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Comparing deliantra/server/common/living.C (file contents):
Revision 1.17 by root, Mon Dec 11 21:32:16 2006 UTC vs.
Revision 1.76 by root, Tue Aug 7 22:57:57 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}
708
709/* These are the items that currently can change digestion, regeneration,
710 * spell point recovery and mana point recovery. Seems sort of an arbitary
711 * list, but other items store other info into stats array.
712 */
713static struct digest_types : std::bitset<NUM_TYPES>
714{
715 digest_types ()
716 {
717 set (WEAPON);
718 set (BOW);
719 set (ARMOUR);
720 set (HELMET);
721 set (SHIELD);
722 set (RING);
723 set (BOOTS);
724 set (GLOVES);
725 set (AMULET);
726 set (GIRDLE);
727 set (BRACERS);
728 set (CLOAK);
729 set (DISEASE);
730 set (FORCE);
731 set (SKILL);
732 }
733} digest_types;
734
735static struct copy_flags : object::flags_t
736{
737 copy_flags ()
738 {
739 set (FLAG_LIFESAVE);
740 set (FLAG_REFL_SPELL);
741 set (FLAG_REFL_MISSILE);
742 set (FLAG_STEALTH);
743 set (FLAG_XRAYS);
744 set (FLAG_BLIND);
745 set (FLAG_SEE_IN_DARK);
746 }
747} copy_flags;
813 748
814/* 749/*
815 * Updates all abilities given by applied objects in the inventory 750 * Updates all abilities given by applied objects in the inventory
816 * of the given object. Note: This function works for both monsters 751 * of the given object. Note: This function works for both monsters
817 * and players; the "player" in the name is purely an archaic inheritance. 752 * and players; the "player" in the name is purely an archaic inheritance.
818 * This functions starts from base values (archetype or player object) 753 * This functions starts from base values (archetype or player object)
819 * and then adjusts them according to what the player has equipped. 754 * and then adjusts them according to what the player has equipped.
820 */ 755 *
821
822/* July 95 - inserted stuff to handle new skills/exp system - b.t. 756 * July 95 - inserted stuff to handle new skills/exp system - b.t.
823 spell system split, grace points now added to system --peterm 757 * spell system split, grace points now added to system --peterm
824 */ 758 */
825
826void 759void
827fix_player (object *op) 760object::update_stats ()
828{ 761{
829 int i, j;
830 float f, max = 9, added_speed = 0, bonus_speed = 0, sp_tmp, speed_reduce_from_disease = 1; 762 float f, max_speed = 9, added_speed = 0, bonus_speed = 0, speed_reduce_from_disease = 1;
831 int weapon_weight = 0, weapon_speed = 0; 763 int weapon_weight = 0, weapon_speed = 0;
832 int best_wc = 0, best_ac = 0, wc = 0, ac = 0; 764 int best_wc = 0, best_ac = 0, wc = 0, ac = 0;
833 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; 765 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS];
834 object *grace_obj = NULL, *mana_obj = NULL, *wc_obj = NULL, *tmp; 766 object *grace_obj = NULL, *mana_obj = NULL, *tmp;
767 float old_speed = speed;
768 int stat_sum [NUM_STATS];
835 769
836 /* First task is to clear all the values back to their original values */ 770 /* First task is to clear all the values back to their original values */
837 if (op->type == PLAYER) 771 if (type == PLAYER)
838 { 772 {
839 for (i = 0; i < NUM_STATS; i++) 773 for (int i = 0; i < NUM_STATS; i++)
840 { 774 stat_sum [i] = contr->orig_stats.stat (i);
841 set_attr_value (&(op->stats), i, get_attr_value (&(op->contr->orig_stats), i)); 775
842 }
843 if (settings.spell_encumbrance == TRUE) 776 if (settings.spell_encumbrance == TRUE)
844 op->contr->encumbrance = 0; 777 contr->encumbrance = 0;
845 778
846 op->attacktype = 0; 779 attacktype = 0;
780
847 op->contr->digestion = 0; 781 contr->digestion = 0;
848 op->contr->gen_hp = 0; 782 contr->gen_hp = 0;
849 op->contr->gen_sp = 0; 783 contr->gen_sp = 0;
850 op->contr->gen_grace = 0; 784 contr->gen_grace = 0;
851 op->contr->gen_sp_armour = 10; 785 contr->gen_sp_armour = 10;
852 op->contr->item_power = 0; 786 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 } 787 }
863 memcpy (op->body_used, op->body_info, sizeof (op->body_info));
864 788
789 for (int i = NUM_BODY_LOCATIONS; i--; )
790 slot[i].used = slot[i].info;
791
865 op->slaying = 0; 792 slaying = 0;
866 793
867 if (!QUERY_FLAG (op, FLAG_WIZ)) 794 if (!QUERY_FLAG (this, FLAG_WIZ))
868 { 795 {
869 CLEAR_FLAG (op, FLAG_XRAYS); 796 CLEAR_FLAG (this, FLAG_XRAYS);
870 CLEAR_FLAG (op, FLAG_MAKE_INVIS); 797 CLEAR_FLAG (this, FLAG_MAKE_INVIS);
871 } 798 }
872 799
873 CLEAR_FLAG (op, FLAG_LIFESAVE); 800 CLEAR_FLAG (this, FLAG_LIFESAVE);
874 CLEAR_FLAG (op, FLAG_STEALTH); 801 CLEAR_FLAG (this, FLAG_STEALTH);
875 CLEAR_FLAG (op, FLAG_BLIND); 802 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);
884 803
885 op->path_attuned = op->arch->clone.path_attuned; 804 if (!QUERY_FLAG (arch, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL);
886 op->path_repelled = op->arch->clone.path_repelled; 805 if (!QUERY_FLAG (arch, FLAG_REFL_MISSILE)) CLEAR_FLAG (this, FLAG_REFL_MISSILE);
887 op->path_denied = op->arch->clone.path_denied; 806 if (!QUERY_FLAG (arch, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD);
888 op->glow_radius = op->arch->clone.glow_radius; 807 if (!QUERY_FLAG (arch, FLAG_SEE_IN_DARK )) CLEAR_FLAG (this, FLAG_SEE_IN_DARK);
889 op->move_type = op->arch->clone.move_type; 808
809 path_attuned = arch->path_attuned;
810 path_repelled = arch->path_repelled;
811 path_denied = arch->path_denied;
812 glow_radius = arch->glow_radius;
813 move_type = arch->move_type;
814
890 op->chosen_skill = NULL; 815 chosen_skill = 0;
891 816
892 /* initializing resistances from the values in player/monster's 817 /* initializing resistances from the values in player/monster's
893 * archetype clone 818 * archetype clone
894 */ 819 */
895 memcpy (&op->resist, &op->arch->clone.resist, sizeof (op->resist)); 820 memcpy (&resist, &arch->resist, sizeof (resist));
896 821
897 for (i = 0; i < NROFATTACKS; i++) 822 for (int i = 0; i < NROFATTACKS; i++)
898 { 823 {
899 if (op->resist[i] > 0) 824 if (resist[i] > 0)
900 prot[i] = op->resist[i], vuln[i] = 0; 825 prot[i] = resist[i], vuln[i] = 0;
901 else 826 else
902 vuln[i] = -(op->resist[i]), prot[i] = 0; 827 vuln[i] = -(resist[i]), prot[i] = 0;
828
903 potion_resist[i] = 0; 829 potion_resist[i] = 0;
904 } 830 }
905 831
906 wc = op->arch->clone.stats.wc; 832 wc = arch->stats.wc;
907 op->stats.dam = op->arch->clone.stats.dam; 833 stats.dam = arch->stats.dam;
908 834
909 /* for players which cannot use armour, they gain AC -1 per 3 levels, 835 /* for players which cannot use armour, they gain AC -1 per 3 levels,
910 * plus a small amount of physical resist, those poor suckers. ;) 836 * plus a small amount of physical resist, those poor suckers. ;)
911 * the fact that maxlevel is factored in could be considered sort of bogus - 837 * 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, 838 * 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 839 * basically, if a server updates its max level, these playes may find
914 * that their protection from physical goes down 840 * that their protection from physical goes down
915 */ 841 */
916 if (!QUERY_FLAG (op, FLAG_USE_ARMOUR) && op->type == PLAYER) 842 if (!QUERY_FLAG (this, FLAG_USE_ARMOUR) && type == PLAYER)
917 { 843 {
918 ac = MAX (-10, op->arch->clone.stats.ac - op->level / 3); 844 ac = max (-10, arch->stats.ac - level / 3);
919 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * op->level / settings.max_level)) / 100; 845 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100;
920 } 846 }
921 else 847 else
922 ac = op->arch->clone.stats.ac; 848 ac = arch->stats.ac;
923 849
924 op->stats.luck = op->arch->clone.stats.luck; 850 stats.luck = arch->stats.luck;
925 op->speed = op->arch->clone.speed; 851 speed = arch->speed;
926 852
927 /* OK - we've reset most all the objects attributes to sane values. 853 /* 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. 854 * now go through and make adjustments for what the player has equipped.
929 */ 855 */
930
931 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 856 for (tmp = inv; tmp; tmp = tmp->below)
932 { 857 {
858 /* This happens because apply_potion calls change_abil with the potion
859 * applied so we can tell the player what changed. But change_abil
860 * then calls this function.
861 */
862 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION)
863 continue;
864
933 /* See note in map.c:update_position about making this additive 865 /* See note in map.c:update_position about making this additive
934 * since light sources are never applied, need to put check here. 866 * since light sources are never applied, need to put check here.
935 */ 867 */
936 if (tmp->glow_radius > op->glow_radius) 868 if (tmp->glow_radius > glow_radius)
937 op->glow_radius = tmp->glow_radius; 869 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 }
947 870
948 /* For some things, we don't care what is equipped */ 871 /* For some things, we don't care what is equipped */
949 if (tmp->type == SKILL) 872 if (tmp->type == SKILL)
950 { 873 {
951 /* Want to take the highest skill here. */ 874 /* Want to take the highest skill here. */
954 if (!mana_obj) 877 if (!mana_obj)
955 mana_obj = tmp; 878 mana_obj = tmp;
956 else if (tmp->level > mana_obj->level) 879 else if (tmp->level > mana_obj->level)
957 mana_obj = tmp; 880 mana_obj = tmp;
958 } 881 }
882
959 if (IS_GRACE_SKILL (tmp->subtype)) 883 if (IS_GRACE_SKILL (tmp->subtype))
960 { 884 {
961 if (!grace_obj) 885 if (!grace_obj)
962 grace_obj = tmp; 886 grace_obj = tmp;
963 else if (tmp->level > grace_obj->level) 887 else if (tmp->level > grace_obj->level)
972 * in the praying skill, and the player should always get those. 896 * 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, 897 * 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 898 * because the skill shouldn't count against body positions being used
975 * up, etc. 899 * up, etc.
976 */ 900 */
977 if ((QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type != CONTAINER && tmp->type != CLOSE_CON) || 901 if ((tmp->flag [FLAG_APPLIED]
902 && tmp->type != CONTAINER
903 && tmp->type != CLOSE_CON)
904 || (tmp->type == SKILL
978 (tmp->type == SKILL && tmp->subtype == SK_PRAYING)) 905 && tmp->subtype == SK_PRAYING))
979 { 906 {
980 if (op->type == PLAYER) 907 if (type == PLAYER)
981 { 908 {
982 if (tmp->type == BOW) 909 contr->item_power += tmp->item_power;
983 op->contr->ranges[range_bow] = tmp;
984 910
985 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 911 if (tmp == contr->combat_ob || tmp == contr->ranged_ob)
986 op->contr->ranges[range_misc] = tmp; 912 if (tmp != current_weapon
913 && (tmp->type != SKILL || tmp->subtype != SK_PRAYING)
914 && !tmp->flag [FLAG_CURSED]
915 && !tmp->flag [FLAG_DAMNED])
916 continue;
987 917
988 for (i = 0; i < NUM_STATS; i++) 918 for (int i = 0; i < NUM_STATS; i++)
989 change_attr_value (&(op->stats), i, get_attr_value (&(tmp->stats), i)); 919 stat_sum [i] = stat_sum [i] + tmp->stats.stat (i);
990 920
991 /* these are the items that currently can change digestion, regeneration, 921 if (digest_types [tmp->type])
992 * spell point recovery and mana point recovery. Seems sort of an arbitary
993 * list, but other items store other info into stats array.
994 */
995 if ((tmp->type == EXPERIENCE) || (tmp->type == WEAPON) ||
996 (tmp->type == ARMOUR) || (tmp->type == HELMET) ||
997 (tmp->type == SHIELD) || (tmp->type == RING) ||
998 (tmp->type == BOOTS) || (tmp->type == GLOVES) ||
999 (tmp->type == AMULET) || (tmp->type == GIRDLE) ||
1000 (tmp->type == BRACERS) || (tmp->type == CLOAK) ||
1001 (tmp->type == DISEASE) || (tmp->type == FORCE) ||
1002 (tmp->type == SKILL))
1003 { 922 {
1004 op->contr->digestion += tmp->stats.food; 923 contr->digestion += tmp->stats.food;
1005 op->contr->gen_hp += tmp->stats.hp; 924 contr->gen_hp += tmp->stats.hp;
1006 op->contr->gen_sp += tmp->stats.sp; 925 contr->gen_sp += tmp->stats.sp;
1007 op->contr->gen_grace += tmp->stats.grace; 926 contr->gen_grace += tmp->stats.grace;
1008 op->contr->gen_sp_armour += tmp->gen_sp_armour; 927 contr->gen_sp_armour += tmp->gen_sp_armour;
1009 op->contr->item_power += tmp->item_power;
1010 } 928 }
1011 } /* if this is a player */ 929 } /* if this is a player */
930 else
931 {
932 if (tmp->type == WEAPON)
933 current_weapon = tmp;
934 }
1012 935
1013 /* Update slots used for items */ 936 /* Update slots used for items */
1014 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 937 if (QUERY_FLAG (tmp, FLAG_APPLIED))
1015 {
1016 for (i = 0; i < NUM_BODY_LOCATIONS; i++) 938 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
1017 op->body_used[i] += tmp->body_info[i]; 939 slot[i].used += tmp->slot[i].info;
1018 }
1019 940
1020 if (tmp->type == SYMPTOM) 941 if (tmp->type == SYMPTOM)
1021 { 942 {
1022 speed_reduce_from_disease = tmp->last_sp / 100.0; 943 speed_reduce_from_disease = tmp->last_sp / 100.f;
944
1023 if (speed_reduce_from_disease == 0) 945 if (speed_reduce_from_disease == 0)
1024 speed_reduce_from_disease = 1; 946 speed_reduce_from_disease = 1;
1025 } 947 }
1026 948
1027 /* Pos. and neg. protections are counted seperate (-> pro/vuln). 949 /* Pos. and neg. protections are counted seperate (-> pro/vuln).
1028 * (Negative protections are calculated extactly like positive.) 950 * (Negative protections are calculated exactly like positive.)
1029 * Resistance from potions are treated special as well. If there's 951 * Resistance from potions are treated special as well. If there's
1030 * more than one potion-effect, the bigger prot.-value is taken. 952 * more than one potion-effect, the bigger prot.-value is taken.
1031 */ 953 */
1032 if (tmp->type != POTION) 954 if (tmp->type != POTION)
1033 { 955 {
1034 for (i = 0; i < NROFATTACKS; i++) 956 for (int i = 0; i < NROFATTACKS; i++)
1035 { 957 {
1036 /* Potential for cursed potions, in which case we just can use 958 /* Potential for cursed potions, in which case we just can use
1037 * a straight MAX, as potion_resist is initialized to zero. 959 * a straight MAX, as potion_resist is initialised to zero.
1038 */ 960 */
1039 if (tmp->type == POTION_EFFECT) 961 if (tmp->type == POTION_EFFECT)
1040 { 962 {
1041 if (potion_resist[i]) 963 if (potion_resist[i])
1042 potion_resist[i] = MAX (potion_resist[i], tmp->resist[i]); 964 potion_resist[i] = max (potion_resist[i], tmp->resist[i]);
1043 else 965 else
1044 potion_resist[i] = tmp->resist[i]; 966 potion_resist[i] = tmp->resist[i];
1045 } 967 }
1046 else if (tmp->resist[i] > 0) 968 else if (tmp->resist[i] > 0)
1047 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100; 969 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100;
1048 else if (tmp->resist[i] < 0) 970 else if (tmp->resist[i] < 0)
1049 vuln[i] += ((100 - vuln[i]) * (-tmp->resist[i])) / 100; 971 vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100;
1050 } 972 }
1051 } 973 }
1052 974
1053 /* There may be other things that should not adjust the attacktype */ 975 /* There may be other things that should not adjust the attacktype */
1054 if (tmp->type != BOW && tmp->type != SYMPTOM) 976 if (tmp->type != SYMPTOM)
977 {
1055 op->attacktype |= tmp->attacktype; 978 attacktype |= tmp->attacktype;
1056
1057 op->path_attuned |= tmp->path_attuned; 979 path_attuned |= tmp->path_attuned;
1058 op->path_repelled |= tmp->path_repelled; 980 path_repelled |= tmp->path_repelled;
1059 op->path_denied |= tmp->path_denied; 981 path_denied |= tmp->path_denied;
982 move_type |= tmp->move_type;
1060 op->stats.luck += tmp->stats.luck; 983 stats.luck += tmp->stats.luck;
1061 op->move_type |= tmp->move_type; 984 }
1062 985
1063 if (QUERY_FLAG (tmp, FLAG_LIFESAVE)) 986 flag |= tmp->flag & copy_flags;
1064 SET_FLAG (op, FLAG_LIFESAVE);
1065 if (QUERY_FLAG (tmp, FLAG_REFL_SPELL))
1066 SET_FLAG (op, FLAG_REFL_SPELL);
1067 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE))
1068 SET_FLAG (op, FLAG_REFL_MISSILE);
1069 if (QUERY_FLAG (tmp, FLAG_STEALTH))
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 987
1078 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 988 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (arch, FLAG_UNDEAD))
1079 SET_FLAG (op, FLAG_UNDEAD); 989 SET_FLAG (this, FLAG_UNDEAD);
1080 990
1081 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS)) 991 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS))
1082 { 992 {
1083 SET_FLAG (op, FLAG_MAKE_INVIS); 993 SET_FLAG (this, FLAG_MAKE_INVIS);
1084 op->invisible = 1; 994 invisible = 1;
1085 } 995 }
1086 996
1087 if (tmp->stats.exp && tmp->type != SKILL) 997 if (tmp->stats.exp && tmp->type != SKILL)
1088 { 998 {
1089 if (tmp->stats.exp > 0) 999 if (tmp->stats.exp > 0)
1090 { 1000 {
1091 added_speed += (float) tmp->stats.exp / 3.0; 1001 added_speed += tmp->stats.exp / 3.f;
1092 bonus_speed += 1.0 + (float) tmp->stats.exp / 3.0; 1002 bonus_speed += tmp->stats.exp / 3.f + 1.f;
1093 } 1003 }
1094 else 1004 else
1095 added_speed += (float) tmp->stats.exp; 1005 added_speed += tmp->stats.exp;
1096 } 1006 }
1097 1007
1098 switch (tmp->type) 1008 switch (tmp->type)
1099 { 1009 {
1010#if 0
1011 case WAND:
1012 case ROD:
1013 case HORN:
1014 if (type != PLAYER || current_weapon == tmp)
1015 chosen_skill = tmp;
1016 break;
1017#endif
1018
1100 /* skills modifying the character -b.t. */ 1019 /* skills modifying the character -b.t. */
1101 /* for all skills and skill granting objects */ 1020 /* for all skills and skill granting objects */
1102 case SKILL: 1021 case SKILL:
1103 if (!QUERY_FLAG (tmp, FLAG_APPLIED)) 1022 {
1023 if (!QUERY_FLAG (tmp, FLAG_APPLIED) || skill_flags [tmp->subtype] & SF_APPLY)
1104 break; 1024 break;
1105 1025
1106 if (IS_COMBAT_SKILL (tmp->subtype))
1107 wc_obj = tmp;
1108
1109 if (op->chosen_skill) 1026 if (chosen_skill)
1027 {
1110 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &op->name); 1028 LOG (llevDebug, "fix_player, op %s has multiple skills applied (%s and %s)\n",
1029 &name, &chosen_skill->name, &tmp->name);
1111 1030
1031 tmp->flag [FLAG_APPLIED] = false;
1032 update_stats ();
1033 return;
1034 }
1035 else
1112 op->chosen_skill = tmp; 1036 chosen_skill = tmp;
1113 1037
1114 if (tmp->stats.dam > 0) 1038 if (tmp->stats.dam > 0)
1115 { /* skill is a 'weapon' */ 1039 { /* skill is a 'weapon' */
1116 if (!QUERY_FLAG (op, FLAG_READY_WEAPON)) 1040 if (!QUERY_FLAG (this, FLAG_READY_WEAPON))
1117 weapon_speed = (int) WEAPON_SPEED (tmp); 1041 weapon_speed = WEAPON_SPEED (tmp);
1042
1118 if (weapon_speed < 0) 1043 if (weapon_speed < 0)
1119 weapon_speed = 0; 1044 weapon_speed = 0;
1045
1120 weapon_weight = tmp->weight; 1046 weapon_weight = tmp->weight;
1121 op->stats.dam += tmp->stats.dam * (1 + (op->chosen_skill->level / 9)); 1047 stats.dam += 1 + chosen_skill->level * tmp->stats.dam / 9;
1048
1122 if (tmp->magic) 1049 if (tmp->magic)
1123 op->stats.dam += tmp->magic; 1050 stats.dam += tmp->magic;
1124 } 1051 }
1125 1052
1126 if (tmp->stats.wc) 1053 if (tmp->stats.wc)
1127 wc -= (tmp->stats.wc + tmp->magic); 1054 wc -= tmp->stats.wc + tmp->magic;
1128 1055
1129 if (tmp->slaying != NULL) 1056 if (tmp->slaying)
1130 op->slaying = tmp->slaying; 1057 slaying = tmp->slaying;
1131 1058
1132 if (tmp->stats.ac) 1059 if (tmp->stats.ac)
1133 ac -= (tmp->stats.ac + tmp->magic); 1060 ac -= tmp->stats.ac + tmp->magic;
1061
1134 if (settings.spell_encumbrance == TRUE && op->type == PLAYER) 1062 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1135 op->contr->encumbrance += (int) 3 *tmp->weight / 1000; 1063 contr->encumbrance += (int) 3 *tmp->weight / 1000;
1064 }
1136 1065
1137 if (op->type == PLAYER)
1138 op->contr->ranges[range_skill] = op;
1139 break; 1066 break;
1140 1067
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: 1068 case SHIELD:
1152 if (settings.spell_encumbrance == TRUE && op->type == PLAYER) 1069 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1153 op->contr->encumbrance += (int) tmp->weight / 2000; 1070 contr->encumbrance += (int) tmp->weight / 2000;
1154 case RING: 1071 case RING:
1155 case AMULET: 1072 case AMULET:
1156 case GIRDLE: 1073 case GIRDLE:
1157 case HELMET: 1074 case HELMET:
1158 case BOOTS: 1075 case BOOTS:
1159 case GLOVES: 1076 case GLOVES:
1160 case CLOAK: 1077 case CLOAK:
1161 if (tmp->stats.wc) 1078 if (tmp->stats.wc)
1162 wc -= (tmp->stats.wc + tmp->magic); 1079 wc -= tmp->stats.wc + tmp->magic;
1080
1163 if (tmp->stats.dam) 1081 if (tmp->stats.dam)
1164 op->stats.dam += (tmp->stats.dam + tmp->magic); 1082 stats.dam += tmp->stats.dam + tmp->magic;
1083
1165 if (tmp->stats.ac) 1084 if (tmp->stats.ac)
1166 ac -= (tmp->stats.ac + tmp->magic); 1085 ac -= tmp->stats.ac + tmp->magic;
1086
1167 break; 1087 break;
1168 1088
1089 case BOW:
1169 case WEAPON: 1090 case WEAPON:
1091 if (type != PLAYER || current_weapon == tmp)
1092 {
1170 wc -= (tmp->stats.wc + tmp->magic); 1093 wc -= tmp->stats.wc + tmp->magic;
1094
1171 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0) 1095 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0)
1172 ac -= tmp->stats.ac + tmp->magic; 1096 ac -= tmp->stats.ac + tmp->magic;
1097
1173 op->stats.dam += (tmp->stats.dam + tmp->magic); 1098 stats.dam += tmp->stats.dam + tmp->magic;
1174 weapon_weight = tmp->weight; 1099 weapon_weight = tmp->weight;
1175 weapon_speed = ((int) WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2; 1100 weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2;
1101
1176 if (weapon_speed < 0) 1102 if (weapon_speed < 0)
1177 weapon_speed = 0; 1103 weapon_speed = 0;
1104
1178 op->slaying = tmp->slaying; 1105 slaying = tmp->slaying;
1106
1179 /* If there is desire that two handed weapons should do 1107 /* If there is desire that two handed weapons should do
1180 * extra strength damage, this is where the code should 1108 * extra strength damage, this is where the code should
1181 * go. 1109 * go.
1182 */ 1110 */
1183 op->current_weapon = tmp; 1111
1184 if (settings.spell_encumbrance == TRUE && op->type == PLAYER) 1112 if (type == PLAYER)
1113 if (settings.spell_encumbrance)
1185 op->contr->encumbrance += (int) 3 *tmp->weight / 1000; 1114 contr->encumbrance += tmp->weight * 3 / 1000;
1115 }
1186 1116
1187 break; 1117 break;
1188 1118
1189 case ARMOUR: /* Only the best of these three are used: */ 1119 case ARMOUR: /* Only the best of these three are used: */
1190 if (settings.spell_encumbrance == TRUE && op->type == PLAYER) 1120 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1191 op->contr->encumbrance += (int) tmp->weight / 1000; 1121 contr->encumbrance += tmp->weight / 1000;
1192 1122
1193 case BRACERS: 1123 case BRACERS:
1194 case FORCE: 1124 case FORCE:
1195 if (tmp->stats.wc) 1125 if (tmp->stats.wc)
1196 { 1126 {
1200 best_wc = tmp->stats.wc + tmp->magic; 1130 best_wc = tmp->stats.wc + tmp->magic;
1201 } 1131 }
1202 else 1132 else
1203 wc += tmp->stats.wc + tmp->magic; 1133 wc += tmp->stats.wc + tmp->magic;
1204 } 1134 }
1135
1205 if (tmp->stats.ac) 1136 if (tmp->stats.ac)
1206 { 1137 {
1207 if (best_ac < tmp->stats.ac + tmp->magic) 1138 if (best_ac < tmp->stats.ac + tmp->magic)
1208 { 1139 {
1209 ac += best_ac; /* Remove last bonus */ 1140 ac += best_ac; /* Remove last bonus */
1210 best_ac = tmp->stats.ac + tmp->magic; 1141 best_ac = tmp->stats.ac + tmp->magic;
1211 } 1142 }
1212 else /* To nullify the below effect */ 1143 else /* To nullify the below effect */
1213 ac += tmp->stats.ac + tmp->magic; 1144 ac += tmp->stats.ac + tmp->magic;
1214 } 1145 }
1146
1215 if (tmp->stats.wc) 1147 if (tmp->stats.wc)
1216 wc -= (tmp->stats.wc + tmp->magic); 1148 wc -= (tmp->stats.wc + tmp->magic);
1149
1217 if (tmp->stats.ac) 1150 if (tmp->stats.ac)
1218 ac -= (tmp->stats.ac + tmp->magic); 1151 ac -= (tmp->stats.ac + tmp->magic);
1219 if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.0 < max) 1152
1153 if (ARMOUR_SPEED (tmp))
1220 max = ARMOUR_SPEED (tmp) / 10.0; 1154 max_speed = min (max_speed, ARMOUR_SPEED (tmp) / 10.f);
1155
1221 break; 1156 break;
1222 } /* switch tmp->type */ 1157 } /* switch tmp->type */
1223 } /* item is equipped */ 1158 } /* item is equipped */
1224 } /* for loop of items */ 1159 } /* for loop of items */
1225 1160
1231 * If there is an uncursed potion in effect, granting more protection 1166 * If there is an uncursed potion in effect, granting more protection
1232 * than that, we take: 'total resistance = resistance from potion'. 1167 * than that, we take: 'total resistance = resistance from potion'.
1233 * If there is a cursed (and no uncursed) potion in effect, we take 1168 * If there is a cursed (and no uncursed) potion in effect, we take
1234 * 'total resistance = vulnerability from cursed potion'. 1169 * 'total resistance = vulnerability from cursed potion'.
1235 */ 1170 */
1236 for (i = 0; i < NROFATTACKS; i++) 1171 for (int i = 0; i < NROFATTACKS; i++)
1237 { 1172 {
1238 op->resist[i] = prot[i] - vuln[i]; 1173 resist[i] = prot[i] - vuln[i];
1174
1239 if (potion_resist[i] && ((potion_resist[i] > op->resist[i]) || (potion_resist[i] < 0))) 1175 if (potion_resist[i] && ((potion_resist[i] > resist[i]) || (potion_resist[i] < 0)))
1240 op->resist[i] = potion_resist[i]; 1176 resist[i] = potion_resist[i];
1177 }
1178
1179 if (type == PLAYER)
1241 } 1180 {
1181 // clamp various player stats
1182 for (int i = 0; i < NUM_STATS; ++i)
1183 stats.stat (i) = clamp (stat_sum [i], MIN_STAT, MAX_STAT);
1242 1184
1185 contr->digestion = clamp (contr->digestion, MIN_DIGESTION, MAX_DIGESTION);
1186
1243 /* Figure out the players sp/mana/hp totals. */ 1187 /* Figure out the players sp/mana/hp totals. */
1244 if (op->type == PLAYER)
1245 {
1246 int pl_level; 1188 int pl_level;
1247 1189
1248 check_stat_bounds (&(op->stats)); 1190 check_stat_bounds (&(stats));
1249 pl_level = op->level; 1191 pl_level = level;
1250 1192
1251 if (pl_level < 1) 1193 if (pl_level < 1)
1252 pl_level = 1; /* safety, we should always get 1 levels worth of hp! */ 1194 pl_level = 1; /* safety, we should always get 1 levels worth of hp! */
1253 1195
1254 /* You basically get half a con bonus/level. But we do take into account rounding, 1196 /* 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. 1197 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels.
1256 */ 1198 */
1257 for (i = 1, op->stats.maxhp = 0; i <= pl_level && i <= 10; i++) 1199 stats.maxhp = 0;
1200 for (int i = 1; i <= min (10, pl_level); i++)
1258 { 1201 {
1259 j = op->contr->levhp[i] + con_bonus[op->stats.Con] / 2; 1202 int j = contr->levhp[i] + con_bonus[stats.Con] / 2;
1203
1260 if (i % 2 && con_bonus[op->stats.Con] % 2) 1204 if (i % 2 && con_bonus[stats.Con] % 2)
1261 {
1262 if (con_bonus[op->stats.Con] > 0) 1205 if (con_bonus[stats.Con] > 0)
1263 j++; 1206 j++;
1264 else 1207 else
1265 j--; 1208 j--;
1266 } 1209
1267 op->stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */ 1210 stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */
1268 } 1211 }
1269 1212
1270 for (i = 11; i <= op->level; i++) 1213 stats.maxhp += 2 * max (0, level - 10);
1271 op->stats.maxhp += 2;
1272 1214
1273 if (op->stats.hp > op->stats.maxhp) 1215 if (stats.hp > stats.maxhp)
1274 op->stats.hp = op->stats.maxhp; 1216 stats.hp = stats.maxhp;
1275 1217
1276 /* Sp gain is controlled by the level of the player's 1218 /* Sp gain is controlled by the level of the player's
1277 * relevant experience object (mana_obj, see above) 1219 * relevant experience object (mana_obj, see above)
1278 */ 1220 */
1279 /* following happen when skills system is not used */ 1221 /* following happen when skills system is not used */
1280 if (!mana_obj) 1222 if (!mana_obj)
1281 mana_obj = op; 1223 mana_obj = this;
1224
1282 if (!grace_obj) 1225 if (!grace_obj)
1283 grace_obj = op; 1226 grace_obj = this;
1227
1284 /* set maxsp */ 1228 /* set maxsp */
1285 if (!mana_obj || !mana_obj->level || op->type != PLAYER) 1229 if (!mana_obj || !mana_obj->level || type != PLAYER)
1286 mana_obj = op; 1230 mana_obj = this;
1287 1231
1288 if (mana_obj == op && op->type == PLAYER) 1232 if (mana_obj == this && type == PLAYER)
1289 {
1290 op->stats.maxsp = 1; 1233 stats.maxsp = 1;
1291 }
1292 else 1234 else
1293 { 1235 {
1294 sp_tmp = 0.0; 1236 float sp_tmp = 0.f;
1237
1295 for (i = 1; i <= mana_obj->level && i <= 10; i++) 1238 for (int i = 1; i <= min (10, mana_obj->level); i++)
1296 { 1239 {
1297 float stmp; 1240 float stmp;
1298 1241
1299 /* Got some extra bonus at first level */ 1242 /* Got some extra bonus at first level */
1300 if (i < 2) 1243 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); 1244 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 6.f;
1303 }
1304 else 1245 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; 1246 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 12.f;
1247
1248 sp_tmp += max (1.f, stmp);
1307 } 1249 }
1308 if (stmp < 1.0) 1250
1309 stmp = 1.0; 1251 stats.maxsp = int (sp_tmp) + 2 * max (0, mana_obj->level - 10);
1310 sp_tmp += stmp;
1311 } 1252 }
1312 op->stats.maxsp = (int) sp_tmp;
1313 1253
1314 for (i = 11; i <= mana_obj->level; i++)
1315 op->stats.maxsp += 2;
1316 }
1317 /* Characters can get their sp supercharged via rune of transferrance */ 1254 /* Characters can get their sp supercharged via rune of transferrance */
1318 if (op->stats.sp > op->stats.maxsp * 2) 1255 stats.sp = min (stats.sp, stats.maxsp * 2);
1319 op->stats.sp = op->stats.maxsp * 2;
1320 1256
1321 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */ 1257 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */
1322 if (!grace_obj || !grace_obj->level || op->type != PLAYER) 1258 if (!grace_obj || !grace_obj->level || type != PLAYER)
1323 grace_obj = op; 1259 grace_obj = this;
1324 1260
1325 if (grace_obj == op && op->type == PLAYER) 1261 if (grace_obj == this && type == PLAYER)
1326 {
1327 op->stats.maxgrace = 1; 1262 stats.maxgrace = 1;
1328 }
1329 else 1263 else
1330 { 1264 {
1331 /* store grace in a float - this way, the divisions below don't create 1265 /* 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 1266 * 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 1267 * becomes big jumps when the sums of the bonuses jump to the next
1334 * step of 8 - with floats, even fractional ones are useful. 1268 * step of 8 - with floats, even fractional ones are useful.
1335 */ 1269 */
1336 sp_tmp = 0.0; 1270 float sp_tmp = 0.f;
1337 for (i = 1, op->stats.maxgrace = 0; i <= grace_obj->level && i <= 10; i++) 1271
1272 for (int i = 1; i <= min (10, grace_obj->level); i++)
1338 { 1273 {
1339 float grace_tmp = 0.0; 1274 float grace_tmp = 0.f;
1340 1275
1341 /* Got some extra bonus at first level */ 1276 /* Got some extra bonus at first level */
1342 if (i < 2) 1277 if (i < 2)
1343 { 1278 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 1279 else
1348 { 1280 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] 1281
1350 + ((float) grace_bonus[op->stats.Pow] + 2.0 * (float) grace_bonus[op->stats.Wis]) / 12.0; 1282 sp_tmp += max (1.f, grace_tmp);
1351 } 1283 }
1352 if (grace_tmp < 1.0)
1353 grace_tmp = 1.0;
1354 sp_tmp += grace_tmp;
1355 }
1356 op->stats.maxgrace = (int) sp_tmp;
1357 1284
1358 /* two grace points per level after 11 */ 1285 /* two grace points per level after 10 */
1359 for (i = 11; i <= grace_obj->level; i++) 1286 stats.maxgrace = int (sp_tmp) + 2 * max (0, grace_obj->level - 10);
1360 op->stats.maxgrace += 2;
1361 } 1287 }
1288
1362 /* No limit on grace vs maxgrace */ 1289 /* No limit on grace vs maxgrace */
1363 1290
1364 if (op->contr->braced) 1291 if (contr->braced)
1365 { 1292 {
1366 ac += 2; 1293 ac += 2;
1367 wc += 4; 1294 wc += 4;
1368 } 1295 }
1369 else 1296 else
1370 ac -= dex_bonus[op->stats.Dex]; 1297 ac -= dex_bonus[stats.Dex];
1371 1298
1372 /* In new exp/skills system, wc bonuses are related to 1299 /* In new exp/skills system, wc bonuses are related to
1373 * the players level in a relevant exp object (wc_obj) 1300 * the players level in a relevant exp object (wc_obj)
1374 * not the general player level -b.t. 1301 * not the general player level -b.t.
1375 * I changed this slightly so that wc bonuses are better 1302 * I changed this slightly so that wc bonuses are better
1378 * improvement every level, now its fighterlevel/5. So 1305 * improvement every level, now its fighterlevel/5. So
1379 * we give the player a bonus here in wc and dam 1306 * we give the player a bonus here in wc and dam
1380 * to make up for the change. Note that I left the 1307 * to make up for the change. Note that I left the
1381 * monster bonus the same as before. -b.t. 1308 * monster bonus the same as before. -b.t.
1382 */ 1309 */
1310 object *wc_obj = chosen_skill;
1383 1311
1384 if (op->type == PLAYER && wc_obj && wc_obj->level > 1) 1312 if (contr && wc_obj && wc_obj->level > 1)
1385 { 1313 {
1386 wc -= (wc_obj->level + thaco_bonus[op->stats.Str]); 1314 wc -= wc_obj->level + thaco_bonus[stats.Str];
1315
1387 for (i = 1; i < wc_obj->level; i++) 1316 for (int i = 1; i < wc_obj->level; i++)
1388 { 1317 {
1389 /* addtional wc every 6 levels */ 1318 /* additional wc every 6 levels */
1390 if (!(i % 6)) 1319 if (!(i % 6))
1391 wc--; 1320 wc--;
1321
1392 /* addtional dam every 4 levels. */ 1322 /* additional dam every 4 levels. */
1393 if (!(i % 4) && (dam_bonus[op->stats.Str] >= 0)) 1323 if (!(i % 4) && dam_bonus[stats.Str] >= 0)
1394 op->stats.dam += (1 + (dam_bonus[op->stats.Str] / 5)); 1324 stats.dam += 1 + dam_bonus[stats.Str] / 5;
1395 } 1325 }
1396 } 1326 }
1397 else 1327 else
1398 wc -= (op->level + thaco_bonus[op->stats.Str]); 1328 wc -= level + thaco_bonus[stats.Str];
1399 1329
1400 op->stats.dam += dam_bonus[op->stats.Str]; 1330 stats.dam += dam_bonus[stats.Str];
1401 1331
1402 if (op->stats.dam < 1) 1332 if (stats.dam < 1)
1403 op->stats.dam = 1; 1333 stats.dam = 1;
1404 1334
1405 op->speed = 1.0 + speed_bonus[op->stats.Dex]; 1335 speed = 1.f + speed_bonus[stats.Dex];
1336
1406 if (settings.search_items && op->contr->search_str[0]) 1337 if (settings.search_items && contr->search_str[0])
1407 op->speed -= 1; 1338 speed -= 1;
1339
1408 if (op->attacktype == 0) 1340 if (attacktype == 0)
1409 op->attacktype = op->arch->clone.attacktype; 1341 attacktype = arch->attacktype;
1410
1411 } /* End if player */ 1342 } /* End if player */
1412 1343
1413 if (added_speed >= 0) 1344 if (added_speed >= 0)
1414 op->speed += added_speed / 10.0; 1345 speed += added_speed / 10.f;
1415 else /* Something wrong here...: */ 1346 else /* Something wrong here...: */
1416 op->speed /= (float) (1.0 - added_speed); 1347 speed /= 1.f - added_speed;
1417 1348
1418 /* Max is determined by armour */ 1349 /* Max is determined by armour */
1419 if (op->speed > max) 1350 speed = min (speed, max_speed);
1420 op->speed = max;
1421 1351
1422 if (op->type == PLAYER) 1352 if (type == PLAYER)
1423 { 1353 {
1424 /* f is a number the represents the number of kg above (positive num) 1354 /* 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 1355 * or below (negative number) that the player is carrying. If above
1426 * weight limit, then player suffers a speed reduction based on how 1356 * weight limit, then player suffers a speed reduction based on how
1427 * much above he is, and what is max carry is 1357 * much above he is, and what is max carry is
1428 */ 1358 */
1429 f = (op->carrying / 1000) - max_carry[op->stats.Str]; 1359 f = (carrying / 1000) - max_carry[stats.Str];
1430 if (f > 0) 1360 if (f > 0)
1431 op->speed = op->speed / (1.0 + f / max_carry[op->stats.Str]); 1361 speed = speed / (1.f + f / max_carry[stats.Str]);
1432 } 1362 }
1433 1363
1434 op->speed += bonus_speed / 10.0; /* Not affected by limits */ 1364 speed += bonus_speed / 10.f; /* Not affected by limits */
1435 1365
1436 /* Put a lower limit on speed. Note with this speed, you move once every 1366 /* 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. 1367 * 100 ticks or so. This amounts to once every 12 seconds of realtime.
1438 */ 1368 */
1439 op->speed = op->speed * speed_reduce_from_disease; 1369 speed = speed * speed_reduce_from_disease;
1440 1370
1441 if (op->speed < 0.01 && op->type == PLAYER) 1371 if (speed < 0.01f && type == PLAYER)
1442 op->speed = 0.01; 1372 speed = 0.01f;
1443 1373
1444 if (op->type == PLAYER) 1374 if (type == PLAYER)
1445 { 1375 {
1446 float M, W, s, D, K, S, M2;
1447
1448 /* (This formula was made by vidarl@ifi.uio.no) 1376 /* (This formula was made by vidarl@ifi.uio.no)
1449 * Note that we never used these values again - basically 1377 * Note that we never used these values again - basically
1450 * all of these could be subbed into one big equation, but 1378 * all of these could be subbed into one big equation, but
1451 * that would just be a real pain to read. 1379 * that would just be a real pain to read.
1452 */ 1380 */
1453 M = (max_carry[op->stats.Str] - 121) / 121.0; 1381 float M = (max_carry[stats.Str] - 121) / 121.f;
1454 M2 = max_carry[op->stats.Str] / 100.0; 1382 float M2 = max_carry[stats.Str] / 100.f;
1455 W = weapon_weight / 20000.0; 1383 float W = weapon_weight / 20000.f;
1456 s = 2 - weapon_speed / 10.0; 1384 float s = (20 - weapon_speed) / 10.f;
1457 D = (op->stats.Dex - 14) / 14.0; 1385 float D = (stats.Dex - 14) / 14.f;
1458 K = 1 + M / 3.0 - W / (3 * M2) + op->speed / 5.0 + D / 2.0; 1386 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; 1387
1388 K *= (4 + level) * 1.2f / (6 + level);
1389
1460 if (K <= 0) 1390 if (K <= 0.01f)
1461 K = 0.01; 1391 K = 0.01f;
1462 S = op->speed / (K * s); 1392
1463 op->contr->weapon_sp = S; 1393 contr->weapon_sp = K * s * .5f; //TODO: balance the .5
1464 } 1394 }
1395
1465 /* I want to limit the power of small monsters with big weapons: */ 1396 /* 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) 1397 if (type != PLAYER && arch && stats.dam > arch->stats.dam * 3)
1467 op->stats.dam = op->arch->clone.stats.dam * 3; 1398 stats.dam = arch->stats.dam * 3;
1468 1399
1469 /* Prevent overflows of wc - best you can get is ABS(120) - this 1400 stats.wc = clamp (wc, MIN_WC, MAX_WC);
1470 * should be more than enough - remember, AC is also in 8 bits, 1401 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 1402
1485 /* if for some reason the creature doesn't have any move type, 1403 /* if for some reason the creature doesn't have any move type,
1486 * give them walking as a default. 1404 * give them walking as a default.
1487 * The second case is a special case - to more closely mimic the 1405 * The second case is a special case - to more closely mimic the
1488 * old behaviour - if your flying, your not walking - just 1406 * old behaviour - if your flying, your not walking - just
1489 * one or the other. 1407 * one or the other.
1490 */ 1408 */
1491 if (op->move_type == 0) 1409 if (move_type == 0)
1492 op->move_type = MOVE_WALK; 1410 move_type = MOVE_WALK;
1493 else if (op->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) 1411 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH))
1494 op->move_type &= ~MOVE_WALK; 1412 move_type &= ~MOVE_WALK;
1495 1413
1496 update_ob_speed (op); 1414 if (speed != old_speed)
1415 set_speed (speed);
1497 1416
1498 /* It is quite possible that a player's spell costing might have changed, 1417 /* It is quite possible that a player's spell costing might have changed,
1499 * so we will check that now. 1418 * so we will check that now.
1500 */ 1419 */
1501 if (op->type == PLAYER) 1420 if (type == PLAYER)
1421 {
1422 esrv_update_stats (contr);
1502 esrv_update_spells (op->contr); 1423 esrv_update_spells (contr);
1424 }
1425
1426 // update the mapspace, if we are on a map
1427 if (!flag [FLAG_REMOVED] && map)
1428 map->at (x, y).flags_ = 0;
1503} 1429}
1504 1430
1505/* 1431/*
1506 * Returns true if the given player is a legal class. 1432 * Returns true if the given player is a legal class.
1507 * The function to add and remove class-bonuses to the stats doesn't 1433 * The function to add and remove class-bonuses to the stats doesn't
1508 * check if the stat becomes negative, thus this function 1434 * check if the stat becomes negative, thus this function
1509 * merely checks that all stats are 1 or more, and returns 1435 * merely checks that all stats are 1 or more, and returns
1510 * false otherwise. 1436 * false otherwise.
1511 */ 1437 */
1512
1513int 1438int
1514allowed_class (const object *op) 1439allowed_class (const object *op)
1515{ 1440{
1516 return op->stats.Dex > 0 && op->stats.Str > 0 && op->stats.Con > 0 && 1441 return op->stats.Dex > 0
1517 op->stats.Int > 0 && op->stats.Wis > 0 && op->stats.Pow > 0 && op->stats.Cha > 0; 1442 && op->stats.Str > 0
1443 && op->stats.Con > 0
1444 && op->stats.Int > 0
1445 && op->stats.Wis > 0
1446 && op->stats.Pow > 0
1447 && op->stats.Cha > 0;
1518} 1448}
1519 1449
1520/* 1450/*
1521 * set the new dragon name after gaining levels or 1451 * set the new dragon name after gaining levels or
1522 * changing ability focus (later this can be extended to 1452 * changing ability focus (later this can be extended to
1593 object *skin = NULL; /* pointer to dragon skin force */ 1523 object *skin = NULL; /* pointer to dragon skin force */
1594 object *tmp = NULL; /* tmp. object */ 1524 object *tmp = NULL; /* tmp. object */
1595 char buf[MAX_BUF]; /* tmp. string buffer */ 1525 char buf[MAX_BUF]; /* tmp. string buffer */
1596 1526
1597 /* now grab the 'dragon_ability'-forces from the player's inventory */ 1527 /* now grab the 'dragon_ability'-forces from the player's inventory */
1598 for (tmp = who->inv; tmp != NULL; tmp = tmp->below) 1528 for (tmp = who->inv; tmp; tmp = tmp->below)
1599 {
1600 if (tmp->type == FORCE) 1529 if (tmp->type == FORCE)
1601 { 1530 if (tmp->arch->archname == shstr_dragon_ability_force)
1602 if (strcmp (tmp->arch->name, "dragon_ability_force") == 0)
1603 abil = tmp; 1531 abil = tmp;
1604 if (strcmp (tmp->arch->name, "dragon_skin_force") == 0) 1532 else if (tmp->arch->archname == shstr_dragon_skin_force)
1605 skin = tmp; 1533 skin = tmp;
1606 } 1534
1607 }
1608 /* if the force is missing -> bail out */ 1535 /* if the force is missing -> bail out */
1609 if (abil == NULL) 1536 if (abil == NULL)
1610 return; 1537 return;
1611 1538
1612 /* The ability_force keeps track of maximum level ever achieved. 1539 /* The ability_force keeps track of maximum level ever achieved.
1656 if (!skill_obj) 1583 if (!skill_obj)
1657 { 1584 {
1658 LOG (llevError, "add_player_exp: couldn't find skill %s\n", skill_name); 1585 LOG (llevError, "add_player_exp: couldn't find skill %s\n", skill_name);
1659 return NULL; 1586 return NULL;
1660 } 1587 }
1588
1661 /* clear the flag - exp goes into this bucket, but player 1589 /* clear the flag - exp goes into this bucket, but player
1662 * still doesn't know it. 1590 * still doesn't know it.
1663 */ 1591 */
1664 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL); 1592 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL);
1665 skill_obj->stats.exp = 0; 1593 skill_obj->stats.exp = 0;
1666 skill_obj->level = 1; 1594 skill_obj->level = 1;
1667 insert_ob_in_ob (skill_obj, op); 1595 insert_ob_in_ob (skill_obj, op);
1668 if (op->contr) 1596
1597 if (player *pl = op->contr)
1669 { 1598 {
1670 op->contr->last_skill_ob[skill_obj->subtype] = skill_obj; 1599 pl->last_skill_ob [skill_obj->subtype] = skill_obj;
1671 op->contr->last_skill_exp[skill_obj->subtype] = -1; 1600 if (pl->ns)
1601 pl->ns->last_skill_exp[skill_obj->subtype] = -1;//TODO: should be made superfluous
1672 } 1602 }
1603
1673 return skill_obj; 1604 return skill_obj;
1674} 1605}
1675
1676 1606
1677/* player_lvl_adj() - for the new exp system. we are concerned with 1607/* player_lvl_adj() - for the new exp system. we are concerned with
1678 * whether the player gets more hp, sp and new levels. 1608 * whether the player gets more hp, sp and new levels.
1679 * Note this this function should only be called for players. Monstes 1609 * Note this this function should only be called for players. Monstes
1680 * don't really gain levels 1610 * don't really gain levels
1683 */ 1613 */
1684void 1614void
1685player_lvl_adj (object *who, object *op) 1615player_lvl_adj (object *who, object *op)
1686{ 1616{
1687 char buf[MAX_BUF]; 1617 char buf[MAX_BUF];
1618 bool changed = false;
1688 1619
1689 if (!op) /* when rolling stats */ 1620 if (!op) /* when rolling stats */
1690 op = who; 1621 op = who;
1691 1622
1692 if (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul)) 1623 while (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul))
1693 { 1624 {
1625 changed = true;
1626
1694 op->level++; 1627 op->level++;
1695 1628
1696 if (op != NULL && op == who && op->stats.exp > 1 && is_dragon_pl (who)) 1629 if (op && op == who && op->stats.exp > 1 && is_dragon_pl (who))
1697 dragon_level_gain (who); 1630 dragon_level_gain (who);
1698 1631
1699 /* Only roll these if it is the player (who) that gained the level */ 1632 /* Only roll these if it is the player (who) that gained the level */
1700 if (op == who && (who->level < 11) && who->type == PLAYER) 1633 if (op == who && (who->level < 11) && who->type == PLAYER)
1701 { 1634 {
1702 who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1; 1635 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); 1636 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; 1637 who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1;
1705 } 1638 }
1706 1639
1707 fix_player (who);
1708 if (op->level > 1) 1640 if (op->level > 1)
1709 { 1641 {
1710 if (op->type != PLAYER) 1642 if (op->type != PLAYER)
1643 {
1644 who->contr->play_sound (sound_find ("skill_up"));
1711 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); 1645 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1646 }
1712 else 1647 else
1648 {
1649 who->contr->play_sound (sound_find ("level_up"));
1713 sprintf (buf, "You are now level %d.", op->level); 1650 sprintf (buf, "You are now level %d.", op->level);
1651 }
1652
1714 if (who) 1653 if (who)
1715 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); 1654 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1716 } 1655 }
1717 player_lvl_adj (who, op); /* To increase more levels */
1718 } 1656 }
1657
1719 else if (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul)) 1658 while (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul))
1720 { 1659 {
1660 changed = true;
1661
1721 op->level--; 1662 op->level--;
1722 fix_player (who); 1663
1723 if (op->type != PLAYER) 1664 if (op->type != PLAYER)
1724 { 1665 {
1725 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); 1666 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); 1667 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1727 } 1668 }
1728 player_lvl_adj (who, op); /* To decrease more levels */ 1669 }
1670
1671 if (changed)
1729 } 1672 {
1673 who->update_stats ();
1674 esrv_update_stats (who->contr);
1730 /* check if the spell data has changed */ 1675 /* check if the spell data has changed */
1731 esrv_update_spells (who->contr); 1676 esrv_update_spells (who->contr);
1677 }
1732} 1678}
1733 1679
1734/* 1680/*
1735 * Returns how much experience is needed for a player to become 1681 * Returns how much experience is needed for a player to become
1736 * the given level. level should really never exceed max_level 1682 * the given level. level should really never exceed max_level
1739sint64 1685sint64
1740level_exp (int level, double expmul) 1686level_exp (int level, double expmul)
1741{ 1687{
1742 if (level > settings.max_level) 1688 if (level > settings.max_level)
1743 return (sint64) (expmul * levels[settings.max_level]); 1689 return (sint64) (expmul * levels[settings.max_level]);
1690
1744 return (sint64) (expmul * levels[level]); 1691 return (sint64) (expmul * levels[level]);
1745} 1692}
1746 1693
1747/* 1694/*
1748 * Ensure that the permanent experience requirements in an exp object are met. 1695 * Ensure that the permanent experience requirements in an exp object are met.
1769 op->perm_exp = 0; 1716 op->perm_exp = 0;
1770 else if (op->perm_exp > (sint64) MAX_EXPERIENCE) 1717 else if (op->perm_exp > (sint64) MAX_EXPERIENCE)
1771 op->perm_exp = MAX_EXPERIENCE; 1718 op->perm_exp = MAX_EXPERIENCE;
1772} 1719}
1773 1720
1774
1775/* Add experience to a player - exp should only be positive. 1721/* Add experience to a player - exp should only be positive.
1776 * Updates permanent exp for the skill we are adding to. 1722 * Updates permanent exp for the skill we are adding to.
1777 * skill_name is the skill to add exp to. Skill name can be 1723 * skill_name is the skill to add exp to. Skill name can be
1778 * NULL, in which case exp increases the players general 1724 * NULL, in which case exp increases the players general
1779 * total, but not any particular skill. 1725 * total, but not any particular skill.
1780 * flag is what to do if the player doesn't have the skill: 1726 * flag is what to do if the player doesn't have the skill:
1781 */ 1727 */
1782
1783static void 1728static void
1784add_player_exp (object *op, sint64 exp, const char *skill_name, int flag) 1729add_player_exp (object *op, sint64 exp, const char *skill_name, int flag)
1785{ 1730{
1786 object *skill_obj = NULL; 1731 object *skill_obj = NULL;
1787 sint64 limit, exp_to_add; 1732 sint64 limit, exp_to_add;
1788 int i; 1733 int i;
1789 1734
1790 /* prevents some forms of abuse. */ 1735 /* prevents some forms of abuse. */
1791 if (op->contr->braced) 1736 if (op->contr->braced)
1792 exp = exp / 5; 1737 exp /= 5;
1793 1738
1794 /* Try to find the matching skill. 1739 /* Try to find the matching skill.
1795 * We do a shortcut/time saving mechanism first - see if it matches 1740 * We do a shortcut/time saving mechanism first - see if it matches
1796 * chosen_skill. This means we don't need to search through 1741 * chosen_skill. This means we don't need to search through
1797 * the players inventory. 1742 * the players inventory.
1798 */ 1743 */
1799 if (skill_name) 1744 if (skill_name)
1800 { 1745 {
1801 if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill)) 1746 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)); 1877 del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction));
1933 tmp->stats.exp -= del_exp; 1878 tmp->stats.exp -= del_exp;
1934 player_lvl_adj (op, tmp); 1879 player_lvl_adj (op, tmp);
1935 } 1880 }
1936 } 1881 }
1882
1937 if (flag != SK_SUBTRACT_SKILL_EXP) 1883 if (flag != SK_SUBTRACT_SKILL_EXP)
1938 { 1884 {
1939 del_exp = check_exp_loss (op, exp); 1885 del_exp = check_exp_loss (op, exp);
1940 op->stats.exp -= del_exp; 1886 op->stats.exp -= del_exp;
1941 player_lvl_adj (op, NULL); 1887 player_lvl_adj (op, NULL);
1942 } 1888 }
1943} 1889}
1944
1945
1946 1890
1947/* change_exp() - changes experience to a player/monster. This 1891/* change_exp() - changes experience to a player/monster. This
1948 * does bounds checking to make sure we don't overflow the max exp. 1892 * does bounds checking to make sure we don't overflow the max exp.
1949 * 1893 *
1950 * The exp passed is typically not modified much by this function - 1894 * The exp passed is typically not modified much by this function -
1951 * it is assumed the caller has modified the exp as needed. 1895 * it is assumed the caller has modified the exp as needed.
1952 * skill_name is the skill that should get the exp added. 1896 * skill_name is the skill that should get the exp added.
1953 * flag is what to do if player doesn't have the skill. 1897 * flag is what to do if player doesn't have the skill.
1954 * these last two values are only used for players. 1898 * these last two values are only used for players.
1955 */ 1899 */
1956
1957void 1900void
1958change_exp (object *op, sint64 exp, const char *skill_name, int flag) 1901change_exp (object *op, sint64 exp, const char *skill_name, int flag)
1959{ 1902{
1960
1961#ifdef EXP_DEBUG 1903#ifdef EXP_DEBUG
1962 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp); 1904 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp);
1963#endif 1905#endif
1964 1906
1965 /* safety */ 1907 /* safety */
2006 else 1948 else
2007 /* note that when you lose exp, it doesn't go against 1949 /* note that when you lose exp, it doesn't go against
2008 * a particular skill, so we don't need to pass that 1950 * a particular skill, so we don't need to pass that
2009 * along. 1951 * along.
2010 */ 1952 */
2011 subtract_player_exp (op, FABS (exp), skill_name, flag); 1953 subtract_player_exp (op, abs (exp), skill_name, flag);
2012
2013 } 1954 }
2014} 1955}
2015 1956
2016/* Applies a death penalty experience, the size of this is defined by the 1957/* 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 1958 * settings death_penalty_percentage and death_penalty_levels, and by the
2018 * amount of permenent experience, whichever gives the lowest loss. 1959 * amount of permenent experience, whichever gives the lowest loss.
2019 */ 1960 */
2020
2021void 1961void
2022apply_death_exp_penalty (object *op) 1962apply_death_exp_penalty (object *op)
2023{ 1963{
2024 object *tmp; 1964 object *tmp;
2025 sint64 loss; 1965 sint64 loss;
2047 player_lvl_adj (op, tmp); 1987 player_lvl_adj (op, tmp);
2048 } 1988 }
2049 1989
2050 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100; 1990 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)]; 1991 level_loss = op->stats.exp - levels[MAX (0, op->level - settings.death_penalty_level)];
1992
2052 if (level_loss < 0) 1993 if (level_loss < 0)
2053 level_loss = 0; 1994 level_loss = 0;
2054 loss = check_exp_loss (op, MIN (level_loss, percentage_loss)); 1995 loss = check_exp_loss (op, MIN (level_loss, percentage_loss));
2055 1996
2056 op->stats.exp -= loss; 1997 op->stats.exp -= loss;
2070 if (level > MAX_SAVE_LEVEL) 2011 if (level > MAX_SAVE_LEVEL)
2071 level = MAX_SAVE_LEVEL; 2012 level = MAX_SAVE_LEVEL;
2072 2013
2073 if ((random_roll (1, 20, op, PREFER_HIGH) + bonus) < savethrow[level]) 2014 if ((random_roll (1, 20, op, PREFER_HIGH) + bonus) < savethrow[level])
2074 return 0; 2015 return 0;
2016
2075 return 1; 2017 return 1;
2076} 2018}

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