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Comparing deliantra/server/common/living.C (file contents):
Revision 1.9 by root, Sun Sep 10 16:00:23 2006 UTC vs.
Revision 1.124 by root, Sat Apr 23 04:56:45 2011 UTC

1
2/* 1/*
3 * static char *rcsid_living_c = 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
4 * "$Id: living.C,v 1.9 2006/09/10 16:00:23 root Exp $"; 3 *
5 */ 4 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
6
7/*
8 CrossFire, A Multiplayer game for X-windows
9
10 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
11 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
12 7 *
13 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
14 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
15 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
16 (at your option) any later version. 11 * option) any later version.
17 12 *
18 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,
19 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
20 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
21 GNU General Public License for more details. 16 * GNU General Public License for more details.
22 17 *
23 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
24 along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
25 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
26 21 *
27 The authors can be reached via e-mail at crossfire-devel@real-time.com 22 * The authors can be reached via e-mail to <support@deliantra.net>
28*/ 23 */
29 24
30#include <global.h> 25#include <global.h>
31#include <funcpoint.h>
32 26
33/* Handy little macro that adds exp and keeps it within bounds. Since 27/* Handy little macro that adds exp and keeps it within bounds. Since
34 * we are now using 64 bit values, I'm not all concerned about overflow issues 28 * we are now using 64 bit values, I'm not all concerned about overflow issues
35 * with exptotal wrapping. exptotal is typically op->exp, or op->perm_exp 29 * with exptotal wrapping. exptotal is typically op->exp, or op->perm_exp
36 */ 30 */
145/* 139/*
146 Since this is nowhere defined ... 140 Since this is nowhere defined ...
147 Both come in handy at least in function add_exp() 141 Both come in handy at least in function add_exp()
148*/ 142*/
149 143
150#define MAX_EXPERIENCE levels[settings.max_level] 144#define MAX_EXPERIENCE levels [settings.max_level]
151 145
152/* because exp_obj sum to make the total score, 146/* because exp_obj sum to make the total score,
153 * we cannot allow that sum to exceed the maximum 147 * we cannot allow that sum to exceed the maximum
154 * amount of experience a player can gain. Thus 148 * amount of experience a player can gain. Thus
155 * we define MAX_EXP_IN_OBJ. It is important to try 149 * we define MAX_EXP_IN_OBJ. It is important to try
162 * line with progression of previous levels, so 156 * line with progression of previous levels, so
163 * if more levels are desired, this should be fixed. 157 * if more levels are desired, this should be fixed.
164 * -b.t. 158 * -b.t.
165 */ 159 */
166 160
167#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)
168
169#ifndef WIN32
170extern uint64 *levels;
171#else
172extern sint64 *levels;
173#endif
174 162
175#define MAX_SAVE_LEVEL 110 163#define MAX_SAVE_LEVEL 110
176 164
177/* This no longer needs to be changed anytime the number of 165/* This no longer needs to be changed anytime the number of
178 * levels is increased - rather, did_make_save will do the 166 * levels is increased - rather, did_make_save will do the
201static const char *const drain_msg[NUM_STATS] = { 189static const char *const drain_msg[NUM_STATS] = {
202 "Oh no! You are weakened!", 190 "Oh no! You are weakened!",
203 "You're feeling clumsy!", 191 "You're feeling clumsy!",
204 "You feel less healthy", 192 "You feel less healthy",
205 "You suddenly begin to lose your memory!", 193 "You suddenly begin to lose your memory!",
194 "Watch out, your mind is going!",
195 "Your spirit feels drained!",
206 "Your face gets distorted!", 196 "Your face gets distorted!",
207 "Watch out, your mind is going!",
208 "Your spirit feels drained!"
209}; 197};
210const char *const restore_msg[NUM_STATS] = { 198const char *const restore_msg[NUM_STATS] = {
211 "You feel your strength return.", 199 "You feel your strength return.",
212 "You feel your agility return.", 200 "You feel your agility return.",
213 "You feel your health return.", 201 "You feel your health return.",
202 "You feel your memory return.",
214 "You feel your wisdom return.", 203 "You feel your wisdom return.",
204 "You feel your spirits return.",
215 "You feel your charisma return.", 205 "You feel your charisma return.",
216 "You feel your memory return.",
217 "You feel your spirits return."
218}; 206};
219const char *const gain_msg[NUM_STATS] = { 207const char *const gain_msg[NUM_STATS] = {
220 "You feel stronger.", 208 "You feel stronger.",
221 "You feel more agile.", 209 "You feel more agile.",
222 "You feel healthy.", 210 "You feel healthy.",
211 "You feel smarter.",
223 "You feel wiser.", 212 "You feel wiser.",
213 "You feel more potent.",
224 "You seem to look better.", 214 "You seem to look better.",
225 "You feel smarter.",
226 "You feel more potent."
227}; 215};
228const char *const lose_msg[NUM_STATS] = { 216const char *const lose_msg[NUM_STATS] = {
229 "You feel weaker!", 217 "You feel weaker!",
230 "You feel clumsy!", 218 "You feel clumsy!",
231 "You feel less healthy!", 219 "You feel less healthy!",
220 "You feel stupid!",
232 "You lose some of your memory!", 221 "You lose some of your memory!",
222 "You feel less potent!",
233 "You look ugly!", 223 "You look ugly!",
234 "You feel stupid!",
235 "You feel less potent!"
236}; 224};
237 225
238const char *const statname[NUM_STATS] = { 226const char *const statname[NUM_STATS] = {
239 "strength", "dexterity", "constitution", "wisdom", "charisma", "intelligence", "power" 227 "strength", "dexterity", "constitution", "intelligence", "wisdom", "power", "charisma"
240}; 228};
241 229
242const char *const short_stat_name[NUM_STATS] = { 230const char *const short_stat_name[NUM_STATS] = {
243 "Str", "Dex", "Con", "Wis", "Cha", "Int", "Pow" 231 "Str", "Dex", "Con", "Int", "Wis", "Pow", "Cha"
244}; 232};
245
246/*
247 * sets Str/Dex/con/Wis/Cha/Int/Pow in stats to value, depending on
248 * what attr is (STR to POW).
249 */
250
251void
252set_attr_value (living * stats, int attr, sint8 value)
253{
254 switch (attr)
255 {
256 case STR:
257 stats->Str = value;
258 break;
259 case DEX:
260 stats->Dex = value;
261 break;
262 case CON:
263 stats->Con = value;
264 break;
265 case WIS:
266 stats->Wis = value;
267 break;
268 case POW:
269 stats->Pow = value;
270 break;
271 case CHA:
272 stats->Cha = value;
273 break;
274 case INT:
275 stats->Int = value;
276 break;
277 }
278}
279 233
280/* 234/*
281 * Like set_attr_value(), but instead the value (which can be negative) 235 * Like set_attr_value(), but instead the value (which can be negative)
282 * is added to the specified stat. 236 * is added to the specified stat.
283 */ 237 */
284
285void 238void
286change_attr_value (living * stats, int attr, sint8 value) 239change_attr_value (living *stats, int attr, sint8 value)
287{ 240{
288 if (value == 0) 241 stats->stat (attr) += value;
289 return;
290 switch (attr)
291 {
292 case STR:
293 stats->Str += value;
294 break;
295 case DEX:
296 stats->Dex += value;
297 break;
298 case CON:
299 stats->Con += value;
300 break;
301 case WIS:
302 stats->Wis += value;
303 break;
304 case POW:
305 stats->Pow += value;
306 break;
307 case CHA:
308 stats->Cha += value;
309 break;
310 case INT:
311 stats->Int += value;
312 break;
313 default:
314 LOG (llevError, "Invalid attribute in change_attr_value: %d\n", attr);
315 }
316}
317
318/*
319 * returns the specified stat. See also set_attr_value().
320 */
321
322sint8
323get_attr_value (const living * stats, int attr)
324{
325 switch (attr)
326 {
327 case STR:
328 return (stats->Str);
329 case DEX:
330 return (stats->Dex);
331 case CON:
332 return (stats->Con);
333 case WIS:
334 return (stats->Wis);
335 case CHA:
336 return (stats->Cha);
337 case INT:
338 return (stats->Int);
339 case POW:
340 return (stats->Pow);
341 }
342 return 0;
343} 242}
344 243
345/* 244/*
346 * Ensures that all stats (str/dex/con/wis/cha/int) are within the 245 * Ensures that all stats (str/dex/con/wis/cha/int) are within the
347 * 1-30 stat limit. 246 * 1-30 stat limit.
348 */ 247 */
349
350void 248void
351check_stat_bounds (living * stats) 249check_stat_bounds (living *stats)
352{ 250{
353 int i, v;
354
355 for (i = 0; i < NUM_STATS; i++) 251 for (int i = 0; i < NUM_STATS; i++)
356 if ((v = get_attr_value (stats, i)) > MAX_STAT) 252 {
357 set_attr_value (stats, i, MAX_STAT); 253 sint8 &v = stats->stat (i);
358 else if (v < MIN_STAT) 254 v = clamp (v, MIN_STAT, MAX_STAT);
359 set_attr_value (stats, i, MIN_STAT); 255 }
360} 256}
361 257
362#define ORIG_S(xyz,abc) (op->contr->orig_stats.abc) 258#define ORIG_S(xyz,abc) (op->contr->orig_stats.abc)
363 259
364/* 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,
365 * 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
366 * 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.
367 */ 263 */
368#define DIFF_MSG(flag, msg1, msg2) \ 264#define DIFF_MSG(flag, msg1, msg2) \
369 new_draw_info(NDI_UNIQUE, 0, op, (flag>0)?msg1:msg2); 265 new_draw_info (NDI_UNIQUE, 0, op, (flag > 0) ? msg1 : msg2);
370 266
371/* 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. */
372 268
373/* 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
374 * the object. 270 * the object.
375 * It is the calling functions responsibilty to check to see if the object 271 * It is the calling functions responsibilty to check to see if the object
376 * can be applied or not. 272 * can be applied or not.
377 * The main purpose of calling this function is the messages that are 273 * The main purpose of calling this function is the messages that are
378 * displayed - fix_player should really always be called after this when 274 * displayed - update_stats should really always be called after this when
379 * removing an object - that is because it is impossible to know if some object 275 * removing an object - that is because it is impossible to know if some object
380 * is the only source of an attacktype or spell attunement, so this function 276 * is the only source of an attacktype or spell attunement, so this function
381 * will clear the bits, but the player may still have some other object 277 * will clear the bits, but the player may still have some other object
382 * that gives them that ability. 278 * that gives them that ability.
383 */ 279 */
384int 280int
385change_abil (object *op, object *tmp) 281change_abil (object *op, object *tmp)
386{ 282{
387 int flag = QUERY_FLAG (tmp, FLAG_APPLIED) ? 1 : -1, i, j, success = 0; 283 int flag = tmp->flag [FLAG_APPLIED] ? 1 : -1;
284 int success = 0;
388 char message[MAX_BUF]; 285 char message[MAX_BUF];
389 int potion_max = 0; 286 int potion_max = 0;
390 287
391 /* remember what object was like before it was changed. note that 288 // keep some stats for comparison purposes
392 * refop is a local copy of op only to be used for detecting changes 289 object::flags_t prev_flag = op->flag;
393 * found by fix_player. refop is not a real object 290 MoveType prev_move_type = op->move_type;
394 */ 291 sint16 prev_resist [NROFATTACKS]; // clumsy
395 object_pod refop = *op; 292 assert (sizeof (prev_resist) == sizeof (op->resist));
293 memcpy (prev_resist, op->resist, sizeof (prev_resist));
396 294
397 if (op->type == PLAYER) 295 if (op->type == PLAYER)
398 { 296 {
399 if (tmp->type == POTION) 297 if (tmp->type == POTION)
400 { 298 {
401 potion_max = 1; 299 potion_max = 1;
300
402 for (j = 0; j < NUM_STATS; j++) 301 for (int j = 0; j < NUM_STATS; j++)
403 { 302 {
404 int nstat, ostat; 303 int ostat = op->contr->orig_stats.stat (j);
405 304 int i = tmp->stats.stat (j);
406 ostat = get_attr_value (&(op->contr->orig_stats), j);
407 i = get_attr_value (&(tmp->stats), j);
408 305
409 /* 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 */
410 nstat = flag * i + ostat; 307 int nstat = flag * i + ostat;
411 308
412 /* Do some bounds checking. While I don't think any 309 /* Do some bounds checking. There is the potential for potions
413 * potions do so right now, there is the potential for potions
414 * 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
415 * to allow for that. 311 * to allow for that.
416 */ 312 */
417 if (nstat < 1 && i * flag < 0) 313 if (nstat < 1 && i * flag < 0)
418 nstat = 1; 314 nstat = 1;
419 else if (nstat > 20 + get_attr_value (&(op->arch->clone.stats), j)) 315 else if (nstat > 20 + op->arch->stats.stat (j))
420 { 316 nstat = 20 + op->arch->stats.stat (j);
421 nstat = 20 + get_attr_value (&(op->arch->clone.stats), j); 317
422 }
423 if (nstat != ostat) 318 if (nstat != ostat)
424 { 319 {
425 set_attr_value (&(op->contr->orig_stats), j, nstat); 320 op->contr->orig_stats.stat (j) = nstat;
426 potion_max = 0; 321 potion_max = 0;
427 } 322 }
428 else if (i) 323 else if (i)
429 { 324 {
430 /* potion is useless - player has already hit the natural maximum */ 325 /* potion is useless - player has already hit the natural maximum */
431 potion_max = 1; 326 potion_max = 1;
432 } 327 }
433 } 328 }
329
434 /* This section of code ups the characters normal stats also. I am not 330 /* This section of code ups the characters normal stats also. I am not
435 * sure if this is strictly necessary, being that fix_player probably 331 * sure if this is strictly necessary, being that fix_player probably
436 * recalculates this anyway. 332 * recalculates this anyway.
437 */ 333 */
438 for (j = 0; j < NUM_STATS; j++) 334 for (int j = 0; j < NUM_STATS; j++)
439 change_attr_value (&(op->stats), j, flag * get_attr_value (&(tmp->stats), j)); 335 change_attr_value (&op->stats, j, flag * tmp->stats.stat (j));
336
440 check_stat_bounds (&(op->stats)); 337 check_stat_bounds (&op->stats);
441 } /* end of potion handling code */ 338 } /* end of potion handling code */
442 } 339 }
443 340
444 /* reset attributes that fix_player doesn't reset since it doesn't search 341 /* reset attributes that update_stats doesn't reset since it doesn't search
445 * everything to set 342 * everything to set
446 */ 343 */
447 if (flag == -1) 344 if (flag == -1)
448 { 345 {
449 op->attacktype &= ~tmp->attacktype; 346 op->attacktype &= ~tmp->attacktype;
450 op->path_attuned &= ~tmp->path_attuned; 347 op->path_attuned &= ~tmp->path_attuned;
451 op->path_repelled &= ~tmp->path_repelled; 348 op->path_repelled &= ~tmp->path_repelled;
452 op->path_denied &= ~tmp->path_denied; 349 op->path_denied &= ~tmp->path_denied;
453 /* Presuming here that creatures only have move_type, 350 /* Presuming here that creatures only have move_type,
454 * and not the other move_ fields. 351 * and not the other move_ fields.
455 */ 352 */
456 op->move_type &= ~tmp->move_type; 353 op->move_type &= ~tmp->move_type;
457 } 354 }
458 355
459 /* call fix_player since op object could have whatever attribute due 356 /* call fix_player since op object could have whatever attribute due
460 * to multiple items. if fix_player always has to be called after 357 * to multiple items. if update_stats always has to be called after
461 * change_ability then might as well call it from here 358 * change_ability then might as well call it from here
462 */ 359 */
463 fix_player (op); 360 op->update_stats ();
464 361
465 /* Fix player won't add the bows ability to the player, so don't 362 /* update_stats won't add the bows ability to the player, so don't
466 * print out message if this is a bow. 363 * print out message if this is a bow.
467 */ 364 */
468 if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW) 365 if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW)
469 { 366 {
470 success = 1; 367 success = 1;
471 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.");
472 } 369 }
473 if (QUERY_FLAG (op, FLAG_LIFESAVE) != QUERY_FLAG (&refop, FLAG_LIFESAVE)) 370
371 if (op->flag [FLAG_LIFESAVE] != prev_flag [FLAG_LIFESAVE])
474 { 372 {
475 success = 1; 373 success = 1;
476 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.");
477 } 375 }
478 if (QUERY_FLAG (op, FLAG_REFL_MISSILE) != QUERY_FLAG (&refop, FLAG_REFL_MISSILE)) 376
377 if (op->flag [FLAG_REFL_MISSILE] != prev_flag [FLAG_REFL_MISSILE])
479 { 378 {
480 success = 1; 379 success = 1;
481 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.");
482 } 381 }
483 if (QUERY_FLAG (op, FLAG_REFL_SPELL) != QUERY_FLAG (&refop, FLAG_REFL_SPELL)) 382
383 if (op->flag [FLAG_REFL_SPELL] != prev_flag [FLAG_REFL_SPELL])
484 { 384 {
485 success = 1; 385 success = 1;
486 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.");
487 } 387 }
388
488 /* movement type has changed. We don't care about cases where 389 /* movement type has changed. We don't care about cases where
489 * user has multiple items giving the same type appled like we 390 * user has multiple items giving the same type appled like we
490 * 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
491 * can be misleading (a little higher could be miscontrued from 392 * can be misleading (a little higher could be miscontrued from
492 * from fly high) 393 * from fly high)
493 */ 394 */
494 if (tmp->move_type && op->move_type != refop.move_type) 395 if (tmp->move_type && op->move_type != prev_move_type)
495 { 396 {
496 success = 1; 397 success = 1;
497 398
498 /* 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
499 * status doesn't make a difference if you are flying high 400 * status doesn't make a difference if you are flying high
500 */ 401 */
501 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))
502 { 403 {
503 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.");
504 } 405 }
505 406
506 if (tmp->move_type & MOVE_FLY_HIGH) 407 if (tmp->move_type & MOVE_FLY_HIGH)
507 { 408 {
508 /* double conditional - second case covers if you have move_fly_low - 409 /* double conditional - second case covers if you have move_fly_low -
509 * in that case, you don't actually land 410 * in that case, you don't actually land
510 */ 411 */
511 DIFF_MSG (flag, "You soar into the air air!.", 412 DIFF_MSG (flag, "You soar into the air!",
512 (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."));
513 } 414 }
415
514 if (tmp->move_type & MOVE_SWIM) 416 if (tmp->move_type & MOVE_SWIM)
515 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");
516
517 /* Changing move status may mean you are affected by things you weren't before */
518 check_move_on (op, op);
519 } 418 }
520 419
521 /* becoming UNDEAD... a special treatment for this flag. Only those not 420 /* becoming UNDEAD... a special treatment for this flag. Only those not
522 * originally undead may change their status 421 * originally undead may change their status
523 */ 422 */
524 if (!QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 423 if (!op->arch->flag [FLAG_UNDEAD])
525 if (QUERY_FLAG (op, FLAG_UNDEAD) != QUERY_FLAG (&refop, FLAG_UNDEAD)) 424 if (op->flag [FLAG_UNDEAD] != prev_flag [FLAG_UNDEAD])
526 { 425 {
527 success = 1; 426 success = 1;
528 if (flag > 0) 427 if (flag > 0)
529 { 428 {
530 op->race = "undead"; 429 op->race = "undead";
531 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce drains away!"); 430 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce drains away!");
532 } 431 }
533 else 432 else
534 { 433 {
535 op->race = op->arch->clone.race; 434 op->race = op->arch->race;
536 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!"); 435 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!");
537 } 436 }
538 } 437 }
539 438
540 if (QUERY_FLAG (op, FLAG_STEALTH) != QUERY_FLAG (&refop, FLAG_STEALTH)) 439 if (op->flag [FLAG_STEALTH] != prev_flag [FLAG_STEALTH])
541 { 440 {
542 success = 1; 441 success = 1;
543 DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily."); 442 DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily.");
544 } 443 }
545 if (QUERY_FLAG (op, FLAG_MAKE_INVIS) != QUERY_FLAG (&refop, FLAG_MAKE_INVIS)) 444
445 if (op->flag [FLAG_MAKE_INVIS] != prev_flag [FLAG_MAKE_INVIS])
546 { 446 {
547 success = 1; 447 success = 1;
548 DIFF_MSG (flag, "You become transparent.", "You can see yourself."); 448 DIFF_MSG (flag, "You become transparent.", "You can see yourself.");
549 } 449 }
450
550 /* 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
551 * vision 452 * vision
552 */ 453 */
553 if (QUERY_FLAG (tmp, FLAG_BLIND)) 454 if (tmp->flag [FLAG_BLIND])
554 { 455 {
555 success = 1; 456 success = 1;
556 if (flag > 0) 457 if (flag > 0)
557 { 458 {
558 if (QUERY_FLAG (op, FLAG_WIZ)) 459 if (op->flag [FLAG_WIZ])
559 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.");
560 else 461 else
561 { 462 {
562 new_draw_info (NDI_UNIQUE, 0, op, "You are blinded."); 463 new_draw_info (NDI_UNIQUE, 0, op, "You are blinded.");
563 SET_FLAG (op, FLAG_BLIND); 464 op->set_flag (FLAG_BLIND);
564 if (op->type == PLAYER) 465 if (op->type == PLAYER)
565 op->contr->do_los = 1; 466 op->contr->do_los = 1;
566 } 467 }
567 } 468 }
568 else 469 else
569 { 470 {
570 if (QUERY_FLAG (op, FLAG_WIZ)) 471 if (op->flag [FLAG_WIZ])
571 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.");
572 else 473 else
573 { 474 {
574 new_draw_info (NDI_UNIQUE, 0, op, "Your vision returns."); 475 new_draw_info (NDI_UNIQUE, 0, op, "Your vision returns.");
575 CLEAR_FLAG (op, FLAG_BLIND); 476 op->clr_flag (FLAG_BLIND);
576 if (op->type == PLAYER) 477 if (op->type == PLAYER)
577 op->contr->do_los = 1; 478 op->contr->do_los = 1;
578 } 479 }
579 } 480 }
580 } 481 }
581 482
582 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])
583 { 484 {
584 success = 1; 485 success = 1;
585 if (op->type == PLAYER) 486 if (op->type == PLAYER)
586 op->contr->do_los = 1; 487 op->contr->do_los = 1;
587 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.");
588 } 489 }
589 490
590 if (QUERY_FLAG (op, FLAG_XRAYS) != QUERY_FLAG (&refop, FLAG_XRAYS)) 491 if (op->flag [FLAG_XRAYS] != prev_flag [FLAG_XRAYS])
591 { 492 {
592 success = 1; 493 success = 1;
593 if (flag > 0) 494 if (flag > 0)
594 { 495 {
595 if (QUERY_FLAG (op, FLAG_WIZ)) 496 if (op->flag [FLAG_WIZ])
596 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.");
597 else 498 else
598 { 499 {
599 new_draw_info (NDI_UNIQUE, 0, op, "Everything becomes transparent."); 500 new_draw_info (NDI_UNIQUE, 0, op, "Everything becomes transparent.");
600 if (op->type == PLAYER) 501 if (op->type == PLAYER)
601 op->contr->do_los = 1; 502 op->contr->do_los = 1;
602 } 503 }
603 } 504 }
604 else 505 else
605 { 506 {
606 if (QUERY_FLAG (op, FLAG_WIZ)) 507 if (op->flag [FLAG_WIZ])
607 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.");
608 else 509 else
609 { 510 {
610 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.");
611 if (op->type == PLAYER) 512 if (op->type == PLAYER)
618 { 519 {
619 success = 1; 520 success = 1;
620 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.");
621 } 522 }
622 523
524 if (digest_types [tmp->type])
525 {
623 if (tmp->stats.hp && op->type == PLAYER) 526 if (tmp->stats.hp && op->type == PLAYER)
624 { 527 {
625 success = 1; 528 success = 1;
626 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!");
627 } 530 }
628 531
629 if (tmp->stats.sp && op->type == PLAYER && tmp->type != SKILL) 532 if (tmp->stats.sp && op->type == PLAYER
630 { 533 && tmp->type != SKILL && tmp->type != BOW)
534 {
631 success = 1; 535 success = 1;
632 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.");
633 } 537 }
634 538
635 /* for the future when artifacts set this -b.t. */ 539 /* for the future when artifacts set this -b.t. */
636 if (tmp->stats.grace && op->type == PLAYER) 540 if (tmp->stats.grace && op->type == PLAYER)
637 { 541 {
638 success = 1; 542 success = 1;
639 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.");
640 } 544 }
641 545
642 if (tmp->stats.food && op->type == PLAYER) 546 if (tmp->stats.food && op->type == PLAYER)
643 { 547 {
644 success = 1; 548 success = 1;
645 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 }
646 } 551 }
647 552
648 /* Messages for changed resistance */ 553 /* Messages for changed resistance */
649 for (i = 0; i < NROFATTACKS; i++) 554 for (int i = 0; i < NROFATTACKS; i++)
650 { 555 {
651 if (i == ATNR_PHYSICAL) 556 if (i == ATNR_PHYSICAL)
652 continue; /* Don't display about armour */ 557 continue; /* Don't display about armour */
653 558
654 if (op->resist[i] != refop.resist[i]) 559 if (op->resist [i] != prev_resist [i])
655 { 560 {
656 success = 1; 561 success = 1;
562
657 if (op->resist[i] > refop.resist[i]) 563 if (op->resist [i] > prev_resist [i])
658 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]);
659 else 565 else
660 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]);
661 567
662 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message); 568 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message);
663 } 569 }
664 } 570 }
665 571
666 if (tmp->type != EXPERIENCE && !potion_max) 572 if (!potion_max)
667 {
668 for (j = 0; j < NUM_STATS; j++) 573 for (int j = 0; j < NUM_STATS; j++)
669 { 574 if (int i = tmp->stats.stat (j))
670 if ((i = get_attr_value (&(tmp->stats), j)) != 0)
671 { 575 {
672 success = 1; 576 success = 1;
673 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]); 577 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]);
674 } 578 }
675 } 579
676 }
677 return success; 580 return success;
678} 581}
679 582
680/* 583/*
681 * Stat draining by Vick 930307 584 * Stat draining by Vick 930307
682 * (Feeling evil, I made it work as well now. -Frank 8) 585 * (Feeling evil, I made it work as well now. -Frank 8)
683 */ 586 */
684
685void 587void
686drain_stat (object *op) 588object::drain_stat ()
687{ 589{
688 drain_specific_stat (op, RANDOM () % NUM_STATS); 590 drain_specific_stat (rndm (NUM_STATS));
689} 591}
690 592
691void 593void
692drain_specific_stat (object *op, int deplete_stats) 594object::drain_specific_stat (int deplete_stats)
693{ 595{
694 object *tmp; 596 object *tmp;
695 archetype *at; 597 archetype *at;
696 598
697 at = find_archetype (ARCH_DEPLETION); 599 at = archetype::find (shstr_depletion);
698 if (!at) 600 if (!at)
699 { 601 {
700 LOG (llevError, "Couldn't find archetype depletion.\n"); 602 LOG (llevError, "Couldn't find archetype depletion.\n");
701 return; 603 return;
702 } 604 }
703 else 605 else
704 { 606 {
705 tmp = present_arch_in_ob (at, op); 607 tmp = present_arch_in_ob (at, this);
608
706 if (!tmp) 609 if (!tmp)
707 { 610 {
708 tmp = arch_to_object (at); 611 tmp = at->instance ();
709 tmp = insert_ob_in_ob (tmp, op); 612 tmp = insert_ob_in_ob (tmp, this);
710 SET_FLAG (tmp, FLAG_APPLIED); 613 tmp->set_flag (FLAG_APPLIED);
711 } 614 }
712 } 615 }
713 616
714 new_draw_info (NDI_UNIQUE, 0, op, drain_msg[deplete_stats]); 617 new_draw_info (NDI_UNIQUE, 0, this, drain_msg[deplete_stats]);
715 change_attr_value (&tmp->stats, deplete_stats, -1); 618 change_attr_value (&tmp->stats, deplete_stats, -1);
716 fix_player (op); 619 update_stats ();
717} 620}
718 621
719/* 622/*
720 * A value of 0 indicates timeout, otherwise change the luck of the object. 623 * A value of 0 indicates timeout, otherwise change the luck of the object.
721 * via an applied bad_luck object. 624 * via an applied bad_luck object.
722 */ 625 */
723
724void 626void
725change_luck (object *op, int value) 627object::change_luck (int value)
726{ 628{
727 object *tmp; 629 archetype *at = archetype::find (shstr_luck);
728 archetype *at;
729 int new_luck;
730
731 at = find_archetype ("luck");
732 if (!at) 630 if (!at)
733 LOG (llevError, "Couldn't find archetype luck.\n"); 631 LOG (llevError, "Couldn't find archetype luck.\n");
734 else 632 else
735 { 633 {
736 tmp = present_arch_in_ob (at, op); 634 object *tmp = present_arch_in_ob (at, this);
635
737 if (!tmp) 636 if (!tmp)
738 { 637 {
739 if (!value) 638 if (!value)
740 return; 639 return;
741 tmp = arch_to_object (at); 640
641 tmp = at->instance ();
742 tmp = insert_ob_in_ob (tmp, op); 642 tmp = insert_ob_in_ob (tmp, this);
743 SET_FLAG (tmp, FLAG_APPLIED); 643 tmp->set_flag (FLAG_APPLIED);
744 } 644 }
645
745 if (value) 646 if (value)
746 { 647 {
747 /* 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
748 * (arbitrary) value prevents overflows (both in the bad luck object and 649 * (arbitrary) value prevents overflows (both in the bad luck object and
749 * in op itself). 650 * in op itself).
750 */ 651 */
751 new_luck = tmp->stats.luck + value; 652 int new_luck = tmp->stats.luck + value;
653
752 if (new_luck >= -100 && new_luck <= 100) 654 if (new_luck >= -100 && new_luck <= 100)
753 { 655 {
754 op->stats.luck += value; 656 stats.luck += value;
755 tmp->stats.luck = new_luck; 657 tmp->stats.luck = new_luck;
756 } 658 }
757 } 659 }
758 else 660 else
759 { 661 {
760 if (!tmp->stats.luck) 662 if (!tmp->stats.luck)
761 {
762 return; 663 return;
763 } 664
764 /* Randomly change the players luck. Basically, we move it 665 /* Randomly change the players luck. Basically, we move it
765 * back neutral (if greater>0, subtract, otherwise add) 666 * back neutral (if greater>0, subtract, otherwise add)
766 */ 667 */
767 if (RANDOM () % (FABS (tmp->stats.luck)) >= RANDOM () % 30) 668 if (rndm (abs (tmp->stats.luck)) >= rndm (30))
768 { 669 {
769 int diff = tmp->stats.luck > 0 ? -1 : 1; 670 int diff = tmp->stats.luck > 0 ? -1 : 1;
770 671
771 op->stats.luck += diff; 672 stats.luck += diff;
772 tmp->stats.luck += diff; 673 tmp->stats.luck += diff;
773 } 674 }
774 } 675 }
775 } 676 }
776} 677}
777 678
778/* 679/*
779 * Subtracts stat-bonuses given by the class which the player has chosen. 680 * Subtracts stat-bonuses given by the class which the player has chosen.
780 */ 681 */
781
782void 682void
783remove_statbonus (object *op) 683object::remove_statbonus ()
784{ 684{
785 op->stats.Str -= op->arch->clone.stats.Str; 685 for (int i = 0; i < NUM_STATS; ++i)
786 op->stats.Dex -= op->arch->clone.stats.Dex; 686 {
787 op->stats.Con -= op->arch->clone.stats.Con; 687 sint8 v = arch->stats.stat (i);
788 op->stats.Wis -= op->arch->clone.stats.Wis; 688 stats.stat (i) -= v;
789 op->stats.Pow -= op->arch->clone.stats.Pow; 689 contr->orig_stats.stat (i) -= v;
790 op->stats.Cha -= op->arch->clone.stats.Cha; 690 }
791 op->stats.Int -= op->arch->clone.stats.Int;
792 op->contr->orig_stats.Str -= op->arch->clone.stats.Str;
793 op->contr->orig_stats.Dex -= op->arch->clone.stats.Dex;
794 op->contr->orig_stats.Con -= op->arch->clone.stats.Con;
795 op->contr->orig_stats.Wis -= op->arch->clone.stats.Wis;
796 op->contr->orig_stats.Pow -= op->arch->clone.stats.Pow;
797 op->contr->orig_stats.Cha -= op->arch->clone.stats.Cha;
798 op->contr->orig_stats.Int -= op->arch->clone.stats.Int;
799} 691}
800 692
801/* 693/*
802 * Adds stat-bonuses given by the class which the player has chosen. 694 * Adds stat-bonuses given by the class which the player has chosen.
803 */ 695 */
804
805void 696void
806add_statbonus (object *op) 697object::add_statbonus ()
807{ 698{
808 op->stats.Str += op->arch->clone.stats.Str; 699 for (int i = 0; i < NUM_STATS; ++i)
809 op->stats.Dex += op->arch->clone.stats.Dex; 700 {
810 op->stats.Con += op->arch->clone.stats.Con; 701 sint8 v = arch->stats.stat (i);
811 op->stats.Wis += op->arch->clone.stats.Wis; 702 stats.stat (i) += v;
812 op->stats.Pow += op->arch->clone.stats.Pow; 703 contr->orig_stats.stat (i) += v;
813 op->stats.Cha += op->arch->clone.stats.Cha; 704 }
814 op->stats.Int += op->arch->clone.stats.Int;
815 op->contr->orig_stats.Str += op->arch->clone.stats.Str;
816 op->contr->orig_stats.Dex += op->arch->clone.stats.Dex;
817 op->contr->orig_stats.Con += op->arch->clone.stats.Con;
818 op->contr->orig_stats.Wis += op->arch->clone.stats.Wis;
819 op->contr->orig_stats.Pow += op->arch->clone.stats.Pow;
820 op->contr->orig_stats.Cha += op->arch->clone.stats.Cha;
821 op->contr->orig_stats.Int += op->arch->clone.stats.Int;
822} 705}
706
707static struct copy_flags : object::flags_t
708{
709 copy_flags ()
710 {
711 set (FLAG_LIFESAVE);
712 set (FLAG_REFL_SPELL);
713 set (FLAG_REFL_MISSILE);
714 set (FLAG_STEALTH);
715 set (FLAG_XRAYS);
716 set (FLAG_BLIND);
717 set (FLAG_SEE_IN_DARK);
718 }
719} copy_flags;
823 720
824/* 721/*
825 * Updates all abilities given by applied objects in the inventory 722 * Updates all abilities given by applied objects in the inventory
826 * of the given object. Note: This function works for both monsters 723 * of the given object. Note: This function works for both monsters
827 * and players; the "player" in the name is purely an archaic inheritance. 724 * and players; the "player" in the name is purely an archaic inheritance.
828 * This functions starts from base values (archetype or player object) 725 * This functions starts from base values (archetype or player object)
829 * and then adjusts them according to what the player has equipped. 726 * and then adjusts them according to what the player has equipped.
830 */ 727 *
831
832/* July 95 - inserted stuff to handle new skills/exp system - b.t. 728 * July 95 - inserted stuff to handle new skills/exp system - b.t.
833 spell system split, grace points now added to system --peterm 729 * spell system split, grace points now added to system --peterm
834 */ 730 */
835
836void 731void
837fix_player (object *op) 732object::update_stats ()
838{ 733{
839 int i, j;
840 float f, max = 9, added_speed = 0, bonus_speed = 0, sp_tmp, speed_reduce_from_disease = 1; 734 float f, max_speed = 9, added_speed = 0, bonus_speed = 0, speed_reduce_from_disease = 1;
841 int weapon_weight = 0, weapon_speed = 0; 735 int weapon_weight = 0, weapon_speed = 0;
842 int best_wc = 0, best_ac = 0, wc = 0, ac = 0; 736 int best_wc = 0, best_ac = 0, wc = 0, ac = 0;
843 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; 737 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS];
844 object *grace_obj = NULL, *mana_obj = NULL, *wc_obj = NULL, *tmp; 738 object *grace_obj = NULL, *mana_obj = NULL, *tmp;
739 float old_speed = speed;
740 int stat_sum [NUM_STATS];
741
742 MoveType move_type; // we use change_move_type to change it, so use a local copy
845 743
846 /* 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 */
847 if (op->type == PLAYER) 745 if (type == PLAYER)
848 { 746 {
747 contr->delayed_update = false;
748
849 for (i = 0; i < NUM_STATS; i++) 749 for (int i = 0; i < NUM_STATS; i++)
850 { 750 stat_sum [i] = contr->orig_stats.stat (i);
851 set_attr_value (&(op->stats), i, get_attr_value (&(op->contr->orig_stats), i)); 751
852 }
853 if (settings.spell_encumbrance == TRUE) 752 if (settings.spell_encumbrance == TRUE)
854 op->contr->encumbrance = 0; 753 contr->encumbrance = 0;
855 754
856 op->attacktype = 0; 755 attacktype = 0;
756
857 op->contr->digestion = 0; 757 contr->digestion = 0;
858 op->contr->gen_hp = 0; 758 contr->gen_hp = 0;
859 op->contr->gen_sp = 0; 759 contr->gen_sp = 0;
860 op->contr->gen_grace = 0; 760 contr->gen_grace = 0;
861 op->contr->gen_sp_armour = 10; 761 contr->gen_sp_armour = 10;
862 op->contr->item_power = 0; 762 contr->item_power = 0;
863
864 /* Don't clobber all the range_ values. range_golem otherwise
865 * gets reset for no good reason, and we don't want to reset
866 * range_magic (what spell is readied). These three below
867 * well get filled in based on what the player has equipped.
868 */
869 op->contr->ranges[range_bow] = NULL;
870 op->contr->ranges[range_misc] = NULL;
871 op->contr->ranges[range_skill] = NULL;
872 } 763 }
873 memcpy (op->body_used, op->body_info, sizeof (op->body_info));
874 764
765 for (int i = NUM_BODY_LOCATIONS; i--; )
766 slot[i].used = slot[i].info;
767
875 op->slaying = 0; 768 slaying = 0;
876 769
877 if (!QUERY_FLAG (op, FLAG_WIZ)) 770 if (!this->flag [FLAG_WIZ])
878 {
879 CLEAR_FLAG (op, FLAG_XRAYS);
880 CLEAR_FLAG (op, FLAG_MAKE_INVIS);
881 } 771 {
772 this->clr_flag (FLAG_XRAYS);
773 this->clr_flag (FLAG_MAKE_INVIS);
774 }
882 775
883 CLEAR_FLAG (op, FLAG_LIFESAVE); 776 this->clr_flag (FLAG_LIFESAVE);
884 CLEAR_FLAG (op, FLAG_STEALTH); 777 this->clr_flag (FLAG_STEALTH);
885 CLEAR_FLAG (op, FLAG_BLIND); 778 this->clr_flag (FLAG_BLIND);
886 if (!QUERY_FLAG (&op->arch->clone, FLAG_REFL_SPELL))
887 CLEAR_FLAG (op, FLAG_REFL_SPELL);
888 if (!QUERY_FLAG (&op->arch->clone, FLAG_REFL_MISSILE))
889 CLEAR_FLAG (op, FLAG_REFL_MISSILE);
890 if (!QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
891 CLEAR_FLAG (op, FLAG_UNDEAD);
892 if (!QUERY_FLAG (&op->arch->clone, FLAG_SEE_IN_DARK))
893 CLEAR_FLAG (op, FLAG_SEE_IN_DARK);
894 779
895 op->path_attuned = op->arch->clone.path_attuned; 780 if (!arch->flag [FLAG_REFL_SPELL ]) this->clr_flag (FLAG_REFL_SPELL);
896 op->path_repelled = op->arch->clone.path_repelled; 781 if (!arch->flag [FLAG_REFL_MISSILE]) this->clr_flag (FLAG_REFL_MISSILE);
897 op->path_denied = op->arch->clone.path_denied; 782 if (!arch->flag [FLAG_UNDEAD ]) this->clr_flag (FLAG_UNDEAD);
898 op->glow_radius = op->arch->clone.glow_radius; 783 if (!arch->flag [FLAG_SEE_IN_DARK ]) this->clr_flag (FLAG_SEE_IN_DARK);
899 op->move_type = op->arch->clone.move_type; 784
900 op->chosen_skill = NULL; 785 path_attuned = arch->path_attuned;
786 path_repelled = arch->path_repelled;
787 path_denied = arch->path_denied;
788 glow_radius = arch->glow_radius;
789 move_type = arch->move_type;
901 790
902 /* initializing resistances from the values in player/monster's 791 /* initializing resistances from the values in player/monster's
903 * archetype clone 792 * archetype clone
904 */ 793 */
905 memcpy (&op->resist, &op->arch->clone.resist, sizeof (op->resist)); 794 memcpy (&resist, &arch->resist, sizeof (resist));
906 795
907 for (i = 0; i < NROFATTACKS; i++) 796 for (int i = 0; i < NROFATTACKS; i++)
908 { 797 {
909 if (op->resist[i] > 0) 798 if (resist[i] > 0)
910 prot[i] = op->resist[i], vuln[i] = 0; 799 prot[i] = resist[i], vuln[i] = 0;
911 else 800 else
912 vuln[i] = -(op->resist[i]), prot[i] = 0; 801 vuln[i] = -resist[i], prot[i] = 0;
802
913 potion_resist[i] = 0; 803 potion_resist[i] = -1000;
914 } 804 }
915 805
916 wc = op->arch->clone.stats.wc; 806 wc = arch->stats.wc;
917 op->stats.dam = op->arch->clone.stats.dam; 807 stats.dam = arch->stats.dam;
918 808
919 /* for players which cannot use armour, they gain AC -1 per 3 levels, 809 /* for players which cannot use armour, they gain AC -1 per 3 levels,
920 * plus a small amount of physical resist, those poor suckers. ;) 810 * plus a small amount of physical resist, those poor suckers. ;)
921 * 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 -
922 * 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,
923 * 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
924 * that their protection from physical goes down 814 * that their protection from physical goes down
925 */ 815 */
926 if (!QUERY_FLAG (op, FLAG_USE_ARMOUR) && op->type == PLAYER) 816 if (!this->flag [FLAG_USE_ARMOUR] && type == PLAYER)
927 { 817 {
928 ac = MAX (-10, op->arch->clone.stats.ac - op->level / 3); 818 ac = max (-10, arch->stats.ac - level / 3);
929 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * op->level / settings.max_level)) / 100; 819 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100;
930 } 820 }
931 else 821 else
932 ac = op->arch->clone.stats.ac; 822 ac = arch->stats.ac;
933 823
934 op->stats.luck = op->arch->clone.stats.luck; 824 stats.luck = arch->stats.luck;
935 op->speed = op->arch->clone.speed; 825 speed = arch->speed;
826
827 chosen_skill = 0;
936 828
937 /* 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.
938 * 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.
939 */ 831 */
940
941 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 832 for (tmp = inv; tmp; tmp = tmp->below)
942 { 833 {
943 /* See note in map.c:update_position about making this additive
944 * since light sources are never applied, need to put check here.
945 */
946 if (tmp->glow_radius > op->glow_radius)
947 op->glow_radius = tmp->glow_radius;
948
949 /* This happens because apply_potion calls change_abil with the potion 834 /* This happens because apply_potion calls change_abil with the potion
950 * applied so we can tell the player what chagned. But change_abil 835 * applied so we can tell the player what changed. But change_abil
951 * then calls this function. 836 * then calls this function.
952 */ 837 */
953 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION) 838 if (tmp->flag [FLAG_APPLIED] && tmp->type == POTION)
954 {
955 continue; 839 continue;
956 } 840
841 glow_radius += tmp->glow_radius;
957 842
958 /* For some things, we don't care what is equipped */ 843 /* For some things, we don't care what is equipped */
959 if (tmp->type == SKILL) 844 if (tmp->type == SKILL)
960 { 845 {
961 /* Want to take the highest skill here. */ 846 /* Want to take the highest skill here. */
964 if (!mana_obj) 849 if (!mana_obj)
965 mana_obj = tmp; 850 mana_obj = tmp;
966 else if (tmp->level > mana_obj->level) 851 else if (tmp->level > mana_obj->level)
967 mana_obj = tmp; 852 mana_obj = tmp;
968 } 853 }
854
969 if (IS_GRACE_SKILL (tmp->subtype)) 855 if (IS_GRACE_SKILL (tmp->subtype))
970 { 856 {
971 if (!grace_obj) 857 if (!grace_obj)
972 grace_obj = tmp; 858 grace_obj = tmp;
973 else if (tmp->level > grace_obj->level) 859 else if (tmp->level > grace_obj->level)
974 grace_obj = tmp; 860 grace_obj = tmp;
975 } 861 }
976 } 862 }
977 863
978 /* Container objects are not meant to adjust a players, but other applied 864 /* Container objects are not meant to adjust players, but other applied
979 * objects need to make adjustments. 865 * objects need to make adjustments.
980 * This block should handle all player specific changes 866 * This block should handle all player specific changes
981 * 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
982 * in the praying skill, and the player should always get those. 868 * in the praying skill, and the player should always get those.
983 * 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,
984 * because the skill shouldn't count against body positions being used 870 * because the skill shouldn't count against body positions being used
985 * up, etc. 871 * up, etc.
986 */ 872 */
987 if ((QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type != CONTAINER && tmp->type != CLOSE_CON) || 873 if ((tmp->flag [FLAG_APPLIED]
874 && tmp->type != CONTAINER
875 && tmp->type != CLOSE_CON
876 && tmp->type != SPELL)
988 (tmp->type == SKILL && tmp->subtype == SK_PRAYING)) 877 || (tmp->type == SKILL && tmp->subtype == SK_PRAYING))
989 { 878 {
990 if (op->type == PLAYER) 879 if (type == PLAYER)
991 { 880 {
992 if (tmp->type == BOW) 881 contr->item_power += tmp->item_power;
993 op->contr->ranges[range_bow] = tmp;
994 882
995 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
996 op->contr->ranges[range_misc] = tmp;
997
998 for (i = 0; i < NUM_STATS; i++) 883 for (int i = 0; i < NUM_STATS; i++)
999 change_attr_value (&(op->stats), i, get_attr_value (&(tmp->stats), i)); 884 stat_sum [i] += tmp->stats.stat (i);
1000 885
1001 /* these are the items that currently can change digestion, regeneration, 886 if (digest_types [tmp->type])
1002 * spell point recovery and mana point recovery. Seems sort of an arbitary
1003 * list, but other items store other info into stats array.
1004 */
1005 if ((tmp->type == EXPERIENCE) || (tmp->type == WEAPON) ||
1006 (tmp->type == ARMOUR) || (tmp->type == HELMET) ||
1007 (tmp->type == SHIELD) || (tmp->type == RING) ||
1008 (tmp->type == BOOTS) || (tmp->type == GLOVES) ||
1009 (tmp->type == AMULET) || (tmp->type == GIRDLE) ||
1010 (tmp->type == BRACERS) || (tmp->type == CLOAK) || (tmp->type == DISEASE) || (tmp->type == FORCE) || (tmp->type == SKILL))
1011 { 887 {
1012 op->contr->digestion += tmp->stats.food; 888 contr->digestion += tmp->stats.food;
1013 op->contr->gen_hp += tmp->stats.hp; 889 contr->gen_hp += tmp->stats.hp;
890 if (tmp->type != BOW) // ugly exception for bows
1014 op->contr->gen_sp += tmp->stats.sp; 891 contr->gen_sp += tmp->stats.sp;
1015 op->contr->gen_grace += tmp->stats.grace; 892 contr->gen_grace += tmp->stats.grace;
1016 op->contr->gen_sp_armour += tmp->gen_sp_armour; 893 contr->gen_sp_armour += tmp->gen_sp_armour;
1017 op->contr->item_power += tmp->item_power;
1018 } 894 }
1019 } /* if this is a player */ 895 } /* if this is a player */
896 else
897 {
898 if (tmp->type == WEAPON)
899 current_weapon = tmp;
900 }
1020 901
1021 /* Update slots used for items */ 902 /* Update slots used for items */
1022 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 903 if (tmp->flag [FLAG_APPLIED]) // exclude praying...
1023 {
1024 for (i = 0; i < NUM_BODY_LOCATIONS; i++) 904 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
1025 op->body_used[i] += tmp->body_info[i]; 905 slot[i].used += tmp->slot[i].info;
1026 }
1027 906
1028 if (tmp->type == SYMPTOM) 907 if (tmp->type == SYMPTOM)
1029 {
1030 speed_reduce_from_disease = tmp->last_sp / 100.0; 908 min_it (speed_reduce_from_disease, tmp->last_sp ? tmp->last_sp / 100.f : 1.f);
1031 if (speed_reduce_from_disease == 0)
1032 speed_reduce_from_disease = 1;
1033 }
1034 909
1035 /* Pos. and neg. protections are counted seperate (-> pro/vuln). 910 /* Pos. and neg. protections are counted separate (-> pro/vuln).
1036 * (Negative protections are calculated extactly like positive.) 911 * (Negative protections are calculated exactly like positive.)
1037 * Resistance from potions are treated special as well. If there's 912 * Resistance from potions are treated special as well. If there's
1038 * more than one potion-effect, the bigger prot.-value is taken. 913 * more than one potion-effect, the bigger prot.-value is taken.
1039 */ 914 */
915 if (tmp->type == POTION_EFFECT)
916 for (int i = 0; i < NROFATTACKS; i++)
917 max_it (potion_resist[i], tmp->resist[i]);
1040 if (tmp->type != POTION) 918 else if (tmp->type != POTION)
919 for (int i = 0; i < NROFATTACKS; i++)
920 if (tmp->resist[i] > 0)
921 prot[i] += (100 - prot[i]) * tmp->resist[i] / 100;
922 else if (tmp->resist[i] < 0)
923 vuln[i] += (100 - vuln[i]) * -tmp->resist[i] / 100;
924
925 /* There may be other things that should not adjust the attacktype */
926 if (tmp->type != SYMPTOM)
1041 { 927 {
1042 for (i = 0; i < NROFATTACKS; i++) 928 attacktype |= tmp->attacktype;
1043 { 929 path_attuned |= tmp->path_attuned;
1044 /* Potential for cursed potions, in which case we just can use 930 path_repelled |= tmp->path_repelled;
1045 * a straight MAX, as potion_resist is initialized to zero. 931 path_denied |= tmp->path_denied;
1046 */ 932 move_type |= tmp->move_type;
1047 if (tmp->type == POTION_EFFECT) 933 stats.luck += tmp->stats.luck;
1048 {
1049 if (potion_resist[i])
1050 potion_resist[i] = MAX (potion_resist[i], tmp->resist[i]);
1051 else
1052 potion_resist[i] = tmp->resist[i];
1053 }
1054 else if (tmp->resist[i] > 0)
1055 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100;
1056 else if (tmp->resist[i] < 0)
1057 vuln[i] += ((100 - vuln[i]) * (-tmp->resist[i])) / 100;
1058 }
1059 } 934 }
1060 935
1061 /* There may be other things that should not adjust the attacktype */ 936 flag |= tmp->flag & copy_flags;
1062 if (tmp->type != BOW && tmp->type != SYMPTOM)
1063 op->attacktype |= tmp->attacktype;
1064 937
1065 op->path_attuned |= tmp->path_attuned; 938 if (tmp->flag [FLAG_UNDEAD] && !arch->flag [FLAG_UNDEAD])
1066 op->path_repelled |= tmp->path_repelled; 939 this->set_flag (FLAG_UNDEAD);
1067 op->path_denied |= tmp->path_denied;
1068 op->stats.luck += tmp->stats.luck;
1069 op->move_type |= tmp->move_type;
1070 940
1071 if (QUERY_FLAG (tmp, FLAG_LIFESAVE)) 941 //TODO: copy_flags?
1072 SET_FLAG (op, FLAG_LIFESAVE); 942 if (tmp->flag [FLAG_MAKE_INVIS])
1073 if (QUERY_FLAG (tmp, FLAG_REFL_SPELL))
1074 SET_FLAG (op, FLAG_REFL_SPELL);
1075 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE))
1076 SET_FLAG (op, FLAG_REFL_MISSILE);
1077 if (QUERY_FLAG (tmp, FLAG_STEALTH))
1078 SET_FLAG (op, FLAG_STEALTH);
1079 if (QUERY_FLAG (tmp, FLAG_XRAYS))
1080 SET_FLAG (op, FLAG_XRAYS);
1081 if (QUERY_FLAG (tmp, FLAG_BLIND))
1082 SET_FLAG (op, FLAG_BLIND);
1083 if (QUERY_FLAG (tmp, FLAG_SEE_IN_DARK))
1084 SET_FLAG (op, FLAG_SEE_IN_DARK);
1085
1086 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
1087 SET_FLAG (op, FLAG_UNDEAD);
1088
1089 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS))
1090 { 943 {
1091 SET_FLAG (op, FLAG_MAKE_INVIS); 944 set_flag (FLAG_MAKE_INVIS);
1092 op->invisible = 1; 945 invisible = 1;
1093 } 946 }
1094 947
1095 if (tmp->stats.exp && tmp->type != SKILL) 948 if (tmp->stats.exp && tmp->type != SKILL)
1096 { 949 {
1097 if (tmp->stats.exp > 0) 950 if (tmp->stats.exp > 0)
1098 { 951 {
1099 added_speed += (float) tmp->stats.exp / 3.0; 952 added_speed += tmp->stats.exp / 3.f;
1100 bonus_speed += 1.0 + (float) tmp->stats.exp / 3.0; 953 bonus_speed += tmp->stats.exp / 3.f + 1.f;
1101 } 954 }
1102 else 955 else
1103 added_speed += (float) tmp->stats.exp; 956 added_speed += tmp->stats.exp;
1104 } 957 }
1105 958
1106 switch (tmp->type) 959 switch (tmp->type)
1107 { 960 {
1108 /* skills modifying the character -b.t. */
1109 /* for all skills and skill granting objects */
1110 case SKILL: 961 case SKILL:
1111 if (!QUERY_FLAG (tmp, FLAG_APPLIED)) 962 {
963 // some skills will end up here without counting as "applied"
964 if (!tmp->flag [FLAG_APPLIED] || skill_flags [tmp->subtype] & SF_AUTARK)
1112 break; 965 break;
1113 966
1114 if (IS_COMBAT_SKILL (tmp->subtype))
1115 wc_obj = tmp;
1116
1117 if (op->chosen_skill) 967 if (chosen_skill)
1118 { 968 {
1119 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &op->name); 969 LOG (llevDebug, "fix_player, op %s has multiple skills applied (%s and %s)\n",
970 &name, &chosen_skill->name, &tmp->name);
971
972 tmp->flag [FLAG_APPLIED] = false;
973 update_stats ();
974 return;
1120 } 975 }
976
1121 op->chosen_skill = tmp; 977 chosen_skill = tmp;
978
1122 if (tmp->stats.dam > 0) 979 if (tmp->stats.dam > 0)
1123 { /* skill is a 'weapon' */ 980 { /* skill is a 'weapon' */
1124 if (!QUERY_FLAG (op, FLAG_READY_WEAPON)) 981 if (!this->flag [FLAG_READY_WEAPON])
1125 weapon_speed = (int) WEAPON_SPEED (tmp); 982 weapon_speed = max (0, WEAPON_SPEED (tmp));
1126 if (weapon_speed < 0) 983
1127 weapon_speed = 0;
1128 weapon_weight = tmp->weight; 984 weapon_weight = tmp->weight;
1129 op->stats.dam += tmp->stats.dam * (1 + (op->chosen_skill->level / 9)); 985 stats.dam += 1 + chosen_skill->level * tmp->stats.dam / 9;
986
1130 if (tmp->magic) 987 if (tmp->magic)
1131 op->stats.dam += tmp->magic; 988 stats.dam += tmp->magic;
1132 } 989 }
990
1133 if (tmp->stats.wc) 991 if (tmp->stats.wc)
1134 wc -= (tmp->stats.wc + tmp->magic); 992 wc -= tmp->stats.wc + tmp->magic;
1135 993
1136 if (tmp->slaying != NULL) 994 if (tmp->slaying)
1137 op->slaying = tmp->slaying; 995 slaying = tmp->slaying;
1138 996
1139 if (tmp->stats.ac) 997 if (tmp->stats.ac)
1140 ac -= (tmp->stats.ac + tmp->magic);
1141 if (settings.spell_encumbrance == TRUE && op->type == PLAYER)
1142 op->contr->encumbrance += (int) 3 *tmp->weight / 1000;
1143
1144 if (op->type == PLAYER)
1145 op->contr->ranges[range_skill] = op;
1146 break;
1147
1148 case SKILL_TOOL:
1149 if (op->chosen_skill)
1150 {
1151 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &op->name);
1152 }
1153 op->chosen_skill = tmp;
1154 if (op->type == PLAYER)
1155 op->contr->ranges[range_skill] = op;
1156 break;
1157
1158 case SHIELD:
1159 if (settings.spell_encumbrance == TRUE && op->type == PLAYER)
1160 op->contr->encumbrance += (int) tmp->weight / 2000;
1161 case RING:
1162 case AMULET:
1163 case GIRDLE:
1164 case HELMET:
1165 case BOOTS:
1166 case GLOVES:
1167 case CLOAK:
1168 if (tmp->stats.wc)
1169 wc -= (tmp->stats.wc + tmp->magic);
1170 if (tmp->stats.dam)
1171 op->stats.dam += (tmp->stats.dam + tmp->magic);
1172 if (tmp->stats.ac)
1173 ac -= (tmp->stats.ac + tmp->magic);
1174 break;
1175
1176 case WEAPON:
1177 wc -= (tmp->stats.wc + tmp->magic);
1178 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0)
1179 ac -= tmp->stats.ac + tmp->magic; 998 ac -= tmp->stats.ac + tmp->magic;
999
1000 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1001 contr->encumbrance += 3 * tmp->weight / 1000;
1002 }
1003
1004 break;
1005
1006 case SHIELD:
1007 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1008 contr->encumbrance += tmp->weight / 2000;
1009 //FALLTHROUGH
1010 case RING:
1011 case AMULET:
1012 case GIRDLE:
1013 case HELMET:
1014 case BOOTS:
1015 case GLOVES:
1016 case CLOAK:
1017 if (tmp->stats.wc)
1018 wc -= tmp->stats.wc + tmp->magic;
1019
1020 if (tmp->stats.dam)
1180 op->stats.dam += (tmp->stats.dam + tmp->magic); 1021 stats.dam += tmp->stats.dam + tmp->magic;
1022
1023 if (tmp->stats.ac)
1024 ac -= tmp->stats.ac + tmp->magic;
1025
1026 break;
1027
1028 case RANGED:
1029 case BOW:
1030 case WEAPON:
1031 wc -= tmp->stats.wc + tmp->magic;
1032
1033 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0)
1034 ac -= tmp->stats.ac + tmp->magic;
1035
1036 stats.dam += tmp->stats.dam + tmp->magic;
1181 weapon_weight = tmp->weight; 1037 weapon_weight = tmp->weight;
1182 weapon_speed = ((int) WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2; 1038 weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2;
1039
1183 if (weapon_speed < 0) 1040 if (weapon_speed < 0)
1184 weapon_speed = 0; 1041 weapon_speed = 0;
1042
1185 op->slaying = tmp->slaying; 1043 slaying = tmp->slaying;
1044
1186 /* If there is desire that two handed weapons should do 1045 /* If there is desire that two handed weapons should do
1187 * extra strength damage, this is where the code should 1046 * extra strength damage, this is where the code should
1188 * go. 1047 * go.
1189 */ 1048 */
1190 op->current_weapon = tmp; 1049
1050 if (type == PLAYER)
1191 if (settings.spell_encumbrance == TRUE && op->type == PLAYER) 1051 if (settings.spell_encumbrance)
1192 op->contr->encumbrance += (int) 3 *tmp->weight / 1000; 1052 contr->encumbrance += tmp->weight * 3 / 1000;
1193 1053
1194 break; 1054 break;
1195 1055
1196 case ARMOUR: /* Only the best of these three are used: */ 1056 case ARMOUR: /* Only the best of these three are used: */
1197 if (settings.spell_encumbrance == TRUE && op->type == PLAYER) 1057 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1198 op->contr->encumbrance += (int) tmp->weight / 1000; 1058 contr->encumbrance += tmp->weight / 1000;
1199 1059
1200 case BRACERS: 1060 case BRACERS:
1201 case FORCE: 1061 case FORCE:
1202 if (tmp->stats.wc) 1062 if (tmp->stats.wc)
1203 { 1063 {
1204 if (best_wc < tmp->stats.wc + tmp->magic) 1064 if (best_wc < tmp->stats.wc + tmp->magic)
1205 { 1065 {
1206 wc += best_wc; 1066 wc += best_wc;
1207 best_wc = tmp->stats.wc + tmp->magic; 1067 best_wc = tmp->stats.wc + tmp->magic;
1208 } 1068 }
1209 else 1069 else
1210 wc += tmp->stats.wc + tmp->magic; 1070 wc += tmp->stats.wc + tmp->magic;
1211 } 1071 }
1072
1212 if (tmp->stats.ac) 1073 if (tmp->stats.ac)
1213 { 1074 {
1214 if (best_ac < tmp->stats.ac + tmp->magic) 1075 if (best_ac < tmp->stats.ac + tmp->magic)
1215 { 1076 {
1216 ac += best_ac; /* Remove last bonus */ 1077 ac += best_ac; /* Remove last bonus */
1217 best_ac = tmp->stats.ac + tmp->magic; 1078 best_ac = tmp->stats.ac + tmp->magic;
1218 } 1079 }
1219 else /* To nullify the below effect */ 1080 else /* To nullify the below effect */
1220 ac += tmp->stats.ac + tmp->magic; 1081 ac += tmp->stats.ac + tmp->magic;
1221 } 1082 }
1083
1222 if (tmp->stats.wc) 1084 if (tmp->stats.wc)
1223 wc -= (tmp->stats.wc + tmp->magic); 1085 wc -= tmp->stats.wc + tmp->magic;
1086
1224 if (tmp->stats.ac) 1087 if (tmp->stats.ac)
1225 ac -= (tmp->stats.ac + tmp->magic); 1088 ac -= tmp->stats.ac + tmp->magic;
1226 if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.0 < max) 1089
1090 if (ARMOUR_SPEED (tmp))
1227 max = ARMOUR_SPEED (tmp) / 10.0; 1091 max_speed = min (max_speed, ARMOUR_SPEED (tmp) / 10.f);
1092
1228 break; 1093 break;
1229 } /* switch tmp->type */ 1094 } /* switch tmp->type */
1230 } /* item is equipped */ 1095 } /* item is equipped */
1231 } /* for loop of items */ 1096 } /* for loop of items */
1097
1098 min_it (glow_radius, MAX_LIGHT_RADIUS);
1232 1099
1233 /* We've gone through all the objects the player has equipped. For many things, we 1100 /* We've gone through all the objects the player has equipped. For many things, we
1234 * have generated intermediate values which we now need to assign. 1101 * have generated intermediate values which we now need to assign.
1235 */ 1102 */
1236 1103
1238 * If there is an uncursed potion in effect, granting more protection 1105 * If there is an uncursed potion in effect, granting more protection
1239 * than that, we take: 'total resistance = resistance from potion'. 1106 * than that, we take: 'total resistance = resistance from potion'.
1240 * If there is a cursed (and no uncursed) potion in effect, we take 1107 * If there is a cursed (and no uncursed) potion in effect, we take
1241 * 'total resistance = vulnerability from cursed potion'. 1108 * 'total resistance = vulnerability from cursed potion'.
1242 */ 1109 */
1243 for (i = 0; i < NROFATTACKS; i++) 1110 for (int i = 0; i < NROFATTACKS; i++)
1244 { 1111 {
1245 op->resist[i] = prot[i] - vuln[i]; 1112 resist[i] = prot[i] - vuln[i];
1246 if (potion_resist[i] && ((potion_resist[i] > op->resist[i]) || (potion_resist[i] < 0))) 1113
1114 if (potion_resist[i] != -1000
1115 && (potion_resist[i] < 0 || potion_resist[i] > resist[i]))
1247 op->resist[i] = potion_resist[i]; 1116 resist[i] = potion_resist[i];
1117 }
1118
1119 if (type == PLAYER)
1248 } 1120 {
1121 // clamp various player stats
1122 for (int i = 0; i < NUM_STATS; ++i)
1123 stats.stat (i) = stat_sum [i];
1249 1124
1125 check_stat_bounds (&stats);
1126
1127 contr->digestion = clamp (contr->digestion, MIN_DIGESTION, MAX_DIGESTION);
1128
1250 /* Figure out the players sp/mana/hp totals. */ 1129 /* Figure out the players sp/mana/hp totals. */
1251 if (op->type == PLAYER)
1252 {
1253 int pl_level; 1130 int pl_level;
1254 1131
1255 check_stat_bounds (&(op->stats));
1256 pl_level = op->level;
1257
1258 if (pl_level < 1)
1259 pl_level = 1; /* safety, we should always get 1 levels worth of hp! */ 1132 pl_level = max (1, level); /* safety, we should always get 1 levels worth of hp! */
1260 1133
1261 /* You basically get half a con bonus/level. But we do take into account rounding, 1134 /* You basically get half a con bonus/level. But we do take into account rounding,
1262 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels. 1135 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels.
1263 */ 1136 */
1264 for (i = 1, op->stats.maxhp = 0; i <= pl_level && i <= 10; i++) 1137 stats.maxhp = 0;
1138 for (int i = 1; i <= min (10, pl_level); i++)
1265 { 1139 {
1266 j = op->contr->levhp[i] + con_bonus[op->stats.Con] / 2; 1140 int j = contr->levhp[i] + con_bonus[stats.Con] / 2;
1141
1267 if (i % 2 && con_bonus[op->stats.Con] % 2) 1142 if (i % 2 && con_bonus[stats.Con] % 2)
1268 {
1269 if (con_bonus[op->stats.Con] > 0) 1143 if (con_bonus[stats.Con] > 0)
1270 j++; 1144 j++;
1271 else 1145 else
1272 j--; 1146 j--;
1273 } 1147
1274 op->stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */ 1148 stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */
1275 } 1149 }
1276 1150
1277 for (i = 11; i <= op->level; i++) 1151 stats.maxhp += 2 * max (0, level - 10);
1278 op->stats.maxhp += 2;
1279 1152
1280 if (op->stats.hp > op->stats.maxhp) 1153 if (stats.hp > stats.maxhp)
1281 op->stats.hp = op->stats.maxhp; 1154 stats.hp = stats.maxhp;
1282 1155
1283 /* Sp gain is controlled by the level of the player's 1156 /* Sp gain is controlled by the level of the player's
1284 * relevant experience object (mana_obj, see above) 1157 * relevant experience object (mana_obj, see above)
1285 */ 1158 */
1286 /* following happen when skills system is not used */ 1159 /* following happen when skills system is not used */
1287 if (!mana_obj) 1160 if (!mana_obj)
1288 mana_obj = op; 1161 mana_obj = this;
1162
1289 if (!grace_obj) 1163 if (!grace_obj)
1290 grace_obj = op; 1164 grace_obj = this;
1165
1291 /* set maxsp */ 1166 /* set maxsp */
1292 if (!mana_obj || !mana_obj->level || op->type != PLAYER) 1167 if (!mana_obj || !mana_obj->level || type != PLAYER)
1293 mana_obj = op; 1168 mana_obj = this;
1294 1169
1295 if (mana_obj == op && op->type == PLAYER) 1170 if (mana_obj == this && type == PLAYER)
1296 {
1297 op->stats.maxsp = 1; 1171 stats.maxsp = 1;
1298 }
1299 else 1172 else
1300 { 1173 {
1301 sp_tmp = 0.0; 1174 float sp_tmp = 0.f;
1175
1302 for (i = 1; i <= mana_obj->level && i <= 10; i++) 1176 for (int i = 1; i <= min (10, mana_obj->level); i++)
1303 { 1177 {
1304 float stmp; 1178 float stmp;
1305 1179
1306 /* Got some extra bonus at first level */ 1180 /* Got some extra bonus at first level */
1307 if (i < 2) 1181 if (i < 2)
1308 {
1309 stmp = op->contr->levsp[i] + ((2.0 * (float) sp_bonus[op->stats.Pow] + (float) sp_bonus[op->stats.Int]) / 6.0); 1182 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 6.f;
1310 }
1311 else 1183 else
1312 {
1313 stmp = (float) op->contr->levsp[i] + (2.0 * (float) sp_bonus[op->stats.Pow] + (float) sp_bonus[op->stats.Int]) / 12.0; 1184 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 12.f;
1314 } 1185
1315 if (stmp < 1.0)
1316 stmp = 1.0;
1317 sp_tmp += stmp; 1186 sp_tmp += max (1.f, stmp);
1318 } 1187 }
1319 op->stats.maxsp = (int) sp_tmp;
1320 1188
1321 for (i = 11; i <= mana_obj->level; i++) 1189 stats.maxsp = int (sp_tmp) + 2 * max (0, mana_obj->level - 10);
1322 op->stats.maxsp += 2;
1323 } 1190 }
1191
1324 /* Characters can get their sp supercharged via rune of transferrance */ 1192 /* Characters can get their sp supercharged via rune of transferrance */
1325 if (op->stats.sp > op->stats.maxsp * 2) 1193 stats.sp = min (stats.sp, stats.maxsp * 2);
1326 op->stats.sp = op->stats.maxsp * 2;
1327 1194
1328 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */ 1195 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */
1329 if (!grace_obj || !grace_obj->level || op->type != PLAYER) 1196 if (!grace_obj || !grace_obj->level || type != PLAYER)
1330 grace_obj = op; 1197 grace_obj = this;
1331 1198
1332 if (grace_obj == op && op->type == PLAYER) 1199 if (grace_obj == this && type == PLAYER)
1333 {
1334 op->stats.maxgrace = 1; 1200 stats.maxgrace = 1;
1335 }
1336 else 1201 else
1337 { 1202 {
1338 /* store grace in a float - this way, the divisions below don't create 1203 /* store grace in a float - this way, the divisions below don't create
1339 * big jumps when you go from level to level - with int's, it then 1204 * big jumps when you go from level to level - with int's, it then
1340 * becomes big jumps when the sums of the bonuses jump to the next 1205 * becomes big jumps when the sums of the bonuses jump to the next
1341 * step of 8 - with floats, even fractional ones are useful. 1206 * step of 8 - with floats, even fractional ones are useful.
1342 */ 1207 */
1343 sp_tmp = 0.0; 1208 float sp_tmp = 0.f;
1344 for (i = 1, op->stats.maxgrace = 0; i <= grace_obj->level && i <= 10; i++) 1209
1210 for (int i = 1; i <= min (10, grace_obj->level); i++)
1345 { 1211 {
1346 float grace_tmp = 0.0; 1212 float grace_tmp = 0.f;
1347 1213
1348 /* Got some extra bonus at first level */ 1214 /* Got some extra bonus at first level */
1349 if (i < 2) 1215 if (i < 2)
1350 { 1216 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 6.f;
1351 grace_tmp = op->contr->levgrace[i] + (((float) grace_bonus[op->stats.Pow] +
1352 2.0 * (float) grace_bonus[op->stats.Wis]) / 6.0);
1353 }
1354 else 1217 else
1355 { 1218 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 12.f;
1356 grace_tmp = (float) op->contr->levgrace[i] 1219
1357 + ((float) grace_bonus[op->stats.Pow] + 2.0 * (float) grace_bonus[op->stats.Wis]) / 12.0;
1358 }
1359 if (grace_tmp < 1.0)
1360 grace_tmp = 1.0;
1361 sp_tmp += grace_tmp; 1220 sp_tmp += max (1.f, grace_tmp);
1362 } 1221 }
1363 op->stats.maxgrace = (int) sp_tmp;
1364 1222
1365 /* two grace points per level after 11 */ 1223 /* two grace points per level after 10 */
1366 for (i = 11; i <= grace_obj->level; i++) 1224 stats.maxgrace = int (sp_tmp) + 2 * max (0, grace_obj->level - 10);
1367 op->stats.maxgrace += 2;
1368 } 1225 }
1226
1369 /* No limit on grace vs maxgrace */ 1227 /* No limit on grace vs maxgrace */
1370 1228
1371 if (op->contr->braced) 1229 if (contr->braced)
1372 { 1230 {
1373 ac += 2; 1231 ac += 2;
1374 wc += 4; 1232 wc += 4;
1375 } 1233 }
1376 else 1234 else
1377 ac -= dex_bonus[op->stats.Dex]; 1235 ac -= dex_bonus[stats.Dex];
1378 1236
1379 /* In new exp/skills system, wc bonuses are related to 1237 /* In new exp/skills system, wc bonuses are related to
1380 * the players level in a relevant exp object (wc_obj) 1238 * the players level in a relevant exp object (wc_obj)
1381 * not the general player level -b.t. 1239 * not the general player level -b.t.
1382 * I changed this slightly so that wc bonuses are better 1240 * I changed this slightly so that wc bonuses are better
1385 * improvement every level, now its fighterlevel/5. So 1243 * improvement every level, now its fighterlevel/5. So
1386 * we give the player a bonus here in wc and dam 1244 * we give the player a bonus here in wc and dam
1387 * to make up for the change. Note that I left the 1245 * to make up for the change. Note that I left the
1388 * monster bonus the same as before. -b.t. 1246 * monster bonus the same as before. -b.t.
1389 */ 1247 */
1248 object *wc_obj = chosen_skill;
1390 1249
1391 if (op->type == PLAYER && wc_obj && wc_obj->level > 1) 1250 if (contr && wc_obj && wc_obj->level > 1)
1392 { 1251 {
1393 wc -= (wc_obj->level + thaco_bonus[op->stats.Str]); 1252 wc -= wc_obj->level + thaco_bonus[stats.Str];
1253
1394 for (i = 1; i < wc_obj->level; i++) 1254 for (int i = 1; i < wc_obj->level; i++)
1395 { 1255 {
1396 /* addtional wc every 6 levels */ 1256 /* additional wc every 6 levels */
1397 if (!(i % 6)) 1257 if (!(i % 6))
1398 wc--; 1258 wc--;
1259
1399 /* addtional dam every 4 levels. */ 1260 /* additional dam every 4 levels. */
1400 if (!(i % 4) && (dam_bonus[op->stats.Str] >= 0)) 1261 if (!(i % 4) && dam_bonus[stats.Str] >= 0)
1401 op->stats.dam += (1 + (dam_bonus[op->stats.Str] / 5)); 1262 stats.dam += 1 + dam_bonus[stats.Str] / 5;
1402 } 1263 }
1403 } 1264 }
1404 else 1265 else
1405 wc -= (op->level + thaco_bonus[op->stats.Str]); 1266 wc -= level + thaco_bonus[stats.Str];
1406 1267
1407 op->stats.dam += dam_bonus[op->stats.Str]; 1268 stats.dam += dam_bonus[stats.Str];
1408 1269
1409 if (op->stats.dam < 1) 1270 if (stats.dam < 1)
1410 op->stats.dam = 1; 1271 stats.dam = 1;
1411 1272
1412 op->speed = 1.0 + speed_bonus[op->stats.Dex]; 1273 speed = 1.f + speed_bonus[stats.Dex];
1274
1413 if (settings.search_items && op->contr->search_str[0]) 1275 if (settings.search_items && contr->search_str[0])
1414 op->speed -= 1; 1276 speed -= 1;
1415 if (op->attacktype == 0)
1416 op->attacktype = op->arch->clone.attacktype;
1417
1418 } /* End if player */ 1277 } /* End if player */
1419 1278
1420 if (added_speed >= 0) 1279 if (added_speed >= 0)
1421 op->speed += added_speed / 10.0; 1280 speed += added_speed / 10.f;
1422 else /* Something wrong here...: */ 1281 else /* Something wrong here...: */
1423 op->speed /= (float) (1.0 - added_speed); 1282 speed /= 1.f - added_speed;
1424 1283
1425 /* Max is determined by armour */ 1284 /* Max is determined by armour */
1426 if (op->speed > max) 1285 speed = min (speed, max_speed);
1427 op->speed = max;
1428 1286
1429 if (op->type == PLAYER) 1287 if (type == PLAYER)
1430 { 1288 {
1431 /* f is a number the represents the number of kg above (positive num) 1289 /* f is a number the represents the number of kg above (positive num)
1432 * or below (negative number) that the player is carrying. If above 1290 * or below (negative number) that the player is carrying. If above
1433 * weight limit, then player suffers a speed reduction based on how 1291 * weight limit, then player suffers a speed reduction based on how
1434 * much above he is, and what is max carry is 1292 * much above he is, and what is max carry is
1435 */ 1293 */
1436 f = (op->carrying / 1000) - max_carry[op->stats.Str]; 1294 float f = (carrying / 1000) - max_carry[stats.Str];
1437 if (f > 0) 1295 if (f > 0.f)
1438 op->speed = op->speed / (1.0 + f / max_carry[op->stats.Str]); 1296 speed = speed / (1.f + f / max_carry[stats.Str]);
1439 } 1297 }
1440 1298
1441 op->speed += bonus_speed / 10.0; /* Not affected by limits */ 1299 speed += bonus_speed / 10.f; /* Not affected by limits */
1300 speed *= speed_reduce_from_disease;
1442 1301
1443 /* Put a lower limit on speed. Note with this speed, you move once every 1302 /* Put a lower limit on speed. Note with this speed, you move once every
1444 * 100 ticks or so. This amounts to once every 12 seconds of realtime. 1303 * 25 ticks or so. This amounts to once every 3 seconds of realtime.
1445 */ 1304 */
1446 op->speed = op->speed * speed_reduce_from_disease; 1305 max_it (speed, is_player () ? MIN_PLAYER_SPEED : MIN_ACTIVE_SPEED);
1447 1306
1448 if (op->speed < 0.01 && op->type == PLAYER) 1307 if (speed != old_speed)
1449 op->speed = 0.01; 1308 set_speed (speed);
1450 1309
1451 if (op->type == PLAYER) 1310 if (type == PLAYER)
1452 { 1311 {
1453 float M, W, s, D, K, S, M2;
1454
1455 /* (This formula was made by vidarl@ifi.uio.no) 1312 /* (This formula was made by vidarl@ifi.uio.no)
1456 * Note that we never used these values again - basically 1313 * Note that we never used these values again - basically
1457 * all of these could be subbed into one big equation, but 1314 * all of these could be subbed into one big equation, but
1458 * that would just be a real pain to read. 1315 * that would just be a real pain to read.
1459 */ 1316 */
1460 M = (max_carry[op->stats.Str] - 121) / 121.0; 1317 float M = (max_carry[stats.Str] - 121) / 121.f;
1461 M2 = max_carry[op->stats.Str] / 100.0; 1318 float M2 = max_carry[stats.Str] / 100.f;
1462 W = weapon_weight / 20000.0; 1319 float W = weapon_weight / 20000.f;
1463 s = 2 - weapon_speed / 10.0; 1320 float s = (20 - weapon_speed) / 10.f;
1464 D = (op->stats.Dex - 14) / 14.0; 1321 float D = (stats.Dex - 14) / 14.f;
1465 K = 1 + M / 3.0 - W / (3 * M2) + op->speed / 5.0 + D / 2.0; 1322 float K = 1 + M / 3.f - W / (3 * M2) + speed / 5.f + D / 2.f;
1466 K *= (4 + op->level) / (float) (6 + op->level) * 1.2; 1323
1324 K *= (4 + level) * 1.2f / (6 + level);
1325
1467 if (K <= 0) 1326 if (K <= 0.01f)
1468 K = 0.01; 1327 K = 0.01f;
1469 S = op->speed / (K * s); 1328
1470 op->contr->weapon_sp = S; 1329 contr->weapon_sp = K * s * .5f; //TODO: balance the .5
1471 } 1330 }
1331
1472 /* I want to limit the power of small monsters with big weapons: */ 1332 /* I want to limit the power of small monsters with big weapons: */
1473 if (op->type != PLAYER && op->arch != NULL && op->stats.dam > op->arch->clone.stats.dam * 3) 1333 if (type != PLAYER && arch && stats.dam > arch->stats.dam * 3)
1474 op->stats.dam = op->arch->clone.stats.dam * 3; 1334 stats.dam = arch->stats.dam * 3;
1475 1335
1476 /* Prevent overflows of wc - best you can get is ABS(120) - this 1336 stats.wc = clamp (wc, MIN_WC, MAX_WC);
1477 * should be more than enough - remember, AC is also in 8 bits, 1337 stats.ac = clamp (ac, MIN_AC, MAX_AC);
1478 * so its value is the same.
1479 */
1480 if (wc > 120)
1481 wc = 120;
1482 else if (wc < -120)
1483 wc = -120;
1484 op->stats.wc = wc;
1485
1486 if (ac > 120)
1487 ac = 120;
1488 else if (ac < -120)
1489 ac = -120;
1490 op->stats.ac = ac;
1491 1338
1492 /* if for some reason the creature doesn't have any move type, 1339 /* if for some reason the creature doesn't have any move type,
1493 * give them walking as a default. 1340 * give them walking as a default.
1494 * The second case is a special case - to more closely mimic the 1341 * The second case is a special case - to more closely mimic the
1495 * old behaviour - if your flying, your not walking - just 1342 * old behaviour - if your flying, your not walking - just
1496 * one or the other. 1343 * one or the other.
1497 */ 1344 */
1498 if (op->move_type == 0) 1345 if (move_type == 0)
1499 op->move_type = MOVE_WALK; 1346 move_type = MOVE_WALK;
1500 else if (op->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) 1347 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH))
1501 op->move_type &= ~MOVE_WALK; 1348 move_type &= ~MOVE_WALK;
1502 1349
1503 update_ob_speed (op); 1350 // now apply the new move_type
1351 if (this->move_type != move_type)
1352 change_move_type (move_type);
1504 1353
1505 /* It is quite possible that a player's spell costing might have changed, 1354 /* It is quite possible that a player's spell costing might have changed,
1506 * so we will check that now. 1355 * so we will check that now.
1507 */ 1356 */
1508 if (op->type == PLAYER) 1357 if (is_player ())
1509 esrv_update_spells (op->contr); 1358 contr->update_spells ();
1359
1360 // update the mapspace, if we are on a map
1361 if (!flag [FLAG_REMOVED] && map)
1362 map->at (x, y).flags_ = 0;
1363}
1364
1365void
1366object::set_glow_radius (sint8 rad)
1367{
1368 glow_radius = rad;
1369
1370 if (is_on_map ())
1371 update_all_los (map, x, y);
1372 else if (object *env = outer_env ())
1373 {
1374 env->update_stats ();
1375
1376 if (env->is_on_map ())
1377 update_all_los (env->map, env->x, env->y);
1378 }
1510} 1379}
1511 1380
1512/* 1381/*
1513 * Returns true if the given player is a legal class. 1382 * Returns true if the given player is a legal class.
1514 * The function to add and remove class-bonuses to the stats doesn't 1383 * The function to add and remove class-bonuses to the stats doesn't
1515 * check if the stat becomes negative, thus this function 1384 * check if the stat becomes negative, thus this function
1516 * merely checks that all stats are 1 or more, and returns 1385 * merely checks that all stats are 1 or more, and returns
1517 * false otherwise. 1386 * false otherwise.
1518 */ 1387 */
1519
1520int 1388int
1521allowed_class (const object *op) 1389allowed_class (const object *op)
1522{ 1390{
1523 return op->stats.Dex > 0 && op->stats.Str > 0 && op->stats.Con > 0 && 1391 return op->stats.Dex > 0
1524 op->stats.Int > 0 && op->stats.Wis > 0 && op->stats.Pow > 0 && op->stats.Cha > 0; 1392 && op->stats.Str > 0
1393 && op->stats.Con > 0
1394 && op->stats.Int > 0
1395 && op->stats.Wis > 0
1396 && op->stats.Pow > 0
1397 && op->stats.Cha > 0;
1525} 1398}
1526 1399
1527/* 1400/*
1528 * set the new dragon name after gaining levels or 1401 * set the new dragon name after gaining levels or
1529 * changing ability focus (later this can be extended to 1402 * changing ability focus (later this can be extended to
1530 * eventually change the player's face and animation) 1403 * eventually change the player's face and animation)
1531 *
1532 * Note that the title is written to 'own_title' in the
1533 * player struct. This should be changed to 'ext_title'
1534 * as soon as clients support this!
1535 * Please, anyone, write support for 'ext_title'.
1536 */ 1404 */
1537void 1405void
1538set_dragon_name (object *pl, const object *abil, const object *skin) 1406set_dragon_name (object *pl, const object *abil, const object *skin)
1539{ 1407{
1540 int atnr = -1; /* attacknumber of highest level */ 1408 int atnr = -1; /* attacknumber of highest level */
1558 /* now if there are equals at highest level, pick the one with focus, 1426 /* now if there are equals at highest level, pick the one with focus,
1559 or else at random */ 1427 or else at random */
1560 if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level) 1428 if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level)
1561 atnr = abil->stats.exp; 1429 atnr = abil->stats.exp;
1562 1430
1563 level = (int) (level / 5.);
1564
1565 /* now set the new title */ 1431 /* now set the new title */
1566 if (pl->contr != NULL)
1567 {
1568 if (level == 0)
1569 sprintf (pl->contr->title, "%s hatchling", attacks[atnr]); 1432 if (level < 25) sprintf (pl->contr->title, "%s hatchling", attacks[atnr]);
1570 else if (level == 1)
1571 sprintf (pl->contr->title, "%s wyrm", attacks[atnr]); 1433 else if (level < 50) sprintf (pl->contr->title, "%s wyrm" , attacks[atnr]);
1572 else if (level == 2)
1573 sprintf (pl->contr->title, "%s wyvern", attacks[atnr]); 1434 else if (level < 75) sprintf (pl->contr->title, "%s wyvern" , attacks[atnr]);
1574 else if (level == 3)
1575 sprintf (pl->contr->title, "%s dragon", attacks[atnr]); 1435 else if (level < 100) sprintf (pl->contr->title, "%s dragon" , attacks[atnr]);
1576 else 1436 else
1577 { 1437 {
1578 /* special titles for extra high resistance! */ 1438 /* special titles for extra high resistance! */
1579 if (skin->resist[atnr] > 80)
1580 sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]); 1439 if (skin->resist[atnr] > 80) sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]);
1581 else if (skin->resist[atnr] > 50)
1582 sprintf (pl->contr->title, "ancient %s dragon", attacks[atnr]); 1440 else if (skin->resist[atnr] > 50) sprintf (pl->contr->title, "ancient %s dragon" , attacks[atnr]);
1583 else
1584 sprintf (pl->contr->title, "big %s dragon", attacks[atnr]); 1441 else sprintf (pl->contr->title, "big %s dragon" , attacks[atnr]);
1585 }
1586 } 1442 }
1587 1443
1588 strcpy (pl->contr->own_title, ""); 1444 strcpy (pl->contr->own_title, "");
1589} 1445}
1590 1446
1591/* 1447/*
1592 * This function is called when a dragon-player gains 1448 * This function is called when a dragon-player gains
1593 * an overall level. Here, the dragon might gain new abilities 1449 * an overall level. Here, the dragon might gain new abilities
1594 * or change the ability-focus. 1450 * or change the ability-focus.
1595 */ 1451 */
1596void 1452static void
1597dragon_level_gain (object *who) 1453dragon_level_gain (object *who)
1598{ 1454{
1599 object *abil = NULL; /* pointer to dragon ability force */ 1455 object *abil = NULL; /* pointer to dragon ability force */
1600 object *skin = NULL; /* pointer to dragon skin force */ 1456 object *skin = NULL; /* pointer to dragon skin force */
1601 object *tmp = NULL; /* tmp. object */ 1457 object *tmp = NULL; /* tmp. object */
1602 char buf[MAX_BUF]; /* tmp. string buffer */ 1458 char buf[MAX_BUF]; /* tmp. string buffer */
1603 1459
1604 /* now grab the 'dragon_ability'-forces from the player's inventory */ 1460 /* now grab the 'dragon_ability'-forces from the player's inventory */
1605 for (tmp = who->inv; tmp != NULL; tmp = tmp->below) 1461 for (tmp = who->inv; tmp; tmp = tmp->below)
1606 {
1607 if (tmp->type == FORCE) 1462 if (tmp->type == FORCE)
1608 { 1463 if (tmp->arch->archname == shstr_dragon_ability_force)
1609 if (strcmp (tmp->arch->name, "dragon_ability_force") == 0)
1610 abil = tmp; 1464 abil = tmp;
1611 if (strcmp (tmp->arch->name, "dragon_skin_force") == 0) 1465 else if (tmp->arch->archname == shstr_dragon_skin_force)
1612 skin = tmp; 1466 skin = tmp;
1613 } 1467
1614 }
1615 /* if the force is missing -> bail out */ 1468 /* if the force is missing -> bail out */
1616 if (abil == NULL) 1469 if (abil == NULL)
1617 return; 1470 return;
1618 1471
1619 /* The ability_force keeps track of maximum level ever achieved. 1472 /* The ability_force keeps track of maximum level ever achieved.
1660 object *skill_obj; 1513 object *skill_obj;
1661 1514
1662 skill_obj = get_archetype_by_skill_name (skill_name, SKILL); 1515 skill_obj = get_archetype_by_skill_name (skill_name, SKILL);
1663 if (!skill_obj) 1516 if (!skill_obj)
1664 { 1517 {
1665 LOG (llevError, "add_player_exp: couldn't find skill %s\n", skill_name); 1518 LOG (llevError, "give_skill_by_name: couldn't find skill %s\n", skill_name);
1666 return NULL; 1519 return NULL;
1667 } 1520 }
1521
1668 /* clear the flag - exp goes into this bucket, but player 1522 /* clear the flag - exp goes into this bucket, but player
1669 * still doesn't know it. 1523 * still doesn't know it.
1670 */ 1524 */
1671 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL); 1525 skill_obj->clr_flag (FLAG_CAN_USE_SKILL);
1672 skill_obj->stats.exp = 0; 1526 skill_obj->stats.exp = 0;
1673 skill_obj->level = 1; 1527 skill_obj->level = 1;
1674 insert_ob_in_ob (skill_obj, op); 1528 op->insert (skill_obj);
1675 if (op->contr) 1529
1676 { 1530 if (player *pl = op->contr)
1677 op->contr->last_skill_ob[skill_obj->subtype] = skill_obj; 1531 pl->link_skills ();
1678 op->contr->last_skill_exp[skill_obj->subtype] = -1; 1532
1679 }
1680 return skill_obj; 1533 return skill_obj;
1681} 1534}
1682
1683 1535
1684/* player_lvl_adj() - for the new exp system. we are concerned with 1536/* player_lvl_adj() - for the new exp system. we are concerned with
1685 * whether the player gets more hp, sp and new levels. 1537 * whether the player gets more hp, sp and new levels.
1686 * Note this this function should only be called for players. Monstes 1538 * Note this this function should only be called for players. Monstes
1687 * don't really gain levels 1539 * don't really gain levels
1690 */ 1542 */
1691void 1543void
1692player_lvl_adj (object *who, object *op) 1544player_lvl_adj (object *who, object *op)
1693{ 1545{
1694 char buf[MAX_BUF]; 1546 char buf[MAX_BUF];
1547 bool changed = false;
1695 1548
1696 if (!op) /* when rolling stats */ 1549 if (!op) /* when rolling stats */
1697 op = who; 1550 op = who;
1698 1551
1699 if (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul)) 1552 while (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul))
1700 { 1553 {
1554 changed = true;
1555
1701 op->level++; 1556 op->level++;
1702 1557
1703 if (op != NULL && op == who && op->stats.exp > 1 && is_dragon_pl (who)) 1558 if (op && op == who && op->stats.exp > 1 && who->is_dragon ())
1704 dragon_level_gain (who); 1559 dragon_level_gain (who);
1705 1560
1706 /* Only roll these if it is the player (who) that gained the level */ 1561 /* Only roll these if it is the player (who) that gained the level */
1707 if (op == who && (who->level < 11) && who->type == PLAYER) 1562 if (op == who && (who->level < 11) && who->type == PLAYER)
1708 { 1563 {
1709 who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1; 1564 who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1;
1710 who->contr->levsp[who->level] = die_roll (2, 3, who, PREFER_HIGH); 1565 who->contr->levsp[who->level] = die_roll (2, 3, who, PREFER_HIGH);
1711 who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1; 1566 who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1;
1712 } 1567 }
1713 1568
1714 fix_player (who);
1715 if (op->level > 1) 1569 if (op->level > 1)
1716 { 1570 {
1717 if (op->type != PLAYER) 1571 if (op->type != PLAYER)
1572 {
1573 who->contr->play_sound (sound_find ("skill_up"));
1718 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); 1574 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1575 }
1719 else 1576 else
1577 {
1578 who->contr->play_sound (sound_find ("level_up"));
1720 sprintf (buf, "You are now level %d.", op->level); 1579 sprintf (buf, "You are now level %d.", op->level);
1580 }
1581
1721 if (who) 1582 if (who)
1722 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); 1583 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1723 } 1584 }
1724 player_lvl_adj (who, op); /* To increase more levels */
1725 } 1585 }
1586
1726 else if (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul)) 1587 while (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul))
1727 { 1588 {
1589 changed = true;
1590
1728 op->level--; 1591 op->level--;
1729 fix_player (who); 1592
1730 if (op->type != PLAYER) 1593 if (op->type != PLAYER)
1731 { 1594 {
1732 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); 1595 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1733 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); 1596 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1734 } 1597 }
1735 player_lvl_adj (who, op); /* To decrease more levels */
1736 } 1598 }
1737 /* check if the spell data has changed */ 1599
1738 esrv_update_spells (who->contr); 1600 if (changed)
1601 who->update_stats (); // should cause esrv_update_stats and esrv_update_spells
1739} 1602}
1740 1603
1741/* 1604/*
1742 * Returns how much experience is needed for a player to become 1605 * Returns how much experience is needed for a player to become
1743 * the given level. level should really never exceed max_level 1606 * the given level. level should really never exceed max_level
1744 */ 1607 */
1745 1608
1746sint64 1609sint64
1747level_exp (int level, double expmul) 1610level_exp (int level, double expmul)
1748{ 1611{
1749 if (level > settings.max_level) 1612 return expmul * level_to_min_exp (level);
1750 return (sint64) (expmul * levels[settings.max_level]);
1751 return (sint64) (expmul * levels[level]);
1752} 1613}
1753 1614
1754/* 1615/*
1755 * Ensure that the permanent experience requirements in an exp object are met. 1616 * Ensure that the permanent experience requirements in an exp object are met.
1756 * This really just checks 'op to make sure the perm_exp value is within 1617 * This really just checks 'op to make sure the perm_exp value is within
1776 op->perm_exp = 0; 1637 op->perm_exp = 0;
1777 else if (op->perm_exp > (sint64) MAX_EXPERIENCE) 1638 else if (op->perm_exp > (sint64) MAX_EXPERIENCE)
1778 op->perm_exp = MAX_EXPERIENCE; 1639 op->perm_exp = MAX_EXPERIENCE;
1779} 1640}
1780 1641
1781
1782/* Add experience to a player - exp should only be positive. 1642/* Add experience to a player - exp should only be positive.
1783 * Updates permanent exp for the skill we are adding to. 1643 * Updates permanent exp for the skill we are adding to.
1784 * skill_name is the skill to add exp to. Skill name can be 1644 * skill_name is the skill to add exp to. Skill name can be
1785 * NULL, in which case exp increases the players general 1645 * NULL, in which case exp increases the players general
1786 * total, but not any particular skill. 1646 * total, but not any particular skill.
1787 * flag is what to do if the player doesn't have the skill: 1647 * flag is what to do if the player doesn't have the skill:
1788 */ 1648 */
1789
1790static void 1649static void
1791add_player_exp (object *op, sint64 exp, const char *skill_name, int flag) 1650add_player_exp (object *op, sint64 exp, shstr_tmp skill_name, int flag)
1792{ 1651{
1793 object *skill_obj = NULL; 1652 object *skill_obj;
1794 sint64 limit, exp_to_add; 1653 sint64 limit, exp_to_add;
1795 int i; 1654 int i;
1796 1655
1797 /* prevents some forms of abuse. */ 1656 /* prevents some forms of abuse. */
1798 if (op->contr->braced) 1657 if (op->contr->braced)
1799 exp = exp / 5; 1658 exp /= 5;
1800 1659
1801 /* Try to find the matching skill. 1660 /* Try to find the matching skill.
1802 * We do a shortcut/time saving mechanism first - see if it matches 1661 * We do a shortcut/time saving mechanism first - see if it matches
1803 * chosen_skill. This means we don't need to search through 1662 * chosen_skill. This means we don't need to search through
1804 * the players inventory. 1663 * the players inventory.
1805 */ 1664 */
1665 skill_obj = 0;
1666
1806 if (skill_name) 1667 if (skill_name)
1807 { 1668 {
1808 if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill)) 1669 skill_obj = op->contr->find_skill (skill_name);
1809 skill_obj = op->chosen_skill;
1810 else
1811 {
1812 for (i = 0; i < NUM_SKILLS; i++)
1813 if (op->contr->last_skill_ob[i] && !strcmp (op->contr->last_skill_ob[i]->skill, skill_name))
1814 {
1815 skill_obj = op->contr->last_skill_ob[i];
1816 break;
1817 }
1818 1670
1819 /* Player doesn't have the skill. Check to see what to do, and give 1671 /* Player doesn't have the skill. Check to see what to do, and give
1820 * it to the player if necessary 1672 * it to the player if necessary
1821 */ 1673 */
1822 if (!skill_obj) 1674 if (!skill_obj)
1823 { 1675 {
1824 if (flag == SK_EXP_NONE) 1676 if (flag == SK_EXP_NONE)
1825 return; 1677 return;
1678
1826 else if (flag == SK_EXP_ADD_SKILL) 1679 if (flag == SK_EXP_ADD_SKILL)
1827 give_skill_by_name (op, skill_name); 1680 skill_obj = give_skill_by_name (op, skill_name);
1828 }
1829 } 1681 }
1830 } 1682 }
1831 1683
1832 if (flag != SK_EXP_SKILL_ONLY) 1684 if (flag != SK_EXP_SKILL_ONLY)
1833 { 1685 {
1834 /* Basically, you can never gain more experience in one shot 1686 /* Basically, you can never gain more experience in one shot
1835 * than half what you need to gain for next level. 1687 * than half what you need to gain for next level.
1836 */ 1688 */
1837 exp_to_add = exp; 1689 exp_to_add = exp;
1838 limit = (levels[op->level + 1] - levels[op->level]) / 2; 1690 limit = (levels [op->level + 1] - levels [op->level]) / 2;
1839 if (exp_to_add > limit) 1691 if (exp_to_add > limit)
1840 exp_to_add = limit; 1692 exp_to_add = limit;
1841 1693
1842 ADD_EXP (op->stats.exp, (sint64) ((float) exp_to_add * (skill_obj ? skill_obj->expmul : 1))); 1694 ADD_EXP (op->stats.exp, (sint64) ((float) exp_to_add * (skill_obj ? skill_obj->expmul : 1)));
1843 if (settings.permanent_exp_ratio) 1695 if (settings.permanent_exp_ratio)
1850 } 1702 }
1851 1703
1852 if (skill_obj) 1704 if (skill_obj)
1853 { 1705 {
1854 exp_to_add = exp; 1706 exp_to_add = exp;
1855 limit = (levels[skill_obj->level + 1] - levels[skill_obj->level]) / 2; 1707 limit = (levels [skill_obj->level + 1] - levels [skill_obj->level]) / 2;
1856 if (exp_to_add > limit) 1708 if (exp_to_add > limit)
1857 exp_to_add = limit; 1709 exp_to_add = limit;
1858 1710
1859 ADD_EXP (skill_obj->stats.exp, exp_to_add); 1711 ADD_EXP (skill_obj->stats.exp, exp_to_add);
1860 if (settings.permanent_exp_ratio) 1712 if (settings.permanent_exp_ratio)
1866 player_lvl_adj (op, skill_obj); 1718 player_lvl_adj (op, skill_obj);
1867 } 1719 }
1868} 1720}
1869 1721
1870/* This function checks to make sure that object 'op' can 1722/* This function checks to make sure that object 'op' can
1871 * lost 'exp' experience. It returns the amount of exp 1723 * lose 'exp' experience. It returns the amount of exp
1872 * object 'op' can in fact lose - it basically makes 1724 * object 'op' can in fact lose - it basically makes
1873 * adjustments based on permanent exp and the like. 1725 * adjustments based on permanent exp and the like.
1874 * This function should always be used for losing experience - 1726 * This function should always be used for losing experience -
1875 * the 'exp' value passed should be positive - this is the 1727 * the 'exp' value passed should be positive - this is the
1876 * amount that should get subtract from the player. 1728 * amount that should get subtract from the player.
1877 */ 1729 */
1878sint64 1730static sint64
1879check_exp_loss (const object *op, sint64 exp) 1731check_exp_loss (const object *op, sint64 exp)
1880{ 1732{
1881 sint64 del_exp; 1733 sint64 del_exp;
1882 1734
1883 if (exp > op->stats.exp) 1735 if (exp > op->stats.exp)
1884 exp = op->stats.exp; 1736 exp = op->stats.exp;
1737
1885 if (settings.permanent_exp_ratio) 1738 if (settings.permanent_exp_ratio)
1886 { 1739 {
1887 del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO); 1740 del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO);
1741
1888 if (del_exp < 0) 1742 if (del_exp < 0)
1889 del_exp = 0; 1743 del_exp = 0;
1744
1890 if (exp > del_exp) 1745 if (exp > del_exp)
1891 exp = del_exp; 1746 exp = del_exp;
1892 } 1747 }
1748
1893 return exp; 1749 return exp;
1894} 1750}
1895 1751
1896sint64 1752sint64
1897check_exp_adjust (const object *op, sint64 exp) 1753check_exp_adjust (const object *op, sint64 exp)
1898{ 1754{
1899 if (exp < 0) 1755 if (exp < 0)
1900 return check_exp_loss (op, exp); 1756 return check_exp_loss (op, exp);
1901 else 1757 else
1902 return MIN (exp, (sint64) MAX_EXPERIENCE - op->stats.exp); 1758 return min (exp, (sint64)MAX_EXPERIENCE - op->stats.exp);
1903} 1759}
1904
1905 1760
1906/* Subtracts experience from player. 1761/* Subtracts experience from player.
1907 * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we 1762 * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we
1908 * only subtract from the matching skill. Otherwise, 1763 * only subtract from the matching skill. Otherwise,
1909 * this subtracts a portion from all 1764 * this subtracts a portion from all
1914 * where everything is at the minimum perm exp, he would lose nothing. 1769 * where everything is at the minimum perm exp, he would lose nothing.
1915 * exp is the amount of exp to subtract - thus, it should be 1770 * exp is the amount of exp to subtract - thus, it should be
1916 * a postive number. 1771 * a postive number.
1917 */ 1772 */
1918static void 1773static void
1919subtract_player_exp (object *op, sint64 exp, const char *skill, int flag) 1774subtract_player_exp (object *op, sint64 exp, shstr_tmp skill, int flag)
1920{ 1775{
1921 float fraction = (float) exp / (float) op->stats.exp; 1776 float fraction = (float) exp / (float) op->stats.exp;
1922 object *tmp; 1777 object *tmp;
1923 sint64 del_exp; 1778 sint64 del_exp;
1924 1779
1925 for (tmp = op->inv; tmp; tmp = tmp->below) 1780 for (tmp = op->inv; tmp; tmp = tmp->below)
1926 if (tmp->type == SKILL && tmp->stats.exp) 1781 if (tmp->type == SKILL && tmp->stats.exp)
1927 { 1782 {
1928 if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (tmp->skill, skill)) 1783 if (flag == SK_SUBTRACT_SKILL_EXP && skill && tmp->skill == skill)
1929 { 1784 {
1930 del_exp = check_exp_loss (tmp, exp); 1785 del_exp = check_exp_loss (tmp, exp);
1931 tmp->stats.exp -= del_exp; 1786 tmp->stats.exp -= del_exp;
1932 player_lvl_adj (op, tmp); 1787 player_lvl_adj (op, tmp);
1933 } 1788 }
1934 else if (flag != SK_SUBTRACT_SKILL_EXP) 1789 else if (flag != SK_SUBTRACT_SKILL_EXP)
1935 { 1790 {
1936 /* only want to process other skills if we are not trying 1791 /* only want to process other skills if we are not trying
1937 * to match a specific skill. 1792 * to match a specific skill.
1938 */ 1793 */
1939 del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction)); 1794 del_exp = check_exp_loss (tmp, tmp->stats.exp * fraction);
1940 tmp->stats.exp -= del_exp; 1795 tmp->stats.exp -= del_exp;
1941 player_lvl_adj (op, tmp); 1796 player_lvl_adj (op, tmp);
1942 } 1797 }
1943 } 1798 }
1799
1944 if (flag != SK_SUBTRACT_SKILL_EXP) 1800 if (flag != SK_SUBTRACT_SKILL_EXP)
1945 { 1801 {
1946 del_exp = check_exp_loss (op, exp); 1802 del_exp = check_exp_loss (op, exp);
1947 op->stats.exp -= del_exp; 1803 op->stats.exp -= del_exp;
1948 player_lvl_adj (op, NULL); 1804 player_lvl_adj (op, NULL);
1949 } 1805 }
1950} 1806}
1951
1952
1953 1807
1954/* change_exp() - changes experience to a player/monster. This 1808/* change_exp() - changes experience to a player/monster. This
1955 * does bounds checking to make sure we don't overflow the max exp. 1809 * does bounds checking to make sure we don't overflow the max exp.
1956 * 1810 *
1957 * The exp passed is typically not modified much by this function - 1811 * The exp passed is typically not modified much by this function -
1958 * it is assumed the caller has modified the exp as needed. 1812 * it is assumed the caller has modified the exp as needed.
1959 * skill_name is the skill that should get the exp added. 1813 * skill_name is the skill that should get the exp added.
1960 * flag is what to do if player doesn't have the skill. 1814 * flag is what to do if player doesn't have the skill.
1961 * these last two values are only used for players. 1815 * these last two values are only used for players.
1962 */ 1816 */
1963
1964void 1817void
1965change_exp (object *op, sint64 exp, const char *skill_name, int flag) 1818change_exp (object *op, sint64 exp, shstr_tmp skill_name, int flag)
1966{ 1819{
1967
1968#ifdef EXP_DEBUG 1820#ifdef EXP_DEBUG
1969# ifndef WIN32
1970 LOG (llevDebug, "change_exp() called for %s, exp = %lld\n", query_name (op), exp);
1971# else
1972 LOG (llevDebug, "change_exp() called for %s, exp = %I64d\n", query_name (op), exp); 1821 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp);
1973# endif
1974#endif 1822#endif
1975 1823
1976 /* safety */ 1824 /* safety */
1977 if (!op) 1825 if (!op)
1978 { 1826 {
1992 * worth. 1840 * worth.
1993 */ 1841 */
1994 if (op->type != PLAYER) 1842 if (op->type != PLAYER)
1995 { 1843 {
1996 /* Sanity check */ 1844 /* Sanity check */
1997 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1845 if (!op->flag [FLAG_ALIVE])
1998 return; 1846 return;
1999 1847
2000 /* reset exp to max allowed value. We subtract from 1848 /* reset exp to max allowed value. We subtract from
2001 * MAX_EXPERIENCE to prevent overflows. If the player somehow has 1849 * MAX_EXPERIENCE to prevent overflows. If the player somehow has
2002 * more than max exp, just return. 1850 * more than max exp, just return.
2017 else 1865 else
2018 /* note that when you lose exp, it doesn't go against 1866 /* note that when you lose exp, it doesn't go against
2019 * a particular skill, so we don't need to pass that 1867 * a particular skill, so we don't need to pass that
2020 * along. 1868 * along.
2021 */ 1869 */
2022 subtract_player_exp (op, FABS (exp), skill_name, flag); 1870 subtract_player_exp (op, abs (exp), skill_name, flag);
2023
2024 } 1871 }
2025} 1872}
2026 1873
2027/* Applies a death penalty experience, the size of this is defined by the 1874/* Applies a death penalty experience, the size of this is defined by the
2028 * settings death_penalty_percentage and death_penalty_levels, and by the 1875 * settings death_penalty_percentage and death_penalty_levels, and by the
2029 * amount of permenent experience, whichever gives the lowest loss. 1876 * amount of permenent experience, whichever gives the lowest loss.
2030 */ 1877 */
2031
2032void 1878void
2033apply_death_exp_penalty (object *op) 1879apply_death_exp_penalty (object *op)
2034{ 1880{
2035 object *tmp;
2036 sint64 loss; 1881 sint64 loss;
2037 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */ 1882 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */
2038 sint64 level_loss; /* defined by the setting 'death_penalty_levels */ 1883 sint64 level_loss; /* defined by the setting 'death_penalty_levels */
2039 1884
2040 for (tmp = op->inv; tmp; tmp = tmp->below) 1885 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2041 if (tmp->type == SKILL && tmp->stats.exp) 1886 if (tmp->type == SKILL && tmp->stats.exp)
2042 { 1887 {
2043
2044 percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100; 1888 percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100;
2045 level_loss = tmp->stats.exp - levels[MAX (0, tmp->level - settings.death_penalty_level)]; 1889 level_loss = tmp->stats.exp - levels [max (0, tmp->level - settings.death_penalty_level)];
2046 1890
2047 /* With the revised exp system, you can get cases where 1891 /* With the revised exp system, you can get cases where
2048 * losing several levels would still require that you have more 1892 * losing several levels would still require that you have more
2049 * exp than you currently have - this is true if the levels 1893 * exp than you currently have - this is true if the levels
2050 * tables is a lot harder. 1894 * tables is a lot harder.
2051 */ 1895 */
2052 if (level_loss < 0) 1896 if (level_loss < 0)
2053 level_loss = 0; 1897 level_loss = 0;
2054 1898
2055 loss = check_exp_loss (tmp, MIN (level_loss, percentage_loss)); 1899 loss = check_exp_loss (tmp, min (level_loss, percentage_loss));
2056 1900
2057 tmp->stats.exp -= loss; 1901 tmp->stats.exp -= loss;
2058 player_lvl_adj (op, tmp); 1902 player_lvl_adj (op, tmp);
2059 } 1903 }
2060 1904
2061 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100; 1905 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100;
2062 level_loss = op->stats.exp - levels[MAX (0, op->level - settings.death_penalty_level)]; 1906 level_loss = op->stats.exp - levels[max (0, op->level - settings.death_penalty_level)];
1907
2063 if (level_loss < 0) 1908 if (level_loss < 0)
2064 level_loss = 0; 1909 level_loss = 0;
1910
2065 loss = check_exp_loss (op, MIN (level_loss, percentage_loss)); 1911 loss = check_exp_loss (op, min (level_loss, percentage_loss));
2066 1912
2067 op->stats.exp -= loss; 1913 op->stats.exp -= loss;
2068 player_lvl_adj (op, NULL); 1914 player_lvl_adj (op, NULL);
2069} 1915}
2070 1916
2081 if (level > MAX_SAVE_LEVEL) 1927 if (level > MAX_SAVE_LEVEL)
2082 level = MAX_SAVE_LEVEL; 1928 level = MAX_SAVE_LEVEL;
2083 1929
2084 if ((random_roll (1, 20, op, PREFER_HIGH) + bonus) < savethrow[level]) 1930 if ((random_roll (1, 20, op, PREFER_HIGH) + bonus) < savethrow[level])
2085 return 0; 1931 return 0;
1932
2086 return 1; 1933 return 1;
2087} 1934}

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