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Comparing deliantra/server/common/living.C (file contents):
Revision 1.15 by pippijn, Mon Dec 11 19:46:46 2006 UTC vs.
Revision 1.68 by root, Sun Jul 1 05:00:17 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Crossfire TRT is free software: you can redistribute it and/or modify
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 3 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, see <http://www.gnu.org/licenses/>.
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
20
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <crossfire@schmorp.de>
22*/ 22 */
23 23
24#include <global.h> 24#include <global.h>
25#include <funcpoint.h> 25#include <funcpoint.h>
26 26
27/* Handy little macro that adds exp and keeps it within bounds. Since 27/* Handy little macro that adds exp and keeps it within bounds. Since
191static const char *const drain_msg[NUM_STATS] = { 191static const char *const drain_msg[NUM_STATS] = {
192 "Oh no! You are weakened!", 192 "Oh no! You are weakened!",
193 "You're feeling clumsy!", 193 "You're feeling clumsy!",
194 "You feel less healthy", 194 "You feel less healthy",
195 "You suddenly begin to lose your memory!", 195 "You suddenly begin to lose your memory!",
196 "Watch out, your mind is going!",
197 "Your spirit feels drained!",
196 "Your face gets distorted!", 198 "Your face gets distorted!",
197 "Watch out, your mind is going!",
198 "Your spirit feels drained!"
199}; 199};
200const char *const restore_msg[NUM_STATS] = { 200const char *const restore_msg[NUM_STATS] = {
201 "You feel your strength return.", 201 "You feel your strength return.",
202 "You feel your agility return.", 202 "You feel your agility return.",
203 "You feel your health return.", 203 "You feel your health return.",
204 "You feel your memory return.",
204 "You feel your wisdom return.", 205 "You feel your wisdom return.",
206 "You feel your spirits return.",
205 "You feel your charisma return.", 207 "You feel your charisma return.",
206 "You feel your memory return.",
207 "You feel your spirits return."
208}; 208};
209const char *const gain_msg[NUM_STATS] = { 209const char *const gain_msg[NUM_STATS] = {
210 "You feel stronger.", 210 "You feel stronger.",
211 "You feel more agile.", 211 "You feel more agile.",
212 "You feel healthy.", 212 "You feel healthy.",
213 "You feel smarter.",
213 "You feel wiser.", 214 "You feel wiser.",
215 "You feel more potent.",
214 "You seem to look better.", 216 "You seem to look better.",
215 "You feel smarter.",
216 "You feel more potent."
217}; 217};
218const char *const lose_msg[NUM_STATS] = { 218const char *const lose_msg[NUM_STATS] = {
219 "You feel weaker!", 219 "You feel weaker!",
220 "You feel clumsy!", 220 "You feel clumsy!",
221 "You feel less healthy!", 221 "You feel less healthy!",
222 "You feel stupid!",
222 "You lose some of your memory!", 223 "You lose some of your memory!",
224 "You feel less potent!",
223 "You look ugly!", 225 "You look ugly!",
224 "You feel stupid!",
225 "You feel less potent!"
226}; 226};
227 227
228const char *const statname[NUM_STATS] = { 228const char *const statname[NUM_STATS] = {
229 "strength", "dexterity", "constitution", "wisdom", "charisma", "intelligence", "power" 229 "strength", "dexterity", "constitution", "intelligence", "wisdom", "power", "charisma"
230}; 230};
231 231
232const char *const short_stat_name[NUM_STATS] = { 232const char *const short_stat_name[NUM_STATS] = {
233 "Str", "Dex", "Con", "Wis", "Cha", "Int", "Pow" 233 "Str", "Dex", "Con", "Int", "Wis", "Pow", "Cha"
234}; 234};
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 */
240
241void
242set_attr_value (living * stats, int attr, sint8 value)
243{
244 switch (attr)
245 {
246 case STR:
247 stats->Str = value;
248 break;
249 case DEX:
250 stats->Dex = value;
251 break;
252 case CON:
253 stats->Con = value;
254 break;
255 case WIS:
256 stats->Wis = value;
257 break;
258 case POW:
259 stats->Pow = value;
260 break;
261 case CHA:
262 stats->Cha = value;
263 break;
264 case INT:
265 stats->Int = value;
266 break;
267 }
268}
269 235
270/* 236/*
271 * Like set_attr_value(), but instead the value (which can be negative) 237 * Like set_attr_value(), but instead the value (which can be negative)
272 * is added to the specified stat. 238 * is added to the specified stat.
273 */ 239 */
274
275void 240void
276change_attr_value (living * stats, int attr, sint8 value) 241change_attr_value (living *stats, int attr, sint8 value)
277{ 242{
278 if (value == 0) 243 stats->stat (attr) += value;
279 return;
280 switch (attr)
281 {
282 case STR:
283 stats->Str += value;
284 break;
285 case DEX:
286 stats->Dex += value;
287 break;
288 case CON:
289 stats->Con += value;
290 break;
291 case WIS:
292 stats->Wis += value;
293 break;
294 case POW:
295 stats->Pow += value;
296 break;
297 case CHA:
298 stats->Cha += value;
299 break;
300 case INT:
301 stats->Int += value;
302 break;
303 default:
304 LOG (llevError, "Invalid attribute in change_attr_value: %d\n", attr);
305 }
306}
307
308/*
309 * returns the specified stat. See also set_attr_value().
310 */
311
312sint8
313get_attr_value (const living * stats, int attr)
314{
315 switch (attr)
316 {
317 case STR:
318 return (stats->Str);
319 case DEX:
320 return (stats->Dex);
321 case CON:
322 return (stats->Con);
323 case WIS:
324 return (stats->Wis);
325 case CHA:
326 return (stats->Cha);
327 case INT:
328 return (stats->Int);
329 case POW:
330 return (stats->Pow);
331 }
332 return 0;
333} 244}
334 245
335/* 246/*
336 * Ensures that all stats (str/dex/con/wis/cha/int) are within the 247 * Ensures that all stats (str/dex/con/wis/cha/int) are within the
337 * 1-30 stat limit. 248 * 1-30 stat limit.
338 */ 249 */
339
340void 250void
341check_stat_bounds (living * stats) 251check_stat_bounds (living *stats)
342{ 252{
343 int i, v;
344
345 for (i = 0; i < NUM_STATS; i++) 253 for (int i = 0; i < NUM_STATS; i++)
346 if ((v = get_attr_value (stats, i)) > MAX_STAT) 254 {
347 set_attr_value (stats, i, MAX_STAT); 255 sint8 &v = stats->stat (i);
348 else if (v < MIN_STAT) 256 v = clamp (v, MIN_STAT, MAX_STAT);
349 set_attr_value (stats, i, MIN_STAT); 257 }
350} 258}
351 259
352#define ORIG_S(xyz,abc) (op->contr->orig_stats.abc) 260#define ORIG_S(xyz,abc) (op->contr->orig_stats.abc)
353 261
354/* Rather than having a whole bunch of if (flag) new_draw.. else new_draw, 262/* Rather than having a whole bunch of if (flag) new_draw.. else new_draw,
363/* flag is set to 1 if we are applying the object, -1 if we are removing 271/* flag is set to 1 if we are applying the object, -1 if we are removing
364 * the object. 272 * the object.
365 * It is the calling functions responsibilty to check to see if the object 273 * It is the calling functions responsibilty to check to see if the object
366 * can be applied or not. 274 * can be applied or not.
367 * The main purpose of calling this function is the messages that are 275 * The main purpose of calling this function is the messages that are
368 * displayed - fix_player should really always be called after this when 276 * displayed - update_stats should really always be called after this when
369 * removing an object - that is because it is impossible to know if some object 277 * removing an object - that is because it is impossible to know if some object
370 * is the only source of an attacktype or spell attunement, so this function 278 * is the only source of an attacktype or spell attunement, so this function
371 * will clear the bits, but the player may still have some other object 279 * will clear the bits, but the player may still have some other object
372 * that gives them that ability. 280 * that gives them that ability.
373 */ 281 */
374int 282int
375change_abil (object *op, object *tmp) 283change_abil (object *op, object *tmp)
376{ 284{
377 int flag = QUERY_FLAG (tmp, FLAG_APPLIED) ? 1 : -1, i, j, success = 0; 285 int flag = QUERY_FLAG (tmp, FLAG_APPLIED) ? 1 : -1, success = 0;
378 char message[MAX_BUF]; 286 char message[MAX_BUF];
379 int potion_max = 0; 287 int potion_max = 0;
380 288
381 /* remember what object was like before it was changed. note that 289 /* remember what object was like before it was changed. note that
382 * refop is a local copy of op only to be used for detecting changes 290 * refop is a local copy of op only to be used for detecting changes
383 * found by fix_player. refop is not a real object 291 * found by update_stats. refop is not a real object
384 */ 292 */
385 object_pod refop = *op; 293 object_copy refop = *op;
386 294
387 if (op->type == PLAYER) 295 if (op->type == PLAYER)
388 { 296 {
389 if (tmp->type == POTION) 297 if (tmp->type == POTION)
390 { 298 {
391 potion_max = 1; 299 potion_max = 1;
392 for (j = 0; j < NUM_STATS; j++) 300 for (int j = 0; j < NUM_STATS; j++)
393 { 301 {
394 int nstat, ostat; 302 int ostat = op->contr->orig_stats.stat (j);
395 303 int i = tmp->stats.stat (j);
396 ostat = get_attr_value (&(op->contr->orig_stats), j);
397 i = get_attr_value (&(tmp->stats), j);
398 304
399 /* nstat is what the stat will be after use of the potion */ 305 /* nstat is what the stat will be after use of the potion */
400 nstat = flag * i + ostat; 306 int nstat = flag * i + ostat;
401 307
402 /* Do some bounds checking. While I don't think any 308 /* Do some bounds checking. While I don't think any
403 * potions do so right now, there is the potential for potions 309 * potions do so right now, there is the potential for potions
404 * that adjust that stat by more than one point, so we need 310 * that adjust that stat by more than one point, so we need
405 * to allow for that. 311 * to allow for that.
406 */ 312 */
407 if (nstat < 1 && i * flag < 0) 313 if (nstat < 1 && i * flag < 0)
408 nstat = 1; 314 nstat = 1;
409 else if (nstat > 20 + get_attr_value (&(op->arch->clone.stats), j)) 315 else if (nstat > 20 + op->arch->stats.stat (j))
410 { 316 nstat = 20 + op->arch->stats.stat (j);
411 nstat = 20 + get_attr_value (&(op->arch->clone.stats), j); 317
412 }
413 if (nstat != ostat) 318 if (nstat != ostat)
414 { 319 {
415 set_attr_value (&(op->contr->orig_stats), j, nstat); 320 op->contr->orig_stats.stat (j) = nstat;
416 potion_max = 0; 321 potion_max = 0;
417 } 322 }
418 else if (i) 323 else if (i)
419 { 324 {
420 /* potion is useless - player has already hit the natural maximum */ 325 /* potion is useless - player has already hit the natural maximum */
421 potion_max = 1; 326 potion_max = 1;
422 } 327 }
423 } 328 }
329
424 /* This section of code ups the characters normal stats also. I am not 330 /* This section of code ups the characters normal stats also. I am not
425 * sure if this is strictly necessary, being that fix_player probably 331 * sure if this is strictly necessary, being that fix_player probably
426 * recalculates this anyway. 332 * recalculates this anyway.
427 */ 333 */
428 for (j = 0; j < NUM_STATS; j++) 334 for (int j = 0; j < NUM_STATS; j++)
429 change_attr_value (&(op->stats), j, flag * get_attr_value (&(tmp->stats), j)); 335 change_attr_value (&op->stats, j, flag * tmp->stats.stat (j));
336
430 check_stat_bounds (&(op->stats)); 337 check_stat_bounds (&op->stats);
431 } /* end of potion handling code */ 338 } /* end of potion handling code */
432 } 339 }
433 340
434 /* reset attributes that fix_player doesn't reset since it doesn't search 341 /* reset attributes that update_stats doesn't reset since it doesn't search
435 * everything to set 342 * everything to set
436 */ 343 */
437 if (flag == -1) 344 if (flag == -1)
438 { 345 {
439 op->attacktype &= ~tmp->attacktype; 346 op->attacktype &= ~tmp->attacktype;
440 op->path_attuned &= ~tmp->path_attuned; 347 op->path_attuned &= ~tmp->path_attuned;
441 op->path_repelled &= ~tmp->path_repelled; 348 op->path_repelled &= ~tmp->path_repelled;
442 op->path_denied &= ~tmp->path_denied; 349 op->path_denied &= ~tmp->path_denied;
443 /* Presuming here that creatures only have move_type, 350 /* Presuming here that creatures only have move_type,
444 * and not the other move_ fields. 351 * and not the other move_ fields.
445 */ 352 */
446 op->move_type &= ~tmp->move_type; 353 op->move_type &= ~tmp->move_type;
447 } 354 }
448 355
449 /* call fix_player since op object could have whatever attribute due 356 /* call fix_player since op object could have whatever attribute due
450 * to multiple items. if fix_player always has to be called after 357 * to multiple items. if update_stats always has to be called after
451 * change_ability then might as well call it from here 358 * change_ability then might as well call it from here
452 */ 359 */
453 fix_player (op); 360 op->update_stats ();
454 361
455 /* Fix player won't add the bows ability to the player, so don't 362 /* update_stats won't add the bows ability to the player, so don't
456 * print out message if this is a bow. 363 * print out message if this is a bow.
457 */ 364 */
458 if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW) 365 if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW)
459 { 366 {
460 success = 1; 367 success = 1;
461 DIFF_MSG (flag, "Your hands begin to glow red.", "Your hands stop glowing red."); 368 DIFF_MSG (flag, "Your hands begin to glow red.", "Your hands stop glowing red.");
462 } 369 }
370
463 if (QUERY_FLAG (op, FLAG_LIFESAVE) != QUERY_FLAG (&refop, FLAG_LIFESAVE)) 371 if (QUERY_FLAG (op, FLAG_LIFESAVE) != QUERY_FLAG (&refop, FLAG_LIFESAVE))
464 { 372 {
465 success = 1; 373 success = 1;
466 DIFF_MSG (flag, "You feel very protected.", "You don't feel protected anymore."); 374 DIFF_MSG (flag, "You feel very protected.", "You don't feel protected anymore.");
467 } 375 }
376
468 if (QUERY_FLAG (op, FLAG_REFL_MISSILE) != QUERY_FLAG (&refop, FLAG_REFL_MISSILE)) 377 if (QUERY_FLAG (op, FLAG_REFL_MISSILE) != QUERY_FLAG (&refop, FLAG_REFL_MISSILE))
469 { 378 {
470 success = 1; 379 success = 1;
471 DIFF_MSG (flag, "A magic force shimmers around you.", "The magic force fades away."); 380 DIFF_MSG (flag, "A magic force shimmers around you.", "The magic force fades away.");
472 } 381 }
382
473 if (QUERY_FLAG (op, FLAG_REFL_SPELL) != QUERY_FLAG (&refop, FLAG_REFL_SPELL)) 383 if (QUERY_FLAG (op, FLAG_REFL_SPELL) != QUERY_FLAG (&refop, FLAG_REFL_SPELL))
474 { 384 {
475 success = 1; 385 success = 1;
476 DIFF_MSG (flag, "You feel more safe now, somehow.", "Suddenly you feel less safe, somehow."); 386 DIFF_MSG (flag, "You feel more safe now, somehow.", "Suddenly you feel less safe, somehow.");
477 } 387 }
388
478 /* movement type has changed. We don't care about cases where 389 /* movement type has changed. We don't care about cases where
479 * user has multiple items giving the same type appled like we 390 * user has multiple items giving the same type appled like we
480 * used to - that is more work than what we gain, plus messages 391 * used to - that is more work than what we gain, plus messages
481 * can be misleading (a little higher could be miscontrued from 392 * can be misleading (a little higher could be miscontrued from
482 * from fly high) 393 * from fly high)
496 if (tmp->move_type & MOVE_FLY_HIGH) 407 if (tmp->move_type & MOVE_FLY_HIGH)
497 { 408 {
498 /* double conditional - second case covers if you have move_fly_low - 409 /* double conditional - second case covers if you have move_fly_low -
499 * in that case, you don't actually land 410 * in that case, you don't actually land
500 */ 411 */
501 DIFF_MSG (flag, "You soar into the air air!.", 412 DIFF_MSG (flag, "You soar into the air!",
502 (op->move_type & MOVE_FLY_LOW ? "You fly lower in the air" : "You float down to the ground.")); 413 (op->move_type & MOVE_FLY_LOW ? "You fly lower in the air" : "You float down to the ground."));
503 } 414 }
415
504 if (tmp->move_type & MOVE_SWIM) 416 if (tmp->move_type & MOVE_SWIM)
505 DIFF_MSG (flag, "You feel ready for a swim", "You no longer feel like swimming"); 417 DIFF_MSG (flag, "You feel ready for a swim", "You no longer feel like swimming");
506 418
507 /* Changing move status may mean you are affected by things you weren't before */ 419 /* Changing move status may mean you are affected by things you weren't before */
508 check_move_on (op, op); 420 check_move_on (op, op);
509 } 421 }
510 422
511 /* becoming UNDEAD... a special treatment for this flag. Only those not 423 /* becoming UNDEAD... a special treatment for this flag. Only those not
512 * originally undead may change their status 424 * originally undead may change their status
513 */ 425 */
514 if (!QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 426 if (!QUERY_FLAG (op->arch, FLAG_UNDEAD))
515 if (QUERY_FLAG (op, FLAG_UNDEAD) != QUERY_FLAG (&refop, FLAG_UNDEAD)) 427 if (QUERY_FLAG (op, FLAG_UNDEAD) != QUERY_FLAG (&refop, FLAG_UNDEAD))
516 { 428 {
517 success = 1; 429 success = 1;
518 if (flag > 0) 430 if (flag > 0)
519 { 431 {
520 op->race = "undead"; 432 op->race = "undead";
521 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce drains away!"); 433 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce drains away!");
522 } 434 }
523 else 435 else
524 { 436 {
525 op->race = op->arch->clone.race; 437 op->race = op->arch->race;
526 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!"); 438 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!");
527 } 439 }
528 } 440 }
529 441
530 if (QUERY_FLAG (op, FLAG_STEALTH) != QUERY_FLAG (&refop, FLAG_STEALTH)) 442 if (QUERY_FLAG (op, FLAG_STEALTH) != QUERY_FLAG (&refop, FLAG_STEALTH))
531 { 443 {
532 success = 1; 444 success = 1;
533 DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily."); 445 DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily.");
534 } 446 }
447
535 if (QUERY_FLAG (op, FLAG_MAKE_INVIS) != QUERY_FLAG (&refop, FLAG_MAKE_INVIS)) 448 if (QUERY_FLAG (op, FLAG_MAKE_INVIS) != QUERY_FLAG (&refop, FLAG_MAKE_INVIS))
536 { 449 {
537 success = 1; 450 success = 1;
538 DIFF_MSG (flag, "You become transparent.", "You can see yourself."); 451 DIFF_MSG (flag, "You become transparent.", "You can see yourself.");
539 } 452 }
453
540 /* blinded you can tell if more blinded since blinded player has minimal 454 /* blinded you can tell if more blinded since blinded player has minimal
541 * vision 455 * vision
542 */ 456 */
543 if (QUERY_FLAG (tmp, FLAG_BLIND)) 457 if (QUERY_FLAG (tmp, FLAG_BLIND))
544 { 458 {
634 success = 1; 548 success = 1;
635 DIFF_MSG (flag * tmp->stats.food, "You feel your digestion slowing down.", "You feel your digestion speeding up."); 549 DIFF_MSG (flag * tmp->stats.food, "You feel your digestion slowing down.", "You feel your digestion speeding up.");
636 } 550 }
637 551
638 /* Messages for changed resistance */ 552 /* Messages for changed resistance */
639 for (i = 0; i < NROFATTACKS; i++) 553 for (int i = 0; i < NROFATTACKS; i++)
640 { 554 {
641 if (i == ATNR_PHYSICAL) 555 if (i == ATNR_PHYSICAL)
642 continue; /* Don't display about armour */ 556 continue; /* Don't display about armour */
643 557
644 if (op->resist[i] != refop.resist[i]) 558 if (op->resist[i] != refop.resist[i])
651 565
652 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message); 566 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message);
653 } 567 }
654 } 568 }
655 569
656 if (tmp->type != EXPERIENCE && !potion_max) 570 if (!potion_max)
657 { 571 {
658 for (j = 0; j < NUM_STATS; j++) 572 for (int j = 0; j < NUM_STATS; j++)
659 { 573 {
660 if ((i = get_attr_value (&(tmp->stats), j)) != 0) 574 if (int i = tmp->stats.stat (j))
661 { 575 {
662 success = 1; 576 success = 1;
663 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]); 577 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]);
664 } 578 }
665 } 579 }
666 } 580 }
581
667 return success; 582 return success;
668} 583}
669 584
670/* 585/*
671 * Stat draining by Vick 930307 586 * Stat draining by Vick 930307
672 * (Feeling evil, I made it work as well now. -Frank 8) 587 * (Feeling evil, I made it work as well now. -Frank 8)
673 */ 588 */
674
675void 589void
676drain_stat (object *op) 590object::drain_stat ()
677{ 591{
678 drain_specific_stat (op, RANDOM () % NUM_STATS); 592 drain_specific_stat (rndm (NUM_STATS));
679} 593}
680 594
681void 595void
682drain_specific_stat (object *op, int deplete_stats) 596object::drain_specific_stat (int deplete_stats)
683{ 597{
684 object *tmp; 598 object *tmp;
685 archetype *at; 599 archetype *at;
686 600
687 at = archetype::find (ARCH_DEPLETION); 601 at = archetype::find (ARCH_DEPLETION);
690 LOG (llevError, "Couldn't find archetype depletion.\n"); 604 LOG (llevError, "Couldn't find archetype depletion.\n");
691 return; 605 return;
692 } 606 }
693 else 607 else
694 { 608 {
695 tmp = present_arch_in_ob (at, op); 609 tmp = present_arch_in_ob (at, this);
610
696 if (!tmp) 611 if (!tmp)
697 { 612 {
698 tmp = arch_to_object (at); 613 tmp = arch_to_object (at);
699 tmp = insert_ob_in_ob (tmp, op); 614 tmp = insert_ob_in_ob (tmp, this);
700 SET_FLAG (tmp, FLAG_APPLIED); 615 SET_FLAG (tmp, FLAG_APPLIED);
701 } 616 }
702 } 617 }
703 618
704 new_draw_info (NDI_UNIQUE, 0, op, drain_msg[deplete_stats]); 619 new_draw_info (NDI_UNIQUE, 0, this, drain_msg[deplete_stats]);
705 change_attr_value (&tmp->stats, deplete_stats, -1); 620 change_attr_value (&tmp->stats, deplete_stats, -1);
706 fix_player (op); 621 update_stats ();
707} 622}
708 623
709/* 624/*
710 * A value of 0 indicates timeout, otherwise change the luck of the object. 625 * A value of 0 indicates timeout, otherwise change the luck of the object.
711 * via an applied bad_luck object. 626 * via an applied bad_luck object.
712 */ 627 */
713
714void 628void
715change_luck (object *op, int value) 629object::change_luck (int value)
716{ 630{
717 object *tmp;
718 archetype *at;
719 int new_luck;
720
721 at = archetype::find ("luck"); 631 archetype *at = archetype::find ("luck");
722 if (!at) 632 if (!at)
723 LOG (llevError, "Couldn't find archetype luck.\n"); 633 LOG (llevError, "Couldn't find archetype luck.\n");
724 else 634 else
725 { 635 {
726 tmp = present_arch_in_ob (at, op); 636 object *tmp = present_arch_in_ob (at, this);
637
727 if (!tmp) 638 if (!tmp)
728 { 639 {
729 if (!value) 640 if (!value)
730 return; 641 return;
642
731 tmp = arch_to_object (at); 643 tmp = arch_to_object (at);
732 tmp = insert_ob_in_ob (tmp, op); 644 tmp = insert_ob_in_ob (tmp, this);
733 SET_FLAG (tmp, FLAG_APPLIED); 645 SET_FLAG (tmp, FLAG_APPLIED);
734 } 646 }
647
735 if (value) 648 if (value)
736 { 649 {
737 /* Limit the luck value of the bad luck object to +/-100. This 650 /* Limit the luck value of the bad luck object to +/-100. This
738 * (arbitrary) value prevents overflows (both in the bad luck object and 651 * (arbitrary) value prevents overflows (both in the bad luck object and
739 * in op itself). 652 * in op itself).
740 */ 653 */
741 new_luck = tmp->stats.luck + value; 654 int new_luck = tmp->stats.luck + value;
655
742 if (new_luck >= -100 && new_luck <= 100) 656 if (new_luck >= -100 && new_luck <= 100)
743 { 657 {
744 op->stats.luck += value; 658 stats.luck += value;
745 tmp->stats.luck = new_luck; 659 tmp->stats.luck = new_luck;
746 } 660 }
747 } 661 }
748 else 662 else
749 { 663 {
750 if (!tmp->stats.luck) 664 if (!tmp->stats.luck)
751 {
752 return; 665 return;
753 } 666
754 /* Randomly change the players luck. Basically, we move it 667 /* Randomly change the players luck. Basically, we move it
755 * back neutral (if greater>0, subtract, otherwise add) 668 * back neutral (if greater>0, subtract, otherwise add)
756 */ 669 */
757 if (RANDOM () % (FABS (tmp->stats.luck)) >= RANDOM () % 30) 670 if (rndm (abs (tmp->stats.luck)) >= rndm (30))
758 { 671 {
759 int diff = tmp->stats.luck > 0 ? -1 : 1; 672 int diff = tmp->stats.luck > 0 ? -1 : 1;
760 673
761 op->stats.luck += diff; 674 stats.luck += diff;
762 tmp->stats.luck += diff; 675 tmp->stats.luck += diff;
763 } 676 }
764 } 677 }
765 } 678 }
766} 679}
767 680
768/* 681/*
769 * Subtracts stat-bonuses given by the class which the player has chosen. 682 * Subtracts stat-bonuses given by the class which the player has chosen.
770 */ 683 */
771
772void 684void
773remove_statbonus (object *op) 685object::remove_statbonus ()
774{ 686{
775 op->stats.Str -= op->arch->clone.stats.Str; 687 for (int i = 0; i < NUM_STATS; ++i)
776 op->stats.Dex -= op->arch->clone.stats.Dex; 688 {
777 op->stats.Con -= op->arch->clone.stats.Con; 689 sint8 v = arch->stats.stat (i);
778 op->stats.Wis -= op->arch->clone.stats.Wis; 690 stats.stat (i) -= v;
779 op->stats.Pow -= op->arch->clone.stats.Pow; 691 contr->orig_stats.stat (i) -= v;
780 op->stats.Cha -= op->arch->clone.stats.Cha; 692 }
781 op->stats.Int -= op->arch->clone.stats.Int;
782 op->contr->orig_stats.Str -= op->arch->clone.stats.Str;
783 op->contr->orig_stats.Dex -= op->arch->clone.stats.Dex;
784 op->contr->orig_stats.Con -= op->arch->clone.stats.Con;
785 op->contr->orig_stats.Wis -= op->arch->clone.stats.Wis;
786 op->contr->orig_stats.Pow -= op->arch->clone.stats.Pow;
787 op->contr->orig_stats.Cha -= op->arch->clone.stats.Cha;
788 op->contr->orig_stats.Int -= op->arch->clone.stats.Int;
789} 693}
790 694
791/* 695/*
792 * Adds stat-bonuses given by the class which the player has chosen. 696 * Adds stat-bonuses given by the class which the player has chosen.
793 */ 697 */
794
795void 698void
796add_statbonus (object *op) 699object::add_statbonus ()
797{ 700{
798 op->stats.Str += op->arch->clone.stats.Str; 701 for (int i = 0; i < NUM_STATS; ++i)
799 op->stats.Dex += op->arch->clone.stats.Dex; 702 {
800 op->stats.Con += op->arch->clone.stats.Con; 703 sint8 v = arch->stats.stat (i);
801 op->stats.Wis += op->arch->clone.stats.Wis; 704 stats.stat (i) += v;
802 op->stats.Pow += op->arch->clone.stats.Pow; 705 contr->orig_stats.stat (i) += v;
803 op->stats.Cha += op->arch->clone.stats.Cha; 706 }
804 op->stats.Int += op->arch->clone.stats.Int;
805 op->contr->orig_stats.Str += op->arch->clone.stats.Str;
806 op->contr->orig_stats.Dex += op->arch->clone.stats.Dex;
807 op->contr->orig_stats.Con += op->arch->clone.stats.Con;
808 op->contr->orig_stats.Wis += op->arch->clone.stats.Wis;
809 op->contr->orig_stats.Pow += op->arch->clone.stats.Pow;
810 op->contr->orig_stats.Cha += op->arch->clone.stats.Cha;
811 op->contr->orig_stats.Int += op->arch->clone.stats.Int;
812} 707}
813 708
814/* 709/*
815 * Updates all abilities given by applied objects in the inventory 710 * Updates all abilities given by applied objects in the inventory
816 * of the given object. Note: This function works for both monsters 711 * of the given object. Note: This function works for both monsters
817 * and players; the "player" in the name is purely an archaic inheritance. 712 * and players; the "player" in the name is purely an archaic inheritance.
818 * This functions starts from base values (archetype or player object) 713 * This functions starts from base values (archetype or player object)
819 * and then adjusts them according to what the player has equipped. 714 * and then adjusts them according to what the player has equipped.
820 */ 715 *
821
822/* July 95 - inserted stuff to handle new skills/exp system - b.t. 716 * July 95 - inserted stuff to handle new skills/exp system - b.t.
823 spell system split, grace points now added to system --peterm 717 * spell system split, grace points now added to system --peterm
824 */ 718 */
825
826void 719void
827fix_player (object *op) 720object::update_stats ()
828{ 721{
829 int i, j; 722 int i, j;
830 float f, max = 9, added_speed = 0, bonus_speed = 0, sp_tmp, speed_reduce_from_disease = 1; 723 float f, max = 9, added_speed = 0, bonus_speed = 0, sp_tmp, speed_reduce_from_disease = 1;
831 int weapon_weight = 0, weapon_speed = 0; 724 int weapon_weight = 0, weapon_speed = 0;
832 int best_wc = 0, best_ac = 0, wc = 0, ac = 0; 725 int best_wc = 0, best_ac = 0, wc = 0, ac = 0;
833 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; 726 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS];
834 object *grace_obj = NULL, *mana_obj = NULL, *wc_obj = NULL, *tmp; 727 object *grace_obj = NULL, *mana_obj = NULL, *tmp;
728 float old_speed = speed;
835 729
836 /* First task is to clear all the values back to their original values */ 730 /* First task is to clear all the values back to their original values */
837 if (op->type == PLAYER) 731 if (type == PLAYER)
838 { 732 {
839 for (i = 0; i < NUM_STATS; i++) 733 for (i = 0; i < NUM_STATS; i++)
840 { 734 stats.stat (i) = contr->orig_stats.stat (i);
841 set_attr_value (&(op->stats), i, get_attr_value (&(op->contr->orig_stats), i)); 735
842 }
843 if (settings.spell_encumbrance == TRUE) 736 if (settings.spell_encumbrance == TRUE)
844 op->contr->encumbrance = 0; 737 contr->encumbrance = 0;
845 738
846 op->attacktype = 0; 739 attacktype = 0;
740
847 op->contr->digestion = 0; 741 contr->digestion = 0;
848 op->contr->gen_hp = 0; 742 contr->gen_hp = 0;
849 op->contr->gen_sp = 0; 743 contr->gen_sp = 0;
850 op->contr->gen_grace = 0; 744 contr->gen_grace = 0;
851 op->contr->gen_sp_armour = 10; 745 contr->gen_sp_armour = 10;
852 op->contr->item_power = 0; 746 contr->item_power = 0;
853
854 /* Don't clobber all the range_ values. range_golem otherwise
855 * gets reset for no good reason, and we don't want to reset
856 * range_magic (what spell is readied). These three below
857 * well get filled in based on what the player has equipped.
858 */
859 op->contr->ranges[range_bow] = NULL;
860 op->contr->ranges[range_misc] = NULL;
861 op->contr->ranges[range_skill] = NULL;
862 } 747 }
863 memcpy (op->body_used, op->body_info, sizeof (op->body_info));
864 748
749 for (int i = NUM_BODY_LOCATIONS; i--; )
750 slot[i].used = slot[i].info;
751
865 op->slaying = 0; 752 slaying = 0;
866 753
867 if (!QUERY_FLAG (op, FLAG_WIZ)) 754 if (!QUERY_FLAG (this, FLAG_WIZ))
868 { 755 {
869 CLEAR_FLAG (op, FLAG_XRAYS); 756 CLEAR_FLAG (this, FLAG_XRAYS);
870 CLEAR_FLAG (op, FLAG_MAKE_INVIS); 757 CLEAR_FLAG (this, FLAG_MAKE_INVIS);
871 } 758 }
872 759
873 CLEAR_FLAG (op, FLAG_LIFESAVE); 760 CLEAR_FLAG (this, FLAG_LIFESAVE);
874 CLEAR_FLAG (op, FLAG_STEALTH); 761 CLEAR_FLAG (this, FLAG_STEALTH);
875 CLEAR_FLAG (op, FLAG_BLIND); 762 CLEAR_FLAG (this, FLAG_BLIND);
876 if (!QUERY_FLAG (&op->arch->clone, FLAG_REFL_SPELL))
877 CLEAR_FLAG (op, FLAG_REFL_SPELL);
878 if (!QUERY_FLAG (&op->arch->clone, FLAG_REFL_MISSILE))
879 CLEAR_FLAG (op, FLAG_REFL_MISSILE);
880 if (!QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
881 CLEAR_FLAG (op, FLAG_UNDEAD);
882 if (!QUERY_FLAG (&op->arch->clone, FLAG_SEE_IN_DARK))
883 CLEAR_FLAG (op, FLAG_SEE_IN_DARK);
884 763
885 op->path_attuned = op->arch->clone.path_attuned; 764 if (!QUERY_FLAG (arch, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL);
886 op->path_repelled = op->arch->clone.path_repelled; 765 if (!QUERY_FLAG (arch, FLAG_REFL_MISSILE)) CLEAR_FLAG (this, FLAG_REFL_MISSILE);
887 op->path_denied = op->arch->clone.path_denied; 766 if (!QUERY_FLAG (arch, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD);
888 op->glow_radius = op->arch->clone.glow_radius; 767 if (!QUERY_FLAG (arch, FLAG_SEE_IN_DARK )) CLEAR_FLAG (this, FLAG_SEE_IN_DARK);
889 op->move_type = op->arch->clone.move_type; 768
769 path_attuned = arch->path_attuned;
770 path_repelled = arch->path_repelled;
771 path_denied = arch->path_denied;
772 glow_radius = arch->glow_radius;
773 move_type = arch->move_type;
774
890 op->chosen_skill = NULL; 775 chosen_skill = 0;
891 776
892 /* initializing resistances from the values in player/monster's 777 /* initializing resistances from the values in player/monster's
893 * archetype clone 778 * archetype clone
894 */ 779 */
895 memcpy (&op->resist, &op->arch->clone.resist, sizeof (op->resist)); 780 memcpy (&resist, &arch->resist, sizeof (resist));
896 781
897 for (i = 0; i < NROFATTACKS; i++) 782 for (i = 0; i < NROFATTACKS; i++)
898 { 783 {
899 if (op->resist[i] > 0) 784 if (resist[i] > 0)
900 prot[i] = op->resist[i], vuln[i] = 0; 785 prot[i] = resist[i], vuln[i] = 0;
901 else 786 else
902 vuln[i] = -(op->resist[i]), prot[i] = 0; 787 vuln[i] = -(resist[i]), prot[i] = 0;
788
903 potion_resist[i] = 0; 789 potion_resist[i] = 0;
904 } 790 }
905 791
906 wc = op->arch->clone.stats.wc; 792 wc = arch->stats.wc;
907 op->stats.dam = op->arch->clone.stats.dam; 793 stats.dam = arch->stats.dam;
908 794
909 /* for players which cannot use armour, they gain AC -1 per 3 levels, 795 /* for players which cannot use armour, they gain AC -1 per 3 levels,
910 * plus a small amount of physical resist, those poor suckers. ;) 796 * plus a small amount of physical resist, those poor suckers. ;)
911 * the fact that maxlevel is factored in could be considered sort of bogus - 797 * the fact that maxlevel is factored in could be considered sort of bogus -
912 * we should probably give them some bonus and cap it off - otherwise, 798 * we should probably give them some bonus and cap it off - otherwise,
913 * basically, if a server updates its max level, these playes may find 799 * basically, if a server updates its max level, these playes may find
914 * that their protection from physical goes down 800 * that their protection from physical goes down
915 */ 801 */
916 if (!QUERY_FLAG (op, FLAG_USE_ARMOUR) && op->type == PLAYER) 802 if (!QUERY_FLAG (this, FLAG_USE_ARMOUR) && type == PLAYER)
917 { 803 {
918 ac = MAX (-10, op->arch->clone.stats.ac - op->level / 3); 804 ac = MAX (-10, arch->stats.ac - level / 3);
919 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * op->level / settings.max_level)) / 100; 805 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100;
920 } 806 }
921 else 807 else
922 ac = op->arch->clone.stats.ac; 808 ac = arch->stats.ac;
923 809
924 op->stats.luck = op->arch->clone.stats.luck; 810 stats.luck = arch->stats.luck;
925 op->speed = op->arch->clone.speed; 811 speed = arch->speed;
926 812
927 /* OK - we've reset most all the objects attributes to sane values. 813 /* OK - we've reset most all the objects attributes to sane values.
928 * now go through and make adjustments for what the player has equipped. 814 * now go through and make adjustments for what the player has equipped.
929 */ 815 */
930
931 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 816 for (tmp = inv; tmp; tmp = tmp->below)
932 { 817 {
818 /* This happens because apply_potion calls change_abil with the potion
819 * applied so we can tell the player what changed. But change_abil
820 * then calls this function.
821 */
822 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION)
823 continue;
824
933 /* See note in map.c:update_position about making this additive 825 /* See note in map.c:update_position about making this additive
934 * since light sources are never applied, need to put check here. 826 * since light sources are never applied, need to put check here.
935 */ 827 */
936 if (tmp->glow_radius > op->glow_radius) 828 if (tmp->glow_radius > glow_radius)
937 op->glow_radius = tmp->glow_radius; 829 glow_radius = tmp->glow_radius;
938
939 /* This happens because apply_potion calls change_abil with the potion
940 * applied so we can tell the player what chagned. But change_abil
941 * then calls this function.
942 */
943 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION)
944 {
945 continue;
946 }
947 830
948 /* For some things, we don't care what is equipped */ 831 /* For some things, we don't care what is equipped */
949 if (tmp->type == SKILL) 832 if (tmp->type == SKILL)
950 { 833 {
951 /* Want to take the highest skill here. */ 834 /* Want to take the highest skill here. */
954 if (!mana_obj) 837 if (!mana_obj)
955 mana_obj = tmp; 838 mana_obj = tmp;
956 else if (tmp->level > mana_obj->level) 839 else if (tmp->level > mana_obj->level)
957 mana_obj = tmp; 840 mana_obj = tmp;
958 } 841 }
842
959 if (IS_GRACE_SKILL (tmp->subtype)) 843 if (IS_GRACE_SKILL (tmp->subtype))
960 { 844 {
961 if (!grace_obj) 845 if (!grace_obj)
962 grace_obj = tmp; 846 grace_obj = tmp;
963 else if (tmp->level > grace_obj->level) 847 else if (tmp->level > grace_obj->level)
972 * in the praying skill, and the player should always get those. 856 * in the praying skill, and the player should always get those.
973 * It also means we need to put in additional checks for applied below, 857 * It also means we need to put in additional checks for applied below,
974 * because the skill shouldn't count against body positions being used 858 * because the skill shouldn't count against body positions being used
975 * up, etc. 859 * up, etc.
976 */ 860 */
977 if ((QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type != CONTAINER && tmp->type != CLOSE_CON) || 861 if ((tmp->flag [FLAG_APPLIED]
862 && tmp->type != CONTAINER
863 && tmp->type != CLOSE_CON)
864 || (tmp->type == SKILL
978 (tmp->type == SKILL && tmp->subtype == SK_PRAYING)) 865 && tmp->subtype == SK_PRAYING))
979 { 866 {
980 if (op->type == PLAYER) 867 if (type == PLAYER)
981 { 868 {
982 if (tmp->type == BOW) 869 if (tmp == contr->combat_ob || tmp == contr->ranged_ob)
983 op->contr->ranges[range_bow] = tmp; 870 if (tmp != current_weapon
984 871 && (tmp->type != SKILL || tmp->subtype != SK_PRAYING)
985 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 872 && !tmp->flag [FLAG_CURSED]
986 op->contr->ranges[range_misc] = tmp; 873 && !tmp->flag [FLAG_DAMNED])
874 continue;
987 875
988 for (i = 0; i < NUM_STATS; i++) 876 for (i = 0; i < NUM_STATS; i++)
989 change_attr_value (&(op->stats), i, get_attr_value (&(tmp->stats), i)); 877 change_attr_value (&stats, i, tmp->stats.stat (i));
990 878
991 /* these are the items that currently can change digestion, regeneration, 879 /* These are the items that currently can change digestion, regeneration,
992 * spell point recovery and mana point recovery. Seems sort of an arbitary 880 * spell point recovery and mana point recovery. Seems sort of an arbitary
993 * list, but other items store other info into stats array. 881 * list, but other items store other info into stats array.
994 */ 882 */
995 if ((tmp->type == EXPERIENCE) || (tmp->type == WEAPON) || 883 if (tmp->type == WEAPON || tmp->type == BOW ||
996 (tmp->type == ARMOUR) || (tmp->type == HELMET) || 884 tmp->type == ARMOUR || tmp->type == HELMET ||
997 (tmp->type == SHIELD) || (tmp->type == RING) || 885 tmp->type == SHIELD || tmp->type == RING ||
998 (tmp->type == BOOTS) || (tmp->type == GLOVES) || 886 tmp->type == BOOTS || tmp->type == GLOVES ||
999 (tmp->type == AMULET) || (tmp->type == GIRDLE) || 887 tmp->type == AMULET || tmp->type == GIRDLE ||
1000 (tmp->type == BRACERS) || (tmp->type == CLOAK) || 888 tmp->type == BRACERS || tmp->type == CLOAK ||
1001 (tmp->type == DISEASE) || (tmp->type == FORCE) || 889 tmp->type == DISEASE || tmp->type == FORCE ||
1002 (tmp->type == SKILL)) 890 tmp->type == SKILL)
1003 { 891 {
1004 op->contr->digestion += tmp->stats.food; 892 contr->digestion += tmp->stats.food;
1005 op->contr->gen_hp += tmp->stats.hp; 893 contr->gen_hp += tmp->stats.hp;
1006 op->contr->gen_sp += tmp->stats.sp; 894 contr->gen_sp += tmp->stats.sp;
1007 op->contr->gen_grace += tmp->stats.grace; 895 contr->gen_grace += tmp->stats.grace;
1008 op->contr->gen_sp_armour += tmp->gen_sp_armour; 896 contr->gen_sp_armour += tmp->gen_sp_armour;
1009 op->contr->item_power += tmp->item_power; 897 contr->item_power += tmp->item_power;
1010 } 898 }
1011 } /* if this is a player */ 899 } /* if this is a player */
900 else
901 {
902 if (tmp->type == WEAPON)
903 current_weapon = tmp;
904 }
1012 905
1013 /* Update slots used for items */ 906 /* Update slots used for items */
1014 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 907 if (QUERY_FLAG (tmp, FLAG_APPLIED))
1015 {
1016 for (i = 0; i < NUM_BODY_LOCATIONS; i++) 908 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
1017 op->body_used[i] += tmp->body_info[i]; 909 slot[i].used += tmp->slot[i].info;
1018 }
1019 910
1020 if (tmp->type == SYMPTOM) 911 if (tmp->type == SYMPTOM)
1021 { 912 {
1022 speed_reduce_from_disease = tmp->last_sp / 100.0; 913 speed_reduce_from_disease = tmp->last_sp / 100.f;
914
1023 if (speed_reduce_from_disease == 0) 915 if (speed_reduce_from_disease == 0)
1024 speed_reduce_from_disease = 1; 916 speed_reduce_from_disease = 1;
1025 } 917 }
1026 918
1027 /* Pos. and neg. protections are counted seperate (-> pro/vuln). 919 /* Pos. and neg. protections are counted seperate (-> pro/vuln).
1028 * (Negative protections are calculated extactly like positive.) 920 * (Negative protections are calculated exactly like positive.)
1029 * Resistance from potions are treated special as well. If there's 921 * Resistance from potions are treated special as well. If there's
1030 * more than one potion-effect, the bigger prot.-value is taken. 922 * more than one potion-effect, the bigger prot.-value is taken.
1031 */ 923 */
1032 if (tmp->type != POTION) 924 if (tmp->type != POTION)
1033 { 925 {
1034 for (i = 0; i < NROFATTACKS; i++) 926 for (i = 0; i < NROFATTACKS; i++)
1035 { 927 {
1036 /* Potential for cursed potions, in which case we just can use 928 /* Potential for cursed potions, in which case we just can use
1037 * a straight MAX, as potion_resist is initialized to zero. 929 * a straight MAX, as potion_resist is initialised to zero.
1038 */ 930 */
1039 if (tmp->type == POTION_EFFECT) 931 if (tmp->type == POTION_EFFECT)
1040 { 932 {
1041 if (potion_resist[i]) 933 if (potion_resist[i])
1042 potion_resist[i] = MAX (potion_resist[i], tmp->resist[i]); 934 potion_resist[i] = MAX (potion_resist[i], tmp->resist[i]);
1043 else 935 else
1044 potion_resist[i] = tmp->resist[i]; 936 potion_resist[i] = tmp->resist[i];
1045 } 937 }
1046 else if (tmp->resist[i] > 0) 938 else if (tmp->resist[i] > 0)
1047 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100; 939 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100;
1048 else if (tmp->resist[i] < 0) 940 else if (tmp->resist[i] < 0)
1049 vuln[i] += ((100 - vuln[i]) * (-tmp->resist[i])) / 100; 941 vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100;
1050 } 942 }
1051 } 943 }
1052 944
1053 /* There may be other things that should not adjust the attacktype */ 945 /* There may be other things that should not adjust the attacktype */
1054 if (tmp->type != BOW && tmp->type != SYMPTOM) 946 if (tmp->type != SYMPTOM)
947 {
1055 op->attacktype |= tmp->attacktype; 948 attacktype |= tmp->attacktype;
1056
1057 op->path_attuned |= tmp->path_attuned; 949 path_attuned |= tmp->path_attuned;
1058 op->path_repelled |= tmp->path_repelled; 950 path_repelled |= tmp->path_repelled;
1059 op->path_denied |= tmp->path_denied; 951 path_denied |= tmp->path_denied;
952 move_type |= tmp->move_type;
1060 op->stats.luck += tmp->stats.luck; 953 stats.luck += tmp->stats.luck;
1061 op->move_type |= tmp->move_type; 954 }
1062 955
1063 if (QUERY_FLAG (tmp, FLAG_LIFESAVE)) 956 if (QUERY_FLAG (tmp, FLAG_LIFESAVE )) SET_FLAG (this, FLAG_LIFESAVE);
1064 SET_FLAG (op, FLAG_LIFESAVE); 957 if (QUERY_FLAG (tmp, FLAG_REFL_SPELL )) SET_FLAG (this, FLAG_REFL_SPELL);
1065 if (QUERY_FLAG (tmp, FLAG_REFL_SPELL)) 958 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE)) SET_FLAG (this, FLAG_REFL_MISSILE);
1066 SET_FLAG (op, FLAG_REFL_SPELL); 959 if (QUERY_FLAG (tmp, FLAG_STEALTH )) SET_FLAG (this, FLAG_STEALTH);
1067 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE)) 960 if (QUERY_FLAG (tmp, FLAG_XRAYS )) SET_FLAG (this, FLAG_XRAYS);
1068 SET_FLAG (op, FLAG_REFL_MISSILE); 961 if (QUERY_FLAG (tmp, FLAG_BLIND )) SET_FLAG (this, FLAG_BLIND);
1069 if (QUERY_FLAG (tmp, FLAG_STEALTH)) 962 if (QUERY_FLAG (tmp, FLAG_SEE_IN_DARK )) SET_FLAG (this, FLAG_SEE_IN_DARK);
1070 SET_FLAG (op, FLAG_STEALTH);
1071 if (QUERY_FLAG (tmp, FLAG_XRAYS))
1072 SET_FLAG (op, FLAG_XRAYS);
1073 if (QUERY_FLAG (tmp, FLAG_BLIND))
1074 SET_FLAG (op, FLAG_BLIND);
1075 if (QUERY_FLAG (tmp, FLAG_SEE_IN_DARK))
1076 SET_FLAG (op, FLAG_SEE_IN_DARK);
1077 963
1078 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 964 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (arch, FLAG_UNDEAD))
1079 SET_FLAG (op, FLAG_UNDEAD); 965 SET_FLAG (this, FLAG_UNDEAD);
1080 966
1081 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS)) 967 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS))
1082 { 968 {
1083 SET_FLAG (op, FLAG_MAKE_INVIS); 969 SET_FLAG (this, FLAG_MAKE_INVIS);
1084 op->invisible = 1; 970 invisible = 1;
1085 } 971 }
1086 972
1087 if (tmp->stats.exp && tmp->type != SKILL) 973 if (tmp->stats.exp && tmp->type != SKILL)
1088 { 974 {
1089 if (tmp->stats.exp > 0) 975 if (tmp->stats.exp > 0)
1090 { 976 {
1091 added_speed += (float) tmp->stats.exp / 3.0; 977 added_speed += tmp->stats.exp / 3.f;
1092 bonus_speed += 1.0 + (float) tmp->stats.exp / 3.0; 978 bonus_speed += tmp->stats.exp / 3.f + 1.f;
1093 } 979 }
1094 else 980 else
1095 added_speed += (float) tmp->stats.exp; 981 added_speed += tmp->stats.exp;
1096 } 982 }
1097 983
1098 switch (tmp->type) 984 switch (tmp->type)
1099 { 985 {
986#if 0
987 case WAND:
988 case ROD:
989 case HORN:
990 if (type != PLAYER || current_weapon == tmp)
991 chosen_skill = tmp;
992 break;
993#endif
994
1100 /* skills modifying the character -b.t. */ 995 /* skills modifying the character -b.t. */
1101 /* for all skills and skill granting objects */ 996 /* for all skills and skill granting objects */
1102 case SKILL: 997 case SKILL:
1103 if (!QUERY_FLAG (tmp, FLAG_APPLIED)) 998 {
999 if (!QUERY_FLAG (tmp, FLAG_APPLIED) || skill_flags [tmp->subtype] & SF_APPLY)
1104 break; 1000 break;
1105 1001
1106 if (IS_COMBAT_SKILL (tmp->subtype))
1107 wc_obj = tmp;
1108
1109 if (op->chosen_skill) 1002 if (chosen_skill)
1003 {
1110 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &op->name); 1004 LOG (llevDebug, "fix_player, op %s has multiple skills applied (%s and %s)\n",
1005 &name, &chosen_skill->name, &tmp->name);
1111 1006
1007 tmp->flag [FLAG_APPLIED] = false;
1008 update_stats ();
1009 return;
1010 }
1011 else
1112 op->chosen_skill = tmp; 1012 chosen_skill = tmp;
1113 1013
1114 if (tmp->stats.dam > 0) 1014 if (tmp->stats.dam > 0)
1115 { /* skill is a 'weapon' */ 1015 { /* skill is a 'weapon' */
1116 if (!QUERY_FLAG (op, FLAG_READY_WEAPON)) 1016 if (!QUERY_FLAG (this, FLAG_READY_WEAPON))
1117 weapon_speed = (int) WEAPON_SPEED (tmp); 1017 weapon_speed = WEAPON_SPEED (tmp);
1018
1118 if (weapon_speed < 0) 1019 if (weapon_speed < 0)
1119 weapon_speed = 0; 1020 weapon_speed = 0;
1021
1120 weapon_weight = tmp->weight; 1022 weapon_weight = tmp->weight;
1121 op->stats.dam += tmp->stats.dam * (1 + (op->chosen_skill->level / 9)); 1023 stats.dam += 1 + chosen_skill->level * tmp->stats.dam / 9;
1024
1122 if (tmp->magic) 1025 if (tmp->magic)
1123 op->stats.dam += tmp->magic; 1026 stats.dam += tmp->magic;
1124 } 1027 }
1125 1028
1126 if (tmp->stats.wc) 1029 if (tmp->stats.wc)
1127 wc -= (tmp->stats.wc + tmp->magic); 1030 wc -= tmp->stats.wc + tmp->magic;
1128 1031
1129 if (tmp->slaying != NULL) 1032 if (tmp->slaying)
1130 op->slaying = tmp->slaying; 1033 slaying = tmp->slaying;
1131 1034
1132 if (tmp->stats.ac) 1035 if (tmp->stats.ac)
1133 ac -= (tmp->stats.ac + tmp->magic); 1036 ac -= tmp->stats.ac + tmp->magic;
1037
1134 if (settings.spell_encumbrance == TRUE && op->type == PLAYER) 1038 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1135 op->contr->encumbrance += (int) 3 *tmp->weight / 1000; 1039 contr->encumbrance += (int) 3 *tmp->weight / 1000;
1040 }
1136 1041
1137 if (op->type == PLAYER)
1138 op->contr->ranges[range_skill] = op;
1139 break; 1042 break;
1140 1043
1141 case SKILL_TOOL:
1142 if (op->chosen_skill)
1143 {
1144 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &op->name);
1145 }
1146 op->chosen_skill = tmp;
1147 if (op->type == PLAYER)
1148 op->contr->ranges[range_skill] = op;
1149 break;
1150
1151 case SHIELD: 1044 case SHIELD:
1152 if (settings.spell_encumbrance == TRUE && op->type == PLAYER) 1045 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1153 op->contr->encumbrance += (int) tmp->weight / 2000; 1046 contr->encumbrance += (int) tmp->weight / 2000;
1154 case RING: 1047 case RING:
1155 case AMULET: 1048 case AMULET:
1156 case GIRDLE: 1049 case GIRDLE:
1157 case HELMET: 1050 case HELMET:
1158 case BOOTS: 1051 case BOOTS:
1159 case GLOVES: 1052 case GLOVES:
1160 case CLOAK: 1053 case CLOAK:
1161 if (tmp->stats.wc) 1054 if (tmp->stats.wc)
1162 wc -= (tmp->stats.wc + tmp->magic); 1055 wc -= tmp->stats.wc + tmp->magic;
1056
1163 if (tmp->stats.dam) 1057 if (tmp->stats.dam)
1164 op->stats.dam += (tmp->stats.dam + tmp->magic); 1058 stats.dam += tmp->stats.dam + tmp->magic;
1059
1165 if (tmp->stats.ac) 1060 if (tmp->stats.ac)
1166 ac -= (tmp->stats.ac + tmp->magic); 1061 ac -= tmp->stats.ac + tmp->magic;
1062
1167 break; 1063 break;
1168 1064
1065 case BOW:
1169 case WEAPON: 1066 case WEAPON:
1067 if (type != PLAYER || current_weapon == tmp)
1068 {
1170 wc -= (tmp->stats.wc + tmp->magic); 1069 wc -= tmp->stats.wc + tmp->magic;
1070
1171 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0) 1071 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0)
1172 ac -= tmp->stats.ac + tmp->magic; 1072 ac -= tmp->stats.ac + tmp->magic;
1073
1173 op->stats.dam += (tmp->stats.dam + tmp->magic); 1074 stats.dam += tmp->stats.dam + tmp->magic;
1174 weapon_weight = tmp->weight; 1075 weapon_weight = tmp->weight;
1175 weapon_speed = ((int) WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2; 1076 weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2;
1077
1176 if (weapon_speed < 0) 1078 if (weapon_speed < 0)
1177 weapon_speed = 0; 1079 weapon_speed = 0;
1080
1178 op->slaying = tmp->slaying; 1081 slaying = tmp->slaying;
1082
1179 /* If there is desire that two handed weapons should do 1083 /* If there is desire that two handed weapons should do
1180 * extra strength damage, this is where the code should 1084 * extra strength damage, this is where the code should
1181 * go. 1085 * go.
1182 */ 1086 */
1183 op->current_weapon = tmp; 1087
1184 if (settings.spell_encumbrance == TRUE && op->type == PLAYER) 1088 if (type == PLAYER)
1089 if (settings.spell_encumbrance)
1185 op->contr->encumbrance += (int) 3 *tmp->weight / 1000; 1090 contr->encumbrance += tmp->weight * 3 / 1000;
1091 }
1186 1092
1187 break; 1093 break;
1188 1094
1189 case ARMOUR: /* Only the best of these three are used: */ 1095 case ARMOUR: /* Only the best of these three are used: */
1190 if (settings.spell_encumbrance == TRUE && op->type == PLAYER) 1096 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1191 op->contr->encumbrance += (int) tmp->weight / 1000; 1097 contr->encumbrance += tmp->weight / 1000;
1192 1098
1193 case BRACERS: 1099 case BRACERS:
1194 case FORCE: 1100 case FORCE:
1195 if (tmp->stats.wc) 1101 if (tmp->stats.wc)
1196 { 1102 {
1200 best_wc = tmp->stats.wc + tmp->magic; 1106 best_wc = tmp->stats.wc + tmp->magic;
1201 } 1107 }
1202 else 1108 else
1203 wc += tmp->stats.wc + tmp->magic; 1109 wc += tmp->stats.wc + tmp->magic;
1204 } 1110 }
1111
1205 if (tmp->stats.ac) 1112 if (tmp->stats.ac)
1206 { 1113 {
1207 if (best_ac < tmp->stats.ac + tmp->magic) 1114 if (best_ac < tmp->stats.ac + tmp->magic)
1208 { 1115 {
1209 ac += best_ac; /* Remove last bonus */ 1116 ac += best_ac; /* Remove last bonus */
1210 best_ac = tmp->stats.ac + tmp->magic; 1117 best_ac = tmp->stats.ac + tmp->magic;
1211 } 1118 }
1212 else /* To nullify the below effect */ 1119 else /* To nullify the below effect */
1213 ac += tmp->stats.ac + tmp->magic; 1120 ac += tmp->stats.ac + tmp->magic;
1214 } 1121 }
1122
1215 if (tmp->stats.wc) 1123 if (tmp->stats.wc)
1216 wc -= (tmp->stats.wc + tmp->magic); 1124 wc -= (tmp->stats.wc + tmp->magic);
1125
1217 if (tmp->stats.ac) 1126 if (tmp->stats.ac)
1218 ac -= (tmp->stats.ac + tmp->magic); 1127 ac -= (tmp->stats.ac + tmp->magic);
1128
1219 if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.0 < max) 1129 if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.f < max)
1220 max = ARMOUR_SPEED (tmp) / 10.0; 1130 max = ARMOUR_SPEED (tmp) / 10.f;
1131
1221 break; 1132 break;
1222 } /* switch tmp->type */ 1133 } /* switch tmp->type */
1223 } /* item is equipped */ 1134 } /* item is equipped */
1224 } /* for loop of items */ 1135 } /* for loop of items */
1225 1136
1233 * If there is a cursed (and no uncursed) potion in effect, we take 1144 * If there is a cursed (and no uncursed) potion in effect, we take
1234 * 'total resistance = vulnerability from cursed potion'. 1145 * 'total resistance = vulnerability from cursed potion'.
1235 */ 1146 */
1236 for (i = 0; i < NROFATTACKS; i++) 1147 for (i = 0; i < NROFATTACKS; i++)
1237 { 1148 {
1238 op->resist[i] = prot[i] - vuln[i]; 1149 resist[i] = prot[i] - vuln[i];
1150
1239 if (potion_resist[i] && ((potion_resist[i] > op->resist[i]) || (potion_resist[i] < 0))) 1151 if (potion_resist[i] && ((potion_resist[i] > resist[i]) || (potion_resist[i] < 0)))
1240 op->resist[i] = potion_resist[i]; 1152 resist[i] = potion_resist[i];
1241 } 1153 }
1242 1154
1243 /* Figure out the players sp/mana/hp totals. */ 1155 /* Figure out the players sp/mana/hp totals. */
1244 if (op->type == PLAYER) 1156 if (type == PLAYER)
1245 { 1157 {
1246 int pl_level; 1158 int pl_level;
1247 1159
1248 check_stat_bounds (&(op->stats)); 1160 check_stat_bounds (&(stats));
1249 pl_level = op->level; 1161 pl_level = level;
1250 1162
1251 if (pl_level < 1) 1163 if (pl_level < 1)
1252 pl_level = 1; /* safety, we should always get 1 levels worth of hp! */ 1164 pl_level = 1; /* safety, we should always get 1 levels worth of hp! */
1253 1165
1254 /* You basically get half a con bonus/level. But we do take into account rounding, 1166 /* You basically get half a con bonus/level. But we do take into account rounding,
1255 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels. 1167 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels.
1256 */ 1168 */
1257 for (i = 1, op->stats.maxhp = 0; i <= pl_level && i <= 10; i++) 1169 for (i = 1, stats.maxhp = 0; i <= pl_level && i <= 10; i++)
1258 { 1170 {
1259 j = op->contr->levhp[i] + con_bonus[op->stats.Con] / 2; 1171 j = contr->levhp[i] + con_bonus[stats.Con] / 2;
1172
1260 if (i % 2 && con_bonus[op->stats.Con] % 2) 1173 if (i % 2 && con_bonus[stats.Con] % 2)
1261 { 1174 {
1262 if (con_bonus[op->stats.Con] > 0) 1175 if (con_bonus[stats.Con] > 0)
1263 j++; 1176 j++;
1264 else 1177 else
1265 j--; 1178 j--;
1266 } 1179 }
1180
1267 op->stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */ 1181 stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */
1268 } 1182 }
1269 1183
1270 for (i = 11; i <= op->level; i++) 1184 for (i = 11; i <= level; i++)
1271 op->stats.maxhp += 2; 1185 stats.maxhp += 2;
1272 1186
1273 if (op->stats.hp > op->stats.maxhp) 1187 if (stats.hp > stats.maxhp)
1274 op->stats.hp = op->stats.maxhp; 1188 stats.hp = stats.maxhp;
1275 1189
1276 /* Sp gain is controlled by the level of the player's 1190 /* Sp gain is controlled by the level of the player's
1277 * relevant experience object (mana_obj, see above) 1191 * relevant experience object (mana_obj, see above)
1278 */ 1192 */
1279 /* following happen when skills system is not used */ 1193 /* following happen when skills system is not used */
1280 if (!mana_obj) 1194 if (!mana_obj)
1281 mana_obj = op; 1195 mana_obj = this;
1196
1282 if (!grace_obj) 1197 if (!grace_obj)
1283 grace_obj = op; 1198 grace_obj = this;
1199
1284 /* set maxsp */ 1200 /* set maxsp */
1285 if (!mana_obj || !mana_obj->level || op->type != PLAYER) 1201 if (!mana_obj || !mana_obj->level || type != PLAYER)
1286 mana_obj = op; 1202 mana_obj = this;
1287 1203
1288 if (mana_obj == op && op->type == PLAYER) 1204 if (mana_obj == this && type == PLAYER)
1289 {
1290 op->stats.maxsp = 1; 1205 stats.maxsp = 1;
1291 }
1292 else 1206 else
1293 { 1207 {
1294 sp_tmp = 0.0; 1208 sp_tmp = 0.f;
1209
1295 for (i = 1; i <= mana_obj->level && i <= 10; i++) 1210 for (i = 1; i <= mana_obj->level && i <= 10; i++)
1296 { 1211 {
1297 float stmp; 1212 float stmp;
1298 1213
1299 /* Got some extra bonus at first level */ 1214 /* Got some extra bonus at first level */
1300 if (i < 2) 1215 if (i < 2)
1301 {
1302 stmp = op->contr->levsp[i] + ((2.0 * (float) sp_bonus[op->stats.Pow] + (float) sp_bonus[op->stats.Int]) / 6.0); 1216 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 6.f;
1303 }
1304 else 1217 else
1305 {
1306 stmp = (float) op->contr->levsp[i] + (2.0 * (float) sp_bonus[op->stats.Pow] + (float) sp_bonus[op->stats.Int]) / 12.0; 1218 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 12.f;
1307 } 1219
1308 if (stmp < 1.0) 1220 if (stmp < 1.f)
1309 stmp = 1.0; 1221 stmp = 1.f;
1222
1310 sp_tmp += stmp; 1223 sp_tmp += stmp;
1311 } 1224 }
1225
1312 op->stats.maxsp = (int) sp_tmp; 1226 stats.maxsp = (sint16)sp_tmp;
1313 1227
1314 for (i = 11; i <= mana_obj->level; i++) 1228 for (i = 11; i <= mana_obj->level; i++)
1315 op->stats.maxsp += 2; 1229 stats.maxsp += 2;
1316 } 1230 }
1231
1317 /* Characters can get their sp supercharged via rune of transferrance */ 1232 /* Characters can get their sp supercharged via rune of transferrance */
1318 if (op->stats.sp > op->stats.maxsp * 2) 1233 if (stats.sp > stats.maxsp * 2)
1319 op->stats.sp = op->stats.maxsp * 2; 1234 stats.sp = stats.maxsp * 2;
1320 1235
1321 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */ 1236 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */
1322 if (!grace_obj || !grace_obj->level || op->type != PLAYER) 1237 if (!grace_obj || !grace_obj->level || type != PLAYER)
1323 grace_obj = op; 1238 grace_obj = this;
1324 1239
1325 if (grace_obj == op && op->type == PLAYER) 1240 if (grace_obj == this && type == PLAYER)
1326 {
1327 op->stats.maxgrace = 1; 1241 stats.maxgrace = 1;
1328 }
1329 else 1242 else
1330 { 1243 {
1331 /* store grace in a float - this way, the divisions below don't create 1244 /* store grace in a float - this way, the divisions below don't create
1332 * big jumps when you go from level to level - with int's, it then 1245 * big jumps when you go from level to level - with int's, it then
1333 * becomes big jumps when the sums of the bonuses jump to the next 1246 * becomes big jumps when the sums of the bonuses jump to the next
1334 * step of 8 - with floats, even fractional ones are useful. 1247 * step of 8 - with floats, even fractional ones are useful.
1335 */ 1248 */
1336 sp_tmp = 0.0; 1249 sp_tmp = 0.f;
1337 for (i = 1, op->stats.maxgrace = 0; i <= grace_obj->level && i <= 10; i++) 1250 for (i = 1, stats.maxgrace = 0; i <= grace_obj->level && i <= 10; i++)
1338 { 1251 {
1339 float grace_tmp = 0.0; 1252 float grace_tmp = 0.f;
1340 1253
1341 /* Got some extra bonus at first level */ 1254 /* Got some extra bonus at first level */
1342 if (i < 2) 1255 if (i < 2)
1343 { 1256 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 6.f;
1344 grace_tmp = op->contr->levgrace[i] + (((float) grace_bonus[op->stats.Pow] +
1345 2.0 * (float) grace_bonus[op->stats.Wis]) / 6.0);
1346 }
1347 else 1257 else
1348 { 1258 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 12.f;
1349 grace_tmp = (float) op->contr->levgrace[i] 1259
1350 + ((float) grace_bonus[op->stats.Pow] + 2.0 * (float) grace_bonus[op->stats.Wis]) / 12.0;
1351 }
1352 if (grace_tmp < 1.0) 1260 if (grace_tmp < 1.f)
1353 grace_tmp = 1.0; 1261 grace_tmp = 1.f;
1262
1354 sp_tmp += grace_tmp; 1263 sp_tmp += grace_tmp;
1355 } 1264 }
1265
1356 op->stats.maxgrace = (int) sp_tmp; 1266 stats.maxgrace = (sint16)sp_tmp;
1357 1267
1358 /* two grace points per level after 11 */ 1268 /* two grace points per level after 11 */
1359 for (i = 11; i <= grace_obj->level; i++) 1269 for (i = 11; i <= grace_obj->level; i++)
1360 op->stats.maxgrace += 2; 1270 stats.maxgrace += 2;
1361 } 1271 }
1272
1362 /* No limit on grace vs maxgrace */ 1273 /* No limit on grace vs maxgrace */
1363 1274
1364 if (op->contr->braced) 1275 if (contr->braced)
1365 { 1276 {
1366 ac += 2; 1277 ac += 2;
1367 wc += 4; 1278 wc += 4;
1368 } 1279 }
1369 else 1280 else
1370 ac -= dex_bonus[op->stats.Dex]; 1281 ac -= dex_bonus[stats.Dex];
1371 1282
1372 /* In new exp/skills system, wc bonuses are related to 1283 /* In new exp/skills system, wc bonuses are related to
1373 * the players level in a relevant exp object (wc_obj) 1284 * the players level in a relevant exp object (wc_obj)
1374 * not the general player level -b.t. 1285 * not the general player level -b.t.
1375 * I changed this slightly so that wc bonuses are better 1286 * I changed this slightly so that wc bonuses are better
1378 * improvement every level, now its fighterlevel/5. So 1289 * improvement every level, now its fighterlevel/5. So
1379 * we give the player a bonus here in wc and dam 1290 * we give the player a bonus here in wc and dam
1380 * to make up for the change. Note that I left the 1291 * to make up for the change. Note that I left the
1381 * monster bonus the same as before. -b.t. 1292 * monster bonus the same as before. -b.t.
1382 */ 1293 */
1294 object *wc_obj = chosen_skill;
1383 1295
1384 if (op->type == PLAYER && wc_obj && wc_obj->level > 1) 1296 if (contr && wc_obj && wc_obj->level > 1)
1385 { 1297 {
1386 wc -= (wc_obj->level + thaco_bonus[op->stats.Str]); 1298 wc -= wc_obj->level + thaco_bonus[stats.Str];
1299
1387 for (i = 1; i < wc_obj->level; i++) 1300 for (i = 1; i < wc_obj->level; i++)
1388 { 1301 {
1389 /* addtional wc every 6 levels */ 1302 /* additional wc every 6 levels */
1390 if (!(i % 6)) 1303 if (!(i % 6))
1391 wc--; 1304 wc--;
1305
1392 /* addtional dam every 4 levels. */ 1306 /* additional dam every 4 levels. */
1393 if (!(i % 4) && (dam_bonus[op->stats.Str] >= 0)) 1307 if (!(i % 4) && dam_bonus[stats.Str] >= 0)
1394 op->stats.dam += (1 + (dam_bonus[op->stats.Str] / 5)); 1308 stats.dam += 1 + dam_bonus[stats.Str] / 5;
1395 } 1309 }
1396 } 1310 }
1397 else 1311 else
1398 wc -= (op->level + thaco_bonus[op->stats.Str]); 1312 wc -= level + thaco_bonus[stats.Str];
1399 1313
1400 op->stats.dam += dam_bonus[op->stats.Str]; 1314 stats.dam += dam_bonus[stats.Str];
1401 1315
1402 if (op->stats.dam < 1) 1316 if (stats.dam < 1)
1403 op->stats.dam = 1; 1317 stats.dam = 1;
1404 1318
1405 op->speed = 1.0 + speed_bonus[op->stats.Dex]; 1319 speed = 1.f + speed_bonus[stats.Dex];
1320
1406 if (settings.search_items && op->contr->search_str[0]) 1321 if (settings.search_items && contr->search_str[0])
1407 op->speed -= 1; 1322 speed -= 1;
1323
1408 if (op->attacktype == 0) 1324 if (attacktype == 0)
1409 op->attacktype = op->arch->clone.attacktype; 1325 attacktype = arch->attacktype;
1410
1411 } /* End if player */ 1326 } /* End if player */
1412 1327
1413 if (added_speed >= 0) 1328 if (added_speed >= 0)
1414 op->speed += added_speed / 10.0; 1329 speed += added_speed / 10.f;
1415 else /* Something wrong here...: */ 1330 else /* Something wrong here...: */
1416 op->speed /= (float) (1.0 - added_speed); 1331 speed /= 1.f - added_speed;
1417 1332
1418 /* Max is determined by armour */ 1333 /* Max is determined by armour */
1419 if (op->speed > max) 1334 if (speed > max)
1420 op->speed = max; 1335 speed = max;
1421 1336
1422 if (op->type == PLAYER) 1337 if (type == PLAYER)
1423 { 1338 {
1424 /* f is a number the represents the number of kg above (positive num) 1339 /* f is a number the represents the number of kg above (positive num)
1425 * or below (negative number) that the player is carrying. If above 1340 * or below (negative number) that the player is carrying. If above
1426 * weight limit, then player suffers a speed reduction based on how 1341 * weight limit, then player suffers a speed reduction based on how
1427 * much above he is, and what is max carry is 1342 * much above he is, and what is max carry is
1428 */ 1343 */
1429 f = (op->carrying / 1000) - max_carry[op->stats.Str]; 1344 f = (carrying / 1000) - max_carry[stats.Str];
1430 if (f > 0) 1345 if (f > 0)
1431 op->speed = op->speed / (1.0 + f / max_carry[op->stats.Str]); 1346 speed = speed / (1.f + f / max_carry[stats.Str]);
1432 } 1347 }
1433 1348
1434 op->speed += bonus_speed / 10.0; /* Not affected by limits */ 1349 speed += bonus_speed / 10.f; /* Not affected by limits */
1435 1350
1436 /* Put a lower limit on speed. Note with this speed, you move once every 1351 /* Put a lower limit on speed. Note with this speed, you move once every
1437 * 100 ticks or so. This amounts to once every 12 seconds of realtime. 1352 * 100 ticks or so. This amounts to once every 12 seconds of realtime.
1438 */ 1353 */
1439 op->speed = op->speed * speed_reduce_from_disease; 1354 speed = speed * speed_reduce_from_disease;
1440 1355
1441 if (op->speed < 0.01 && op->type == PLAYER) 1356 if (speed < 0.01f && type == PLAYER)
1442 op->speed = 0.01; 1357 speed = 0.01f;
1443 1358
1444 if (op->type == PLAYER) 1359 if (type == PLAYER)
1445 { 1360 {
1446 float M, W, s, D, K, S, M2;
1447
1448 /* (This formula was made by vidarl@ifi.uio.no) 1361 /* (This formula was made by vidarl@ifi.uio.no)
1449 * Note that we never used these values again - basically 1362 * Note that we never used these values again - basically
1450 * all of these could be subbed into one big equation, but 1363 * all of these could be subbed into one big equation, but
1451 * that would just be a real pain to read. 1364 * that would just be a real pain to read.
1452 */ 1365 */
1453 M = (max_carry[op->stats.Str] - 121) / 121.0; 1366 float M = (max_carry[stats.Str] - 121) / 121.f;
1454 M2 = max_carry[op->stats.Str] / 100.0; 1367 float M2 = max_carry[stats.Str] / 100.f;
1455 W = weapon_weight / 20000.0; 1368 float W = weapon_weight / 20000.f;
1456 s = 2 - weapon_speed / 10.0; 1369 float s = (20 - weapon_speed) / 10.f;
1457 D = (op->stats.Dex - 14) / 14.0; 1370 float D = (stats.Dex - 14) / 14.f;
1458 K = 1 + M / 3.0 - W / (3 * M2) + op->speed / 5.0 + D / 2.0; 1371 float K = 1 + M / 3.f - W / (3 * M2) + speed / 5.f + D / 2.f;
1459 K *= (4 + op->level) / (float) (6 + op->level) * 1.2; 1372
1373 K *= (4 + level) * 1.2f / (6 + level);
1374
1460 if (K <= 0) 1375 if (K <= 0.01f)
1461 K = 0.01; 1376 K = 0.01f;
1462 S = op->speed / (K * s); 1377
1463 op->contr->weapon_sp = S; 1378 contr->weapon_sp = K * s * .5f; //TODO: balance the .5
1464 } 1379 }
1380
1465 /* I want to limit the power of small monsters with big weapons: */ 1381 /* I want to limit the power of small monsters with big weapons: */
1466 if (op->type != PLAYER && op->arch != NULL && op->stats.dam > op->arch->clone.stats.dam * 3) 1382 if (type != PLAYER && arch && stats.dam > arch->stats.dam * 3)
1467 op->stats.dam = op->arch->clone.stats.dam * 3; 1383 stats.dam = arch->stats.dam * 3;
1468 1384
1469 /* Prevent overflows of wc - best you can get is ABS(120) - this 1385 stats.wc = clamp (wc, MIN_WC, MAX_WC);
1470 * should be more than enough - remember, AC is also in 8 bits, 1386 stats.ac = clamp (ac, MIN_AC, MAX_AC);
1471 * so its value is the same.
1472 */
1473 if (wc > 120)
1474 wc = 120;
1475 else if (wc < -120)
1476 wc = -120;
1477 op->stats.wc = wc;
1478
1479 if (ac > 120)
1480 ac = 120;
1481 else if (ac < -120)
1482 ac = -120;
1483 op->stats.ac = ac;
1484 1387
1485 /* if for some reason the creature doesn't have any move type, 1388 /* if for some reason the creature doesn't have any move type,
1486 * give them walking as a default. 1389 * give them walking as a default.
1487 * The second case is a special case - to more closely mimic the 1390 * The second case is a special case - to more closely mimic the
1488 * old behaviour - if your flying, your not walking - just 1391 * old behaviour - if your flying, your not walking - just
1489 * one or the other. 1392 * one or the other.
1490 */ 1393 */
1491 if (op->move_type == 0) 1394 if (move_type == 0)
1492 op->move_type = MOVE_WALK; 1395 move_type = MOVE_WALK;
1493 else if (op->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) 1396 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH))
1494 op->move_type &= ~MOVE_WALK; 1397 move_type &= ~MOVE_WALK;
1495 1398
1496 update_ob_speed (op); 1399 if (speed != old_speed)
1400 set_speed (speed);
1497 1401
1498 /* It is quite possible that a player's spell costing might have changed, 1402 /* It is quite possible that a player's spell costing might have changed,
1499 * so we will check that now. 1403 * so we will check that now.
1500 */ 1404 */
1501 if (op->type == PLAYER) 1405 if (type == PLAYER)
1406 {
1407 esrv_update_stats (contr);
1502 esrv_update_spells (op->contr); 1408 esrv_update_spells (contr);
1409 }
1410
1411 // update the mapspace, if we are on a map
1412 if (!flag [FLAG_REMOVED] && map)
1413 map->at (x, y).flags_ = 0;
1503} 1414}
1504 1415
1505/* 1416/*
1506 * Returns true if the given player is a legal class. 1417 * Returns true if the given player is a legal class.
1507 * The function to add and remove class-bonuses to the stats doesn't 1418 * The function to add and remove class-bonuses to the stats doesn't
1508 * check if the stat becomes negative, thus this function 1419 * check if the stat becomes negative, thus this function
1509 * merely checks that all stats are 1 or more, and returns 1420 * merely checks that all stats are 1 or more, and returns
1510 * false otherwise. 1421 * false otherwise.
1511 */ 1422 */
1512
1513int 1423int
1514allowed_class (const object *op) 1424allowed_class (const object *op)
1515{ 1425{
1516 return op->stats.Dex > 0 && op->stats.Str > 0 && op->stats.Con > 0 && 1426 return op->stats.Dex > 0
1517 op->stats.Int > 0 && op->stats.Wis > 0 && op->stats.Pow > 0 && op->stats.Cha > 0; 1427 && op->stats.Str > 0
1428 && op->stats.Con > 0
1429 && op->stats.Int > 0
1430 && op->stats.Wis > 0
1431 && op->stats.Pow > 0
1432 && op->stats.Cha > 0;
1518} 1433}
1519 1434
1520/* 1435/*
1521 * set the new dragon name after gaining levels or 1436 * set the new dragon name after gaining levels or
1522 * changing ability focus (later this can be extended to 1437 * changing ability focus (later this can be extended to
1593 object *skin = NULL; /* pointer to dragon skin force */ 1508 object *skin = NULL; /* pointer to dragon skin force */
1594 object *tmp = NULL; /* tmp. object */ 1509 object *tmp = NULL; /* tmp. object */
1595 char buf[MAX_BUF]; /* tmp. string buffer */ 1510 char buf[MAX_BUF]; /* tmp. string buffer */
1596 1511
1597 /* now grab the 'dragon_ability'-forces from the player's inventory */ 1512 /* now grab the 'dragon_ability'-forces from the player's inventory */
1513 shstr_cmp dragon_ability_force ("dragon_ability_force");
1514 shstr_cmp dragon_skin_force ("dragon_skin_force");
1515
1598 for (tmp = who->inv; tmp != NULL; tmp = tmp->below) 1516 for (tmp = who->inv; tmp; tmp = tmp->below)
1599 {
1600 if (tmp->type == FORCE) 1517 if (tmp->type == FORCE)
1601 {
1602 if (strcmp (tmp->arch->name, "dragon_ability_force") == 0) 1518 if (tmp->arch->archname == dragon_ability_force)
1603 abil = tmp; 1519 abil = tmp;
1604 if (strcmp (tmp->arch->name, "dragon_skin_force") == 0) 1520 else if (tmp->arch->archname == dragon_skin_force)
1605 skin = tmp; 1521 skin = tmp;
1606 } 1522
1607 }
1608 /* if the force is missing -> bail out */ 1523 /* if the force is missing -> bail out */
1609 if (abil == NULL) 1524 if (abil == NULL)
1610 return; 1525 return;
1611 1526
1612 /* The ability_force keeps track of maximum level ever achieved. 1527 /* The ability_force keeps track of maximum level ever achieved.
1656 if (!skill_obj) 1571 if (!skill_obj)
1657 { 1572 {
1658 LOG (llevError, "add_player_exp: couldn't find skill %s\n", skill_name); 1573 LOG (llevError, "add_player_exp: couldn't find skill %s\n", skill_name);
1659 return NULL; 1574 return NULL;
1660 } 1575 }
1576
1661 /* clear the flag - exp goes into this bucket, but player 1577 /* clear the flag - exp goes into this bucket, but player
1662 * still doesn't know it. 1578 * still doesn't know it.
1663 */ 1579 */
1664 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL); 1580 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL);
1665 skill_obj->stats.exp = 0; 1581 skill_obj->stats.exp = 0;
1666 skill_obj->level = 1; 1582 skill_obj->level = 1;
1667 insert_ob_in_ob (skill_obj, op); 1583 insert_ob_in_ob (skill_obj, op);
1668 if (op->contr) 1584
1585 if (player *pl = op->contr)
1669 { 1586 {
1670 op->contr->last_skill_ob[skill_obj->subtype] = skill_obj; 1587 pl->last_skill_ob [skill_obj->subtype] = skill_obj;
1671 op->contr->last_skill_exp[skill_obj->subtype] = -1; 1588 if (pl->ns)
1589 pl->ns->last_skill_exp[skill_obj->subtype] = -1;//TODO: should be made superfluous
1672 } 1590 }
1591
1673 return skill_obj; 1592 return skill_obj;
1674} 1593}
1675
1676 1594
1677/* player_lvl_adj() - for the new exp system. we are concerned with 1595/* player_lvl_adj() - for the new exp system. we are concerned with
1678 * whether the player gets more hp, sp and new levels. 1596 * whether the player gets more hp, sp and new levels.
1679 * Note this this function should only be called for players. Monstes 1597 * Note this this function should only be called for players. Monstes
1680 * don't really gain levels 1598 * don't really gain levels
1691 1609
1692 if (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul)) 1610 if (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul))
1693 { 1611 {
1694 op->level++; 1612 op->level++;
1695 1613
1696 if (op != NULL && op == who && op->stats.exp > 1 && is_dragon_pl (who)) 1614 if (op && op == who && op->stats.exp > 1 && is_dragon_pl (who))
1697 dragon_level_gain (who); 1615 dragon_level_gain (who);
1698 1616
1699 /* Only roll these if it is the player (who) that gained the level */ 1617 /* Only roll these if it is the player (who) that gained the level */
1700 if (op == who && (who->level < 11) && who->type == PLAYER) 1618 if (op == who && (who->level < 11) && who->type == PLAYER)
1701 { 1619 {
1702 who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1; 1620 who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1;
1703 who->contr->levsp[who->level] = die_roll (2, 3, who, PREFER_HIGH); 1621 who->contr->levsp[who->level] = die_roll (2, 3, who, PREFER_HIGH);
1704 who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1; 1622 who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1;
1705 } 1623 }
1706 1624
1707 fix_player (who); 1625 who->update_stats ();
1708 if (op->level > 1) 1626 if (op->level > 1)
1709 { 1627 {
1710 if (op->type != PLAYER) 1628 if (op->type != PLAYER)
1711 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);
1712 else 1630 else
1713 sprintf (buf, "You are now level %d.", op->level); 1631 sprintf (buf, "You are now level %d.", op->level);
1632
1714 if (who) 1633 if (who)
1715 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); 1634 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1716 } 1635 }
1636
1717 player_lvl_adj (who, op); /* To increase more levels */ 1637 player_lvl_adj (who, op); /* To increase more levels */
1718 } 1638 }
1719 else if (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul)) 1639 else if (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul))
1720 { 1640 {
1721 op->level--; 1641 op->level--;
1722 fix_player (who); 1642 who->update_stats ();
1643
1723 if (op->type != PLAYER) 1644 if (op->type != PLAYER)
1724 { 1645 {
1725 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); 1646 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1726 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); 1647 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1727 } 1648 }
1649
1728 player_lvl_adj (who, op); /* To decrease more levels */ 1650 player_lvl_adj (who, op); /* To decrease more levels */
1729 } 1651 }
1652
1730 /* check if the spell data has changed */ 1653 /* check if the spell data has changed */
1654 esrv_update_stats (who->contr);
1731 esrv_update_spells (who->contr); 1655 esrv_update_spells (who->contr);
1732} 1656}
1733 1657
1734/* 1658/*
1735 * Returns how much experience is needed for a player to become 1659 * Returns how much experience is needed for a player to become
1739sint64 1663sint64
1740level_exp (int level, double expmul) 1664level_exp (int level, double expmul)
1741{ 1665{
1742 if (level > settings.max_level) 1666 if (level > settings.max_level)
1743 return (sint64) (expmul * levels[settings.max_level]); 1667 return (sint64) (expmul * levels[settings.max_level]);
1668
1744 return (sint64) (expmul * levels[level]); 1669 return (sint64) (expmul * levels[level]);
1745} 1670}
1746 1671
1747/* 1672/*
1748 * Ensure that the permanent experience requirements in an exp object are met. 1673 * Ensure that the permanent experience requirements in an exp object are met.
1769 op->perm_exp = 0; 1694 op->perm_exp = 0;
1770 else if (op->perm_exp > (sint64) MAX_EXPERIENCE) 1695 else if (op->perm_exp > (sint64) MAX_EXPERIENCE)
1771 op->perm_exp = MAX_EXPERIENCE; 1696 op->perm_exp = MAX_EXPERIENCE;
1772} 1697}
1773 1698
1774
1775/* Add experience to a player - exp should only be positive. 1699/* Add experience to a player - exp should only be positive.
1776 * Updates permanent exp for the skill we are adding to. 1700 * Updates permanent exp for the skill we are adding to.
1777 * skill_name is the skill to add exp to. Skill name can be 1701 * skill_name is the skill to add exp to. Skill name can be
1778 * NULL, in which case exp increases the players general 1702 * NULL, in which case exp increases the players general
1779 * total, but not any particular skill. 1703 * total, but not any particular skill.
1780 * flag is what to do if the player doesn't have the skill: 1704 * flag is what to do if the player doesn't have the skill:
1781 */ 1705 */
1782
1783static void 1706static void
1784add_player_exp (object *op, sint64 exp, const char *skill_name, int flag) 1707add_player_exp (object *op, sint64 exp, const char *skill_name, int flag)
1785{ 1708{
1786 object *skill_obj = NULL; 1709 object *skill_obj = NULL;
1787 sint64 limit, exp_to_add; 1710 sint64 limit, exp_to_add;
1788 int i; 1711 int i;
1789 1712
1790 /* prevents some forms of abuse. */ 1713 /* prevents some forms of abuse. */
1791 if (op->contr->braced) 1714 if (op->contr->braced)
1792 exp = exp / 5; 1715 exp /= 5;
1793 1716
1794 /* Try to find the matching skill. 1717 /* Try to find the matching skill.
1795 * We do a shortcut/time saving mechanism first - see if it matches 1718 * We do a shortcut/time saving mechanism first - see if it matches
1796 * chosen_skill. This means we don't need to search through 1719 * chosen_skill. This means we don't need to search through
1797 * the players inventory. 1720 * the players inventory.
1798 */ 1721 */
1799 if (skill_name) 1722 if (skill_name)
1800 { 1723 {
1801 if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill)) 1724 if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill))
1932 del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction)); 1855 del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction));
1933 tmp->stats.exp -= del_exp; 1856 tmp->stats.exp -= del_exp;
1934 player_lvl_adj (op, tmp); 1857 player_lvl_adj (op, tmp);
1935 } 1858 }
1936 } 1859 }
1860
1937 if (flag != SK_SUBTRACT_SKILL_EXP) 1861 if (flag != SK_SUBTRACT_SKILL_EXP)
1938 { 1862 {
1939 del_exp = check_exp_loss (op, exp); 1863 del_exp = check_exp_loss (op, exp);
1940 op->stats.exp -= del_exp; 1864 op->stats.exp -= del_exp;
1941 player_lvl_adj (op, NULL); 1865 player_lvl_adj (op, NULL);
1942 } 1866 }
1943} 1867}
1944
1945
1946 1868
1947/* change_exp() - changes experience to a player/monster. This 1869/* change_exp() - changes experience to a player/monster. This
1948 * does bounds checking to make sure we don't overflow the max exp. 1870 * does bounds checking to make sure we don't overflow the max exp.
1949 * 1871 *
1950 * The exp passed is typically not modified much by this function - 1872 * The exp passed is typically not modified much by this function -
1951 * it is assumed the caller has modified the exp as needed. 1873 * it is assumed the caller has modified the exp as needed.
1952 * skill_name is the skill that should get the exp added. 1874 * skill_name is the skill that should get the exp added.
1953 * flag is what to do if player doesn't have the skill. 1875 * flag is what to do if player doesn't have the skill.
1954 * these last two values are only used for players. 1876 * these last two values are only used for players.
1955 */ 1877 */
1956
1957void 1878void
1958change_exp (object *op, sint64 exp, const char *skill_name, int flag) 1879change_exp (object *op, sint64 exp, const char *skill_name, int flag)
1959{ 1880{
1960
1961#ifdef EXP_DEBUG 1881#ifdef EXP_DEBUG
1962 LOG (llevDebug, "change_exp() called for %s, exp = %lld\n", query_name (op), exp); 1882 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp);
1963#endif 1883#endif
1964 1884
1965 /* safety */ 1885 /* safety */
1966 if (!op) 1886 if (!op)
1967 { 1887 {
2006 else 1926 else
2007 /* note that when you lose exp, it doesn't go against 1927 /* note that when you lose exp, it doesn't go against
2008 * a particular skill, so we don't need to pass that 1928 * a particular skill, so we don't need to pass that
2009 * along. 1929 * along.
2010 */ 1930 */
2011 subtract_player_exp (op, FABS (exp), skill_name, flag); 1931 subtract_player_exp (op, abs (exp), skill_name, flag);
2012
2013 } 1932 }
2014} 1933}
2015 1934
2016/* Applies a death penalty experience, the size of this is defined by the 1935/* Applies a death penalty experience, the size of this is defined by the
2017 * settings death_penalty_percentage and death_penalty_levels, and by the 1936 * settings death_penalty_percentage and death_penalty_levels, and by the
2018 * amount of permenent experience, whichever gives the lowest loss. 1937 * amount of permenent experience, whichever gives the lowest loss.
2019 */ 1938 */
2020
2021void 1939void
2022apply_death_exp_penalty (object *op) 1940apply_death_exp_penalty (object *op)
2023{ 1941{
2024 object *tmp; 1942 object *tmp;
2025 sint64 loss; 1943 sint64 loss;
2047 player_lvl_adj (op, tmp); 1965 player_lvl_adj (op, tmp);
2048 } 1966 }
2049 1967
2050 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100; 1968 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100;
2051 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
2052 if (level_loss < 0) 1971 if (level_loss < 0)
2053 level_loss = 0; 1972 level_loss = 0;
2054 loss = check_exp_loss (op, MIN (level_loss, percentage_loss)); 1973 loss = check_exp_loss (op, MIN (level_loss, percentage_loss));
2055 1974
2056 op->stats.exp -= loss; 1975 op->stats.exp -= loss;
2070 if (level > MAX_SAVE_LEVEL) 1989 if (level > MAX_SAVE_LEVEL)
2071 level = MAX_SAVE_LEVEL; 1990 level = MAX_SAVE_LEVEL;
2072 1991
2073 if ((random_roll (1, 20, op, PREFER_HIGH) + bonus) < savethrow[level]) 1992 if ((random_roll (1, 20, op, PREFER_HIGH) + bonus) < savethrow[level])
2074 return 0; 1993 return 0;
1994
2075 return 1; 1995 return 1;
2076} 1996}

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