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(Generate patch)

Comparing deliantra/server/common/living.C (file contents):
Revision 1.52 by root, Sat May 12 18:34:19 2007 UTC vs.
Revision 1.97 by elmex, Fri Aug 28 22:19:38 2009 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
9 * 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
10 * the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version. 11 * (at your option) any later version.
12 * 12 *
13 * 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,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * 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
19 * along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 * 20 *
22 * The authors can be reached via e-mail at <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 22 */
24 23
25#include <global.h> 24#include <global.h>
26#include <funcpoint.h>
27 25
28/* Handy little macro that adds exp and keeps it within bounds. Since 26/* Handy little macro that adds exp and keeps it within bounds. Since
29 * we are now using 64 bit values, I'm not all concerned about overflow issues 27 * we are now using 64 bit values, I'm not all concerned about overflow issues
30 * with exptotal wrapping. exptotal is typically op->exp, or op->perm_exp 28 * with exptotal wrapping. exptotal is typically op->exp, or op->perm_exp
31 */ 29 */
281 * that gives them that ability. 279 * that gives them that ability.
282 */ 280 */
283int 281int
284change_abil (object *op, object *tmp) 282change_abil (object *op, object *tmp)
285{ 283{
286 int flag = QUERY_FLAG (tmp, FLAG_APPLIED) ? 1 : -1, success = 0; 284 int flag = tmp->flag [FLAG_APPLIED] ? 1 : -1;
285 int success = 0;
287 char message[MAX_BUF]; 286 char message[MAX_BUF];
288 int potion_max = 0; 287 int potion_max = 0;
289 288
290 /* remember what object was like before it was changed. note that 289 // keep some stats for comparison purposes
291 * refop is a local copy of op only to be used for detecting changes 290 object::flags_t prev_flag = op->flag;
292 * found by update_stats. refop is not a real object 291 MoveType prev_move_type = op->move_type;
293 */ 292 sint16 prev_resist [NROFATTACKS]; // clumsy
294 object_copy refop = *op; 293 assert (sizeof (prev_resist) == sizeof (op->resist));
294 memcpy (prev_resist, op->resist, sizeof (prev_resist));
295 295
296 if (op->type == PLAYER) 296 if (op->type == PLAYER)
297 { 297 {
298 if (tmp->type == POTION) 298 if (tmp->type == POTION)
299 { 299 {
300 potion_max = 1; 300 potion_max = 1;
301
301 for (int j = 0; j < NUM_STATS; j++) 302 for (int j = 0; j < NUM_STATS; j++)
302 { 303 {
303 int ostat = op->contr->orig_stats.stat (j); 304 int ostat = op->contr->orig_stats.stat (j);
304 int i = tmp->stats.stat (j); 305 int i = tmp->stats.stat (j);
305 306
306 /* nstat is what the stat will be after use of the potion */ 307 /* nstat is what the stat will be after use of the potion */
307 int nstat = flag * i + ostat; 308 int nstat = flag * i + ostat;
308 309
309 /* Do some bounds checking. While I don't think any 310 /* Do some bounds checking. There is the potential for potions
310 * potions do so right now, there is the potential for potions
311 * that adjust that stat by more than one point, so we need 311 * that adjust that stat by more than one point, so we need
312 * to allow for that. 312 * to allow for that.
313 */ 313 */
314 if (nstat < 1 && i * flag < 0) 314 if (nstat < 1 && i * flag < 0)
315 nstat = 1; 315 nstat = 1;
316 else if (nstat > 20 + op->arch->clone.stats.stat (j)) 316 else if (nstat > 20 + op->arch->stats.stat (j))
317 nstat = 20 + op->arch->clone.stats.stat (j); 317 nstat = 20 + op->arch->stats.stat (j);
318 318
319 if (nstat != ostat) 319 if (nstat != ostat)
320 { 320 {
321 op->contr->orig_stats.stat (j) = nstat; 321 op->contr->orig_stats.stat (j) = nstat;
322 potion_max = 0; 322 potion_max = 0;
367 { 367 {
368 success = 1; 368 success = 1;
369 DIFF_MSG (flag, "Your hands begin to glow red.", "Your hands stop glowing red."); 369 DIFF_MSG (flag, "Your hands begin to glow red.", "Your hands stop glowing red.");
370 } 370 }
371 371
372 if (QUERY_FLAG (op, FLAG_LIFESAVE) != QUERY_FLAG (&refop, FLAG_LIFESAVE)) 372 if (op->flag [FLAG_LIFESAVE] != prev_flag [FLAG_LIFESAVE])
373 { 373 {
374 success = 1; 374 success = 1;
375 DIFF_MSG (flag, "You feel very protected.", "You don't feel protected anymore."); 375 DIFF_MSG (flag, "You feel very protected.", "You don't feel protected anymore.");
376 } 376 }
377 377
378 if (QUERY_FLAG (op, FLAG_REFL_MISSILE) != QUERY_FLAG (&refop, FLAG_REFL_MISSILE)) 378 if (op->flag [FLAG_REFL_MISSILE] != prev_flag [FLAG_REFL_MISSILE])
379 { 379 {
380 success = 1; 380 success = 1;
381 DIFF_MSG (flag, "A magic force shimmers around you.", "The magic force fades away."); 381 DIFF_MSG (flag, "A magic force shimmers around you.", "The magic force fades away.");
382 } 382 }
383 383
384 if (QUERY_FLAG (op, FLAG_REFL_SPELL) != QUERY_FLAG (&refop, FLAG_REFL_SPELL)) 384 if (op->flag [FLAG_REFL_SPELL] != prev_flag [FLAG_REFL_SPELL])
385 { 385 {
386 success = 1; 386 success = 1;
387 DIFF_MSG (flag, "You feel more safe now, somehow.", "Suddenly you feel less safe, somehow."); 387 DIFF_MSG (flag, "You feel more safe now, somehow.", "Suddenly you feel less safe, somehow.");
388 } 388 }
389 389
391 * user has multiple items giving the same type appled like we 391 * user has multiple items giving the same type appled like we
392 * used to - that is more work than what we gain, plus messages 392 * used to - that is more work than what we gain, plus messages
393 * can be misleading (a little higher could be miscontrued from 393 * can be misleading (a little higher could be miscontrued from
394 * from fly high) 394 * from fly high)
395 */ 395 */
396 if (tmp->move_type && op->move_type != refop.move_type) 396 if (tmp->move_type && op->move_type != prev_move_type)
397 { 397 {
398 success = 1; 398 success = 1;
399 399
400 /* MOVE_FLY_HIGH trumps MOVE_FLY_LOW - changing your move_fly_low 400 /* MOVE_FLY_HIGH trumps MOVE_FLY_LOW - changing your move_fly_low
401 * status doesn't make a difference if you are flying high 401 * status doesn't make a difference if you are flying high
402 */ 402 */
403 if (tmp->move_type & MOVE_FLY_LOW && !(op->move_type & MOVE_FLY_HIGH)) 403 if (tmp->move_type & MOVE_FLY_LOW && !(op->move_type & MOVE_FLY_HIGH))
404 { 404 {
405 DIFF_MSG (flag, "You start to float in the air!.", "You float down to the ground."); 405 DIFF_MSG (flag, "You start to float in the air!", "You float down to the ground.");
406 } 406 }
407 407
408 if (tmp->move_type & MOVE_FLY_HIGH) 408 if (tmp->move_type & MOVE_FLY_HIGH)
409 { 409 {
410 /* double conditional - second case covers if you have move_fly_low - 410 /* double conditional - second case covers if you have move_fly_low -
422 } 422 }
423 423
424 /* becoming UNDEAD... a special treatment for this flag. Only those not 424 /* becoming UNDEAD... a special treatment for this flag. Only those not
425 * originally undead may change their status 425 * originally undead may change their status
426 */ 426 */
427 if (!QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 427 if (!op->arch->flag [FLAG_UNDEAD])
428 if (QUERY_FLAG (op, FLAG_UNDEAD) != QUERY_FLAG (&refop, FLAG_UNDEAD)) 428 if (op->flag [FLAG_UNDEAD] != prev_flag [FLAG_UNDEAD])
429 { 429 {
430 success = 1; 430 success = 1;
431 if (flag > 0) 431 if (flag > 0)
432 { 432 {
433 op->race = "undead"; 433 op->race = "undead";
434 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce drains away!"); 434 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce drains away!");
435 } 435 }
436 else 436 else
437 { 437 {
438 op->race = op->arch->clone.race; 438 op->race = op->arch->race;
439 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!"); 439 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!");
440 } 440 }
441 } 441 }
442 442
443 if (QUERY_FLAG (op, FLAG_STEALTH) != QUERY_FLAG (&refop, FLAG_STEALTH)) 443 if (op->flag [FLAG_STEALTH] != prev_flag [FLAG_STEALTH])
444 { 444 {
445 success = 1; 445 success = 1;
446 DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily."); 446 DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily.");
447 } 447 }
448 448
449 if (QUERY_FLAG (op, FLAG_MAKE_INVIS) != QUERY_FLAG (&refop, FLAG_MAKE_INVIS)) 449 if (op->flag [FLAG_MAKE_INVIS] != prev_flag [FLAG_MAKE_INVIS])
450 { 450 {
451 success = 1; 451 success = 1;
452 DIFF_MSG (flag, "You become transparent.", "You can see yourself."); 452 DIFF_MSG (flag, "You become transparent.", "You can see yourself.");
453 } 453 }
454 454
455 /* blinded you can tell if more blinded since blinded player has minimal 455 /* blinded you can tell if more blinded since blinded player has minimal
456 * vision 456 * vision
457 */ 457 */
458 if (QUERY_FLAG (tmp, FLAG_BLIND)) 458 if (tmp->flag [FLAG_BLIND])
459 { 459 {
460 success = 1; 460 success = 1;
461 if (flag > 0) 461 if (flag > 0)
462 { 462 {
463 if (QUERY_FLAG (op, FLAG_WIZ)) 463 if (op->flag [FLAG_WIZ])
464 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self is blinded."); 464 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self is blinded.");
465 else 465 else
466 { 466 {
467 new_draw_info (NDI_UNIQUE, 0, op, "You are blinded."); 467 new_draw_info (NDI_UNIQUE, 0, op, "You are blinded.");
468 SET_FLAG (op, FLAG_BLIND); 468 SET_FLAG (op, FLAG_BLIND);
470 op->contr->do_los = 1; 470 op->contr->do_los = 1;
471 } 471 }
472 } 472 }
473 else 473 else
474 { 474 {
475 if (QUERY_FLAG (op, FLAG_WIZ)) 475 if (op->flag [FLAG_WIZ])
476 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self can now see again."); 476 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self can now see again.");
477 else 477 else
478 { 478 {
479 new_draw_info (NDI_UNIQUE, 0, op, "Your vision returns."); 479 new_draw_info (NDI_UNIQUE, 0, op, "Your vision returns.");
480 CLEAR_FLAG (op, FLAG_BLIND); 480 CLEAR_FLAG (op, FLAG_BLIND);
482 op->contr->do_los = 1; 482 op->contr->do_los = 1;
483 } 483 }
484 } 484 }
485 } 485 }
486 486
487 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK) != QUERY_FLAG (&refop, FLAG_SEE_IN_DARK)) 487 if (op->flag [FLAG_SEE_IN_DARK] != prev_flag [FLAG_SEE_IN_DARK])
488 { 488 {
489 success = 1; 489 success = 1;
490 if (op->type == PLAYER) 490 if (op->type == PLAYER)
491 op->contr->do_los = 1; 491 op->contr->do_los = 1;
492 DIFF_MSG (flag, "Your vision is better in the dark.", "You see less well in the dark."); 492 DIFF_MSG (flag, "Your vision is better in the dark.", "You see less well in the dark.");
493 } 493 }
494 494
495 if (QUERY_FLAG (op, FLAG_XRAYS) != QUERY_FLAG (&refop, FLAG_XRAYS)) 495 if (op->flag [FLAG_XRAYS] != prev_flag [FLAG_XRAYS])
496 { 496 {
497 success = 1; 497 success = 1;
498 if (flag > 0) 498 if (flag > 0)
499 { 499 {
500 if (QUERY_FLAG (op, FLAG_WIZ)) 500 if (op->flag [FLAG_WIZ])
501 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a little clearer."); 501 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a little clearer.");
502 else 502 else
503 { 503 {
504 new_draw_info (NDI_UNIQUE, 0, op, "Everything becomes transparent."); 504 new_draw_info (NDI_UNIQUE, 0, op, "Everything becomes transparent.");
505 if (op->type == PLAYER) 505 if (op->type == PLAYER)
506 op->contr->do_los = 1; 506 op->contr->do_los = 1;
507 } 507 }
508 } 508 }
509 else 509 else
510 { 510 {
511 if (QUERY_FLAG (op, FLAG_WIZ)) 511 if (op->flag [FLAG_WIZ])
512 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a bit out of focus."); 512 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a bit out of focus.");
513 else 513 else
514 { 514 {
515 new_draw_info (NDI_UNIQUE, 0, op, "Everything suddenly looks very solid."); 515 new_draw_info (NDI_UNIQUE, 0, op, "Everything suddenly looks very solid.");
516 if (op->type == PLAYER) 516 if (op->type == PLAYER)
554 for (int i = 0; i < NROFATTACKS; i++) 554 for (int i = 0; i < NROFATTACKS; i++)
555 { 555 {
556 if (i == ATNR_PHYSICAL) 556 if (i == ATNR_PHYSICAL)
557 continue; /* Don't display about armour */ 557 continue; /* Don't display about armour */
558 558
559 if (op->resist[i] != refop.resist[i]) 559 if (op->resist [i] != prev_resist [i])
560 { 560 {
561 success = 1; 561 success = 1;
562
562 if (op->resist[i] > refop.resist[i]) 563 if (op->resist [i] > prev_resist [i])
563 sprintf (message, "Your resistance to %s rises to %d%%.", change_resist_msg[i], op->resist[i]); 564 sprintf (message, "Your resistance to %s rises to %d%%.", change_resist_msg [i], op->resist [i]);
564 else 565 else
565 sprintf (message, "Your resistance to %s drops to %d%%.", change_resist_msg[i], op->resist[i]); 566 sprintf (message, "Your resistance to %s drops to %d%%.", change_resist_msg [i], op->resist [i]);
566 567
567 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message); 568 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message);
568 } 569 }
569 } 570 }
570 571
571 if (!potion_max) 572 if (!potion_max)
572 {
573 for (int j = 0; j < NUM_STATS; j++) 573 for (int j = 0; j < NUM_STATS; j++)
574 {
575 if (int i = tmp->stats.stat (j)) 574 if (int i = tmp->stats.stat (j))
576 { 575 {
577 success = 1; 576 success = 1;
578 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]); 577 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]);
579 } 578 }
580 }
581 }
582 579
583 return success; 580 return success;
584} 581}
585 582
586/* 583/*
685void 682void
686object::remove_statbonus () 683object::remove_statbonus ()
687{ 684{
688 for (int i = 0; i < NUM_STATS; ++i) 685 for (int i = 0; i < NUM_STATS; ++i)
689 { 686 {
690 sint8 v = arch->clone.stats.stat (i); 687 sint8 v = arch->stats.stat (i);
691 stats.stat (i) -= v; 688 stats.stat (i) -= v;
692 contr->orig_stats.stat (i) -= v; 689 contr->orig_stats.stat (i) -= v;
693 } 690 }
694} 691}
695 692
699void 696void
700object::add_statbonus () 697object::add_statbonus ()
701{ 698{
702 for (int i = 0; i < NUM_STATS; ++i) 699 for (int i = 0; i < NUM_STATS; ++i)
703 { 700 {
704 sint8 v = arch->clone.stats.stat (i); 701 sint8 v = arch->stats.stat (i);
705 stats.stat (i) += v; 702 stats.stat (i) += v;
706 contr->orig_stats.stat (i) += v; 703 contr->orig_stats.stat (i) += v;
707 } 704 }
708} 705}
706
707/* These are the items that currently can change digestion, regeneration,
708 * spell point recovery and mana point recovery. Seems sort of an arbitary
709 * list, but other items store other info into stats array.
710 */
711static struct digest_types : std::bitset<NUM_TYPES>
712{
713 digest_types ()
714 {
715 set (WEAPON);
716 set (BOW);
717 set (ARMOUR);
718 set (HELMET);
719 set (SHIELD);
720 set (RING);
721 set (BOOTS);
722 set (GLOVES);
723 set (AMULET);
724 set (GIRDLE);
725 set (BRACERS);
726 set (CLOAK);
727 set (DISEASE);
728 set (FORCE);
729 set (SKILL);
730 }
731} digest_types;
732
733static struct copy_flags : object::flags_t
734{
735 copy_flags ()
736 {
737 set (FLAG_LIFESAVE);
738 set (FLAG_REFL_SPELL);
739 set (FLAG_REFL_MISSILE);
740 set (FLAG_STEALTH);
741 set (FLAG_XRAYS);
742 set (FLAG_BLIND);
743 set (FLAG_SEE_IN_DARK);
744 }
745} copy_flags;
709 746
710/* 747/*
711 * Updates all abilities given by applied objects in the inventory 748 * Updates all abilities given by applied objects in the inventory
712 * of the given object. Note: This function works for both monsters 749 * of the given object. Note: This function works for both monsters
713 * and players; the "player" in the name is purely an archaic inheritance. 750 * and players; the "player" in the name is purely an archaic inheritance.
718 * spell system split, grace points now added to system --peterm 755 * spell system split, grace points now added to system --peterm
719 */ 756 */
720void 757void
721object::update_stats () 758object::update_stats ()
722{ 759{
723 int i, j;
724 float f, max = 9, added_speed = 0, bonus_speed = 0, sp_tmp, speed_reduce_from_disease = 1; 760 float f, max_speed = 9, added_speed = 0, bonus_speed = 0, speed_reduce_from_disease = 1;
725 int weapon_weight = 0, weapon_speed = 0; 761 int weapon_weight = 0, weapon_speed = 0;
726 int best_wc = 0, best_ac = 0, wc = 0, ac = 0; 762 int best_wc = 0, best_ac = 0, wc = 0, ac = 0;
727 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; 763 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS];
728 object *grace_obj = NULL, *mana_obj = NULL, *wc_obj = NULL, *tmp; 764 object *grace_obj = NULL, *mana_obj = NULL, *tmp;
729 float old_speed = speed; 765 float old_speed = speed;
766 int stat_sum [NUM_STATS];
730 767
731 /* First task is to clear all the values back to their original values */ 768 /* First task is to clear all the values back to their original values */
732 if (type == PLAYER) 769 if (type == PLAYER)
733 { 770 {
734 for (i = 0; i < NUM_STATS; i++) 771 for (int i = 0; i < NUM_STATS; i++)
735 stats.stat (i) = contr->orig_stats.stat (i); 772 stat_sum [i] = contr->orig_stats.stat (i);
736 773
737 if (settings.spell_encumbrance == TRUE) 774 if (settings.spell_encumbrance == TRUE)
738 contr->encumbrance = 0; 775 contr->encumbrance = 0;
739 776
740 attacktype = 0; 777 attacktype = 0;
760 797
761 CLEAR_FLAG (this, FLAG_LIFESAVE); 798 CLEAR_FLAG (this, FLAG_LIFESAVE);
762 CLEAR_FLAG (this, FLAG_STEALTH); 799 CLEAR_FLAG (this, FLAG_STEALTH);
763 CLEAR_FLAG (this, FLAG_BLIND); 800 CLEAR_FLAG (this, FLAG_BLIND);
764 801
765 if (!QUERY_FLAG (&arch->clone, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL); 802 if (!QUERY_FLAG (arch, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL);
766 if (!QUERY_FLAG (&arch->clone, FLAG_REFL_MISSILE)) CLEAR_FLAG (this, FLAG_REFL_MISSILE); 803 if (!QUERY_FLAG (arch, FLAG_REFL_MISSILE)) CLEAR_FLAG (this, FLAG_REFL_MISSILE);
767 if (!QUERY_FLAG (&arch->clone, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD); 804 if (!QUERY_FLAG (arch, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD);
768 if (!QUERY_FLAG (&arch->clone, FLAG_SEE_IN_DARK )) CLEAR_FLAG (this, FLAG_SEE_IN_DARK); 805 if (!QUERY_FLAG (arch, FLAG_SEE_IN_DARK )) CLEAR_FLAG (this, FLAG_SEE_IN_DARK);
769 806
770 path_attuned = arch->clone.path_attuned; 807 path_attuned = arch->path_attuned;
771 path_repelled = arch->clone.path_repelled; 808 path_repelled = arch->path_repelled;
772 path_denied = arch->clone.path_denied; 809 path_denied = arch->path_denied;
773 glow_radius = arch->clone.glow_radius; 810 glow_radius = arch->glow_radius;
774 move_type = arch->clone.move_type; 811 move_type = arch->move_type;
775 812
776 chosen_skill = 0; 813 chosen_skill = 0;
777 814
778 /* initializing resistances from the values in player/monster's 815 /* initializing resistances from the values in player/monster's
779 * archetype clone 816 * archetype clone
780 */ 817 */
781 memcpy (&resist, &arch->clone.resist, sizeof (resist)); 818 memcpy (&resist, &arch->resist, sizeof (resist));
782 819
783 for (i = 0; i < NROFATTACKS; i++) 820 for (int i = 0; i < NROFATTACKS; i++)
784 { 821 {
785 if (resist[i] > 0) 822 if (resist[i] > 0)
786 prot[i] = resist[i], vuln[i] = 0; 823 prot[i] = resist[i], vuln[i] = 0;
787 else 824 else
788 vuln[i] = -(resist[i]), prot[i] = 0; 825 vuln[i] = -(resist[i]), prot[i] = 0;
789 826
790 potion_resist[i] = 0; 827 potion_resist[i] = 0;
791 } 828 }
792 829
793 wc = arch->clone.stats.wc; 830 wc = arch->stats.wc;
794 stats.dam = arch->clone.stats.dam; 831 stats.dam = arch->stats.dam;
795 832
796 /* for players which cannot use armour, they gain AC -1 per 3 levels, 833 /* for players which cannot use armour, they gain AC -1 per 3 levels,
797 * plus a small amount of physical resist, those poor suckers. ;) 834 * plus a small amount of physical resist, those poor suckers. ;)
798 * the fact that maxlevel is factored in could be considered sort of bogus - 835 * the fact that maxlevel is factored in could be considered sort of bogus -
799 * we should probably give them some bonus and cap it off - otherwise, 836 * we should probably give them some bonus and cap it off - otherwise,
800 * basically, if a server updates its max level, these playes may find 837 * basically, if a server updates its max level, these playes may find
801 * that their protection from physical goes down 838 * that their protection from physical goes down
802 */ 839 */
803 if (!QUERY_FLAG (this, FLAG_USE_ARMOUR) && type == PLAYER) 840 if (!QUERY_FLAG (this, FLAG_USE_ARMOUR) && type == PLAYER)
804 { 841 {
805 ac = MAX (-10, arch->clone.stats.ac - level / 3); 842 ac = max (-10, arch->stats.ac - level / 3);
806 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100; 843 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100;
807 } 844 }
808 else 845 else
809 ac = arch->clone.stats.ac; 846 ac = arch->stats.ac;
810 847
811 stats.luck = arch->clone.stats.luck; 848 stats.luck = arch->stats.luck;
812 speed = arch->clone.speed; 849 speed = arch->speed;
813 850
814 /* OK - we've reset most all the objects attributes to sane values. 851 /* OK - we've reset most all the objects attributes to sane values.
815 * now go through and make adjustments for what the player has equipped. 852 * now go through and make adjustments for what the player has equipped.
816 */ 853 */
817 for (tmp = inv; tmp; tmp = tmp->below) 854 for (tmp = inv; tmp; tmp = tmp->below)
818 { 855 {
819 /* See note in map.c:update_position about making this additive
820 * since light sources are never applied, need to put check here.
821 */
822 if (tmp->glow_radius > glow_radius)
823 glow_radius = tmp->glow_radius;
824
825 /* This happens because apply_potion calls change_abil with the potion 856 /* This happens because apply_potion calls change_abil with the potion
826 * applied so we can tell the player what changed. But change_abil 857 * applied so we can tell the player what changed. But change_abil
827 * then calls this function. 858 * then calls this function.
828 */ 859 */
829 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION) 860 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION)
830 continue; 861 continue;
831 862
863 glow_radius += tmp->glow_radius;
864
832 /* For some things, we don't care what is equipped */ 865 /* For some things, we don't care what is equipped */
833 if (tmp->type == SKILL) 866 if (tmp->type == SKILL)
834 { 867 {
835 /* Want to take the highest skill here. */ 868 /* Want to take the highest skill here. */
836 if (IS_MANA_SKILL (tmp->subtype)) 869 if (IS_MANA_SKILL (tmp->subtype))
848 else if (tmp->level > grace_obj->level) 881 else if (tmp->level > grace_obj->level)
849 grace_obj = tmp; 882 grace_obj = tmp;
850 } 883 }
851 } 884 }
852 885
853 /* Container objects are not meant to adjust a players, but other applied 886 /* Container objects are not meant to adjust players, but other applied
854 * objects need to make adjustments. 887 * objects need to make adjustments.
855 * This block should handle all player specific changes 888 * This block should handle all player specific changes
856 * The check for Praying is a bit of a hack - god given bonuses are put 889 * The check for Praying is a bit of a hack - god given bonuses are put
857 * in the praying skill, and the player should always get those. 890 * in the praying skill, and the player should always get those.
858 * It also means we need to put in additional checks for applied below, 891 * It also means we need to put in additional checks for applied below,
865 || (tmp->type == SKILL 898 || (tmp->type == SKILL
866 && tmp->subtype == SK_PRAYING)) 899 && tmp->subtype == SK_PRAYING))
867 { 900 {
868 if (type == PLAYER) 901 if (type == PLAYER)
869 { 902 {
903 contr->item_power += tmp->item_power;
904
870 if (tmp == contr->combat_ob || tmp == contr->ranged_ob) 905 if (tmp == contr->combat_ob || tmp == contr->ranged_ob)
906 if (tmp != current_weapon
871 if (tmp != current_weapon && (tmp->type != SKILL || tmp->subtype != SK_PRAYING)) 907 && (tmp->type != SKILL || tmp->subtype != SK_PRAYING)
908 && !tmp->flag [FLAG_CURSED]
909 && !tmp->flag [FLAG_DAMNED])
872 continue; 910 continue;
873 911
874 for (i = 0; i < NUM_STATS; i++) 912 for (int i = 0; i < NUM_STATS; i++)
875 change_attr_value (&stats, i, tmp->stats.stat (i)); 913 stat_sum [i] = stat_sum [i] + tmp->stats.stat (i);
876 914
877 /* these are the items that currently can change digestion, regeneration, 915 if (digest_types [tmp->type])
878 * spell point recovery and mana point recovery. Seems sort of an arbitary
879 * list, but other items store other info into stats array.
880 */
881 if (tmp->type == WEAPON || tmp->type == BOW ||
882 tmp->type == ARMOUR || tmp->type == HELMET ||
883 tmp->type == SHIELD || tmp->type == RING ||
884 tmp->type == BOOTS || tmp->type == GLOVES ||
885 tmp->type == AMULET || tmp->type == GIRDLE ||
886 tmp->type == BRACERS || tmp->type == CLOAK ||
887 tmp->type == DISEASE || tmp->type == FORCE ||
888 tmp->type == SKILL)
889 { 916 {
890 contr->digestion += tmp->stats.food; 917 contr->digestion += tmp->stats.food;
891 contr->gen_hp += tmp->stats.hp; 918 contr->gen_hp += tmp->stats.hp;
919 if (tmp->type != BOW) // ugly exception for bows
892 contr->gen_sp += tmp->stats.sp; 920 contr->gen_sp += tmp->stats.sp;
893 contr->gen_grace += tmp->stats.grace; 921 contr->gen_grace += tmp->stats.grace;
894 contr->gen_sp_armour += tmp->gen_sp_armour; 922 contr->gen_sp_armour += tmp->gen_sp_armour;
895 contr->item_power += tmp->item_power;
896 } 923 }
897 } /* if this is a player */ 924 } /* if this is a player */
898 else 925 else
899 { 926 {
900 if (tmp->type == WEAPON) 927 if (tmp->type == WEAPON)
901 current_weapon = tmp; 928 current_weapon = tmp;
902 } 929 }
903 930
904 /* Update slots used for items */ 931 /* Update slots used for items */
905 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 932 if (QUERY_FLAG (tmp, FLAG_APPLIED))
906 for (i = 0; i < NUM_BODY_LOCATIONS; i++) 933 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
907 slot[i].used += tmp->slot[i].info; 934 slot[i].used += tmp->slot[i].info;
908 935
909 if (tmp->type == SYMPTOM) 936 if (tmp->type == SYMPTOM)
910 {
911 speed_reduce_from_disease = tmp->last_sp / 100.f;
912
913 if (speed_reduce_from_disease == 0)
914 speed_reduce_from_disease = 1; 937 speed_reduce_from_disease =
915 } 938 min (speed_reduce_from_disease, tmp->last_sp ? tmp->last_sp / 100.f : 1.f);
916 939
917 /* Pos. and neg. protections are counted seperate (-> pro/vuln). 940 /* Pos. and neg. protections are counted separate (-> pro/vuln).
918 * (Negative protections are calculated exactly like positive.) 941 * (Negative protections are calculated exactly like positive.)
919 * Resistance from potions are treated special as well. If there's 942 * Resistance from potions are treated special as well. If there's
920 * more than one potion-effect, the bigger prot.-value is taken. 943 * more than one potion-effect, the bigger prot.-value is taken.
921 */ 944 */
922 if (tmp->type != POTION) 945 if (tmp->type != POTION)
923 { 946 {
924 for (i = 0; i < NROFATTACKS; i++) 947 for (int i = 0; i < NROFATTACKS; i++)
925 { 948 {
926 /* Potential for cursed potions, in which case we just can use 949 /* Potential for cursed potions, in which case we just can use
927 * a straight MAX, as potion_resist is initialised to zero. 950 * a straight MAX, as potion_resist is initialised to zero.
928 */ 951 */
929 if (tmp->type == POTION_EFFECT) 952 if (tmp->type == POTION_EFFECT)
930 { 953 {
931 if (potion_resist[i]) 954 if (potion_resist[i])
932 potion_resist[i] = MAX (potion_resist[i], tmp->resist[i]); 955 potion_resist[i] = max (potion_resist[i], tmp->resist[i]);
933 else 956 else
934 potion_resist[i] = tmp->resist[i]; 957 potion_resist[i] = tmp->resist[i];
935 } 958 }
936 else if (tmp->resist[i] > 0) 959 else if (tmp->resist[i] > 0)
937 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100; 960 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100;
939 vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100; 962 vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100;
940 } 963 }
941 } 964 }
942 965
943 /* There may be other things that should not adjust the attacktype */ 966 /* There may be other things that should not adjust the attacktype */
944 if ((tmp->type != WEAPON && tmp->type != BOW && tmp->type != SYMPTOM) 967 if (tmp->type != SYMPTOM)
945 || current_weapon == tmp)
946 { 968 {
947 attacktype |= tmp->attacktype; 969 attacktype |= tmp->attacktype;
948 path_attuned |= tmp->path_attuned; 970 path_attuned |= tmp->path_attuned;
949 path_repelled |= tmp->path_repelled; 971 path_repelled |= tmp->path_repelled;
950 path_denied |= tmp->path_denied; 972 path_denied |= tmp->path_denied;
951 move_type |= tmp->move_type; 973 move_type |= tmp->move_type;
952 stats.luck += tmp->stats.luck; 974 stats.luck += tmp->stats.luck;
953 } 975 }
954 976
955 if (QUERY_FLAG (tmp, FLAG_LIFESAVE )) SET_FLAG (this, FLAG_LIFESAVE); 977 flag |= tmp->flag & copy_flags;
956 if (QUERY_FLAG (tmp, FLAG_REFL_SPELL )) SET_FLAG (this, FLAG_REFL_SPELL);
957 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE)) SET_FLAG (this, FLAG_REFL_MISSILE);
958 if (QUERY_FLAG (tmp, FLAG_STEALTH )) SET_FLAG (this, FLAG_STEALTH);
959 if (QUERY_FLAG (tmp, FLAG_XRAYS )) SET_FLAG (this, FLAG_XRAYS);
960 if (QUERY_FLAG (tmp, FLAG_BLIND )) SET_FLAG (this, FLAG_BLIND);
961 if (QUERY_FLAG (tmp, FLAG_SEE_IN_DARK )) SET_FLAG (this, FLAG_SEE_IN_DARK);
962 978
963 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (&arch->clone, FLAG_UNDEAD)) 979 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (arch, FLAG_UNDEAD))
964 SET_FLAG (this, FLAG_UNDEAD); 980 SET_FLAG (this, FLAG_UNDEAD);
965 981
966 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS)) 982 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS))
967 { 983 {
968 SET_FLAG (this, FLAG_MAKE_INVIS); 984 SET_FLAG (this, FLAG_MAKE_INVIS);
992#endif 1008#endif
993 1009
994 /* skills modifying the character -b.t. */ 1010 /* skills modifying the character -b.t. */
995 /* for all skills and skill granting objects */ 1011 /* for all skills and skill granting objects */
996 case SKILL: 1012 case SKILL:
997 if (!QUERY_FLAG (tmp, FLAG_APPLIED)) 1013 {
1014 if (!QUERY_FLAG (tmp, FLAG_APPLIED) || skill_flags [tmp->subtype] & SF_APPLY)
998 break; 1015 break;
999 1016
1000 if (IS_COMBAT_SKILL (tmp->subtype))
1001 wc_obj = tmp;
1002
1003 if (chosen_skill) 1017 if (chosen_skill)
1018 {
1004 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name); 1019 LOG (llevDebug, "fix_player, op %s has multiple skills applied (%s and %s)\n",
1020 &name, &chosen_skill->name, &tmp->name);
1005 1021
1022 tmp->flag [FLAG_APPLIED] = false;
1023 update_stats ();
1024 return;
1025 }
1026 else
1006 chosen_skill = tmp; 1027 chosen_skill = tmp;
1007 1028
1008 if (tmp->stats.dam > 0) 1029 if (tmp->stats.dam > 0)
1009 { /* skill is a 'weapon' */ 1030 { /* skill is a 'weapon' */
1010 if (!QUERY_FLAG (this, FLAG_READY_WEAPON)) 1031 if (!QUERY_FLAG (this, FLAG_READY_WEAPON))
1011 weapon_speed = WEAPON_SPEED (tmp); 1032 weapon_speed = WEAPON_SPEED (tmp);
1012 1033
1013 if (weapon_speed < 0) 1034 if (weapon_speed < 0)
1014 weapon_speed = 0; 1035 weapon_speed = 0;
1015 1036
1016 weapon_weight = tmp->weight; 1037 weapon_weight = tmp->weight;
1017 stats.dam += tmp->stats.dam * (1 + (chosen_skill->level / 9)); 1038 stats.dam += 1 + chosen_skill->level * tmp->stats.dam / 9;
1018 1039
1019 if (tmp->magic) 1040 if (tmp->magic)
1020 stats.dam += tmp->magic; 1041 stats.dam += tmp->magic;
1021 } 1042 }
1022 1043
1023 if (tmp->stats.wc) 1044 if (tmp->stats.wc)
1024 wc -= tmp->stats.wc + tmp->magic; 1045 wc -= tmp->stats.wc + tmp->magic;
1025 1046
1026 if (tmp->slaying) 1047 if (tmp->slaying)
1027 slaying = tmp->slaying; 1048 slaying = tmp->slaying;
1028 1049
1029 if (tmp->stats.ac) 1050 if (tmp->stats.ac)
1030 ac -= tmp->stats.ac + tmp->magic; 1051 ac -= tmp->stats.ac + tmp->magic;
1031 1052
1032 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1053 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1033 contr->encumbrance += (int) 3 *tmp->weight / 1000; 1054 contr->encumbrance += (int) 3 *tmp->weight / 1000;
1034
1035 break; 1055 }
1036 1056
1037 case SKILL_TOOL:
1038 if (chosen_skill)
1039 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name);
1040
1041 chosen_skill = tmp;
1042 break; 1057 break;
1043 1058
1044 case SHIELD: 1059 case SHIELD:
1045 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1060 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1046 contr->encumbrance += (int) tmp->weight / 2000; 1061 contr->encumbrance += (int) tmp->weight / 2000;
1119 else /* To nullify the below effect */ 1134 else /* To nullify the below effect */
1120 ac += tmp->stats.ac + tmp->magic; 1135 ac += tmp->stats.ac + tmp->magic;
1121 } 1136 }
1122 1137
1123 if (tmp->stats.wc) 1138 if (tmp->stats.wc)
1124 wc -= (tmp->stats.wc + tmp->magic); 1139 wc -= tmp->stats.wc + tmp->magic;
1125 1140
1126 if (tmp->stats.ac) 1141 if (tmp->stats.ac)
1127 ac -= (tmp->stats.ac + tmp->magic); 1142 ac -= tmp->stats.ac + tmp->magic;
1128 1143
1129 if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.f < max) 1144 if (ARMOUR_SPEED (tmp))
1130 max = ARMOUR_SPEED (tmp) / 10.f; 1145 max_speed = min (max_speed, ARMOUR_SPEED (tmp) / 10.f);
1131 1146
1132 break; 1147 break;
1133 } /* switch tmp->type */ 1148 } /* switch tmp->type */
1134 } /* item is equipped */ 1149 } /* item is equipped */
1135 } /* for loop of items */ 1150 } /* for loop of items */
1151
1152 glow_radius = min (glow_radius, MAX_LIGHT_RADIUS);
1136 1153
1137 /* We've gone through all the objects the player has equipped. For many things, we 1154 /* We've gone through all the objects the player has equipped. For many things, we
1138 * have generated intermediate values which we now need to assign. 1155 * have generated intermediate values which we now need to assign.
1139 */ 1156 */
1140 1157
1142 * If there is an uncursed potion in effect, granting more protection 1159 * If there is an uncursed potion in effect, granting more protection
1143 * than that, we take: 'total resistance = resistance from potion'. 1160 * than that, we take: 'total resistance = resistance from potion'.
1144 * If there is a cursed (and no uncursed) potion in effect, we take 1161 * If there is a cursed (and no uncursed) potion in effect, we take
1145 * 'total resistance = vulnerability from cursed potion'. 1162 * 'total resistance = vulnerability from cursed potion'.
1146 */ 1163 */
1147 for (i = 0; i < NROFATTACKS; i++) 1164 for (int i = 0; i < NROFATTACKS; i++)
1148 { 1165 {
1149 resist[i] = prot[i] - vuln[i]; 1166 resist[i] = prot[i] - vuln[i];
1150 1167
1151 if (potion_resist[i] && ((potion_resist[i] > resist[i]) || (potion_resist[i] < 0))) 1168 if (potion_resist[i] && ((potion_resist[i] > resist[i]) || (potion_resist[i] < 0)))
1152 resist[i] = potion_resist[i]; 1169 resist[i] = potion_resist[i];
1153 } 1170 }
1154 1171
1155 /* Figure out the players sp/mana/hp totals. */
1156 if (type == PLAYER) 1172 if (type == PLAYER)
1157 { 1173 {
1174 // clamp various player stats
1175 for (int i = 0; i < NUM_STATS; ++i)
1176 stats.stat (i) = clamp (stat_sum [i], MIN_STAT, MAX_STAT);
1177
1178 contr->digestion = clamp (contr->digestion, MIN_DIGESTION, MAX_DIGESTION);
1179
1180 /* Figure out the players sp/mana/hp totals. */
1158 int pl_level; 1181 int pl_level;
1159 1182
1160 check_stat_bounds (&(stats)); 1183 check_stat_bounds (&(stats));
1161 pl_level = level; 1184 pl_level = level;
1162 1185
1164 pl_level = 1; /* safety, we should always get 1 levels worth of hp! */ 1187 pl_level = 1; /* safety, we should always get 1 levels worth of hp! */
1165 1188
1166 /* You basically get half a con bonus/level. But we do take into account rounding, 1189 /* You basically get half a con bonus/level. But we do take into account rounding,
1167 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels. 1190 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels.
1168 */ 1191 */
1169 for (i = 1, stats.maxhp = 0; i <= pl_level && i <= 10; i++) 1192 stats.maxhp = 0;
1193 for (int i = 1; i <= min (10, pl_level); i++)
1170 { 1194 {
1171 j = contr->levhp[i] + con_bonus[stats.Con] / 2; 1195 int j = contr->levhp[i] + con_bonus[stats.Con] / 2;
1172 1196
1173 if (i % 2 && con_bonus[stats.Con] % 2) 1197 if (i % 2 && con_bonus[stats.Con] % 2)
1174 {
1175 if (con_bonus[stats.Con] > 0) 1198 if (con_bonus[stats.Con] > 0)
1176 j++; 1199 j++;
1177 else 1200 else
1178 j--; 1201 j--;
1179 }
1180 1202
1181 stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */ 1203 stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */
1182 } 1204 }
1183 1205
1184 for (i = 11; i <= level; i++) 1206 stats.maxhp += 2 * max (0, level - 10);
1185 stats.maxhp += 2;
1186 1207
1187 if (stats.hp > stats.maxhp) 1208 if (stats.hp > stats.maxhp)
1188 stats.hp = stats.maxhp; 1209 stats.hp = stats.maxhp;
1189 1210
1190 /* Sp gain is controlled by the level of the player's 1211 /* Sp gain is controlled by the level of the player's
1203 1224
1204 if (mana_obj == this && type == PLAYER) 1225 if (mana_obj == this && type == PLAYER)
1205 stats.maxsp = 1; 1226 stats.maxsp = 1;
1206 else 1227 else
1207 { 1228 {
1208 sp_tmp = 0.f; 1229 float sp_tmp = 0.f;
1209 1230
1210 for (i = 1; i <= mana_obj->level && i <= 10; i++) 1231 for (int i = 1; i <= min (10, mana_obj->level); i++)
1211 { 1232 {
1212 float stmp; 1233 float stmp;
1213 1234
1214 /* Got some extra bonus at first level */ 1235 /* Got some extra bonus at first level */
1215 if (i < 2) 1236 if (i < 2)
1216 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 6.f; 1237 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 6.f;
1217 else 1238 else
1218 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 12.f; 1239 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 12.f;
1219 1240
1220 if (stmp < 1.f)
1221 stmp = 1.f;
1222
1223 sp_tmp += stmp; 1241 sp_tmp += max (1.f, stmp);
1224 } 1242 }
1225 1243
1226 stats.maxsp = (sint16)sp_tmp; 1244 stats.maxsp = int (sp_tmp) + 2 * max (0, mana_obj->level - 10);
1227
1228 for (i = 11; i <= mana_obj->level; i++)
1229 stats.maxsp += 2;
1230 } 1245 }
1246
1231 /* Characters can get their sp supercharged via rune of transferrance */ 1247 /* Characters can get their sp supercharged via rune of transferrance */
1232 if (stats.sp > stats.maxsp * 2) 1248 stats.sp = min (stats.sp, stats.maxsp * 2);
1233 stats.sp = stats.maxsp * 2;
1234 1249
1235 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */ 1250 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */
1236 if (!grace_obj || !grace_obj->level || type != PLAYER) 1251 if (!grace_obj || !grace_obj->level || type != PLAYER)
1237 grace_obj = this; 1252 grace_obj = this;
1238 1253
1243 /* store grace in a float - this way, the divisions below don't create 1258 /* store grace in a float - this way, the divisions below don't create
1244 * big jumps when you go from level to level - with int's, it then 1259 * big jumps when you go from level to level - with int's, it then
1245 * becomes big jumps when the sums of the bonuses jump to the next 1260 * becomes big jumps when the sums of the bonuses jump to the next
1246 * step of 8 - with floats, even fractional ones are useful. 1261 * step of 8 - with floats, even fractional ones are useful.
1247 */ 1262 */
1248 sp_tmp = 0.f; 1263 float sp_tmp = 0.f;
1249 for (i = 1, stats.maxgrace = 0; i <= grace_obj->level && i <= 10; i++) 1264
1265 for (int i = 1; i <= min (10, grace_obj->level); i++)
1250 { 1266 {
1251 float grace_tmp = 0.f; 1267 float grace_tmp = 0.f;
1252 1268
1253 /* Got some extra bonus at first level */ 1269 /* Got some extra bonus at first level */
1254 if (i < 2) 1270 if (i < 2)
1255 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 6.f; 1271 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 6.f;
1256 else 1272 else
1257 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 12.f; 1273 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 12.f;
1258 1274
1259 if (grace_tmp < 1.f)
1260 grace_tmp = 1.f;
1261
1262 sp_tmp += grace_tmp; 1275 sp_tmp += max (1.f, grace_tmp);
1263 } 1276 }
1264 1277
1265 stats.maxgrace = (sint16)sp_tmp;
1266
1267 /* two grace points per level after 11 */ 1278 /* two grace points per level after 10 */
1268 for (i = 11; i <= grace_obj->level; i++) 1279 stats.maxgrace = int (sp_tmp) + 2 * max (0, grace_obj->level - 10);
1269 stats.maxgrace += 2;
1270 } 1280 }
1281
1271 /* No limit on grace vs maxgrace */ 1282 /* No limit on grace vs maxgrace */
1272 1283
1273 if (contr->braced) 1284 if (contr->braced)
1274 { 1285 {
1275 ac += 2; 1286 ac += 2;
1287 * improvement every level, now its fighterlevel/5. So 1298 * improvement every level, now its fighterlevel/5. So
1288 * we give the player a bonus here in wc and dam 1299 * we give the player a bonus here in wc and dam
1289 * to make up for the change. Note that I left the 1300 * to make up for the change. Note that I left the
1290 * monster bonus the same as before. -b.t. 1301 * monster bonus the same as before. -b.t.
1291 */ 1302 */
1303 object *wc_obj = chosen_skill;
1292 1304
1293 if (type == PLAYER && wc_obj && wc_obj->level > 1) 1305 if (contr && wc_obj && wc_obj->level > 1)
1294 { 1306 {
1295 wc -= wc_obj->level + thaco_bonus[stats.Str]; 1307 wc -= wc_obj->level + thaco_bonus[stats.Str];
1296 1308
1297 for (i = 1; i < wc_obj->level; i++) 1309 for (int i = 1; i < wc_obj->level; i++)
1298 { 1310 {
1299 /* addtional wc every 6 levels */ 1311 /* additional wc every 6 levels */
1300 if (!(i % 6)) 1312 if (!(i % 6))
1301 wc--; 1313 wc--;
1302 1314
1303 /* addtional dam every 4 levels. */ 1315 /* additional dam every 4 levels. */
1304 if (!(i % 4) && dam_bonus[stats.Str] >= 0) 1316 if (!(i % 4) && dam_bonus[stats.Str] >= 0)
1305 stats.dam += 1 + dam_bonus[stats.Str] / 5; 1317 stats.dam += 1 + dam_bonus[stats.Str] / 5;
1306 } 1318 }
1307 } 1319 }
1308 else 1320 else
1315 1327
1316 speed = 1.f + speed_bonus[stats.Dex]; 1328 speed = 1.f + speed_bonus[stats.Dex];
1317 1329
1318 if (settings.search_items && contr->search_str[0]) 1330 if (settings.search_items && contr->search_str[0])
1319 speed -= 1; 1331 speed -= 1;
1320
1321 if (attacktype == 0)
1322 attacktype = arch->clone.attacktype;
1323
1324 } /* End if player */ 1332 } /* End if player */
1325 1333
1326 if (added_speed >= 0) 1334 if (added_speed >= 0)
1327 speed += added_speed / 10.f; 1335 speed += added_speed / 10.f;
1328 else /* Something wrong here...: */ 1336 else /* Something wrong here...: */
1329 speed /= 1.f - added_speed; 1337 speed /= 1.f - added_speed;
1330 1338
1331 /* Max is determined by armour */ 1339 /* Max is determined by armour */
1332 if (speed > max) 1340 speed = min (speed, max_speed);
1333 speed = max;
1334 1341
1335 if (type == PLAYER) 1342 if (type == PLAYER)
1336 { 1343 {
1337 /* f is a number the represents the number of kg above (positive num) 1344 /* f is a number the represents the number of kg above (positive num)
1338 * or below (negative number) that the player is carrying. If above 1345 * or below (negative number) that the player is carrying. If above
1339 * weight limit, then player suffers a speed reduction based on how 1346 * weight limit, then player suffers a speed reduction based on how
1340 * much above he is, and what is max carry is 1347 * much above he is, and what is max carry is
1341 */ 1348 */
1342 f = (carrying / 1000) - max_carry[stats.Str]; 1349 float f = (carrying / 1000) - max_carry[stats.Str];
1343 if (f > 0) 1350 if (f > 0.f)
1344 speed = speed / (1.f + f / max_carry[stats.Str]); 1351 speed = speed / (1.f + f / max_carry[stats.Str]);
1345 } 1352 }
1346 1353
1347 speed += bonus_speed / 10.f; /* Not affected by limits */ 1354 speed += bonus_speed / 10.f; /* Not affected by limits */
1355 speed *= speed_reduce_from_disease;
1348 1356
1349 /* Put a lower limit on speed. Note with this speed, you move once every 1357 /* Put a lower limit on speed. Note with this speed, you move once every
1350 * 100 ticks or so. This amounts to once every 12 seconds of realtime. 1358 * 25 ticks or so. This amounts to once every 3 seconds of realtime.
1351 */ 1359 */
1352 speed = speed * speed_reduce_from_disease;
1353
1354 if (speed < 0.01f && type == PLAYER) 1360 if (speed < 0.04f && type == PLAYER)
1355 speed = 0.01f; 1361 speed = 0.04f;
1362
1363 if (speed != old_speed)
1364 set_speed (speed);
1356 1365
1357 if (type == PLAYER) 1366 if (type == PLAYER)
1358 { 1367 {
1359 /* (This formula was made by vidarl@ifi.uio.no) 1368 /* (This formula was made by vidarl@ifi.uio.no)
1360 * Note that we never used these values again - basically 1369 * Note that we never used these values again - basically
1362 * that would just be a real pain to read. 1371 * that would just be a real pain to read.
1363 */ 1372 */
1364 float M = (max_carry[stats.Str] - 121) / 121.f; 1373 float M = (max_carry[stats.Str] - 121) / 121.f;
1365 float M2 = max_carry[stats.Str] / 100.f; 1374 float M2 = max_carry[stats.Str] / 100.f;
1366 float W = weapon_weight / 20000.f; 1375 float W = weapon_weight / 20000.f;
1367 float s = 2 - weapon_speed / 10.f; 1376 float s = (20 - weapon_speed) / 10.f;
1368 float D = (stats.Dex - 14) / 14.f; 1377 float D = (stats.Dex - 14) / 14.f;
1369 float K = 1 + M / 3.f - W / (3 * M2) + speed / 5.f + D / 2.f; 1378 float K = 1 + M / 3.f - W / (3 * M2) + speed / 5.f + D / 2.f;
1370 1379
1371 K *= (4 + level) *1.2f / (6 + level); 1380 K *= (4 + level) * 1.2f / (6 + level);
1372 1381
1373 if (K <= 0.f) 1382 if (K <= 0.01f)
1374 K = 0.01f; 1383 K = 0.01f;
1375 1384
1376 float S = speed / (K * s); 1385 contr->weapon_sp = K * s * .5f; //TODO: balance the .5
1377
1378 contr->weapon_sp = S;
1379 } 1386 }
1380 1387
1381 /* I want to limit the power of small monsters with big weapons: */ 1388 /* I want to limit the power of small monsters with big weapons: */
1382 if (type != PLAYER && arch && stats.dam > arch->clone.stats.dam * 3) 1389 if (type != PLAYER && arch && stats.dam > arch->stats.dam * 3)
1383 stats.dam = arch->clone.stats.dam * 3; 1390 stats.dam = arch->stats.dam * 3;
1384 1391
1385 /* Prevent overflows of wc - best you can get is ABS(120) - this 1392 stats.wc = clamp (wc, MIN_WC, MAX_WC);
1386 * should be more than enough - remember, AC is also in 8 bits, 1393 stats.ac = clamp (ac, MIN_AC, MAX_AC);
1387 * so its value is the same.
1388 */
1389 if (wc > 120)
1390 wc = 120;
1391 else if (wc < -120)
1392 wc = -120;
1393
1394 stats.wc = wc;
1395
1396 if (ac > 120)
1397 ac = 120;
1398 else if (ac < -120)
1399 ac = -120;
1400
1401 stats.ac = ac;
1402 1394
1403 /* if for some reason the creature doesn't have any move type, 1395 /* if for some reason the creature doesn't have any move type,
1404 * give them walking as a default. 1396 * give them walking as a default.
1405 * The second case is a special case - to more closely mimic the 1397 * The second case is a special case - to more closely mimic the
1406 * old behaviour - if your flying, your not walking - just 1398 * old behaviour - if your flying, your not walking - just
1409 if (move_type == 0) 1401 if (move_type == 0)
1410 move_type = MOVE_WALK; 1402 move_type = MOVE_WALK;
1411 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) 1403 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH))
1412 move_type &= ~MOVE_WALK; 1404 move_type &= ~MOVE_WALK;
1413 1405
1414 if (speed != old_speed)
1415 set_speed (speed);
1416
1417 /* It is quite possible that a player's spell costing might have changed, 1406 /* It is quite possible that a player's spell costing might have changed,
1418 * so we will check that now. 1407 * so we will check that now.
1419 */ 1408 */
1420 if (type == PLAYER) 1409 if (type == PLAYER)
1421 { 1410 {
1424 } 1413 }
1425 1414
1426 // update the mapspace, if we are on a map 1415 // update the mapspace, if we are on a map
1427 if (!flag [FLAG_REMOVED] && map) 1416 if (!flag [FLAG_REMOVED] && map)
1428 map->at (x, y).flags_ = 0; 1417 map->at (x, y).flags_ = 0;
1418}
1419
1420void
1421object::set_glow_radius (sint8 rad)
1422{
1423 glow_radius = rad;
1424
1425 if (is_on_map ())
1426 update_all_los (map, x, y);
1427 else if (object *env = outer_env ())
1428 {
1429 env->update_stats ();
1430
1431 if (env->is_on_map ())
1432 update_all_los (env->map, env->x, env->y);
1433 }
1429} 1434}
1430 1435
1431/* 1436/*
1432 * Returns true if the given player is a legal class. 1437 * Returns true if the given player is a legal class.
1433 * The function to add and remove class-bonuses to the stats doesn't 1438 * The function to add and remove class-bonuses to the stats doesn't
1449 1454
1450/* 1455/*
1451 * set the new dragon name after gaining levels or 1456 * set the new dragon name after gaining levels or
1452 * changing ability focus (later this can be extended to 1457 * changing ability focus (later this can be extended to
1453 * eventually change the player's face and animation) 1458 * eventually change the player's face and animation)
1454 *
1455 * Note that the title is written to 'own_title' in the
1456 * player struct. This should be changed to 'ext_title'
1457 * as soon as clients support this!
1458 * Please, anyone, write support for 'ext_title'.
1459 */ 1459 */
1460void 1460void
1461set_dragon_name (object *pl, const object *abil, const object *skin) 1461set_dragon_name (object *pl, const object *abil, const object *skin)
1462{ 1462{
1463 int atnr = -1; /* attacknumber of highest level */ 1463 int atnr = -1; /* attacknumber of highest level */
1481 /* now if there are equals at highest level, pick the one with focus, 1481 /* now if there are equals at highest level, pick the one with focus,
1482 or else at random */ 1482 or else at random */
1483 if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level) 1483 if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level)
1484 atnr = abil->stats.exp; 1484 atnr = abil->stats.exp;
1485 1485
1486 level = (int) (level / 5.);
1487
1488 /* now set the new title */ 1486 /* now set the new title */
1489 if (pl->contr != NULL)
1490 {
1491 if (level == 0)
1492 sprintf (pl->contr->title, "%s hatchling", attacks[atnr]); 1487 if (level < 25) sprintf (pl->contr->title, "%s hatchling", attacks[atnr]);
1493 else if (level == 1)
1494 sprintf (pl->contr->title, "%s wyrm", attacks[atnr]); 1488 else if (level < 50) sprintf (pl->contr->title, "%s wyrm" , attacks[atnr]);
1495 else if (level == 2)
1496 sprintf (pl->contr->title, "%s wyvern", attacks[atnr]); 1489 else if (level < 75) sprintf (pl->contr->title, "%s wyvern" , attacks[atnr]);
1497 else if (level == 3)
1498 sprintf (pl->contr->title, "%s dragon", attacks[atnr]); 1490 else if (level < 100) sprintf (pl->contr->title, "%s dragon" , attacks[atnr]);
1499 else 1491 else
1500 { 1492 {
1501 /* special titles for extra high resistance! */ 1493 /* special titles for extra high resistance! */
1502 if (skin->resist[atnr] > 80)
1503 sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]); 1494 if (skin->resist[atnr] > 80) sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]);
1504 else if (skin->resist[atnr] > 50)
1505 sprintf (pl->contr->title, "ancient %s dragon", attacks[atnr]); 1495 else if (skin->resist[atnr] > 50) sprintf (pl->contr->title, "ancient %s dragon" , attacks[atnr]);
1506 else
1507 sprintf (pl->contr->title, "big %s dragon", attacks[atnr]); 1496 else sprintf (pl->contr->title, "big %s dragon" , attacks[atnr]);
1508 }
1509 } 1497 }
1510 1498
1511 strcpy (pl->contr->own_title, ""); 1499 strcpy (pl->contr->own_title, "");
1512} 1500}
1513 1501
1523 object *skin = NULL; /* pointer to dragon skin force */ 1511 object *skin = NULL; /* pointer to dragon skin force */
1524 object *tmp = NULL; /* tmp. object */ 1512 object *tmp = NULL; /* tmp. object */
1525 char buf[MAX_BUF]; /* tmp. string buffer */ 1513 char buf[MAX_BUF]; /* tmp. string buffer */
1526 1514
1527 /* now grab the 'dragon_ability'-forces from the player's inventory */ 1515 /* now grab the 'dragon_ability'-forces from the player's inventory */
1528 shstr_cmp dragon_ability_force ("dragon_ability_force");
1529 shstr_cmp dragon_skin_force ("dragon_skin_force");
1530
1531 for (tmp = who->inv; tmp; tmp = tmp->below) 1516 for (tmp = who->inv; tmp; tmp = tmp->below)
1532 if (tmp->type == FORCE) 1517 if (tmp->type == FORCE)
1533 if (tmp->arch->name == dragon_ability_force) 1518 if (tmp->arch->archname == shstr_dragon_ability_force)
1534 abil = tmp; 1519 abil = tmp;
1535 else if (tmp->arch->name == dragon_skin_force) 1520 else if (tmp->arch->archname == shstr_dragon_skin_force)
1536 skin = tmp; 1521 skin = tmp;
1537 1522
1538 /* if the force is missing -> bail out */ 1523 /* if the force is missing -> bail out */
1539 if (abil == NULL) 1524 if (abil == NULL)
1540 return; 1525 return;
1583 object *skill_obj; 1568 object *skill_obj;
1584 1569
1585 skill_obj = get_archetype_by_skill_name (skill_name, SKILL); 1570 skill_obj = get_archetype_by_skill_name (skill_name, SKILL);
1586 if (!skill_obj) 1571 if (!skill_obj)
1587 { 1572 {
1588 LOG (llevError, "add_player_exp: couldn't find skill %s\n", skill_name); 1573 LOG (llevError, "give_skill_by_name: couldn't find skill %s\n", skill_name);
1589 return NULL; 1574 return NULL;
1590 } 1575 }
1576
1591 /* clear the flag - exp goes into this bucket, but player 1577 /* clear the flag - exp goes into this bucket, but player
1592 * still doesn't know it. 1578 * still doesn't know it.
1593 */ 1579 */
1594 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL); 1580 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL);
1595 skill_obj->stats.exp = 0; 1581 skill_obj->stats.exp = 0;
1596 skill_obj->level = 1; 1582 skill_obj->level = 1;
1597 insert_ob_in_ob (skill_obj, op); 1583 op->insert (skill_obj);
1598 1584
1599 if (op->contr) 1585 if (player *pl = op->contr)
1600 { 1586 pl->link_skills ();
1601 op->contr->last_skill_ob [skill_obj->subtype] = skill_obj;
1602 if (op->contr->ns)
1603 op->contr->ns->last_skill_exp[skill_obj->subtype] = -1;//TODO: should be made superfluous
1604 }
1605 1587
1606 return skill_obj; 1588 return skill_obj;
1607} 1589}
1608
1609 1590
1610/* player_lvl_adj() - for the new exp system. we are concerned with 1591/* player_lvl_adj() - for the new exp system. we are concerned with
1611 * whether the player gets more hp, sp and new levels. 1592 * whether the player gets more hp, sp and new levels.
1612 * Note this this function should only be called for players. Monstes 1593 * Note this this function should only be called for players. Monstes
1613 * don't really gain levels 1594 * don't really gain levels
1616 */ 1597 */
1617void 1598void
1618player_lvl_adj (object *who, object *op) 1599player_lvl_adj (object *who, object *op)
1619{ 1600{
1620 char buf[MAX_BUF]; 1601 char buf[MAX_BUF];
1602 bool changed = false;
1621 1603
1622 if (!op) /* when rolling stats */ 1604 if (!op) /* when rolling stats */
1623 op = who; 1605 op = who;
1624 1606
1625 if (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul)) 1607 while (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul))
1626 { 1608 {
1609 changed = true;
1610
1627 op->level++; 1611 op->level++;
1628 1612
1629 if (op != NULL && op == who && op->stats.exp > 1 && is_dragon_pl (who)) 1613 if (op && op == who && op->stats.exp > 1 && is_dragon_pl (who))
1630 dragon_level_gain (who); 1614 dragon_level_gain (who);
1631 1615
1632 /* Only roll these if it is the player (who) that gained the level */ 1616 /* Only roll these if it is the player (who) that gained the level */
1633 if (op == who && (who->level < 11) && who->type == PLAYER) 1617 if (op == who && (who->level < 11) && who->type == PLAYER)
1634 { 1618 {
1635 who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1; 1619 who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1;
1636 who->contr->levsp[who->level] = die_roll (2, 3, who, PREFER_HIGH); 1620 who->contr->levsp[who->level] = die_roll (2, 3, who, PREFER_HIGH);
1637 who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1; 1621 who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1;
1638 } 1622 }
1639 1623
1640 who->update_stats ();
1641 if (op->level > 1) 1624 if (op->level > 1)
1642 { 1625 {
1643 if (op->type != PLAYER) 1626 if (op->type != PLAYER)
1627 {
1628 who->contr->play_sound (sound_find ("skill_up"));
1644 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); 1629 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1630 }
1645 else 1631 else
1632 {
1633 who->contr->play_sound (sound_find ("level_up"));
1646 sprintf (buf, "You are now level %d.", op->level); 1634 sprintf (buf, "You are now level %d.", op->level);
1635 }
1636
1647 if (who) 1637 if (who)
1648 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); 1638 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1649 } 1639 }
1650 player_lvl_adj (who, op); /* To increase more levels */
1651 } 1640 }
1641
1652 else if (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul)) 1642 while (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul))
1653 { 1643 {
1644 changed = true;
1645
1654 op->level--; 1646 op->level--;
1655 who->update_stats (); 1647
1656 if (op->type != PLAYER) 1648 if (op->type != PLAYER)
1657 { 1649 {
1658 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); 1650 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1659 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); 1651 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1660 } 1652 }
1661 player_lvl_adj (who, op); /* To decrease more levels */ 1653 }
1654
1655 if (changed)
1662 } 1656 {
1663 1657 who->update_stats ();
1658 esrv_update_stats (who->contr);
1664 /* check if the spell data has changed */ 1659 /* check if the spell data has changed */
1665 esrv_update_stats (who->contr);
1666 esrv_update_spells (who->contr); 1660 esrv_update_spells (who->contr);
1661 }
1667} 1662}
1668 1663
1669/* 1664/*
1670 * Returns how much experience is needed for a player to become 1665 * Returns how much experience is needed for a player to become
1671 * the given level. level should really never exceed max_level 1666 * the given level. level should really never exceed max_level
1715 * flag is what to do if the player doesn't have the skill: 1710 * flag is what to do if the player doesn't have the skill:
1716 */ 1711 */
1717static void 1712static void
1718add_player_exp (object *op, sint64 exp, const char *skill_name, int flag) 1713add_player_exp (object *op, sint64 exp, const char *skill_name, int flag)
1719{ 1714{
1720 object *skill_obj = NULL; 1715 object *skill_obj;
1721 sint64 limit, exp_to_add; 1716 sint64 limit, exp_to_add;
1722 int i; 1717 int i;
1723 1718
1724 /* prevents some forms of abuse. */ 1719 /* prevents some forms of abuse. */
1725 if (op->contr->braced) 1720 if (op->contr->braced)
1728 /* Try to find the matching skill. 1723 /* Try to find the matching skill.
1729 * We do a shortcut/time saving mechanism first - see if it matches 1724 * We do a shortcut/time saving mechanism first - see if it matches
1730 * chosen_skill. This means we don't need to search through 1725 * chosen_skill. This means we don't need to search through
1731 * the players inventory. 1726 * the players inventory.
1732 */ 1727 */
1728 skill_obj = 0;
1729
1733 if (skill_name) 1730 if (skill_name)
1734 { 1731 {
1735 if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill)) 1732 skill_obj = op->contr->find_skill (skill_name);
1736 skill_obj = op->chosen_skill;
1737 else
1738 {
1739 for (i = 0; i < NUM_SKILLS; i++)
1740 if (op->contr->last_skill_ob[i] && !strcmp (op->contr->last_skill_ob[i]->skill, skill_name))
1741 {
1742 skill_obj = op->contr->last_skill_ob[i];
1743 break;
1744 }
1745 1733
1746 /* Player doesn't have the skill. Check to see what to do, and give 1734 /* Player doesn't have the skill. Check to see what to do, and give
1747 * it to the player if necessary 1735 * it to the player if necessary
1748 */ 1736 */
1749 if (!skill_obj) 1737 if (!skill_obj)
1750 { 1738 {
1751 if (flag == SK_EXP_NONE) 1739 if (flag == SK_EXP_NONE)
1752 return; 1740 return;
1741
1753 else if (flag == SK_EXP_ADD_SKILL) 1742 if (flag == SK_EXP_ADD_SKILL)
1754 give_skill_by_name (op, skill_name); 1743 skill_obj = give_skill_by_name (op, skill_name);
1755 }
1756 } 1744 }
1757 } 1745 }
1758 1746
1759 if (flag != SK_EXP_SKILL_ONLY) 1747 if (flag != SK_EXP_SKILL_ONLY)
1760 { 1748 {
1793 player_lvl_adj (op, skill_obj); 1781 player_lvl_adj (op, skill_obj);
1794 } 1782 }
1795} 1783}
1796 1784
1797/* This function checks to make sure that object 'op' can 1785/* This function checks to make sure that object 'op' can
1798 * lost 'exp' experience. It returns the amount of exp 1786 * lose 'exp' experience. It returns the amount of exp
1799 * object 'op' can in fact lose - it basically makes 1787 * object 'op' can in fact lose - it basically makes
1800 * adjustments based on permanent exp and the like. 1788 * adjustments based on permanent exp and the like.
1801 * This function should always be used for losing experience - 1789 * This function should always be used for losing experience -
1802 * the 'exp' value passed should be positive - this is the 1790 * the 'exp' value passed should be positive - this is the
1803 * amount that should get subtract from the player. 1791 * amount that should get subtract from the player.
1807{ 1795{
1808 sint64 del_exp; 1796 sint64 del_exp;
1809 1797
1810 if (exp > op->stats.exp) 1798 if (exp > op->stats.exp)
1811 exp = op->stats.exp; 1799 exp = op->stats.exp;
1800
1812 if (settings.permanent_exp_ratio) 1801 if (settings.permanent_exp_ratio)
1813 { 1802 {
1814 del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO); 1803 del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO);
1804
1815 if (del_exp < 0) 1805 if (del_exp < 0)
1816 del_exp = 0; 1806 del_exp = 0;
1807
1817 if (exp > del_exp) 1808 if (exp > del_exp)
1818 exp = del_exp; 1809 exp = del_exp;
1819 } 1810 }
1811
1820 return exp; 1812 return exp;
1821} 1813}
1822 1814
1823sint64 1815sint64
1824check_exp_adjust (const object *op, sint64 exp) 1816check_exp_adjust (const object *op, sint64 exp)
1825{ 1817{
1826 if (exp < 0) 1818 if (exp < 0)
1827 return check_exp_loss (op, exp); 1819 return check_exp_loss (op, exp);
1828 else 1820 else
1829 return MIN (exp, (sint64) MAX_EXPERIENCE - op->stats.exp); 1821 return min (exp, (sint64)MAX_EXPERIENCE - op->stats.exp);
1830} 1822}
1831
1832 1823
1833/* Subtracts experience from player. 1824/* Subtracts experience from player.
1834 * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we 1825 * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we
1835 * only subtract from the matching skill. Otherwise, 1826 * only subtract from the matching skill. Otherwise,
1836 * this subtracts a portion from all 1827 * this subtracts a portion from all
1850 sint64 del_exp; 1841 sint64 del_exp;
1851 1842
1852 for (tmp = op->inv; tmp; tmp = tmp->below) 1843 for (tmp = op->inv; tmp; tmp = tmp->below)
1853 if (tmp->type == SKILL && tmp->stats.exp) 1844 if (tmp->type == SKILL && tmp->stats.exp)
1854 { 1845 {
1855 if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (tmp->skill, skill)) 1846 if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (&tmp->skill, skill))
1856 { 1847 {
1857 del_exp = check_exp_loss (tmp, exp); 1848 del_exp = check_exp_loss (tmp, exp);
1858 tmp->stats.exp -= del_exp; 1849 tmp->stats.exp -= del_exp;
1859 player_lvl_adj (op, tmp); 1850 player_lvl_adj (op, tmp);
1860 } 1851 }
1948 * amount of permenent experience, whichever gives the lowest loss. 1939 * amount of permenent experience, whichever gives the lowest loss.
1949 */ 1940 */
1950void 1941void
1951apply_death_exp_penalty (object *op) 1942apply_death_exp_penalty (object *op)
1952{ 1943{
1953 object *tmp;
1954 sint64 loss; 1944 sint64 loss;
1955 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */ 1945 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */
1956 sint64 level_loss; /* defined by the setting 'death_penalty_levels */ 1946 sint64 level_loss; /* defined by the setting 'death_penalty_levels */
1957 1947
1958 for (tmp = op->inv; tmp; tmp = tmp->below) 1948 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1959 if (tmp->type == SKILL && tmp->stats.exp) 1949 if (tmp->type == SKILL && tmp->stats.exp)
1960 { 1950 {
1961
1962 percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100; 1951 percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100;
1963 level_loss = tmp->stats.exp - levels[MAX (0, tmp->level - settings.death_penalty_level)]; 1952 level_loss = tmp->stats.exp - levels[MAX (0, tmp->level - settings.death_penalty_level)];
1964 1953
1965 /* With the revised exp system, you can get cases where 1954 /* With the revised exp system, you can get cases where
1966 * losing several levels would still require that you have more 1955 * losing several levels would still require that you have more
1968 * tables is a lot harder. 1957 * tables is a lot harder.
1969 */ 1958 */
1970 if (level_loss < 0) 1959 if (level_loss < 0)
1971 level_loss = 0; 1960 level_loss = 0;
1972 1961
1973 loss = check_exp_loss (tmp, MIN (level_loss, percentage_loss)); 1962 loss = check_exp_loss (tmp, min (level_loss, percentage_loss));
1974 1963
1975 tmp->stats.exp -= loss; 1964 tmp->stats.exp -= loss;
1976 player_lvl_adj (op, tmp); 1965 player_lvl_adj (op, tmp);
1977 } 1966 }
1978 1967
1979 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100; 1968 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100;
1980 level_loss = op->stats.exp - levels[MAX (0, op->level - settings.death_penalty_level)]; 1969 level_loss = op->stats.exp - levels[max (0, op->level - settings.death_penalty_level)];
1970
1981 if (level_loss < 0) 1971 if (level_loss < 0)
1982 level_loss = 0; 1972 level_loss = 0;
1973
1983 loss = check_exp_loss (op, MIN (level_loss, percentage_loss)); 1974 loss = check_exp_loss (op, min (level_loss, percentage_loss));
1984 1975
1985 op->stats.exp -= loss; 1976 op->stats.exp -= loss;
1986 player_lvl_adj (op, NULL); 1977 player_lvl_adj (op, NULL);
1987} 1978}
1988 1979

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