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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 1.51 by root, Sat May 12 18:23:51 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
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}
279 236
280/* 237/*
281 * Like set_attr_value(), but instead the value (which can be negative) 238 * Like set_attr_value(), but instead the value (which can be negative)
282 * is added to the specified stat. 239 * is added to the specified stat.
283 */ 240 */
284
285void 241void
286change_attr_value (living * stats, int attr, sint8 value) 242change_attr_value (living *stats, int attr, sint8 value)
287{ 243{
288 if (value == 0) 244 stats->stat (attr) += value;
289 return; 245}
290 switch (attr) 246
291 { 247sint8 &
292 case STR: 248living::stat (int index)
293 stats->Str += value; 249{
294 break; 250 switch (index)
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 } 251 {
316} 252 case STR: return Str;
253 case DEX: return Dex;
254 case CON: return Con;
255 case INT: return Int;
256 case WIS: return Wis;
257 case POW: return Pow;
258 case CHA: return Cha;
259 }
317 260
318/* 261 LOG (llevError | logBacktrace, "living.stat() called with out-of-range stat index");
319 * returns the specified stat. See also set_attr_value(). 262 static sint8 dummy;
320 */ 263 return dummy;
264}
321 265
322sint8 266sint8
323get_attr_value (const living * stats, int attr) 267living::stat (int index) const
324{ 268{
325 switch (attr) 269 switch (index)
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 } 270 {
271 case STR: return Str;
272 case DEX: return Dex;
273 case CON: return Con;
274 case INT: return Int;
275 case WIS: return Wis;
276 case POW: return Pow;
277 case CHA: return Cha;
278 }
279
280 LOG (llevError | logBacktrace, "living.stat() called with out-of-range stat index");
281 static sint8 dummy;
342 return 0; 282 return dummy;
343} 283}
344 284
345/* 285/*
346 * Ensures that all stats (str/dex/con/wis/cha/int) are within the 286 * Ensures that all stats (str/dex/con/wis/cha/int) are within the
347 * 1-30 stat limit. 287 * 1-30 stat limit.
348 */ 288 */
349
350void 289void
351check_stat_bounds (living * stats) 290check_stat_bounds (living *stats)
352{ 291{
353 int i, v;
354
355 for (i = 0; i < NUM_STATS; i++) 292 for (int i = 0; i < NUM_STATS; i++)
356 if ((v = get_attr_value (stats, i)) > MAX_STAT) 293 {
357 set_attr_value (stats, i, MAX_STAT); 294 sint8 &v = stats->stat (i);
358 else if (v < MIN_STAT) 295 v = clamp (v, MIN_STAT, MAX_STAT);
359 set_attr_value (stats, i, MIN_STAT); 296 }
360} 297}
361 298
362#define ORIG_S(xyz,abc) (op->contr->orig_stats.abc) 299#define ORIG_S(xyz,abc) (op->contr->orig_stats.abc)
363 300
364/* Rather than having a whole bunch of if (flag) new_draw.. else new_draw, 301/* Rather than having a whole bunch of if (flag) new_draw.. else new_draw,
373/* flag is set to 1 if we are applying the object, -1 if we are removing 310/* flag is set to 1 if we are applying the object, -1 if we are removing
374 * the object. 311 * the object.
375 * It is the calling functions responsibilty to check to see if the object 312 * It is the calling functions responsibilty to check to see if the object
376 * can be applied or not. 313 * can be applied or not.
377 * The main purpose of calling this function is the messages that are 314 * The main purpose of calling this function is the messages that are
378 * displayed - fix_player should really always be called after this when 315 * 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 316 * 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 317 * 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 318 * will clear the bits, but the player may still have some other object
382 * that gives them that ability. 319 * that gives them that ability.
383 */ 320 */
384int 321int
385change_abil (object *op, object *tmp) 322change_abil (object *op, object *tmp)
386{ 323{
387 int flag = QUERY_FLAG (tmp, FLAG_APPLIED) ? 1 : -1, i, j, success = 0; 324 int flag = QUERY_FLAG (tmp, FLAG_APPLIED) ? 1 : -1, success = 0;
388 char message[MAX_BUF]; 325 char message[MAX_BUF];
389 int potion_max = 0; 326 int potion_max = 0;
390 327
391 /* remember what object was like before it was changed. note that 328 /* 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 329 * 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 330 * found by update_stats. refop is not a real object
394 */ 331 */
395 object_pod refop = *op; 332 object_copy refop = *op;
396 333
397 if (op->type == PLAYER) 334 if (op->type == PLAYER)
398 { 335 {
399 if (tmp->type == POTION) 336 if (tmp->type == POTION)
400 { 337 {
401 potion_max = 1; 338 potion_max = 1;
402 for (j = 0; j < NUM_STATS; j++) 339 for (int j = 0; j < NUM_STATS; j++)
403 { 340 {
404 int nstat, ostat; 341 int ostat = op->contr->orig_stats.stat (j);
405 342 int i = tmp->stats.stat (j);
406 ostat = get_attr_value (&(op->contr->orig_stats), j);
407 i = get_attr_value (&(tmp->stats), j);
408 343
409 /* nstat is what the stat will be after use of the potion */ 344 /* nstat is what the stat will be after use of the potion */
410 nstat = flag * i + ostat; 345 int nstat = flag * i + ostat;
411 346
412 /* Do some bounds checking. While I don't think any 347 /* Do some bounds checking. While I don't think any
413 * potions do so right now, there is the potential for potions 348 * potions do so right now, there is the potential for potions
414 * that adjust that stat by more than one point, so we need 349 * that adjust that stat by more than one point, so we need
415 * to allow for that. 350 * to allow for that.
416 */ 351 */
417 if (nstat < 1 && i * flag < 0) 352 if (nstat < 1 && i * flag < 0)
418 nstat = 1; 353 nstat = 1;
419 else if (nstat > 20 + get_attr_value (&(op->arch->clone.stats), j)) 354 else if (nstat > 20 + op->arch->clone.stats.stat (j))
420 {
421 nstat = 20 + get_attr_value (&(op->arch->clone.stats), j); 355 nstat = 20 + op->arch->clone.stats.stat (j);
422 } 356
423 if (nstat != ostat) 357 if (nstat != ostat)
424 { 358 {
425 set_attr_value (&(op->contr->orig_stats), j, nstat); 359 op->contr->orig_stats.stat (j) = nstat;
426 potion_max = 0; 360 potion_max = 0;
427 } 361 }
428 else if (i) 362 else if (i)
429 { 363 {
430 /* potion is useless - player has already hit the natural maximum */ 364 /* potion is useless - player has already hit the natural maximum */
431 potion_max = 1; 365 potion_max = 1;
432 } 366 }
433 } 367 }
368
434 /* This section of code ups the characters normal stats also. I am not 369 /* 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 370 * sure if this is strictly necessary, being that fix_player probably
436 * recalculates this anyway. 371 * recalculates this anyway.
437 */ 372 */
438 for (j = 0; j < NUM_STATS; j++) 373 for (int j = 0; j < NUM_STATS; j++)
439 change_attr_value (&(op->stats), j, flag * get_attr_value (&(tmp->stats), j)); 374 change_attr_value (&op->stats, j, flag * tmp->stats.stat (j));
375
440 check_stat_bounds (&(op->stats)); 376 check_stat_bounds (&op->stats);
441 } /* end of potion handling code */ 377 } /* end of potion handling code */
442 } 378 }
443 379
444 /* reset attributes that fix_player doesn't reset since it doesn't search 380 /* reset attributes that update_stats doesn't reset since it doesn't search
445 * everything to set 381 * everything to set
446 */ 382 */
447 if (flag == -1) 383 if (flag == -1)
448 { 384 {
449 op->attacktype &= ~tmp->attacktype; 385 op->attacktype &= ~tmp->attacktype;
450 op->path_attuned &= ~tmp->path_attuned; 386 op->path_attuned &= ~tmp->path_attuned;
451 op->path_repelled &= ~tmp->path_repelled; 387 op->path_repelled &= ~tmp->path_repelled;
452 op->path_denied &= ~tmp->path_denied; 388 op->path_denied &= ~tmp->path_denied;
453 /* Presuming here that creatures only have move_type, 389 /* Presuming here that creatures only have move_type,
454 * and not the other move_ fields. 390 * and not the other move_ fields.
455 */ 391 */
456 op->move_type &= ~tmp->move_type; 392 op->move_type &= ~tmp->move_type;
457 } 393 }
458 394
459 /* call fix_player since op object could have whatever attribute due 395 /* call fix_player since op object could have whatever attribute due
460 * to multiple items. if fix_player always has to be called after 396 * to multiple items. if update_stats always has to be called after
461 * change_ability then might as well call it from here 397 * change_ability then might as well call it from here
462 */ 398 */
463 fix_player (op); 399 op->update_stats ();
464 400
465 /* Fix player won't add the bows ability to the player, so don't 401 /* update_stats won't add the bows ability to the player, so don't
466 * print out message if this is a bow. 402 * print out message if this is a bow.
467 */ 403 */
468 if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW) 404 if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW)
469 { 405 {
470 success = 1; 406 success = 1;
471 DIFF_MSG (flag, "Your hands begin to glow red.", "Your hands stop glowing red."); 407 DIFF_MSG (flag, "Your hands begin to glow red.", "Your hands stop glowing red.");
472 } 408 }
409
473 if (QUERY_FLAG (op, FLAG_LIFESAVE) != QUERY_FLAG (&refop, FLAG_LIFESAVE)) 410 if (QUERY_FLAG (op, FLAG_LIFESAVE) != QUERY_FLAG (&refop, FLAG_LIFESAVE))
474 { 411 {
475 success = 1; 412 success = 1;
476 DIFF_MSG (flag, "You feel very protected.", "You don't feel protected anymore."); 413 DIFF_MSG (flag, "You feel very protected.", "You don't feel protected anymore.");
477 } 414 }
415
478 if (QUERY_FLAG (op, FLAG_REFL_MISSILE) != QUERY_FLAG (&refop, FLAG_REFL_MISSILE)) 416 if (QUERY_FLAG (op, FLAG_REFL_MISSILE) != QUERY_FLAG (&refop, FLAG_REFL_MISSILE))
479 { 417 {
480 success = 1; 418 success = 1;
481 DIFF_MSG (flag, "A magic force shimmers around you.", "The magic force fades away."); 419 DIFF_MSG (flag, "A magic force shimmers around you.", "The magic force fades away.");
482 } 420 }
421
483 if (QUERY_FLAG (op, FLAG_REFL_SPELL) != QUERY_FLAG (&refop, FLAG_REFL_SPELL)) 422 if (QUERY_FLAG (op, FLAG_REFL_SPELL) != QUERY_FLAG (&refop, FLAG_REFL_SPELL))
484 { 423 {
485 success = 1; 424 success = 1;
486 DIFF_MSG (flag, "You feel more safe now, somehow.", "Suddenly you feel less safe, somehow."); 425 DIFF_MSG (flag, "You feel more safe now, somehow.", "Suddenly you feel less safe, somehow.");
487 } 426 }
427
488 /* movement type has changed. We don't care about cases where 428 /* movement type has changed. We don't care about cases where
489 * user has multiple items giving the same type appled like we 429 * user has multiple items giving the same type appled like we
490 * used to - that is more work than what we gain, plus messages 430 * used to - that is more work than what we gain, plus messages
491 * can be misleading (a little higher could be miscontrued from 431 * can be misleading (a little higher could be miscontrued from
492 * from fly high) 432 * from fly high)
506 if (tmp->move_type & MOVE_FLY_HIGH) 446 if (tmp->move_type & MOVE_FLY_HIGH)
507 { 447 {
508 /* double conditional - second case covers if you have move_fly_low - 448 /* double conditional - second case covers if you have move_fly_low -
509 * in that case, you don't actually land 449 * in that case, you don't actually land
510 */ 450 */
511 DIFF_MSG (flag, "You soar into the air air!.", 451 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.")); 452 (op->move_type & MOVE_FLY_LOW ? "You fly lower in the air" : "You float down to the ground."));
513 } 453 }
454
514 if (tmp->move_type & MOVE_SWIM) 455 if (tmp->move_type & MOVE_SWIM)
515 DIFF_MSG (flag, "You feel ready for a swim", "You no longer feel like swimming"); 456 DIFF_MSG (flag, "You feel ready for a swim", "You no longer feel like swimming");
516 457
517 /* Changing move status may mean you are affected by things you weren't before */ 458 /* Changing move status may mean you are affected by things you weren't before */
518 check_move_on (op, op); 459 check_move_on (op, op);
540 if (QUERY_FLAG (op, FLAG_STEALTH) != QUERY_FLAG (&refop, FLAG_STEALTH)) 481 if (QUERY_FLAG (op, FLAG_STEALTH) != QUERY_FLAG (&refop, FLAG_STEALTH))
541 { 482 {
542 success = 1; 483 success = 1;
543 DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily."); 484 DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily.");
544 } 485 }
486
545 if (QUERY_FLAG (op, FLAG_MAKE_INVIS) != QUERY_FLAG (&refop, FLAG_MAKE_INVIS)) 487 if (QUERY_FLAG (op, FLAG_MAKE_INVIS) != QUERY_FLAG (&refop, FLAG_MAKE_INVIS))
546 { 488 {
547 success = 1; 489 success = 1;
548 DIFF_MSG (flag, "You become transparent.", "You can see yourself."); 490 DIFF_MSG (flag, "You become transparent.", "You can see yourself.");
549 } 491 }
492
550 /* blinded you can tell if more blinded since blinded player has minimal 493 /* blinded you can tell if more blinded since blinded player has minimal
551 * vision 494 * vision
552 */ 495 */
553 if (QUERY_FLAG (tmp, FLAG_BLIND)) 496 if (QUERY_FLAG (tmp, FLAG_BLIND))
554 { 497 {
644 success = 1; 587 success = 1;
645 DIFF_MSG (flag * tmp->stats.food, "You feel your digestion slowing down.", "You feel your digestion speeding up."); 588 DIFF_MSG (flag * tmp->stats.food, "You feel your digestion slowing down.", "You feel your digestion speeding up.");
646 } 589 }
647 590
648 /* Messages for changed resistance */ 591 /* Messages for changed resistance */
649 for (i = 0; i < NROFATTACKS; i++) 592 for (int i = 0; i < NROFATTACKS; i++)
650 { 593 {
651 if (i == ATNR_PHYSICAL) 594 if (i == ATNR_PHYSICAL)
652 continue; /* Don't display about armour */ 595 continue; /* Don't display about armour */
653 596
654 if (op->resist[i] != refop.resist[i]) 597 if (op->resist[i] != refop.resist[i])
661 604
662 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message); 605 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message);
663 } 606 }
664 } 607 }
665 608
666 if (tmp->type != EXPERIENCE && !potion_max) 609 if (!potion_max)
667 { 610 {
668 for (j = 0; j < NUM_STATS; j++) 611 for (int j = 0; j < NUM_STATS; j++)
669 { 612 {
670 if ((i = get_attr_value (&(tmp->stats), j)) != 0) 613 if (int i = tmp->stats.stat (j))
671 { 614 {
672 success = 1; 615 success = 1;
673 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]); 616 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]);
674 } 617 }
675 } 618 }
676 } 619 }
620
677 return success; 621 return success;
678} 622}
679 623
680/* 624/*
681 * Stat draining by Vick 930307 625 * Stat draining by Vick 930307
682 * (Feeling evil, I made it work as well now. -Frank 8) 626 * (Feeling evil, I made it work as well now. -Frank 8)
683 */ 627 */
684
685void 628void
686drain_stat (object *op) 629object::drain_stat ()
687{ 630{
688 drain_specific_stat (op, RANDOM () % NUM_STATS); 631 drain_specific_stat (rndm (NUM_STATS));
689} 632}
690 633
691void 634void
692drain_specific_stat (object *op, int deplete_stats) 635object::drain_specific_stat (int deplete_stats)
693{ 636{
694 object *tmp; 637 object *tmp;
695 archetype *at; 638 archetype *at;
696 639
697 at = find_archetype (ARCH_DEPLETION); 640 at = archetype::find (ARCH_DEPLETION);
698 if (!at) 641 if (!at)
699 { 642 {
700 LOG (llevError, "Couldn't find archetype depletion.\n"); 643 LOG (llevError, "Couldn't find archetype depletion.\n");
701 return; 644 return;
702 } 645 }
703 else 646 else
704 { 647 {
705 tmp = present_arch_in_ob (at, op); 648 tmp = present_arch_in_ob (at, this);
649
706 if (!tmp) 650 if (!tmp)
707 { 651 {
708 tmp = arch_to_object (at); 652 tmp = arch_to_object (at);
709 tmp = insert_ob_in_ob (tmp, op); 653 tmp = insert_ob_in_ob (tmp, this);
710 SET_FLAG (tmp, FLAG_APPLIED); 654 SET_FLAG (tmp, FLAG_APPLIED);
711 } 655 }
712 } 656 }
713 657
714 new_draw_info (NDI_UNIQUE, 0, op, drain_msg[deplete_stats]); 658 new_draw_info (NDI_UNIQUE, 0, this, drain_msg[deplete_stats]);
715 change_attr_value (&tmp->stats, deplete_stats, -1); 659 change_attr_value (&tmp->stats, deplete_stats, -1);
716 fix_player (op); 660 update_stats ();
717} 661}
718 662
719/* 663/*
720 * A value of 0 indicates timeout, otherwise change the luck of the object. 664 * A value of 0 indicates timeout, otherwise change the luck of the object.
721 * via an applied bad_luck object. 665 * via an applied bad_luck object.
722 */ 666 */
723
724void 667void
725change_luck (object *op, int value) 668object::change_luck (int value)
726{ 669{
727 object *tmp; 670 archetype *at = archetype::find ("luck");
728 archetype *at;
729 int new_luck;
730
731 at = find_archetype ("luck");
732 if (!at) 671 if (!at)
733 LOG (llevError, "Couldn't find archetype luck.\n"); 672 LOG (llevError, "Couldn't find archetype luck.\n");
734 else 673 else
735 { 674 {
736 tmp = present_arch_in_ob (at, op); 675 object *tmp = present_arch_in_ob (at, this);
676
737 if (!tmp) 677 if (!tmp)
738 { 678 {
739 if (!value) 679 if (!value)
740 return; 680 return;
681
741 tmp = arch_to_object (at); 682 tmp = arch_to_object (at);
742 tmp = insert_ob_in_ob (tmp, op); 683 tmp = insert_ob_in_ob (tmp, this);
743 SET_FLAG (tmp, FLAG_APPLIED); 684 SET_FLAG (tmp, FLAG_APPLIED);
744 } 685 }
686
745 if (value) 687 if (value)
746 { 688 {
747 /* Limit the luck value of the bad luck object to +/-100. This 689 /* Limit the luck value of the bad luck object to +/-100. This
748 * (arbitrary) value prevents overflows (both in the bad luck object and 690 * (arbitrary) value prevents overflows (both in the bad luck object and
749 * in op itself). 691 * in op itself).
750 */ 692 */
751 new_luck = tmp->stats.luck + value; 693 int new_luck = tmp->stats.luck + value;
694
752 if (new_luck >= -100 && new_luck <= 100) 695 if (new_luck >= -100 && new_luck <= 100)
753 { 696 {
754 op->stats.luck += value; 697 stats.luck += value;
755 tmp->stats.luck = new_luck; 698 tmp->stats.luck = new_luck;
756 } 699 }
757 } 700 }
758 else 701 else
759 { 702 {
760 if (!tmp->stats.luck) 703 if (!tmp->stats.luck)
761 {
762 return; 704 return;
763 } 705
764 /* Randomly change the players luck. Basically, we move it 706 /* Randomly change the players luck. Basically, we move it
765 * back neutral (if greater>0, subtract, otherwise add) 707 * back neutral (if greater>0, subtract, otherwise add)
766 */ 708 */
767 if (RANDOM () % (FABS (tmp->stats.luck)) >= RANDOM () % 30) 709 if (rndm (abs (tmp->stats.luck)) >= rndm (30))
768 { 710 {
769 int diff = tmp->stats.luck > 0 ? -1 : 1; 711 int diff = tmp->stats.luck > 0 ? -1 : 1;
770 712
771 op->stats.luck += diff; 713 stats.luck += diff;
772 tmp->stats.luck += diff; 714 tmp->stats.luck += diff;
773 } 715 }
774 } 716 }
775 } 717 }
776} 718}
777 719
778/* 720/*
779 * Subtracts stat-bonuses given by the class which the player has chosen. 721 * Subtracts stat-bonuses given by the class which the player has chosen.
780 */ 722 */
781
782void 723void
783remove_statbonus (object *op) 724object::remove_statbonus ()
784{ 725{
785 op->stats.Str -= op->arch->clone.stats.Str; 726 for (int i = 0; i < NUM_STATS; ++i)
786 op->stats.Dex -= op->arch->clone.stats.Dex; 727 {
787 op->stats.Con -= op->arch->clone.stats.Con; 728 sint8 v = arch->clone.stats.stat (i);
788 op->stats.Wis -= op->arch->clone.stats.Wis; 729 stats.stat (i) -= v;
789 op->stats.Pow -= op->arch->clone.stats.Pow; 730 contr->orig_stats.stat (i) -= v;
790 op->stats.Cha -= op->arch->clone.stats.Cha; 731 }
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} 732}
800 733
801/* 734/*
802 * Adds stat-bonuses given by the class which the player has chosen. 735 * Adds stat-bonuses given by the class which the player has chosen.
803 */ 736 */
804
805void 737void
806add_statbonus (object *op) 738object::add_statbonus ()
807{ 739{
808 op->stats.Str += op->arch->clone.stats.Str; 740 for (int i = 0; i < NUM_STATS; ++i)
809 op->stats.Dex += op->arch->clone.stats.Dex; 741 {
810 op->stats.Con += op->arch->clone.stats.Con; 742 sint8 v = arch->clone.stats.stat (i);
811 op->stats.Wis += op->arch->clone.stats.Wis; 743 stats.stat (i) += v;
812 op->stats.Pow += op->arch->clone.stats.Pow; 744 contr->orig_stats.stat (i) += v;
813 op->stats.Cha += op->arch->clone.stats.Cha; 745 }
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} 746}
823 747
824/* 748/*
825 * Updates all abilities given by applied objects in the inventory 749 * Updates all abilities given by applied objects in the inventory
826 * of the given object. Note: This function works for both monsters 750 * of the given object. Note: This function works for both monsters
827 * and players; the "player" in the name is purely an archaic inheritance. 751 * and players; the "player" in the name is purely an archaic inheritance.
828 * This functions starts from base values (archetype or player object) 752 * This functions starts from base values (archetype or player object)
829 * and then adjusts them according to what the player has equipped. 753 * and then adjusts them according to what the player has equipped.
830 */ 754 *
831
832/* July 95 - inserted stuff to handle new skills/exp system - b.t. 755 * July 95 - inserted stuff to handle new skills/exp system - b.t.
833 spell system split, grace points now added to system --peterm 756 * spell system split, grace points now added to system --peterm
834 */ 757 */
835
836void 758void
837fix_player (object *op) 759object::update_stats ()
838{ 760{
839 int i, j; 761 int i, j;
840 float f, max = 9, added_speed = 0, bonus_speed = 0, sp_tmp, speed_reduce_from_disease = 1; 762 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; 763 int weapon_weight = 0, weapon_speed = 0;
842 int best_wc = 0, best_ac = 0, wc = 0, ac = 0; 764 int best_wc = 0, best_ac = 0, wc = 0, ac = 0;
843 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; 765 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS];
844 object *grace_obj = NULL, *mana_obj = NULL, *wc_obj = NULL, *tmp; 766 object *grace_obj = NULL, *mana_obj = NULL, *wc_obj = NULL, *tmp;
767 float old_speed = speed;
845 768
846 /* First task is to clear all the values back to their original values */ 769 /* First task is to clear all the values back to their original values */
847 if (op->type == PLAYER) 770 if (type == PLAYER)
848 { 771 {
849 for (i = 0; i < NUM_STATS; i++) 772 for (i = 0; i < NUM_STATS; i++)
850 { 773 stats.stat (i) = contr->orig_stats.stat (i);
851 set_attr_value (&(op->stats), i, get_attr_value (&(op->contr->orig_stats), i)); 774
852 }
853 if (settings.spell_encumbrance == TRUE) 775 if (settings.spell_encumbrance == TRUE)
854 op->contr->encumbrance = 0; 776 contr->encumbrance = 0;
855 777
856 op->attacktype = 0; 778 attacktype = 0;
779
857 op->contr->digestion = 0; 780 contr->digestion = 0;
858 op->contr->gen_hp = 0; 781 contr->gen_hp = 0;
859 op->contr->gen_sp = 0; 782 contr->gen_sp = 0;
860 op->contr->gen_grace = 0; 783 contr->gen_grace = 0;
861 op->contr->gen_sp_armour = 10; 784 contr->gen_sp_armour = 10;
862 op->contr->item_power = 0; 785 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 } 786 }
873 memcpy (op->body_used, op->body_info, sizeof (op->body_info));
874 787
788 for (int i = NUM_BODY_LOCATIONS; i--; )
789 slot[i].used = slot[i].info;
790
875 op->slaying = 0; 791 slaying = 0;
876 792
877 if (!QUERY_FLAG (op, FLAG_WIZ)) 793 if (!QUERY_FLAG (this, FLAG_WIZ))
878 { 794 {
879 CLEAR_FLAG (op, FLAG_XRAYS); 795 CLEAR_FLAG (this, FLAG_XRAYS);
880 CLEAR_FLAG (op, FLAG_MAKE_INVIS); 796 CLEAR_FLAG (this, FLAG_MAKE_INVIS);
881 } 797 }
882 798
883 CLEAR_FLAG (op, FLAG_LIFESAVE); 799 CLEAR_FLAG (this, FLAG_LIFESAVE);
884 CLEAR_FLAG (op, FLAG_STEALTH); 800 CLEAR_FLAG (this, FLAG_STEALTH);
885 CLEAR_FLAG (op, FLAG_BLIND); 801 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);
894 802
803 if (!QUERY_FLAG (&arch->clone, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL);
804 if (!QUERY_FLAG (&arch->clone, FLAG_REFL_MISSILE)) CLEAR_FLAG (this, FLAG_REFL_MISSILE);
805 if (!QUERY_FLAG (&arch->clone, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD);
806 if (!QUERY_FLAG (&arch->clone, FLAG_SEE_IN_DARK )) CLEAR_FLAG (this, FLAG_SEE_IN_DARK);
807
895 op->path_attuned = op->arch->clone.path_attuned; 808 path_attuned = arch->clone.path_attuned;
896 op->path_repelled = op->arch->clone.path_repelled; 809 path_repelled = arch->clone.path_repelled;
897 op->path_denied = op->arch->clone.path_denied; 810 path_denied = arch->clone.path_denied;
898 op->glow_radius = op->arch->clone.glow_radius; 811 glow_radius = arch->clone.glow_radius;
899 op->move_type = op->arch->clone.move_type; 812 move_type = arch->clone.move_type;
813
900 op->chosen_skill = NULL; 814 chosen_skill = 0;
901 815
902 /* initializing resistances from the values in player/monster's 816 /* initializing resistances from the values in player/monster's
903 * archetype clone 817 * archetype clone
904 */ 818 */
905 memcpy (&op->resist, &op->arch->clone.resist, sizeof (op->resist)); 819 memcpy (&resist, &arch->clone.resist, sizeof (resist));
906 820
907 for (i = 0; i < NROFATTACKS; i++) 821 for (i = 0; i < NROFATTACKS; i++)
908 { 822 {
909 if (op->resist[i] > 0) 823 if (resist[i] > 0)
910 prot[i] = op->resist[i], vuln[i] = 0; 824 prot[i] = resist[i], vuln[i] = 0;
911 else 825 else
912 vuln[i] = -(op->resist[i]), prot[i] = 0; 826 vuln[i] = -(resist[i]), prot[i] = 0;
827
913 potion_resist[i] = 0; 828 potion_resist[i] = 0;
914 } 829 }
915 830
916 wc = op->arch->clone.stats.wc; 831 wc = arch->clone.stats.wc;
917 op->stats.dam = op->arch->clone.stats.dam; 832 stats.dam = arch->clone.stats.dam;
918 833
919 /* for players which cannot use armour, they gain AC -1 per 3 levels, 834 /* for players which cannot use armour, they gain AC -1 per 3 levels,
920 * plus a small amount of physical resist, those poor suckers. ;) 835 * plus a small amount of physical resist, those poor suckers. ;)
921 * the fact that maxlevel is factored in could be considered sort of bogus - 836 * the fact that maxlevel is factored in could be considered sort of bogus -
922 * we should probably give them some bonus and cap it off - otherwise, 837 * we should probably give them some bonus and cap it off - otherwise,
923 * basically, if a server updates its max level, these playes may find 838 * basically, if a server updates its max level, these playes may find
924 * that their protection from physical goes down 839 * that their protection from physical goes down
925 */ 840 */
926 if (!QUERY_FLAG (op, FLAG_USE_ARMOUR) && op->type == PLAYER) 841 if (!QUERY_FLAG (this, FLAG_USE_ARMOUR) && type == PLAYER)
927 { 842 {
928 ac = MAX (-10, op->arch->clone.stats.ac - op->level / 3); 843 ac = MAX (-10, arch->clone.stats.ac - level / 3);
929 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * op->level / settings.max_level)) / 100; 844 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100;
930 } 845 }
931 else 846 else
932 ac = op->arch->clone.stats.ac; 847 ac = arch->clone.stats.ac;
933 848
934 op->stats.luck = op->arch->clone.stats.luck; 849 stats.luck = arch->clone.stats.luck;
935 op->speed = op->arch->clone.speed; 850 speed = arch->clone.speed;
936 851
937 /* OK - we've reset most all the objects attributes to sane values. 852 /* OK - we've reset most all the objects attributes to sane values.
938 * now go through and make adjustments for what the player has equipped. 853 * now go through and make adjustments for what the player has equipped.
939 */ 854 */
940
941 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 855 for (tmp = inv; tmp; tmp = tmp->below)
942 { 856 {
943 /* See note in map.c:update_position about making this additive 857 /* See note in map.c:update_position about making this additive
944 * since light sources are never applied, need to put check here. 858 * since light sources are never applied, need to put check here.
945 */ 859 */
946 if (tmp->glow_radius > op->glow_radius) 860 if (tmp->glow_radius > glow_radius)
947 op->glow_radius = tmp->glow_radius; 861 glow_radius = tmp->glow_radius;
948 862
949 /* This happens because apply_potion calls change_abil with the potion 863 /* This happens because apply_potion calls change_abil with the potion
950 * applied so we can tell the player what chagned. But change_abil 864 * applied so we can tell the player what changed. But change_abil
951 * then calls this function. 865 * then calls this function.
952 */ 866 */
953 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION) 867 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION)
954 {
955 continue; 868 continue;
956 }
957 869
958 /* For some things, we don't care what is equipped */ 870 /* For some things, we don't care what is equipped */
959 if (tmp->type == SKILL) 871 if (tmp->type == SKILL)
960 { 872 {
961 /* Want to take the highest skill here. */ 873 /* Want to take the highest skill here. */
964 if (!mana_obj) 876 if (!mana_obj)
965 mana_obj = tmp; 877 mana_obj = tmp;
966 else if (tmp->level > mana_obj->level) 878 else if (tmp->level > mana_obj->level)
967 mana_obj = tmp; 879 mana_obj = tmp;
968 } 880 }
881
969 if (IS_GRACE_SKILL (tmp->subtype)) 882 if (IS_GRACE_SKILL (tmp->subtype))
970 { 883 {
971 if (!grace_obj) 884 if (!grace_obj)
972 grace_obj = tmp; 885 grace_obj = tmp;
973 else if (tmp->level > grace_obj->level) 886 else if (tmp->level > grace_obj->level)
982 * in the praying skill, and the player should always get those. 895 * 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, 896 * 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 897 * because the skill shouldn't count against body positions being used
985 * up, etc. 898 * up, etc.
986 */ 899 */
987 if ((QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type != CONTAINER && tmp->type != CLOSE_CON) || 900 if ((tmp->flag [FLAG_APPLIED]
901 && tmp->type != CONTAINER
902 && tmp->type != CLOSE_CON)
903 || (tmp->type == SKILL
988 (tmp->type == SKILL && tmp->subtype == SK_PRAYING)) 904 && tmp->subtype == SK_PRAYING))
989 { 905 {
990 if (op->type == PLAYER) 906 if (type == PLAYER)
991 { 907 {
992 if (tmp->type == BOW) 908 if (tmp == contr->combat_ob || tmp == contr->ranged_ob)
993 op->contr->ranges[range_bow] = tmp; 909 if (tmp != current_weapon && (tmp->type != SKILL || tmp->subtype != SK_PRAYING))
994 910 continue;
995 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
996 op->contr->ranges[range_misc] = tmp;
997 911
998 for (i = 0; i < NUM_STATS; i++) 912 for (i = 0; i < NUM_STATS; i++)
999 change_attr_value (&(op->stats), i, get_attr_value (&(tmp->stats), i)); 913 change_attr_value (&stats, i, tmp->stats.stat (i));
1000 914
1001 /* these are the items that currently can change digestion, regeneration, 915 /* these are the items that currently can change digestion, regeneration,
1002 * spell point recovery and mana point recovery. Seems sort of an arbitary 916 * spell point recovery and mana point recovery. Seems sort of an arbitary
1003 * list, but other items store other info into stats array. 917 * list, but other items store other info into stats array.
1004 */ 918 */
1005 if ((tmp->type == EXPERIENCE) || (tmp->type == WEAPON) || 919 if (tmp->type == WEAPON || tmp->type == BOW ||
1006 (tmp->type == ARMOUR) || (tmp->type == HELMET) || 920 tmp->type == ARMOUR || tmp->type == HELMET ||
1007 (tmp->type == SHIELD) || (tmp->type == RING) || 921 tmp->type == SHIELD || tmp->type == RING ||
1008 (tmp->type == BOOTS) || (tmp->type == GLOVES) || 922 tmp->type == BOOTS || tmp->type == GLOVES ||
1009 (tmp->type == AMULET) || (tmp->type == GIRDLE) || 923 tmp->type == AMULET || tmp->type == GIRDLE ||
1010 (tmp->type == BRACERS) || (tmp->type == CLOAK) || (tmp->type == DISEASE) || (tmp->type == FORCE) || (tmp->type == SKILL)) 924 tmp->type == BRACERS || tmp->type == CLOAK ||
925 tmp->type == DISEASE || tmp->type == FORCE ||
926 tmp->type == SKILL)
1011 { 927 {
1012 op->contr->digestion += tmp->stats.food; 928 contr->digestion += tmp->stats.food;
1013 op->contr->gen_hp += tmp->stats.hp; 929 contr->gen_hp += tmp->stats.hp;
1014 op->contr->gen_sp += tmp->stats.sp; 930 contr->gen_sp += tmp->stats.sp;
1015 op->contr->gen_grace += tmp->stats.grace; 931 contr->gen_grace += tmp->stats.grace;
1016 op->contr->gen_sp_armour += tmp->gen_sp_armour; 932 contr->gen_sp_armour += tmp->gen_sp_armour;
1017 op->contr->item_power += tmp->item_power; 933 contr->item_power += tmp->item_power;
1018 } 934 }
1019 } /* if this is a player */ 935 } /* if this is a player */
936 else
937 {
938 if (tmp->type == WEAPON)
939 current_weapon = tmp;
940 }
1020 941
1021 /* Update slots used for items */ 942 /* Update slots used for items */
1022 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 943 if (QUERY_FLAG (tmp, FLAG_APPLIED))
1023 {
1024 for (i = 0; i < NUM_BODY_LOCATIONS; i++) 944 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
1025 op->body_used[i] += tmp->body_info[i]; 945 slot[i].used += tmp->slot[i].info;
1026 }
1027 946
1028 if (tmp->type == SYMPTOM) 947 if (tmp->type == SYMPTOM)
1029 { 948 {
1030 speed_reduce_from_disease = tmp->last_sp / 100.0; 949 speed_reduce_from_disease = tmp->last_sp / 100.f;
950
1031 if (speed_reduce_from_disease == 0) 951 if (speed_reduce_from_disease == 0)
1032 speed_reduce_from_disease = 1; 952 speed_reduce_from_disease = 1;
1033 } 953 }
1034 954
1035 /* Pos. and neg. protections are counted seperate (-> pro/vuln). 955 /* Pos. and neg. protections are counted seperate (-> pro/vuln).
1036 * (Negative protections are calculated extactly like positive.) 956 * (Negative protections are calculated exactly like positive.)
1037 * Resistance from potions are treated special as well. If there's 957 * Resistance from potions are treated special as well. If there's
1038 * more than one potion-effect, the bigger prot.-value is taken. 958 * more than one potion-effect, the bigger prot.-value is taken.
1039 */ 959 */
1040 if (tmp->type != POTION) 960 if (tmp->type != POTION)
1041 { 961 {
1042 for (i = 0; i < NROFATTACKS; i++) 962 for (i = 0; i < NROFATTACKS; i++)
1043 { 963 {
1044 /* Potential for cursed potions, in which case we just can use 964 /* Potential for cursed potions, in which case we just can use
1045 * a straight MAX, as potion_resist is initialized to zero. 965 * a straight MAX, as potion_resist is initialised to zero.
1046 */ 966 */
1047 if (tmp->type == POTION_EFFECT) 967 if (tmp->type == POTION_EFFECT)
1048 { 968 {
1049 if (potion_resist[i]) 969 if (potion_resist[i])
1050 potion_resist[i] = MAX (potion_resist[i], tmp->resist[i]); 970 potion_resist[i] = MAX (potion_resist[i], tmp->resist[i]);
1051 else 971 else
1052 potion_resist[i] = tmp->resist[i]; 972 potion_resist[i] = tmp->resist[i];
1053 } 973 }
1054 else if (tmp->resist[i] > 0) 974 else if (tmp->resist[i] > 0)
1055 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100; 975 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100;
1056 else if (tmp->resist[i] < 0) 976 else if (tmp->resist[i] < 0)
1057 vuln[i] += ((100 - vuln[i]) * (-tmp->resist[i])) / 100; 977 vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100;
1058 } 978 }
1059 } 979 }
1060 980
1061 /* There may be other things that should not adjust the attacktype */ 981 /* There may be other things that should not adjust the attacktype */
1062 if (tmp->type != BOW && tmp->type != SYMPTOM) 982 if ((tmp->type != WEAPON && tmp->type != BOW && tmp->type != SYMPTOM)
983 || current_weapon == tmp)
984 {
1063 op->attacktype |= tmp->attacktype; 985 attacktype |= tmp->attacktype;
1064
1065 op->path_attuned |= tmp->path_attuned; 986 path_attuned |= tmp->path_attuned;
1066 op->path_repelled |= tmp->path_repelled; 987 path_repelled |= tmp->path_repelled;
1067 op->path_denied |= tmp->path_denied; 988 path_denied |= tmp->path_denied;
989 move_type |= tmp->move_type;
1068 op->stats.luck += tmp->stats.luck; 990 stats.luck += tmp->stats.luck;
1069 op->move_type |= tmp->move_type; 991 }
1070 992
1071 if (QUERY_FLAG (tmp, FLAG_LIFESAVE)) 993 if (QUERY_FLAG (tmp, FLAG_LIFESAVE )) SET_FLAG (this, FLAG_LIFESAVE);
1072 SET_FLAG (op, FLAG_LIFESAVE); 994 if (QUERY_FLAG (tmp, FLAG_REFL_SPELL )) SET_FLAG (this, FLAG_REFL_SPELL);
1073 if (QUERY_FLAG (tmp, FLAG_REFL_SPELL)) 995 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE)) SET_FLAG (this, FLAG_REFL_MISSILE);
1074 SET_FLAG (op, FLAG_REFL_SPELL); 996 if (QUERY_FLAG (tmp, FLAG_STEALTH )) SET_FLAG (this, FLAG_STEALTH);
1075 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE)) 997 if (QUERY_FLAG (tmp, FLAG_XRAYS )) SET_FLAG (this, FLAG_XRAYS);
1076 SET_FLAG (op, FLAG_REFL_MISSILE); 998 if (QUERY_FLAG (tmp, FLAG_BLIND )) SET_FLAG (this, FLAG_BLIND);
1077 if (QUERY_FLAG (tmp, FLAG_STEALTH)) 999 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 1000
1086 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 1001 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (&arch->clone, FLAG_UNDEAD))
1087 SET_FLAG (op, FLAG_UNDEAD); 1002 SET_FLAG (this, FLAG_UNDEAD);
1088 1003
1089 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS)) 1004 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS))
1090 { 1005 {
1091 SET_FLAG (op, FLAG_MAKE_INVIS); 1006 SET_FLAG (this, FLAG_MAKE_INVIS);
1092 op->invisible = 1; 1007 invisible = 1;
1093 } 1008 }
1094 1009
1095 if (tmp->stats.exp && tmp->type != SKILL) 1010 if (tmp->stats.exp && tmp->type != SKILL)
1096 { 1011 {
1097 if (tmp->stats.exp > 0) 1012 if (tmp->stats.exp > 0)
1098 { 1013 {
1099 added_speed += (float) tmp->stats.exp / 3.0; 1014 added_speed += tmp->stats.exp / 3.f;
1100 bonus_speed += 1.0 + (float) tmp->stats.exp / 3.0; 1015 bonus_speed += tmp->stats.exp / 3.f + 1.f;
1101 } 1016 }
1102 else 1017 else
1103 added_speed += (float) tmp->stats.exp; 1018 added_speed += tmp->stats.exp;
1104 } 1019 }
1105 1020
1106 switch (tmp->type) 1021 switch (tmp->type)
1107 { 1022 {
1023#if 0
1024 case WAND:
1025 case ROD:
1026 case HORN:
1027 if (type != PLAYER || current_weapon == tmp)
1028 chosen_skill = tmp;
1029 break;
1030#endif
1031
1108 /* skills modifying the character -b.t. */ 1032 /* skills modifying the character -b.t. */
1109 /* for all skills and skill granting objects */ 1033 /* for all skills and skill granting objects */
1110 case SKILL: 1034 case SKILL:
1111 if (!QUERY_FLAG (tmp, FLAG_APPLIED)) 1035 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; 1036 break;
1147 1037
1148 case SKILL_TOOL: 1038 if (IS_COMBAT_SKILL (tmp->subtype))
1039 wc_obj = tmp;
1040
1149 if (op->chosen_skill) 1041 if (chosen_skill)
1150 {
1151 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &op->name); 1042 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name);
1043
1044 chosen_skill = tmp;
1045
1046 if (tmp->stats.dam > 0)
1047 { /* skill is a 'weapon' */
1048 if (!QUERY_FLAG (this, FLAG_READY_WEAPON))
1049 weapon_speed = WEAPON_SPEED (tmp);
1050
1051 if (weapon_speed < 0)
1052 weapon_speed = 0;
1053
1054 weapon_weight = tmp->weight;
1055 stats.dam += tmp->stats.dam * (1 + (chosen_skill->level / 9));
1056
1057 if (tmp->magic)
1058 stats.dam += tmp->magic;
1152 } 1059 }
1153 op->chosen_skill = tmp;
1154 if (op->type == PLAYER)
1155 op->contr->ranges[range_skill] = op;
1156 break;
1157 1060
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) 1061 if (tmp->stats.wc)
1062 wc -= tmp->stats.wc + tmp->magic;
1063
1064 if (tmp->slaying)
1065 slaying = tmp->slaying;
1066
1067 if (tmp->stats.ac)
1068 ac -= tmp->stats.ac + tmp->magic;
1069
1070 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1071 contr->encumbrance += (int) 3 *tmp->weight / 1000;
1072
1073 break;
1074
1075 case SKILL_TOOL:
1076 if (chosen_skill)
1077 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name);
1078
1079 chosen_skill = tmp;
1080 break;
1081
1082 case SHIELD:
1083 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1084 contr->encumbrance += (int) tmp->weight / 2000;
1085 case RING:
1086 case AMULET:
1087 case GIRDLE:
1088 case HELMET:
1089 case BOOTS:
1090 case GLOVES:
1091 case CLOAK:
1092 if (tmp->stats.wc)
1093 wc -= tmp->stats.wc + tmp->magic;
1094
1095 if (tmp->stats.dam)
1096 stats.dam += tmp->stats.dam + tmp->magic;
1097
1098 if (tmp->stats.ac)
1099 ac -= tmp->stats.ac + tmp->magic;
1100
1101 break;
1102
1103 case BOW:
1104 case WEAPON:
1105 if (type != PLAYER || current_weapon == tmp)
1106 {
1169 wc -= (tmp->stats.wc + tmp->magic); 1107 wc -= tmp->stats.wc + tmp->magic;
1170 if (tmp->stats.dam) 1108
1109 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0)
1110 ac -= tmp->stats.ac + tmp->magic;
1111
1171 op->stats.dam += (tmp->stats.dam + tmp->magic); 1112 stats.dam += tmp->stats.dam + tmp->magic;
1113 weapon_weight = tmp->weight;
1114 weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2;
1115
1116 if (weapon_speed < 0)
1117 weapon_speed = 0;
1118
1119 slaying = tmp->slaying;
1120
1121 /* If there is desire that two handed weapons should do
1122 * extra strength damage, this is where the code should
1123 * go.
1124 */
1125
1126 if (type == PLAYER)
1127 if (settings.spell_encumbrance)
1128 contr->encumbrance += tmp->weight * 3 / 1000;
1129 }
1130
1131 break;
1132
1133 case ARMOUR: /* Only the best of these three are used: */
1134 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1135 contr->encumbrance += tmp->weight / 1000;
1136
1137 case BRACERS:
1138 case FORCE:
1139 if (tmp->stats.wc)
1140 {
1141 if (best_wc < tmp->stats.wc + tmp->magic)
1142 {
1143 wc += best_wc;
1144 best_wc = tmp->stats.wc + tmp->magic;
1145 }
1146 else
1147 wc += tmp->stats.wc + tmp->magic;
1148 }
1149
1172 if (tmp->stats.ac) 1150 if (tmp->stats.ac)
1151 {
1152 if (best_ac < tmp->stats.ac + tmp->magic)
1153 {
1154 ac += best_ac; /* Remove last bonus */
1155 best_ac = tmp->stats.ac + tmp->magic;
1156 }
1157 else /* To nullify the below effect */
1173 ac -= (tmp->stats.ac + tmp->magic); 1158 ac += tmp->stats.ac + tmp->magic;
1174 break; 1159 }
1175 1160
1176 case WEAPON: 1161 if (tmp->stats.wc)
1177 wc -= (tmp->stats.wc + tmp->magic); 1162 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 1163
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) 1164 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); 1165 ac -= (tmp->stats.ac + tmp->magic);
1166
1226 if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.0 < max) 1167 if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.f < max)
1227 max = ARMOUR_SPEED (tmp) / 10.0; 1168 max = ARMOUR_SPEED (tmp) / 10.f;
1169
1228 break; 1170 break;
1229 } /* switch tmp->type */ 1171 } /* switch tmp->type */
1230 } /* item is equipped */ 1172 } /* item is equipped */
1231 } /* for loop of items */ 1173 } /* for loop of items */
1232 1174
1233 /* We've gone through all the objects the player has equipped. For many things, we 1175 /* 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 1182 * If there is a cursed (and no uncursed) potion in effect, we take
1241 * 'total resistance = vulnerability from cursed potion'. 1183 * 'total resistance = vulnerability from cursed potion'.
1242 */ 1184 */
1243 for (i = 0; i < NROFATTACKS; i++) 1185 for (i = 0; i < NROFATTACKS; i++)
1244 { 1186 {
1245 op->resist[i] = prot[i] - vuln[i]; 1187 resist[i] = prot[i] - vuln[i];
1188
1246 if (potion_resist[i] && ((potion_resist[i] > op->resist[i]) || (potion_resist[i] < 0))) 1189 if (potion_resist[i] && ((potion_resist[i] > resist[i]) || (potion_resist[i] < 0)))
1247 op->resist[i] = potion_resist[i]; 1190 resist[i] = potion_resist[i];
1248 } 1191 }
1249 1192
1250 /* Figure out the players sp/mana/hp totals. */ 1193 /* Figure out the players sp/mana/hp totals. */
1251 if (op->type == PLAYER) 1194 if (type == PLAYER)
1252 { 1195 {
1253 int pl_level; 1196 int pl_level;
1254 1197
1255 check_stat_bounds (&(op->stats)); 1198 check_stat_bounds (&(stats));
1256 pl_level = op->level; 1199 pl_level = level;
1257 1200
1258 if (pl_level < 1) 1201 if (pl_level < 1)
1259 pl_level = 1; /* safety, we should always get 1 levels worth of hp! */ 1202 pl_level = 1; /* safety, we should always get 1 levels worth of hp! */
1260 1203
1261 /* You basically get half a con bonus/level. But we do take into account rounding, 1204 /* 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. 1205 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels.
1263 */ 1206 */
1264 for (i = 1, op->stats.maxhp = 0; i <= pl_level && i <= 10; i++) 1207 for (i = 1, stats.maxhp = 0; i <= pl_level && i <= 10; i++)
1265 { 1208 {
1266 j = op->contr->levhp[i] + con_bonus[op->stats.Con] / 2; 1209 j = contr->levhp[i] + con_bonus[stats.Con] / 2;
1210
1267 if (i % 2 && con_bonus[op->stats.Con] % 2) 1211 if (i % 2 && con_bonus[stats.Con] % 2)
1268 { 1212 {
1269 if (con_bonus[op->stats.Con] > 0) 1213 if (con_bonus[stats.Con] > 0)
1270 j++; 1214 j++;
1271 else 1215 else
1272 j--; 1216 j--;
1273 } 1217 }
1218
1274 op->stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */ 1219 stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */
1275 } 1220 }
1276 1221
1277 for (i = 11; i <= op->level; i++) 1222 for (i = 11; i <= level; i++)
1278 op->stats.maxhp += 2; 1223 stats.maxhp += 2;
1279 1224
1280 if (op->stats.hp > op->stats.maxhp) 1225 if (stats.hp > stats.maxhp)
1281 op->stats.hp = op->stats.maxhp; 1226 stats.hp = stats.maxhp;
1282 1227
1283 /* Sp gain is controlled by the level of the player's 1228 /* Sp gain is controlled by the level of the player's
1284 * relevant experience object (mana_obj, see above) 1229 * relevant experience object (mana_obj, see above)
1285 */ 1230 */
1286 /* following happen when skills system is not used */ 1231 /* following happen when skills system is not used */
1287 if (!mana_obj) 1232 if (!mana_obj)
1288 mana_obj = op; 1233 mana_obj = this;
1234
1289 if (!grace_obj) 1235 if (!grace_obj)
1290 grace_obj = op; 1236 grace_obj = this;
1237
1291 /* set maxsp */ 1238 /* set maxsp */
1292 if (!mana_obj || !mana_obj->level || op->type != PLAYER) 1239 if (!mana_obj || !mana_obj->level || type != PLAYER)
1293 mana_obj = op; 1240 mana_obj = this;
1294 1241
1295 if (mana_obj == op && op->type == PLAYER) 1242 if (mana_obj == this && type == PLAYER)
1296 {
1297 op->stats.maxsp = 1; 1243 stats.maxsp = 1;
1298 }
1299 else 1244 else
1300 { 1245 {
1301 sp_tmp = 0.0; 1246 sp_tmp = 0.f;
1247
1302 for (i = 1; i <= mana_obj->level && i <= 10; i++) 1248 for (i = 1; i <= mana_obj->level && i <= 10; i++)
1303 { 1249 {
1304 float stmp; 1250 float stmp;
1305 1251
1306 /* Got some extra bonus at first level */ 1252 /* Got some extra bonus at first level */
1307 if (i < 2) 1253 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); 1254 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 6.f;
1310 }
1311 else 1255 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; 1256 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 12.f;
1314 } 1257
1315 if (stmp < 1.0) 1258 if (stmp < 1.f)
1316 stmp = 1.0; 1259 stmp = 1.f;
1260
1317 sp_tmp += stmp; 1261 sp_tmp += stmp;
1318 } 1262 }
1263
1319 op->stats.maxsp = (int) sp_tmp; 1264 stats.maxsp = (sint16)sp_tmp;
1320 1265
1321 for (i = 11; i <= mana_obj->level; i++) 1266 for (i = 11; i <= mana_obj->level; i++)
1322 op->stats.maxsp += 2; 1267 stats.maxsp += 2;
1323 } 1268 }
1324 /* Characters can get their sp supercharged via rune of transferrance */ 1269 /* Characters can get their sp supercharged via rune of transferrance */
1325 if (op->stats.sp > op->stats.maxsp * 2) 1270 if (stats.sp > stats.maxsp * 2)
1326 op->stats.sp = op->stats.maxsp * 2; 1271 stats.sp = stats.maxsp * 2;
1327 1272
1328 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */ 1273 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */
1329 if (!grace_obj || !grace_obj->level || op->type != PLAYER) 1274 if (!grace_obj || !grace_obj->level || type != PLAYER)
1330 grace_obj = op; 1275 grace_obj = this;
1331 1276
1332 if (grace_obj == op && op->type == PLAYER) 1277 if (grace_obj == this && type == PLAYER)
1333 {
1334 op->stats.maxgrace = 1; 1278 stats.maxgrace = 1;
1335 }
1336 else 1279 else
1337 { 1280 {
1338 /* store grace in a float - this way, the divisions below don't create 1281 /* 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 1282 * 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 1283 * becomes big jumps when the sums of the bonuses jump to the next
1341 * step of 8 - with floats, even fractional ones are useful. 1284 * step of 8 - with floats, even fractional ones are useful.
1342 */ 1285 */
1343 sp_tmp = 0.0; 1286 sp_tmp = 0.f;
1344 for (i = 1, op->stats.maxgrace = 0; i <= grace_obj->level && i <= 10; i++) 1287 for (i = 1, stats.maxgrace = 0; i <= grace_obj->level && i <= 10; i++)
1345 { 1288 {
1346 float grace_tmp = 0.0; 1289 float grace_tmp = 0.f;
1347 1290
1348 /* Got some extra bonus at first level */ 1291 /* Got some extra bonus at first level */
1349 if (i < 2) 1292 if (i < 2)
1350 { 1293 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 1294 else
1355 { 1295 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] 1296
1357 + ((float) grace_bonus[op->stats.Pow] + 2.0 * (float) grace_bonus[op->stats.Wis]) / 12.0;
1358 }
1359 if (grace_tmp < 1.0) 1297 if (grace_tmp < 1.f)
1360 grace_tmp = 1.0; 1298 grace_tmp = 1.f;
1299
1361 sp_tmp += grace_tmp; 1300 sp_tmp += grace_tmp;
1362 } 1301 }
1302
1363 op->stats.maxgrace = (int) sp_tmp; 1303 stats.maxgrace = (sint16)sp_tmp;
1364 1304
1365 /* two grace points per level after 11 */ 1305 /* two grace points per level after 11 */
1366 for (i = 11; i <= grace_obj->level; i++) 1306 for (i = 11; i <= grace_obj->level; i++)
1367 op->stats.maxgrace += 2; 1307 stats.maxgrace += 2;
1368 } 1308 }
1369 /* No limit on grace vs maxgrace */ 1309 /* No limit on grace vs maxgrace */
1370 1310
1371 if (op->contr->braced) 1311 if (contr->braced)
1372 { 1312 {
1373 ac += 2; 1313 ac += 2;
1374 wc += 4; 1314 wc += 4;
1375 } 1315 }
1376 else 1316 else
1377 ac -= dex_bonus[op->stats.Dex]; 1317 ac -= dex_bonus[stats.Dex];
1378 1318
1379 /* In new exp/skills system, wc bonuses are related to 1319 /* In new exp/skills system, wc bonuses are related to
1380 * the players level in a relevant exp object (wc_obj) 1320 * the players level in a relevant exp object (wc_obj)
1381 * not the general player level -b.t. 1321 * not the general player level -b.t.
1382 * I changed this slightly so that wc bonuses are better 1322 * I changed this slightly so that wc bonuses are better
1386 * we give the player a bonus here in wc and dam 1326 * we give the player a bonus here in wc and dam
1387 * to make up for the change. Note that I left the 1327 * to make up for the change. Note that I left the
1388 * monster bonus the same as before. -b.t. 1328 * monster bonus the same as before. -b.t.
1389 */ 1329 */
1390 1330
1391 if (op->type == PLAYER && wc_obj && wc_obj->level > 1) 1331 if (type == PLAYER && wc_obj && wc_obj->level > 1)
1392 { 1332 {
1393 wc -= (wc_obj->level + thaco_bonus[op->stats.Str]); 1333 wc -= wc_obj->level + thaco_bonus[stats.Str];
1334
1394 for (i = 1; i < wc_obj->level; i++) 1335 for (i = 1; i < wc_obj->level; i++)
1395 { 1336 {
1396 /* addtional wc every 6 levels */ 1337 /* addtional wc every 6 levels */
1397 if (!(i % 6)) 1338 if (!(i % 6))
1398 wc--; 1339 wc--;
1340
1399 /* addtional dam every 4 levels. */ 1341 /* addtional dam every 4 levels. */
1400 if (!(i % 4) && (dam_bonus[op->stats.Str] >= 0)) 1342 if (!(i % 4) && dam_bonus[stats.Str] >= 0)
1401 op->stats.dam += (1 + (dam_bonus[op->stats.Str] / 5)); 1343 stats.dam += 1 + dam_bonus[stats.Str] / 5;
1402 } 1344 }
1403 } 1345 }
1404 else 1346 else
1405 wc -= (op->level + thaco_bonus[op->stats.Str]); 1347 wc -= level + thaco_bonus[stats.Str];
1406 1348
1407 op->stats.dam += dam_bonus[op->stats.Str]; 1349 stats.dam += dam_bonus[stats.Str];
1408 1350
1409 if (op->stats.dam < 1) 1351 if (stats.dam < 1)
1410 op->stats.dam = 1; 1352 stats.dam = 1;
1411 1353
1412 op->speed = 1.0 + speed_bonus[op->stats.Dex]; 1354 speed = 1.f + speed_bonus[stats.Dex];
1355
1413 if (settings.search_items && op->contr->search_str[0]) 1356 if (settings.search_items && contr->search_str[0])
1414 op->speed -= 1; 1357 speed -= 1;
1358
1415 if (op->attacktype == 0) 1359 if (attacktype == 0)
1416 op->attacktype = op->arch->clone.attacktype; 1360 attacktype = arch->clone.attacktype;
1417 1361
1418 } /* End if player */ 1362 } /* End if player */
1419 1363
1420 if (added_speed >= 0) 1364 if (added_speed >= 0)
1421 op->speed += added_speed / 10.0; 1365 speed += added_speed / 10.f;
1422 else /* Something wrong here...: */ 1366 else /* Something wrong here...: */
1423 op->speed /= (float) (1.0 - added_speed); 1367 speed /= 1.f - added_speed;
1424 1368
1425 /* Max is determined by armour */ 1369 /* Max is determined by armour */
1426 if (op->speed > max) 1370 if (speed > max)
1427 op->speed = max; 1371 speed = max;
1428 1372
1429 if (op->type == PLAYER) 1373 if (type == PLAYER)
1430 { 1374 {
1431 /* f is a number the represents the number of kg above (positive num) 1375 /* 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 1376 * or below (negative number) that the player is carrying. If above
1433 * weight limit, then player suffers a speed reduction based on how 1377 * weight limit, then player suffers a speed reduction based on how
1434 * much above he is, and what is max carry is 1378 * much above he is, and what is max carry is
1435 */ 1379 */
1436 f = (op->carrying / 1000) - max_carry[op->stats.Str]; 1380 f = (carrying / 1000) - max_carry[stats.Str];
1437 if (f > 0) 1381 if (f > 0)
1438 op->speed = op->speed / (1.0 + f / max_carry[op->stats.Str]); 1382 speed = speed / (1.f + f / max_carry[stats.Str]);
1439 } 1383 }
1440 1384
1441 op->speed += bonus_speed / 10.0; /* Not affected by limits */ 1385 speed += bonus_speed / 10.f; /* Not affected by limits */
1442 1386
1443 /* Put a lower limit on speed. Note with this speed, you move once every 1387 /* 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. 1388 * 100 ticks or so. This amounts to once every 12 seconds of realtime.
1445 */ 1389 */
1446 op->speed = op->speed * speed_reduce_from_disease; 1390 speed = speed * speed_reduce_from_disease;
1447 1391
1448 if (op->speed < 0.01 && op->type == PLAYER) 1392 if (speed < 0.01f && type == PLAYER)
1449 op->speed = 0.01; 1393 speed = 0.01f;
1450 1394
1451 if (op->type == PLAYER) 1395 if (type == PLAYER)
1452 { 1396 {
1453 float M, W, s, D, K, S, M2;
1454
1455 /* (This formula was made by vidarl@ifi.uio.no) 1397 /* (This formula was made by vidarl@ifi.uio.no)
1456 * Note that we never used these values again - basically 1398 * Note that we never used these values again - basically
1457 * all of these could be subbed into one big equation, but 1399 * all of these could be subbed into one big equation, but
1458 * that would just be a real pain to read. 1400 * that would just be a real pain to read.
1459 */ 1401 */
1460 M = (max_carry[op->stats.Str] - 121) / 121.0; 1402 float M = (max_carry[stats.Str] - 121) / 121.f;
1461 M2 = max_carry[op->stats.Str] / 100.0; 1403 float M2 = max_carry[stats.Str] / 100.f;
1462 W = weapon_weight / 20000.0; 1404 float W = weapon_weight / 20000.f;
1463 s = 2 - weapon_speed / 10.0; 1405 float s = 2 - weapon_speed / 10.f;
1464 D = (op->stats.Dex - 14) / 14.0; 1406 float D = (stats.Dex - 14) / 14.f;
1465 K = 1 + M / 3.0 - W / (3 * M2) + op->speed / 5.0 + D / 2.0; 1407 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; 1408
1409 K *= (4 + level) *1.2f / (6 + level);
1410
1467 if (K <= 0) 1411 if (K <= 0.f)
1468 K = 0.01; 1412 K = 0.01f;
1413
1469 S = op->speed / (K * s); 1414 float S = speed / (K * s);
1415
1470 op->contr->weapon_sp = S; 1416 contr->weapon_sp = S;
1471 } 1417 }
1418
1472 /* I want to limit the power of small monsters with big weapons: */ 1419 /* 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) 1420 if (type != PLAYER && arch && stats.dam > arch->clone.stats.dam * 3)
1474 op->stats.dam = op->arch->clone.stats.dam * 3; 1421 stats.dam = arch->clone.stats.dam * 3;
1475 1422
1476 /* Prevent overflows of wc - best you can get is ABS(120) - this 1423 /* 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, 1424 * should be more than enough - remember, AC is also in 8 bits,
1478 * so its value is the same. 1425 * so its value is the same.
1479 */ 1426 */
1480 if (wc > 120) 1427 if (wc > 120)
1481 wc = 120; 1428 wc = 120;
1482 else if (wc < -120) 1429 else if (wc < -120)
1483 wc = -120; 1430 wc = -120;
1431
1484 op->stats.wc = wc; 1432 stats.wc = wc;
1485 1433
1486 if (ac > 120) 1434 if (ac > 120)
1487 ac = 120; 1435 ac = 120;
1488 else if (ac < -120) 1436 else if (ac < -120)
1489 ac = -120; 1437 ac = -120;
1438
1490 op->stats.ac = ac; 1439 stats.ac = ac;
1491 1440
1492 /* if for some reason the creature doesn't have any move type, 1441 /* if for some reason the creature doesn't have any move type,
1493 * give them walking as a default. 1442 * give them walking as a default.
1494 * The second case is a special case - to more closely mimic the 1443 * The second case is a special case - to more closely mimic the
1495 * old behaviour - if your flying, your not walking - just 1444 * old behaviour - if your flying, your not walking - just
1496 * one or the other. 1445 * one or the other.
1497 */ 1446 */
1498 if (op->move_type == 0) 1447 if (move_type == 0)
1499 op->move_type = MOVE_WALK; 1448 move_type = MOVE_WALK;
1500 else if (op->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) 1449 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH))
1501 op->move_type &= ~MOVE_WALK; 1450 move_type &= ~MOVE_WALK;
1502 1451
1503 update_ob_speed (op); 1452 if (speed != old_speed)
1453 set_speed (speed);
1504 1454
1505 /* It is quite possible that a player's spell costing might have changed, 1455 /* It is quite possible that a player's spell costing might have changed,
1506 * so we will check that now. 1456 * so we will check that now.
1507 */ 1457 */
1508 if (op->type == PLAYER) 1458 if (type == PLAYER)
1459 {
1460 esrv_update_stats (contr);
1509 esrv_update_spells (op->contr); 1461 esrv_update_spells (contr);
1462 }
1463
1464 // update the mapspace, if we are on a map
1465 if (!flag [FLAG_REMOVED] && map)
1466 map->at (x, y).flags_ = 0;
1510} 1467}
1511 1468
1512/* 1469/*
1513 * Returns true if the given player is a legal class. 1470 * Returns true if the given player is a legal class.
1514 * The function to add and remove class-bonuses to the stats doesn't 1471 * The function to add and remove class-bonuses to the stats doesn't
1515 * check if the stat becomes negative, thus this function 1472 * check if the stat becomes negative, thus this function
1516 * merely checks that all stats are 1 or more, and returns 1473 * merely checks that all stats are 1 or more, and returns
1517 * false otherwise. 1474 * false otherwise.
1518 */ 1475 */
1519
1520int 1476int
1521allowed_class (const object *op) 1477allowed_class (const object *op)
1522{ 1478{
1523 return op->stats.Dex > 0 && op->stats.Str > 0 && op->stats.Con > 0 && 1479 return op->stats.Dex > 0
1524 op->stats.Int > 0 && op->stats.Wis > 0 && op->stats.Pow > 0 && op->stats.Cha > 0; 1480 && op->stats.Str > 0
1481 && op->stats.Con > 0
1482 && op->stats.Int > 0
1483 && op->stats.Wis > 0
1484 && op->stats.Pow > 0
1485 && op->stats.Cha > 0;
1525} 1486}
1526 1487
1527/* 1488/*
1528 * set the new dragon name after gaining levels or 1489 * set the new dragon name after gaining levels or
1529 * changing ability focus (later this can be extended to 1490 * changing ability focus (later this can be extended to
1600 object *skin = NULL; /* pointer to dragon skin force */ 1561 object *skin = NULL; /* pointer to dragon skin force */
1601 object *tmp = NULL; /* tmp. object */ 1562 object *tmp = NULL; /* tmp. object */
1602 char buf[MAX_BUF]; /* tmp. string buffer */ 1563 char buf[MAX_BUF]; /* tmp. string buffer */
1603 1564
1604 /* now grab the 'dragon_ability'-forces from the player's inventory */ 1565 /* now grab the 'dragon_ability'-forces from the player's inventory */
1566 shstr_cmp dragon_ability_force ("dragon_ability_force");
1567 shstr_cmp dragon_skin_force ("dragon_skin_force");
1568
1605 for (tmp = who->inv; tmp != NULL; tmp = tmp->below) 1569 for (tmp = who->inv; tmp; tmp = tmp->below)
1606 {
1607 if (tmp->type == FORCE) 1570 if (tmp->type == FORCE)
1608 {
1609 if (strcmp (tmp->arch->name, "dragon_ability_force") == 0) 1571 if (tmp->arch->name == dragon_ability_force)
1610 abil = tmp; 1572 abil = tmp;
1611 if (strcmp (tmp->arch->name, "dragon_skin_force") == 0) 1573 else if (tmp->arch->name == dragon_skin_force)
1612 skin = tmp; 1574 skin = tmp;
1613 } 1575
1614 }
1615 /* if the force is missing -> bail out */ 1576 /* if the force is missing -> bail out */
1616 if (abil == NULL) 1577 if (abil == NULL)
1617 return; 1578 return;
1618 1579
1619 /* The ability_force keeps track of maximum level ever achieved. 1580 /* The ability_force keeps track of maximum level ever achieved.
1670 */ 1631 */
1671 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL); 1632 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL);
1672 skill_obj->stats.exp = 0; 1633 skill_obj->stats.exp = 0;
1673 skill_obj->level = 1; 1634 skill_obj->level = 1;
1674 insert_ob_in_ob (skill_obj, op); 1635 insert_ob_in_ob (skill_obj, op);
1636
1675 if (op->contr) 1637 if (op->contr)
1676 { 1638 {
1677 op->contr->last_skill_ob[skill_obj->subtype] = skill_obj; 1639 op->contr->last_skill_ob [skill_obj->subtype] = skill_obj;
1678 op->contr->last_skill_exp[skill_obj->subtype] = -1; 1640 if (op->contr->ns)
1641 op->contr->ns->last_skill_exp[skill_obj->subtype] = -1;//TODO: should be made superfluous
1679 } 1642 }
1643
1680 return skill_obj; 1644 return skill_obj;
1681} 1645}
1682 1646
1683 1647
1684/* player_lvl_adj() - for the new exp system. we are concerned with 1648/* 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; 1673 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); 1674 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; 1675 who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1;
1712 } 1676 }
1713 1677
1714 fix_player (who); 1678 who->update_stats ();
1715 if (op->level > 1) 1679 if (op->level > 1)
1716 { 1680 {
1717 if (op->type != PLAYER) 1681 if (op->type != PLAYER)
1718 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); 1682 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1719 else 1683 else
1724 player_lvl_adj (who, op); /* To increase more levels */ 1688 player_lvl_adj (who, op); /* To increase more levels */
1725 } 1689 }
1726 else if (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul)) 1690 else if (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul))
1727 { 1691 {
1728 op->level--; 1692 op->level--;
1729 fix_player (who); 1693 who->update_stats ();
1730 if (op->type != PLAYER) 1694 if (op->type != PLAYER)
1731 { 1695 {
1732 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); 1696 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); 1697 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1734 } 1698 }
1735 player_lvl_adj (who, op); /* To decrease more levels */ 1699 player_lvl_adj (who, op); /* To decrease more levels */
1736 } 1700 }
1701
1737 /* check if the spell data has changed */ 1702 /* check if the spell data has changed */
1703 esrv_update_stats (who->contr);
1738 esrv_update_spells (who->contr); 1704 esrv_update_spells (who->contr);
1739} 1705}
1740 1706
1741/* 1707/*
1742 * Returns how much experience is needed for a player to become 1708 * Returns how much experience is needed for a player to become
1746sint64 1712sint64
1747level_exp (int level, double expmul) 1713level_exp (int level, double expmul)
1748{ 1714{
1749 if (level > settings.max_level) 1715 if (level > settings.max_level)
1750 return (sint64) (expmul * levels[settings.max_level]); 1716 return (sint64) (expmul * levels[settings.max_level]);
1717
1751 return (sint64) (expmul * levels[level]); 1718 return (sint64) (expmul * levels[level]);
1752} 1719}
1753 1720
1754/* 1721/*
1755 * Ensure that the permanent experience requirements in an exp object are met. 1722 * Ensure that the permanent experience requirements in an exp object are met.
1776 op->perm_exp = 0; 1743 op->perm_exp = 0;
1777 else if (op->perm_exp > (sint64) MAX_EXPERIENCE) 1744 else if (op->perm_exp > (sint64) MAX_EXPERIENCE)
1778 op->perm_exp = MAX_EXPERIENCE; 1745 op->perm_exp = MAX_EXPERIENCE;
1779} 1746}
1780 1747
1781
1782/* Add experience to a player - exp should only be positive. 1748/* Add experience to a player - exp should only be positive.
1783 * Updates permanent exp for the skill we are adding to. 1749 * Updates permanent exp for the skill we are adding to.
1784 * skill_name is the skill to add exp to. Skill name can be 1750 * skill_name is the skill to add exp to. Skill name can be
1785 * NULL, in which case exp increases the players general 1751 * NULL, in which case exp increases the players general
1786 * total, but not any particular skill. 1752 * total, but not any particular skill.
1787 * flag is what to do if the player doesn't have the skill: 1753 * flag is what to do if the player doesn't have the skill:
1788 */ 1754 */
1789
1790static void 1755static void
1791add_player_exp (object *op, sint64 exp, const char *skill_name, int flag) 1756add_player_exp (object *op, sint64 exp, const char *skill_name, int flag)
1792{ 1757{
1793 object *skill_obj = NULL; 1758 object *skill_obj = NULL;
1794 sint64 limit, exp_to_add; 1759 sint64 limit, exp_to_add;
1795 int i; 1760 int i;
1796 1761
1797 /* prevents some forms of abuse. */ 1762 /* prevents some forms of abuse. */
1798 if (op->contr->braced) 1763 if (op->contr->braced)
1799 exp = exp / 5; 1764 exp /= 5;
1800 1765
1801 /* Try to find the matching skill. 1766 /* Try to find the matching skill.
1802 * We do a shortcut/time saving mechanism first - see if it matches 1767 * We do a shortcut/time saving mechanism first - see if it matches
1803 * chosen_skill. This means we don't need to search through 1768 * chosen_skill. This means we don't need to search through
1804 * the players inventory. 1769 * the players inventory.
1805 */ 1770 */
1806 if (skill_name) 1771 if (skill_name)
1807 { 1772 {
1808 if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill)) 1773 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)); 1904 del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction));
1940 tmp->stats.exp -= del_exp; 1905 tmp->stats.exp -= del_exp;
1941 player_lvl_adj (op, tmp); 1906 player_lvl_adj (op, tmp);
1942 } 1907 }
1943 } 1908 }
1909
1944 if (flag != SK_SUBTRACT_SKILL_EXP) 1910 if (flag != SK_SUBTRACT_SKILL_EXP)
1945 { 1911 {
1946 del_exp = check_exp_loss (op, exp); 1912 del_exp = check_exp_loss (op, exp);
1947 op->stats.exp -= del_exp; 1913 op->stats.exp -= del_exp;
1948 player_lvl_adj (op, NULL); 1914 player_lvl_adj (op, NULL);
1949 } 1915 }
1950} 1916}
1951
1952
1953 1917
1954/* change_exp() - changes experience to a player/monster. This 1918/* change_exp() - changes experience to a player/monster. This
1955 * does bounds checking to make sure we don't overflow the max exp. 1919 * does bounds checking to make sure we don't overflow the max exp.
1956 * 1920 *
1957 * The exp passed is typically not modified much by this function - 1921 * The exp passed is typically not modified much by this function -
1958 * it is assumed the caller has modified the exp as needed. 1922 * it is assumed the caller has modified the exp as needed.
1959 * skill_name is the skill that should get the exp added. 1923 * skill_name is the skill that should get the exp added.
1960 * flag is what to do if player doesn't have the skill. 1924 * flag is what to do if player doesn't have the skill.
1961 * these last two values are only used for players. 1925 * these last two values are only used for players.
1962 */ 1926 */
1963
1964void 1927void
1965change_exp (object *op, sint64 exp, const char *skill_name, int flag) 1928change_exp (object *op, sint64 exp, const char *skill_name, int flag)
1966{ 1929{
1967
1968#ifdef EXP_DEBUG 1930#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); 1931 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp);
1973# endif
1974#endif 1932#endif
1975 1933
1976 /* safety */ 1934 /* safety */
1977 if (!op) 1935 if (!op)
1978 { 1936 {
2017 else 1975 else
2018 /* note that when you lose exp, it doesn't go against 1976 /* note that when you lose exp, it doesn't go against
2019 * a particular skill, so we don't need to pass that 1977 * a particular skill, so we don't need to pass that
2020 * along. 1978 * along.
2021 */ 1979 */
2022 subtract_player_exp (op, FABS (exp), skill_name, flag); 1980 subtract_player_exp (op, abs (exp), skill_name, flag);
2023
2024 } 1981 }
2025} 1982}
2026 1983
2027/* Applies a death penalty experience, the size of this is defined by the 1984/* 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 1985 * settings death_penalty_percentage and death_penalty_levels, and by the
2029 * amount of permenent experience, whichever gives the lowest loss. 1986 * amount of permenent experience, whichever gives the lowest loss.
2030 */ 1987 */
2031
2032void 1988void
2033apply_death_exp_penalty (object *op) 1989apply_death_exp_penalty (object *op)
2034{ 1990{
2035 object *tmp; 1991 object *tmp;
2036 sint64 loss; 1992 sint64 loss;
2081 if (level > MAX_SAVE_LEVEL) 2037 if (level > MAX_SAVE_LEVEL)
2082 level = MAX_SAVE_LEVEL; 2038 level = MAX_SAVE_LEVEL;
2083 2039
2084 if ((random_roll (1, 20, op, PREFER_HIGH) + bonus) < savethrow[level]) 2040 if ((random_roll (1, 20, op, PREFER_HIGH) + bonus) < savethrow[level])
2085 return 0; 2041 return 0;
2042
2086 return 1; 2043 return 1;
2087} 2044}

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