++) 1166 for (int i = 0; i < NROFATTACKS; i++)
1237 { 1167 {
1238 op->resist[i] = prot[i] - vuln[i]; 1168 resist[i] = prot[i] - vuln[i];
1169
1239 if (potion_resist[i] && ((potion_resist[i] > op->resist[i]) || (potion_resist[i] < 0))) 1170 if (potion_resist[i] && ((potion_resist[i] > resist[i]) || (potion_resist[i] < 0)))
1240 op->resist[i] = potion_resist[i]; 1171 resist[i] = potion_resist[i];
1172 }
1173
1174 if (type == PLAYER)
1241 } 1175 {
1176 // clamp various player stats
1177 for (int i = 0; i < NUM_STATS; ++i)
1178 stats.stat (i) = clamp (stat_sum [i], MIN_STAT, MAX_STAT);
1242 1179
1180 contr->digestion = clamp (contr->digestion, MIN_DIGESTION, MAX_DIGESTION);
1181
1243 /* Figure out the players sp/mana/hp totals. */ 1182 /* Figure out the players sp/mana/hp totals. */
1244 if (op->type == PLAYER)
1245 {
1246 int pl_level; 1183 int pl_level;
1247 1184
1248 check_stat_bounds (&(op->stats)); 1185 check_stat_bounds (&(stats));
1249 pl_level = op->level; 1186 pl_level = level;
1250 1187
1251 if (pl_level < 1) 1188 if (pl_level < 1)
1252 pl_level = 1; /* safety, we should always get 1 levels worth of hp! */ 1189 pl_level = 1; /* safety, we should always get 1 levels worth of hp! */
1253 1190
1254 /* You basically get half a con bonus/level. But we do take into account rounding, 1191 /* You basically get half a con bonus/level. But we do take into account rounding,
1255 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels. 1192 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels.
1256 */ 1193 */
1257 for (i = 1, op->stats.maxhp = 0; i <= pl_level && i <= 10; i++) 1194 stats.maxhp = 0;
1195 for (int i = 1; i <= min (10, pl_level); i++)
1258 { 1196 {
1259 j = op->contr->levhp[i] + con_bonus[op->stats.Con] / 2; 1197 int j = contr->levhp[i] + con_bonus[stats.Con] / 2;
1198
1260 if (i % 2 && con_bonus[op->stats.Con] % 2) 1199 if (i % 2 && con_bonus[stats.Con] % 2)
1261 {
1262 if (con_bonus[op->stats.Con] > 0) 1200 if (con_bonus[stats.Con] > 0)
1263 j++; 1201 j++;
1264 else 1202 else
1265 j--; 1203 j--;
1266 } 1204
1267 op->stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */ 1205 stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */
1268 } 1206 }
1269 1207
1270 for (i = 11; i <= op->level; i++) 1208 stats.maxhp += 2 * max (0, level - 10);
1271 op->stats.maxhp += 2;
1272 1209
1273 if (op->stats.hp > op->stats.maxhp) 1210 if (stats.hp > stats.maxhp)
1274 op->stats.hp = op->stats.maxhp; 1211 stats.hp = stats.maxhp;
1275 1212
1276 /* Sp gain is controlled by the level of the player's 1213 /* Sp gain is controlled by the level of the player's
1277 * relevant experience object (mana_obj, see above) 1214 * relevant experience object (mana_obj, see above)
1278 */ 1215 */
1279 /* following happen when skills system is not used */ 1216 /* following happen when skills system is not used */
1280 if (!mana_obj) 1217 if (!mana_obj)
1281 mana_obj = op; 1218 mana_obj = this;
1219
1282 if (!grace_obj) 1220 if (!grace_obj)
1283 grace_obj = op; 1221 grace_obj = this;
1222
1284 /* set maxsp */ 1223 /* set maxsp */
1285 if (!mana_obj || !mana_obj->level || op->type != PLAYER) 1224 if (!mana_obj || !mana_obj->level || type != PLAYER)
1286 mana_obj = op; 1225 mana_obj = this;
1287 1226
1288 if (mana_obj == op && op->type == PLAYER) 1227 if (mana_obj == this && type == PLAYER)
1289 {
1290 op->stats.maxsp = 1; 1228 stats.maxsp = 1;
1291 }
1292 else 1229 else
1293 { 1230 {
1294 sp_tmp = 0.0; 1231 float sp_tmp = 0.f;
1232
1295 for (i = 1; i <= mana_obj->level && i <= 10; i++) 1233 for (int i = 1; i <= min (10, mana_obj->level); i++)
1296 { 1234 {
1297 float stmp; 1235 float stmp;
1298 1236
1299 /* Got some extra bonus at first level */ 1237 /* Got some extra bonus at first level */
1300 if (i < 2) 1238 if (i < 2)
1301 {
1302 stmp = op->contr->levsp[i] + ((2.0 * (float) sp_bonus[op->stats.Pow] + (float) sp_bonus[op->stats.Int]) / 6.0); 1239 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 6.f;
1303 }
1304 else 1240 else
1305 {
1306 stmp = (float) op->contr->levsp[i] + (2.0 * (float) sp_bonus[op->stats.Pow] + (float) sp_bonus[op->stats.Int]) / 12.0; 1241 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 12.f;
1307 } 1242
1308 if (stmp < 1.0)
1309 stmp = 1.0;
1310 sp_tmp += stmp; 1243 sp_tmp += max (1.f, stmp);
1311 } 1244 }
1312 op->stats.maxsp = (int) sp_tmp;
1313 1245
1314 for (i = 11; i <= mana_obj->level; i++) 1246 stats.maxsp = int (sp_tmp) + 2 * max (0, mana_obj->level - 10);
1315 op->stats.maxsp += 2;
1316 } 1247 }
1248
1317 /* Characters can get their sp supercharged via rune of transferrance */ 1249 /* Characters can get their sp supercharged via rune of transferrance */
1318 if (op->stats.sp > op->stats.maxsp * 2) 1250 stats.sp = min (stats.sp, stats.maxsp * 2);
1319 op->stats.sp = op->stats.maxsp * 2;
1320 1251
1321 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */ 1252 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */
1322 if (!grace_obj || !grace_obj->level || op->type != PLAYER) 1253 if (!grace_obj || !grace_obj->level || type != PLAYER)
1323 grace_obj = op; 1254 grace_obj = this;
1324 1255
1325 if (grace_obj == op && op->type == PLAYER) 1256 if (grace_obj == this && type == PLAYER)
1326 {
1327 op->stats.maxgrace = 1; 1257 stats.maxgrace = 1;
1328 }
1329 else 1258 else
1330 { 1259 {
1331 /* store grace in a float - this way, the divisions below don't create 1260 /* store grace in a float - this way, the divisions below don't create
1332 * big jumps when you go from level to level - with int's, it then 1261 * big jumps when you go from level to level - with int's, it then
1333 * becomes big jumps when the sums of the bonuses jump to the next 1262 * becomes big jumps when the sums of the bonuses jump to the next
1334 * step of 8 - with floats, even fractional ones are useful. 1263 * step of 8 - with floats, even fractional ones are useful.
1335 */ 1264 */
1336 sp_tmp = 0.0; 1265 float sp_tmp = 0.f;
1337 for (i = 1, op->stats.maxgrace = 0; i <= grace_obj->level && i <= 10; i++) 1266
1267 for (int i = 1; i <= min (10, grace_obj->level); i++)
1338 { 1268 {
1339 float grace_tmp = 0.0; 1269 float grace_tmp = 0.f;
1340 1270
1341 /* Got some extra bonus at first level */ 1271 /* Got some extra bonus at first level */
1342 if (i < 2) 1272 if (i < 2)
1343 { 1273 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 6.f;
1344 grace_tmp = op->contr->levgrace[i] + (((float) grace_bonus[op->stats.Pow] +
1345 2.0 * (float) grace_bonus[op->stats.Wis]) / 6.0);
1346 }
1347 else 1274 else
1348 { 1275 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 12.f;
1349 grace_tmp = (float) op->contr->levgrace[i] 1276
1350 + ((float) grace_bonus[op->stats.Pow] + 2.0 * (float) grace_bonus[op->stats.Wis]) / 12.0;
1351 }
1352 if (grace_tmp < 1.0)
1353 grace_tmp = 1.0;
1354 sp_tmp += grace_tmp; 1277 sp_tmp += max (1.f, grace_tmp);
1355 } 1278 }
1356 op->stats.maxgrace = (int) sp_tmp;
1357 1279
1358 /* two grace points per level after 11 */ 1280 /* two grace points per level after 10 */
1359 for (i = 11; i <= grace_obj->level; i++) 1281 stats.maxgrace = int (sp_tmp) + 2 * max (0, grace_obj->level - 10);
1360 op->stats.maxgrace += 2;
1361 } 1282 }
1283
1362 /* No limit on grace vs maxgrace */ 1284 /* No limit on grace vs maxgrace */
1363 1285
1364 if (op->contr->braced) 1286 if (contr->braced)
1365 { 1287 {
1366 ac += 2; 1288 ac += 2;
1367 wc += 4; 1289 wc += 4;
1368 } 1290 }
1369 else 1291 else
1370 ac -= dex_bonus[op->stats.Dex]; 1292 ac -= dex_bonus[stats.Dex];
1371 1293
1372 /* In new exp/skills system, wc bonuses are related to 1294 /* In new exp/skills system, wc bonuses are related to
1373 * the players level in a relevant exp object (wc_obj) 1295 * the players level in a relevant exp object (wc_obj)
1374 * not the general player level -b.t. 1296 * not the general player level -b.t.
1375 * I changed this slightly so that wc bonuses are better 1297 * I changed this slightly so that wc bonuses are better
1378 * improvement every level, now its fighterlevel/5. So 1300 * improvement every level, now its fighterlevel/5. So
1379 * we give the player a bonus here in wc and dam 1301 * we give the player a bonus here in wc and dam
1380 * to make up for the change. Note that I left the 1302 * to make up for the change. Note that I left the
1381 * monster bonus the same as before. -b.t. 1303 * monster bonus the same as before. -b.t.
1382 */ 1304 */
1305 object *wc_obj = chosen_skill;
1383 1306
1384 if (op->type == PLAYER && wc_obj && wc_obj->level > 1) 1307 if (contr && wc_obj && wc_obj->level > 1)
1385 { 1308 {
1386 wc -= (wc_obj->level + thaco_bonus[op->stats.Str]); 1309 wc -= wc_obj->level + thaco_bonus[stats.Str];
1310
1387 for (i = 1; i < wc_obj->level; i++) 1311 for (int i = 1; i < wc_obj->level; i++)
1388 { 1312 {
1389 /* addtional wc every 6 levels */ 1313 /* additional wc every 6 levels */
1390 if (!(i % 6)) 1314 if (!(i % 6))
1391 wc--; 1315 wc--;
1316
1392 /* addtional dam every 4 levels. */ 1317 /* additional dam every 4 levels. */
1393 if (!(i % 4) && (dam_bonus[op->stats.Str] >= 0)) 1318 if (!(i % 4) && dam_bonus[stats.Str] >= 0)
1394 op->stats.dam += (1 + (dam_bonus[op->stats.Str] / 5)); 1319 stats.dam += 1 + dam_bonus[stats.Str] / 5;
1395 } 1320 }
1396 } 1321 }
1397 else 1322 else
1398 wc -= (op->level + thaco_bonus[op->stats.Str]); 1323 wc -= level + thaco_bonus[stats.Str];
1399 1324
1400 op->stats.dam += dam_bonus[op->stats.Str]; 1325 stats.dam += dam_bonus[stats.Str];
1401 1326
1402 if (op->stats.dam < 1) 1327 if (stats.dam < 1)
1403 op->stats.dam = 1; 1328 stats.dam = 1;
1404 1329
1405 op->speed = 1.0 + speed_bonus[op->stats.Dex]; 1330 speed = 1.f + speed_bonus[stats.Dex];
1331
1406 if (settings.search_items && op->contr->search_str[0]) 1332 if (settings.search_items && contr->search_str[0])
1407 op->speed -= 1; 1333 speed -= 1;
1334
1408 if (op->attacktype == 0) 1335 if (attacktype == 0)
1409 op->attacktype = op->arch->clone.attacktype; 1336 attacktype = arch->attacktype;
1410
1411 } /* End if player */ 1337 } /* End if player */
1412 1338
1413 if (added_speed >= 0) 1339 if (added_speed >= 0)
1414 op->speed += added_speed / 10.0; 1340 speed += added_speed / 10.f;
1415 else /* Something wrong here...: */ 1341 else /* Something wrong here...: */
1416 op->speed /= (float) (1.0 - added_speed); 1342 speed /= 1.f - added_speed;
1417 1343
1418 /* Max is determined by armour */ 1344 /* Max is determined by armour */
1419 if (op->speed > max) 1345 speed = min (speed, max_speed);
1420 op->speed = max;
1421 1346
1422 if (op->type == PLAYER) 1347 if (type == PLAYER)
1423 { 1348 {
1424 /* f is a number the represents the number of kg above (positive num) 1349 /* f is a number the represents the number of kg above (positive num)
1425 * or below (negative number) that the player is carrying. If above 1350 * or below (negative number) that the player is carrying. If above
1426 * weight limit, then player suffers a speed reduction based on how 1351 * weight limit, then player suffers a speed reduction based on how
1427 * much above he is, and what is max carry is 1352 * much above he is, and what is max carry is
1428 */ 1353 */
1429 f = (op->carrying / 1000) - max_carry[op->stats.Str]; 1354 float f = (carrying / 1000) - max_carry[stats.Str];
1430 if (f > 0) 1355 if (f > 0.f)
1431 op->speed = op->speed / (1.0 + f / max_carry[op->stats.Str]); 1356 speed = speed / (1.f + f / max_carry[stats.Str]);
1432 } 1357 }
1433 1358
1434 op->speed += bonus_speed / 10.0; /* Not affected by limits */ 1359 speed += bonus_speed / 10.f; /* Not affected by limits */
1360 speed *= speed_reduce_from_disease;
1435 1361
1436 /* Put a lower limit on speed. Note with this speed, you move once every 1362 /* Put a lower limit on speed. Note with this speed, you move once every
1437 * 100 ticks or so. This amounts to once every 12 seconds of realtime. 1363 * 25 ticks or so. This amounts to once every 3 seconds of realtime.
1438 */ 1364 */
1439 op->speed = op->speed * speed_reduce_from_disease;
1440
1441 if (op->speed < 0.01 && op->type == PLAYER) 1365 if (speed < 0.04f && type == PLAYER)
1442 op->speed = 0.01; 1366 speed = 0.04f;
1443 1367
1368 if (speed != old_speed)
1369 set_speed (speed);
1370
1444 if (op->type == PLAYER) 1371 if (type == PLAYER)
1445 { 1372 {
1446 float M, W, s, D, K, S, M2;
1447
1448 /* (This formula was made by vidarl@ifi.uio.no) 1373 /* (This formula was made by vidarl@ifi.uio.no)
1449 * Note that we never used these values again - basically 1374 * Note that we never used these values again - basically
1450 * all of these could be subbed into one big equation, but 1375 * all of these could be subbed into one big equation, but
1451 * that would just be a real pain to read. 1376 * that would just be a real pain to read.
1452 */ 1377 */
1453 M = (max_carry[op->stats.Str] - 121) / 121.0; 1378 float M = (max_carry[stats.Str] - 121) / 121.f;
1454 M2 = max_carry[op->stats.Str] / 100.0; 1379 float M2 = max_carry[stats.Str] / 100.f;
1455 W = weapon_weight / 20000.0; 1380 float W = weapon_weight / 20000.f;
1456 s = 2 - weapon_speed / 10.0; 1381 float s = (20 - weapon_speed) / 10.f;
1457 D = (op->stats.Dex - 14) / 14.0; 1382 float D = (stats.Dex - 14) / 14.f;
1458 K = 1 + M / 3.0 - W / (3 * M2) + op->speed / 5.0 + D / 2.0; 1383 float K = 1 + M / 3.f - W / (3 * M2) + speed / 5.f + D / 2.f;
1459 K *= (4 + op->level) / (float) (6 + op->level) * 1.2; 1384
1385 K *= (4 + level) * 1.2f / (6 + level);
1386
1460 if (K <= 0) 1387 if (K <= 0.01f)
1461 K = 0.01; 1388 K = 0.01f;
1462 S = op->speed / (K * s); 1389
1463 op->contr->weapon_sp = S; 1390 contr->weapon_sp = K * s * .5f; //TODO: balance the .5
1464 } 1391 }
1392
1465 /* I want to limit the power of small monsters with big weapons: */ 1393 /* I want to limit the power of small monsters with big weapons: */
1466 if (op->type != PLAYER && op->arch != NULL && op->stats.dam > op->arch->clone.stats.dam * 3) 1394 if (type != PLAYER && arch && stats.dam > arch->stats.dam * 3)
1467 op->stats.dam = op->arch->clone.stats.dam * 3; 1395 stats.dam = arch->stats.dam * 3;
1468 1396
1469 /* Prevent overflows of wc - best you can get is ABS(120) - this 1397 stats.wc = clamp (wc, MIN_WC, MAX_WC);
1470 * should be more than enough - remember, AC is also in 8 bits, 1398 stats.ac = clamp (ac, MIN_AC, MAX_AC);
1471 * so its value is the same.
1472 */
1473 if (wc > 120)
1474 wc = 120;
1475 else if (wc < -120)
1476 wc = -120;
1477 op->stats.wc = wc;
1478
1479 if (ac > 120)
1480 ac = 120;
1481 else if (ac < -120)
1482 ac = -120;
1483 op->stats.ac = ac;
1484 1399
1485 /* if for some reason the creature doesn't have any move type, 1400 /* if for some reason the creature doesn't have any move type,
1486 * give them walking as a default. 1401 * give them walking as a default.
1487 * The second case is a special case - to more closely mimic the 1402 * The second case is a special case - to more closely mimic the
1488 * old behaviour - if your flying, your not walking - just 1403 * old behaviour - if your flying, your not walking - just
1489 * one or the other. 1404 * one or the other.
1490 */ 1405 */
1491 if (op->move_type == 0) 1406 if (move_type == 0)
1492 op->move_type = MOVE_WALK; 1407 move_type = MOVE_WALK;
1493 else if (op->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) 1408 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH))
1494 op->move_type &= ~MOVE_WALK; 1409 move_type &= ~MOVE_WALK;
1495
1496 update_ob_speed (op);
1497 1410
1498 /* It is quite possible that a player's spell costing might have changed, 1411 /* It is quite possible that a player's spell costing might have changed,
1499 * so we will check that now. 1412 * so we will check that now.
1500 */ 1413 */
1501 if (op->type == PLAYER) 1414 if (type == PLAYER)
1415 {
1416 esrv_update_stats (contr);
1502 esrv_update_spells (op->contr); 1417 esrv_update_spells (contr);
1418 }
1419
1420 // update the mapspace, if we are on a map
1421 if (!flag [FLAG_REMOVED] && map)
1422 map->at (x, y).flags_ = 0;
1503} 1423}
1504 1424
1505/* 1425/*
1506 * Returns true if the given player is a legal class. 1426 * Returns true if the given player is a legal class.
1507 * The function to add and remove class-bonuses to the stats doesn't 1427 * The function to add and remove class-bonuses to the stats doesn't
1508 * check if the stat becomes negative, thus this function 1428 * check if the stat becomes negative, thus this function
1509 * merely checks that all stats are 1 or more, and returns 1429 * merely checks that all stats are 1 or more, and returns
1510 * false otherwise. 1430 * false otherwise.
1511 */ 1431 */
1512
1513int 1432int
1514allowed_class (const object *op) 1433allowed_class (const object *op)
1515{ 1434{
1516 return op->stats.Dex > 0 && op->stats.Str > 0 && op->stats.Con > 0 && 1435 return op->stats.Dex > 0
1517 op->stats.Int > 0 && op->stats.Wis > 0 && op->stats.Pow > 0 && op->stats.Cha > 0; 1436 && op->stats.Str > 0
1437 && op->stats.Con > 0
1438 && op->stats.Int > 0
1439 && op->stats.Wis > 0
1440 && op->stats.Pow > 0
1441 && op->stats.Cha > 0;
1518} 1442}
1519 1443
1520/* 1444/*
1521 * set the new dragon name after gaining levels or 1445 * set the new dragon name after gaining levels or
1522 * changing ability focus (later this can be extended to 1446 * changing ability focus (later this can be extended to
1551 /* now if there are equals at highest level, pick the one with focus, 1475 /* now if there are equals at highest level, pick the one with focus,
1552 or else at random */ 1476 or else at random */
1553 if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level) 1477 if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level)
1554 atnr = abil->stats.exp; 1478 atnr = abil->stats.exp;
1555 1479
1556 level = (int) (level / 5.); 1480 level = (int) (level / 25.);
1557 1481
1558 /* now set the new title */ 1482 /* now set the new title */
1559 if (pl->contr != NULL) 1483 if (pl->contr)
1560 { 1484 {
1561 if (level == 0) 1485 if (level == 0)
1562 sprintf (pl->contr->title, "%s hatchling", attacks[atnr]); 1486 sprintf (pl->contr->title, "%s hatchling", attacks[atnr]);
1563 else if (level == 1) 1487 else if (level == 1)
1564 sprintf (pl->contr->title, "%s wyrm", attacks[atnr]); 1488 sprintf (pl->contr->title, "%s wyrm", attacks[atnr]);
1593 object *skin = NULL; /* pointer to dragon skin force */ 1517 object *skin = NULL; /* pointer to dragon skin force */
1594 object *tmp = NULL; /* tmp. object */ 1518 object *tmp = NULL; /* tmp. object */
1595 char buf[MAX_BUF]; /* tmp. string buffer */ 1519 char buf[MAX_BUF]; /* tmp. string buffer */
1596 1520
1597 /* now grab the 'dragon_ability'-forces from the player's inventory */ 1521 /* now grab the 'dragon_ability'-forces from the player's inventory */
1598 for (tmp = who->inv; tmp != NULL; tmp = tmp->below) 1522 for (tmp = who->inv; tmp; tmp = tmp->below)
1599 {
1600 if (tmp->type == FORCE) 1523 if (tmp->type == FORCE)
1601 { 1524 if (tmp->arch->archname == shstr_dragon_ability_force)
1602 if (strcmp (tmp->arch->name, "dragon_ability_force") == 0)
1603 abil = tmp; 1525 abil = tmp;
1604 if (strcmp (tmp->arch->name, "dragon_skin_force") == 0) 1526 else if (tmp->arch->archname == shstr_dragon_skin_force)
1605 skin = tmp; 1527 skin = tmp;
1606 } 1528
1607 }
1608 /* if the force is missing -> bail out */ 1529 /* if the force is missing -> bail out */
1609 if (abil == NULL) 1530 if (abil == NULL)
1610 return; 1531 return;
1611 1532
1612 /* The ability_force keeps track of maximum level ever achieved. 1533 /* The ability_force keeps track of maximum level ever achieved.
1656 if (!skill_obj) 1577 if (!skill_obj)
1657 { 1578 {
1658 LOG (llevError, "add_player_exp: couldn't find skill %s\n", skill_name); 1579 LOG (llevError, "add_player_exp: couldn't find skill %s\n", skill_name);
1659 return NULL; 1580 return NULL;
1660 } 1581 }
1582
1661 /* clear the flag - exp goes into this bucket, but player 1583 /* clear the flag - exp goes into this bucket, but player
1662 * still doesn't know it. 1584 * still doesn't know it.
1663 */ 1585 */
1664 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL); 1586 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL);
1665 skill_obj->stats.exp = 0; 1587 skill_obj->stats.exp = 0;
1666 skill_obj->level = 1; 1588 skill_obj->level = 1;
1667 insert_ob_in_ob (skill_obj, op); 1589 insert_ob_in_ob (skill_obj, op);
1668 if (op->contr) 1590
1591 if (player *pl = op->contr)
1669 { 1592 {
1670 op->contr->last_skill_ob[skill_obj->subtype] = skill_obj; 1593 pl->last_skill_ob [skill_obj->subtype] = skill_obj;
1671 op->contr->last_skill_exp[skill_obj->subtype] = -1; 1594 if (pl->ns)
1595 pl->ns->last_skill_exp[skill_obj->subtype] = -1;//TODO: should be made superfluous
1672 } 1596 }
1597
1673 return skill_obj; 1598 return skill_obj;
1674} 1599}
1675
1676 1600
1677/* player_lvl_adj() - for the new exp system. we are concerned with 1601/* player_lvl_adj() - for the new exp system. we are concerned with
1678 * whether the player gets more hp, sp and new levels. 1602 * whether the player gets more hp, sp and new levels.
1679 * Note this this function should only be called for players. Monstes 1603 * Note this this function should only be called for players. Monstes
1680 * don't really gain levels 1604 * don't really gain levels
1683 */ 1607 */
1684void 1608void
1685player_lvl_adj (object *who, object *op) 1609player_lvl_adj (object *who, object *op)
1686{ 1610{
1687 char buf[MAX_BUF]; 1611 char buf[MAX_BUF];
1612 bool changed = false;
1688 1613
1689 if (!op) /* when rolling stats */ 1614 if (!op) /* when rolling stats */
1690 op = who; 1615 op = who;
1691 1616
1692 if (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul)) 1617 while (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul))
1693 { 1618 {
1619 changed = true;
1620
1694 op->level++; 1621 op->level++;
1695 1622
1696 if (op != NULL && op == who && op->stats.exp > 1 && is_dragon_pl (who)) 1623 if (op && op == who && op->stats.exp > 1 && is_dragon_pl (who))
1697 dragon_level_gain (who); 1624 dragon_level_gain (who);
1698 1625
1699 /* Only roll these if it is the player (who) that gained the level */ 1626 /* Only roll these if it is the player (who) that gained the level */
1700 if (op == who && (who->level < 11) && who->type == PLAYER) 1627 if (op == who && (who->level < 11) && who->type == PLAYER)
1701 { 1628 {
1702 who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1; 1629 who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1;
1703 who->contr->levsp[who->level] = die_roll (2, 3, who, PREFER_HIGH); 1630 who->contr->levsp[who->level] = die_roll (2, 3, who, PREFER_HIGH);
1704 who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1; 1631 who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1;
1705 } 1632 }
1706 1633
1707 fix_player (who);
1708 if (op->level > 1) 1634 if (op->level > 1)
1709 { 1635 {
1710 if (op->type != PLAYER) 1636 if (op->type != PLAYER)
1637 {
1638 who->contr->play_sound (sound_find ("skill_up"));
1711 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); 1639 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1640 }
1712 else 1641 else
1642 {
1643 who->contr->play_sound (sound_find ("level_up"));
1713 sprintf (buf, "You are now level %d.", op->level); 1644 sprintf (buf, "You are now level %d.", op->level);
1645 }
1646
1714 if (who) 1647 if (who)
1715 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); 1648 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1716 } 1649 }
1717 player_lvl_adj (who, op); /* To increase more levels */
1718 } 1650 }
1651
1719 else if (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul)) 1652 while (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul))
1720 { 1653 {
1654 changed = true;
1655
1721 op->level--; 1656 op->level--;
1722 fix_player (who); 1657
1723 if (op->type != PLAYER) 1658 if (op->type != PLAYER)
1724 { 1659 {
1725 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); 1660 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1726 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); 1661 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1727 } 1662 }
1728 player_lvl_adj (who, op); /* To decrease more levels */ 1663 }
1664
1665 if (changed)
1729 } 1666 {
1667 who->update_stats ();
1668 esrv_update_stats (who->contr);
1730 /* check if the spell data has changed */ 1669 /* check if the spell data has changed */
1731 esrv_update_spells (who->contr); 1670 esrv_update_spells (who->contr);
1671 }
1732} 1672}
1733 1673
1734/* 1674/*
1735 * Returns how much experience is needed for a player to become 1675 * Returns how much experience is needed for a player to become
1736 * the given level. level should really never exceed max_level 1676 * the given level. level should really never exceed max_level
1739sint64 1679sint64
1740level_exp (int level, double expmul) 1680level_exp (int level, double expmul)
1741{ 1681{
1742 if (level > settings.max_level) 1682 if (level > settings.max_level)
1743 return (sint64) (expmul * levels[settings.max_level]); 1683 return (sint64) (expmul * levels[settings.max_level]);
1684
1744 return (sint64) (expmul * levels[level]); 1685 return (sint64) (expmul * levels[level]);
1745} 1686}
1746 1687
1747/* 1688/*
1748 * Ensure that the permanent experience requirements in an exp object are met. 1689 * Ensure that the permanent experience requirements in an exp object are met.
1769 op->perm_exp = 0; 1710 op->perm_exp = 0;
1770 else if (op->perm_exp > (sint64) MAX_EXPERIENCE) 1711 else if (op->perm_exp > (sint64) MAX_EXPERIENCE)
1771 op->perm_exp = MAX_EXPERIENCE; 1712 op->perm_exp = MAX_EXPERIENCE;
1772} 1713}
1773 1714
1774
1775/* Add experience to a player - exp should only be positive. 1715/* Add experience to a player - exp should only be positive.
1776 * Updates permanent exp for the skill we are adding to. 1716 * Updates permanent exp for the skill we are adding to.
1777 * skill_name is the skill to add exp to. Skill name can be 1717 * skill_name is the skill to add exp to. Skill name can be
1778 * NULL, in which case exp increases the players general 1718 * NULL, in which case exp increases the players general
1779 * total, but not any particular skill. 1719 * total, but not any particular skill.
1780 * flag is what to do if the player doesn't have the skill: 1720 * flag is what to do if the player doesn't have the skill:
1781 */ 1721 */
1782
1783static void 1722static void
1784add_player_exp (object *op, sint64 exp, const char *skill_name, int flag) 1723add_player_exp (object *op, sint64 exp, const char *skill_name, int flag)
1785{ 1724{
1786 object *skill_obj = NULL; 1725 object *skill_obj = NULL;
1787 sint64 limit, exp_to_add; 1726 sint64 limit, exp_to_add;
1788 int i; 1727 int i;
1789 1728
1790 /* prevents some forms of abuse. */ 1729 /* prevents some forms of abuse. */
1791 if (op->contr->braced) 1730 if (op->contr->braced)
1792 exp = exp / 5; 1731 exp /= 5;
1793 1732
1794 /* Try to find the matching skill. 1733 /* Try to find the matching skill.
1795 * We do a shortcut/time saving mechanism first - see if it matches 1734 * We do a shortcut/time saving mechanism first - see if it matches
1796 * chosen_skill. This means we don't need to search through 1735 * chosen_skill. This means we don't need to search through
1797 * the players inventory. 1736 * the players inventory.
1798 */ 1737 */
1799 if (skill_name) 1738 if (skill_name)
1800 { 1739 {
1801 if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill)) 1740 if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill))
1932 del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction)); 1871 del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction));
1933 tmp->stats.exp -= del_exp; 1872 tmp->stats.exp -= del_exp;
1934 player_lvl_adj (op, tmp); 1873 player_lvl_adj (op, tmp);
1935 } 1874 }
1936 } 1875 }
1876
1937 if (flag != SK_SUBTRACT_SKILL_EXP) 1877 if (flag != SK_SUBTRACT_SKILL_EXP)
1938 { 1878 {
1939 del_exp = check_exp_loss (op, exp); 1879 del_exp = check_exp_loss (op, exp);
1940 op->stats.exp -= del_exp; 1880 op->stats.exp -= del_exp;
1941 player_lvl_adj (op, NULL); 1881 player_lvl_adj (op, NULL);
1942 } 1882 }
1943} 1883}
1944
1945
1946 1884
1947/* change_exp() - changes experience to a player/monster. This 1885/* change_exp() - changes experience to a player/monster. This
1948 * does bounds checking to make sure we don't overflow the max exp. 1886 * does bounds checking to make sure we don't overflow the max exp.
1949 * 1887 *
1950 * The exp passed is typically not modified much by this function - 1888 * The exp passed is typically not modified much by this function -
1951 * it is assumed the caller has modified the exp as needed. 1889 * it is assumed the caller has modified the exp as needed.
1952 * skill_name is the skill that should get the exp added. 1890 * skill_name is the skill that should get the exp added.
1953 * flag is what to do if player doesn't have the skill. 1891 * flag is what to do if player doesn't have the skill.
1954 * these last two values are only used for players. 1892 * these last two values are only used for players.
1955 */ 1893 */
1956
1957void 1894void
1958change_exp (object *op, sint64 exp, const char *skill_name, int flag) 1895change_exp (object *op, sint64 exp, const char *skill_name, int flag)
1959{ 1896{
1960
1961#ifdef EXP_DEBUG 1897#ifdef EXP_DEBUG
1962 LOG (llevDebug, "change_exp() called for %s, exp = %lld\n", query_name (op), exp); 1898 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp);
1963#endif 1899#endif
1964 1900
1965 /* safety */ 1901 /* safety */
1966 if (!op) 1902 if (!op)
1967 { 1903 {
2006 else 1942 else
2007 /* note that when you lose exp, it doesn't go against 1943 /* note that when you lose exp, it doesn't go against
2008 * a particular skill, so we don't need to pass that 1944 * a particular skill, so we don't need to pass that
2009 * along. 1945 * along.
2010 */ 1946 */
2011 subtract_player_exp (op, FABS (exp), skill_name, flag); 1947 subtract_player_exp (op, abs (exp), skill_name, flag);
2012
2013 } 1948 }
2014} 1949}
2015 1950
2016/* Applies a death penalty experience, the size of this is defined by the 1951/* Applies a death penalty experience, the size of this is defined by the
2017 * settings death_penalty_percentage and death_penalty_levels, and by the 1952 * settings death_penalty_percentage and death_penalty_levels, and by the
2018 * amount of permenent experience, whichever gives the lowest loss. 1953 * amount of permenent experience, whichever gives the lowest loss.
2019 */ 1954 */
2020
2021void 1955void
2022apply_death_exp_penalty (object *op) 1956apply_death_exp_penalty (object *op)
2023{ 1957{
2024 object *tmp; 1958 object *tmp;
2025 sint64 loss; 1959 sint64 loss;
2047 player_lvl_adj (op, tmp); 1981 player_lvl_adj (op, tmp);
2048 } 1982 }
2049 1983
2050 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100; 1984 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100;
2051 level_loss = op->stats.exp - levels[MAX (0, op->level - settings.death_penalty_level)]; 1985 level_loss = op->stats.exp - levels[MAX (0, op->level - settings.death_penalty_level)];
1986
2052 if (level_loss < 0) 1987 if (level_loss < 0)
2053 level_loss = 0; 1988 level_loss = 0;
2054 loss = check_exp_loss (op, MIN (level_loss, percentage_loss)); 1989 loss = check_exp_loss (op, MIN (level_loss, percentage_loss));
2055 1990
2056 op->stats.exp -= loss; 1991 op->stats.exp -= loss;
2070 if (level > MAX_SAVE_LEVEL) 2005 if (level > MAX_SAVE_LEVEL)
2071 level = MAX_SAVE_LEVEL; 2006 level = MAX_SAVE_LEVEL;
2072 2007
2073 if ((random_roll (1, 20, op, PREFER_HIGH) + bonus) < savethrow[level]) 2008 if ((random_roll (1, 20, op, PREFER_HIGH) + bonus) < savethrow[level])
2074 return 0; 2009 return 0;
2010
2075 return 1; 2011 return 1;
2076} 2012}

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