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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 1.49 by root, Sat May 12 17:26:51 2007 UTC

1
2/* 1/*
3 * static char *rcsid_living_c =
4 * "$Id: living.C,v 1.9 2006/09/10 16:00:23 root Exp $";
5 */
6
7/*
8 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game
9 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
10 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team
11 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
12 7 *
13 This program is free software; you can redistribute it and/or modify 8 * This program is free software; you can redistribute it and/or modify
14 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
15 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
16 (at your option) any later version. 11 * (at your 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 GNU General Public License
24 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
25 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
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 at <crossfire@schmorp.de>
28*/ 23 */
29 24
30#include <global.h> 25#include <global.h>
31#include <funcpoint.h> 26#include <funcpoint.h>
32 27
33/* Handy little macro that adds exp and keeps it within bounds. Since 28/* Handy little macro that adds exp and keeps it within bounds. Since
164 * -b.t. 159 * -b.t.
165 */ 160 */
166 161
167#define MAX_EXP_IN_OBJ levels[settings.max_level]/(MAX_EXP_CAT - 1) 162#define MAX_EXP_IN_OBJ levels[settings.max_level]/(MAX_EXP_CAT - 1)
168 163
169#ifndef WIN32
170extern uint64 *levels;
171#else
172extern sint64 *levels; 164extern sint64 *levels;
173#endif
174 165
175#define MAX_SAVE_LEVEL 110 166#define MAX_SAVE_LEVEL 110
176 167
177/* This no longer needs to be changed anytime the number of 168/* This no longer needs to be changed anytime the number of
178 * levels is increased - rather, did_make_save will do the 169 * levels is increased - rather, did_make_save will do the
201static const char *const drain_msg[NUM_STATS] = { 192static const char *const drain_msg[NUM_STATS] = {
202 "Oh no! You are weakened!", 193 "Oh no! You are weakened!",
203 "You're feeling clumsy!", 194 "You're feeling clumsy!",
204 "You feel less healthy", 195 "You feel less healthy",
205 "You suddenly begin to lose your memory!", 196 "You suddenly begin to lose your memory!",
197 "Watch out, your mind is going!",
198 "Your spirit feels drained!",
206 "Your face gets distorted!", 199 "Your face gets distorted!",
207 "Watch out, your mind is going!",
208 "Your spirit feels drained!"
209}; 200};
210const char *const restore_msg[NUM_STATS] = { 201const char *const restore_msg[NUM_STATS] = {
211 "You feel your strength return.", 202 "You feel your strength return.",
212 "You feel your agility return.", 203 "You feel your agility return.",
213 "You feel your health return.", 204 "You feel your health return.",
205 "You feel your memory return.",
214 "You feel your wisdom return.", 206 "You feel your wisdom return.",
207 "You feel your spirits return.",
215 "You feel your charisma return.", 208 "You feel your charisma return.",
216 "You feel your memory return.",
217 "You feel your spirits return."
218}; 209};
219const char *const gain_msg[NUM_STATS] = { 210const char *const gain_msg[NUM_STATS] = {
220 "You feel stronger.", 211 "You feel stronger.",
221 "You feel more agile.", 212 "You feel more agile.",
222 "You feel healthy.", 213 "You feel healthy.",
214 "You feel smarter.",
223 "You feel wiser.", 215 "You feel wiser.",
216 "You feel more potent.",
224 "You seem to look better.", 217 "You seem to look better.",
225 "You feel smarter.",
226 "You feel more potent."
227}; 218};
228const char *const lose_msg[NUM_STATS] = { 219const char *const lose_msg[NUM_STATS] = {
229 "You feel weaker!", 220 "You feel weaker!",
230 "You feel clumsy!", 221 "You feel clumsy!",
231 "You feel less healthy!", 222 "You feel less healthy!",
223 "You feel stupid!",
232 "You lose some of your memory!", 224 "You lose some of your memory!",
225 "You feel less potent!",
233 "You look ugly!", 226 "You look ugly!",
234 "You feel stupid!",
235 "You feel less potent!"
236}; 227};
237 228
238const char *const statname[NUM_STATS] = { 229const char *const statname[NUM_STATS] = {
239 "strength", "dexterity", "constitution", "wisdom", "charisma", "intelligence", "power" 230 "strength", "dexterity", "constitution", "intelligence", "wisdom", "power", "charisma"
240}; 231};
241 232
242const char *const short_stat_name[NUM_STATS] = { 233const char *const short_stat_name[NUM_STATS] = {
243 "Str", "Dex", "Con", "Wis", "Cha", "Int", "Pow" 234 "Str", "Dex", "Con", "Int", "Wis", "Pow", "Cha"
244}; 235};
245 236
246/* 237/*
247 * sets Str/Dex/con/Wis/Cha/Int/Pow in stats to value, depending on 238 * sets Str/Dex/con/Wis/Cha/Int/Pow in stats to value, depending on
248 * what attr is (STR to POW). 239 * what attr is (STR to POW).
249 */ 240 */
250
251void 241void
252set_attr_value (living * stats, int attr, sint8 value) 242set_attr_value (living *stats, int attr, sint8 value)
253{ 243{
254 switch (attr) 244 switch (attr)
255 { 245 {
256 case STR: 246 case STR:
257 stats->Str = value; 247 stats->Str = value;
258 break; 248 break;
259 case DEX: 249 case DEX:
260 stats->Dex = value; 250 stats->Dex = value;
261 break; 251 break;
262 case CON: 252 case CON:
263 stats->Con = value; 253 stats->Con = value;
264 break; 254 break;
265 case WIS: 255 case WIS:
266 stats->Wis = value; 256 stats->Wis = value;
267 break; 257 break;
268 case POW: 258 case POW:
269 stats->Pow = value; 259 stats->Pow = value;
270 break; 260 break;
271 case CHA: 261 case CHA:
272 stats->Cha = value; 262 stats->Cha = value;
273 break; 263 break;
274 case INT: 264 case INT:
275 stats->Int = value; 265 stats->Int = value;
276 break; 266 break;
277 } 267 }
278} 268}
279 269
280/* 270/*
281 * Like set_attr_value(), but instead the value (which can be negative) 271 * Like set_attr_value(), but instead the value (which can be negative)
282 * is added to the specified stat. 272 * is added to the specified stat.
283 */ 273 */
284
285void 274void
286change_attr_value (living * stats, int attr, sint8 value) 275change_attr_value (living *stats, int attr, sint8 value)
287{ 276{
288 if (value == 0) 277 if (value == 0)
289 return; 278 return;
279
290 switch (attr) 280 switch (attr)
291 { 281 {
292 case STR: 282 case STR:
293 stats->Str += value; 283 stats->Str += value;
294 break; 284 break;
295 case DEX: 285 case DEX:
296 stats->Dex += value; 286 stats->Dex += value;
297 break; 287 break;
298 case CON: 288 case CON:
299 stats->Con += value; 289 stats->Con += value;
300 break; 290 break;
301 case WIS: 291 case WIS:
302 stats->Wis += value; 292 stats->Wis += value;
303 break; 293 break;
304 case POW: 294 case POW:
305 stats->Pow += value; 295 stats->Pow += value;
306 break; 296 break;
307 case CHA: 297 case CHA:
308 stats->Cha += value; 298 stats->Cha += value;
309 break; 299 break;
310 case INT: 300 case INT:
311 stats->Int += value; 301 stats->Int += value;
312 break; 302 break;
313 default: 303 default:
314 LOG (llevError, "Invalid attribute in change_attr_value: %d\n", attr); 304 LOG (llevError, "Invalid attribute in change_attr_value: %d\n", attr);
315 } 305 }
316} 306}
317 307
318/* 308/*
319 * returns the specified stat. See also set_attr_value(). 309 * returns the specified stat. See also set_attr_value().
320 */ 310 */
321 311
322sint8 312sint8
323get_attr_value (const living * stats, int attr) 313get_attr_value (const living *stats, int attr)
324{ 314{
325 switch (attr) 315 switch (attr)
326 { 316 {
327 case STR:
328 return (stats->Str); 317 case STR: return stats->Str;
329 case DEX:
330 return (stats->Dex); 318 case DEX: return stats->Dex;
331 case CON:
332 return (stats->Con); 319 case CON: return stats->Con;
333 case WIS:
334 return (stats->Wis); 320 case WIS: return stats->Wis;
335 case CHA:
336 return (stats->Cha); 321 case CHA: return stats->Cha;
337 case INT:
338 return (stats->Int); 322 case INT: return stats->Int;
339 case POW:
340 return (stats->Pow); 323 case POW: return stats->Pow;
341 } 324 }
325
342 return 0; 326 return 0;
343} 327}
344 328
345/* 329/*
346 * Ensures that all stats (str/dex/con/wis/cha/int) are within the 330 * Ensures that all stats (str/dex/con/wis/cha/int) are within the
347 * 1-30 stat limit. 331 * 1-30 stat limit.
348 */ 332 */
349 333
350void 334void
351check_stat_bounds (living * stats) 335check_stat_bounds (living *stats)
352{ 336{
353 int i, v; 337 int i, v;
354 338
355 for (i = 0; i < NUM_STATS; i++) 339 for (i = 0; i < NUM_STATS; i++)
356 if ((v = get_attr_value (stats, i)) > MAX_STAT) 340 if ((v = get_attr_value (stats, i)) > MAX_STAT)
373/* flag is set to 1 if we are applying the object, -1 if we are removing 357/* flag is set to 1 if we are applying the object, -1 if we are removing
374 * the object. 358 * the object.
375 * It is the calling functions responsibilty to check to see if the object 359 * It is the calling functions responsibilty to check to see if the object
376 * can be applied or not. 360 * can be applied or not.
377 * The main purpose of calling this function is the messages that are 361 * The main purpose of calling this function is the messages that are
378 * displayed - fix_player should really always be called after this when 362 * 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 363 * 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 364 * 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 365 * will clear the bits, but the player may still have some other object
382 * that gives them that ability. 366 * that gives them that ability.
383 */ 367 */
388 char message[MAX_BUF]; 372 char message[MAX_BUF];
389 int potion_max = 0; 373 int potion_max = 0;
390 374
391 /* remember what object was like before it was changed. note that 375 /* remember what object was like before it was changed. note that
392 * refop is a local copy of op only to be used for detecting changes 376 * refop is a local copy of op only to be used for detecting changes
393 * found by fix_player. refop is not a real object 377 * found by update_stats. refop is not a real object
394 */ 378 */
395 object_pod refop = *op; 379 object_copy refop = *op;
396 380
397 if (op->type == PLAYER) 381 if (op->type == PLAYER)
398 { 382 {
399 if (tmp->type == POTION) 383 if (tmp->type == POTION)
400 { 384 {
414 * that adjust that stat by more than one point, so we need 398 * that adjust that stat by more than one point, so we need
415 * to allow for that. 399 * to allow for that.
416 */ 400 */
417 if (nstat < 1 && i * flag < 0) 401 if (nstat < 1 && i * flag < 0)
418 nstat = 1; 402 nstat = 1;
419 else if (nstat > 20 + get_attr_value (&(op->arch->clone.stats), j)) 403 else if (nstat > 20 + get_attr_value (&op->arch->clone.stats, j))
420 {
421 nstat = 20 + get_attr_value (&(op->arch->clone.stats), j); 404 nstat = 20 + get_attr_value (&op->arch->clone.stats, j);
422 } 405
423 if (nstat != ostat) 406 if (nstat != ostat)
424 { 407 {
425 set_attr_value (&(op->contr->orig_stats), j, nstat); 408 set_attr_value (&op->contr->orig_stats, j, nstat);
426 potion_max = 0; 409 potion_max = 0;
427 } 410 }
428 else if (i) 411 else if (i)
429 { 412 {
430 /* potion is useless - player has already hit the natural maximum */ 413 /* potion is useless - player has already hit the natural maximum */
431 potion_max = 1; 414 potion_max = 1;
432 } 415 }
433 } 416 }
417
434 /* This section of code ups the characters normal stats also. I am not 418 /* 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 419 * sure if this is strictly necessary, being that fix_player probably
436 * recalculates this anyway. 420 * recalculates this anyway.
437 */ 421 */
438 for (j = 0; j < NUM_STATS; j++) 422 for (j = 0; j < NUM_STATS; j++)
439 change_attr_value (&(op->stats), j, flag * get_attr_value (&(tmp->stats), j)); 423 change_attr_value (&op->stats, j, flag * get_attr_value (&tmp->stats, j));
424
440 check_stat_bounds (&(op->stats)); 425 check_stat_bounds (&op->stats);
441 } /* end of potion handling code */ 426 } /* end of potion handling code */
442 } 427 }
443 428
444 /* reset attributes that fix_player doesn't reset since it doesn't search 429 /* reset attributes that fix_player doesn't reset since it doesn't search
445 * everything to set 430 * everything to set
446 */ 431 */
447 if (flag == -1) 432 if (flag == -1)
448 { 433 {
449 op->attacktype &= ~tmp->attacktype; 434 op->attacktype &= ~tmp->attacktype;
450 op->path_attuned &= ~tmp->path_attuned; 435 op->path_attuned &= ~tmp->path_attuned;
451 op->path_repelled &= ~tmp->path_repelled; 436 op->path_repelled &= ~tmp->path_repelled;
452 op->path_denied &= ~tmp->path_denied; 437 op->path_denied &= ~tmp->path_denied;
453 /* Presuming here that creatures only have move_type, 438 /* Presuming here that creatures only have move_type,
454 * and not the other move_ fields. 439 * and not the other move_ fields.
455 */ 440 */
456 op->move_type &= ~tmp->move_type; 441 op->move_type &= ~tmp->move_type;
457 } 442 }
458 443
459 /* call fix_player since op object could have whatever attribute due 444 /* call fix_player since op object could have whatever attribute due
460 * to multiple items. if fix_player always has to be called after 445 * to multiple items. if fix_player always has to be called after
461 * change_ability then might as well call it from here 446 * change_ability then might as well call it from here
462 */ 447 */
463 fix_player (op); 448 op->update_stats ();
464 449
465 /* Fix player won't add the bows ability to the player, so don't 450 /* Fix player won't add the bows ability to the player, so don't
466 * print out message if this is a bow. 451 * print out message if this is a bow.
467 */ 452 */
468 if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW) 453 if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW)
469 { 454 {
470 success = 1; 455 success = 1;
471 DIFF_MSG (flag, "Your hands begin to glow red.", "Your hands stop glowing red."); 456 DIFF_MSG (flag, "Your hands begin to glow red.", "Your hands stop glowing red.");
472 } 457 }
458
473 if (QUERY_FLAG (op, FLAG_LIFESAVE) != QUERY_FLAG (&refop, FLAG_LIFESAVE)) 459 if (QUERY_FLAG (op, FLAG_LIFESAVE) != QUERY_FLAG (&refop, FLAG_LIFESAVE))
474 { 460 {
475 success = 1; 461 success = 1;
476 DIFF_MSG (flag, "You feel very protected.", "You don't feel protected anymore."); 462 DIFF_MSG (flag, "You feel very protected.", "You don't feel protected anymore.");
477 } 463 }
464
478 if (QUERY_FLAG (op, FLAG_REFL_MISSILE) != QUERY_FLAG (&refop, FLAG_REFL_MISSILE)) 465 if (QUERY_FLAG (op, FLAG_REFL_MISSILE) != QUERY_FLAG (&refop, FLAG_REFL_MISSILE))
479 { 466 {
480 success = 1; 467 success = 1;
481 DIFF_MSG (flag, "A magic force shimmers around you.", "The magic force fades away."); 468 DIFF_MSG (flag, "A magic force shimmers around you.", "The magic force fades away.");
482 } 469 }
470
483 if (QUERY_FLAG (op, FLAG_REFL_SPELL) != QUERY_FLAG (&refop, FLAG_REFL_SPELL)) 471 if (QUERY_FLAG (op, FLAG_REFL_SPELL) != QUERY_FLAG (&refop, FLAG_REFL_SPELL))
484 { 472 {
485 success = 1; 473 success = 1;
486 DIFF_MSG (flag, "You feel more safe now, somehow.", "Suddenly you feel less safe, somehow."); 474 DIFF_MSG (flag, "You feel more safe now, somehow.", "Suddenly you feel less safe, somehow.");
487 } 475 }
476
488 /* movement type has changed. We don't care about cases where 477 /* movement type has changed. We don't care about cases where
489 * user has multiple items giving the same type appled like we 478 * user has multiple items giving the same type appled like we
490 * used to - that is more work than what we gain, plus messages 479 * used to - that is more work than what we gain, plus messages
491 * can be misleading (a little higher could be miscontrued from 480 * can be misleading (a little higher could be miscontrued from
492 * from fly high) 481 * from fly high)
509 * in that case, you don't actually land 498 * in that case, you don't actually land
510 */ 499 */
511 DIFF_MSG (flag, "You soar into the air air!.", 500 DIFF_MSG (flag, "You soar into the air air!.",
512 (op->move_type & MOVE_FLY_LOW ? "You fly lower in the air" : "You float down to the ground.")); 501 (op->move_type & MOVE_FLY_LOW ? "You fly lower in the air" : "You float down to the ground."));
513 } 502 }
503
514 if (tmp->move_type & MOVE_SWIM) 504 if (tmp->move_type & MOVE_SWIM)
515 DIFF_MSG (flag, "You feel ready for a swim", "You no longer feel like swimming"); 505 DIFF_MSG (flag, "You feel ready for a swim", "You no longer feel like swimming");
516 506
517 /* Changing move status may mean you are affected by things you weren't before */ 507 /* Changing move status may mean you are affected by things you weren't before */
518 check_move_on (op, op); 508 check_move_on (op, op);
540 if (QUERY_FLAG (op, FLAG_STEALTH) != QUERY_FLAG (&refop, FLAG_STEALTH)) 530 if (QUERY_FLAG (op, FLAG_STEALTH) != QUERY_FLAG (&refop, FLAG_STEALTH))
541 { 531 {
542 success = 1; 532 success = 1;
543 DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily."); 533 DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily.");
544 } 534 }
535
545 if (QUERY_FLAG (op, FLAG_MAKE_INVIS) != QUERY_FLAG (&refop, FLAG_MAKE_INVIS)) 536 if (QUERY_FLAG (op, FLAG_MAKE_INVIS) != QUERY_FLAG (&refop, FLAG_MAKE_INVIS))
546 { 537 {
547 success = 1; 538 success = 1;
548 DIFF_MSG (flag, "You become transparent.", "You can see yourself."); 539 DIFF_MSG (flag, "You become transparent.", "You can see yourself.");
549 } 540 }
541
550 /* blinded you can tell if more blinded since blinded player has minimal 542 /* blinded you can tell if more blinded since blinded player has minimal
551 * vision 543 * vision
552 */ 544 */
553 if (QUERY_FLAG (tmp, FLAG_BLIND)) 545 if (QUERY_FLAG (tmp, FLAG_BLIND))
554 { 546 {
661 653
662 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message); 654 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message);
663 } 655 }
664 } 656 }
665 657
666 if (tmp->type != EXPERIENCE && !potion_max) 658 if (!potion_max)
667 { 659 {
668 for (j = 0; j < NUM_STATS; j++) 660 for (j = 0; j < NUM_STATS; j++)
669 { 661 {
670 if ((i = get_attr_value (&(tmp->stats), j)) != 0) 662 if ((i = get_attr_value (&(tmp->stats), j)) != 0)
671 { 663 {
672 success = 1; 664 success = 1;
673 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]); 665 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]);
674 } 666 }
675 } 667 }
676 } 668 }
669
677 return success; 670 return success;
678} 671}
679 672
680/* 673/*
681 * Stat draining by Vick 930307 674 * Stat draining by Vick 930307
682 * (Feeling evil, I made it work as well now. -Frank 8) 675 * (Feeling evil, I made it work as well now. -Frank 8)
683 */ 676 */
684
685void 677void
686drain_stat (object *op) 678object::drain_stat ()
687{ 679{
688 drain_specific_stat (op, RANDOM () % NUM_STATS); 680 drain_specific_stat (rndm (NUM_STATS));
689} 681}
690 682
691void 683void
692drain_specific_stat (object *op, int deplete_stats) 684object::drain_specific_stat (int deplete_stats)
693{ 685{
694 object *tmp; 686 object *tmp;
695 archetype *at; 687 archetype *at;
696 688
697 at = find_archetype (ARCH_DEPLETION); 689 at = archetype::find (ARCH_DEPLETION);
698 if (!at) 690 if (!at)
699 { 691 {
700 LOG (llevError, "Couldn't find archetype depletion.\n"); 692 LOG (llevError, "Couldn't find archetype depletion.\n");
701 return; 693 return;
702 } 694 }
703 else 695 else
704 { 696 {
705 tmp = present_arch_in_ob (at, op); 697 tmp = present_arch_in_ob (at, this);
698
706 if (!tmp) 699 if (!tmp)
707 { 700 {
708 tmp = arch_to_object (at); 701 tmp = arch_to_object (at);
709 tmp = insert_ob_in_ob (tmp, op); 702 tmp = insert_ob_in_ob (tmp, this);
710 SET_FLAG (tmp, FLAG_APPLIED); 703 SET_FLAG (tmp, FLAG_APPLIED);
711 } 704 }
712 } 705 }
713 706
714 new_draw_info (NDI_UNIQUE, 0, op, drain_msg[deplete_stats]); 707 new_draw_info (NDI_UNIQUE, 0, this, drain_msg[deplete_stats]);
715 change_attr_value (&tmp->stats, deplete_stats, -1); 708 change_attr_value (&tmp->stats, deplete_stats, -1);
716 fix_player (op); 709 update_stats ();
717} 710}
718 711
719/* 712/*
720 * A value of 0 indicates timeout, otherwise change the luck of the object. 713 * A value of 0 indicates timeout, otherwise change the luck of the object.
721 * via an applied bad_luck object. 714 * via an applied bad_luck object.
722 */ 715 */
723
724void 716void
725change_luck (object *op, int value) 717object::change_luck (int value)
726{ 718{
727 object *tmp; 719 archetype *at = archetype::find ("luck");
728 archetype *at;
729 int new_luck;
730
731 at = find_archetype ("luck");
732 if (!at) 720 if (!at)
733 LOG (llevError, "Couldn't find archetype luck.\n"); 721 LOG (llevError, "Couldn't find archetype luck.\n");
734 else 722 else
735 { 723 {
736 tmp = present_arch_in_ob (at, op); 724 object *tmp = present_arch_in_ob (at, this);
725
737 if (!tmp) 726 if (!tmp)
738 { 727 {
739 if (!value) 728 if (!value)
740 return; 729 return;
730
741 tmp = arch_to_object (at); 731 tmp = arch_to_object (at);
742 tmp = insert_ob_in_ob (tmp, op); 732 tmp = insert_ob_in_ob (tmp, this);
743 SET_FLAG (tmp, FLAG_APPLIED); 733 SET_FLAG (tmp, FLAG_APPLIED);
744 } 734 }
735
745 if (value) 736 if (value)
746 { 737 {
747 /* Limit the luck value of the bad luck object to +/-100. This 738 /* Limit the luck value of the bad luck object to +/-100. This
748 * (arbitrary) value prevents overflows (both in the bad luck object and 739 * (arbitrary) value prevents overflows (both in the bad luck object and
749 * in op itself). 740 * in op itself).
750 */ 741 */
751 new_luck = tmp->stats.luck + value; 742 int new_luck = tmp->stats.luck + value;
743
752 if (new_luck >= -100 && new_luck <= 100) 744 if (new_luck >= -100 && new_luck <= 100)
753 { 745 {
754 op->stats.luck += value; 746 stats.luck += value;
755 tmp->stats.luck = new_luck; 747 tmp->stats.luck = new_luck;
756 } 748 }
757 } 749 }
758 else 750 else
759 { 751 {
760 if (!tmp->stats.luck) 752 if (!tmp->stats.luck)
761 {
762 return; 753 return;
763 } 754
764 /* Randomly change the players luck. Basically, we move it 755 /* Randomly change the players luck. Basically, we move it
765 * back neutral (if greater>0, subtract, otherwise add) 756 * back neutral (if greater>0, subtract, otherwise add)
766 */ 757 */
767 if (RANDOM () % (FABS (tmp->stats.luck)) >= RANDOM () % 30) 758 if (rndm (abs (tmp->stats.luck)) >= rndm (30))
768 { 759 {
769 int diff = tmp->stats.luck > 0 ? -1 : 1; 760 int diff = tmp->stats.luck > 0 ? -1 : 1;
770 761
771 op->stats.luck += diff; 762 stats.luck += diff;
772 tmp->stats.luck += diff; 763 tmp->stats.luck += diff;
773 } 764 }
774 } 765 }
775 } 766 }
776} 767}
777 768
778/* 769/*
779 * Subtracts stat-bonuses given by the class which the player has chosen. 770 * Subtracts stat-bonuses given by the class which the player has chosen.
780 */ 771 */
781
782void 772void
783remove_statbonus (object *op) 773object::remove_statbonus ()
784{ 774{
785 op->stats.Str -= op->arch->clone.stats.Str; 775 stats.Str -= arch->clone.stats.Str;
786 op->stats.Dex -= op->arch->clone.stats.Dex; 776 stats.Dex -= arch->clone.stats.Dex;
787 op->stats.Con -= op->arch->clone.stats.Con; 777 stats.Con -= arch->clone.stats.Con;
788 op->stats.Wis -= op->arch->clone.stats.Wis; 778 stats.Wis -= arch->clone.stats.Wis;
789 op->stats.Pow -= op->arch->clone.stats.Pow; 779 stats.Pow -= arch->clone.stats.Pow;
790 op->stats.Cha -= op->arch->clone.stats.Cha; 780 stats.Cha -= arch->clone.stats.Cha;
791 op->stats.Int -= op->arch->clone.stats.Int; 781 stats.Int -= arch->clone.stats.Int;
782
792 op->contr->orig_stats.Str -= op->arch->clone.stats.Str; 783 contr->orig_stats.Str -= arch->clone.stats.Str;
793 op->contr->orig_stats.Dex -= op->arch->clone.stats.Dex; 784 contr->orig_stats.Dex -= arch->clone.stats.Dex;
794 op->contr->orig_stats.Con -= op->arch->clone.stats.Con; 785 contr->orig_stats.Con -= arch->clone.stats.Con;
795 op->contr->orig_stats.Wis -= op->arch->clone.stats.Wis; 786 contr->orig_stats.Wis -= arch->clone.stats.Wis;
796 op->contr->orig_stats.Pow -= op->arch->clone.stats.Pow; 787 contr->orig_stats.Pow -= arch->clone.stats.Pow;
797 op->contr->orig_stats.Cha -= op->arch->clone.stats.Cha; 788 contr->orig_stats.Cha -= arch->clone.stats.Cha;
798 op->contr->orig_stats.Int -= op->arch->clone.stats.Int; 789 contr->orig_stats.Int -= arch->clone.stats.Int;
799} 790}
800 791
801/* 792/*
802 * Adds stat-bonuses given by the class which the player has chosen. 793 * Adds stat-bonuses given by the class which the player has chosen.
803 */ 794 */
804
805void 795void
806add_statbonus (object *op) 796object::add_statbonus ()
807{ 797{
808 op->stats.Str += op->arch->clone.stats.Str; 798 stats.Str += arch->clone.stats.Str;
809 op->stats.Dex += op->arch->clone.stats.Dex; 799 stats.Dex += arch->clone.stats.Dex;
810 op->stats.Con += op->arch->clone.stats.Con; 800 stats.Con += arch->clone.stats.Con;
811 op->stats.Wis += op->arch->clone.stats.Wis; 801 stats.Wis += arch->clone.stats.Wis;
812 op->stats.Pow += op->arch->clone.stats.Pow; 802 stats.Pow += arch->clone.stats.Pow;
813 op->stats.Cha += op->arch->clone.stats.Cha; 803 stats.Cha += arch->clone.stats.Cha;
814 op->stats.Int += op->arch->clone.stats.Int; 804 stats.Int += arch->clone.stats.Int;
805
815 op->contr->orig_stats.Str += op->arch->clone.stats.Str; 806 contr->orig_stats.Str += arch->clone.stats.Str;
816 op->contr->orig_stats.Dex += op->arch->clone.stats.Dex; 807 contr->orig_stats.Dex += arch->clone.stats.Dex;
817 op->contr->orig_stats.Con += op->arch->clone.stats.Con; 808 contr->orig_stats.Con += arch->clone.stats.Con;
818 op->contr->orig_stats.Wis += op->arch->clone.stats.Wis; 809 contr->orig_stats.Wis += arch->clone.stats.Wis;
819 op->contr->orig_stats.Pow += op->arch->clone.stats.Pow; 810 contr->orig_stats.Pow += arch->clone.stats.Pow;
820 op->contr->orig_stats.Cha += op->arch->clone.stats.Cha; 811 contr->orig_stats.Cha += arch->clone.stats.Cha;
821 op->contr->orig_stats.Int += op->arch->clone.stats.Int; 812 contr->orig_stats.Int += arch->clone.stats.Int;
822} 813}
823 814
824/* 815/*
825 * Updates all abilities given by applied objects in the inventory 816 * Updates all abilities given by applied objects in the inventory
826 * of the given object. Note: This function works for both monsters 817 * of the given object. Note: This function works for both monsters
827 * and players; the "player" in the name is purely an archaic inheritance. 818 * and players; the "player" in the name is purely an archaic inheritance.
828 * This functions starts from base values (archetype or player object) 819 * This functions starts from base values (archetype or player object)
829 * and then adjusts them according to what the player has equipped. 820 * and then adjusts them according to what the player has equipped.
830 */ 821 *
831
832/* July 95 - inserted stuff to handle new skills/exp system - b.t. 822 * July 95 - inserted stuff to handle new skills/exp system - b.t.
833 spell system split, grace points now added to system --peterm 823 * spell system split, grace points now added to system --peterm
834 */ 824 */
835
836void 825void
837fix_player (object *op) 826object::update_stats ()
838{ 827{
839 int i, j; 828 int i, j;
840 float f, max = 9, added_speed = 0, bonus_speed = 0, sp_tmp, speed_reduce_from_disease = 1; 829 float f, max = 9, added_speed = 0, bonus_speed = 0, sp_tmp, speed_reduce_from_disease = 1;
841 int weapon_weight = 0, weapon_speed = 0; 830 int weapon_weight = 0, weapon_speed = 0;
842 int best_wc = 0, best_ac = 0, wc = 0, ac = 0; 831 int best_wc = 0, best_ac = 0, wc = 0, ac = 0;
843 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; 832 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS];
844 object *grace_obj = NULL, *mana_obj = NULL, *wc_obj = NULL, *tmp; 833 object *grace_obj = NULL, *mana_obj = NULL, *wc_obj = NULL, *tmp;
834 float old_speed = speed;
845 835
846 /* First task is to clear all the values back to their original values */ 836 /* First task is to clear all the values back to their original values */
847 if (op->type == PLAYER) 837 if (type == PLAYER)
848 { 838 {
849 for (i = 0; i < NUM_STATS; i++) 839 for (i = 0; i < NUM_STATS; i++)
850 {
851 set_attr_value (&(op->stats), i, get_attr_value (&(op->contr->orig_stats), i)); 840 set_attr_value (&(stats), i, get_attr_value (&(contr->orig_stats), i));
852 } 841
853 if (settings.spell_encumbrance == TRUE) 842 if (settings.spell_encumbrance == TRUE)
854 op->contr->encumbrance = 0; 843 contr->encumbrance = 0;
855 844
856 op->attacktype = 0; 845 attacktype = 0;
846
857 op->contr->digestion = 0; 847 contr->digestion = 0;
858 op->contr->gen_hp = 0; 848 contr->gen_hp = 0;
859 op->contr->gen_sp = 0; 849 contr->gen_sp = 0;
860 op->contr->gen_grace = 0; 850 contr->gen_grace = 0;
861 op->contr->gen_sp_armour = 10; 851 contr->gen_sp_armour = 10;
862 op->contr->item_power = 0; 852 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 } 853 }
873 memcpy (op->body_used, op->body_info, sizeof (op->body_info));
874 854
855 for (int i = NUM_BODY_LOCATIONS; i--; )
856 slot[i].used = slot[i].info;
857
875 op->slaying = 0; 858 slaying = 0;
876 859
877 if (!QUERY_FLAG (op, FLAG_WIZ)) 860 if (!QUERY_FLAG (this, FLAG_WIZ))
878 { 861 {
879 CLEAR_FLAG (op, FLAG_XRAYS); 862 CLEAR_FLAG (this, FLAG_XRAYS);
880 CLEAR_FLAG (op, FLAG_MAKE_INVIS); 863 CLEAR_FLAG (this, FLAG_MAKE_INVIS);
881 } 864 }
882 865
883 CLEAR_FLAG (op, FLAG_LIFESAVE); 866 CLEAR_FLAG (this, FLAG_LIFESAVE);
884 CLEAR_FLAG (op, FLAG_STEALTH); 867 CLEAR_FLAG (this, FLAG_STEALTH);
885 CLEAR_FLAG (op, FLAG_BLIND); 868 CLEAR_FLAG (this, 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);
894 869
870 if (!QUERY_FLAG (&arch->clone, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL);
871 if (!QUERY_FLAG (&arch->clone, FLAG_REFL_MISSILE)) CLEAR_FLAG (this, FLAG_REFL_MISSILE);
872 if (!QUERY_FLAG (&arch->clone, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD);
873 if (!QUERY_FLAG (&arch->clone, FLAG_SEE_IN_DARK )) CLEAR_FLAG (this, FLAG_SEE_IN_DARK);
874
895 op->path_attuned = op->arch->clone.path_attuned; 875 path_attuned = arch->clone.path_attuned;
896 op->path_repelled = op->arch->clone.path_repelled; 876 path_repelled = arch->clone.path_repelled;
897 op->path_denied = op->arch->clone.path_denied; 877 path_denied = arch->clone.path_denied;
898 op->glow_radius = op->arch->clone.glow_radius; 878 glow_radius = arch->clone.glow_radius;
899 op->move_type = op->arch->clone.move_type; 879 move_type = arch->clone.move_type;
880
900 op->chosen_skill = NULL; 881 chosen_skill = 0;
901 882
902 /* initializing resistances from the values in player/monster's 883 /* initializing resistances from the values in player/monster's
903 * archetype clone 884 * archetype clone
904 */ 885 */
905 memcpy (&op->resist, &op->arch->clone.resist, sizeof (op->resist)); 886 memcpy (&resist, &arch->clone.resist, sizeof (resist));
906 887
907 for (i = 0; i < NROFATTACKS; i++) 888 for (i = 0; i < NROFATTACKS; i++)
908 { 889 {
909 if (op->resist[i] > 0) 890 if (resist[i] > 0)
910 prot[i] = op->resist[i], vuln[i] = 0; 891 prot[i] = resist[i], vuln[i] = 0;
911 else 892 else
912 vuln[i] = -(op->resist[i]), prot[i] = 0; 893 vuln[i] = -(resist[i]), prot[i] = 0;
894
913 potion_resist[i] = 0; 895 potion_resist[i] = 0;
914 } 896 }
915 897
916 wc = op->arch->clone.stats.wc; 898 wc = arch->clone.stats.wc;
917 op->stats.dam = op->arch->clone.stats.dam; 899 stats.dam = arch->clone.stats.dam;
918 900
919 /* for players which cannot use armour, they gain AC -1 per 3 levels, 901 /* for players which cannot use armour, they gain AC -1 per 3 levels,
920 * plus a small amount of physical resist, those poor suckers. ;) 902 * plus a small amount of physical resist, those poor suckers. ;)
921 * the fact that maxlevel is factored in could be considered sort of bogus - 903 * 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, 904 * 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 905 * basically, if a server updates its max level, these playes may find
924 * that their protection from physical goes down 906 * that their protection from physical goes down
925 */ 907 */
926 if (!QUERY_FLAG (op, FLAG_USE_ARMOUR) && op->type == PLAYER) 908 if (!QUERY_FLAG (this, FLAG_USE_ARMOUR) && type == PLAYER)
927 { 909 {
928 ac = MAX (-10, op->arch->clone.stats.ac - op->level / 3); 910 ac = MAX (-10, arch->clone.stats.ac - level / 3);
929 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * op->level / settings.max_level)) / 100; 911 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100;
930 } 912 }
931 else 913 else
932 ac = op->arch->clone.stats.ac; 914 ac = arch->clone.stats.ac;
933 915
934 op->stats.luck = op->arch->clone.stats.luck; 916 stats.luck = arch->clone.stats.luck;
935 op->speed = op->arch->clone.speed; 917 speed = arch->clone.speed;
936 918
937 /* OK - we've reset most all the objects attributes to sane values. 919 /* 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. 920 * now go through and make adjustments for what the player has equipped.
939 */ 921 */
940
941 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 922 for (tmp = inv; tmp; tmp = tmp->below)
942 { 923 {
943 /* See note in map.c:update_position about making this additive 924 /* See note in map.c:update_position about making this additive
944 * since light sources are never applied, need to put check here. 925 * since light sources are never applied, need to put check here.
945 */ 926 */
946 if (tmp->glow_radius > op->glow_radius) 927 if (tmp->glow_radius > glow_radius)
947 op->glow_radius = tmp->glow_radius; 928 glow_radius = tmp->glow_radius;
948 929
949 /* This happens because apply_potion calls change_abil with the potion 930 /* This happens because apply_potion calls change_abil with the potion
950 * applied so we can tell the player what chagned. But change_abil 931 * applied so we can tell the player what changed. But change_abil
951 * then calls this function. 932 * then calls this function.
952 */ 933 */
953 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION) 934 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION)
954 {
955 continue; 935 continue;
956 }
957 936
958 /* For some things, we don't care what is equipped */ 937 /* For some things, we don't care what is equipped */
959 if (tmp->type == SKILL) 938 if (tmp->type == SKILL)
960 { 939 {
961 /* Want to take the highest skill here. */ 940 /* Want to take the highest skill here. */
964 if (!mana_obj) 943 if (!mana_obj)
965 mana_obj = tmp; 944 mana_obj = tmp;
966 else if (tmp->level > mana_obj->level) 945 else if (tmp->level > mana_obj->level)
967 mana_obj = tmp; 946 mana_obj = tmp;
968 } 947 }
948
969 if (IS_GRACE_SKILL (tmp->subtype)) 949 if (IS_GRACE_SKILL (tmp->subtype))
970 { 950 {
971 if (!grace_obj) 951 if (!grace_obj)
972 grace_obj = tmp; 952 grace_obj = tmp;
973 else if (tmp->level > grace_obj->level) 953 else if (tmp->level > grace_obj->level)
982 * in the praying skill, and the player should always get those. 962 * 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, 963 * 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 964 * because the skill shouldn't count against body positions being used
985 * up, etc. 965 * up, etc.
986 */ 966 */
987 if ((QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type != CONTAINER && tmp->type != CLOSE_CON) || 967 if ((tmp->flag [FLAG_APPLIED]
968 && tmp->type != CONTAINER
969 && tmp->type != CLOSE_CON)
970 || (tmp->type == SKILL
988 (tmp->type == SKILL && tmp->subtype == SK_PRAYING)) 971 && tmp->subtype == SK_PRAYING))
989 { 972 {
990 if (op->type == PLAYER) 973 if (type == PLAYER)
991 { 974 {
992 if (tmp->type == BOW) 975 if (tmp == contr->combat_ob || tmp == contr->ranged_ob)
993 op->contr->ranges[range_bow] = tmp; 976 if (tmp != current_weapon && (tmp->type != SKILL || tmp->subtype != SK_PRAYING))
994 977 continue;
995 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
996 op->contr->ranges[range_misc] = tmp;
997 978
998 for (i = 0; i < NUM_STATS; i++) 979 for (i = 0; i < NUM_STATS; i++)
999 change_attr_value (&(op->stats), i, get_attr_value (&(tmp->stats), i)); 980 change_attr_value (&stats, i, get_attr_value (&tmp->stats, i));
1000 981
1001 /* these are the items that currently can change digestion, regeneration, 982 /* these are the items that currently can change digestion, regeneration,
1002 * spell point recovery and mana point recovery. Seems sort of an arbitary 983 * spell point recovery and mana point recovery. Seems sort of an arbitary
1003 * list, but other items store other info into stats array. 984 * list, but other items store other info into stats array.
1004 */ 985 */
1005 if ((tmp->type == EXPERIENCE) || (tmp->type == WEAPON) || 986 if (tmp->type == WEAPON || tmp->type == BOW ||
1006 (tmp->type == ARMOUR) || (tmp->type == HELMET) || 987 tmp->type == ARMOUR || tmp->type == HELMET ||
1007 (tmp->type == SHIELD) || (tmp->type == RING) || 988 tmp->type == SHIELD || tmp->type == RING ||
1008 (tmp->type == BOOTS) || (tmp->type == GLOVES) || 989 tmp->type == BOOTS || tmp->type == GLOVES ||
1009 (tmp->type == AMULET) || (tmp->type == GIRDLE) || 990 tmp->type == AMULET || tmp->type == GIRDLE ||
1010 (tmp->type == BRACERS) || (tmp->type == CLOAK) || (tmp->type == DISEASE) || (tmp->type == FORCE) || (tmp->type == SKILL)) 991 tmp->type == BRACERS || tmp->type == CLOAK ||
992 tmp->type == DISEASE || tmp->type == FORCE ||
993 tmp->type == SKILL)
1011 { 994 {
1012 op->contr->digestion += tmp->stats.food; 995 contr->digestion += tmp->stats.food;
1013 op->contr->gen_hp += tmp->stats.hp; 996 contr->gen_hp += tmp->stats.hp;
1014 op->contr->gen_sp += tmp->stats.sp; 997 contr->gen_sp += tmp->stats.sp;
1015 op->contr->gen_grace += tmp->stats.grace; 998 contr->gen_grace += tmp->stats.grace;
1016 op->contr->gen_sp_armour += tmp->gen_sp_armour; 999 contr->gen_sp_armour += tmp->gen_sp_armour;
1017 op->contr->item_power += tmp->item_power; 1000 contr->item_power += tmp->item_power;
1018 } 1001 }
1019 } /* if this is a player */ 1002 } /* if this is a player */
1003 else
1004 {
1005 if (tmp->type == WEAPON)
1006 current_weapon = tmp;
1007 }
1020 1008
1021 /* Update slots used for items */ 1009 /* Update slots used for items */
1022 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 1010 if (QUERY_FLAG (tmp, FLAG_APPLIED))
1023 {
1024 for (i = 0; i < NUM_BODY_LOCATIONS; i++) 1011 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
1025 op->body_used[i] += tmp->body_info[i]; 1012 slot[i].used += tmp->slot[i].info;
1026 }
1027 1013
1028 if (tmp->type == SYMPTOM) 1014 if (tmp->type == SYMPTOM)
1029 { 1015 {
1030 speed_reduce_from_disease = tmp->last_sp / 100.0; 1016 speed_reduce_from_disease = tmp->last_sp / 100.f;
1017
1031 if (speed_reduce_from_disease == 0) 1018 if (speed_reduce_from_disease == 0)
1032 speed_reduce_from_disease = 1; 1019 speed_reduce_from_disease = 1;
1033 } 1020 }
1034 1021
1035 /* Pos. and neg. protections are counted seperate (-> pro/vuln). 1022 /* Pos. and neg. protections are counted seperate (-> pro/vuln).
1036 * (Negative protections are calculated extactly like positive.) 1023 * (Negative protections are calculated exactly like positive.)
1037 * Resistance from potions are treated special as well. If there's 1024 * Resistance from potions are treated special as well. If there's
1038 * more than one potion-effect, the bigger prot.-value is taken. 1025 * more than one potion-effect, the bigger prot.-value is taken.
1039 */ 1026 */
1040 if (tmp->type != POTION) 1027 if (tmp->type != POTION)
1041 { 1028 {
1042 for (i = 0; i < NROFATTACKS; i++) 1029 for (i = 0; i < NROFATTACKS; i++)
1043 { 1030 {
1044 /* Potential for cursed potions, in which case we just can use 1031 /* Potential for cursed potions, in which case we just can use
1045 * a straight MAX, as potion_resist is initialized to zero. 1032 * a straight MAX, as potion_resist is initialised to zero.
1046 */ 1033 */
1047 if (tmp->type == POTION_EFFECT) 1034 if (tmp->type == POTION_EFFECT)
1048 { 1035 {
1049 if (potion_resist[i]) 1036 if (potion_resist[i])
1050 potion_resist[i] = MAX (potion_resist[i], tmp->resist[i]); 1037 potion_resist[i] = MAX (potion_resist[i], tmp->resist[i]);
1051 else 1038 else
1052 potion_resist[i] = tmp->resist[i]; 1039 potion_resist[i] = tmp->resist[i];
1053 } 1040 }
1054 else if (tmp->resist[i] > 0) 1041 else if (tmp->resist[i] > 0)
1055 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100; 1042 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100;
1056 else if (tmp->resist[i] < 0) 1043 else if (tmp->resist[i] < 0)
1057 vuln[i] += ((100 - vuln[i]) * (-tmp->resist[i])) / 100; 1044 vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100;
1058 } 1045 }
1059 } 1046 }
1060 1047
1061 /* There may be other things that should not adjust the attacktype */ 1048 /* There may be other things that should not adjust the attacktype */
1062 if (tmp->type != BOW && tmp->type != SYMPTOM) 1049 if ((tmp->type != WEAPON && tmp->type != BOW && tmp->type != SYMPTOM)
1050 || current_weapon == tmp)
1051 {
1063 op->attacktype |= tmp->attacktype; 1052 attacktype |= tmp->attacktype;
1064
1065 op->path_attuned |= tmp->path_attuned; 1053 path_attuned |= tmp->path_attuned;
1066 op->path_repelled |= tmp->path_repelled; 1054 path_repelled |= tmp->path_repelled;
1067 op->path_denied |= tmp->path_denied; 1055 path_denied |= tmp->path_denied;
1056 move_type |= tmp->move_type;
1068 op->stats.luck += tmp->stats.luck; 1057 stats.luck += tmp->stats.luck;
1069 op->move_type |= tmp->move_type; 1058 }
1070 1059
1071 if (QUERY_FLAG (tmp, FLAG_LIFESAVE)) 1060 if (QUERY_FLAG (tmp, FLAG_LIFESAVE )) SET_FLAG (this, FLAG_LIFESAVE);
1072 SET_FLAG (op, FLAG_LIFESAVE); 1061 if (QUERY_FLAG (tmp, FLAG_REFL_SPELL )) SET_FLAG (this, FLAG_REFL_SPELL);
1073 if (QUERY_FLAG (tmp, FLAG_REFL_SPELL)) 1062 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE)) SET_FLAG (this, FLAG_REFL_MISSILE);
1074 SET_FLAG (op, FLAG_REFL_SPELL); 1063 if (QUERY_FLAG (tmp, FLAG_STEALTH )) SET_FLAG (this, FLAG_STEALTH);
1075 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE)) 1064 if (QUERY_FLAG (tmp, FLAG_XRAYS )) SET_FLAG (this, FLAG_XRAYS);
1076 SET_FLAG (op, FLAG_REFL_MISSILE); 1065 if (QUERY_FLAG (tmp, FLAG_BLIND )) SET_FLAG (this, FLAG_BLIND);
1077 if (QUERY_FLAG (tmp, FLAG_STEALTH)) 1066 if (QUERY_FLAG (tmp, FLAG_SEE_IN_DARK )) SET_FLAG (this, FLAG_SEE_IN_DARK);
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 1067
1086 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 1068 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (&arch->clone, FLAG_UNDEAD))
1087 SET_FLAG (op, FLAG_UNDEAD); 1069 SET_FLAG (this, FLAG_UNDEAD);
1088 1070
1089 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS)) 1071 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS))
1090 { 1072 {
1091 SET_FLAG (op, FLAG_MAKE_INVIS); 1073 SET_FLAG (this, FLAG_MAKE_INVIS);
1092 op->invisible = 1; 1074 invisible = 1;
1093 } 1075 }
1094 1076
1095 if (tmp->stats.exp && tmp->type != SKILL) 1077 if (tmp->stats.exp && tmp->type != SKILL)
1096 { 1078 {
1097 if (tmp->stats.exp > 0) 1079 if (tmp->stats.exp > 0)
1098 { 1080 {
1099 added_speed += (float) tmp->stats.exp / 3.0; 1081 added_speed += tmp->stats.exp / 3.f;
1100 bonus_speed += 1.0 + (float) tmp->stats.exp / 3.0; 1082 bonus_speed += tmp->stats.exp / 3.f + 1.f;
1101 } 1083 }
1102 else 1084 else
1103 added_speed += (float) tmp->stats.exp; 1085 added_speed += tmp->stats.exp;
1104 } 1086 }
1105 1087
1106 switch (tmp->type) 1088 switch (tmp->type)
1107 { 1089 {
1090#if 0
1091 case WAND:
1092 case ROD:
1093 case HORN:
1094 if (type != PLAYER || current_weapon == tmp)
1095 chosen_skill = tmp;
1096 break;
1097#endif
1098
1108 /* skills modifying the character -b.t. */ 1099 /* skills modifying the character -b.t. */
1109 /* for all skills and skill granting objects */ 1100 /* for all skills and skill granting objects */
1110 case SKILL: 1101 case SKILL:
1111 if (!QUERY_FLAG (tmp, FLAG_APPLIED)) 1102 if (!QUERY_FLAG (tmp, FLAG_APPLIED))
1112 break;
1113
1114 if (IS_COMBAT_SKILL (tmp->subtype))
1115 wc_obj = tmp;
1116
1117 if (op->chosen_skill)
1118 {
1119 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &op->name);
1120 }
1121 op->chosen_skill = tmp;
1122 if (tmp->stats.dam > 0)
1123 { /* skill is a 'weapon' */
1124 if (!QUERY_FLAG (op, FLAG_READY_WEAPON))
1125 weapon_speed = (int) WEAPON_SPEED (tmp);
1126 if (weapon_speed < 0)
1127 weapon_speed = 0;
1128 weapon_weight = tmp->weight;
1129 op->stats.dam += tmp->stats.dam * (1 + (op->chosen_skill->level / 9));
1130 if (tmp->magic)
1131 op->stats.dam += tmp->magic;
1132 }
1133 if (tmp->stats.wc)
1134 wc -= (tmp->stats.wc + tmp->magic);
1135
1136 if (tmp->slaying != NULL)
1137 op->slaying = tmp->slaying;
1138
1139 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; 1103 break;
1147 1104
1148 case SKILL_TOOL: 1105 if (IS_COMBAT_SKILL (tmp->subtype))
1106 wc_obj = tmp;
1107
1149 if (op->chosen_skill) 1108 if (chosen_skill)
1150 {
1151 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &op->name); 1109 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name);
1110
1111 chosen_skill = tmp;
1112
1113 if (tmp->stats.dam > 0)
1114 { /* skill is a 'weapon' */
1115 if (!QUERY_FLAG (this, FLAG_READY_WEAPON))
1116 weapon_speed = WEAPON_SPEED (tmp);
1117
1118 if (weapon_speed < 0)
1119 weapon_speed = 0;
1120
1121 weapon_weight = tmp->weight;
1122 stats.dam += tmp->stats.dam * (1 + (chosen_skill->level / 9));
1123
1124 if (tmp->magic)
1125 stats.dam += tmp->magic;
1152 } 1126 }
1153 op->chosen_skill = tmp;
1154 if (op->type == PLAYER)
1155 op->contr->ranges[range_skill] = op;
1156 break;
1157 1127
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) 1128 if (tmp->stats.wc)
1129 wc -= tmp->stats.wc + tmp->magic;
1130
1131 if (tmp->slaying)
1132 slaying = tmp->slaying;
1133
1134 if (tmp->stats.ac)
1135 ac -= tmp->stats.ac + tmp->magic;
1136
1137 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1138 contr->encumbrance += (int) 3 *tmp->weight / 1000;
1139
1140 break;
1141
1142 case SKILL_TOOL:
1143 if (chosen_skill)
1144 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name);
1145
1146 chosen_skill = tmp;
1147 break;
1148
1149 case SHIELD:
1150 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1151 contr->encumbrance += (int) tmp->weight / 2000;
1152 case RING:
1153 case AMULET:
1154 case GIRDLE:
1155 case HELMET:
1156 case BOOTS:
1157 case GLOVES:
1158 case CLOAK:
1159 if (tmp->stats.wc)
1160 wc -= tmp->stats.wc + tmp->magic;
1161
1162 if (tmp->stats.dam)
1163 stats.dam += tmp->stats.dam + tmp->magic;
1164
1165 if (tmp->stats.ac)
1166 ac -= tmp->stats.ac + tmp->magic;
1167
1168 break;
1169
1170 case BOW:
1171 case WEAPON:
1172 if (type != PLAYER || current_weapon == tmp)
1173 {
1169 wc -= (tmp->stats.wc + tmp->magic); 1174 wc -= tmp->stats.wc + tmp->magic;
1170 if (tmp->stats.dam) 1175
1176 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0)
1177 ac -= tmp->stats.ac + tmp->magic;
1178
1171 op->stats.dam += (tmp->stats.dam + tmp->magic); 1179 stats.dam += tmp->stats.dam + tmp->magic;
1180 weapon_weight = tmp->weight;
1181 weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2;
1182
1183 if (weapon_speed < 0)
1184 weapon_speed = 0;
1185
1186 slaying = tmp->slaying;
1187
1188 /* If there is desire that two handed weapons should do
1189 * extra strength damage, this is where the code should
1190 * go.
1191 */
1192
1193 if (type == PLAYER)
1194 if (settings.spell_encumbrance)
1195 contr->encumbrance += tmp->weight * 3 / 1000;
1196 }
1197
1198 break;
1199
1200 case ARMOUR: /* Only the best of these three are used: */
1201 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1202 contr->encumbrance += tmp->weight / 1000;
1203
1204 case BRACERS:
1205 case FORCE:
1206 if (tmp->stats.wc)
1207 {
1208 if (best_wc < tmp->stats.wc + tmp->magic)
1209 {
1210 wc += best_wc;
1211 best_wc = tmp->stats.wc + tmp->magic;
1212 }
1213 else
1214 wc += tmp->stats.wc + tmp->magic;
1215 }
1216
1172 if (tmp->stats.ac) 1217 if (tmp->stats.ac)
1218 {
1219 if (best_ac < tmp->stats.ac + tmp->magic)
1220 {
1221 ac += best_ac; /* Remove last bonus */
1222 best_ac = tmp->stats.ac + tmp->magic;
1223 }
1224 else /* To nullify the below effect */
1173 ac -= (tmp->stats.ac + tmp->magic); 1225 ac += tmp->stats.ac + tmp->magic;
1174 break; 1226 }
1175 1227
1176 case WEAPON: 1228 if (tmp->stats.wc)
1177 wc -= (tmp->stats.wc + tmp->magic); 1229 wc -= (tmp->stats.wc + tmp->magic);
1178 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0)
1179 ac -= tmp->stats.ac + tmp->magic;
1180 op->stats.dam += (tmp->stats.dam + tmp->magic);
1181 weapon_weight = tmp->weight;
1182 weapon_speed = ((int) WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2;
1183 if (weapon_speed < 0)
1184 weapon_speed = 0;
1185 op->slaying = tmp->slaying;
1186 /* If there is desire that two handed weapons should do
1187 * extra strength damage, this is where the code should
1188 * go.
1189 */
1190 op->current_weapon = tmp;
1191 if (settings.spell_encumbrance == TRUE && op->type == PLAYER)
1192 op->contr->encumbrance += (int) 3 *tmp->weight / 1000;
1193 1230
1194 break;
1195
1196 case ARMOUR: /* Only the best of these three are used: */
1197 if (settings.spell_encumbrance == TRUE && op->type == PLAYER)
1198 op->contr->encumbrance += (int) tmp->weight / 1000;
1199
1200 case BRACERS:
1201 case FORCE:
1202 if (tmp->stats.wc)
1203 {
1204 if (best_wc < tmp->stats.wc + tmp->magic)
1205 {
1206 wc += best_wc;
1207 best_wc = tmp->stats.wc + tmp->magic;
1208 }
1209 else
1210 wc += tmp->stats.wc + tmp->magic;
1211 }
1212 if (tmp->stats.ac) 1231 if (tmp->stats.ac)
1213 {
1214 if (best_ac < tmp->stats.ac + tmp->magic)
1215 {
1216 ac += best_ac; /* Remove last bonus */
1217 best_ac = tmp->stats.ac + tmp->magic;
1218 }
1219 else /* To nullify the below effect */
1220 ac += tmp->stats.ac + tmp->magic;
1221 }
1222 if (tmp->stats.wc)
1223 wc -= (tmp->stats.wc + tmp->magic);
1224 if (tmp->stats.ac)
1225 ac -= (tmp->stats.ac + tmp->magic); 1232 ac -= (tmp->stats.ac + tmp->magic);
1233
1226 if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.0 < max) 1234 if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.f < max)
1227 max = ARMOUR_SPEED (tmp) / 10.0; 1235 max = ARMOUR_SPEED (tmp) / 10.f;
1236
1228 break; 1237 break;
1229 } /* switch tmp->type */ 1238 } /* switch tmp->type */
1230 } /* item is equipped */ 1239 } /* item is equipped */
1231 } /* for loop of items */ 1240 } /* for loop of items */
1232 1241
1233 /* We've gone through all the objects the player has equipped. For many things, we 1242 /* We've gone through all the objects the player has equipped. For many things, we
1240 * If there is a cursed (and no uncursed) potion in effect, we take 1249 * If there is a cursed (and no uncursed) potion in effect, we take
1241 * 'total resistance = vulnerability from cursed potion'. 1250 * 'total resistance = vulnerability from cursed potion'.
1242 */ 1251 */
1243 for (i = 0; i < NROFATTACKS; i++) 1252 for (i = 0; i < NROFATTACKS; i++)
1244 { 1253 {
1245 op->resist[i] = prot[i] - vuln[i]; 1254 resist[i] = prot[i] - vuln[i];
1255
1246 if (potion_resist[i] && ((potion_resist[i] > op->resist[i]) || (potion_resist[i] < 0))) 1256 if (potion_resist[i] && ((potion_resist[i] > resist[i]) || (potion_resist[i] < 0)))
1247 op->resist[i] = potion_resist[i]; 1257 resist[i] = potion_resist[i];
1248 } 1258 }
1249 1259
1250 /* Figure out the players sp/mana/hp totals. */ 1260 /* Figure out the players sp/mana/hp totals. */
1251 if (op->type == PLAYER) 1261 if (type == PLAYER)
1252 { 1262 {
1253 int pl_level; 1263 int pl_level;
1254 1264
1255 check_stat_bounds (&(op->stats)); 1265 check_stat_bounds (&(stats));
1256 pl_level = op->level; 1266 pl_level = level;
1257 1267
1258 if (pl_level < 1) 1268 if (pl_level < 1)
1259 pl_level = 1; /* safety, we should always get 1 levels worth of hp! */ 1269 pl_level = 1; /* safety, we should always get 1 levels worth of hp! */
1260 1270
1261 /* You basically get half a con bonus/level. But we do take into account rounding, 1271 /* 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. 1272 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels.
1263 */ 1273 */
1264 for (i = 1, op->stats.maxhp = 0; i <= pl_level && i <= 10; i++) 1274 for (i = 1, stats.maxhp = 0; i <= pl_level && i <= 10; i++)
1265 { 1275 {
1266 j = op->contr->levhp[i] + con_bonus[op->stats.Con] / 2; 1276 j = contr->levhp[i] + con_bonus[stats.Con] / 2;
1277
1267 if (i % 2 && con_bonus[op->stats.Con] % 2) 1278 if (i % 2 && con_bonus[stats.Con] % 2)
1268 { 1279 {
1269 if (con_bonus[op->stats.Con] > 0) 1280 if (con_bonus[stats.Con] > 0)
1270 j++; 1281 j++;
1271 else 1282 else
1272 j--; 1283 j--;
1273 } 1284 }
1285
1274 op->stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */ 1286 stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */
1275 } 1287 }
1276 1288
1277 for (i = 11; i <= op->level; i++) 1289 for (i = 11; i <= level; i++)
1278 op->stats.maxhp += 2; 1290 stats.maxhp += 2;
1279 1291
1280 if (op->stats.hp > op->stats.maxhp) 1292 if (stats.hp > stats.maxhp)
1281 op->stats.hp = op->stats.maxhp; 1293 stats.hp = stats.maxhp;
1282 1294
1283 /* Sp gain is controlled by the level of the player's 1295 /* Sp gain is controlled by the level of the player's
1284 * relevant experience object (mana_obj, see above) 1296 * relevant experience object (mana_obj, see above)
1285 */ 1297 */
1286 /* following happen when skills system is not used */ 1298 /* following happen when skills system is not used */
1287 if (!mana_obj) 1299 if (!mana_obj)
1288 mana_obj = op; 1300 mana_obj = this;
1301
1289 if (!grace_obj) 1302 if (!grace_obj)
1290 grace_obj = op; 1303 grace_obj = this;
1304
1291 /* set maxsp */ 1305 /* set maxsp */
1292 if (!mana_obj || !mana_obj->level || op->type != PLAYER) 1306 if (!mana_obj || !mana_obj->level || type != PLAYER)
1293 mana_obj = op; 1307 mana_obj = this;
1294 1308
1295 if (mana_obj == op && op->type == PLAYER) 1309 if (mana_obj == this && type == PLAYER)
1296 {
1297 op->stats.maxsp = 1; 1310 stats.maxsp = 1;
1298 }
1299 else 1311 else
1300 { 1312 {
1301 sp_tmp = 0.0; 1313 sp_tmp = 0.f;
1314
1302 for (i = 1; i <= mana_obj->level && i <= 10; i++) 1315 for (i = 1; i <= mana_obj->level && i <= 10; i++)
1303 { 1316 {
1304 float stmp; 1317 float stmp;
1305 1318
1306 /* Got some extra bonus at first level */ 1319 /* Got some extra bonus at first level */
1307 if (i < 2) 1320 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); 1321 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 6.f;
1310 }
1311 else 1322 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; 1323 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 12.f;
1314 } 1324
1315 if (stmp < 1.0) 1325 if (stmp < 1.f)
1316 stmp = 1.0; 1326 stmp = 1.f;
1327
1317 sp_tmp += stmp; 1328 sp_tmp += stmp;
1318 } 1329 }
1330
1319 op->stats.maxsp = (int) sp_tmp; 1331 stats.maxsp = (sint16)sp_tmp;
1320 1332
1321 for (i = 11; i <= mana_obj->level; i++) 1333 for (i = 11; i <= mana_obj->level; i++)
1322 op->stats.maxsp += 2; 1334 stats.maxsp += 2;
1323 } 1335 }
1324 /* Characters can get their sp supercharged via rune of transferrance */ 1336 /* Characters can get their sp supercharged via rune of transferrance */
1325 if (op->stats.sp > op->stats.maxsp * 2) 1337 if (stats.sp > stats.maxsp * 2)
1326 op->stats.sp = op->stats.maxsp * 2; 1338 stats.sp = stats.maxsp * 2;
1327 1339
1328 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */ 1340 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */
1329 if (!grace_obj || !grace_obj->level || op->type != PLAYER) 1341 if (!grace_obj || !grace_obj->level || type != PLAYER)
1330 grace_obj = op; 1342 grace_obj = this;
1331 1343
1332 if (grace_obj == op && op->type == PLAYER) 1344 if (grace_obj == this && type == PLAYER)
1333 {
1334 op->stats.maxgrace = 1; 1345 stats.maxgrace = 1;
1335 }
1336 else 1346 else
1337 { 1347 {
1338 /* store grace in a float - this way, the divisions below don't create 1348 /* 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 1349 * 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 1350 * becomes big jumps when the sums of the bonuses jump to the next
1341 * step of 8 - with floats, even fractional ones are useful. 1351 * step of 8 - with floats, even fractional ones are useful.
1342 */ 1352 */
1343 sp_tmp = 0.0; 1353 sp_tmp = 0.f;
1344 for (i = 1, op->stats.maxgrace = 0; i <= grace_obj->level && i <= 10; i++) 1354 for (i = 1, stats.maxgrace = 0; i <= grace_obj->level && i <= 10; i++)
1345 { 1355 {
1346 float grace_tmp = 0.0; 1356 float grace_tmp = 0.f;
1347 1357
1348 /* Got some extra bonus at first level */ 1358 /* Got some extra bonus at first level */
1349 if (i < 2) 1359 if (i < 2)
1350 { 1360 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 1361 else
1355 { 1362 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] 1363
1357 + ((float) grace_bonus[op->stats.Pow] + 2.0 * (float) grace_bonus[op->stats.Wis]) / 12.0;
1358 }
1359 if (grace_tmp < 1.0) 1364 if (grace_tmp < 1.f)
1360 grace_tmp = 1.0; 1365 grace_tmp = 1.f;
1366
1361 sp_tmp += grace_tmp; 1367 sp_tmp += grace_tmp;
1362 } 1368 }
1369
1363 op->stats.maxgrace = (int) sp_tmp; 1370 stats.maxgrace = (sint16)sp_tmp;
1364 1371
1365 /* two grace points per level after 11 */ 1372 /* two grace points per level after 11 */
1366 for (i = 11; i <= grace_obj->level; i++) 1373 for (i = 11; i <= grace_obj->level; i++)
1367 op->stats.maxgrace += 2; 1374 stats.maxgrace += 2;
1368 } 1375 }
1369 /* No limit on grace vs maxgrace */ 1376 /* No limit on grace vs maxgrace */
1370 1377
1371 if (op->contr->braced) 1378 if (contr->braced)
1372 { 1379 {
1373 ac += 2; 1380 ac += 2;
1374 wc += 4; 1381 wc += 4;
1375 } 1382 }
1376 else 1383 else
1377 ac -= dex_bonus[op->stats.Dex]; 1384 ac -= dex_bonus[stats.Dex];
1378 1385
1379 /* In new exp/skills system, wc bonuses are related to 1386 /* In new exp/skills system, wc bonuses are related to
1380 * the players level in a relevant exp object (wc_obj) 1387 * the players level in a relevant exp object (wc_obj)
1381 * not the general player level -b.t. 1388 * not the general player level -b.t.
1382 * I changed this slightly so that wc bonuses are better 1389 * I changed this slightly so that wc bonuses are better
1386 * we give the player a bonus here in wc and dam 1393 * we give the player a bonus here in wc and dam
1387 * to make up for the change. Note that I left the 1394 * to make up for the change. Note that I left the
1388 * monster bonus the same as before. -b.t. 1395 * monster bonus the same as before. -b.t.
1389 */ 1396 */
1390 1397
1391 if (op->type == PLAYER && wc_obj && wc_obj->level > 1) 1398 if (type == PLAYER && wc_obj && wc_obj->level > 1)
1392 { 1399 {
1393 wc -= (wc_obj->level + thaco_bonus[op->stats.Str]); 1400 wc -= wc_obj->level + thaco_bonus[stats.Str];
1401
1394 for (i = 1; i < wc_obj->level; i++) 1402 for (i = 1; i < wc_obj->level; i++)
1395 { 1403 {
1396 /* addtional wc every 6 levels */ 1404 /* addtional wc every 6 levels */
1397 if (!(i % 6)) 1405 if (!(i % 6))
1398 wc--; 1406 wc--;
1407
1399 /* addtional dam every 4 levels. */ 1408 /* addtional dam every 4 levels. */
1400 if (!(i % 4) && (dam_bonus[op->stats.Str] >= 0)) 1409 if (!(i % 4) && dam_bonus[stats.Str] >= 0)
1401 op->stats.dam += (1 + (dam_bonus[op->stats.Str] / 5)); 1410 stats.dam += 1 + dam_bonus[stats.Str] / 5;
1402 } 1411 }
1403 } 1412 }
1404 else 1413 else
1405 wc -= (op->level + thaco_bonus[op->stats.Str]); 1414 wc -= level + thaco_bonus[stats.Str];
1406 1415
1407 op->stats.dam += dam_bonus[op->stats.Str]; 1416 stats.dam += dam_bonus[stats.Str];
1408 1417
1409 if (op->stats.dam < 1) 1418 if (stats.dam < 1)
1410 op->stats.dam = 1; 1419 stats.dam = 1;
1411 1420
1412 op->speed = 1.0 + speed_bonus[op->stats.Dex]; 1421 speed = 1.f + speed_bonus[stats.Dex];
1422
1413 if (settings.search_items && op->contr->search_str[0]) 1423 if (settings.search_items && contr->search_str[0])
1414 op->speed -= 1; 1424 speed -= 1;
1425
1415 if (op->attacktype == 0) 1426 if (attacktype == 0)
1416 op->attacktype = op->arch->clone.attacktype; 1427 attacktype = arch->clone.attacktype;
1417 1428
1418 } /* End if player */ 1429 } /* End if player */
1419 1430
1420 if (added_speed >= 0) 1431 if (added_speed >= 0)
1421 op->speed += added_speed / 10.0; 1432 speed += added_speed / 10.f;
1422 else /* Something wrong here...: */ 1433 else /* Something wrong here...: */
1423 op->speed /= (float) (1.0 - added_speed); 1434 speed /= 1.f - added_speed;
1424 1435
1425 /* Max is determined by armour */ 1436 /* Max is determined by armour */
1426 if (op->speed > max) 1437 if (speed > max)
1427 op->speed = max; 1438 speed = max;
1428 1439
1429 if (op->type == PLAYER) 1440 if (type == PLAYER)
1430 { 1441 {
1431 /* f is a number the represents the number of kg above (positive num) 1442 /* 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 1443 * or below (negative number) that the player is carrying. If above
1433 * weight limit, then player suffers a speed reduction based on how 1444 * weight limit, then player suffers a speed reduction based on how
1434 * much above he is, and what is max carry is 1445 * much above he is, and what is max carry is
1435 */ 1446 */
1436 f = (op->carrying / 1000) - max_carry[op->stats.Str]; 1447 f = (carrying / 1000) - max_carry[stats.Str];
1437 if (f > 0) 1448 if (f > 0)
1438 op->speed = op->speed / (1.0 + f / max_carry[op->stats.Str]); 1449 speed = speed / (1.f + f / max_carry[stats.Str]);
1439 } 1450 }
1440 1451
1441 op->speed += bonus_speed / 10.0; /* Not affected by limits */ 1452 speed += bonus_speed / 10.f; /* Not affected by limits */
1442 1453
1443 /* Put a lower limit on speed. Note with this speed, you move once every 1454 /* 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. 1455 * 100 ticks or so. This amounts to once every 12 seconds of realtime.
1445 */ 1456 */
1446 op->speed = op->speed * speed_reduce_from_disease; 1457 speed = speed * speed_reduce_from_disease;
1447 1458
1448 if (op->speed < 0.01 && op->type == PLAYER) 1459 if (speed < 0.01f && type == PLAYER)
1449 op->speed = 0.01; 1460 speed = 0.01f;
1450 1461
1451 if (op->type == PLAYER) 1462 if (type == PLAYER)
1452 { 1463 {
1453 float M, W, s, D, K, S, M2;
1454
1455 /* (This formula was made by vidarl@ifi.uio.no) 1464 /* (This formula was made by vidarl@ifi.uio.no)
1456 * Note that we never used these values again - basically 1465 * Note that we never used these values again - basically
1457 * all of these could be subbed into one big equation, but 1466 * all of these could be subbed into one big equation, but
1458 * that would just be a real pain to read. 1467 * that would just be a real pain to read.
1459 */ 1468 */
1460 M = (max_carry[op->stats.Str] - 121) / 121.0; 1469 float M = (max_carry[stats.Str] - 121) / 121.f;
1461 M2 = max_carry[op->stats.Str] / 100.0; 1470 float M2 = max_carry[stats.Str] / 100.f;
1462 W = weapon_weight / 20000.0; 1471 float W = weapon_weight / 20000.f;
1463 s = 2 - weapon_speed / 10.0; 1472 float s = 2 - weapon_speed / 10.f;
1464 D = (op->stats.Dex - 14) / 14.0; 1473 float D = (stats.Dex - 14) / 14.f;
1465 K = 1 + M / 3.0 - W / (3 * M2) + op->speed / 5.0 + D / 2.0; 1474 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; 1475
1476 K *= (4 + level) *1.2f / (6 + level);
1477
1467 if (K <= 0) 1478 if (K <= 0.f)
1468 K = 0.01; 1479 K = 0.01f;
1480
1469 S = op->speed / (K * s); 1481 float S = speed / (K * s);
1482
1470 op->contr->weapon_sp = S; 1483 contr->weapon_sp = S;
1471 } 1484 }
1485
1472 /* I want to limit the power of small monsters with big weapons: */ 1486 /* 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) 1487 if (type != PLAYER && arch && stats.dam > arch->clone.stats.dam * 3)
1474 op->stats.dam = op->arch->clone.stats.dam * 3; 1488 stats.dam = arch->clone.stats.dam * 3;
1475 1489
1476 /* Prevent overflows of wc - best you can get is ABS(120) - this 1490 /* Prevent overflows of wc - best you can get is ABS(120) - this
1477 * should be more than enough - remember, AC is also in 8 bits, 1491 * should be more than enough - remember, AC is also in 8 bits,
1478 * so its value is the same. 1492 * so its value is the same.
1479 */ 1493 */
1480 if (wc > 120) 1494 if (wc > 120)
1481 wc = 120; 1495 wc = 120;
1482 else if (wc < -120) 1496 else if (wc < -120)
1483 wc = -120; 1497 wc = -120;
1498
1484 op->stats.wc = wc; 1499 stats.wc = wc;
1485 1500
1486 if (ac > 120) 1501 if (ac > 120)
1487 ac = 120; 1502 ac = 120;
1488 else if (ac < -120) 1503 else if (ac < -120)
1489 ac = -120; 1504 ac = -120;
1505
1490 op->stats.ac = ac; 1506 stats.ac = ac;
1491 1507
1492 /* if for some reason the creature doesn't have any move type, 1508 /* if for some reason the creature doesn't have any move type,
1493 * give them walking as a default. 1509 * give them walking as a default.
1494 * The second case is a special case - to more closely mimic the 1510 * The second case is a special case - to more closely mimic the
1495 * old behaviour - if your flying, your not walking - just 1511 * old behaviour - if your flying, your not walking - just
1496 * one or the other. 1512 * one or the other.
1497 */ 1513 */
1498 if (op->move_type == 0) 1514 if (move_type == 0)
1499 op->move_type = MOVE_WALK; 1515 move_type = MOVE_WALK;
1500 else if (op->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) 1516 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH))
1501 op->move_type &= ~MOVE_WALK; 1517 move_type &= ~MOVE_WALK;
1502 1518
1503 update_ob_speed (op); 1519 if (speed != old_speed)
1520 set_speed (speed);
1504 1521
1505 /* It is quite possible that a player's spell costing might have changed, 1522 /* It is quite possible that a player's spell costing might have changed,
1506 * so we will check that now. 1523 * so we will check that now.
1507 */ 1524 */
1508 if (op->type == PLAYER) 1525 if (type == PLAYER)
1526 {
1527 esrv_update_stats (contr);
1509 esrv_update_spells (op->contr); 1528 esrv_update_spells (contr);
1529 }
1530
1531 // update the mapspace, if we are on a map
1532 if (!flag [FLAG_REMOVED] && map)
1533 map->at (x, y).flags_ = 0;
1510} 1534}
1511 1535
1512/* 1536/*
1513 * Returns true if the given player is a legal class. 1537 * Returns true if the given player is a legal class.
1514 * The function to add and remove class-bonuses to the stats doesn't 1538 * The function to add and remove class-bonuses to the stats doesn't
1515 * check if the stat becomes negative, thus this function 1539 * check if the stat becomes negative, thus this function
1516 * merely checks that all stats are 1 or more, and returns 1540 * merely checks that all stats are 1 or more, and returns
1517 * false otherwise. 1541 * false otherwise.
1518 */ 1542 */
1519
1520int 1543int
1521allowed_class (const object *op) 1544allowed_class (const object *op)
1522{ 1545{
1523 return op->stats.Dex > 0 && op->stats.Str > 0 && op->stats.Con > 0 && 1546 return op->stats.Dex > 0
1524 op->stats.Int > 0 && op->stats.Wis > 0 && op->stats.Pow > 0 && op->stats.Cha > 0; 1547 && op->stats.Str > 0
1548 && op->stats.Con > 0
1549 && op->stats.Int > 0
1550 && op->stats.Wis > 0
1551 && op->stats.Pow > 0
1552 && op->stats.Cha > 0;
1525} 1553}
1526 1554
1527/* 1555/*
1528 * set the new dragon name after gaining levels or 1556 * set the new dragon name after gaining levels or
1529 * changing ability focus (later this can be extended to 1557 * changing ability focus (later this can be extended to
1600 object *skin = NULL; /* pointer to dragon skin force */ 1628 object *skin = NULL; /* pointer to dragon skin force */
1601 object *tmp = NULL; /* tmp. object */ 1629 object *tmp = NULL; /* tmp. object */
1602 char buf[MAX_BUF]; /* tmp. string buffer */ 1630 char buf[MAX_BUF]; /* tmp. string buffer */
1603 1631
1604 /* now grab the 'dragon_ability'-forces from the player's inventory */ 1632 /* now grab the 'dragon_ability'-forces from the player's inventory */
1633 shstr_cmp dragon_ability_force ("dragon_ability_force");
1634 shstr_cmp dragon_skin_force ("dragon_skin_force");
1635
1605 for (tmp = who->inv; tmp != NULL; tmp = tmp->below) 1636 for (tmp = who->inv; tmp; tmp = tmp->below)
1606 {
1607 if (tmp->type == FORCE) 1637 if (tmp->type == FORCE)
1608 {
1609 if (strcmp (tmp->arch->name, "dragon_ability_force") == 0) 1638 if (tmp->arch->name == dragon_ability_force)
1610 abil = tmp; 1639 abil = tmp;
1611 if (strcmp (tmp->arch->name, "dragon_skin_force") == 0) 1640 else if (tmp->arch->name == dragon_skin_force)
1612 skin = tmp; 1641 skin = tmp;
1613 } 1642
1614 }
1615 /* if the force is missing -> bail out */ 1643 /* if the force is missing -> bail out */
1616 if (abil == NULL) 1644 if (abil == NULL)
1617 return; 1645 return;
1618 1646
1619 /* The ability_force keeps track of maximum level ever achieved. 1647 /* The ability_force keeps track of maximum level ever achieved.
1670 */ 1698 */
1671 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL); 1699 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL);
1672 skill_obj->stats.exp = 0; 1700 skill_obj->stats.exp = 0;
1673 skill_obj->level = 1; 1701 skill_obj->level = 1;
1674 insert_ob_in_ob (skill_obj, op); 1702 insert_ob_in_ob (skill_obj, op);
1703
1675 if (op->contr) 1704 if (op->contr)
1676 { 1705 {
1677 op->contr->last_skill_ob[skill_obj->subtype] = skill_obj; 1706 op->contr->last_skill_ob [skill_obj->subtype] = skill_obj;
1678 op->contr->last_skill_exp[skill_obj->subtype] = -1; 1707 if (op->contr->ns)
1708 op->contr->ns->last_skill_exp[skill_obj->subtype] = -1;//TODO: should be made superfluous
1679 } 1709 }
1710
1680 return skill_obj; 1711 return skill_obj;
1681} 1712}
1682 1713
1683 1714
1684/* player_lvl_adj() - for the new exp system. we are concerned with 1715/* player_lvl_adj() - for the new exp system. we are concerned with
1709 who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1; 1740 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); 1741 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; 1742 who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1;
1712 } 1743 }
1713 1744
1714 fix_player (who); 1745 who->update_stats ();
1715 if (op->level > 1) 1746 if (op->level > 1)
1716 { 1747 {
1717 if (op->type != PLAYER) 1748 if (op->type != PLAYER)
1718 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); 1749 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1719 else 1750 else
1724 player_lvl_adj (who, op); /* To increase more levels */ 1755 player_lvl_adj (who, op); /* To increase more levels */
1725 } 1756 }
1726 else if (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul)) 1757 else if (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul))
1727 { 1758 {
1728 op->level--; 1759 op->level--;
1729 fix_player (who); 1760 who->update_stats ();
1730 if (op->type != PLAYER) 1761 if (op->type != PLAYER)
1731 { 1762 {
1732 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); 1763 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); 1764 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1734 } 1765 }
1735 player_lvl_adj (who, op); /* To decrease more levels */ 1766 player_lvl_adj (who, op); /* To decrease more levels */
1736 } 1767 }
1768
1737 /* check if the spell data has changed */ 1769 /* check if the spell data has changed */
1770 esrv_update_stats (who->contr);
1738 esrv_update_spells (who->contr); 1771 esrv_update_spells (who->contr);
1739} 1772}
1740 1773
1741/* 1774/*
1742 * Returns how much experience is needed for a player to become 1775 * Returns how much experience is needed for a player to become
1746sint64 1779sint64
1747level_exp (int level, double expmul) 1780level_exp (int level, double expmul)
1748{ 1781{
1749 if (level > settings.max_level) 1782 if (level > settings.max_level)
1750 return (sint64) (expmul * levels[settings.max_level]); 1783 return (sint64) (expmul * levels[settings.max_level]);
1784
1751 return (sint64) (expmul * levels[level]); 1785 return (sint64) (expmul * levels[level]);
1752} 1786}
1753 1787
1754/* 1788/*
1755 * Ensure that the permanent experience requirements in an exp object are met. 1789 * Ensure that the permanent experience requirements in an exp object are met.
1776 op->perm_exp = 0; 1810 op->perm_exp = 0;
1777 else if (op->perm_exp > (sint64) MAX_EXPERIENCE) 1811 else if (op->perm_exp > (sint64) MAX_EXPERIENCE)
1778 op->perm_exp = MAX_EXPERIENCE; 1812 op->perm_exp = MAX_EXPERIENCE;
1779} 1813}
1780 1814
1781
1782/* Add experience to a player - exp should only be positive. 1815/* Add experience to a player - exp should only be positive.
1783 * Updates permanent exp for the skill we are adding to. 1816 * Updates permanent exp for the skill we are adding to.
1784 * skill_name is the skill to add exp to. Skill name can be 1817 * skill_name is the skill to add exp to. Skill name can be
1785 * NULL, in which case exp increases the players general 1818 * NULL, in which case exp increases the players general
1786 * total, but not any particular skill. 1819 * total, but not any particular skill.
1787 * flag is what to do if the player doesn't have the skill: 1820 * flag is what to do if the player doesn't have the skill:
1788 */ 1821 */
1789
1790static void 1822static void
1791add_player_exp (object *op, sint64 exp, const char *skill_name, int flag) 1823add_player_exp (object *op, sint64 exp, const char *skill_name, int flag)
1792{ 1824{
1793 object *skill_obj = NULL; 1825 object *skill_obj = NULL;
1794 sint64 limit, exp_to_add; 1826 sint64 limit, exp_to_add;
1795 int i; 1827 int i;
1796 1828
1797 /* prevents some forms of abuse. */ 1829 /* prevents some forms of abuse. */
1798 if (op->contr->braced) 1830 if (op->contr->braced)
1799 exp = exp / 5; 1831 exp /= 5;
1800 1832
1801 /* Try to find the matching skill. 1833 /* Try to find the matching skill.
1802 * We do a shortcut/time saving mechanism first - see if it matches 1834 * We do a shortcut/time saving mechanism first - see if it matches
1803 * chosen_skill. This means we don't need to search through 1835 * chosen_skill. This means we don't need to search through
1804 * the players inventory. 1836 * the players inventory.
1805 */ 1837 */
1806 if (skill_name) 1838 if (skill_name)
1807 { 1839 {
1808 if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill)) 1840 if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill))
1939 del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction)); 1971 del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction));
1940 tmp->stats.exp -= del_exp; 1972 tmp->stats.exp -= del_exp;
1941 player_lvl_adj (op, tmp); 1973 player_lvl_adj (op, tmp);
1942 } 1974 }
1943 } 1975 }
1976
1944 if (flag != SK_SUBTRACT_SKILL_EXP) 1977 if (flag != SK_SUBTRACT_SKILL_EXP)
1945 { 1978 {
1946 del_exp = check_exp_loss (op, exp); 1979 del_exp = check_exp_loss (op, exp);
1947 op->stats.exp -= del_exp; 1980 op->stats.exp -= del_exp;
1948 player_lvl_adj (op, NULL); 1981 player_lvl_adj (op, NULL);
1949 } 1982 }
1950} 1983}
1951
1952
1953 1984
1954/* change_exp() - changes experience to a player/monster. This 1985/* change_exp() - changes experience to a player/monster. This
1955 * does bounds checking to make sure we don't overflow the max exp. 1986 * does bounds checking to make sure we don't overflow the max exp.
1956 * 1987 *
1957 * The exp passed is typically not modified much by this function - 1988 * The exp passed is typically not modified much by this function -
1958 * it is assumed the caller has modified the exp as needed. 1989 * it is assumed the caller has modified the exp as needed.
1959 * skill_name is the skill that should get the exp added. 1990 * skill_name is the skill that should get the exp added.
1960 * flag is what to do if player doesn't have the skill. 1991 * flag is what to do if player doesn't have the skill.
1961 * these last two values are only used for players. 1992 * these last two values are only used for players.
1962 */ 1993 */
1963
1964void 1994void
1965change_exp (object *op, sint64 exp, const char *skill_name, int flag) 1995change_exp (object *op, sint64 exp, const char *skill_name, int flag)
1966{ 1996{
1967
1968#ifdef EXP_DEBUG 1997#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); 1998 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp);
1973# endif
1974#endif 1999#endif
1975 2000
1976 /* safety */ 2001 /* safety */
1977 if (!op) 2002 if (!op)
1978 { 2003 {
2017 else 2042 else
2018 /* note that when you lose exp, it doesn't go against 2043 /* note that when you lose exp, it doesn't go against
2019 * a particular skill, so we don't need to pass that 2044 * a particular skill, so we don't need to pass that
2020 * along. 2045 * along.
2021 */ 2046 */
2022 subtract_player_exp (op, FABS (exp), skill_name, flag); 2047 subtract_player_exp (op, abs (exp), skill_name, flag);
2023
2024 } 2048 }
2025} 2049}
2026 2050
2027/* Applies a death penalty experience, the size of this is defined by the 2051/* 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 2052 * settings death_penalty_percentage and death_penalty_levels, and by the
2029 * amount of permenent experience, whichever gives the lowest loss. 2053 * amount of permenent experience, whichever gives the lowest loss.
2030 */ 2054 */
2031
2032void 2055void
2033apply_death_exp_penalty (object *op) 2056apply_death_exp_penalty (object *op)
2034{ 2057{
2035 object *tmp; 2058 object *tmp;
2036 sint64 loss; 2059 sint64 loss;
2081 if (level > MAX_SAVE_LEVEL) 2104 if (level > MAX_SAVE_LEVEL)
2082 level = MAX_SAVE_LEVEL; 2105 level = MAX_SAVE_LEVEL;
2083 2106
2084 if ((random_roll (1, 20, op, PREFER_HIGH) + bonus) < savethrow[level]) 2107 if ((random_roll (1, 20, op, PREFER_HIGH) + bonus) < savethrow[level])
2085 return 0; 2108 return 0;
2109
2086 return 1; 2110 return 1;
2087} 2111}

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