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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 1.70 by root, Tue Jul 10 05:51:37 2007 UTC

1
2/* 1/*
3 * static char *rcsid_living_c = 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
4 * "$Id: living.C,v 1.9 2006/09/10 16:00:23 root Exp $"; 3 *
5 */ 4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
6
7/*
8 CrossFire, A Multiplayer game for X-windows
9
10 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
11 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
12 7 *
13 This program is free software; you can redistribute it and/or modify 8 * Crossfire TRT 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 3 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, see <http://www.gnu.org/licenses/>.
25 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
26 21 * The authors can be reached via e-mail to <crossfire@schmorp.de>
27 The authors can be reached via e-mail at crossfire-devel@real-time.com
28*/ 22 */
29 23
30#include <global.h> 24#include <global.h>
31#include <funcpoint.h> 25#include <funcpoint.h>
32 26
33/* Handy little macro that adds exp and keeps it within bounds. Since 27/* Handy little macro that adds exp and keeps it within bounds. Since
164 * -b.t. 158 * -b.t.
165 */ 159 */
166 160
167#define MAX_EXP_IN_OBJ levels[settings.max_level]/(MAX_EXP_CAT - 1) 161#define MAX_EXP_IN_OBJ levels[settings.max_level]/(MAX_EXP_CAT - 1)
168 162
169#ifndef WIN32
170extern uint64 *levels;
171#else
172extern sint64 *levels; 163extern sint64 *levels;
173#endif
174 164
175#define MAX_SAVE_LEVEL 110 165#define MAX_SAVE_LEVEL 110
176 166
177/* This no longer needs to be changed anytime the number of 167/* This no longer needs to be changed anytime the number of
178 * levels is increased - rather, did_make_save will do the 168 * levels is increased - rather, did_make_save will do the
201static const char *const drain_msg[NUM_STATS] = { 191static const char *const drain_msg[NUM_STATS] = {
202 "Oh no! You are weakened!", 192 "Oh no! You are weakened!",
203 "You're feeling clumsy!", 193 "You're feeling clumsy!",
204 "You feel less healthy", 194 "You feel less healthy",
205 "You suddenly begin to lose your memory!", 195 "You suddenly begin to lose your memory!",
196 "Watch out, your mind is going!",
197 "Your spirit feels drained!",
206 "Your face gets distorted!", 198 "Your face gets distorted!",
207 "Watch out, your mind is going!",
208 "Your spirit feels drained!"
209}; 199};
210const char *const restore_msg[NUM_STATS] = { 200const char *const restore_msg[NUM_STATS] = {
211 "You feel your strength return.", 201 "You feel your strength return.",
212 "You feel your agility return.", 202 "You feel your agility return.",
213 "You feel your health return.", 203 "You feel your health return.",
204 "You feel your memory return.",
214 "You feel your wisdom return.", 205 "You feel your wisdom return.",
206 "You feel your spirits return.",
215 "You feel your charisma return.", 207 "You feel your charisma return.",
216 "You feel your memory return.",
217 "You feel your spirits return."
218}; 208};
219const char *const gain_msg[NUM_STATS] = { 209const char *const gain_msg[NUM_STATS] = {
220 "You feel stronger.", 210 "You feel stronger.",
221 "You feel more agile.", 211 "You feel more agile.",
222 "You feel healthy.", 212 "You feel healthy.",
213 "You feel smarter.",
223 "You feel wiser.", 214 "You feel wiser.",
215 "You feel more potent.",
224 "You seem to look better.", 216 "You seem to look better.",
225 "You feel smarter.",
226 "You feel more potent."
227}; 217};
228const char *const lose_msg[NUM_STATS] = { 218const char *const lose_msg[NUM_STATS] = {
229 "You feel weaker!", 219 "You feel weaker!",
230 "You feel clumsy!", 220 "You feel clumsy!",
231 "You feel less healthy!", 221 "You feel less healthy!",
222 "You feel stupid!",
232 "You lose some of your memory!", 223 "You lose some of your memory!",
224 "You feel less potent!",
233 "You look ugly!", 225 "You look ugly!",
234 "You feel stupid!",
235 "You feel less potent!"
236}; 226};
237 227
238const char *const statname[NUM_STATS] = { 228const char *const statname[NUM_STATS] = {
239 "strength", "dexterity", "constitution", "wisdom", "charisma", "intelligence", "power" 229 "strength", "dexterity", "constitution", "intelligence", "wisdom", "power", "charisma"
240}; 230};
241 231
242const char *const short_stat_name[NUM_STATS] = { 232const char *const short_stat_name[NUM_STATS] = {
243 "Str", "Dex", "Con", "Wis", "Cha", "Int", "Pow" 233 "Str", "Dex", "Con", "Int", "Wis", "Pow", "Cha"
244}; 234};
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}
279 235
280/* 236/*
281 * Like set_attr_value(), but instead the value (which can be negative) 237 * Like set_attr_value(), but instead the value (which can be negative)
282 * is added to the specified stat. 238 * is added to the specified stat.
283 */ 239 */
284
285void 240void
286change_attr_value (living * stats, int attr, sint8 value) 241change_attr_value (living *stats, int attr, sint8 value)
287{ 242{
288 if (value == 0) 243 stats->stat (attr) += value;
289 return;
290 switch (attr)
291 {
292 case STR:
293 stats->Str += value;
294 break;
295 case DEX:
296 stats->Dex += value;
297 break;
298 case CON:
299 stats->Con += value;
300 break;
301 case WIS:
302 stats->Wis += value;
303 break;
304 case POW:
305 stats->Pow += value;
306 break;
307 case CHA:
308 stats->Cha += value;
309 break;
310 case INT:
311 stats->Int += value;
312 break;
313 default:
314 LOG (llevError, "Invalid attribute in change_attr_value: %d\n", attr);
315 }
316}
317
318/*
319 * returns the specified stat. See also set_attr_value().
320 */
321
322sint8
323get_attr_value (const living * stats, int attr)
324{
325 switch (attr)
326 {
327 case STR:
328 return (stats->Str);
329 case DEX:
330 return (stats->Dex);
331 case CON:
332 return (stats->Con);
333 case WIS:
334 return (stats->Wis);
335 case CHA:
336 return (stats->Cha);
337 case INT:
338 return (stats->Int);
339 case POW:
340 return (stats->Pow);
341 }
342 return 0;
343} 244}
344 245
345/* 246/*
346 * Ensures that all stats (str/dex/con/wis/cha/int) are within the 247 * Ensures that all stats (str/dex/con/wis/cha/int) are within the
347 * 1-30 stat limit. 248 * 1-30 stat limit.
348 */ 249 */
349
350void 250void
351check_stat_bounds (living * stats) 251check_stat_bounds (living *stats)
352{ 252{
353 int i, v;
354
355 for (i = 0; i < NUM_STATS; i++) 253 for (int i = 0; i < NUM_STATS; i++)
356 if ((v = get_attr_value (stats, i)) > MAX_STAT) 254 {
357 set_attr_value (stats, i, MAX_STAT); 255 sint8 &v = stats->stat (i);
358 else if (v < MIN_STAT) 256 v = clamp (v, MIN_STAT, MAX_STAT);
359 set_attr_value (stats, i, MIN_STAT); 257 }
360} 258}
361 259
362#define ORIG_S(xyz,abc) (op->contr->orig_stats.abc) 260#define ORIG_S(xyz,abc) (op->contr->orig_stats.abc)
363 261
364/* Rather than having a whole bunch of if (flag) new_draw.. else new_draw, 262/* 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 271/* flag is set to 1 if we are applying the object, -1 if we are removing
374 * the object. 272 * the object.
375 * It is the calling functions responsibilty to check to see if the object 273 * It is the calling functions responsibilty to check to see if the object
376 * can be applied or not. 274 * can be applied or not.
377 * The main purpose of calling this function is the messages that are 275 * The main purpose of calling this function is the messages that are
378 * displayed - fix_player should really always be called after this when 276 * 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 277 * 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 278 * 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 279 * will clear the bits, but the player may still have some other object
382 * that gives them that ability. 280 * that gives them that ability.
383 */ 281 */
384int 282int
385change_abil (object *op, object *tmp) 283change_abil (object *op, object *tmp)
386{ 284{
387 int flag = QUERY_FLAG (tmp, FLAG_APPLIED) ? 1 : -1, i, j, success = 0; 285 int flag = QUERY_FLAG (tmp, FLAG_APPLIED) ? 1 : -1, success = 0;
388 char message[MAX_BUF]; 286 char message[MAX_BUF];
389 int potion_max = 0; 287 int potion_max = 0;
390 288
391 /* remember what object was like before it was changed. note that 289 /* 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 290 * 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 291 * found by update_stats. refop is not a real object
394 */ 292 */
395 object_pod refop = *op; 293 object_copy refop = *op;
396 294
397 if (op->type == PLAYER) 295 if (op->type == PLAYER)
398 { 296 {
399 if (tmp->type == POTION) 297 if (tmp->type == POTION)
400 { 298 {
401 potion_max = 1; 299 potion_max = 1;
402 for (j = 0; j < NUM_STATS; j++) 300 for (int j = 0; j < NUM_STATS; j++)
403 { 301 {
404 int nstat, ostat; 302 int ostat = op->contr->orig_stats.stat (j);
405 303 int i = tmp->stats.stat (j);
406 ostat = get_attr_value (&(op->contr->orig_stats), j);
407 i = get_attr_value (&(tmp->stats), j);
408 304
409 /* nstat is what the stat will be after use of the potion */ 305 /* nstat is what the stat will be after use of the potion */
410 nstat = flag * i + ostat; 306 int nstat = flag * i + ostat;
411 307
412 /* Do some bounds checking. While I don't think any 308 /* Do some bounds checking. While I don't think any
413 * potions do so right now, there is the potential for potions 309 * potions do so right now, there is the potential for potions
414 * that adjust that stat by more than one point, so we need 310 * that adjust that stat by more than one point, so we need
415 * to allow for that. 311 * to allow for that.
416 */ 312 */
417 if (nstat < 1 && i * flag < 0) 313 if (nstat < 1 && i * flag < 0)
418 nstat = 1; 314 nstat = 1;
419 else if (nstat > 20 + get_attr_value (&(op->arch->clone.stats), j)) 315 else if (nstat > 20 + op->arch->stats.stat (j))
420 { 316 nstat = 20 + op->arch->stats.stat (j);
421 nstat = 20 + get_attr_value (&(op->arch->clone.stats), j); 317
422 }
423 if (nstat != ostat) 318 if (nstat != ostat)
424 { 319 {
425 set_attr_value (&(op->contr->orig_stats), j, nstat); 320 op->contr->orig_stats.stat (j) = nstat;
426 potion_max = 0; 321 potion_max = 0;
427 } 322 }
428 else if (i) 323 else if (i)
429 { 324 {
430 /* potion is useless - player has already hit the natural maximum */ 325 /* potion is useless - player has already hit the natural maximum */
431 potion_max = 1; 326 potion_max = 1;
432 } 327 }
433 } 328 }
329
434 /* This section of code ups the characters normal stats also. I am not 330 /* This section of code ups the characters normal stats also. I am not
435 * sure if this is strictly necessary, being that fix_player probably 331 * sure if this is strictly necessary, being that fix_player probably
436 * recalculates this anyway. 332 * recalculates this anyway.
437 */ 333 */
438 for (j = 0; j < NUM_STATS; j++) 334 for (int j = 0; j < NUM_STATS; j++)
439 change_attr_value (&(op->stats), j, flag * get_attr_value (&(tmp->stats), j)); 335 change_attr_value (&op->stats, j, flag * tmp->stats.stat (j));
336
440 check_stat_bounds (&(op->stats)); 337 check_stat_bounds (&op->stats);
441 } /* end of potion handling code */ 338 } /* end of potion handling code */
442 } 339 }
443 340
444 /* reset attributes that fix_player doesn't reset since it doesn't search 341 /* reset attributes that update_stats doesn't reset since it doesn't search
445 * everything to set 342 * everything to set
446 */ 343 */
447 if (flag == -1) 344 if (flag == -1)
448 { 345 {
449 op->attacktype &= ~tmp->attacktype; 346 op->attacktype &= ~tmp->attacktype;
450 op->path_attuned &= ~tmp->path_attuned; 347 op->path_attuned &= ~tmp->path_attuned;
451 op->path_repelled &= ~tmp->path_repelled; 348 op->path_repelled &= ~tmp->path_repelled;
452 op->path_denied &= ~tmp->path_denied; 349 op->path_denied &= ~tmp->path_denied;
453 /* Presuming here that creatures only have move_type, 350 /* Presuming here that creatures only have move_type,
454 * and not the other move_ fields. 351 * and not the other move_ fields.
455 */ 352 */
456 op->move_type &= ~tmp->move_type; 353 op->move_type &= ~tmp->move_type;
457 } 354 }
458 355
459 /* call fix_player since op object could have whatever attribute due 356 /* call fix_player since op object could have whatever attribute due
460 * to multiple items. if fix_player always has to be called after 357 * to multiple items. if update_stats always has to be called after
461 * change_ability then might as well call it from here 358 * change_ability then might as well call it from here
462 */ 359 */
463 fix_player (op); 360 op->update_stats ();
464 361
465 /* Fix player won't add the bows ability to the player, so don't 362 /* update_stats won't add the bows ability to the player, so don't
466 * print out message if this is a bow. 363 * print out message if this is a bow.
467 */ 364 */
468 if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW) 365 if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW)
469 { 366 {
470 success = 1; 367 success = 1;
471 DIFF_MSG (flag, "Your hands begin to glow red.", "Your hands stop glowing red."); 368 DIFF_MSG (flag, "Your hands begin to glow red.", "Your hands stop glowing red.");
472 } 369 }
370
473 if (QUERY_FLAG (op, FLAG_LIFESAVE) != QUERY_FLAG (&refop, FLAG_LIFESAVE)) 371 if (QUERY_FLAG (op, FLAG_LIFESAVE) != QUERY_FLAG (&refop, FLAG_LIFESAVE))
474 { 372 {
475 success = 1; 373 success = 1;
476 DIFF_MSG (flag, "You feel very protected.", "You don't feel protected anymore."); 374 DIFF_MSG (flag, "You feel very protected.", "You don't feel protected anymore.");
477 } 375 }
376
478 if (QUERY_FLAG (op, FLAG_REFL_MISSILE) != QUERY_FLAG (&refop, FLAG_REFL_MISSILE)) 377 if (QUERY_FLAG (op, FLAG_REFL_MISSILE) != QUERY_FLAG (&refop, FLAG_REFL_MISSILE))
479 { 378 {
480 success = 1; 379 success = 1;
481 DIFF_MSG (flag, "A magic force shimmers around you.", "The magic force fades away."); 380 DIFF_MSG (flag, "A magic force shimmers around you.", "The magic force fades away.");
482 } 381 }
382
483 if (QUERY_FLAG (op, FLAG_REFL_SPELL) != QUERY_FLAG (&refop, FLAG_REFL_SPELL)) 383 if (QUERY_FLAG (op, FLAG_REFL_SPELL) != QUERY_FLAG (&refop, FLAG_REFL_SPELL))
484 { 384 {
485 success = 1; 385 success = 1;
486 DIFF_MSG (flag, "You feel more safe now, somehow.", "Suddenly you feel less safe, somehow."); 386 DIFF_MSG (flag, "You feel more safe now, somehow.", "Suddenly you feel less safe, somehow.");
487 } 387 }
388
488 /* movement type has changed. We don't care about cases where 389 /* movement type has changed. We don't care about cases where
489 * user has multiple items giving the same type appled like we 390 * user has multiple items giving the same type appled like we
490 * used to - that is more work than what we gain, plus messages 391 * used to - that is more work than what we gain, plus messages
491 * can be misleading (a little higher could be miscontrued from 392 * can be misleading (a little higher could be miscontrued from
492 * from fly high) 393 * from fly high)
506 if (tmp->move_type & MOVE_FLY_HIGH) 407 if (tmp->move_type & MOVE_FLY_HIGH)
507 { 408 {
508 /* double conditional - second case covers if you have move_fly_low - 409 /* double conditional - second case covers if you have move_fly_low -
509 * in that case, you don't actually land 410 * in that case, you don't actually land
510 */ 411 */
511 DIFF_MSG (flag, "You soar into the air air!.", 412 DIFF_MSG (flag, "You soar into the air!",
512 (op->move_type & MOVE_FLY_LOW ? "You fly lower in the air" : "You float down to the ground.")); 413 (op->move_type & MOVE_FLY_LOW ? "You fly lower in the air" : "You float down to the ground."));
513 } 414 }
415
514 if (tmp->move_type & MOVE_SWIM) 416 if (tmp->move_type & MOVE_SWIM)
515 DIFF_MSG (flag, "You feel ready for a swim", "You no longer feel like swimming"); 417 DIFF_MSG (flag, "You feel ready for a swim", "You no longer feel like swimming");
516 418
517 /* Changing move status may mean you are affected by things you weren't before */ 419 /* Changing move status may mean you are affected by things you weren't before */
518 check_move_on (op, op); 420 check_move_on (op, op);
519 } 421 }
520 422
521 /* becoming UNDEAD... a special treatment for this flag. Only those not 423 /* becoming UNDEAD... a special treatment for this flag. Only those not
522 * originally undead may change their status 424 * originally undead may change their status
523 */ 425 */
524 if (!QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 426 if (!QUERY_FLAG (op->arch, FLAG_UNDEAD))
525 if (QUERY_FLAG (op, FLAG_UNDEAD) != QUERY_FLAG (&refop, FLAG_UNDEAD)) 427 if (QUERY_FLAG (op, FLAG_UNDEAD) != QUERY_FLAG (&refop, FLAG_UNDEAD))
526 { 428 {
527 success = 1; 429 success = 1;
528 if (flag > 0) 430 if (flag > 0)
529 { 431 {
530 op->race = "undead"; 432 op->race = "undead";
531 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce drains away!"); 433 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce drains away!");
532 } 434 }
533 else 435 else
534 { 436 {
535 op->race = op->arch->clone.race; 437 op->race = op->arch->race;
536 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!"); 438 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!");
537 } 439 }
538 } 440 }
539 441
540 if (QUERY_FLAG (op, FLAG_STEALTH) != QUERY_FLAG (&refop, FLAG_STEALTH)) 442 if (QUERY_FLAG (op, FLAG_STEALTH) != QUERY_FLAG (&refop, FLAG_STEALTH))
541 { 443 {
542 success = 1; 444 success = 1;
543 DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily."); 445 DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily.");
544 } 446 }
447
545 if (QUERY_FLAG (op, FLAG_MAKE_INVIS) != QUERY_FLAG (&refop, FLAG_MAKE_INVIS)) 448 if (QUERY_FLAG (op, FLAG_MAKE_INVIS) != QUERY_FLAG (&refop, FLAG_MAKE_INVIS))
546 { 449 {
547 success = 1; 450 success = 1;
548 DIFF_MSG (flag, "You become transparent.", "You can see yourself."); 451 DIFF_MSG (flag, "You become transparent.", "You can see yourself.");
549 } 452 }
453
550 /* blinded you can tell if more blinded since blinded player has minimal 454 /* blinded you can tell if more blinded since blinded player has minimal
551 * vision 455 * vision
552 */ 456 */
553 if (QUERY_FLAG (tmp, FLAG_BLIND)) 457 if (QUERY_FLAG (tmp, FLAG_BLIND))
554 { 458 {
644 success = 1; 548 success = 1;
645 DIFF_MSG (flag * tmp->stats.food, "You feel your digestion slowing down.", "You feel your digestion speeding up."); 549 DIFF_MSG (flag * tmp->stats.food, "You feel your digestion slowing down.", "You feel your digestion speeding up.");
646 } 550 }
647 551
648 /* Messages for changed resistance */ 552 /* Messages for changed resistance */
649 for (i = 0; i < NROFATTACKS; i++) 553 for (int i = 0; i < NROFATTACKS; i++)
650 { 554 {
651 if (i == ATNR_PHYSICAL) 555 if (i == ATNR_PHYSICAL)
652 continue; /* Don't display about armour */ 556 continue; /* Don't display about armour */
653 557
654 if (op->resist[i] != refop.resist[i]) 558 if (op->resist[i] != refop.resist[i])
661 565
662 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message); 566 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message);
663 } 567 }
664 } 568 }
665 569
666 if (tmp->type != EXPERIENCE && !potion_max) 570 if (!potion_max)
667 { 571 {
668 for (j = 0; j < NUM_STATS; j++) 572 for (int j = 0; j < NUM_STATS; j++)
669 { 573 {
670 if ((i = get_attr_value (&(tmp->stats), j)) != 0) 574 if (int i = tmp->stats.stat (j))
671 { 575 {
672 success = 1; 576 success = 1;
673 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]); 577 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]);
674 } 578 }
675 } 579 }
676 } 580 }
581
677 return success; 582 return success;
678} 583}
679 584
680/* 585/*
681 * Stat draining by Vick 930307 586 * Stat draining by Vick 930307
682 * (Feeling evil, I made it work as well now. -Frank 8) 587 * (Feeling evil, I made it work as well now. -Frank 8)
683 */ 588 */
684
685void 589void
686drain_stat (object *op) 590object::drain_stat ()
687{ 591{
688 drain_specific_stat (op, RANDOM () % NUM_STATS); 592 drain_specific_stat (rndm (NUM_STATS));
689} 593}
690 594
691void 595void
692drain_specific_stat (object *op, int deplete_stats) 596object::drain_specific_stat (int deplete_stats)
693{ 597{
694 object *tmp; 598 object *tmp;
695 archetype *at; 599 archetype *at;
696 600
697 at = find_archetype (ARCH_DEPLETION); 601 at = archetype::find (ARCH_DEPLETION);
698 if (!at) 602 if (!at)
699 { 603 {
700 LOG (llevError, "Couldn't find archetype depletion.\n"); 604 LOG (llevError, "Couldn't find archetype depletion.\n");
701 return; 605 return;
702 } 606 }
703 else 607 else
704 { 608 {
705 tmp = present_arch_in_ob (at, op); 609 tmp = present_arch_in_ob (at, this);
610
706 if (!tmp) 611 if (!tmp)
707 { 612 {
708 tmp = arch_to_object (at); 613 tmp = arch_to_object (at);
709 tmp = insert_ob_in_ob (tmp, op); 614 tmp = insert_ob_in_ob (tmp, this);
710 SET_FLAG (tmp, FLAG_APPLIED); 615 SET_FLAG (tmp, FLAG_APPLIED);
711 } 616 }
712 } 617 }
713 618
714 new_draw_info (NDI_UNIQUE, 0, op, drain_msg[deplete_stats]); 619 new_draw_info (NDI_UNIQUE, 0, this, drain_msg[deplete_stats]);
715 change_attr_value (&tmp->stats, deplete_stats, -1); 620 change_attr_value (&tmp->stats, deplete_stats, -1);
716 fix_player (op); 621 update_stats ();
717} 622}
718 623
719/* 624/*
720 * A value of 0 indicates timeout, otherwise change the luck of the object. 625 * A value of 0 indicates timeout, otherwise change the luck of the object.
721 * via an applied bad_luck object. 626 * via an applied bad_luck object.
722 */ 627 */
723
724void 628void
725change_luck (object *op, int value) 629object::change_luck (int value)
726{ 630{
727 object *tmp; 631 archetype *at = archetype::find ("luck");
728 archetype *at;
729 int new_luck;
730
731 at = find_archetype ("luck");
732 if (!at) 632 if (!at)
733 LOG (llevError, "Couldn't find archetype luck.\n"); 633 LOG (llevError, "Couldn't find archetype luck.\n");
734 else 634 else
735 { 635 {
736 tmp = present_arch_in_ob (at, op); 636 object *tmp = present_arch_in_ob (at, this);
637
737 if (!tmp) 638 if (!tmp)
738 { 639 {
739 if (!value) 640 if (!value)
740 return; 641 return;
642
741 tmp = arch_to_object (at); 643 tmp = arch_to_object (at);
742 tmp = insert_ob_in_ob (tmp, op); 644 tmp = insert_ob_in_ob (tmp, this);
743 SET_FLAG (tmp, FLAG_APPLIED); 645 SET_FLAG (tmp, FLAG_APPLIED);
744 } 646 }
647
745 if (value) 648 if (value)
746 { 649 {
747 /* Limit the luck value of the bad luck object to +/-100. This 650 /* Limit the luck value of the bad luck object to +/-100. This
748 * (arbitrary) value prevents overflows (both in the bad luck object and 651 * (arbitrary) value prevents overflows (both in the bad luck object and
749 * in op itself). 652 * in op itself).
750 */ 653 */
751 new_luck = tmp->stats.luck + value; 654 int new_luck = tmp->stats.luck + value;
655
752 if (new_luck >= -100 && new_luck <= 100) 656 if (new_luck >= -100 && new_luck <= 100)
753 { 657 {
754 op->stats.luck += value; 658 stats.luck += value;
755 tmp->stats.luck = new_luck; 659 tmp->stats.luck = new_luck;
756 } 660 }
757 } 661 }
758 else 662 else
759 { 663 {
760 if (!tmp->stats.luck) 664 if (!tmp->stats.luck)
761 {
762 return; 665 return;
763 } 666
764 /* Randomly change the players luck. Basically, we move it 667 /* Randomly change the players luck. Basically, we move it
765 * back neutral (if greater>0, subtract, otherwise add) 668 * back neutral (if greater>0, subtract, otherwise add)
766 */ 669 */
767 if (RANDOM () % (FABS (tmp->stats.luck)) >= RANDOM () % 30) 670 if (rndm (abs (tmp->stats.luck)) >= rndm (30))
768 { 671 {
769 int diff = tmp->stats.luck > 0 ? -1 : 1; 672 int diff = tmp->stats.luck > 0 ? -1 : 1;
770 673
771 op->stats.luck += diff; 674 stats.luck += diff;
772 tmp->stats.luck += diff; 675 tmp->stats.luck += diff;
773 } 676 }
774 } 677 }
775 } 678 }
776} 679}
777 680
778/* 681/*
779 * Subtracts stat-bonuses given by the class which the player has chosen. 682 * Subtracts stat-bonuses given by the class which the player has chosen.
780 */ 683 */
781
782void 684void
783remove_statbonus (object *op) 685object::remove_statbonus ()
784{ 686{
785 op->stats.Str -= op->arch->clone.stats.Str; 687 for (int i = 0; i < NUM_STATS; ++i)
786 op->stats.Dex -= op->arch->clone.stats.Dex; 688 {
787 op->stats.Con -= op->arch->clone.stats.Con; 689 sint8 v = arch->stats.stat (i);
788 op->stats.Wis -= op->arch->clone.stats.Wis; 690 stats.stat (i) -= v;
789 op->stats.Pow -= op->arch->clone.stats.Pow; 691 contr->orig_stats.stat (i) -= v;
790 op->stats.Cha -= op->arch->clone.stats.Cha; 692 }
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} 693}
800 694
801/* 695/*
802 * Adds stat-bonuses given by the class which the player has chosen. 696 * Adds stat-bonuses given by the class which the player has chosen.
803 */ 697 */
804
805void 698void
806add_statbonus (object *op) 699object::add_statbonus ()
807{ 700{
808 op->stats.Str += op->arch->clone.stats.Str; 701 for (int i = 0; i < NUM_STATS; ++i)
809 op->stats.Dex += op->arch->clone.stats.Dex; 702 {
810 op->stats.Con += op->arch->clone.stats.Con; 703 sint8 v = arch->stats.stat (i);
811 op->stats.Wis += op->arch->clone.stats.Wis; 704 stats.stat (i) += v;
812 op->stats.Pow += op->arch->clone.stats.Pow; 705 contr->orig_stats.stat (i) += v;
813 op->stats.Cha += op->arch->clone.stats.Cha; 706 }
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} 707}
823 708
824/* 709/*
825 * Updates all abilities given by applied objects in the inventory 710 * Updates all abilities given by applied objects in the inventory
826 * of the given object. Note: This function works for both monsters 711 * of the given object. Note: This function works for both monsters
827 * and players; the "player" in the name is purely an archaic inheritance. 712 * and players; the "player" in the name is purely an archaic inheritance.
828 * This functions starts from base values (archetype or player object) 713 * This functions starts from base values (archetype or player object)
829 * and then adjusts them according to what the player has equipped. 714 * and then adjusts them according to what the player has equipped.
830 */ 715 *
831
832/* July 95 - inserted stuff to handle new skills/exp system - b.t. 716 * July 95 - inserted stuff to handle new skills/exp system - b.t.
833 spell system split, grace points now added to system --peterm 717 * spell system split, grace points now added to system --peterm
834 */ 718 */
835
836void 719void
837fix_player (object *op) 720object::update_stats ()
838{ 721{
839 int i, j; 722 int i, j;
840 float f, max = 9, added_speed = 0, bonus_speed = 0, sp_tmp, speed_reduce_from_disease = 1; 723 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; 724 int weapon_weight = 0, weapon_speed = 0;
842 int best_wc = 0, best_ac = 0, wc = 0, ac = 0; 725 int best_wc = 0, best_ac = 0, wc = 0, ac = 0;
843 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; 726 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS];
844 object *grace_obj = NULL, *mana_obj = NULL, *wc_obj = NULL, *tmp; 727 object *grace_obj = NULL, *mana_obj = NULL, *tmp;
728 float old_speed = speed;
845 729
846 /* First task is to clear all the values back to their original values */ 730 /* First task is to clear all the values back to their original values */
847 if (op->type == PLAYER) 731 if (type == PLAYER)
848 { 732 {
849 for (i = 0; i < NUM_STATS; i++) 733 for (i = 0; i < NUM_STATS; i++)
850 { 734 stats.stat (i) = contr->orig_stats.stat (i);
851 set_attr_value (&(op->stats), i, get_attr_value (&(op->contr->orig_stats), i)); 735
852 }
853 if (settings.spell_encumbrance == TRUE) 736 if (settings.spell_encumbrance == TRUE)
854 op->contr->encumbrance = 0; 737 contr->encumbrance = 0;
855 738
856 op->attacktype = 0; 739 attacktype = 0;
740
857 op->contr->digestion = 0; 741 contr->digestion = 0;
858 op->contr->gen_hp = 0; 742 contr->gen_hp = 0;
859 op->contr->gen_sp = 0; 743 contr->gen_sp = 0;
860 op->contr->gen_grace = 0; 744 contr->gen_grace = 0;
861 op->contr->gen_sp_armour = 10; 745 contr->gen_sp_armour = 10;
862 op->contr->item_power = 0; 746 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 } 747 }
873 memcpy (op->body_used, op->body_info, sizeof (op->body_info));
874 748
749 for (int i = NUM_BODY_LOCATIONS; i--; )
750 slot[i].used = slot[i].info;
751
875 op->slaying = 0; 752 slaying = 0;
876 753
877 if (!QUERY_FLAG (op, FLAG_WIZ)) 754 if (!QUERY_FLAG (this, FLAG_WIZ))
878 { 755 {
879 CLEAR_FLAG (op, FLAG_XRAYS); 756 CLEAR_FLAG (this, FLAG_XRAYS);
880 CLEAR_FLAG (op, FLAG_MAKE_INVIS); 757 CLEAR_FLAG (this, FLAG_MAKE_INVIS);
881 } 758 }
882 759
883 CLEAR_FLAG (op, FLAG_LIFESAVE); 760 CLEAR_FLAG (this, FLAG_LIFESAVE);
884 CLEAR_FLAG (op, FLAG_STEALTH); 761 CLEAR_FLAG (this, FLAG_STEALTH);
885 CLEAR_FLAG (op, FLAG_BLIND); 762 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);
894 763
895 op->path_attuned = op->arch->clone.path_attuned; 764 if (!QUERY_FLAG (arch, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL);
896 op->path_repelled = op->arch->clone.path_repelled; 765 if (!QUERY_FLAG (arch, FLAG_REFL_MISSILE)) CLEAR_FLAG (this, FLAG_REFL_MISSILE);
897 op->path_denied = op->arch->clone.path_denied; 766 if (!QUERY_FLAG (arch, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD);
898 op->glow_radius = op->arch->clone.glow_radius; 767 if (!QUERY_FLAG (arch, FLAG_SEE_IN_DARK )) CLEAR_FLAG (this, FLAG_SEE_IN_DARK);
899 op->move_type = op->arch->clone.move_type; 768
769 path_attuned = arch->path_attuned;
770 path_repelled = arch->path_repelled;
771 path_denied = arch->path_denied;
772 glow_radius = arch->glow_radius;
773 move_type = arch->move_type;
774
900 op->chosen_skill = NULL; 775 chosen_skill = 0;
901 776
902 /* initializing resistances from the values in player/monster's 777 /* initializing resistances from the values in player/monster's
903 * archetype clone 778 * archetype clone
904 */ 779 */
905 memcpy (&op->resist, &op->arch->clone.resist, sizeof (op->resist)); 780 memcpy (&resist, &arch->resist, sizeof (resist));
906 781
907 for (i = 0; i < NROFATTACKS; i++) 782 for (i = 0; i < NROFATTACKS; i++)
908 { 783 {
909 if (op->resist[i] > 0) 784 if (resist[i] > 0)
910 prot[i] = op->resist[i], vuln[i] = 0; 785 prot[i] = resist[i], vuln[i] = 0;
911 else 786 else
912 vuln[i] = -(op->resist[i]), prot[i] = 0; 787 vuln[i] = -(resist[i]), prot[i] = 0;
788
913 potion_resist[i] = 0; 789 potion_resist[i] = 0;
914 } 790 }
915 791
916 wc = op->arch->clone.stats.wc; 792 wc = arch->stats.wc;
917 op->stats.dam = op->arch->clone.stats.dam; 793 stats.dam = arch->stats.dam;
918 794
919 /* for players which cannot use armour, they gain AC -1 per 3 levels, 795 /* for players which cannot use armour, they gain AC -1 per 3 levels,
920 * plus a small amount of physical resist, those poor suckers. ;) 796 * plus a small amount of physical resist, those poor suckers. ;)
921 * the fact that maxlevel is factored in could be considered sort of bogus - 797 * 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, 798 * 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 799 * basically, if a server updates its max level, these playes may find
924 * that their protection from physical goes down 800 * that their protection from physical goes down
925 */ 801 */
926 if (!QUERY_FLAG (op, FLAG_USE_ARMOUR) && op->type == PLAYER) 802 if (!QUERY_FLAG (this, FLAG_USE_ARMOUR) && type == PLAYER)
927 { 803 {
928 ac = MAX (-10, op->arch->clone.stats.ac - op->level / 3); 804 ac = MAX (-10, arch->stats.ac - level / 3);
929 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * op->level / settings.max_level)) / 100; 805 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100;
930 } 806 }
931 else 807 else
932 ac = op->arch->clone.stats.ac; 808 ac = arch->stats.ac;
933 809
934 op->stats.luck = op->arch->clone.stats.luck; 810 stats.luck = arch->stats.luck;
935 op->speed = op->arch->clone.speed; 811 speed = arch->speed;
936 812
937 /* OK - we've reset most all the objects attributes to sane values. 813 /* 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. 814 * now go through and make adjustments for what the player has equipped.
939 */ 815 */
940
941 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 816 for (tmp = inv; tmp; tmp = tmp->below)
942 { 817 {
818 /* This happens because apply_potion calls change_abil with the potion
819 * applied so we can tell the player what changed. But change_abil
820 * then calls this function.
821 */
822 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION)
823 continue;
824
943 /* See note in map.c:update_position about making this additive 825 /* See note in map.c:update_position about making this additive
944 * since light sources are never applied, need to put check here. 826 * since light sources are never applied, need to put check here.
945 */ 827 */
946 if (tmp->glow_radius > op->glow_radius) 828 if (tmp->glow_radius > glow_radius)
947 op->glow_radius = tmp->glow_radius; 829 glow_radius = tmp->glow_radius;
948
949 /* This happens because apply_potion calls change_abil with the potion
950 * applied so we can tell the player what chagned. But change_abil
951 * then calls this function.
952 */
953 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION)
954 {
955 continue;
956 }
957 830
958 /* For some things, we don't care what is equipped */ 831 /* For some things, we don't care what is equipped */
959 if (tmp->type == SKILL) 832 if (tmp->type == SKILL)
960 { 833 {
961 /* Want to take the highest skill here. */ 834 /* Want to take the highest skill here. */
964 if (!mana_obj) 837 if (!mana_obj)
965 mana_obj = tmp; 838 mana_obj = tmp;
966 else if (tmp->level > mana_obj->level) 839 else if (tmp->level > mana_obj->level)
967 mana_obj = tmp; 840 mana_obj = tmp;
968 } 841 }
842
969 if (IS_GRACE_SKILL (tmp->subtype)) 843 if (IS_GRACE_SKILL (tmp->subtype))
970 { 844 {
971 if (!grace_obj) 845 if (!grace_obj)
972 grace_obj = tmp; 846 grace_obj = tmp;
973 else if (tmp->level > grace_obj->level) 847 else if (tmp->level > grace_obj->level)
982 * in the praying skill, and the player should always get those. 856 * 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, 857 * 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 858 * because the skill shouldn't count against body positions being used
985 * up, etc. 859 * up, etc.
986 */ 860 */
987 if ((QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type != CONTAINER && tmp->type != CLOSE_CON) || 861 if ((tmp->flag [FLAG_APPLIED]
862 && tmp->type != CONTAINER
863 && tmp->type != CLOSE_CON)
864 || (tmp->type == SKILL
988 (tmp->type == SKILL && tmp->subtype == SK_PRAYING)) 865 && tmp->subtype == SK_PRAYING))
989 { 866 {
990 if (op->type == PLAYER) 867 if (type == PLAYER)
991 { 868 {
992 if (tmp->type == BOW) 869 contr->item_power += tmp->item_power;
993 op->contr->ranges[range_bow] = tmp;
994 870
995 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 871 if (tmp == contr->combat_ob || tmp == contr->ranged_ob)
996 op->contr->ranges[range_misc] = tmp; 872 if (tmp != current_weapon
873 && (tmp->type != SKILL || tmp->subtype != SK_PRAYING)
874 && !tmp->flag [FLAG_CURSED]
875 && !tmp->flag [FLAG_DAMNED])
876 continue;
997 877
998 for (i = 0; i < NUM_STATS; i++) 878 for (i = 0; i < NUM_STATS; i++)
999 change_attr_value (&(op->stats), i, get_attr_value (&(tmp->stats), i)); 879 change_attr_value (&stats, i, tmp->stats.stat (i));
1000 880
1001 /* these are the items that currently can change digestion, regeneration, 881 /* These are the items that currently can change digestion, regeneration,
1002 * spell point recovery and mana point recovery. Seems sort of an arbitary 882 * spell point recovery and mana point recovery. Seems sort of an arbitary
1003 * list, but other items store other info into stats array. 883 * list, but other items store other info into stats array.
1004 */ 884 */
1005 if ((tmp->type == EXPERIENCE) || (tmp->type == WEAPON) || 885 if (tmp->type == WEAPON || tmp->type == BOW ||
1006 (tmp->type == ARMOUR) || (tmp->type == HELMET) || 886 tmp->type == ARMOUR || tmp->type == HELMET ||
1007 (tmp->type == SHIELD) || (tmp->type == RING) || 887 tmp->type == SHIELD || tmp->type == RING ||
1008 (tmp->type == BOOTS) || (tmp->type == GLOVES) || 888 tmp->type == BOOTS || tmp->type == GLOVES ||
1009 (tmp->type == AMULET) || (tmp->type == GIRDLE) || 889 tmp->type == AMULET || tmp->type == GIRDLE ||
1010 (tmp->type == BRACERS) || (tmp->type == CLOAK) || (tmp->type == DISEASE) || (tmp->type == FORCE) || (tmp->type == SKILL)) 890 tmp->type == BRACERS || tmp->type == CLOAK ||
891 tmp->type == DISEASE || tmp->type == FORCE ||
892 tmp->type == SKILL)
1011 { 893 {
1012 op->contr->digestion += tmp->stats.food; 894 contr->digestion += tmp->stats.food;
1013 op->contr->gen_hp += tmp->stats.hp; 895 contr->gen_hp += tmp->stats.hp;
1014 op->contr->gen_sp += tmp->stats.sp; 896 contr->gen_sp += tmp->stats.sp;
1015 op->contr->gen_grace += tmp->stats.grace; 897 contr->gen_grace += tmp->stats.grace;
1016 op->contr->gen_sp_armour += tmp->gen_sp_armour; 898 contr->gen_sp_armour += tmp->gen_sp_armour;
1017 op->contr->item_power += tmp->item_power;
1018 } 899 }
1019 } /* if this is a player */ 900 } /* if this is a player */
901 else
902 {
903 if (tmp->type == WEAPON)
904 current_weapon = tmp;
905 }
1020 906
1021 /* Update slots used for items */ 907 /* Update slots used for items */
1022 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 908 if (QUERY_FLAG (tmp, FLAG_APPLIED))
1023 {
1024 for (i = 0; i < NUM_BODY_LOCATIONS; i++) 909 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
1025 op->body_used[i] += tmp->body_info[i]; 910 slot[i].used += tmp->slot[i].info;
1026 }
1027 911
1028 if (tmp->type == SYMPTOM) 912 if (tmp->type == SYMPTOM)
1029 { 913 {
1030 speed_reduce_from_disease = tmp->last_sp / 100.0; 914 speed_reduce_from_disease = tmp->last_sp / 100.f;
915
1031 if (speed_reduce_from_disease == 0) 916 if (speed_reduce_from_disease == 0)
1032 speed_reduce_from_disease = 1; 917 speed_reduce_from_disease = 1;
1033 } 918 }
1034 919
1035 /* Pos. and neg. protections are counted seperate (-> pro/vuln). 920 /* Pos. and neg. protections are counted seperate (-> pro/vuln).
1036 * (Negative protections are calculated extactly like positive.) 921 * (Negative protections are calculated exactly like positive.)
1037 * Resistance from potions are treated special as well. If there's 922 * Resistance from potions are treated special as well. If there's
1038 * more than one potion-effect, the bigger prot.-value is taken. 923 * more than one potion-effect, the bigger prot.-value is taken.
1039 */ 924 */
1040 if (tmp->type != POTION) 925 if (tmp->type != POTION)
1041 { 926 {
1042 for (i = 0; i < NROFATTACKS; i++) 927 for (i = 0; i < NROFATTACKS; i++)
1043 { 928 {
1044 /* Potential for cursed potions, in which case we just can use 929 /* Potential for cursed potions, in which case we just can use
1045 * a straight MAX, as potion_resist is initialized to zero. 930 * a straight MAX, as potion_resist is initialised to zero.
1046 */ 931 */
1047 if (tmp->type == POTION_EFFECT) 932 if (tmp->type == POTION_EFFECT)
1048 { 933 {
1049 if (potion_resist[i]) 934 if (potion_resist[i])
1050 potion_resist[i] = MAX (potion_resist[i], tmp->resist[i]); 935 potion_resist[i] = MAX (potion_resist[i], tmp->resist[i]);
1051 else 936 else
1052 potion_resist[i] = tmp->resist[i]; 937 potion_resist[i] = tmp->resist[i];
1053 } 938 }
1054 else if (tmp->resist[i] > 0) 939 else if (tmp->resist[i] > 0)
1055 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100; 940 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100;
1056 else if (tmp->resist[i] < 0) 941 else if (tmp->resist[i] < 0)
1057 vuln[i] += ((100 - vuln[i]) * (-tmp->resist[i])) / 100; 942 vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100;
1058 } 943 }
1059 } 944 }
1060 945
1061 /* There may be other things that should not adjust the attacktype */ 946 /* There may be other things that should not adjust the attacktype */
1062 if (tmp->type != BOW && tmp->type != SYMPTOM) 947 if (tmp->type != SYMPTOM)
948 {
1063 op->attacktype |= tmp->attacktype; 949 attacktype |= tmp->attacktype;
1064
1065 op->path_attuned |= tmp->path_attuned; 950 path_attuned |= tmp->path_attuned;
1066 op->path_repelled |= tmp->path_repelled; 951 path_repelled |= tmp->path_repelled;
1067 op->path_denied |= tmp->path_denied; 952 path_denied |= tmp->path_denied;
953 move_type |= tmp->move_type;
1068 op->stats.luck += tmp->stats.luck; 954 stats.luck += tmp->stats.luck;
1069 op->move_type |= tmp->move_type; 955 }
1070 956
1071 if (QUERY_FLAG (tmp, FLAG_LIFESAVE)) 957 if (QUERY_FLAG (tmp, FLAG_LIFESAVE )) SET_FLAG (this, FLAG_LIFESAVE);
1072 SET_FLAG (op, FLAG_LIFESAVE); 958 if (QUERY_FLAG (tmp, FLAG_REFL_SPELL )) SET_FLAG (this, FLAG_REFL_SPELL);
1073 if (QUERY_FLAG (tmp, FLAG_REFL_SPELL)) 959 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE)) SET_FLAG (this, FLAG_REFL_MISSILE);
1074 SET_FLAG (op, FLAG_REFL_SPELL); 960 if (QUERY_FLAG (tmp, FLAG_STEALTH )) SET_FLAG (this, FLAG_STEALTH);
1075 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE)) 961 if (QUERY_FLAG (tmp, FLAG_XRAYS )) SET_FLAG (this, FLAG_XRAYS);
1076 SET_FLAG (op, FLAG_REFL_MISSILE); 962 if (QUERY_FLAG (tmp, FLAG_BLIND )) SET_FLAG (this, FLAG_BLIND);
1077 if (QUERY_FLAG (tmp, FLAG_STEALTH)) 963 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 964
1086 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 965 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (arch, FLAG_UNDEAD))
1087 SET_FLAG (op, FLAG_UNDEAD); 966 SET_FLAG (this, FLAG_UNDEAD);
1088 967
1089 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS)) 968 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS))
1090 { 969 {
1091 SET_FLAG (op, FLAG_MAKE_INVIS); 970 SET_FLAG (this, FLAG_MAKE_INVIS);
1092 op->invisible = 1; 971 invisible = 1;
1093 } 972 }
1094 973
1095 if (tmp->stats.exp && tmp->type != SKILL) 974 if (tmp->stats.exp && tmp->type != SKILL)
1096 { 975 {
1097 if (tmp->stats.exp > 0) 976 if (tmp->stats.exp > 0)
1098 { 977 {
1099 added_speed += (float) tmp->stats.exp / 3.0; 978 added_speed += tmp->stats.exp / 3.f;
1100 bonus_speed += 1.0 + (float) tmp->stats.exp / 3.0; 979 bonus_speed += tmp->stats.exp / 3.f + 1.f;
1101 } 980 }
1102 else 981 else
1103 added_speed += (float) tmp->stats.exp; 982 added_speed += tmp->stats.exp;
1104 } 983 }
1105 984
1106 switch (tmp->type) 985 switch (tmp->type)
1107 { 986 {
987#if 0
988 case WAND:
989 case ROD:
990 case HORN:
991 if (type != PLAYER || current_weapon == tmp)
992 chosen_skill = tmp;
993 break;
994#endif
995
1108 /* skills modifying the character -b.t. */ 996 /* skills modifying the character -b.t. */
1109 /* for all skills and skill granting objects */ 997 /* for all skills and skill granting objects */
1110 case SKILL: 998 case SKILL:
1111 if (!QUERY_FLAG (tmp, FLAG_APPLIED)) 999 {
1000 if (!QUERY_FLAG (tmp, FLAG_APPLIED) || skill_flags [tmp->subtype] & SF_APPLY)
1112 break; 1001 break;
1113 1002
1114 if (IS_COMBAT_SKILL (tmp->subtype))
1115 wc_obj = tmp;
1116
1117 if (op->chosen_skill) 1003 if (chosen_skill)
1118 { 1004 {
1119 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &op->name); 1005 LOG (llevDebug, "fix_player, op %s has multiple skills applied (%s and %s)\n",
1006 &name, &chosen_skill->name, &tmp->name);
1007
1008 tmp->flag [FLAG_APPLIED] = false;
1009 update_stats ();
1010 return;
1120 } 1011 }
1012 else
1121 op->chosen_skill = tmp; 1013 chosen_skill = tmp;
1014
1122 if (tmp->stats.dam > 0) 1015 if (tmp->stats.dam > 0)
1123 { /* skill is a 'weapon' */ 1016 { /* skill is a 'weapon' */
1124 if (!QUERY_FLAG (op, FLAG_READY_WEAPON)) 1017 if (!QUERY_FLAG (this, FLAG_READY_WEAPON))
1125 weapon_speed = (int) WEAPON_SPEED (tmp); 1018 weapon_speed = WEAPON_SPEED (tmp);
1019
1126 if (weapon_speed < 0) 1020 if (weapon_speed < 0)
1127 weapon_speed = 0; 1021 weapon_speed = 0;
1022
1128 weapon_weight = tmp->weight; 1023 weapon_weight = tmp->weight;
1129 op->stats.dam += tmp->stats.dam * (1 + (op->chosen_skill->level / 9)); 1024 stats.dam += 1 + chosen_skill->level * tmp->stats.dam / 9;
1025
1130 if (tmp->magic) 1026 if (tmp->magic)
1131 op->stats.dam += tmp->magic; 1027 stats.dam += tmp->magic;
1132 } 1028 }
1029
1133 if (tmp->stats.wc) 1030 if (tmp->stats.wc)
1134 wc -= (tmp->stats.wc + tmp->magic); 1031 wc -= tmp->stats.wc + tmp->magic;
1135 1032
1136 if (tmp->slaying != NULL) 1033 if (tmp->slaying)
1137 op->slaying = tmp->slaying; 1034 slaying = tmp->slaying;
1138 1035
1139 if (tmp->stats.ac) 1036 if (tmp->stats.ac)
1140 ac -= (tmp->stats.ac + tmp->magic); 1037 ac -= tmp->stats.ac + tmp->magic;
1038
1141 if (settings.spell_encumbrance == TRUE && op->type == PLAYER) 1039 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1142 op->contr->encumbrance += (int) 3 *tmp->weight / 1000; 1040 contr->encumbrance += (int) 3 *tmp->weight / 1000;
1041 }
1143 1042
1144 if (op->type == PLAYER)
1145 op->contr->ranges[range_skill] = op;
1146 break; 1043 break;
1147 1044
1148 case SKILL_TOOL:
1149 if (op->chosen_skill)
1150 {
1151 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &op->name);
1152 }
1153 op->chosen_skill = tmp;
1154 if (op->type == PLAYER)
1155 op->contr->ranges[range_skill] = op;
1156 break;
1157
1158 case SHIELD: 1045 case SHIELD:
1159 if (settings.spell_encumbrance == TRUE && op->type == PLAYER) 1046 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1160 op->contr->encumbrance += (int) tmp->weight / 2000; 1047 contr->encumbrance += (int) tmp->weight / 2000;
1161 case RING: 1048 case RING:
1162 case AMULET: 1049 case AMULET:
1163 case GIRDLE: 1050 case GIRDLE:
1164 case HELMET: 1051 case HELMET:
1165 case BOOTS: 1052 case BOOTS:
1166 case GLOVES: 1053 case GLOVES:
1167 case CLOAK: 1054 case CLOAK:
1168 if (tmp->stats.wc) 1055 if (tmp->stats.wc)
1056 wc -= tmp->stats.wc + tmp->magic;
1057
1058 if (tmp->stats.dam)
1059 stats.dam += tmp->stats.dam + tmp->magic;
1060
1061 if (tmp->stats.ac)
1062 ac -= tmp->stats.ac + tmp->magic;
1063
1064 break;
1065
1066 case BOW:
1067 case WEAPON:
1068 if (type != PLAYER || current_weapon == tmp)
1069 {
1169 wc -= (tmp->stats.wc + tmp->magic); 1070 wc -= tmp->stats.wc + tmp->magic;
1170 if (tmp->stats.dam) 1071
1072 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0)
1073 ac -= tmp->stats.ac + tmp->magic;
1074
1171 op->stats.dam += (tmp->stats.dam + tmp->magic); 1075 stats.dam += tmp->stats.dam + tmp->magic;
1076 weapon_weight = tmp->weight;
1077 weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2;
1078
1079 if (weapon_speed < 0)
1080 weapon_speed = 0;
1081
1082 slaying = tmp->slaying;
1083
1084 /* If there is desire that two handed weapons should do
1085 * extra strength damage, this is where the code should
1086 * go.
1087 */
1088
1089 if (type == PLAYER)
1090 if (settings.spell_encumbrance)
1091 contr->encumbrance += tmp->weight * 3 / 1000;
1092 }
1093
1094 break;
1095
1096 case ARMOUR: /* Only the best of these three are used: */
1097 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1098 contr->encumbrance += tmp->weight / 1000;
1099
1100 case BRACERS:
1101 case FORCE:
1102 if (tmp->stats.wc)
1103 {
1104 if (best_wc < tmp->stats.wc + tmp->magic)
1105 {
1106 wc += best_wc;
1107 best_wc = tmp->stats.wc + tmp->magic;
1108 }
1109 else
1110 wc += tmp->stats.wc + tmp->magic;
1111 }
1112
1172 if (tmp->stats.ac) 1113 if (tmp->stats.ac)
1114 {
1115 if (best_ac < tmp->stats.ac + tmp->magic)
1116 {
1117 ac += best_ac; /* Remove last bonus */
1118 best_ac = tmp->stats.ac + tmp->magic;
1119 }
1120 else /* To nullify the below effect */
1173 ac -= (tmp->stats.ac + tmp->magic); 1121 ac += tmp->stats.ac + tmp->magic;
1174 break; 1122 }
1175 1123
1176 case WEAPON: 1124 if (tmp->stats.wc)
1177 wc -= (tmp->stats.wc + tmp->magic); 1125 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 1126
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) 1127 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); 1128 ac -= (tmp->stats.ac + tmp->magic);
1129
1226 if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.0 < max) 1130 if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.f < max)
1227 max = ARMOUR_SPEED (tmp) / 10.0; 1131 max = ARMOUR_SPEED (tmp) / 10.f;
1132
1228 break; 1133 break;
1229 } /* switch tmp->type */ 1134 } /* switch tmp->type */
1230 } /* item is equipped */ 1135 } /* item is equipped */
1231 } /* for loop of items */ 1136 } /* for loop of items */
1232 1137
1233 /* We've gone through all the objects the player has equipped. For many things, we 1138 /* 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 1145 * If there is a cursed (and no uncursed) potion in effect, we take
1241 * 'total resistance = vulnerability from cursed potion'. 1146 * 'total resistance = vulnerability from cursed potion'.
1242 */ 1147 */
1243 for (i = 0; i < NROFATTACKS; i++) 1148 for (i = 0; i < NROFATTACKS; i++)
1244 { 1149 {
1245 op->resist[i] = prot[i] - vuln[i]; 1150 resist[i] = prot[i] - vuln[i];
1151
1246 if (potion_resist[i] && ((potion_resist[i] > op->resist[i]) || (potion_resist[i] < 0))) 1152 if (potion_resist[i] && ((potion_resist[i] > resist[i]) || (potion_resist[i] < 0)))
1247 op->resist[i] = potion_resist[i]; 1153 resist[i] = potion_resist[i];
1248 } 1154 }
1249 1155
1250 /* Figure out the players sp/mana/hp totals. */ 1156 /* Figure out the players sp/mana/hp totals. */
1251 if (op->type == PLAYER) 1157 if (type == PLAYER)
1252 { 1158 {
1253 int pl_level; 1159 int pl_level;
1254 1160
1255 check_stat_bounds (&(op->stats)); 1161 check_stat_bounds (&(stats));
1256 pl_level = op->level; 1162 pl_level = level;
1257 1163
1258 if (pl_level < 1) 1164 if (pl_level < 1)
1259 pl_level = 1; /* safety, we should always get 1 levels worth of hp! */ 1165 pl_level = 1; /* safety, we should always get 1 levels worth of hp! */
1260 1166
1261 /* You basically get half a con bonus/level. But we do take into account rounding, 1167 /* 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. 1168 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels.
1263 */ 1169 */
1264 for (i = 1, op->stats.maxhp = 0; i <= pl_level && i <= 10; i++) 1170 for (i = 1, stats.maxhp = 0; i <= pl_level && i <= 10; i++)
1265 { 1171 {
1266 j = op->contr->levhp[i] + con_bonus[op->stats.Con] / 2; 1172 j = contr->levhp[i] + con_bonus[stats.Con] / 2;
1173
1267 if (i % 2 && con_bonus[op->stats.Con] % 2) 1174 if (i % 2 && con_bonus[stats.Con] % 2)
1268 { 1175 {
1269 if (con_bonus[op->stats.Con] > 0) 1176 if (con_bonus[stats.Con] > 0)
1270 j++; 1177 j++;
1271 else 1178 else
1272 j--; 1179 j--;
1273 } 1180 }
1181
1274 op->stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */ 1182 stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */
1275 } 1183 }
1276 1184
1277 for (i = 11; i <= op->level; i++) 1185 for (i = 11; i <= level; i++)
1278 op->stats.maxhp += 2; 1186 stats.maxhp += 2;
1279 1187
1280 if (op->stats.hp > op->stats.maxhp) 1188 if (stats.hp > stats.maxhp)
1281 op->stats.hp = op->stats.maxhp; 1189 stats.hp = stats.maxhp;
1282 1190
1283 /* Sp gain is controlled by the level of the player's 1191 /* Sp gain is controlled by the level of the player's
1284 * relevant experience object (mana_obj, see above) 1192 * relevant experience object (mana_obj, see above)
1285 */ 1193 */
1286 /* following happen when skills system is not used */ 1194 /* following happen when skills system is not used */
1287 if (!mana_obj) 1195 if (!mana_obj)
1288 mana_obj = op; 1196 mana_obj = this;
1197
1289 if (!grace_obj) 1198 if (!grace_obj)
1290 grace_obj = op; 1199 grace_obj = this;
1200
1291 /* set maxsp */ 1201 /* set maxsp */
1292 if (!mana_obj || !mana_obj->level || op->type != PLAYER) 1202 if (!mana_obj || !mana_obj->level || type != PLAYER)
1293 mana_obj = op; 1203 mana_obj = this;
1294 1204
1295 if (mana_obj == op && op->type == PLAYER) 1205 if (mana_obj == this && type == PLAYER)
1296 {
1297 op->stats.maxsp = 1; 1206 stats.maxsp = 1;
1298 }
1299 else 1207 else
1300 { 1208 {
1301 sp_tmp = 0.0; 1209 sp_tmp = 0.f;
1210
1302 for (i = 1; i <= mana_obj->level && i <= 10; i++) 1211 for (i = 1; i <= mana_obj->level && i <= 10; i++)
1303 { 1212 {
1304 float stmp; 1213 float stmp;
1305 1214
1306 /* Got some extra bonus at first level */ 1215 /* Got some extra bonus at first level */
1307 if (i < 2) 1216 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); 1217 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 6.f;
1310 }
1311 else 1218 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; 1219 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 12.f;
1314 } 1220
1315 if (stmp < 1.0) 1221 if (stmp < 1.f)
1316 stmp = 1.0; 1222 stmp = 1.f;
1223
1317 sp_tmp += stmp; 1224 sp_tmp += stmp;
1318 } 1225 }
1226
1319 op->stats.maxsp = (int) sp_tmp; 1227 stats.maxsp = (sint16)sp_tmp;
1320 1228
1321 for (i = 11; i <= mana_obj->level; i++) 1229 for (i = 11; i <= mana_obj->level; i++)
1322 op->stats.maxsp += 2; 1230 stats.maxsp += 2;
1323 } 1231 }
1232
1324 /* Characters can get their sp supercharged via rune of transferrance */ 1233 /* Characters can get their sp supercharged via rune of transferrance */
1325 if (op->stats.sp > op->stats.maxsp * 2) 1234 if (stats.sp > stats.maxsp * 2)
1326 op->stats.sp = op->stats.maxsp * 2; 1235 stats.sp = stats.maxsp * 2;
1327 1236
1328 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */ 1237 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */
1329 if (!grace_obj || !grace_obj->level || op->type != PLAYER) 1238 if (!grace_obj || !grace_obj->level || type != PLAYER)
1330 grace_obj = op; 1239 grace_obj = this;
1331 1240
1332 if (grace_obj == op && op->type == PLAYER) 1241 if (grace_obj == this && type == PLAYER)
1333 {
1334 op->stats.maxgrace = 1; 1242 stats.maxgrace = 1;
1335 }
1336 else 1243 else
1337 { 1244 {
1338 /* store grace in a float - this way, the divisions below don't create 1245 /* 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 1246 * 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 1247 * becomes big jumps when the sums of the bonuses jump to the next
1341 * step of 8 - with floats, even fractional ones are useful. 1248 * step of 8 - with floats, even fractional ones are useful.
1342 */ 1249 */
1343 sp_tmp = 0.0; 1250 sp_tmp = 0.f;
1344 for (i = 1, op->stats.maxgrace = 0; i <= grace_obj->level && i <= 10; i++) 1251 for (i = 1, stats.maxgrace = 0; i <= grace_obj->level && i <= 10; i++)
1345 { 1252 {
1346 float grace_tmp = 0.0; 1253 float grace_tmp = 0.f;
1347 1254
1348 /* Got some extra bonus at first level */ 1255 /* Got some extra bonus at first level */
1349 if (i < 2) 1256 if (i < 2)
1350 { 1257 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 1258 else
1355 { 1259 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] 1260
1357 + ((float) grace_bonus[op->stats.Pow] + 2.0 * (float) grace_bonus[op->stats.Wis]) / 12.0;
1358 }
1359 if (grace_tmp < 1.0) 1261 if (grace_tmp < 1.f)
1360 grace_tmp = 1.0; 1262 grace_tmp = 1.f;
1263
1361 sp_tmp += grace_tmp; 1264 sp_tmp += grace_tmp;
1362 } 1265 }
1266
1363 op->stats.maxgrace = (int) sp_tmp; 1267 stats.maxgrace = (sint16)sp_tmp;
1364 1268
1365 /* two grace points per level after 11 */ 1269 /* two grace points per level after 11 */
1366 for (i = 11; i <= grace_obj->level; i++) 1270 for (i = 11; i <= grace_obj->level; i++)
1367 op->stats.maxgrace += 2; 1271 stats.maxgrace += 2;
1368 } 1272 }
1273
1369 /* No limit on grace vs maxgrace */ 1274 /* No limit on grace vs maxgrace */
1370 1275
1371 if (op->contr->braced) 1276 if (contr->braced)
1372 { 1277 {
1373 ac += 2; 1278 ac += 2;
1374 wc += 4; 1279 wc += 4;
1375 } 1280 }
1376 else 1281 else
1377 ac -= dex_bonus[op->stats.Dex]; 1282 ac -= dex_bonus[stats.Dex];
1378 1283
1379 /* In new exp/skills system, wc bonuses are related to 1284 /* In new exp/skills system, wc bonuses are related to
1380 * the players level in a relevant exp object (wc_obj) 1285 * the players level in a relevant exp object (wc_obj)
1381 * not the general player level -b.t. 1286 * not the general player level -b.t.
1382 * I changed this slightly so that wc bonuses are better 1287 * I changed this slightly so that wc bonuses are better
1385 * improvement every level, now its fighterlevel/5. So 1290 * improvement every level, now its fighterlevel/5. So
1386 * we give the player a bonus here in wc and dam 1291 * we give the player a bonus here in wc and dam
1387 * to make up for the change. Note that I left the 1292 * to make up for the change. Note that I left the
1388 * monster bonus the same as before. -b.t. 1293 * monster bonus the same as before. -b.t.
1389 */ 1294 */
1295 object *wc_obj = chosen_skill;
1390 1296
1391 if (op->type == PLAYER && wc_obj && wc_obj->level > 1) 1297 if (contr && wc_obj && wc_obj->level > 1)
1392 { 1298 {
1393 wc -= (wc_obj->level + thaco_bonus[op->stats.Str]); 1299 wc -= wc_obj->level + thaco_bonus[stats.Str];
1300
1394 for (i = 1; i < wc_obj->level; i++) 1301 for (i = 1; i < wc_obj->level; i++)
1395 { 1302 {
1396 /* addtional wc every 6 levels */ 1303 /* additional wc every 6 levels */
1397 if (!(i % 6)) 1304 if (!(i % 6))
1398 wc--; 1305 wc--;
1306
1399 /* addtional dam every 4 levels. */ 1307 /* additional dam every 4 levels. */
1400 if (!(i % 4) && (dam_bonus[op->stats.Str] >= 0)) 1308 if (!(i % 4) && dam_bonus[stats.Str] >= 0)
1401 op->stats.dam += (1 + (dam_bonus[op->stats.Str] / 5)); 1309 stats.dam += 1 + dam_bonus[stats.Str] / 5;
1402 } 1310 }
1403 } 1311 }
1404 else 1312 else
1405 wc -= (op->level + thaco_bonus[op->stats.Str]); 1313 wc -= level + thaco_bonus[stats.Str];
1406 1314
1407 op->stats.dam += dam_bonus[op->stats.Str]; 1315 stats.dam += dam_bonus[stats.Str];
1408 1316
1409 if (op->stats.dam < 1) 1317 if (stats.dam < 1)
1410 op->stats.dam = 1; 1318 stats.dam = 1;
1411 1319
1412 op->speed = 1.0 + speed_bonus[op->stats.Dex]; 1320 speed = 1.f + speed_bonus[stats.Dex];
1321
1413 if (settings.search_items && op->contr->search_str[0]) 1322 if (settings.search_items && contr->search_str[0])
1414 op->speed -= 1; 1323 speed -= 1;
1324
1415 if (op->attacktype == 0) 1325 if (attacktype == 0)
1416 op->attacktype = op->arch->clone.attacktype; 1326 attacktype = arch->attacktype;
1417
1418 } /* End if player */ 1327 } /* End if player */
1419 1328
1420 if (added_speed >= 0) 1329 if (added_speed >= 0)
1421 op->speed += added_speed / 10.0; 1330 speed += added_speed / 10.f;
1422 else /* Something wrong here...: */ 1331 else /* Something wrong here...: */
1423 op->speed /= (float) (1.0 - added_speed); 1332 speed /= 1.f - added_speed;
1424 1333
1425 /* Max is determined by armour */ 1334 /* Max is determined by armour */
1426 if (op->speed > max) 1335 if (speed > max)
1427 op->speed = max; 1336 speed = max;
1428 1337
1429 if (op->type == PLAYER) 1338 if (type == PLAYER)
1430 { 1339 {
1431 /* f is a number the represents the number of kg above (positive num) 1340 /* 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 1341 * or below (negative number) that the player is carrying. If above
1433 * weight limit, then player suffers a speed reduction based on how 1342 * weight limit, then player suffers a speed reduction based on how
1434 * much above he is, and what is max carry is 1343 * much above he is, and what is max carry is
1435 */ 1344 */
1436 f = (op->carrying / 1000) - max_carry[op->stats.Str]; 1345 f = (carrying / 1000) - max_carry[stats.Str];
1437 if (f > 0) 1346 if (f > 0)
1438 op->speed = op->speed / (1.0 + f / max_carry[op->stats.Str]); 1347 speed = speed / (1.f + f / max_carry[stats.Str]);
1439 } 1348 }
1440 1349
1441 op->speed += bonus_speed / 10.0; /* Not affected by limits */ 1350 speed += bonus_speed / 10.f; /* Not affected by limits */
1442 1351
1443 /* Put a lower limit on speed. Note with this speed, you move once every 1352 /* 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. 1353 * 100 ticks or so. This amounts to once every 12 seconds of realtime.
1445 */ 1354 */
1446 op->speed = op->speed * speed_reduce_from_disease; 1355 speed = speed * speed_reduce_from_disease;
1447 1356
1448 if (op->speed < 0.01 && op->type == PLAYER) 1357 if (speed < 0.01f && type == PLAYER)
1449 op->speed = 0.01; 1358 speed = 0.01f;
1450 1359
1451 if (op->type == PLAYER) 1360 if (type == PLAYER)
1452 { 1361 {
1453 float M, W, s, D, K, S, M2;
1454
1455 /* (This formula was made by vidarl@ifi.uio.no) 1362 /* (This formula was made by vidarl@ifi.uio.no)
1456 * Note that we never used these values again - basically 1363 * Note that we never used these values again - basically
1457 * all of these could be subbed into one big equation, but 1364 * all of these could be subbed into one big equation, but
1458 * that would just be a real pain to read. 1365 * that would just be a real pain to read.
1459 */ 1366 */
1460 M = (max_carry[op->stats.Str] - 121) / 121.0; 1367 float M = (max_carry[stats.Str] - 121) / 121.f;
1461 M2 = max_carry[op->stats.Str] / 100.0; 1368 float M2 = max_carry[stats.Str] / 100.f;
1462 W = weapon_weight / 20000.0; 1369 float W = weapon_weight / 20000.f;
1463 s = 2 - weapon_speed / 10.0; 1370 float s = (20 - weapon_speed) / 10.f;
1464 D = (op->stats.Dex - 14) / 14.0; 1371 float D = (stats.Dex - 14) / 14.f;
1465 K = 1 + M / 3.0 - W / (3 * M2) + op->speed / 5.0 + D / 2.0; 1372 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; 1373
1374 K *= (4 + level) * 1.2f / (6 + level);
1375
1467 if (K <= 0) 1376 if (K <= 0.01f)
1468 K = 0.01; 1377 K = 0.01f;
1469 S = op->speed / (K * s); 1378
1470 op->contr->weapon_sp = S; 1379 contr->weapon_sp = K * s * .5f; //TODO: balance the .5
1471 } 1380 }
1381
1472 /* I want to limit the power of small monsters with big weapons: */ 1382 /* 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) 1383 if (type != PLAYER && arch && stats.dam > arch->stats.dam * 3)
1474 op->stats.dam = op->arch->clone.stats.dam * 3; 1384 stats.dam = arch->stats.dam * 3;
1475 1385
1476 /* Prevent overflows of wc - best you can get is ABS(120) - this 1386 stats.wc = clamp (wc, MIN_WC, MAX_WC);
1477 * should be more than enough - remember, AC is also in 8 bits, 1387 stats.ac = clamp (ac, MIN_AC, MAX_AC);
1478 * so its value is the same.
1479 */
1480 if (wc > 120)
1481 wc = 120;
1482 else if (wc < -120)
1483 wc = -120;
1484 op->stats.wc = wc;
1485
1486 if (ac > 120)
1487 ac = 120;
1488 else if (ac < -120)
1489 ac = -120;
1490 op->stats.ac = ac;
1491 1388
1492 /* if for some reason the creature doesn't have any move type, 1389 /* if for some reason the creature doesn't have any move type,
1493 * give them walking as a default. 1390 * give them walking as a default.
1494 * The second case is a special case - to more closely mimic the 1391 * The second case is a special case - to more closely mimic the
1495 * old behaviour - if your flying, your not walking - just 1392 * old behaviour - if your flying, your not walking - just
1496 * one or the other. 1393 * one or the other.
1497 */ 1394 */
1498 if (op->move_type == 0) 1395 if (move_type == 0)
1499 op->move_type = MOVE_WALK; 1396 move_type = MOVE_WALK;
1500 else if (op->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) 1397 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH))
1501 op->move_type &= ~MOVE_WALK; 1398 move_type &= ~MOVE_WALK;
1502 1399
1503 update_ob_speed (op); 1400 if (speed != old_speed)
1401 set_speed (speed);
1504 1402
1505 /* It is quite possible that a player's spell costing might have changed, 1403 /* It is quite possible that a player's spell costing might have changed,
1506 * so we will check that now. 1404 * so we will check that now.
1507 */ 1405 */
1508 if (op->type == PLAYER) 1406 if (type == PLAYER)
1407 {
1408 esrv_update_stats (contr);
1509 esrv_update_spells (op->contr); 1409 esrv_update_spells (contr);
1410 }
1411
1412 // update the mapspace, if we are on a map
1413 if (!flag [FLAG_REMOVED] && map)
1414 map->at (x, y).flags_ = 0;
1510} 1415}
1511 1416
1512/* 1417/*
1513 * Returns true if the given player is a legal class. 1418 * Returns true if the given player is a legal class.
1514 * The function to add and remove class-bonuses to the stats doesn't 1419 * The function to add and remove class-bonuses to the stats doesn't
1515 * check if the stat becomes negative, thus this function 1420 * check if the stat becomes negative, thus this function
1516 * merely checks that all stats are 1 or more, and returns 1421 * merely checks that all stats are 1 or more, and returns
1517 * false otherwise. 1422 * false otherwise.
1518 */ 1423 */
1519
1520int 1424int
1521allowed_class (const object *op) 1425allowed_class (const object *op)
1522{ 1426{
1523 return op->stats.Dex > 0 && op->stats.Str > 0 && op->stats.Con > 0 && 1427 return op->stats.Dex > 0
1524 op->stats.Int > 0 && op->stats.Wis > 0 && op->stats.Pow > 0 && op->stats.Cha > 0; 1428 && op->stats.Str > 0
1429 && op->stats.Con > 0
1430 && op->stats.Int > 0
1431 && op->stats.Wis > 0
1432 && op->stats.Pow > 0
1433 && op->stats.Cha > 0;
1525} 1434}
1526 1435
1527/* 1436/*
1528 * set the new dragon name after gaining levels or 1437 * set the new dragon name after gaining levels or
1529 * changing ability focus (later this can be extended to 1438 * changing ability focus (later this can be extended to
1600 object *skin = NULL; /* pointer to dragon skin force */ 1509 object *skin = NULL; /* pointer to dragon skin force */
1601 object *tmp = NULL; /* tmp. object */ 1510 object *tmp = NULL; /* tmp. object */
1602 char buf[MAX_BUF]; /* tmp. string buffer */ 1511 char buf[MAX_BUF]; /* tmp. string buffer */
1603 1512
1604 /* now grab the 'dragon_ability'-forces from the player's inventory */ 1513 /* now grab the 'dragon_ability'-forces from the player's inventory */
1605 for (tmp = who->inv; tmp != NULL; tmp = tmp->below) 1514 for (tmp = who->inv; tmp; tmp = tmp->below)
1606 {
1607 if (tmp->type == FORCE) 1515 if (tmp->type == FORCE)
1608 { 1516 if (tmp->arch->archname == shstr_dragon_ability_force)
1609 if (strcmp (tmp->arch->name, "dragon_ability_force") == 0)
1610 abil = tmp; 1517 abil = tmp;
1611 if (strcmp (tmp->arch->name, "dragon_skin_force") == 0) 1518 else if (tmp->arch->archname == shstr_dragon_skin_force)
1612 skin = tmp; 1519 skin = tmp;
1613 } 1520
1614 }
1615 /* if the force is missing -> bail out */ 1521 /* if the force is missing -> bail out */
1616 if (abil == NULL) 1522 if (abil == NULL)
1617 return; 1523 return;
1618 1524
1619 /* The ability_force keeps track of maximum level ever achieved. 1525 /* The ability_force keeps track of maximum level ever achieved.
1663 if (!skill_obj) 1569 if (!skill_obj)
1664 { 1570 {
1665 LOG (llevError, "add_player_exp: couldn't find skill %s\n", skill_name); 1571 LOG (llevError, "add_player_exp: couldn't find skill %s\n", skill_name);
1666 return NULL; 1572 return NULL;
1667 } 1573 }
1574
1668 /* clear the flag - exp goes into this bucket, but player 1575 /* clear the flag - exp goes into this bucket, but player
1669 * still doesn't know it. 1576 * still doesn't know it.
1670 */ 1577 */
1671 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL); 1578 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL);
1672 skill_obj->stats.exp = 0; 1579 skill_obj->stats.exp = 0;
1673 skill_obj->level = 1; 1580 skill_obj->level = 1;
1674 insert_ob_in_ob (skill_obj, op); 1581 insert_ob_in_ob (skill_obj, op);
1675 if (op->contr) 1582
1583 if (player *pl = op->contr)
1676 { 1584 {
1677 op->contr->last_skill_ob[skill_obj->subtype] = skill_obj; 1585 pl->last_skill_ob [skill_obj->subtype] = skill_obj;
1678 op->contr->last_skill_exp[skill_obj->subtype] = -1; 1586 if (pl->ns)
1587 pl->ns->last_skill_exp[skill_obj->subtype] = -1;//TODO: should be made superfluous
1679 } 1588 }
1589
1680 return skill_obj; 1590 return skill_obj;
1681} 1591}
1682
1683 1592
1684/* player_lvl_adj() - for the new exp system. we are concerned with 1593/* player_lvl_adj() - for the new exp system. we are concerned with
1685 * whether the player gets more hp, sp and new levels. 1594 * whether the player gets more hp, sp and new levels.
1686 * Note this this function should only be called for players. Monstes 1595 * Note this this function should only be called for players. Monstes
1687 * don't really gain levels 1596 * don't really gain levels
1698 1607
1699 if (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul)) 1608 if (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul))
1700 { 1609 {
1701 op->level++; 1610 op->level++;
1702 1611
1703 if (op != NULL && op == who && op->stats.exp > 1 && is_dragon_pl (who)) 1612 if (op && op == who && op->stats.exp > 1 && is_dragon_pl (who))
1704 dragon_level_gain (who); 1613 dragon_level_gain (who);
1705 1614
1706 /* Only roll these if it is the player (who) that gained the level */ 1615 /* Only roll these if it is the player (who) that gained the level */
1707 if (op == who && (who->level < 11) && who->type == PLAYER) 1616 if (op == who && (who->level < 11) && who->type == PLAYER)
1708 { 1617 {
1709 who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1; 1618 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); 1619 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; 1620 who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1;
1712 } 1621 }
1713 1622
1714 fix_player (who); 1623 who->update_stats ();
1715 if (op->level > 1) 1624 if (op->level > 1)
1716 { 1625 {
1717 if (op->type != PLAYER) 1626 if (op->type != PLAYER)
1718 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); 1627 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1719 else 1628 else
1720 sprintf (buf, "You are now level %d.", op->level); 1629 sprintf (buf, "You are now level %d.", op->level);
1630
1721 if (who) 1631 if (who)
1722 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); 1632 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1723 } 1633 }
1634
1724 player_lvl_adj (who, op); /* To increase more levels */ 1635 player_lvl_adj (who, op); /* To increase more levels */
1725 } 1636 }
1726 else if (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul)) 1637 else if (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul))
1727 { 1638 {
1728 op->level--; 1639 op->level--;
1729 fix_player (who); 1640 who->update_stats ();
1641
1730 if (op->type != PLAYER) 1642 if (op->type != PLAYER)
1731 { 1643 {
1732 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); 1644 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); 1645 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1734 } 1646 }
1647
1735 player_lvl_adj (who, op); /* To decrease more levels */ 1648 player_lvl_adj (who, op); /* To decrease more levels */
1736 } 1649 }
1650
1737 /* check if the spell data has changed */ 1651 /* check if the spell data has changed */
1652 esrv_update_stats (who->contr);
1738 esrv_update_spells (who->contr); 1653 esrv_update_spells (who->contr);
1739} 1654}
1740 1655
1741/* 1656/*
1742 * Returns how much experience is needed for a player to become 1657 * Returns how much experience is needed for a player to become
1746sint64 1661sint64
1747level_exp (int level, double expmul) 1662level_exp (int level, double expmul)
1748{ 1663{
1749 if (level > settings.max_level) 1664 if (level > settings.max_level)
1750 return (sint64) (expmul * levels[settings.max_level]); 1665 return (sint64) (expmul * levels[settings.max_level]);
1666
1751 return (sint64) (expmul * levels[level]); 1667 return (sint64) (expmul * levels[level]);
1752} 1668}
1753 1669
1754/* 1670/*
1755 * Ensure that the permanent experience requirements in an exp object are met. 1671 * Ensure that the permanent experience requirements in an exp object are met.
1776 op->perm_exp = 0; 1692 op->perm_exp = 0;
1777 else if (op->perm_exp > (sint64) MAX_EXPERIENCE) 1693 else if (op->perm_exp > (sint64) MAX_EXPERIENCE)
1778 op->perm_exp = MAX_EXPERIENCE; 1694 op->perm_exp = MAX_EXPERIENCE;
1779} 1695}
1780 1696
1781
1782/* Add experience to a player - exp should only be positive. 1697/* Add experience to a player - exp should only be positive.
1783 * Updates permanent exp for the skill we are adding to. 1698 * Updates permanent exp for the skill we are adding to.
1784 * skill_name is the skill to add exp to. Skill name can be 1699 * skill_name is the skill to add exp to. Skill name can be
1785 * NULL, in which case exp increases the players general 1700 * NULL, in which case exp increases the players general
1786 * total, but not any particular skill. 1701 * total, but not any particular skill.
1787 * flag is what to do if the player doesn't have the skill: 1702 * flag is what to do if the player doesn't have the skill:
1788 */ 1703 */
1789
1790static void 1704static void
1791add_player_exp (object *op, sint64 exp, const char *skill_name, int flag) 1705add_player_exp (object *op, sint64 exp, const char *skill_name, int flag)
1792{ 1706{
1793 object *skill_obj = NULL; 1707 object *skill_obj = NULL;
1794 sint64 limit, exp_to_add; 1708 sint64 limit, exp_to_add;
1795 int i; 1709 int i;
1796 1710
1797 /* prevents some forms of abuse. */ 1711 /* prevents some forms of abuse. */
1798 if (op->contr->braced) 1712 if (op->contr->braced)
1799 exp = exp / 5; 1713 exp /= 5;
1800 1714
1801 /* Try to find the matching skill. 1715 /* Try to find the matching skill.
1802 * We do a shortcut/time saving mechanism first - see if it matches 1716 * We do a shortcut/time saving mechanism first - see if it matches
1803 * chosen_skill. This means we don't need to search through 1717 * chosen_skill. This means we don't need to search through
1804 * the players inventory. 1718 * the players inventory.
1805 */ 1719 */
1806 if (skill_name) 1720 if (skill_name)
1807 { 1721 {
1808 if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill)) 1722 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)); 1853 del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction));
1940 tmp->stats.exp -= del_exp; 1854 tmp->stats.exp -= del_exp;
1941 player_lvl_adj (op, tmp); 1855 player_lvl_adj (op, tmp);
1942 } 1856 }
1943 } 1857 }
1858
1944 if (flag != SK_SUBTRACT_SKILL_EXP) 1859 if (flag != SK_SUBTRACT_SKILL_EXP)
1945 { 1860 {
1946 del_exp = check_exp_loss (op, exp); 1861 del_exp = check_exp_loss (op, exp);
1947 op->stats.exp -= del_exp; 1862 op->stats.exp -= del_exp;
1948 player_lvl_adj (op, NULL); 1863 player_lvl_adj (op, NULL);
1949 } 1864 }
1950} 1865}
1951
1952
1953 1866
1954/* change_exp() - changes experience to a player/monster. This 1867/* change_exp() - changes experience to a player/monster. This
1955 * does bounds checking to make sure we don't overflow the max exp. 1868 * does bounds checking to make sure we don't overflow the max exp.
1956 * 1869 *
1957 * The exp passed is typically not modified much by this function - 1870 * The exp passed is typically not modified much by this function -
1958 * it is assumed the caller has modified the exp as needed. 1871 * it is assumed the caller has modified the exp as needed.
1959 * skill_name is the skill that should get the exp added. 1872 * skill_name is the skill that should get the exp added.
1960 * flag is what to do if player doesn't have the skill. 1873 * flag is what to do if player doesn't have the skill.
1961 * these last two values are only used for players. 1874 * these last two values are only used for players.
1962 */ 1875 */
1963
1964void 1876void
1965change_exp (object *op, sint64 exp, const char *skill_name, int flag) 1877change_exp (object *op, sint64 exp, const char *skill_name, int flag)
1966{ 1878{
1967
1968#ifdef EXP_DEBUG 1879#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); 1880 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp);
1973# endif
1974#endif 1881#endif
1975 1882
1976 /* safety */ 1883 /* safety */
1977 if (!op) 1884 if (!op)
1978 { 1885 {
2017 else 1924 else
2018 /* note that when you lose exp, it doesn't go against 1925 /* note that when you lose exp, it doesn't go against
2019 * a particular skill, so we don't need to pass that 1926 * a particular skill, so we don't need to pass that
2020 * along. 1927 * along.
2021 */ 1928 */
2022 subtract_player_exp (op, FABS (exp), skill_name, flag); 1929 subtract_player_exp (op, abs (exp), skill_name, flag);
2023
2024 } 1930 }
2025} 1931}
2026 1932
2027/* Applies a death penalty experience, the size of this is defined by the 1933/* 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 1934 * settings death_penalty_percentage and death_penalty_levels, and by the
2029 * amount of permenent experience, whichever gives the lowest loss. 1935 * amount of permenent experience, whichever gives the lowest loss.
2030 */ 1936 */
2031
2032void 1937void
2033apply_death_exp_penalty (object *op) 1938apply_death_exp_penalty (object *op)
2034{ 1939{
2035 object *tmp; 1940 object *tmp;
2036 sint64 loss; 1941 sint64 loss;
2058 player_lvl_adj (op, tmp); 1963 player_lvl_adj (op, tmp);
2059 } 1964 }
2060 1965
2061 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100; 1966 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100;
2062 level_loss = op->stats.exp - levels[MAX (0, op->level - settings.death_penalty_level)]; 1967 level_loss = op->stats.exp - levels[MAX (0, op->level - settings.death_penalty_level)];
1968
2063 if (level_loss < 0) 1969 if (level_loss < 0)
2064 level_loss = 0; 1970 level_loss = 0;
2065 loss = check_exp_loss (op, MIN (level_loss, percentage_loss)); 1971 loss = check_exp_loss (op, MIN (level_loss, percentage_loss));
2066 1972
2067 op->stats.exp -= loss; 1973 op->stats.exp -= loss;
2081 if (level > MAX_SAVE_LEVEL) 1987 if (level > MAX_SAVE_LEVEL)
2082 level = MAX_SAVE_LEVEL; 1988 level = MAX_SAVE_LEVEL;
2083 1989
2084 if ((random_roll (1, 20, op, PREFER_HIGH) + bonus) < savethrow[level]) 1990 if ((random_roll (1, 20, op, PREFER_HIGH) + bonus) < savethrow[level])
2085 return 0; 1991 return 0;
1992
2086 return 1; 1993 return 1;
2087} 1994}

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