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Comparing deliantra/server/common/living.C (file contents):
Revision 1.19 by root, Fri Dec 22 16:34:00 2006 UTC vs.
Revision 1.58 by root, Wed May 16 23:40:06 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game
3 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * This program is free software; you can redistribute it and/or modify
8 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
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 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,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 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
18 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20 21 *
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail at <crossfire@schmorp.de>
22*/ 23 */
23 24
24#include <global.h> 25#include <global.h>
25#include <funcpoint.h> 26#include <funcpoint.h>
26 27
27/* Handy little macro that adds exp and keeps it within bounds. Since 28/* Handy little macro that adds exp and keeps it within bounds. Since
191static const char *const drain_msg[NUM_STATS] = { 192static const char *const drain_msg[NUM_STATS] = {
192 "Oh no! You are weakened!", 193 "Oh no! You are weakened!",
193 "You're feeling clumsy!", 194 "You're feeling clumsy!",
194 "You feel less healthy", 195 "You feel less healthy",
195 "You suddenly begin to lose your memory!", 196 "You suddenly begin to lose your memory!",
197 "Watch out, your mind is going!",
198 "Your spirit feels drained!",
196 "Your face gets distorted!", 199 "Your face gets distorted!",
197 "Watch out, your mind is going!",
198 "Your spirit feels drained!"
199}; 200};
200const char *const restore_msg[NUM_STATS] = { 201const char *const restore_msg[NUM_STATS] = {
201 "You feel your strength return.", 202 "You feel your strength return.",
202 "You feel your agility return.", 203 "You feel your agility return.",
203 "You feel your health return.", 204 "You feel your health return.",
205 "You feel your memory return.",
204 "You feel your wisdom return.", 206 "You feel your wisdom return.",
207 "You feel your spirits return.",
205 "You feel your charisma return.", 208 "You feel your charisma return.",
206 "You feel your memory return.",
207 "You feel your spirits return."
208}; 209};
209const char *const gain_msg[NUM_STATS] = { 210const char *const gain_msg[NUM_STATS] = {
210 "You feel stronger.", 211 "You feel stronger.",
211 "You feel more agile.", 212 "You feel more agile.",
212 "You feel healthy.", 213 "You feel healthy.",
214 "You feel smarter.",
213 "You feel wiser.", 215 "You feel wiser.",
216 "You feel more potent.",
214 "You seem to look better.", 217 "You seem to look better.",
215 "You feel smarter.",
216 "You feel more potent."
217}; 218};
218const char *const lose_msg[NUM_STATS] = { 219const char *const lose_msg[NUM_STATS] = {
219 "You feel weaker!", 220 "You feel weaker!",
220 "You feel clumsy!", 221 "You feel clumsy!",
221 "You feel less healthy!", 222 "You feel less healthy!",
223 "You feel stupid!",
222 "You lose some of your memory!", 224 "You lose some of your memory!",
225 "You feel less potent!",
223 "You look ugly!", 226 "You look ugly!",
224 "You feel stupid!",
225 "You feel less potent!"
226}; 227};
227 228
228const char *const statname[NUM_STATS] = { 229const char *const statname[NUM_STATS] = {
229 "strength", "dexterity", "constitution", "wisdom", "charisma", "intelligence", "power" 230 "strength", "dexterity", "constitution", "intelligence", "wisdom", "power", "charisma"
230}; 231};
231 232
232const char *const short_stat_name[NUM_STATS] = { 233const char *const short_stat_name[NUM_STATS] = {
233 "Str", "Dex", "Con", "Wis", "Cha", "Int", "Pow" 234 "Str", "Dex", "Con", "Int", "Wis", "Pow", "Cha"
234}; 235};
235
236/*
237 * sets Str/Dex/con/Wis/Cha/Int/Pow in stats to value, depending on
238 * what attr is (STR to POW).
239 */
240void
241set_attr_value (living *stats, int attr, sint8 value)
242{
243 switch (attr)
244 {
245 case STR:
246 stats->Str = value;
247 break;
248 case DEX:
249 stats->Dex = value;
250 break;
251 case CON:
252 stats->Con = value;
253 break;
254 case WIS:
255 stats->Wis = value;
256 break;
257 case POW:
258 stats->Pow = value;
259 break;
260 case CHA:
261 stats->Cha = value;
262 break;
263 case INT:
264 stats->Int = value;
265 break;
266 }
267}
268 236
269/* 237/*
270 * Like set_attr_value(), but instead the value (which can be negative) 238 * Like set_attr_value(), but instead the value (which can be negative)
271 * is added to the specified stat. 239 * is added to the specified stat.
272 */ 240 */
273void 241void
274change_attr_value (living *stats, int attr, sint8 value) 242change_attr_value (living *stats, int attr, sint8 value)
275{ 243{
276 if (value == 0) 244 stats->stat (attr) += value;
277 return;
278
279 switch (attr)
280 {
281 case STR:
282 stats->Str += value;
283 break;
284 case DEX:
285 stats->Dex += value;
286 break;
287 case CON:
288 stats->Con += value;
289 break;
290 case WIS:
291 stats->Wis += value;
292 break;
293 case POW:
294 stats->Pow += value;
295 break;
296 case CHA:
297 stats->Cha += value;
298 break;
299 case INT:
300 stats->Int += value;
301 break;
302 default:
303 LOG (llevError, "Invalid attribute in change_attr_value: %d\n", attr);
304 }
305}
306
307/*
308 * returns the specified stat. See also set_attr_value().
309 */
310
311sint8
312get_attr_value (const living *stats, int attr)
313{
314 switch (attr)
315 {
316 case STR: return stats->Str;
317 case DEX: return stats->Dex;
318 case CON: return stats->Con;
319 case WIS: return stats->Wis;
320 case CHA: return stats->Cha;
321 case INT: return stats->Int;
322 case POW: return stats->Pow;
323 }
324
325 return 0;
326} 245}
327 246
328/* 247/*
329 * Ensures that all stats (str/dex/con/wis/cha/int) are within the 248 * Ensures that all stats (str/dex/con/wis/cha/int) are within the
330 * 1-30 stat limit. 249 * 1-30 stat limit.
331 */ 250 */
332
333void 251void
334check_stat_bounds (living *stats) 252check_stat_bounds (living *stats)
335{ 253{
336 int i, v;
337
338 for (i = 0; i < NUM_STATS; i++) 254 for (int i = 0; i < NUM_STATS; i++)
339 if ((v = get_attr_value (stats, i)) > MAX_STAT) 255 {
340 set_attr_value (stats, i, MAX_STAT); 256 sint8 &v = stats->stat (i);
341 else if (v < MIN_STAT) 257 v = clamp (v, MIN_STAT, MAX_STAT);
342 set_attr_value (stats, i, MIN_STAT); 258 }
343} 259}
344 260
345#define ORIG_S(xyz,abc) (op->contr->orig_stats.abc) 261#define ORIG_S(xyz,abc) (op->contr->orig_stats.abc)
346 262
347/* Rather than having a whole bunch of if (flag) new_draw.. else new_draw, 263/* Rather than having a whole bunch of if (flag) new_draw.. else new_draw,
356/* flag is set to 1 if we are applying the object, -1 if we are removing 272/* flag is set to 1 if we are applying the object, -1 if we are removing
357 * the object. 273 * the object.
358 * It is the calling functions responsibilty to check to see if the object 274 * It is the calling functions responsibilty to check to see if the object
359 * can be applied or not. 275 * can be applied or not.
360 * The main purpose of calling this function is the messages that are 276 * The main purpose of calling this function is the messages that are
361 * displayed - fix_player should really always be called after this when 277 * displayed - update_stats should really always be called after this when
362 * removing an object - that is because it is impossible to know if some object 278 * removing an object - that is because it is impossible to know if some object
363 * is the only source of an attacktype or spell attunement, so this function 279 * is the only source of an attacktype or spell attunement, so this function
364 * will clear the bits, but the player may still have some other object 280 * will clear the bits, but the player may still have some other object
365 * that gives them that ability. 281 * that gives them that ability.
366 */ 282 */
367int 283int
368change_abil (object *op, object *tmp) 284change_abil (object *op, object *tmp)
369{ 285{
370 int flag = QUERY_FLAG (tmp, FLAG_APPLIED) ? 1 : -1, i, j, success = 0; 286 int flag = QUERY_FLAG (tmp, FLAG_APPLIED) ? 1 : -1, success = 0;
371 char message[MAX_BUF]; 287 char message[MAX_BUF];
372 int potion_max = 0; 288 int potion_max = 0;
373 289
374 /* remember what object was like before it was changed. note that 290 /* remember what object was like before it was changed. note that
375 * refop is a local copy of op only to be used for detecting changes 291 * refop is a local copy of op only to be used for detecting changes
376 * found by fix_player. refop is not a real object 292 * found by update_stats. refop is not a real object
377 */ 293 */
378 object_pod refop = *op; 294 object_copy refop = *op;
379 295
380 if (op->type == PLAYER) 296 if (op->type == PLAYER)
381 { 297 {
382 if (tmp->type == POTION) 298 if (tmp->type == POTION)
383 { 299 {
384 potion_max = 1; 300 potion_max = 1;
385 for (j = 0; j < NUM_STATS; j++) 301 for (int j = 0; j < NUM_STATS; j++)
386 { 302 {
387 int nstat, ostat; 303 int ostat = op->contr->orig_stats.stat (j);
388 304 int i = tmp->stats.stat (j);
389 ostat = get_attr_value (&(op->contr->orig_stats), j);
390 i = get_attr_value (&(tmp->stats), j);
391 305
392 /* nstat is what the stat will be after use of the potion */ 306 /* nstat is what the stat will be after use of the potion */
393 nstat = flag * i + ostat; 307 int nstat = flag * i + ostat;
394 308
395 /* Do some bounds checking. While I don't think any 309 /* Do some bounds checking. While I don't think any
396 * potions do so right now, there is the potential for potions 310 * potions do so right now, there is the potential for potions
397 * 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
398 * to allow for that. 312 * to allow for that.
399 */ 313 */
400 if (nstat < 1 && i * flag < 0) 314 if (nstat < 1 && i * flag < 0)
401 nstat = 1; 315 nstat = 1;
402 else if (nstat > 20 + get_attr_value (&(op->arch->clone.stats), j)) 316 else if (nstat > 20 + op->arch->clone.stats.stat (j))
403 {
404 nstat = 20 + get_attr_value (&(op->arch->clone.stats), j); 317 nstat = 20 + op->arch->clone.stats.stat (j);
405 } 318
406 if (nstat != ostat) 319 if (nstat != ostat)
407 { 320 {
408 set_attr_value (&(op->contr->orig_stats), j, nstat); 321 op->contr->orig_stats.stat (j) = nstat;
409 potion_max = 0; 322 potion_max = 0;
410 } 323 }
411 else if (i) 324 else if (i)
412 { 325 {
413 /* potion is useless - player has already hit the natural maximum */ 326 /* potion is useless - player has already hit the natural maximum */
414 potion_max = 1; 327 potion_max = 1;
415 } 328 }
416 } 329 }
330
417 /* This section of code ups the characters normal stats also. I am not 331 /* This section of code ups the characters normal stats also. I am not
418 * sure if this is strictly necessary, being that fix_player probably 332 * sure if this is strictly necessary, being that fix_player probably
419 * recalculates this anyway. 333 * recalculates this anyway.
420 */ 334 */
421 for (j = 0; j < NUM_STATS; j++) 335 for (int j = 0; j < NUM_STATS; j++)
422 change_attr_value (&(op->stats), j, flag * get_attr_value (&(tmp->stats), j)); 336 change_attr_value (&op->stats, j, flag * tmp->stats.stat (j));
337
423 check_stat_bounds (&(op->stats)); 338 check_stat_bounds (&op->stats);
424 } /* end of potion handling code */ 339 } /* end of potion handling code */
425 } 340 }
426 341
427 /* reset attributes that fix_player doesn't reset since it doesn't search 342 /* reset attributes that update_stats doesn't reset since it doesn't search
428 * everything to set 343 * everything to set
429 */ 344 */
430 if (flag == -1) 345 if (flag == -1)
431 { 346 {
432 op->attacktype &= ~tmp->attacktype; 347 op->attacktype &= ~tmp->attacktype;
433 op->path_attuned &= ~tmp->path_attuned; 348 op->path_attuned &= ~tmp->path_attuned;
434 op->path_repelled &= ~tmp->path_repelled; 349 op->path_repelled &= ~tmp->path_repelled;
435 op->path_denied &= ~tmp->path_denied; 350 op->path_denied &= ~tmp->path_denied;
436 /* Presuming here that creatures only have move_type, 351 /* Presuming here that creatures only have move_type,
437 * and not the other move_ fields. 352 * and not the other move_ fields.
438 */ 353 */
439 op->move_type &= ~tmp->move_type; 354 op->move_type &= ~tmp->move_type;
440 } 355 }
441 356
442 /* call fix_player since op object could have whatever attribute due 357 /* call fix_player since op object could have whatever attribute due
443 * to multiple items. if fix_player always has to be called after 358 * to multiple items. if update_stats always has to be called after
444 * change_ability then might as well call it from here 359 * change_ability then might as well call it from here
445 */ 360 */
446 op->update_stats (); 361 op->update_stats ();
447 362
448 /* Fix player won't add the bows ability to the player, so don't 363 /* update_stats won't add the bows ability to the player, so don't
449 * print out message if this is a bow. 364 * print out message if this is a bow.
450 */ 365 */
451 if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW) 366 if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW)
452 { 367 {
453 success = 1; 368 success = 1;
454 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.");
455 } 370 }
371
456 if (QUERY_FLAG (op, FLAG_LIFESAVE) != QUERY_FLAG (&refop, FLAG_LIFESAVE)) 372 if (QUERY_FLAG (op, FLAG_LIFESAVE) != QUERY_FLAG (&refop, FLAG_LIFESAVE))
457 { 373 {
458 success = 1; 374 success = 1;
459 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.");
460 } 376 }
377
461 if (QUERY_FLAG (op, FLAG_REFL_MISSILE) != QUERY_FLAG (&refop, FLAG_REFL_MISSILE)) 378 if (QUERY_FLAG (op, FLAG_REFL_MISSILE) != QUERY_FLAG (&refop, FLAG_REFL_MISSILE))
462 { 379 {
463 success = 1; 380 success = 1;
464 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.");
465 } 382 }
383
466 if (QUERY_FLAG (op, FLAG_REFL_SPELL) != QUERY_FLAG (&refop, FLAG_REFL_SPELL)) 384 if (QUERY_FLAG (op, FLAG_REFL_SPELL) != QUERY_FLAG (&refop, FLAG_REFL_SPELL))
467 { 385 {
468 success = 1; 386 success = 1;
469 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.");
470 } 388 }
389
471 /* movement type has changed. We don't care about cases where 390 /* movement type has changed. We don't care about cases where
472 * user has multiple items giving the same type appled like we 391 * user has multiple items giving the same type appled like we
473 * 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
474 * can be misleading (a little higher could be miscontrued from 393 * can be misleading (a little higher could be miscontrued from
475 * from fly high) 394 * from fly high)
489 if (tmp->move_type & MOVE_FLY_HIGH) 408 if (tmp->move_type & MOVE_FLY_HIGH)
490 { 409 {
491 /* double conditional - second case covers if you have move_fly_low - 410 /* double conditional - second case covers if you have move_fly_low -
492 * in that case, you don't actually land 411 * in that case, you don't actually land
493 */ 412 */
494 DIFF_MSG (flag, "You soar into the air air!.", 413 DIFF_MSG (flag, "You soar into the air!",
495 (op->move_type & MOVE_FLY_LOW ? "You fly lower in the air" : "You float down to the ground.")); 414 (op->move_type & MOVE_FLY_LOW ? "You fly lower in the air" : "You float down to the ground."));
496 } 415 }
416
497 if (tmp->move_type & MOVE_SWIM) 417 if (tmp->move_type & MOVE_SWIM)
498 DIFF_MSG (flag, "You feel ready for a swim", "You no longer feel like swimming"); 418 DIFF_MSG (flag, "You feel ready for a swim", "You no longer feel like swimming");
499 419
500 /* Changing move status may mean you are affected by things you weren't before */ 420 /* Changing move status may mean you are affected by things you weren't before */
501 check_move_on (op, op); 421 check_move_on (op, op);
523 if (QUERY_FLAG (op, FLAG_STEALTH) != QUERY_FLAG (&refop, FLAG_STEALTH)) 443 if (QUERY_FLAG (op, FLAG_STEALTH) != QUERY_FLAG (&refop, FLAG_STEALTH))
524 { 444 {
525 success = 1; 445 success = 1;
526 DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily."); 446 DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily.");
527 } 447 }
448
528 if (QUERY_FLAG (op, FLAG_MAKE_INVIS) != QUERY_FLAG (&refop, FLAG_MAKE_INVIS)) 449 if (QUERY_FLAG (op, FLAG_MAKE_INVIS) != QUERY_FLAG (&refop, FLAG_MAKE_INVIS))
529 { 450 {
530 success = 1; 451 success = 1;
531 DIFF_MSG (flag, "You become transparent.", "You can see yourself."); 452 DIFF_MSG (flag, "You become transparent.", "You can see yourself.");
532 } 453 }
454
533 /* 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
534 * vision 456 * vision
535 */ 457 */
536 if (QUERY_FLAG (tmp, FLAG_BLIND)) 458 if (QUERY_FLAG (tmp, FLAG_BLIND))
537 { 459 {
627 success = 1; 549 success = 1;
628 DIFF_MSG (flag * tmp->stats.food, "You feel your digestion slowing down.", "You feel your digestion speeding up."); 550 DIFF_MSG (flag * tmp->stats.food, "You feel your digestion slowing down.", "You feel your digestion speeding up.");
629 } 551 }
630 552
631 /* Messages for changed resistance */ 553 /* Messages for changed resistance */
632 for (i = 0; i < NROFATTACKS; i++) 554 for (int i = 0; i < NROFATTACKS; i++)
633 { 555 {
634 if (i == ATNR_PHYSICAL) 556 if (i == ATNR_PHYSICAL)
635 continue; /* Don't display about armour */ 557 continue; /* Don't display about armour */
636 558
637 if (op->resist[i] != refop.resist[i]) 559 if (op->resist[i] != refop.resist[i])
646 } 568 }
647 } 569 }
648 570
649 if (!potion_max) 571 if (!potion_max)
650 { 572 {
651 for (j = 0; j < NUM_STATS; j++) 573 for (int j = 0; j < NUM_STATS; j++)
652 { 574 {
653 if ((i = get_attr_value (&(tmp->stats), j)) != 0) 575 if (int i = tmp->stats.stat (j))
654 { 576 {
655 success = 1; 577 success = 1;
656 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]); 578 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]);
657 } 579 }
658 } 580 }
659 } 581 }
582
660 return success; 583 return success;
661} 584}
662 585
663/* 586/*
664 * Stat draining by Vick 930307 587 * Stat draining by Vick 930307
665 * (Feeling evil, I made it work as well now. -Frank 8) 588 * (Feeling evil, I made it work as well now. -Frank 8)
666 */ 589 */
667
668void 590void
669object::drain_stat () 591object::drain_stat ()
670{ 592{
671 drain_specific_stat (RANDOM () % NUM_STATS); 593 drain_specific_stat (rndm (NUM_STATS));
672} 594}
673 595
674void 596void
675object::drain_specific_stat (int deplete_stats) 597object::drain_specific_stat (int deplete_stats)
676{ 598{
744 return; 666 return;
745 667
746 /* Randomly change the players luck. Basically, we move it 668 /* Randomly change the players luck. Basically, we move it
747 * back neutral (if greater>0, subtract, otherwise add) 669 * back neutral (if greater>0, subtract, otherwise add)
748 */ 670 */
749 if (RANDOM () % (FABS (tmp->stats.luck)) >= RANDOM () % 30) 671 if (rndm (abs (tmp->stats.luck)) >= rndm (30))
750 { 672 {
751 int diff = tmp->stats.luck > 0 ? -1 : 1; 673 int diff = tmp->stats.luck > 0 ? -1 : 1;
752 674
753 stats.luck += diff; 675 stats.luck += diff;
754 tmp->stats.luck += diff; 676 tmp->stats.luck += diff;
761 * Subtracts stat-bonuses given by the class which the player has chosen. 683 * Subtracts stat-bonuses given by the class which the player has chosen.
762 */ 684 */
763void 685void
764object::remove_statbonus () 686object::remove_statbonus ()
765{ 687{
766 stats.Str -= arch->clone.stats.Str; 688 for (int i = 0; i < NUM_STATS; ++i)
767 stats.Dex -= arch->clone.stats.Dex; 689 {
768 stats.Con -= arch->clone.stats.Con; 690 sint8 v = arch->clone.stats.stat (i);
769 stats.Wis -= arch->clone.stats.Wis; 691 stats.stat (i) -= v;
770 stats.Pow -= arch->clone.stats.Pow; 692 contr->orig_stats.stat (i) -= v;
771 stats.Cha -= arch->clone.stats.Cha; 693 }
772 stats.Int -= arch->clone.stats.Int;
773
774 contr->orig_stats.Str -= arch->clone.stats.Str;
775 contr->orig_stats.Dex -= arch->clone.stats.Dex;
776 contr->orig_stats.Con -= arch->clone.stats.Con;
777 contr->orig_stats.Wis -= arch->clone.stats.Wis;
778 contr->orig_stats.Pow -= arch->clone.stats.Pow;
779 contr->orig_stats.Cha -= arch->clone.stats.Cha;
780 contr->orig_stats.Int -= arch->clone.stats.Int;
781} 694}
782 695
783/* 696/*
784 * Adds stat-bonuses given by the class which the player has chosen. 697 * Adds stat-bonuses given by the class which the player has chosen.
785 */ 698 */
786void 699void
787object::add_statbonus () 700object::add_statbonus ()
788{ 701{
789 stats.Str += arch->clone.stats.Str; 702 for (int i = 0; i < NUM_STATS; ++i)
790 stats.Dex += arch->clone.stats.Dex; 703 {
791 stats.Con += arch->clone.stats.Con; 704 sint8 v = arch->clone.stats.stat (i);
792 stats.Wis += arch->clone.stats.Wis; 705 stats.stat (i) += v;
793 stats.Pow += arch->clone.stats.Pow; 706 contr->orig_stats.stat (i) += v;
794 stats.Cha += arch->clone.stats.Cha; 707 }
795 stats.Int += arch->clone.stats.Int;
796
797 contr->orig_stats.Str += arch->clone.stats.Str;
798 contr->orig_stats.Dex += arch->clone.stats.Dex;
799 contr->orig_stats.Con += arch->clone.stats.Con;
800 contr->orig_stats.Wis += arch->clone.stats.Wis;
801 contr->orig_stats.Pow += arch->clone.stats.Pow;
802 contr->orig_stats.Cha += arch->clone.stats.Cha;
803 contr->orig_stats.Int += arch->clone.stats.Int;
804} 708}
805 709
806/* 710/*
807 * Updates all abilities given by applied objects in the inventory 711 * Updates all abilities given by applied objects in the inventory
808 * of the given object. Note: This function works for both monsters 712 * of the given object. Note: This function works for both monsters
809 * and players; the "player" in the name is purely an archaic inheritance. 713 * and players; the "player" in the name is purely an archaic inheritance.
810 * This functions starts from base values (archetype or player object) 714 * This functions starts from base values (archetype or player object)
811 * and then adjusts them according to what the player has equipped. 715 * and then adjusts them according to what the player has equipped.
812 */ 716 *
813
814/* July 95 - inserted stuff to handle new skills/exp system - b.t. 717 * July 95 - inserted stuff to handle new skills/exp system - b.t.
815 spell system split, grace points now added to system --peterm 718 * spell system split, grace points now added to system --peterm
816 */ 719 */
817
818void 720void
819object::update_stats () 721object::update_stats ()
820{ 722{
821 int i, j; 723 int i, j;
822 float f, max = 9, added_speed = 0, bonus_speed = 0, sp_tmp, speed_reduce_from_disease = 1; 724 float f, max = 9, added_speed = 0, bonus_speed = 0, sp_tmp, speed_reduce_from_disease = 1;
823 int weapon_weight = 0, weapon_speed = 0; 725 int weapon_weight = 0, weapon_speed = 0;
824 int best_wc = 0, best_ac = 0, wc = 0, ac = 0; 726 int best_wc = 0, best_ac = 0, wc = 0, ac = 0;
825 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; 727 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS];
826 object *grace_obj = NULL, *mana_obj = NULL, *wc_obj = NULL, *tmp; 728 object *grace_obj = NULL, *mana_obj = NULL, *tmp;
729 float old_speed = speed;
827 730
828 /* First task is to clear all the values back to their original values */ 731 /* First task is to clear all the values back to their original values */
829 if (type == PLAYER) 732 if (type == PLAYER)
830 { 733 {
831 for (i = 0; i < NUM_STATS; i++) 734 for (i = 0; i < NUM_STATS; i++)
832 set_attr_value (&(stats), i, get_attr_value (&(contr->orig_stats), i)); 735 stats.stat (i) = contr->orig_stats.stat (i);
833 736
834 if (settings.spell_encumbrance == TRUE) 737 if (settings.spell_encumbrance == TRUE)
835 contr->encumbrance = 0; 738 contr->encumbrance = 0;
836 739
837 attacktype = 0; 740 attacktype = 0;
741
838 contr->digestion = 0; 742 contr->digestion = 0;
839 contr->gen_hp = 0; 743 contr->gen_hp = 0;
840 contr->gen_sp = 0; 744 contr->gen_sp = 0;
841 contr->gen_grace = 0; 745 contr->gen_grace = 0;
842 contr->gen_sp_armour = 10; 746 contr->gen_sp_armour = 10;
843 contr->item_power = 0; 747 contr->item_power = 0;
844
845 /* Don't clobber all the range_ values. range_golem otherwise
846 * gets reset for no good reason, and we don't want to reset
847 * range_magic (what spell is readied). These three below
848 * well get filled in based on what the player has equipped.
849 */
850 contr->ranges[range_bow] = NULL;
851 contr->ranges[range_misc] = NULL;
852 contr->ranges[range_skill] = NULL;
853 } 748 }
854 749
855 memcpy (body_used, body_info, sizeof (body_info)); 750 for (int i = NUM_BODY_LOCATIONS; i--; )
751 slot[i].used = slot[i].info;
856 752
857 slaying = 0; 753 slaying = 0;
858 754
859 if (!QUERY_FLAG (this, FLAG_WIZ)) 755 if (!QUERY_FLAG (this, FLAG_WIZ))
860 { 756 {
869 if (!QUERY_FLAG (&arch->clone, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL); 765 if (!QUERY_FLAG (&arch->clone, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL);
870 if (!QUERY_FLAG (&arch->clone, FLAG_REFL_MISSILE)) CLEAR_FLAG (this, FLAG_REFL_MISSILE); 766 if (!QUERY_FLAG (&arch->clone, FLAG_REFL_MISSILE)) CLEAR_FLAG (this, FLAG_REFL_MISSILE);
871 if (!QUERY_FLAG (&arch->clone, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD); 767 if (!QUERY_FLAG (&arch->clone, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD);
872 if (!QUERY_FLAG (&arch->clone, FLAG_SEE_IN_DARK )) CLEAR_FLAG (this, FLAG_SEE_IN_DARK); 768 if (!QUERY_FLAG (&arch->clone, FLAG_SEE_IN_DARK )) CLEAR_FLAG (this, FLAG_SEE_IN_DARK);
873 769
874 path_attuned = arch->clone.path_attuned; 770 path_attuned = arch->clone.path_attuned;
875 path_repelled = arch->clone.path_repelled; 771 path_repelled = arch->clone.path_repelled;
876 path_denied = arch->clone.path_denied; 772 path_denied = arch->clone.path_denied;
877 glow_radius = arch->clone.glow_radius; 773 glow_radius = arch->clone.glow_radius;
878 move_type = arch->clone.move_type; 774 move_type = arch->clone.move_type;
775
879 chosen_skill = NULL; 776 chosen_skill = 0;
880 777
881 /* initializing resistances from the values in player/monster's 778 /* initializing resistances from the values in player/monster's
882 * archetype clone 779 * archetype clone
883 */ 780 */
884 memcpy (&resist, &arch->clone.resist, sizeof (resist)); 781 memcpy (&resist, &arch->clone.resist, sizeof (resist));
887 { 784 {
888 if (resist[i] > 0) 785 if (resist[i] > 0)
889 prot[i] = resist[i], vuln[i] = 0; 786 prot[i] = resist[i], vuln[i] = 0;
890 else 787 else
891 vuln[i] = -(resist[i]), prot[i] = 0; 788 vuln[i] = -(resist[i]), prot[i] = 0;
789
892 potion_resist[i] = 0; 790 potion_resist[i] = 0;
893 } 791 }
894 792
895 wc = arch->clone.stats.wc; 793 wc = arch->clone.stats.wc;
896 stats.dam = arch->clone.stats.dam; 794 stats.dam = arch->clone.stats.dam;
914 speed = arch->clone.speed; 812 speed = arch->clone.speed;
915 813
916 /* OK - we've reset most all the objects attributes to sane values. 814 /* OK - we've reset most all the objects attributes to sane values.
917 * now go through and make adjustments for what the player has equipped. 815 * now go through and make adjustments for what the player has equipped.
918 */ 816 */
919
920 for (tmp = inv; tmp; tmp = tmp->below) 817 for (tmp = inv; tmp; tmp = tmp->below)
921 { 818 {
922 /* See note in map.c:update_position about making this additive 819 /* See note in map.c:update_position about making this additive
923 * since light sources are never applied, need to put check here. 820 * since light sources are never applied, need to put check here.
924 */ 821 */
925 if (tmp->glow_radius > glow_radius) 822 if (tmp->glow_radius > glow_radius)
926 glow_radius = tmp->glow_radius; 823 glow_radius = tmp->glow_radius;
927 824
928 /* This happens because apply_potion calls change_abil with the potion 825 /* This happens because apply_potion calls change_abil with the potion
929 * applied so we can tell the player what chagned. But change_abil 826 * applied so we can tell the player what changed. But change_abil
930 * then calls this function. 827 * then calls this function.
931 */ 828 */
932 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION) 829 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION)
933 continue; 830 continue;
934 831
960 * in the praying skill, and the player should always get those. 857 * in the praying skill, and the player should always get those.
961 * It also means we need to put in additional checks for applied below, 858 * It also means we need to put in additional checks for applied below,
962 * because the skill shouldn't count against body positions being used 859 * because the skill shouldn't count against body positions being used
963 * up, etc. 860 * up, etc.
964 */ 861 */
965 if ((QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type != CONTAINER && tmp->type != CLOSE_CON) || 862 if ((tmp->flag [FLAG_APPLIED]
863 && tmp->type != CONTAINER
864 && tmp->type != CLOSE_CON)
865 || (tmp->type == SKILL
966 (tmp->type == SKILL && tmp->subtype == SK_PRAYING)) 866 && tmp->subtype == SK_PRAYING))
967 { 867 {
968 if (type == PLAYER) 868 if (type == PLAYER)
969 { 869 {
970 if (tmp->type == BOW) 870 if (tmp == contr->combat_ob || tmp == contr->ranged_ob)
971 contr->ranges[range_bow] = tmp; 871 if (tmp != current_weapon
972 872 && (tmp->type != SKILL || tmp->subtype != SK_PRAYING)
973 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 873 && !tmp->flag [FLAG_CURSED]
974 contr->ranges[range_misc] = tmp; 874 && !tmp->flag [FLAG_DAMNED])
875 continue;
975 876
976 for (i = 0; i < NUM_STATS; i++) 877 for (i = 0; i < NUM_STATS; i++)
977 change_attr_value (&(stats), i, get_attr_value (&(tmp->stats), i)); 878 change_attr_value (&stats, i, tmp->stats.stat (i));
978 879
979 /* these are the items that currently can change digestion, regeneration, 880 /* these are the items that currently can change digestion, regeneration,
980 * spell point recovery and mana point recovery. Seems sort of an arbitary 881 * spell point recovery and mana point recovery. Seems sort of an arbitary
981 * list, but other items store other info into stats array. 882 * list, but other items store other info into stats array.
982 */ 883 */
983 if ((tmp->type == WEAPON) || 884 if (tmp->type == WEAPON || tmp->type == BOW ||
984 (tmp->type == ARMOUR) || (tmp->type == HELMET) || 885 tmp->type == ARMOUR || tmp->type == HELMET ||
985 (tmp->type == SHIELD) || (tmp->type == RING) || 886 tmp->type == SHIELD || tmp->type == RING ||
986 (tmp->type == BOOTS) || (tmp->type == GLOVES) || 887 tmp->type == BOOTS || tmp->type == GLOVES ||
987 (tmp->type == AMULET) || (tmp->type == GIRDLE) || 888 tmp->type == AMULET || tmp->type == GIRDLE ||
988 (tmp->type == BRACERS) || (tmp->type == CLOAK) || 889 tmp->type == BRACERS || tmp->type == CLOAK ||
989 (tmp->type == DISEASE) || (tmp->type == FORCE) || 890 tmp->type == DISEASE || tmp->type == FORCE ||
990 (tmp->type == SKILL)) 891 tmp->type == SKILL)
991 { 892 {
992 contr->digestion += tmp->stats.food; 893 contr->digestion += tmp->stats.food;
993 contr->gen_hp += tmp->stats.hp; 894 contr->gen_hp += tmp->stats.hp;
994 contr->gen_sp += tmp->stats.sp; 895 contr->gen_sp += tmp->stats.sp;
995 contr->gen_grace += tmp->stats.grace; 896 contr->gen_grace += tmp->stats.grace;
996 contr->gen_sp_armour += tmp->gen_sp_armour; 897 contr->gen_sp_armour += tmp->gen_sp_armour;
997 contr->item_power += tmp->item_power; 898 contr->item_power += tmp->item_power;
998 } 899 }
999 } /* if this is a player */ 900 } /* if this is a player */
901 else
902 {
903 if (tmp->type == WEAPON)
904 current_weapon = tmp;
905 }
1000 906
1001 /* Update slots used for items */ 907 /* Update slots used for items */
1002 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 908 if (QUERY_FLAG (tmp, FLAG_APPLIED))
1003 for (i = 0; i < NUM_BODY_LOCATIONS; i++) 909 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
1004 body_used[i] += tmp->body_info[i]; 910 slot[i].used += tmp->slot[i].info;
1005 911
1006 if (tmp->type == SYMPTOM) 912 if (tmp->type == SYMPTOM)
1007 { 913 {
1008 speed_reduce_from_disease = tmp->last_sp / 100.0; 914 speed_reduce_from_disease = tmp->last_sp / 100.f;
915
1009 if (speed_reduce_from_disease == 0) 916 if (speed_reduce_from_disease == 0)
1010 speed_reduce_from_disease = 1; 917 speed_reduce_from_disease = 1;
1011 } 918 }
1012 919
1013 /* Pos. and neg. protections are counted seperate (-> pro/vuln). 920 /* Pos. and neg. protections are counted seperate (-> pro/vuln).
1014 * (Negative protections are calculated extactly like positive.) 921 * (Negative protections are calculated exactly like positive.)
1015 * Resistance from potions are treated special as well. If there's 922 * Resistance from potions are treated special as well. If there's
1016 * more than one potion-effect, the bigger prot.-value is taken. 923 * more than one potion-effect, the bigger prot.-value is taken.
1017 */ 924 */
1018 if (tmp->type != POTION) 925 if (tmp->type != POTION)
1019 { 926 {
1020 for (i = 0; i < NROFATTACKS; i++) 927 for (i = 0; i < NROFATTACKS; i++)
1021 { 928 {
1022 /* Potential for cursed potions, in which case we just can use 929 /* Potential for cursed potions, in which case we just can use
1023 * a straight MAX, as potion_resist is initialized to zero. 930 * a straight MAX, as potion_resist is initialised to zero.
1024 */ 931 */
1025 if (tmp->type == POTION_EFFECT) 932 if (tmp->type == POTION_EFFECT)
1026 { 933 {
1027 if (potion_resist[i]) 934 if (potion_resist[i])
1028 potion_resist[i] = MAX (potion_resist[i], tmp->resist[i]); 935 potion_resist[i] = MAX (potion_resist[i], tmp->resist[i]);
1029 else 936 else
1030 potion_resist[i] = tmp->resist[i]; 937 potion_resist[i] = tmp->resist[i];
1031 } 938 }
1032 else if (tmp->resist[i] > 0) 939 else if (tmp->resist[i] > 0)
1033 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100; 940 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100;
1034 else if (tmp->resist[i] < 0) 941 else if (tmp->resist[i] < 0)
1035 vuln[i] += ((100 - vuln[i]) * (-tmp->resist[i])) / 100; 942 vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100;
1036 } 943 }
1037 } 944 }
1038 945
1039 /* There may be other things that should not adjust the attacktype */ 946 /* There may be other things that should not adjust the attacktype */
1040 if (tmp->type != BOW && tmp->type != SYMPTOM) 947 if (tmp->type != SYMPTOM)
948 {
1041 attacktype |= tmp->attacktype; 949 attacktype |= tmp->attacktype;
1042
1043 path_attuned |= tmp->path_attuned; 950 path_attuned |= tmp->path_attuned;
1044 path_repelled |= tmp->path_repelled; 951 path_repelled |= tmp->path_repelled;
1045 path_denied |= tmp->path_denied; 952 path_denied |= tmp->path_denied;
953 move_type |= tmp->move_type;
1046 stats.luck += tmp->stats.luck; 954 stats.luck += tmp->stats.luck;
1047 move_type |= tmp->move_type; 955 }
1048 956
1049 if (QUERY_FLAG (tmp, FLAG_LIFESAVE )) SET_FLAG (this, FLAG_LIFESAVE); 957 if (QUERY_FLAG (tmp, FLAG_LIFESAVE )) SET_FLAG (this, FLAG_LIFESAVE);
1050 if (QUERY_FLAG (tmp, FLAG_REFL_SPELL )) SET_FLAG (this, FLAG_REFL_SPELL); 958 if (QUERY_FLAG (tmp, FLAG_REFL_SPELL )) SET_FLAG (this, FLAG_REFL_SPELL);
1051 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE)) SET_FLAG (this, FLAG_REFL_MISSILE); 959 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE)) SET_FLAG (this, FLAG_REFL_MISSILE);
1052 if (QUERY_FLAG (tmp, FLAG_STEALTH )) SET_FLAG (this, FLAG_STEALTH); 960 if (QUERY_FLAG (tmp, FLAG_STEALTH )) SET_FLAG (this, FLAG_STEALTH);
1065 973
1066 if (tmp->stats.exp && tmp->type != SKILL) 974 if (tmp->stats.exp && tmp->type != SKILL)
1067 { 975 {
1068 if (tmp->stats.exp > 0) 976 if (tmp->stats.exp > 0)
1069 { 977 {
1070 added_speed += (float) tmp->stats.exp / 3.0; 978 added_speed += tmp->stats.exp / 3.f;
1071 bonus_speed += 1.0 + (float) tmp->stats.exp / 3.0; 979 bonus_speed += tmp->stats.exp / 3.f + 1.f;
1072 } 980 }
1073 else 981 else
1074 added_speed += (float) tmp->stats.exp; 982 added_speed += tmp->stats.exp;
1075 } 983 }
1076 984
1077 switch (tmp->type) 985 switch (tmp->type)
1078 { 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
1079 /* skills modifying the character -b.t. */ 996 /* skills modifying the character -b.t. */
1080 /* for all skills and skill granting objects */ 997 /* for all skills and skill granting objects */
1081 case SKILL: 998 case SKILL:
1082 if (!QUERY_FLAG (tmp, FLAG_APPLIED)) 999 if (!QUERY_FLAG (tmp, FLAG_APPLIED))
1083 break; 1000 break;
1084 1001
1085 if (IS_COMBAT_SKILL (tmp->subtype))
1086 wc_obj = tmp;
1087
1088 if (chosen_skill) 1002 if (chosen_skill)
1089 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name); 1003 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name);
1090 1004
1091 chosen_skill = tmp; 1005 chosen_skill = tmp;
1092 1006
1093 if (tmp->stats.dam > 0) 1007 if (tmp->stats.dam > 0)
1094 { /* skill is a 'weapon' */ 1008 { /* skill is a 'weapon' */
1095 if (!QUERY_FLAG (this, FLAG_READY_WEAPON)) 1009 if (!QUERY_FLAG (this, FLAG_READY_WEAPON))
1096 weapon_speed = (int) WEAPON_SPEED (tmp); 1010 weapon_speed = WEAPON_SPEED (tmp);
1097 1011
1098 if (weapon_speed < 0) 1012 if (weapon_speed < 0)
1099 weapon_speed = 0; 1013 weapon_speed = 0;
1100 1014
1101 weapon_weight = tmp->weight; 1015 weapon_weight = tmp->weight;
1102 stats.dam += tmp->stats.dam * (1 + (chosen_skill->level / 9)); 1016 stats.dam += 1 + (chosen_skill->level * tmp->stats.dam / 9);
1103 1017
1104 if (tmp->magic) 1018 if (tmp->magic)
1105 stats.dam += tmp->magic; 1019 stats.dam += tmp->magic;
1106 } 1020 }
1107 1021
1108 if (tmp->stats.wc) 1022 if (tmp->stats.wc)
1109 wc -= (tmp->stats.wc + tmp->magic); 1023 wc -= tmp->stats.wc + tmp->magic;
1110 1024
1111 if (tmp->slaying != NULL) 1025 if (tmp->slaying)
1112 slaying = tmp->slaying; 1026 slaying = tmp->slaying;
1113 1027
1114 if (tmp->stats.ac) 1028 if (tmp->stats.ac)
1115 ac -= (tmp->stats.ac + tmp->magic); 1029 ac -= tmp->stats.ac + tmp->magic;
1116 1030
1117 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1031 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1118 contr->encumbrance += (int) 3 *tmp->weight / 1000; 1032 contr->encumbrance += (int) 3 *tmp->weight / 1000;
1119 1033
1120 if (type == PLAYER)
1121 contr->ranges[range_skill] = this;
1122
1123 break;
1124
1125 case SKILL_TOOL:
1126 if (chosen_skill)
1127 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name);
1128
1129 chosen_skill = tmp;
1130
1131 if (type == PLAYER)
1132 contr->ranges[range_skill] = this;
1133 break; 1034 break;
1134 1035
1135 case SHIELD: 1036 case SHIELD:
1136 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1037 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1137 contr->encumbrance += (int) tmp->weight / 2000; 1038 contr->encumbrance += (int) tmp->weight / 2000;
1141 case HELMET: 1042 case HELMET:
1142 case BOOTS: 1043 case BOOTS:
1143 case GLOVES: 1044 case GLOVES:
1144 case CLOAK: 1045 case CLOAK:
1145 if (tmp->stats.wc) 1046 if (tmp->stats.wc)
1146 wc -= (tmp->stats.wc + tmp->magic); 1047 wc -= tmp->stats.wc + tmp->magic;
1147 1048
1148 if (tmp->stats.dam) 1049 if (tmp->stats.dam)
1149 stats.dam += (tmp->stats.dam + tmp->magic); 1050 stats.dam += tmp->stats.dam + tmp->magic;
1150 1051
1151 if (tmp->stats.ac) 1052 if (tmp->stats.ac)
1152 ac -= (tmp->stats.ac + tmp->magic); 1053 ac -= tmp->stats.ac + tmp->magic;
1153 1054
1154 break; 1055 break;
1155 1056
1057 case BOW:
1156 case WEAPON: 1058 case WEAPON:
1059 if (type != PLAYER || current_weapon == tmp)
1060 {
1157 wc -= (tmp->stats.wc + tmp->magic); 1061 wc -= tmp->stats.wc + tmp->magic;
1158 1062
1159 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0) 1063 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0)
1160 ac -= tmp->stats.ac + tmp->magic; 1064 ac -= tmp->stats.ac + tmp->magic;
1161 1065
1162 stats.dam += (tmp->stats.dam + tmp->magic); 1066 stats.dam += tmp->stats.dam + tmp->magic;
1163 weapon_weight = tmp->weight; 1067 weapon_weight = tmp->weight;
1164 weapon_speed = ((int) WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2; 1068 weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2;
1165 1069
1166 if (weapon_speed < 0) 1070 if (weapon_speed < 0)
1167 weapon_speed = 0; 1071 weapon_speed = 0;
1168 1072
1169 slaying = tmp->slaying; 1073 slaying = tmp->slaying;
1074
1170 /* If there is desire that two handed weapons should do 1075 /* If there is desire that two handed weapons should do
1171 * extra strength damage, this is where the code should 1076 * extra strength damage, this is where the code should
1172 * go. 1077 * go.
1173 */ 1078 */
1174 current_weapon = tmp; 1079
1175 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1080 if (type == PLAYER)
1081 if (settings.spell_encumbrance)
1176 contr->encumbrance += (int) 3 *tmp->weight / 1000; 1082 contr->encumbrance += tmp->weight * 3 / 1000;
1083 }
1177 1084
1178 break; 1085 break;
1179 1086
1180 case ARMOUR: /* Only the best of these three are used: */ 1087 case ARMOUR: /* Only the best of these three are used: */
1181 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1088 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1182 contr->encumbrance += (int) tmp->weight / 1000; 1089 contr->encumbrance += tmp->weight / 1000;
1183 1090
1184 case BRACERS: 1091 case BRACERS:
1185 case FORCE: 1092 case FORCE:
1186 if (tmp->stats.wc) 1093 if (tmp->stats.wc)
1187 { 1094 {
1209 wc -= (tmp->stats.wc + tmp->magic); 1116 wc -= (tmp->stats.wc + tmp->magic);
1210 1117
1211 if (tmp->stats.ac) 1118 if (tmp->stats.ac)
1212 ac -= (tmp->stats.ac + tmp->magic); 1119 ac -= (tmp->stats.ac + tmp->magic);
1213 1120
1214 if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.0 < max) 1121 if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.f < max)
1215 max = ARMOUR_SPEED (tmp) / 10.0; 1122 max = ARMOUR_SPEED (tmp) / 10.f;
1216 1123
1217 break; 1124 break;
1218 } /* switch tmp->type */ 1125 } /* switch tmp->type */
1219 } /* item is equipped */ 1126 } /* item is equipped */
1220 } /* for loop of items */ 1127 } /* for loop of items */
1288 1195
1289 if (mana_obj == this && type == PLAYER) 1196 if (mana_obj == this && type == PLAYER)
1290 stats.maxsp = 1; 1197 stats.maxsp = 1;
1291 else 1198 else
1292 { 1199 {
1293 sp_tmp = 0.0; 1200 sp_tmp = 0.f;
1294 1201
1295 for (i = 1; i <= mana_obj->level && i <= 10; i++) 1202 for (i = 1; i <= mana_obj->level && i <= 10; i++)
1296 { 1203 {
1297 float stmp; 1204 float stmp;
1298 1205
1299 /* Got some extra bonus at first level */ 1206 /* Got some extra bonus at first level */
1300 if (i < 2) 1207 if (i < 2)
1301 stmp = contr->levsp[i] + ((2.0 * (float) sp_bonus[stats.Pow] + (float) sp_bonus[stats.Int]) / 6.0); 1208 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 6.f;
1302 else 1209 else
1303 stmp = (float) contr->levsp[i] + (2.0 * (float) sp_bonus[stats.Pow] + (float) sp_bonus[stats.Int]) / 12.0; 1210 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 12.f;
1304 1211
1305 if (stmp < 1.0) 1212 if (stmp < 1.f)
1306 stmp = 1.0; 1213 stmp = 1.f;
1307 1214
1308 sp_tmp += stmp; 1215 sp_tmp += stmp;
1309 } 1216 }
1310 1217
1311 stats.maxsp = (int) sp_tmp; 1218 stats.maxsp = (sint16)sp_tmp;
1312 1219
1313 for (i = 11; i <= mana_obj->level; i++) 1220 for (i = 11; i <= mana_obj->level; i++)
1314 stats.maxsp += 2; 1221 stats.maxsp += 2;
1315 } 1222 }
1223
1316 /* Characters can get their sp supercharged via rune of transferrance */ 1224 /* Characters can get their sp supercharged via rune of transferrance */
1317 if (stats.sp > stats.maxsp * 2) 1225 if (stats.sp > stats.maxsp * 2)
1318 stats.sp = stats.maxsp * 2; 1226 stats.sp = stats.maxsp * 2;
1319 1227
1320 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */ 1228 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */
1328 /* store grace in a float - this way, the divisions below don't create 1236 /* store grace in a float - this way, the divisions below don't create
1329 * big jumps when you go from level to level - with int's, it then 1237 * big jumps when you go from level to level - with int's, it then
1330 * becomes big jumps when the sums of the bonuses jump to the next 1238 * becomes big jumps when the sums of the bonuses jump to the next
1331 * step of 8 - with floats, even fractional ones are useful. 1239 * step of 8 - with floats, even fractional ones are useful.
1332 */ 1240 */
1333 sp_tmp = 0.0; 1241 sp_tmp = 0.f;
1334 for (i = 1, stats.maxgrace = 0; i <= grace_obj->level && i <= 10; i++) 1242 for (i = 1, stats.maxgrace = 0; i <= grace_obj->level && i <= 10; i++)
1335 { 1243 {
1336 float grace_tmp = 0.0; 1244 float grace_tmp = 0.f;
1337 1245
1338 /* Got some extra bonus at first level */ 1246 /* Got some extra bonus at first level */
1339 if (i < 2) 1247 if (i < 2)
1340 grace_tmp = contr->levgrace[i] + (((float) grace_bonus[stats.Pow] + 1248 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 6.f;
1341 2.0 * (float) grace_bonus[stats.Wis]) / 6.0);
1342 else 1249 else
1343 grace_tmp = (float) contr->levgrace[i]
1344 + ((float) grace_bonus[stats.Pow] + 2.0 * (float) grace_bonus[stats.Wis]) / 12.0; 1250 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 12.f;
1345 1251
1346 if (grace_tmp < 1.0) 1252 if (grace_tmp < 1.f)
1347 grace_tmp = 1.0; 1253 grace_tmp = 1.f;
1348 1254
1349 sp_tmp += grace_tmp; 1255 sp_tmp += grace_tmp;
1350 } 1256 }
1351 1257
1352 stats.maxgrace = (int) sp_tmp; 1258 stats.maxgrace = (sint16)sp_tmp;
1353 1259
1354 /* two grace points per level after 11 */ 1260 /* two grace points per level after 11 */
1355 for (i = 11; i <= grace_obj->level; i++) 1261 for (i = 11; i <= grace_obj->level; i++)
1356 stats.maxgrace += 2; 1262 stats.maxgrace += 2;
1357 } 1263 }
1264
1358 /* No limit on grace vs maxgrace */ 1265 /* No limit on grace vs maxgrace */
1359 1266
1360 if (contr->braced) 1267 if (contr->braced)
1361 { 1268 {
1362 ac += 2; 1269 ac += 2;
1374 * improvement every level, now its fighterlevel/5. So 1281 * improvement every level, now its fighterlevel/5. So
1375 * we give the player a bonus here in wc and dam 1282 * we give the player a bonus here in wc and dam
1376 * to make up for the change. Note that I left the 1283 * to make up for the change. Note that I left the
1377 * monster bonus the same as before. -b.t. 1284 * monster bonus the same as before. -b.t.
1378 */ 1285 */
1286 object *wc_obj = chosen_skill;
1379 1287
1380 if (type == PLAYER && wc_obj && wc_obj->level > 1) 1288 if (contr && wc_obj && wc_obj->level > 1)
1381 { 1289 {
1382 wc -= (wc_obj->level + thaco_bonus[stats.Str]); 1290 wc -= wc_obj->level + thaco_bonus[stats.Str];
1291
1383 for (i = 1; i < wc_obj->level; i++) 1292 for (i = 1; i < wc_obj->level; i++)
1384 { 1293 {
1385 /* addtional wc every 6 levels */ 1294 /* additional wc every 6 levels */
1386 if (!(i % 6)) 1295 if (!(i % 6))
1387 wc--; 1296 wc--;
1297
1388 /* addtional dam every 4 levels. */ 1298 /* additional dam every 4 levels. */
1389 if (!(i % 4) && (dam_bonus[stats.Str] >= 0)) 1299 if (!(i % 4) && dam_bonus[stats.Str] >= 0)
1390 stats.dam += (1 + (dam_bonus[stats.Str] / 5)); 1300 stats.dam += 1 + dam_bonus[stats.Str] / 5;
1391 } 1301 }
1392 } 1302 }
1393 else 1303 else
1394 wc -= (level + thaco_bonus[stats.Str]); 1304 wc -= level + thaco_bonus[stats.Str];
1395 1305
1396 stats.dam += dam_bonus[stats.Str]; 1306 stats.dam += dam_bonus[stats.Str];
1397 1307
1398 if (stats.dam < 1) 1308 if (stats.dam < 1)
1399 stats.dam = 1; 1309 stats.dam = 1;
1400 1310
1401 speed = 1.0 + speed_bonus[stats.Dex]; 1311 speed = 1.f + speed_bonus[stats.Dex];
1402 1312
1403 if (settings.search_items && contr->search_str[0]) 1313 if (settings.search_items && contr->search_str[0])
1404 speed -= 1; 1314 speed -= 1;
1405 1315
1406 if (attacktype == 0) 1316 if (attacktype == 0)
1407 attacktype = arch->clone.attacktype; 1317 attacktype = arch->clone.attacktype;
1408
1409 } /* End if player */ 1318 } /* End if player */
1410 1319
1411 if (added_speed >= 0) 1320 if (added_speed >= 0)
1412 speed += added_speed / 10.0; 1321 speed += added_speed / 10.f;
1413 else /* Something wrong here...: */ 1322 else /* Something wrong here...: */
1414 speed /= (float) (1.0 - added_speed); 1323 speed /= 1.f - added_speed;
1415 1324
1416 /* Max is determined by armour */ 1325 /* Max is determined by armour */
1417 if (speed > max) 1326 if (speed > max)
1418 speed = max; 1327 speed = max;
1419 1328
1424 * weight limit, then player suffers a speed reduction based on how 1333 * weight limit, then player suffers a speed reduction based on how
1425 * much above he is, and what is max carry is 1334 * much above he is, and what is max carry is
1426 */ 1335 */
1427 f = (carrying / 1000) - max_carry[stats.Str]; 1336 f = (carrying / 1000) - max_carry[stats.Str];
1428 if (f > 0) 1337 if (f > 0)
1429 speed = speed / (1.0 + f / max_carry[stats.Str]); 1338 speed = speed / (1.f + f / max_carry[stats.Str]);
1430 } 1339 }
1431 1340
1432 speed += bonus_speed / 10.0; /* Not affected by limits */ 1341 speed += bonus_speed / 10.f; /* Not affected by limits */
1433 1342
1434 /* Put a lower limit on speed. Note with this speed, you move once every 1343 /* Put a lower limit on speed. Note with this speed, you move once every
1435 * 100 ticks or so. This amounts to once every 12 seconds of realtime. 1344 * 100 ticks or so. This amounts to once every 12 seconds of realtime.
1436 */ 1345 */
1437 speed = speed * speed_reduce_from_disease; 1346 speed = speed * speed_reduce_from_disease;
1438 1347
1439 if (speed < 0.01 && type == PLAYER) 1348 if (speed < 0.01f && type == PLAYER)
1440 speed = 0.01; 1349 speed = 0.01f;
1441 1350
1442 if (type == PLAYER) 1351 if (type == PLAYER)
1443 { 1352 {
1444 float M, W, s, D, K, S, M2;
1445
1446 /* (This formula was made by vidarl@ifi.uio.no) 1353 /* (This formula was made by vidarl@ifi.uio.no)
1447 * Note that we never used these values again - basically 1354 * Note that we never used these values again - basically
1448 * all of these could be subbed into one big equation, but 1355 * all of these could be subbed into one big equation, but
1449 * that would just be a real pain to read. 1356 * that would just be a real pain to read.
1450 */ 1357 */
1451 M = (max_carry[stats.Str] - 121) / 121.0; 1358 float M = (max_carry[stats.Str] - 121) / 121.f;
1452 M2 = max_carry[stats.Str] / 100.0; 1359 float M2 = max_carry[stats.Str] / 100.f;
1453 W = weapon_weight / 20000.0; 1360 float W = weapon_weight / 20000.f;
1454 s = 2 - weapon_speed / 10.0; 1361 float s = (20 - weapon_speed) / 10.f;
1455 D = (stats.Dex - 14) / 14.0; 1362 float D = (stats.Dex - 14) / 14.f;
1456 K = 1 + M / 3.0 - W / (3 * M2) + speed / 5.0 + D / 2.0; 1363 float K = 1 + M / 3.f - W / (3 * M2) + speed / 5.f + D / 2.f;
1364
1457 K *= (4 + level) / (float) (6 + level) * 1.2; 1365 K *= (4 + level) * 1.2f / (6 + level);
1366
1458 if (K <= 0) 1367 if (K <= 0.01f)
1459 K = 0.01; 1368 K = 0.01f;
1369
1460 S = speed / (K * s); 1370 float S = speed / (K * s);
1371
1461 contr->weapon_sp = S; 1372 contr->weapon_sp = S;
1462 } 1373 }
1463 1374
1464 /* I want to limit the power of small monsters with big weapons: */ 1375 /* I want to limit the power of small monsters with big weapons: */
1465 if (type != PLAYER && arch != NULL && stats.dam > arch->clone.stats.dam * 3) 1376 if (type != PLAYER && arch && stats.dam > arch->clone.stats.dam * 3)
1466 stats.dam = arch->clone.stats.dam * 3; 1377 stats.dam = arch->clone.stats.dam * 3;
1467 1378
1468 /* Prevent overflows of wc - best you can get is ABS(120) - this 1379 stats.wc = clamp (wc, MIN_WC, MAX_WC);
1469 * should be more than enough - remember, AC is also in 8 bits, 1380 stats.ac = clamp (ac, MIN_AC, MAX_AC);
1470 * so its value is the same.
1471 */
1472 if (wc > 120)
1473 wc = 120;
1474 else if (wc < -120)
1475 wc = -120;
1476
1477 stats.wc = wc;
1478
1479 if (ac > 120)
1480 ac = 120;
1481 else if (ac < -120)
1482 ac = -120;
1483
1484 stats.ac = ac;
1485 1381
1486 /* if for some reason the creature doesn't have any move type, 1382 /* if for some reason the creature doesn't have any move type,
1487 * give them walking as a default. 1383 * give them walking as a default.
1488 * The second case is a special case - to more closely mimic the 1384 * The second case is a special case - to more closely mimic the
1489 * old behaviour - if your flying, your not walking - just 1385 * old behaviour - if your flying, your not walking - just
1492 if (move_type == 0) 1388 if (move_type == 0)
1493 move_type = MOVE_WALK; 1389 move_type = MOVE_WALK;
1494 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) 1390 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH))
1495 move_type &= ~MOVE_WALK; 1391 move_type &= ~MOVE_WALK;
1496 1392
1497 update_ob_speed (this); 1393 if (speed != old_speed)
1394 set_speed (speed);
1498 1395
1499 /* It is quite possible that a player's spell costing might have changed, 1396 /* It is quite possible that a player's spell costing might have changed,
1500 * so we will check that now. 1397 * so we will check that now.
1501 */ 1398 */
1502 if (type == PLAYER) 1399 if (type == PLAYER)
1503 { 1400 {
1504 esrv_update_stats (contr); 1401 esrv_update_stats (contr);
1505 esrv_update_spells (contr); 1402 esrv_update_spells (contr);
1506 } 1403 }
1404
1405 // update the mapspace, if we are on a map
1406 if (!flag [FLAG_REMOVED] && map)
1407 map->at (x, y).flags_ = 0;
1507} 1408}
1508 1409
1509/* 1410/*
1510 * Returns true if the given player is a legal class. 1411 * Returns true if the given player is a legal class.
1511 * The function to add and remove class-bonuses to the stats doesn't 1412 * The function to add and remove class-bonuses to the stats doesn't
1514 * false otherwise. 1415 * false otherwise.
1515 */ 1416 */
1516int 1417int
1517allowed_class (const object *op) 1418allowed_class (const object *op)
1518{ 1419{
1519 return op->stats.Dex > 0 && op->stats.Str > 0 && op->stats.Con > 0 && 1420 return op->stats.Dex > 0
1520 op->stats.Int > 0 && op->stats.Wis > 0 && op->stats.Pow > 0 && op->stats.Cha > 0; 1421 && op->stats.Str > 0
1422 && op->stats.Con > 0
1423 && op->stats.Int > 0
1424 && op->stats.Wis > 0
1425 && op->stats.Pow > 0
1426 && op->stats.Cha > 0;
1521} 1427}
1522 1428
1523/* 1429/*
1524 * set the new dragon name after gaining levels or 1430 * set the new dragon name after gaining levels or
1525 * changing ability focus (later this can be extended to 1431 * changing ability focus (later this can be extended to
1596 object *skin = NULL; /* pointer to dragon skin force */ 1502 object *skin = NULL; /* pointer to dragon skin force */
1597 object *tmp = NULL; /* tmp. object */ 1503 object *tmp = NULL; /* tmp. object */
1598 char buf[MAX_BUF]; /* tmp. string buffer */ 1504 char buf[MAX_BUF]; /* tmp. string buffer */
1599 1505
1600 /* now grab the 'dragon_ability'-forces from the player's inventory */ 1506 /* now grab the 'dragon_ability'-forces from the player's inventory */
1507 shstr_cmp dragon_ability_force ("dragon_ability_force");
1508 shstr_cmp dragon_skin_force ("dragon_skin_force");
1509
1601 for (tmp = who->inv; tmp != NULL; tmp = tmp->below) 1510 for (tmp = who->inv; tmp; tmp = tmp->below)
1602 {
1603 if (tmp->type == FORCE) 1511 if (tmp->type == FORCE)
1604 {
1605 if (strcmp (tmp->arch->name, "dragon_ability_force") == 0) 1512 if (tmp->arch->name == dragon_ability_force)
1606 abil = tmp; 1513 abil = tmp;
1607 if (strcmp (tmp->arch->name, "dragon_skin_force") == 0) 1514 else if (tmp->arch->name == dragon_skin_force)
1608 skin = tmp; 1515 skin = tmp;
1609 } 1516
1610 }
1611 /* if the force is missing -> bail out */ 1517 /* if the force is missing -> bail out */
1612 if (abil == NULL) 1518 if (abil == NULL)
1613 return; 1519 return;
1614 1520
1615 /* The ability_force keeps track of maximum level ever achieved. 1521 /* The ability_force keeps track of maximum level ever achieved.
1659 if (!skill_obj) 1565 if (!skill_obj)
1660 { 1566 {
1661 LOG (llevError, "add_player_exp: couldn't find skill %s\n", skill_name); 1567 LOG (llevError, "add_player_exp: couldn't find skill %s\n", skill_name);
1662 return NULL; 1568 return NULL;
1663 } 1569 }
1570
1664 /* clear the flag - exp goes into this bucket, but player 1571 /* clear the flag - exp goes into this bucket, but player
1665 * still doesn't know it. 1572 * still doesn't know it.
1666 */ 1573 */
1667 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL); 1574 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL);
1668 skill_obj->stats.exp = 0; 1575 skill_obj->stats.exp = 0;
1669 skill_obj->level = 1; 1576 skill_obj->level = 1;
1670 insert_ob_in_ob (skill_obj, op); 1577 insert_ob_in_ob (skill_obj, op);
1671 if (op->contr) 1578
1579 if (player *pl = op->contr)
1672 { 1580 {
1673 op->contr->last_skill_ob[skill_obj->subtype] = skill_obj; 1581 pl->last_skill_ob [skill_obj->subtype] = skill_obj;
1674 op->contr->last_skill_exp[skill_obj->subtype] = -1; 1582 if (pl->ns)
1583 pl->ns->last_skill_exp[skill_obj->subtype] = -1;//TODO: should be made superfluous
1675 } 1584 }
1585
1676 return skill_obj; 1586 return skill_obj;
1677} 1587}
1678
1679 1588
1680/* player_lvl_adj() - for the new exp system. we are concerned with 1589/* player_lvl_adj() - for the new exp system. we are concerned with
1681 * whether the player gets more hp, sp and new levels. 1590 * whether the player gets more hp, sp and new levels.
1682 * Note this this function should only be called for players. Monstes 1591 * Note this this function should only be called for players. Monstes
1683 * don't really gain levels 1592 * don't really gain levels
1694 1603
1695 if (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul)) 1604 if (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul))
1696 { 1605 {
1697 op->level++; 1606 op->level++;
1698 1607
1699 if (op != NULL && op == who && op->stats.exp > 1 && is_dragon_pl (who)) 1608 if (op && op == who && op->stats.exp > 1 && is_dragon_pl (who))
1700 dragon_level_gain (who); 1609 dragon_level_gain (who);
1701 1610
1702 /* Only roll these if it is the player (who) that gained the level */ 1611 /* Only roll these if it is the player (who) that gained the level */
1703 if (op == who && (who->level < 11) && who->type == PLAYER) 1612 if (op == who && (who->level < 11) && who->type == PLAYER)
1704 { 1613 {
1712 { 1621 {
1713 if (op->type != PLAYER) 1622 if (op->type != PLAYER)
1714 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); 1623 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1715 else 1624 else
1716 sprintf (buf, "You are now level %d.", op->level); 1625 sprintf (buf, "You are now level %d.", op->level);
1626
1717 if (who) 1627 if (who)
1718 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); 1628 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1719 } 1629 }
1630
1720 player_lvl_adj (who, op); /* To increase more levels */ 1631 player_lvl_adj (who, op); /* To increase more levels */
1721 } 1632 }
1722 else if (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul)) 1633 else if (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul))
1723 { 1634 {
1724 op->level--; 1635 op->level--;
1725 who->update_stats (); 1636 who->update_stats ();
1637
1726 if (op->type != PLAYER) 1638 if (op->type != PLAYER)
1727 { 1639 {
1728 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); 1640 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1729 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); 1641 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1730 } 1642 }
1643
1731 player_lvl_adj (who, op); /* To decrease more levels */ 1644 player_lvl_adj (who, op); /* To decrease more levels */
1732 } 1645 }
1733 1646
1734 /* check if the spell data has changed */ 1647 /* check if the spell data has changed */
1735 esrv_update_stats (who->contr); 1648 esrv_update_stats (who->contr);
1744sint64 1657sint64
1745level_exp (int level, double expmul) 1658level_exp (int level, double expmul)
1746{ 1659{
1747 if (level > settings.max_level) 1660 if (level > settings.max_level)
1748 return (sint64) (expmul * levels[settings.max_level]); 1661 return (sint64) (expmul * levels[settings.max_level]);
1662
1749 return (sint64) (expmul * levels[level]); 1663 return (sint64) (expmul * levels[level]);
1750} 1664}
1751 1665
1752/* 1666/*
1753 * Ensure that the permanent experience requirements in an exp object are met. 1667 * Ensure that the permanent experience requirements in an exp object are met.
1790 sint64 limit, exp_to_add; 1704 sint64 limit, exp_to_add;
1791 int i; 1705 int i;
1792 1706
1793 /* prevents some forms of abuse. */ 1707 /* prevents some forms of abuse. */
1794 if (op->contr->braced) 1708 if (op->contr->braced)
1795 exp = exp / 5; 1709 exp /= 5;
1796 1710
1797 /* Try to find the matching skill. 1711 /* Try to find the matching skill.
1798 * We do a shortcut/time saving mechanism first - see if it matches 1712 * We do a shortcut/time saving mechanism first - see if it matches
1799 * chosen_skill. This means we don't need to search through 1713 * chosen_skill. This means we don't need to search through
1800 * the players inventory. 1714 * the players inventory.
1801 */ 1715 */
1802 if (skill_name) 1716 if (skill_name)
1803 { 1717 {
1804 if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill)) 1718 if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill))
1935 del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction)); 1849 del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction));
1936 tmp->stats.exp -= del_exp; 1850 tmp->stats.exp -= del_exp;
1937 player_lvl_adj (op, tmp); 1851 player_lvl_adj (op, tmp);
1938 } 1852 }
1939 } 1853 }
1854
1940 if (flag != SK_SUBTRACT_SKILL_EXP) 1855 if (flag != SK_SUBTRACT_SKILL_EXP)
1941 { 1856 {
1942 del_exp = check_exp_loss (op, exp); 1857 del_exp = check_exp_loss (op, exp);
1943 op->stats.exp -= del_exp; 1858 op->stats.exp -= del_exp;
1944 player_lvl_adj (op, NULL); 1859 player_lvl_adj (op, NULL);
1945 } 1860 }
1946} 1861}
1947
1948
1949 1862
1950/* change_exp() - changes experience to a player/monster. This 1863/* change_exp() - changes experience to a player/monster. This
1951 * does bounds checking to make sure we don't overflow the max exp. 1864 * does bounds checking to make sure we don't overflow the max exp.
1952 * 1865 *
1953 * The exp passed is typically not modified much by this function - 1866 * The exp passed is typically not modified much by this function -
1954 * it is assumed the caller has modified the exp as needed. 1867 * it is assumed the caller has modified the exp as needed.
1955 * skill_name is the skill that should get the exp added. 1868 * skill_name is the skill that should get the exp added.
1956 * flag is what to do if player doesn't have the skill. 1869 * flag is what to do if player doesn't have the skill.
1957 * these last two values are only used for players. 1870 * these last two values are only used for players.
1958 */ 1871 */
1959
1960void 1872void
1961change_exp (object *op, sint64 exp, const char *skill_name, int flag) 1873change_exp (object *op, sint64 exp, const char *skill_name, int flag)
1962{ 1874{
1963
1964#ifdef EXP_DEBUG 1875#ifdef EXP_DEBUG
1965 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp); 1876 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp);
1966#endif 1877#endif
1967 1878
1968 /* safety */ 1879 /* safety */
2009 else 1920 else
2010 /* note that when you lose exp, it doesn't go against 1921 /* note that when you lose exp, it doesn't go against
2011 * a particular skill, so we don't need to pass that 1922 * a particular skill, so we don't need to pass that
2012 * along. 1923 * along.
2013 */ 1924 */
2014 subtract_player_exp (op, FABS (exp), skill_name, flag); 1925 subtract_player_exp (op, abs (exp), skill_name, flag);
2015
2016 } 1926 }
2017} 1927}
2018 1928
2019/* Applies a death penalty experience, the size of this is defined by the 1929/* Applies a death penalty experience, the size of this is defined by the
2020 * settings death_penalty_percentage and death_penalty_levels, and by the 1930 * settings death_penalty_percentage and death_penalty_levels, and by the
2021 * amount of permenent experience, whichever gives the lowest loss. 1931 * amount of permenent experience, whichever gives the lowest loss.
2022 */ 1932 */
2023
2024void 1933void
2025apply_death_exp_penalty (object *op) 1934apply_death_exp_penalty (object *op)
2026{ 1935{
2027 object *tmp; 1936 object *tmp;
2028 sint64 loss; 1937 sint64 loss;
2050 player_lvl_adj (op, tmp); 1959 player_lvl_adj (op, tmp);
2051 } 1960 }
2052 1961
2053 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100; 1962 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100;
2054 level_loss = op->stats.exp - levels[MAX (0, op->level - settings.death_penalty_level)]; 1963 level_loss = op->stats.exp - levels[MAX (0, op->level - settings.death_penalty_level)];
1964
2055 if (level_loss < 0) 1965 if (level_loss < 0)
2056 level_loss = 0; 1966 level_loss = 0;
2057 loss = check_exp_loss (op, MIN (level_loss, percentage_loss)); 1967 loss = check_exp_loss (op, MIN (level_loss, percentage_loss));
2058 1968
2059 op->stats.exp -= loss; 1969 op->stats.exp -= loss;

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