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Comparing deliantra/server/common/living.C (file contents):
Revision 1.9 by root, Sun Sep 10 16:00:23 2006 UTC vs.
Revision 1.54 by root, Sat May 12 19:30:18 2007 UTC

1
2/* 1/*
3 * static char *rcsid_living_c =
4 * "$Id: living.C,v 1.9 2006/09/10 16:00:23 root Exp $";
5 */
6
7/*
8 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game
9 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
10 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team
11 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
12 7 *
13 This program is free software; you can redistribute it and/or modify 8 * This program is free software; you can redistribute it and/or modify
14 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
15 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
16 (at your option) any later version. 11 * (at your option) any later version.
17 12 *
18 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
19 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
20 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
21 GNU General Public License for more details. 16 * GNU General Public License for more details.
22 17 *
23 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
24 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
25 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
26 21 *
27 The authors can be reached via e-mail at crossfire-devel@real-time.com 22 * The authors can be reached via e-mail at <crossfire@schmorp.de>
28*/ 23 */
29 24
30#include <global.h> 25#include <global.h>
31#include <funcpoint.h> 26#include <funcpoint.h>
32 27
33/* Handy little macro that adds exp and keeps it within bounds. Since 28/* Handy little macro that adds exp and keeps it within bounds. Since
164 * -b.t. 159 * -b.t.
165 */ 160 */
166 161
167#define MAX_EXP_IN_OBJ levels[settings.max_level]/(MAX_EXP_CAT - 1) 162#define MAX_EXP_IN_OBJ levels[settings.max_level]/(MAX_EXP_CAT - 1)
168 163
169#ifndef WIN32
170extern uint64 *levels;
171#else
172extern sint64 *levels; 164extern sint64 *levels;
173#endif
174 165
175#define MAX_SAVE_LEVEL 110 166#define MAX_SAVE_LEVEL 110
176 167
177/* This no longer needs to be changed anytime the number of 168/* This no longer needs to be changed anytime the number of
178 * levels is increased - rather, did_make_save will do the 169 * levels is increased - rather, did_make_save will do the
201static const char *const drain_msg[NUM_STATS] = { 192static const char *const drain_msg[NUM_STATS] = {
202 "Oh no! You are weakened!", 193 "Oh no! You are weakened!",
203 "You're feeling clumsy!", 194 "You're feeling clumsy!",
204 "You feel less healthy", 195 "You feel less healthy",
205 "You suddenly begin to lose your memory!", 196 "You suddenly begin to lose your memory!",
197 "Watch out, your mind is going!",
198 "Your spirit feels drained!",
206 "Your face gets distorted!", 199 "Your face gets distorted!",
207 "Watch out, your mind is going!",
208 "Your spirit feels drained!"
209}; 200};
210const char *const restore_msg[NUM_STATS] = { 201const char *const restore_msg[NUM_STATS] = {
211 "You feel your strength return.", 202 "You feel your strength return.",
212 "You feel your agility return.", 203 "You feel your agility return.",
213 "You feel your health return.", 204 "You feel your health return.",
205 "You feel your memory return.",
214 "You feel your wisdom return.", 206 "You feel your wisdom return.",
207 "You feel your spirits return.",
215 "You feel your charisma return.", 208 "You feel your charisma return.",
216 "You feel your memory return.",
217 "You feel your spirits return."
218}; 209};
219const char *const gain_msg[NUM_STATS] = { 210const char *const gain_msg[NUM_STATS] = {
220 "You feel stronger.", 211 "You feel stronger.",
221 "You feel more agile.", 212 "You feel more agile.",
222 "You feel healthy.", 213 "You feel healthy.",
214 "You feel smarter.",
223 "You feel wiser.", 215 "You feel wiser.",
216 "You feel more potent.",
224 "You seem to look better.", 217 "You seem to look better.",
225 "You feel smarter.",
226 "You feel more potent."
227}; 218};
228const char *const lose_msg[NUM_STATS] = { 219const char *const lose_msg[NUM_STATS] = {
229 "You feel weaker!", 220 "You feel weaker!",
230 "You feel clumsy!", 221 "You feel clumsy!",
231 "You feel less healthy!", 222 "You feel less healthy!",
223 "You feel stupid!",
232 "You lose some of your memory!", 224 "You lose some of your memory!",
225 "You feel less potent!",
233 "You look ugly!", 226 "You look ugly!",
234 "You feel stupid!",
235 "You feel less potent!"
236}; 227};
237 228
238const char *const statname[NUM_STATS] = { 229const char *const statname[NUM_STATS] = {
239 "strength", "dexterity", "constitution", "wisdom", "charisma", "intelligence", "power" 230 "strength", "dexterity", "constitution", "intelligence", "wisdom", "power", "charisma"
240}; 231};
241 232
242const char *const short_stat_name[NUM_STATS] = { 233const char *const short_stat_name[NUM_STATS] = {
243 "Str", "Dex", "Con", "Wis", "Cha", "Int", "Pow" 234 "Str", "Dex", "Con", "Int", "Wis", "Pow", "Cha"
244}; 235};
245
246/*
247 * sets Str/Dex/con/Wis/Cha/Int/Pow in stats to value, depending on
248 * what attr is (STR to POW).
249 */
250
251void
252set_attr_value (living * stats, int attr, sint8 value)
253{
254 switch (attr)
255 {
256 case STR:
257 stats->Str = value;
258 break;
259 case DEX:
260 stats->Dex = value;
261 break;
262 case CON:
263 stats->Con = value;
264 break;
265 case WIS:
266 stats->Wis = value;
267 break;
268 case POW:
269 stats->Pow = value;
270 break;
271 case CHA:
272 stats->Cha = value;
273 break;
274 case INT:
275 stats->Int = value;
276 break;
277 }
278}
279 236
280/* 237/*
281 * Like set_attr_value(), but instead the value (which can be negative) 238 * Like set_attr_value(), but instead the value (which can be negative)
282 * is added to the specified stat. 239 * is added to the specified stat.
283 */ 240 */
284
285void 241void
286change_attr_value (living * stats, int attr, sint8 value) 242change_attr_value (living *stats, int attr, sint8 value)
287{ 243{
288 if (value == 0) 244 stats->stat (attr) += value;
289 return;
290 switch (attr)
291 {
292 case STR:
293 stats->Str += value;
294 break;
295 case DEX:
296 stats->Dex += value;
297 break;
298 case CON:
299 stats->Con += value;
300 break;
301 case WIS:
302 stats->Wis += value;
303 break;
304 case POW:
305 stats->Pow += value;
306 break;
307 case CHA:
308 stats->Cha += value;
309 break;
310 case INT:
311 stats->Int += value;
312 break;
313 default:
314 LOG (llevError, "Invalid attribute in change_attr_value: %d\n", attr);
315 }
316}
317
318/*
319 * returns the specified stat. See also set_attr_value().
320 */
321
322sint8
323get_attr_value (const living * stats, int attr)
324{
325 switch (attr)
326 {
327 case STR:
328 return (stats->Str);
329 case DEX:
330 return (stats->Dex);
331 case CON:
332 return (stats->Con);
333 case WIS:
334 return (stats->Wis);
335 case CHA:
336 return (stats->Cha);
337 case INT:
338 return (stats->Int);
339 case POW:
340 return (stats->Pow);
341 }
342 return 0;
343} 245}
344 246
345/* 247/*
346 * Ensures that all stats (str/dex/con/wis/cha/int) are within the 248 * Ensures that all stats (str/dex/con/wis/cha/int) are within the
347 * 1-30 stat limit. 249 * 1-30 stat limit.
348 */ 250 */
349
350void 251void
351check_stat_bounds (living * stats) 252check_stat_bounds (living *stats)
352{ 253{
353 int i, v;
354
355 for (i = 0; i < NUM_STATS; i++) 254 for (int i = 0; i < NUM_STATS; i++)
356 if ((v = get_attr_value (stats, i)) > MAX_STAT) 255 {
357 set_attr_value (stats, i, MAX_STAT); 256 sint8 &v = stats->stat (i);
358 else if (v < MIN_STAT) 257 v = clamp (v, MIN_STAT, MAX_STAT);
359 set_attr_value (stats, i, MIN_STAT); 258 }
360} 259}
361 260
362#define ORIG_S(xyz,abc) (op->contr->orig_stats.abc) 261#define ORIG_S(xyz,abc) (op->contr->orig_stats.abc)
363 262
364/* Rather than having a whole bunch of if (flag) new_draw.. else new_draw, 263/* Rather than having a whole bunch of if (flag) new_draw.. else new_draw,
373/* flag is set to 1 if we are applying the object, -1 if we are removing 272/* flag is set to 1 if we are applying the object, -1 if we are removing
374 * the object. 273 * the object.
375 * It is the calling functions responsibilty to check to see if the object 274 * It is the calling functions responsibilty to check to see if the object
376 * can be applied or not. 275 * can be applied or not.
377 * The main purpose of calling this function is the messages that are 276 * The main purpose of calling this function is the messages that are
378 * displayed - fix_player should really always be called after this when 277 * displayed - update_stats should really always be called after this when
379 * removing an object - that is because it is impossible to know if some object 278 * removing an object - that is because it is impossible to know if some object
380 * is the only source of an attacktype or spell attunement, so this function 279 * is the only source of an attacktype or spell attunement, so this function
381 * will clear the bits, but the player may still have some other object 280 * will clear the bits, but the player may still have some other object
382 * that gives them that ability. 281 * that gives them that ability.
383 */ 282 */
384int 283int
385change_abil (object *op, object *tmp) 284change_abil (object *op, object *tmp)
386{ 285{
387 int flag = QUERY_FLAG (tmp, FLAG_APPLIED) ? 1 : -1, i, j, success = 0; 286 int flag = QUERY_FLAG (tmp, FLAG_APPLIED) ? 1 : -1, success = 0;
388 char message[MAX_BUF]; 287 char message[MAX_BUF];
389 int potion_max = 0; 288 int potion_max = 0;
390 289
391 /* remember what object was like before it was changed. note that 290 /* remember what object was like before it was changed. note that
392 * refop is a local copy of op only to be used for detecting changes 291 * refop is a local copy of op only to be used for detecting changes
393 * found by fix_player. refop is not a real object 292 * found by update_stats. refop is not a real object
394 */ 293 */
395 object_pod refop = *op; 294 object_copy refop = *op;
396 295
397 if (op->type == PLAYER) 296 if (op->type == PLAYER)
398 { 297 {
399 if (tmp->type == POTION) 298 if (tmp->type == POTION)
400 { 299 {
401 potion_max = 1; 300 potion_max = 1;
402 for (j = 0; j < NUM_STATS; j++) 301 for (int j = 0; j < NUM_STATS; j++)
403 { 302 {
404 int nstat, ostat; 303 int ostat = op->contr->orig_stats.stat (j);
405 304 int i = tmp->stats.stat (j);
406 ostat = get_attr_value (&(op->contr->orig_stats), j);
407 i = get_attr_value (&(tmp->stats), j);
408 305
409 /* nstat is what the stat will be after use of the potion */ 306 /* nstat is what the stat will be after use of the potion */
410 nstat = flag * i + ostat; 307 int nstat = flag * i + ostat;
411 308
412 /* Do some bounds checking. While I don't think any 309 /* Do some bounds checking. While I don't think any
413 * potions do so right now, there is the potential for potions 310 * potions do so right now, there is the potential for potions
414 * that adjust that stat by more than one point, so we need 311 * that adjust that stat by more than one point, so we need
415 * to allow for that. 312 * to allow for that.
416 */ 313 */
417 if (nstat < 1 && i * flag < 0) 314 if (nstat < 1 && i * flag < 0)
418 nstat = 1; 315 nstat = 1;
419 else if (nstat > 20 + get_attr_value (&(op->arch->clone.stats), j)) 316 else if (nstat > 20 + op->arch->clone.stats.stat (j))
420 {
421 nstat = 20 + get_attr_value (&(op->arch->clone.stats), j); 317 nstat = 20 + op->arch->clone.stats.stat (j);
422 } 318
423 if (nstat != ostat) 319 if (nstat != ostat)
424 { 320 {
425 set_attr_value (&(op->contr->orig_stats), j, nstat); 321 op->contr->orig_stats.stat (j) = nstat;
426 potion_max = 0; 322 potion_max = 0;
427 } 323 }
428 else if (i) 324 else if (i)
429 { 325 {
430 /* potion is useless - player has already hit the natural maximum */ 326 /* potion is useless - player has already hit the natural maximum */
431 potion_max = 1; 327 potion_max = 1;
432 } 328 }
433 } 329 }
330
434 /* This section of code ups the characters normal stats also. I am not 331 /* This section of code ups the characters normal stats also. I am not
435 * sure if this is strictly necessary, being that fix_player probably 332 * sure if this is strictly necessary, being that fix_player probably
436 * recalculates this anyway. 333 * recalculates this anyway.
437 */ 334 */
438 for (j = 0; j < NUM_STATS; j++) 335 for (int j = 0; j < NUM_STATS; j++)
439 change_attr_value (&(op->stats), j, flag * get_attr_value (&(tmp->stats), j)); 336 change_attr_value (&op->stats, j, flag * tmp->stats.stat (j));
337
440 check_stat_bounds (&(op->stats)); 338 check_stat_bounds (&op->stats);
441 } /* end of potion handling code */ 339 } /* end of potion handling code */
442 } 340 }
443 341
444 /* reset attributes that fix_player doesn't reset since it doesn't search 342 /* reset attributes that update_stats doesn't reset since it doesn't search
445 * everything to set 343 * everything to set
446 */ 344 */
447 if (flag == -1) 345 if (flag == -1)
448 { 346 {
449 op->attacktype &= ~tmp->attacktype; 347 op->attacktype &= ~tmp->attacktype;
450 op->path_attuned &= ~tmp->path_attuned; 348 op->path_attuned &= ~tmp->path_attuned;
451 op->path_repelled &= ~tmp->path_repelled; 349 op->path_repelled &= ~tmp->path_repelled;
452 op->path_denied &= ~tmp->path_denied; 350 op->path_denied &= ~tmp->path_denied;
453 /* Presuming here that creatures only have move_type, 351 /* Presuming here that creatures only have move_type,
454 * and not the other move_ fields. 352 * and not the other move_ fields.
455 */ 353 */
456 op->move_type &= ~tmp->move_type; 354 op->move_type &= ~tmp->move_type;
457 } 355 }
458 356
459 /* call fix_player since op object could have whatever attribute due 357 /* call fix_player since op object could have whatever attribute due
460 * to multiple items. if fix_player always has to be called after 358 * to multiple items. if update_stats always has to be called after
461 * change_ability then might as well call it from here 359 * change_ability then might as well call it from here
462 */ 360 */
463 fix_player (op); 361 op->update_stats ();
464 362
465 /* Fix player won't add the bows ability to the player, so don't 363 /* update_stats won't add the bows ability to the player, so don't
466 * print out message if this is a bow. 364 * print out message if this is a bow.
467 */ 365 */
468 if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW) 366 if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW)
469 { 367 {
470 success = 1; 368 success = 1;
471 DIFF_MSG (flag, "Your hands begin to glow red.", "Your hands stop glowing red."); 369 DIFF_MSG (flag, "Your hands begin to glow red.", "Your hands stop glowing red.");
472 } 370 }
371
473 if (QUERY_FLAG (op, FLAG_LIFESAVE) != QUERY_FLAG (&refop, FLAG_LIFESAVE)) 372 if (QUERY_FLAG (op, FLAG_LIFESAVE) != QUERY_FLAG (&refop, FLAG_LIFESAVE))
474 { 373 {
475 success = 1; 374 success = 1;
476 DIFF_MSG (flag, "You feel very protected.", "You don't feel protected anymore."); 375 DIFF_MSG (flag, "You feel very protected.", "You don't feel protected anymore.");
477 } 376 }
377
478 if (QUERY_FLAG (op, FLAG_REFL_MISSILE) != QUERY_FLAG (&refop, FLAG_REFL_MISSILE)) 378 if (QUERY_FLAG (op, FLAG_REFL_MISSILE) != QUERY_FLAG (&refop, FLAG_REFL_MISSILE))
479 { 379 {
480 success = 1; 380 success = 1;
481 DIFF_MSG (flag, "A magic force shimmers around you.", "The magic force fades away."); 381 DIFF_MSG (flag, "A magic force shimmers around you.", "The magic force fades away.");
482 } 382 }
383
483 if (QUERY_FLAG (op, FLAG_REFL_SPELL) != QUERY_FLAG (&refop, FLAG_REFL_SPELL)) 384 if (QUERY_FLAG (op, FLAG_REFL_SPELL) != QUERY_FLAG (&refop, FLAG_REFL_SPELL))
484 { 385 {
485 success = 1; 386 success = 1;
486 DIFF_MSG (flag, "You feel more safe now, somehow.", "Suddenly you feel less safe, somehow."); 387 DIFF_MSG (flag, "You feel more safe now, somehow.", "Suddenly you feel less safe, somehow.");
487 } 388 }
389
488 /* movement type has changed. We don't care about cases where 390 /* movement type has changed. We don't care about cases where
489 * user has multiple items giving the same type appled like we 391 * user has multiple items giving the same type appled like we
490 * used to - that is more work than what we gain, plus messages 392 * used to - that is more work than what we gain, plus messages
491 * can be misleading (a little higher could be miscontrued from 393 * can be misleading (a little higher could be miscontrued from
492 * from fly high) 394 * from fly high)
506 if (tmp->move_type & MOVE_FLY_HIGH) 408 if (tmp->move_type & MOVE_FLY_HIGH)
507 { 409 {
508 /* double conditional - second case covers if you have move_fly_low - 410 /* double conditional - second case covers if you have move_fly_low -
509 * in that case, you don't actually land 411 * in that case, you don't actually land
510 */ 412 */
511 DIFF_MSG (flag, "You soar into the air air!.", 413 DIFF_MSG (flag, "You soar into the air!",
512 (op->move_type & MOVE_FLY_LOW ? "You fly lower in the air" : "You float down to the ground.")); 414 (op->move_type & MOVE_FLY_LOW ? "You fly lower in the air" : "You float down to the ground."));
513 } 415 }
416
514 if (tmp->move_type & MOVE_SWIM) 417 if (tmp->move_type & MOVE_SWIM)
515 DIFF_MSG (flag, "You feel ready for a swim", "You no longer feel like swimming"); 418 DIFF_MSG (flag, "You feel ready for a swim", "You no longer feel like swimming");
516 419
517 /* Changing move status may mean you are affected by things you weren't before */ 420 /* Changing move status may mean you are affected by things you weren't before */
518 check_move_on (op, op); 421 check_move_on (op, op);
540 if (QUERY_FLAG (op, FLAG_STEALTH) != QUERY_FLAG (&refop, FLAG_STEALTH)) 443 if (QUERY_FLAG (op, FLAG_STEALTH) != QUERY_FLAG (&refop, FLAG_STEALTH))
541 { 444 {
542 success = 1; 445 success = 1;
543 DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily."); 446 DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily.");
544 } 447 }
448
545 if (QUERY_FLAG (op, FLAG_MAKE_INVIS) != QUERY_FLAG (&refop, FLAG_MAKE_INVIS)) 449 if (QUERY_FLAG (op, FLAG_MAKE_INVIS) != QUERY_FLAG (&refop, FLAG_MAKE_INVIS))
546 { 450 {
547 success = 1; 451 success = 1;
548 DIFF_MSG (flag, "You become transparent.", "You can see yourself."); 452 DIFF_MSG (flag, "You become transparent.", "You can see yourself.");
549 } 453 }
454
550 /* blinded you can tell if more blinded since blinded player has minimal 455 /* blinded you can tell if more blinded since blinded player has minimal
551 * vision 456 * vision
552 */ 457 */
553 if (QUERY_FLAG (tmp, FLAG_BLIND)) 458 if (QUERY_FLAG (tmp, FLAG_BLIND))
554 { 459 {
644 success = 1; 549 success = 1;
645 DIFF_MSG (flag * tmp->stats.food, "You feel your digestion slowing down.", "You feel your digestion speeding up."); 550 DIFF_MSG (flag * tmp->stats.food, "You feel your digestion slowing down.", "You feel your digestion speeding up.");
646 } 551 }
647 552
648 /* Messages for changed resistance */ 553 /* Messages for changed resistance */
649 for (i = 0; i < NROFATTACKS; i++) 554 for (int i = 0; i < NROFATTACKS; i++)
650 { 555 {
651 if (i == ATNR_PHYSICAL) 556 if (i == ATNR_PHYSICAL)
652 continue; /* Don't display about armour */ 557 continue; /* Don't display about armour */
653 558
654 if (op->resist[i] != refop.resist[i]) 559 if (op->resist[i] != refop.resist[i])
661 566
662 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message); 567 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message);
663 } 568 }
664 } 569 }
665 570
666 if (tmp->type != EXPERIENCE && !potion_max) 571 if (!potion_max)
667 { 572 {
668 for (j = 0; j < NUM_STATS; j++) 573 for (int j = 0; j < NUM_STATS; j++)
669 { 574 {
670 if ((i = get_attr_value (&(tmp->stats), j)) != 0) 575 if (int i = tmp->stats.stat (j))
671 { 576 {
672 success = 1; 577 success = 1;
673 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]); 578 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]);
674 } 579 }
675 } 580 }
676 } 581 }
582
677 return success; 583 return success;
678} 584}
679 585
680/* 586/*
681 * Stat draining by Vick 930307 587 * Stat draining by Vick 930307
682 * (Feeling evil, I made it work as well now. -Frank 8) 588 * (Feeling evil, I made it work as well now. -Frank 8)
683 */ 589 */
684
685void 590void
686drain_stat (object *op) 591object::drain_stat ()
687{ 592{
688 drain_specific_stat (op, RANDOM () % NUM_STATS); 593 drain_specific_stat (rndm (NUM_STATS));
689} 594}
690 595
691void 596void
692drain_specific_stat (object *op, int deplete_stats) 597object::drain_specific_stat (int deplete_stats)
693{ 598{
694 object *tmp; 599 object *tmp;
695 archetype *at; 600 archetype *at;
696 601
697 at = find_archetype (ARCH_DEPLETION); 602 at = archetype::find (ARCH_DEPLETION);
698 if (!at) 603 if (!at)
699 { 604 {
700 LOG (llevError, "Couldn't find archetype depletion.\n"); 605 LOG (llevError, "Couldn't find archetype depletion.\n");
701 return; 606 return;
702 } 607 }
703 else 608 else
704 { 609 {
705 tmp = present_arch_in_ob (at, op); 610 tmp = present_arch_in_ob (at, this);
611
706 if (!tmp) 612 if (!tmp)
707 { 613 {
708 tmp = arch_to_object (at); 614 tmp = arch_to_object (at);
709 tmp = insert_ob_in_ob (tmp, op); 615 tmp = insert_ob_in_ob (tmp, this);
710 SET_FLAG (tmp, FLAG_APPLIED); 616 SET_FLAG (tmp, FLAG_APPLIED);
711 } 617 }
712 } 618 }
713 619
714 new_draw_info (NDI_UNIQUE, 0, op, drain_msg[deplete_stats]); 620 new_draw_info (NDI_UNIQUE, 0, this, drain_msg[deplete_stats]);
715 change_attr_value (&tmp->stats, deplete_stats, -1); 621 change_attr_value (&tmp->stats, deplete_stats, -1);
716 fix_player (op); 622 update_stats ();
717} 623}
718 624
719/* 625/*
720 * A value of 0 indicates timeout, otherwise change the luck of the object. 626 * A value of 0 indicates timeout, otherwise change the luck of the object.
721 * via an applied bad_luck object. 627 * via an applied bad_luck object.
722 */ 628 */
723
724void 629void
725change_luck (object *op, int value) 630object::change_luck (int value)
726{ 631{
727 object *tmp; 632 archetype *at = archetype::find ("luck");
728 archetype *at;
729 int new_luck;
730
731 at = find_archetype ("luck");
732 if (!at) 633 if (!at)
733 LOG (llevError, "Couldn't find archetype luck.\n"); 634 LOG (llevError, "Couldn't find archetype luck.\n");
734 else 635 else
735 { 636 {
736 tmp = present_arch_in_ob (at, op); 637 object *tmp = present_arch_in_ob (at, this);
638
737 if (!tmp) 639 if (!tmp)
738 { 640 {
739 if (!value) 641 if (!value)
740 return; 642 return;
643
741 tmp = arch_to_object (at); 644 tmp = arch_to_object (at);
742 tmp = insert_ob_in_ob (tmp, op); 645 tmp = insert_ob_in_ob (tmp, this);
743 SET_FLAG (tmp, FLAG_APPLIED); 646 SET_FLAG (tmp, FLAG_APPLIED);
744 } 647 }
648
745 if (value) 649 if (value)
746 { 650 {
747 /* Limit the luck value of the bad luck object to +/-100. This 651 /* Limit the luck value of the bad luck object to +/-100. This
748 * (arbitrary) value prevents overflows (both in the bad luck object and 652 * (arbitrary) value prevents overflows (both in the bad luck object and
749 * in op itself). 653 * in op itself).
750 */ 654 */
751 new_luck = tmp->stats.luck + value; 655 int new_luck = tmp->stats.luck + value;
656
752 if (new_luck >= -100 && new_luck <= 100) 657 if (new_luck >= -100 && new_luck <= 100)
753 { 658 {
754 op->stats.luck += value; 659 stats.luck += value;
755 tmp->stats.luck = new_luck; 660 tmp->stats.luck = new_luck;
756 } 661 }
757 } 662 }
758 else 663 else
759 { 664 {
760 if (!tmp->stats.luck) 665 if (!tmp->stats.luck)
761 {
762 return; 666 return;
763 } 667
764 /* Randomly change the players luck. Basically, we move it 668 /* Randomly change the players luck. Basically, we move it
765 * back neutral (if greater>0, subtract, otherwise add) 669 * back neutral (if greater>0, subtract, otherwise add)
766 */ 670 */
767 if (RANDOM () % (FABS (tmp->stats.luck)) >= RANDOM () % 30) 671 if (rndm (abs (tmp->stats.luck)) >= rndm (30))
768 { 672 {
769 int diff = tmp->stats.luck > 0 ? -1 : 1; 673 int diff = tmp->stats.luck > 0 ? -1 : 1;
770 674
771 op->stats.luck += diff; 675 stats.luck += diff;
772 tmp->stats.luck += diff; 676 tmp->stats.luck += diff;
773 } 677 }
774 } 678 }
775 } 679 }
776} 680}
777 681
778/* 682/*
779 * Subtracts stat-bonuses given by the class which the player has chosen. 683 * Subtracts stat-bonuses given by the class which the player has chosen.
780 */ 684 */
781
782void 685void
783remove_statbonus (object *op) 686object::remove_statbonus ()
784{ 687{
785 op->stats.Str -= op->arch->clone.stats.Str; 688 for (int i = 0; i < NUM_STATS; ++i)
786 op->stats.Dex -= op->arch->clone.stats.Dex; 689 {
787 op->stats.Con -= op->arch->clone.stats.Con; 690 sint8 v = arch->clone.stats.stat (i);
788 op->stats.Wis -= op->arch->clone.stats.Wis; 691 stats.stat (i) -= v;
789 op->stats.Pow -= op->arch->clone.stats.Pow; 692 contr->orig_stats.stat (i) -= v;
790 op->stats.Cha -= op->arch->clone.stats.Cha; 693 }
791 op->stats.Int -= op->arch->clone.stats.Int;
792 op->contr->orig_stats.Str -= op->arch->clone.stats.Str;
793 op->contr->orig_stats.Dex -= op->arch->clone.stats.Dex;
794 op->contr->orig_stats.Con -= op->arch->clone.stats.Con;
795 op->contr->orig_stats.Wis -= op->arch->clone.stats.Wis;
796 op->contr->orig_stats.Pow -= op->arch->clone.stats.Pow;
797 op->contr->orig_stats.Cha -= op->arch->clone.stats.Cha;
798 op->contr->orig_stats.Int -= op->arch->clone.stats.Int;
799} 694}
800 695
801/* 696/*
802 * Adds stat-bonuses given by the class which the player has chosen. 697 * Adds stat-bonuses given by the class which the player has chosen.
803 */ 698 */
804
805void 699void
806add_statbonus (object *op) 700object::add_statbonus ()
807{ 701{
808 op->stats.Str += op->arch->clone.stats.Str; 702 for (int i = 0; i < NUM_STATS; ++i)
809 op->stats.Dex += op->arch->clone.stats.Dex; 703 {
810 op->stats.Con += op->arch->clone.stats.Con; 704 sint8 v = arch->clone.stats.stat (i);
811 op->stats.Wis += op->arch->clone.stats.Wis; 705 stats.stat (i) += v;
812 op->stats.Pow += op->arch->clone.stats.Pow; 706 contr->orig_stats.stat (i) += v;
813 op->stats.Cha += op->arch->clone.stats.Cha; 707 }
814 op->stats.Int += op->arch->clone.stats.Int;
815 op->contr->orig_stats.Str += op->arch->clone.stats.Str;
816 op->contr->orig_stats.Dex += op->arch->clone.stats.Dex;
817 op->contr->orig_stats.Con += op->arch->clone.stats.Con;
818 op->contr->orig_stats.Wis += op->arch->clone.stats.Wis;
819 op->contr->orig_stats.Pow += op->arch->clone.stats.Pow;
820 op->contr->orig_stats.Cha += op->arch->clone.stats.Cha;
821 op->contr->orig_stats.Int += op->arch->clone.stats.Int;
822} 708}
823 709
824/* 710/*
825 * Updates all abilities given by applied objects in the inventory 711 * Updates all abilities given by applied objects in the inventory
826 * of the given object. Note: This function works for both monsters 712 * of the given object. Note: This function works for both monsters
827 * and players; the "player" in the name is purely an archaic inheritance. 713 * and players; the "player" in the name is purely an archaic inheritance.
828 * This functions starts from base values (archetype or player object) 714 * This functions starts from base values (archetype or player object)
829 * and then adjusts them according to what the player has equipped. 715 * and then adjusts them according to what the player has equipped.
830 */ 716 *
831
832/* July 95 - inserted stuff to handle new skills/exp system - b.t. 717 * July 95 - inserted stuff to handle new skills/exp system - b.t.
833 spell system split, grace points now added to system --peterm 718 * spell system split, grace points now added to system --peterm
834 */ 719 */
835
836void 720void
837fix_player (object *op) 721object::update_stats ()
838{ 722{
839 int i, j; 723 int i, j;
840 float f, max = 9, added_speed = 0, bonus_speed = 0, sp_tmp, speed_reduce_from_disease = 1; 724 float f, max = 9, added_speed = 0, bonus_speed = 0, sp_tmp, speed_reduce_from_disease = 1;
841 int weapon_weight = 0, weapon_speed = 0; 725 int weapon_weight = 0, weapon_speed = 0;
842 int best_wc = 0, best_ac = 0, wc = 0, ac = 0; 726 int best_wc = 0, best_ac = 0, wc = 0, ac = 0;
843 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; 727 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS];
844 object *grace_obj = NULL, *mana_obj = NULL, *wc_obj = NULL, *tmp; 728 object *grace_obj = NULL, *mana_obj = NULL, *wc_obj = NULL, *tmp;
729 float old_speed = speed;
845 730
846 /* First task is to clear all the values back to their original values */ 731 /* First task is to clear all the values back to their original values */
847 if (op->type == PLAYER) 732 if (type == PLAYER)
848 { 733 {
849 for (i = 0; i < NUM_STATS; i++) 734 for (i = 0; i < NUM_STATS; i++)
850 { 735 stats.stat (i) = contr->orig_stats.stat (i);
851 set_attr_value (&(op->stats), i, get_attr_value (&(op->contr->orig_stats), i)); 736
852 }
853 if (settings.spell_encumbrance == TRUE) 737 if (settings.spell_encumbrance == TRUE)
854 op->contr->encumbrance = 0; 738 contr->encumbrance = 0;
855 739
856 op->attacktype = 0; 740 attacktype = 0;
741
857 op->contr->digestion = 0; 742 contr->digestion = 0;
858 op->contr->gen_hp = 0; 743 contr->gen_hp = 0;
859 op->contr->gen_sp = 0; 744 contr->gen_sp = 0;
860 op->contr->gen_grace = 0; 745 contr->gen_grace = 0;
861 op->contr->gen_sp_armour = 10; 746 contr->gen_sp_armour = 10;
862 op->contr->item_power = 0; 747 contr->item_power = 0;
863
864 /* Don't clobber all the range_ values. range_golem otherwise
865 * gets reset for no good reason, and we don't want to reset
866 * range_magic (what spell is readied). These three below
867 * well get filled in based on what the player has equipped.
868 */
869 op->contr->ranges[range_bow] = NULL;
870 op->contr->ranges[range_misc] = NULL;
871 op->contr->ranges[range_skill] = NULL;
872 } 748 }
873 memcpy (op->body_used, op->body_info, sizeof (op->body_info));
874 749
750 for (int i = NUM_BODY_LOCATIONS; i--; )
751 slot[i].used = slot[i].info;
752
875 op->slaying = 0; 753 slaying = 0;
876 754
877 if (!QUERY_FLAG (op, FLAG_WIZ)) 755 if (!QUERY_FLAG (this, FLAG_WIZ))
878 { 756 {
879 CLEAR_FLAG (op, FLAG_XRAYS); 757 CLEAR_FLAG (this, FLAG_XRAYS);
880 CLEAR_FLAG (op, FLAG_MAKE_INVIS); 758 CLEAR_FLAG (this, FLAG_MAKE_INVIS);
881 } 759 }
882 760
883 CLEAR_FLAG (op, FLAG_LIFESAVE); 761 CLEAR_FLAG (this, FLAG_LIFESAVE);
884 CLEAR_FLAG (op, FLAG_STEALTH); 762 CLEAR_FLAG (this, FLAG_STEALTH);
885 CLEAR_FLAG (op, FLAG_BLIND); 763 CLEAR_FLAG (this, FLAG_BLIND);
886 if (!QUERY_FLAG (&op->arch->clone, FLAG_REFL_SPELL))
887 CLEAR_FLAG (op, FLAG_REFL_SPELL);
888 if (!QUERY_FLAG (&op->arch->clone, FLAG_REFL_MISSILE))
889 CLEAR_FLAG (op, FLAG_REFL_MISSILE);
890 if (!QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
891 CLEAR_FLAG (op, FLAG_UNDEAD);
892 if (!QUERY_FLAG (&op->arch->clone, FLAG_SEE_IN_DARK))
893 CLEAR_FLAG (op, FLAG_SEE_IN_DARK);
894 764
765 if (!QUERY_FLAG (&arch->clone, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL);
766 if (!QUERY_FLAG (&arch->clone, FLAG_REFL_MISSILE)) CLEAR_FLAG (this, FLAG_REFL_MISSILE);
767 if (!QUERY_FLAG (&arch->clone, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD);
768 if (!QUERY_FLAG (&arch->clone, FLAG_SEE_IN_DARK )) CLEAR_FLAG (this, FLAG_SEE_IN_DARK);
769
895 op->path_attuned = op->arch->clone.path_attuned; 770 path_attuned = arch->clone.path_attuned;
896 op->path_repelled = op->arch->clone.path_repelled; 771 path_repelled = arch->clone.path_repelled;
897 op->path_denied = op->arch->clone.path_denied; 772 path_denied = arch->clone.path_denied;
898 op->glow_radius = op->arch->clone.glow_radius; 773 glow_radius = arch->clone.glow_radius;
899 op->move_type = op->arch->clone.move_type; 774 move_type = arch->clone.move_type;
775
900 op->chosen_skill = NULL; 776 chosen_skill = 0;
901 777
902 /* initializing resistances from the values in player/monster's 778 /* initializing resistances from the values in player/monster's
903 * archetype clone 779 * archetype clone
904 */ 780 */
905 memcpy (&op->resist, &op->arch->clone.resist, sizeof (op->resist)); 781 memcpy (&resist, &arch->clone.resist, sizeof (resist));
906 782
907 for (i = 0; i < NROFATTACKS; i++) 783 for (i = 0; i < NROFATTACKS; i++)
908 { 784 {
909 if (op->resist[i] > 0) 785 if (resist[i] > 0)
910 prot[i] = op->resist[i], vuln[i] = 0; 786 prot[i] = resist[i], vuln[i] = 0;
911 else 787 else
912 vuln[i] = -(op->resist[i]), prot[i] = 0; 788 vuln[i] = -(resist[i]), prot[i] = 0;
789
913 potion_resist[i] = 0; 790 potion_resist[i] = 0;
914 } 791 }
915 792
916 wc = op->arch->clone.stats.wc; 793 wc = arch->clone.stats.wc;
917 op->stats.dam = op->arch->clone.stats.dam; 794 stats.dam = arch->clone.stats.dam;
918 795
919 /* for players which cannot use armour, they gain AC -1 per 3 levels, 796 /* for players which cannot use armour, they gain AC -1 per 3 levels,
920 * plus a small amount of physical resist, those poor suckers. ;) 797 * plus a small amount of physical resist, those poor suckers. ;)
921 * the fact that maxlevel is factored in could be considered sort of bogus - 798 * the fact that maxlevel is factored in could be considered sort of bogus -
922 * we should probably give them some bonus and cap it off - otherwise, 799 * we should probably give them some bonus and cap it off - otherwise,
923 * basically, if a server updates its max level, these playes may find 800 * basically, if a server updates its max level, these playes may find
924 * that their protection from physical goes down 801 * that their protection from physical goes down
925 */ 802 */
926 if (!QUERY_FLAG (op, FLAG_USE_ARMOUR) && op->type == PLAYER) 803 if (!QUERY_FLAG (this, FLAG_USE_ARMOUR) && type == PLAYER)
927 { 804 {
928 ac = MAX (-10, op->arch->clone.stats.ac - op->level / 3); 805 ac = MAX (-10, arch->clone.stats.ac - level / 3);
929 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * op->level / settings.max_level)) / 100; 806 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100;
930 } 807 }
931 else 808 else
932 ac = op->arch->clone.stats.ac; 809 ac = arch->clone.stats.ac;
933 810
934 op->stats.luck = op->arch->clone.stats.luck; 811 stats.luck = arch->clone.stats.luck;
935 op->speed = op->arch->clone.speed; 812 speed = arch->clone.speed;
936 813
937 /* OK - we've reset most all the objects attributes to sane values. 814 /* OK - we've reset most all the objects attributes to sane values.
938 * now go through and make adjustments for what the player has equipped. 815 * now go through and make adjustments for what the player has equipped.
939 */ 816 */
940
941 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 817 for (tmp = inv; tmp; tmp = tmp->below)
942 { 818 {
943 /* See note in map.c:update_position about making this additive 819 /* See note in map.c:update_position about making this additive
944 * since light sources are never applied, need to put check here. 820 * since light sources are never applied, need to put check here.
945 */ 821 */
946 if (tmp->glow_radius > op->glow_radius) 822 if (tmp->glow_radius > glow_radius)
947 op->glow_radius = tmp->glow_radius; 823 glow_radius = tmp->glow_radius;
948 824
949 /* This happens because apply_potion calls change_abil with the potion 825 /* This happens because apply_potion calls change_abil with the potion
950 * applied so we can tell the player what chagned. But change_abil 826 * applied so we can tell the player what changed. But change_abil
951 * then calls this function. 827 * then calls this function.
952 */ 828 */
953 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION) 829 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION)
954 {
955 continue; 830 continue;
956 }
957 831
958 /* For some things, we don't care what is equipped */ 832 /* For some things, we don't care what is equipped */
959 if (tmp->type == SKILL) 833 if (tmp->type == SKILL)
960 { 834 {
961 /* Want to take the highest skill here. */ 835 /* Want to take the highest skill here. */
964 if (!mana_obj) 838 if (!mana_obj)
965 mana_obj = tmp; 839 mana_obj = tmp;
966 else if (tmp->level > mana_obj->level) 840 else if (tmp->level > mana_obj->level)
967 mana_obj = tmp; 841 mana_obj = tmp;
968 } 842 }
843
969 if (IS_GRACE_SKILL (tmp->subtype)) 844 if (IS_GRACE_SKILL (tmp->subtype))
970 { 845 {
971 if (!grace_obj) 846 if (!grace_obj)
972 grace_obj = tmp; 847 grace_obj = tmp;
973 else if (tmp->level > grace_obj->level) 848 else if (tmp->level > grace_obj->level)
982 * in the praying skill, and the player should always get those. 857 * in the praying skill, and the player should always get those.
983 * It also means we need to put in additional checks for applied below, 858 * It also means we need to put in additional checks for applied below,
984 * because the skill shouldn't count against body positions being used 859 * because the skill shouldn't count against body positions being used
985 * up, etc. 860 * up, etc.
986 */ 861 */
987 if ((QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type != CONTAINER && tmp->type != CLOSE_CON) || 862 if ((tmp->flag [FLAG_APPLIED]
863 && tmp->type != CONTAINER
864 && tmp->type != CLOSE_CON)
865 || (tmp->type == SKILL
988 (tmp->type == SKILL && tmp->subtype == SK_PRAYING)) 866 && tmp->subtype == SK_PRAYING))
989 { 867 {
990 if (op->type == PLAYER) 868 if (type == PLAYER)
991 { 869 {
992 if (tmp->type == BOW) 870 if (tmp == contr->combat_ob || tmp == contr->ranged_ob)
993 op->contr->ranges[range_bow] = tmp; 871 if (tmp != current_weapon && (tmp->type != SKILL || tmp->subtype != SK_PRAYING))
994 872 continue;
995 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
996 op->contr->ranges[range_misc] = tmp;
997 873
998 for (i = 0; i < NUM_STATS; i++) 874 for (i = 0; i < NUM_STATS; i++)
999 change_attr_value (&(op->stats), i, get_attr_value (&(tmp->stats), i)); 875 change_attr_value (&stats, i, tmp->stats.stat (i));
1000 876
1001 /* these are the items that currently can change digestion, regeneration, 877 /* these are the items that currently can change digestion, regeneration,
1002 * spell point recovery and mana point recovery. Seems sort of an arbitary 878 * spell point recovery and mana point recovery. Seems sort of an arbitary
1003 * list, but other items store other info into stats array. 879 * list, but other items store other info into stats array.
1004 */ 880 */
1005 if ((tmp->type == EXPERIENCE) || (tmp->type == WEAPON) || 881 if (tmp->type == WEAPON || tmp->type == BOW ||
1006 (tmp->type == ARMOUR) || (tmp->type == HELMET) || 882 tmp->type == ARMOUR || tmp->type == HELMET ||
1007 (tmp->type == SHIELD) || (tmp->type == RING) || 883 tmp->type == SHIELD || tmp->type == RING ||
1008 (tmp->type == BOOTS) || (tmp->type == GLOVES) || 884 tmp->type == BOOTS || tmp->type == GLOVES ||
1009 (tmp->type == AMULET) || (tmp->type == GIRDLE) || 885 tmp->type == AMULET || tmp->type == GIRDLE ||
1010 (tmp->type == BRACERS) || (tmp->type == CLOAK) || (tmp->type == DISEASE) || (tmp->type == FORCE) || (tmp->type == SKILL)) 886 tmp->type == BRACERS || tmp->type == CLOAK ||
887 tmp->type == DISEASE || tmp->type == FORCE ||
888 tmp->type == SKILL)
1011 { 889 {
1012 op->contr->digestion += tmp->stats.food; 890 contr->digestion += tmp->stats.food;
1013 op->contr->gen_hp += tmp->stats.hp; 891 contr->gen_hp += tmp->stats.hp;
1014 op->contr->gen_sp += tmp->stats.sp; 892 contr->gen_sp += tmp->stats.sp;
1015 op->contr->gen_grace += tmp->stats.grace; 893 contr->gen_grace += tmp->stats.grace;
1016 op->contr->gen_sp_armour += tmp->gen_sp_armour; 894 contr->gen_sp_armour += tmp->gen_sp_armour;
1017 op->contr->item_power += tmp->item_power; 895 contr->item_power += tmp->item_power;
1018 } 896 }
1019 } /* if this is a player */ 897 } /* if this is a player */
898 else
899 {
900 if (tmp->type == WEAPON)
901 current_weapon = tmp;
902 }
1020 903
1021 /* Update slots used for items */ 904 /* Update slots used for items */
1022 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 905 if (QUERY_FLAG (tmp, FLAG_APPLIED))
1023 {
1024 for (i = 0; i < NUM_BODY_LOCATIONS; i++) 906 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
1025 op->body_used[i] += tmp->body_info[i]; 907 slot[i].used += tmp->slot[i].info;
1026 }
1027 908
1028 if (tmp->type == SYMPTOM) 909 if (tmp->type == SYMPTOM)
1029 { 910 {
1030 speed_reduce_from_disease = tmp->last_sp / 100.0; 911 speed_reduce_from_disease = tmp->last_sp / 100.f;
912
1031 if (speed_reduce_from_disease == 0) 913 if (speed_reduce_from_disease == 0)
1032 speed_reduce_from_disease = 1; 914 speed_reduce_from_disease = 1;
1033 } 915 }
1034 916
1035 /* Pos. and neg. protections are counted seperate (-> pro/vuln). 917 /* Pos. and neg. protections are counted seperate (-> pro/vuln).
1036 * (Negative protections are calculated extactly like positive.) 918 * (Negative protections are calculated exactly like positive.)
1037 * Resistance from potions are treated special as well. If there's 919 * Resistance from potions are treated special as well. If there's
1038 * more than one potion-effect, the bigger prot.-value is taken. 920 * more than one potion-effect, the bigger prot.-value is taken.
1039 */ 921 */
1040 if (tmp->type != POTION) 922 if (tmp->type != POTION)
1041 { 923 {
1042 for (i = 0; i < NROFATTACKS; i++) 924 for (i = 0; i < NROFATTACKS; i++)
1043 { 925 {
1044 /* Potential for cursed potions, in which case we just can use 926 /* Potential for cursed potions, in which case we just can use
1045 * a straight MAX, as potion_resist is initialized to zero. 927 * a straight MAX, as potion_resist is initialised to zero.
1046 */ 928 */
1047 if (tmp->type == POTION_EFFECT) 929 if (tmp->type == POTION_EFFECT)
1048 { 930 {
1049 if (potion_resist[i]) 931 if (potion_resist[i])
1050 potion_resist[i] = MAX (potion_resist[i], tmp->resist[i]); 932 potion_resist[i] = MAX (potion_resist[i], tmp->resist[i]);
1051 else 933 else
1052 potion_resist[i] = tmp->resist[i]; 934 potion_resist[i] = tmp->resist[i];
1053 } 935 }
1054 else if (tmp->resist[i] > 0) 936 else if (tmp->resist[i] > 0)
1055 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100; 937 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100;
1056 else if (tmp->resist[i] < 0) 938 else if (tmp->resist[i] < 0)
1057 vuln[i] += ((100 - vuln[i]) * (-tmp->resist[i])) / 100; 939 vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100;
1058 } 940 }
1059 } 941 }
1060 942
1061 /* There may be other things that should not adjust the attacktype */ 943 /* There may be other things that should not adjust the attacktype */
1062 if (tmp->type != BOW && tmp->type != SYMPTOM) 944 if (tmp->type != SYMPTOM)
945 {
1063 op->attacktype |= tmp->attacktype; 946 attacktype |= tmp->attacktype;
1064
1065 op->path_attuned |= tmp->path_attuned; 947 path_attuned |= tmp->path_attuned;
1066 op->path_repelled |= tmp->path_repelled; 948 path_repelled |= tmp->path_repelled;
1067 op->path_denied |= tmp->path_denied; 949 path_denied |= tmp->path_denied;
950 move_type |= tmp->move_type;
1068 op->stats.luck += tmp->stats.luck; 951 stats.luck += tmp->stats.luck;
1069 op->move_type |= tmp->move_type; 952 }
1070 953
1071 if (QUERY_FLAG (tmp, FLAG_LIFESAVE)) 954 if (QUERY_FLAG (tmp, FLAG_LIFESAVE )) SET_FLAG (this, FLAG_LIFESAVE);
1072 SET_FLAG (op, FLAG_LIFESAVE); 955 if (QUERY_FLAG (tmp, FLAG_REFL_SPELL )) SET_FLAG (this, FLAG_REFL_SPELL);
1073 if (QUERY_FLAG (tmp, FLAG_REFL_SPELL)) 956 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE)) SET_FLAG (this, FLAG_REFL_MISSILE);
1074 SET_FLAG (op, FLAG_REFL_SPELL); 957 if (QUERY_FLAG (tmp, FLAG_STEALTH )) SET_FLAG (this, FLAG_STEALTH);
1075 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE)) 958 if (QUERY_FLAG (tmp, FLAG_XRAYS )) SET_FLAG (this, FLAG_XRAYS);
1076 SET_FLAG (op, FLAG_REFL_MISSILE); 959 if (QUERY_FLAG (tmp, FLAG_BLIND )) SET_FLAG (this, FLAG_BLIND);
1077 if (QUERY_FLAG (tmp, FLAG_STEALTH)) 960 if (QUERY_FLAG (tmp, FLAG_SEE_IN_DARK )) SET_FLAG (this, FLAG_SEE_IN_DARK);
1078 SET_FLAG (op, FLAG_STEALTH);
1079 if (QUERY_FLAG (tmp, FLAG_XRAYS))
1080 SET_FLAG (op, FLAG_XRAYS);
1081 if (QUERY_FLAG (tmp, FLAG_BLIND))
1082 SET_FLAG (op, FLAG_BLIND);
1083 if (QUERY_FLAG (tmp, FLAG_SEE_IN_DARK))
1084 SET_FLAG (op, FLAG_SEE_IN_DARK);
1085 961
1086 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 962 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (&arch->clone, FLAG_UNDEAD))
1087 SET_FLAG (op, FLAG_UNDEAD); 963 SET_FLAG (this, FLAG_UNDEAD);
1088 964
1089 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS)) 965 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS))
1090 { 966 {
1091 SET_FLAG (op, FLAG_MAKE_INVIS); 967 SET_FLAG (this, FLAG_MAKE_INVIS);
1092 op->invisible = 1; 968 invisible = 1;
1093 } 969 }
1094 970
1095 if (tmp->stats.exp && tmp->type != SKILL) 971 if (tmp->stats.exp && tmp->type != SKILL)
1096 { 972 {
1097 if (tmp->stats.exp > 0) 973 if (tmp->stats.exp > 0)
1098 { 974 {
1099 added_speed += (float) tmp->stats.exp / 3.0; 975 added_speed += tmp->stats.exp / 3.f;
1100 bonus_speed += 1.0 + (float) tmp->stats.exp / 3.0; 976 bonus_speed += tmp->stats.exp / 3.f + 1.f;
1101 } 977 }
1102 else 978 else
1103 added_speed += (float) tmp->stats.exp; 979 added_speed += tmp->stats.exp;
1104 } 980 }
1105 981
1106 switch (tmp->type) 982 switch (tmp->type)
1107 { 983 {
984#if 0
985 case WAND:
986 case ROD:
987 case HORN:
988 if (type != PLAYER || current_weapon == tmp)
989 chosen_skill = tmp;
990 break;
991#endif
992
1108 /* skills modifying the character -b.t. */ 993 /* skills modifying the character -b.t. */
1109 /* for all skills and skill granting objects */ 994 /* for all skills and skill granting objects */
1110 case SKILL: 995 case SKILL:
1111 if (!QUERY_FLAG (tmp, FLAG_APPLIED)) 996 if (!QUERY_FLAG (tmp, FLAG_APPLIED))
1112 break;
1113
1114 if (IS_COMBAT_SKILL (tmp->subtype))
1115 wc_obj = tmp;
1116
1117 if (op->chosen_skill)
1118 {
1119 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &op->name);
1120 }
1121 op->chosen_skill = tmp;
1122 if (tmp->stats.dam > 0)
1123 { /* skill is a 'weapon' */
1124 if (!QUERY_FLAG (op, FLAG_READY_WEAPON))
1125 weapon_speed = (int) WEAPON_SPEED (tmp);
1126 if (weapon_speed < 0)
1127 weapon_speed = 0;
1128 weapon_weight = tmp->weight;
1129 op->stats.dam += tmp->stats.dam * (1 + (op->chosen_skill->level / 9));
1130 if (tmp->magic)
1131 op->stats.dam += tmp->magic;
1132 }
1133 if (tmp->stats.wc)
1134 wc -= (tmp->stats.wc + tmp->magic);
1135
1136 if (tmp->slaying != NULL)
1137 op->slaying = tmp->slaying;
1138
1139 if (tmp->stats.ac)
1140 ac -= (tmp->stats.ac + tmp->magic);
1141 if (settings.spell_encumbrance == TRUE && op->type == PLAYER)
1142 op->contr->encumbrance += (int) 3 *tmp->weight / 1000;
1143
1144 if (op->type == PLAYER)
1145 op->contr->ranges[range_skill] = op;
1146 break; 997 break;
1147 998
1148 case SKILL_TOOL: 999 if (IS_COMBAT_SKILL (tmp->subtype))
1000 wc_obj = tmp;
1001
1149 if (op->chosen_skill) 1002 if (chosen_skill)
1150 {
1151 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &op->name); 1003 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name);
1004
1005 chosen_skill = tmp;
1006
1007 if (tmp->stats.dam > 0)
1008 { /* skill is a 'weapon' */
1009 if (!QUERY_FLAG (this, FLAG_READY_WEAPON))
1010 weapon_speed = WEAPON_SPEED (tmp);
1011
1012 if (weapon_speed < 0)
1013 weapon_speed = 0;
1014
1015 weapon_weight = tmp->weight;
1016 stats.dam += 1 + (chosen_skill->level * tmp->stats.dam / 9);
1017
1018 if (tmp->magic)
1019 stats.dam += tmp->magic;
1152 } 1020 }
1153 op->chosen_skill = tmp;
1154 if (op->type == PLAYER)
1155 op->contr->ranges[range_skill] = op;
1156 break;
1157 1021
1158 case SHIELD:
1159 if (settings.spell_encumbrance == TRUE && op->type == PLAYER)
1160 op->contr->encumbrance += (int) tmp->weight / 2000;
1161 case RING:
1162 case AMULET:
1163 case GIRDLE:
1164 case HELMET:
1165 case BOOTS:
1166 case GLOVES:
1167 case CLOAK:
1168 if (tmp->stats.wc) 1022 if (tmp->stats.wc)
1023 wc -= tmp->stats.wc + tmp->magic;
1024
1025 if (tmp->slaying)
1026 slaying = tmp->slaying;
1027
1028 if (tmp->stats.ac)
1029 ac -= tmp->stats.ac + tmp->magic;
1030
1031 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1032 contr->encumbrance += (int) 3 *tmp->weight / 1000;
1033
1034 break;
1035
1036 case SKILL_TOOL:
1037 if (chosen_skill)
1038 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name);
1039
1040 chosen_skill = tmp;
1041 break;
1042
1043 case SHIELD:
1044 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1045 contr->encumbrance += (int) tmp->weight / 2000;
1046 case RING:
1047 case AMULET:
1048 case GIRDLE:
1049 case HELMET:
1050 case BOOTS:
1051 case GLOVES:
1052 case CLOAK:
1053 if (tmp->stats.wc)
1054 wc -= tmp->stats.wc + tmp->magic;
1055
1056 if (tmp->stats.dam)
1057 stats.dam += tmp->stats.dam + tmp->magic;
1058
1059 if (tmp->stats.ac)
1060 ac -= tmp->stats.ac + tmp->magic;
1061
1062 break;
1063
1064 case BOW:
1065 case WEAPON:
1066 if (type != PLAYER || current_weapon == tmp)
1067 {
1169 wc -= (tmp->stats.wc + tmp->magic); 1068 wc -= tmp->stats.wc + tmp->magic;
1170 if (tmp->stats.dam) 1069
1070 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0)
1071 ac -= tmp->stats.ac + tmp->magic;
1072
1171 op->stats.dam += (tmp->stats.dam + tmp->magic); 1073 stats.dam += tmp->stats.dam + tmp->magic;
1074 weapon_weight = tmp->weight;
1075 weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2;
1076
1077 if (weapon_speed < 0)
1078 weapon_speed = 0;
1079
1080 slaying = tmp->slaying;
1081
1082 /* If there is desire that two handed weapons should do
1083 * extra strength damage, this is where the code should
1084 * go.
1085 */
1086
1087 if (type == PLAYER)
1088 if (settings.spell_encumbrance)
1089 contr->encumbrance += tmp->weight * 3 / 1000;
1090 }
1091
1092 break;
1093
1094 case ARMOUR: /* Only the best of these three are used: */
1095 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1096 contr->encumbrance += tmp->weight / 1000;
1097
1098 case BRACERS:
1099 case FORCE:
1100 if (tmp->stats.wc)
1101 {
1102 if (best_wc < tmp->stats.wc + tmp->magic)
1103 {
1104 wc += best_wc;
1105 best_wc = tmp->stats.wc + tmp->magic;
1106 }
1107 else
1108 wc += tmp->stats.wc + tmp->magic;
1109 }
1110
1172 if (tmp->stats.ac) 1111 if (tmp->stats.ac)
1112 {
1113 if (best_ac < tmp->stats.ac + tmp->magic)
1114 {
1115 ac += best_ac; /* Remove last bonus */
1116 best_ac = tmp->stats.ac + tmp->magic;
1117 }
1118 else /* To nullify the below effect */
1173 ac -= (tmp->stats.ac + tmp->magic); 1119 ac += tmp->stats.ac + tmp->magic;
1174 break; 1120 }
1175 1121
1176 case WEAPON: 1122 if (tmp->stats.wc)
1177 wc -= (tmp->stats.wc + tmp->magic); 1123 wc -= (tmp->stats.wc + tmp->magic);
1178 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0)
1179 ac -= tmp->stats.ac + tmp->magic;
1180 op->stats.dam += (tmp->stats.dam + tmp->magic);
1181 weapon_weight = tmp->weight;
1182 weapon_speed = ((int) WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2;
1183 if (weapon_speed < 0)
1184 weapon_speed = 0;
1185 op->slaying = tmp->slaying;
1186 /* If there is desire that two handed weapons should do
1187 * extra strength damage, this is where the code should
1188 * go.
1189 */
1190 op->current_weapon = tmp;
1191 if (settings.spell_encumbrance == TRUE && op->type == PLAYER)
1192 op->contr->encumbrance += (int) 3 *tmp->weight / 1000;
1193 1124
1194 break;
1195
1196 case ARMOUR: /* Only the best of these three are used: */
1197 if (settings.spell_encumbrance == TRUE && op->type == PLAYER)
1198 op->contr->encumbrance += (int) tmp->weight / 1000;
1199
1200 case BRACERS:
1201 case FORCE:
1202 if (tmp->stats.wc)
1203 {
1204 if (best_wc < tmp->stats.wc + tmp->magic)
1205 {
1206 wc += best_wc;
1207 best_wc = tmp->stats.wc + tmp->magic;
1208 }
1209 else
1210 wc += tmp->stats.wc + tmp->magic;
1211 }
1212 if (tmp->stats.ac) 1125 if (tmp->stats.ac)
1213 {
1214 if (best_ac < tmp->stats.ac + tmp->magic)
1215 {
1216 ac += best_ac; /* Remove last bonus */
1217 best_ac = tmp->stats.ac + tmp->magic;
1218 }
1219 else /* To nullify the below effect */
1220 ac += tmp->stats.ac + tmp->magic;
1221 }
1222 if (tmp->stats.wc)
1223 wc -= (tmp->stats.wc + tmp->magic);
1224 if (tmp->stats.ac)
1225 ac -= (tmp->stats.ac + tmp->magic); 1126 ac -= (tmp->stats.ac + tmp->magic);
1127
1226 if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.0 < max) 1128 if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.f < max)
1227 max = ARMOUR_SPEED (tmp) / 10.0; 1129 max = ARMOUR_SPEED (tmp) / 10.f;
1130
1228 break; 1131 break;
1229 } /* switch tmp->type */ 1132 } /* switch tmp->type */
1230 } /* item is equipped */ 1133 } /* item is equipped */
1231 } /* for loop of items */ 1134 } /* for loop of items */
1232 1135
1233 /* We've gone through all the objects the player has equipped. For many things, we 1136 /* We've gone through all the objects the player has equipped. For many things, we
1240 * If there is a cursed (and no uncursed) potion in effect, we take 1143 * If there is a cursed (and no uncursed) potion in effect, we take
1241 * 'total resistance = vulnerability from cursed potion'. 1144 * 'total resistance = vulnerability from cursed potion'.
1242 */ 1145 */
1243 for (i = 0; i < NROFATTACKS; i++) 1146 for (i = 0; i < NROFATTACKS; i++)
1244 { 1147 {
1245 op->resist[i] = prot[i] - vuln[i]; 1148 resist[i] = prot[i] - vuln[i];
1149
1246 if (potion_resist[i] && ((potion_resist[i] > op->resist[i]) || (potion_resist[i] < 0))) 1150 if (potion_resist[i] && ((potion_resist[i] > resist[i]) || (potion_resist[i] < 0)))
1247 op->resist[i] = potion_resist[i]; 1151 resist[i] = potion_resist[i];
1248 } 1152 }
1249 1153
1250 /* Figure out the players sp/mana/hp totals. */ 1154 /* Figure out the players sp/mana/hp totals. */
1251 if (op->type == PLAYER) 1155 if (type == PLAYER)
1252 { 1156 {
1253 int pl_level; 1157 int pl_level;
1254 1158
1255 check_stat_bounds (&(op->stats)); 1159 check_stat_bounds (&(stats));
1256 pl_level = op->level; 1160 pl_level = level;
1257 1161
1258 if (pl_level < 1) 1162 if (pl_level < 1)
1259 pl_level = 1; /* safety, we should always get 1 levels worth of hp! */ 1163 pl_level = 1; /* safety, we should always get 1 levels worth of hp! */
1260 1164
1261 /* You basically get half a con bonus/level. But we do take into account rounding, 1165 /* You basically get half a con bonus/level. But we do take into account rounding,
1262 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels. 1166 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels.
1263 */ 1167 */
1264 for (i = 1, op->stats.maxhp = 0; i <= pl_level && i <= 10; i++) 1168 for (i = 1, stats.maxhp = 0; i <= pl_level && i <= 10; i++)
1265 { 1169 {
1266 j = op->contr->levhp[i] + con_bonus[op->stats.Con] / 2; 1170 j = contr->levhp[i] + con_bonus[stats.Con] / 2;
1171
1267 if (i % 2 && con_bonus[op->stats.Con] % 2) 1172 if (i % 2 && con_bonus[stats.Con] % 2)
1268 { 1173 {
1269 if (con_bonus[op->stats.Con] > 0) 1174 if (con_bonus[stats.Con] > 0)
1270 j++; 1175 j++;
1271 else 1176 else
1272 j--; 1177 j--;
1273 } 1178 }
1179
1274 op->stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */ 1180 stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */
1275 } 1181 }
1276 1182
1277 for (i = 11; i <= op->level; i++) 1183 for (i = 11; i <= level; i++)
1278 op->stats.maxhp += 2; 1184 stats.maxhp += 2;
1279 1185
1280 if (op->stats.hp > op->stats.maxhp) 1186 if (stats.hp > stats.maxhp)
1281 op->stats.hp = op->stats.maxhp; 1187 stats.hp = stats.maxhp;
1282 1188
1283 /* Sp gain is controlled by the level of the player's 1189 /* Sp gain is controlled by the level of the player's
1284 * relevant experience object (mana_obj, see above) 1190 * relevant experience object (mana_obj, see above)
1285 */ 1191 */
1286 /* following happen when skills system is not used */ 1192 /* following happen when skills system is not used */
1287 if (!mana_obj) 1193 if (!mana_obj)
1288 mana_obj = op; 1194 mana_obj = this;
1195
1289 if (!grace_obj) 1196 if (!grace_obj)
1290 grace_obj = op; 1197 grace_obj = this;
1198
1291 /* set maxsp */ 1199 /* set maxsp */
1292 if (!mana_obj || !mana_obj->level || op->type != PLAYER) 1200 if (!mana_obj || !mana_obj->level || type != PLAYER)
1293 mana_obj = op; 1201 mana_obj = this;
1294 1202
1295 if (mana_obj == op && op->type == PLAYER) 1203 if (mana_obj == this && type == PLAYER)
1296 {
1297 op->stats.maxsp = 1; 1204 stats.maxsp = 1;
1298 }
1299 else 1205 else
1300 { 1206 {
1301 sp_tmp = 0.0; 1207 sp_tmp = 0.f;
1208
1302 for (i = 1; i <= mana_obj->level && i <= 10; i++) 1209 for (i = 1; i <= mana_obj->level && i <= 10; i++)
1303 { 1210 {
1304 float stmp; 1211 float stmp;
1305 1212
1306 /* Got some extra bonus at first level */ 1213 /* Got some extra bonus at first level */
1307 if (i < 2) 1214 if (i < 2)
1308 {
1309 stmp = op->contr->levsp[i] + ((2.0 * (float) sp_bonus[op->stats.Pow] + (float) sp_bonus[op->stats.Int]) / 6.0); 1215 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 6.f;
1310 }
1311 else 1216 else
1312 {
1313 stmp = (float) op->contr->levsp[i] + (2.0 * (float) sp_bonus[op->stats.Pow] + (float) sp_bonus[op->stats.Int]) / 12.0; 1217 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 12.f;
1314 } 1218
1315 if (stmp < 1.0) 1219 if (stmp < 1.f)
1316 stmp = 1.0; 1220 stmp = 1.f;
1221
1317 sp_tmp += stmp; 1222 sp_tmp += stmp;
1318 } 1223 }
1224
1319 op->stats.maxsp = (int) sp_tmp; 1225 stats.maxsp = (sint16)sp_tmp;
1320 1226
1321 for (i = 11; i <= mana_obj->level; i++) 1227 for (i = 11; i <= mana_obj->level; i++)
1322 op->stats.maxsp += 2; 1228 stats.maxsp += 2;
1323 } 1229 }
1230
1324 /* Characters can get their sp supercharged via rune of transferrance */ 1231 /* Characters can get their sp supercharged via rune of transferrance */
1325 if (op->stats.sp > op->stats.maxsp * 2) 1232 if (stats.sp > stats.maxsp * 2)
1326 op->stats.sp = op->stats.maxsp * 2; 1233 stats.sp = stats.maxsp * 2;
1327 1234
1328 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */ 1235 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */
1329 if (!grace_obj || !grace_obj->level || op->type != PLAYER) 1236 if (!grace_obj || !grace_obj->level || type != PLAYER)
1330 grace_obj = op; 1237 grace_obj = this;
1331 1238
1332 if (grace_obj == op && op->type == PLAYER) 1239 if (grace_obj == this && type == PLAYER)
1333 {
1334 op->stats.maxgrace = 1; 1240 stats.maxgrace = 1;
1335 }
1336 else 1241 else
1337 { 1242 {
1338 /* store grace in a float - this way, the divisions below don't create 1243 /* store grace in a float - this way, the divisions below don't create
1339 * big jumps when you go from level to level - with int's, it then 1244 * big jumps when you go from level to level - with int's, it then
1340 * becomes big jumps when the sums of the bonuses jump to the next 1245 * becomes big jumps when the sums of the bonuses jump to the next
1341 * step of 8 - with floats, even fractional ones are useful. 1246 * step of 8 - with floats, even fractional ones are useful.
1342 */ 1247 */
1343 sp_tmp = 0.0; 1248 sp_tmp = 0.f;
1344 for (i = 1, op->stats.maxgrace = 0; i <= grace_obj->level && i <= 10; i++) 1249 for (i = 1, stats.maxgrace = 0; i <= grace_obj->level && i <= 10; i++)
1345 { 1250 {
1346 float grace_tmp = 0.0; 1251 float grace_tmp = 0.f;
1347 1252
1348 /* Got some extra bonus at first level */ 1253 /* Got some extra bonus at first level */
1349 if (i < 2) 1254 if (i < 2)
1350 { 1255 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 6.f;
1351 grace_tmp = op->contr->levgrace[i] + (((float) grace_bonus[op->stats.Pow] +
1352 2.0 * (float) grace_bonus[op->stats.Wis]) / 6.0);
1353 }
1354 else 1256 else
1355 { 1257 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 12.f;
1356 grace_tmp = (float) op->contr->levgrace[i] 1258
1357 + ((float) grace_bonus[op->stats.Pow] + 2.0 * (float) grace_bonus[op->stats.Wis]) / 12.0;
1358 }
1359 if (grace_tmp < 1.0) 1259 if (grace_tmp < 1.f)
1360 grace_tmp = 1.0; 1260 grace_tmp = 1.f;
1261
1361 sp_tmp += grace_tmp; 1262 sp_tmp += grace_tmp;
1362 } 1263 }
1264
1363 op->stats.maxgrace = (int) sp_tmp; 1265 stats.maxgrace = (sint16)sp_tmp;
1364 1266
1365 /* two grace points per level after 11 */ 1267 /* two grace points per level after 11 */
1366 for (i = 11; i <= grace_obj->level; i++) 1268 for (i = 11; i <= grace_obj->level; i++)
1367 op->stats.maxgrace += 2; 1269 stats.maxgrace += 2;
1368 } 1270 }
1271
1369 /* No limit on grace vs maxgrace */ 1272 /* No limit on grace vs maxgrace */
1370 1273
1371 if (op->contr->braced) 1274 if (contr->braced)
1372 { 1275 {
1373 ac += 2; 1276 ac += 2;
1374 wc += 4; 1277 wc += 4;
1375 } 1278 }
1376 else 1279 else
1377 ac -= dex_bonus[op->stats.Dex]; 1280 ac -= dex_bonus[stats.Dex];
1378 1281
1379 /* In new exp/skills system, wc bonuses are related to 1282 /* In new exp/skills system, wc bonuses are related to
1380 * the players level in a relevant exp object (wc_obj) 1283 * the players level in a relevant exp object (wc_obj)
1381 * not the general player level -b.t. 1284 * not the general player level -b.t.
1382 * I changed this slightly so that wc bonuses are better 1285 * I changed this slightly so that wc bonuses are better
1386 * we give the player a bonus here in wc and dam 1289 * we give the player a bonus here in wc and dam
1387 * to make up for the change. Note that I left the 1290 * to make up for the change. Note that I left the
1388 * monster bonus the same as before. -b.t. 1291 * monster bonus the same as before. -b.t.
1389 */ 1292 */
1390 1293
1391 if (op->type == PLAYER && wc_obj && wc_obj->level > 1) 1294 if (contr && wc_obj && wc_obj->level > 1)
1392 { 1295 {
1393 wc -= (wc_obj->level + thaco_bonus[op->stats.Str]); 1296 wc -= wc_obj->level + thaco_bonus[stats.Str];
1297
1394 for (i = 1; i < wc_obj->level; i++) 1298 for (i = 1; i < wc_obj->level; i++)
1395 { 1299 {
1396 /* addtional wc every 6 levels */ 1300 /* additional wc every 6 levels */
1397 if (!(i % 6)) 1301 if (!(i % 6))
1398 wc--; 1302 wc--;
1303
1399 /* addtional dam every 4 levels. */ 1304 /* additional dam every 4 levels. */
1400 if (!(i % 4) && (dam_bonus[op->stats.Str] >= 0)) 1305 if (!(i % 4) && dam_bonus[stats.Str] >= 0)
1401 op->stats.dam += (1 + (dam_bonus[op->stats.Str] / 5)); 1306 stats.dam += 1 + dam_bonus[stats.Str] / 5;
1402 } 1307 }
1403 } 1308 }
1404 else 1309 else
1405 wc -= (op->level + thaco_bonus[op->stats.Str]); 1310 wc -= level + thaco_bonus[stats.Str];
1406 1311
1407 op->stats.dam += dam_bonus[op->stats.Str]; 1312 stats.dam += dam_bonus[stats.Str];
1408 1313
1409 if (op->stats.dam < 1) 1314 if (stats.dam < 1)
1410 op->stats.dam = 1; 1315 stats.dam = 1;
1411 1316
1412 op->speed = 1.0 + speed_bonus[op->stats.Dex]; 1317 speed = 1.f + speed_bonus[stats.Dex];
1318
1413 if (settings.search_items && op->contr->search_str[0]) 1319 if (settings.search_items && contr->search_str[0])
1414 op->speed -= 1; 1320 speed -= 1;
1321
1415 if (op->attacktype == 0) 1322 if (attacktype == 0)
1416 op->attacktype = op->arch->clone.attacktype; 1323 attacktype = arch->clone.attacktype;
1417 1324
1418 } /* End if player */ 1325 } /* End if player */
1419 1326
1420 if (added_speed >= 0) 1327 if (added_speed >= 0)
1421 op->speed += added_speed / 10.0; 1328 speed += added_speed / 10.f;
1422 else /* Something wrong here...: */ 1329 else /* Something wrong here...: */
1423 op->speed /= (float) (1.0 - added_speed); 1330 speed /= 1.f - added_speed;
1424 1331
1425 /* Max is determined by armour */ 1332 /* Max is determined by armour */
1426 if (op->speed > max) 1333 if (speed > max)
1427 op->speed = max; 1334 speed = max;
1428 1335
1429 if (op->type == PLAYER) 1336 if (type == PLAYER)
1430 { 1337 {
1431 /* f is a number the represents the number of kg above (positive num) 1338 /* f is a number the represents the number of kg above (positive num)
1432 * or below (negative number) that the player is carrying. If above 1339 * or below (negative number) that the player is carrying. If above
1433 * weight limit, then player suffers a speed reduction based on how 1340 * weight limit, then player suffers a speed reduction based on how
1434 * much above he is, and what is max carry is 1341 * much above he is, and what is max carry is
1435 */ 1342 */
1436 f = (op->carrying / 1000) - max_carry[op->stats.Str]; 1343 f = (carrying / 1000) - max_carry[stats.Str];
1437 if (f > 0) 1344 if (f > 0)
1438 op->speed = op->speed / (1.0 + f / max_carry[op->stats.Str]); 1345 speed = speed / (1.f + f / max_carry[stats.Str]);
1439 } 1346 }
1440 1347
1441 op->speed += bonus_speed / 10.0; /* Not affected by limits */ 1348 speed += bonus_speed / 10.f; /* Not affected by limits */
1442 1349
1443 /* Put a lower limit on speed. Note with this speed, you move once every 1350 /* Put a lower limit on speed. Note with this speed, you move once every
1444 * 100 ticks or so. This amounts to once every 12 seconds of realtime. 1351 * 100 ticks or so. This amounts to once every 12 seconds of realtime.
1445 */ 1352 */
1446 op->speed = op->speed * speed_reduce_from_disease; 1353 speed = speed * speed_reduce_from_disease;
1447 1354
1448 if (op->speed < 0.01 && op->type == PLAYER) 1355 if (speed < 0.01f && type == PLAYER)
1449 op->speed = 0.01; 1356 speed = 0.01f;
1450 1357
1451 if (op->type == PLAYER) 1358 if (type == PLAYER)
1452 { 1359 {
1453 float M, W, s, D, K, S, M2;
1454
1455 /* (This formula was made by vidarl@ifi.uio.no) 1360 /* (This formula was made by vidarl@ifi.uio.no)
1456 * Note that we never used these values again - basically 1361 * Note that we never used these values again - basically
1457 * all of these could be subbed into one big equation, but 1362 * all of these could be subbed into one big equation, but
1458 * that would just be a real pain to read. 1363 * that would just be a real pain to read.
1459 */ 1364 */
1460 M = (max_carry[op->stats.Str] - 121) / 121.0; 1365 float M = (max_carry[stats.Str] - 121) / 121.f;
1461 M2 = max_carry[op->stats.Str] / 100.0; 1366 float M2 = max_carry[stats.Str] / 100.f;
1462 W = weapon_weight / 20000.0; 1367 float W = weapon_weight / 20000.f;
1463 s = 2 - weapon_speed / 10.0; 1368 float s = 2 - weapon_speed / 10.f;
1464 D = (op->stats.Dex - 14) / 14.0; 1369 float D = (stats.Dex - 14) / 14.f;
1465 K = 1 + M / 3.0 - W / (3 * M2) + op->speed / 5.0 + D / 2.0; 1370 float K = 1 + M / 3.f - W / (3 * M2) + speed / 5.f + D / 2.f;
1466 K *= (4 + op->level) / (float) (6 + op->level) * 1.2; 1371
1372 K *= (4 + level) *1.2f / (6 + level);
1373
1467 if (K <= 0) 1374 if (K <= 0.f)
1468 K = 0.01; 1375 K = 0.01f;
1376
1469 S = op->speed / (K * s); 1377 float S = speed / (K * s);
1378
1470 op->contr->weapon_sp = S; 1379 contr->weapon_sp = S;
1471 } 1380 }
1381
1472 /* I want to limit the power of small monsters with big weapons: */ 1382 /* I want to limit the power of small monsters with big weapons: */
1473 if (op->type != PLAYER && op->arch != NULL && op->stats.dam > op->arch->clone.stats.dam * 3) 1383 if (type != PLAYER && arch && stats.dam > arch->clone.stats.dam * 3)
1474 op->stats.dam = op->arch->clone.stats.dam * 3; 1384 stats.dam = arch->clone.stats.dam * 3;
1475 1385
1476 /* Prevent overflows of wc - best you can get is ABS(120) - this 1386 /* Prevent overflows of wc - best you can get is ABS(120) - this
1477 * should be more than enough - remember, AC is also in 8 bits, 1387 * should be more than enough - remember, AC is also in 8 bits,
1478 * so its value is the same. 1388 * so its value is the same.
1479 */ 1389 */
1480 if (wc > 120) 1390 if (wc > 120)
1481 wc = 120; 1391 wc = 120;
1482 else if (wc < -120) 1392 else if (wc < -120)
1483 wc = -120; 1393 wc = -120;
1394
1484 op->stats.wc = wc; 1395 stats.wc = wc;
1485 1396
1486 if (ac > 120) 1397 if (ac > 120)
1487 ac = 120; 1398 ac = 120;
1488 else if (ac < -120) 1399 else if (ac < -120)
1489 ac = -120; 1400 ac = -120;
1401
1490 op->stats.ac = ac; 1402 stats.ac = ac;
1491 1403
1492 /* if for some reason the creature doesn't have any move type, 1404 /* if for some reason the creature doesn't have any move type,
1493 * give them walking as a default. 1405 * give them walking as a default.
1494 * The second case is a special case - to more closely mimic the 1406 * The second case is a special case - to more closely mimic the
1495 * old behaviour - if your flying, your not walking - just 1407 * old behaviour - if your flying, your not walking - just
1496 * one or the other. 1408 * one or the other.
1497 */ 1409 */
1498 if (op->move_type == 0) 1410 if (move_type == 0)
1499 op->move_type = MOVE_WALK; 1411 move_type = MOVE_WALK;
1500 else if (op->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) 1412 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH))
1501 op->move_type &= ~MOVE_WALK; 1413 move_type &= ~MOVE_WALK;
1502 1414
1503 update_ob_speed (op); 1415 if (speed != old_speed)
1416 set_speed (speed);
1504 1417
1505 /* It is quite possible that a player's spell costing might have changed, 1418 /* It is quite possible that a player's spell costing might have changed,
1506 * so we will check that now. 1419 * so we will check that now.
1507 */ 1420 */
1508 if (op->type == PLAYER) 1421 if (type == PLAYER)
1422 {
1423 esrv_update_stats (contr);
1509 esrv_update_spells (op->contr); 1424 esrv_update_spells (contr);
1425 }
1426
1427 // update the mapspace, if we are on a map
1428 if (!flag [FLAG_REMOVED] && map)
1429 map->at (x, y).flags_ = 0;
1510} 1430}
1511 1431
1512/* 1432/*
1513 * Returns true if the given player is a legal class. 1433 * Returns true if the given player is a legal class.
1514 * The function to add and remove class-bonuses to the stats doesn't 1434 * The function to add and remove class-bonuses to the stats doesn't
1515 * check if the stat becomes negative, thus this function 1435 * check if the stat becomes negative, thus this function
1516 * merely checks that all stats are 1 or more, and returns 1436 * merely checks that all stats are 1 or more, and returns
1517 * false otherwise. 1437 * false otherwise.
1518 */ 1438 */
1519
1520int 1439int
1521allowed_class (const object *op) 1440allowed_class (const object *op)
1522{ 1441{
1523 return op->stats.Dex > 0 && op->stats.Str > 0 && op->stats.Con > 0 && 1442 return op->stats.Dex > 0
1524 op->stats.Int > 0 && op->stats.Wis > 0 && op->stats.Pow > 0 && op->stats.Cha > 0; 1443 && op->stats.Str > 0
1444 && op->stats.Con > 0
1445 && op->stats.Int > 0
1446 && op->stats.Wis > 0
1447 && op->stats.Pow > 0
1448 && op->stats.Cha > 0;
1525} 1449}
1526 1450
1527/* 1451/*
1528 * set the new dragon name after gaining levels or 1452 * set the new dragon name after gaining levels or
1529 * changing ability focus (later this can be extended to 1453 * changing ability focus (later this can be extended to
1600 object *skin = NULL; /* pointer to dragon skin force */ 1524 object *skin = NULL; /* pointer to dragon skin force */
1601 object *tmp = NULL; /* tmp. object */ 1525 object *tmp = NULL; /* tmp. object */
1602 char buf[MAX_BUF]; /* tmp. string buffer */ 1526 char buf[MAX_BUF]; /* tmp. string buffer */
1603 1527
1604 /* now grab the 'dragon_ability'-forces from the player's inventory */ 1528 /* now grab the 'dragon_ability'-forces from the player's inventory */
1529 shstr_cmp dragon_ability_force ("dragon_ability_force");
1530 shstr_cmp dragon_skin_force ("dragon_skin_force");
1531
1605 for (tmp = who->inv; tmp != NULL; tmp = tmp->below) 1532 for (tmp = who->inv; tmp; tmp = tmp->below)
1606 {
1607 if (tmp->type == FORCE) 1533 if (tmp->type == FORCE)
1608 {
1609 if (strcmp (tmp->arch->name, "dragon_ability_force") == 0) 1534 if (tmp->arch->name == dragon_ability_force)
1610 abil = tmp; 1535 abil = tmp;
1611 if (strcmp (tmp->arch->name, "dragon_skin_force") == 0) 1536 else if (tmp->arch->name == dragon_skin_force)
1612 skin = tmp; 1537 skin = tmp;
1613 } 1538
1614 }
1615 /* if the force is missing -> bail out */ 1539 /* if the force is missing -> bail out */
1616 if (abil == NULL) 1540 if (abil == NULL)
1617 return; 1541 return;
1618 1542
1619 /* The ability_force keeps track of maximum level ever achieved. 1543 /* The ability_force keeps track of maximum level ever achieved.
1670 */ 1594 */
1671 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL); 1595 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL);
1672 skill_obj->stats.exp = 0; 1596 skill_obj->stats.exp = 0;
1673 skill_obj->level = 1; 1597 skill_obj->level = 1;
1674 insert_ob_in_ob (skill_obj, op); 1598 insert_ob_in_ob (skill_obj, op);
1599
1675 if (op->contr) 1600 if (op->contr)
1676 { 1601 {
1677 op->contr->last_skill_ob[skill_obj->subtype] = skill_obj; 1602 op->contr->last_skill_ob [skill_obj->subtype] = skill_obj;
1678 op->contr->last_skill_exp[skill_obj->subtype] = -1; 1603 if (op->contr->ns)
1604 op->contr->ns->last_skill_exp[skill_obj->subtype] = -1;//TODO: should be made superfluous
1679 } 1605 }
1606
1680 return skill_obj; 1607 return skill_obj;
1681} 1608}
1682
1683 1609
1684/* player_lvl_adj() - for the new exp system. we are concerned with 1610/* player_lvl_adj() - for the new exp system. we are concerned with
1685 * whether the player gets more hp, sp and new levels. 1611 * whether the player gets more hp, sp and new levels.
1686 * Note this this function should only be called for players. Monstes 1612 * Note this this function should only be called for players. Monstes
1687 * don't really gain levels 1613 * don't really gain levels
1698 1624
1699 if (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul)) 1625 if (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul))
1700 { 1626 {
1701 op->level++; 1627 op->level++;
1702 1628
1703 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))
1704 dragon_level_gain (who); 1630 dragon_level_gain (who);
1705 1631
1706 /* 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 */
1707 if (op == who && (who->level < 11) && who->type == PLAYER) 1633 if (op == who && (who->level < 11) && who->type == PLAYER)
1708 { 1634 {
1709 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;
1710 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);
1711 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;
1712 } 1638 }
1713 1639
1714 fix_player (who); 1640 who->update_stats ();
1715 if (op->level > 1) 1641 if (op->level > 1)
1716 { 1642 {
1717 if (op->type != PLAYER) 1643 if (op->type != PLAYER)
1718 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); 1644 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1719 else 1645 else
1720 sprintf (buf, "You are now level %d.", op->level); 1646 sprintf (buf, "You are now level %d.", op->level);
1647
1721 if (who) 1648 if (who)
1722 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); 1649 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1723 } 1650 }
1651
1724 player_lvl_adj (who, op); /* To increase more levels */ 1652 player_lvl_adj (who, op); /* To increase more levels */
1725 } 1653 }
1726 else if (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul)) 1654 else if (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul))
1727 { 1655 {
1728 op->level--; 1656 op->level--;
1729 fix_player (who); 1657 who->update_stats ();
1658
1730 if (op->type != PLAYER) 1659 if (op->type != PLAYER)
1731 { 1660 {
1732 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); 1661 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1733 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); 1662 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1734 } 1663 }
1664
1735 player_lvl_adj (who, op); /* To decrease more levels */ 1665 player_lvl_adj (who, op); /* To decrease more levels */
1736 } 1666 }
1667
1737 /* check if the spell data has changed */ 1668 /* check if the spell data has changed */
1669 esrv_update_stats (who->contr);
1738 esrv_update_spells (who->contr); 1670 esrv_update_spells (who->contr);
1739} 1671}
1740 1672
1741/* 1673/*
1742 * Returns how much experience is needed for a player to become 1674 * Returns how much experience is needed for a player to become
1746sint64 1678sint64
1747level_exp (int level, double expmul) 1679level_exp (int level, double expmul)
1748{ 1680{
1749 if (level > settings.max_level) 1681 if (level > settings.max_level)
1750 return (sint64) (expmul * levels[settings.max_level]); 1682 return (sint64) (expmul * levels[settings.max_level]);
1683
1751 return (sint64) (expmul * levels[level]); 1684 return (sint64) (expmul * levels[level]);
1752} 1685}
1753 1686
1754/* 1687/*
1755 * Ensure that the permanent experience requirements in an exp object are met. 1688 * Ensure that the permanent experience requirements in an exp object are met.
1776 op->perm_exp = 0; 1709 op->perm_exp = 0;
1777 else if (op->perm_exp > (sint64) MAX_EXPERIENCE) 1710 else if (op->perm_exp > (sint64) MAX_EXPERIENCE)
1778 op->perm_exp = MAX_EXPERIENCE; 1711 op->perm_exp = MAX_EXPERIENCE;
1779} 1712}
1780 1713
1781
1782/* Add experience to a player - exp should only be positive. 1714/* Add experience to a player - exp should only be positive.
1783 * Updates permanent exp for the skill we are adding to. 1715 * Updates permanent exp for the skill we are adding to.
1784 * skill_name is the skill to add exp to. Skill name can be 1716 * skill_name is the skill to add exp to. Skill name can be
1785 * NULL, in which case exp increases the players general 1717 * NULL, in which case exp increases the players general
1786 * total, but not any particular skill. 1718 * total, but not any particular skill.
1787 * flag is what to do if the player doesn't have the skill: 1719 * flag is what to do if the player doesn't have the skill:
1788 */ 1720 */
1789
1790static void 1721static void
1791add_player_exp (object *op, sint64 exp, const char *skill_name, int flag) 1722add_player_exp (object *op, sint64 exp, const char *skill_name, int flag)
1792{ 1723{
1793 object *skill_obj = NULL; 1724 object *skill_obj = NULL;
1794 sint64 limit, exp_to_add; 1725 sint64 limit, exp_to_add;
1795 int i; 1726 int i;
1796 1727
1797 /* prevents some forms of abuse. */ 1728 /* prevents some forms of abuse. */
1798 if (op->contr->braced) 1729 if (op->contr->braced)
1799 exp = exp / 5; 1730 exp /= 5;
1800 1731
1801 /* Try to find the matching skill. 1732 /* Try to find the matching skill.
1802 * We do a shortcut/time saving mechanism first - see if it matches 1733 * We do a shortcut/time saving mechanism first - see if it matches
1803 * chosen_skill. This means we don't need to search through 1734 * chosen_skill. This means we don't need to search through
1804 * the players inventory. 1735 * the players inventory.
1805 */ 1736 */
1806 if (skill_name) 1737 if (skill_name)
1807 { 1738 {
1808 if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill)) 1739 if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill))
1939 del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction)); 1870 del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction));
1940 tmp->stats.exp -= del_exp; 1871 tmp->stats.exp -= del_exp;
1941 player_lvl_adj (op, tmp); 1872 player_lvl_adj (op, tmp);
1942 } 1873 }
1943 } 1874 }
1875
1944 if (flag != SK_SUBTRACT_SKILL_EXP) 1876 if (flag != SK_SUBTRACT_SKILL_EXP)
1945 { 1877 {
1946 del_exp = check_exp_loss (op, exp); 1878 del_exp = check_exp_loss (op, exp);
1947 op->stats.exp -= del_exp; 1879 op->stats.exp -= del_exp;
1948 player_lvl_adj (op, NULL); 1880 player_lvl_adj (op, NULL);
1949 } 1881 }
1950} 1882}
1951
1952
1953 1883
1954/* change_exp() - changes experience to a player/monster. This 1884/* change_exp() - changes experience to a player/monster. This
1955 * does bounds checking to make sure we don't overflow the max exp. 1885 * does bounds checking to make sure we don't overflow the max exp.
1956 * 1886 *
1957 * The exp passed is typically not modified much by this function - 1887 * The exp passed is typically not modified much by this function -
1958 * it is assumed the caller has modified the exp as needed. 1888 * it is assumed the caller has modified the exp as needed.
1959 * skill_name is the skill that should get the exp added. 1889 * skill_name is the skill that should get the exp added.
1960 * flag is what to do if player doesn't have the skill. 1890 * flag is what to do if player doesn't have the skill.
1961 * these last two values are only used for players. 1891 * these last two values are only used for players.
1962 */ 1892 */
1963
1964void 1893void
1965change_exp (object *op, sint64 exp, const char *skill_name, int flag) 1894change_exp (object *op, sint64 exp, const char *skill_name, int flag)
1966{ 1895{
1967
1968#ifdef EXP_DEBUG 1896#ifdef EXP_DEBUG
1969# ifndef WIN32
1970 LOG (llevDebug, "change_exp() called for %s, exp = %lld\n", query_name (op), exp);
1971# else
1972 LOG (llevDebug, "change_exp() called for %s, exp = %I64d\n", query_name (op), exp); 1897 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp);
1973# endif
1974#endif 1898#endif
1975 1899
1976 /* safety */ 1900 /* safety */
1977 if (!op) 1901 if (!op)
1978 { 1902 {
2017 else 1941 else
2018 /* note that when you lose exp, it doesn't go against 1942 /* note that when you lose exp, it doesn't go against
2019 * a particular skill, so we don't need to pass that 1943 * a particular skill, so we don't need to pass that
2020 * along. 1944 * along.
2021 */ 1945 */
2022 subtract_player_exp (op, FABS (exp), skill_name, flag); 1946 subtract_player_exp (op, abs (exp), skill_name, flag);
2023
2024 } 1947 }
2025} 1948}
2026 1949
2027/* Applies a death penalty experience, the size of this is defined by the 1950/* Applies a death penalty experience, the size of this is defined by the
2028 * settings death_penalty_percentage and death_penalty_levels, and by the 1951 * settings death_penalty_percentage and death_penalty_levels, and by the
2029 * amount of permenent experience, whichever gives the lowest loss. 1952 * amount of permenent experience, whichever gives the lowest loss.
2030 */ 1953 */
2031
2032void 1954void
2033apply_death_exp_penalty (object *op) 1955apply_death_exp_penalty (object *op)
2034{ 1956{
2035 object *tmp; 1957 object *tmp;
2036 sint64 loss; 1958 sint64 loss;
2081 if (level > MAX_SAVE_LEVEL) 2003 if (level > MAX_SAVE_LEVEL)
2082 level = MAX_SAVE_LEVEL; 2004 level = MAX_SAVE_LEVEL;
2083 2005
2084 if ((random_roll (1, 20, op, PREFER_HIGH) + bonus) < savethrow[level]) 2006 if ((random_roll (1, 20, op, PREFER_HIGH) + bonus) < savethrow[level])
2085 return 0; 2007 return 0;
2008
2086 return 1; 2009 return 1;
2087} 2010}

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