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Comparing deliantra/server/common/living.C (file contents):
Revision 1.11 by root, Thu Sep 14 21:16:11 2006 UTC vs.
Revision 1.67 by root, Mon Jun 4 13:04:00 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Crossfire TRT, the Multiplayer Online Role Playing Game.
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 it
8 it under the terms of the GNU General Public License as published by 9 * under the terms of the GNU General Public License as published by the Free
9 the Free Software Foundation; either version 2 of the License, or 10 * Software Foundation; either version 2 of the License, or (at your option)
10 (at your option) any later version. 11 * 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, but
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License
15 GNU General Public License for more details. 16 * 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 along
18 along with this program; if not, write to the Free Software 19 * with Crossfire TRT; if not, write to the Free Software Foundation, Inc. 51
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
20 21 *
21 The authors can be reached via e-mail at crossfire-devel@real-time.com 22 * The authors can be reached via e-mail to <crossfire@schmorp.de>
22*/ 23 */
23 24
24#include <global.h> 25#include <global.h>
25#include <funcpoint.h> 26#include <funcpoint.h>
26 27
27/* Handy little macro that adds exp and keeps it within bounds. Since 28/* Handy little macro that adds exp and keeps it within bounds. Since
158 * -b.t. 159 * -b.t.
159 */ 160 */
160 161
161#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)
162 163
163#ifndef WIN32
164extern uint64 *levels;
165#else
166extern sint64 *levels; 164extern sint64 *levels;
167#endif
168 165
169#define MAX_SAVE_LEVEL 110 166#define MAX_SAVE_LEVEL 110
170 167
171/* This no longer needs to be changed anytime the number of 168/* This no longer needs to be changed anytime the number of
172 * levels is increased - rather, did_make_save will do the 169 * levels is increased - rather, did_make_save will do the
195static const char *const drain_msg[NUM_STATS] = { 192static const char *const drain_msg[NUM_STATS] = {
196 "Oh no! You are weakened!", 193 "Oh no! You are weakened!",
197 "You're feeling clumsy!", 194 "You're feeling clumsy!",
198 "You feel less healthy", 195 "You feel less healthy",
199 "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!",
200 "Your face gets distorted!", 199 "Your face gets distorted!",
201 "Watch out, your mind is going!",
202 "Your spirit feels drained!"
203}; 200};
204const char *const restore_msg[NUM_STATS] = { 201const char *const restore_msg[NUM_STATS] = {
205 "You feel your strength return.", 202 "You feel your strength return.",
206 "You feel your agility return.", 203 "You feel your agility return.",
207 "You feel your health return.", 204 "You feel your health return.",
205 "You feel your memory return.",
208 "You feel your wisdom return.", 206 "You feel your wisdom return.",
207 "You feel your spirits return.",
209 "You feel your charisma return.", 208 "You feel your charisma return.",
210 "You feel your memory return.",
211 "You feel your spirits return."
212}; 209};
213const char *const gain_msg[NUM_STATS] = { 210const char *const gain_msg[NUM_STATS] = {
214 "You feel stronger.", 211 "You feel stronger.",
215 "You feel more agile.", 212 "You feel more agile.",
216 "You feel healthy.", 213 "You feel healthy.",
214 "You feel smarter.",
217 "You feel wiser.", 215 "You feel wiser.",
216 "You feel more potent.",
218 "You seem to look better.", 217 "You seem to look better.",
219 "You feel smarter.",
220 "You feel more potent."
221}; 218};
222const char *const lose_msg[NUM_STATS] = { 219const char *const lose_msg[NUM_STATS] = {
223 "You feel weaker!", 220 "You feel weaker!",
224 "You feel clumsy!", 221 "You feel clumsy!",
225 "You feel less healthy!", 222 "You feel less healthy!",
223 "You feel stupid!",
226 "You lose some of your memory!", 224 "You lose some of your memory!",
225 "You feel less potent!",
227 "You look ugly!", 226 "You look ugly!",
228 "You feel stupid!",
229 "You feel less potent!"
230}; 227};
231 228
232const char *const statname[NUM_STATS] = { 229const char *const statname[NUM_STATS] = {
233 "strength", "dexterity", "constitution", "wisdom", "charisma", "intelligence", "power" 230 "strength", "dexterity", "constitution", "intelligence", "wisdom", "power", "charisma"
234}; 231};
235 232
236const char *const short_stat_name[NUM_STATS] = { 233const char *const short_stat_name[NUM_STATS] = {
237 "Str", "Dex", "Con", "Wis", "Cha", "Int", "Pow" 234 "Str", "Dex", "Con", "Int", "Wis", "Pow", "Cha"
238}; 235};
239
240/*
241 * sets Str/Dex/con/Wis/Cha/Int/Pow in stats to value, depending on
242 * what attr is (STR to POW).
243 */
244
245void
246set_attr_value (living * stats, int attr, sint8 value)
247{
248 switch (attr)
249 {
250 case STR:
251 stats->Str = value;
252 break;
253 case DEX:
254 stats->Dex = value;
255 break;
256 case CON:
257 stats->Con = value;
258 break;
259 case WIS:
260 stats->Wis = value;
261 break;
262 case POW:
263 stats->Pow = value;
264 break;
265 case CHA:
266 stats->Cha = value;
267 break;
268 case INT:
269 stats->Int = value;
270 break;
271 }
272}
273 236
274/* 237/*
275 * 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)
276 * is added to the specified stat. 239 * is added to the specified stat.
277 */ 240 */
278
279void 241void
280change_attr_value (living * stats, int attr, sint8 value) 242change_attr_value (living *stats, int attr, sint8 value)
281{ 243{
282 if (value == 0) 244 stats->stat (attr) += value;
283 return;
284 switch (attr)
285 {
286 case STR:
287 stats->Str += value;
288 break;
289 case DEX:
290 stats->Dex += value;
291 break;
292 case CON:
293 stats->Con += value;
294 break;
295 case WIS:
296 stats->Wis += value;
297 break;
298 case POW:
299 stats->Pow += value;
300 break;
301 case CHA:
302 stats->Cha += value;
303 break;
304 case INT:
305 stats->Int += value;
306 break;
307 default:
308 LOG (llevError, "Invalid attribute in change_attr_value: %d\n", attr);
309 }
310}
311
312/*
313 * returns the specified stat. See also set_attr_value().
314 */
315
316sint8
317get_attr_value (const living * stats, int attr)
318{
319 switch (attr)
320 {
321 case STR:
322 return (stats->Str);
323 case DEX:
324 return (stats->Dex);
325 case CON:
326 return (stats->Con);
327 case WIS:
328 return (stats->Wis);
329 case CHA:
330 return (stats->Cha);
331 case INT:
332 return (stats->Int);
333 case POW:
334 return (stats->Pow);
335 }
336 return 0;
337} 245}
338 246
339/* 247/*
340 * 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
341 * 1-30 stat limit. 249 * 1-30 stat limit.
342 */ 250 */
343
344void 251void
345check_stat_bounds (living * stats) 252check_stat_bounds (living *stats)
346{ 253{
347 int i, v;
348
349 for (i = 0; i < NUM_STATS; i++) 254 for (int i = 0; i < NUM_STATS; i++)
350 if ((v = get_attr_value (stats, i)) > MAX_STAT) 255 {
351 set_attr_value (stats, i, MAX_STAT); 256 sint8 &v = stats->stat (i);
352 else if (v < MIN_STAT) 257 v = clamp (v, MIN_STAT, MAX_STAT);
353 set_attr_value (stats, i, MIN_STAT); 258 }
354} 259}
355 260
356#define ORIG_S(xyz,abc) (op->contr->orig_stats.abc) 261#define ORIG_S(xyz,abc) (op->contr->orig_stats.abc)
357 262
358/* 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,
367/* 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
368 * the object. 273 * the object.
369 * 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
370 * can be applied or not. 275 * can be applied or not.
371 * 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
372 * displayed - fix_player should really always be called after this when 277 * displayed - update_stats should really always be called after this when
373 * 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
374 * 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
375 * 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
376 * that gives them that ability. 281 * that gives them that ability.
377 */ 282 */
378int 283int
379change_abil (object *op, object *tmp) 284change_abil (object *op, object *tmp)
380{ 285{
381 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;
382 char message[MAX_BUF]; 287 char message[MAX_BUF];
383 int potion_max = 0; 288 int potion_max = 0;
384 289
385 /* remember what object was like before it was changed. note that 290 /* remember what object was like before it was changed. note that
386 * 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
387 * found by fix_player. refop is not a real object 292 * found by update_stats. refop is not a real object
388 */ 293 */
389 object_pod refop = *op; 294 object_copy refop = *op;
390 295
391 if (op->type == PLAYER) 296 if (op->type == PLAYER)
392 { 297 {
393 if (tmp->type == POTION) 298 if (tmp->type == POTION)
394 { 299 {
395 potion_max = 1; 300 potion_max = 1;
396 for (j = 0; j < NUM_STATS; j++) 301 for (int j = 0; j < NUM_STATS; j++)
397 { 302 {
398 int nstat, ostat; 303 int ostat = op->contr->orig_stats.stat (j);
399 304 int i = tmp->stats.stat (j);
400 ostat = get_attr_value (&(op->contr->orig_stats), j);
401 i = get_attr_value (&(tmp->stats), j);
402 305
403 /* 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 */
404 nstat = flag * i + ostat; 307 int nstat = flag * i + ostat;
405 308
406 /* Do some bounds checking. While I don't think any 309 /* Do some bounds checking. While I don't think any
407 * potions do so right now, there is the potential for potions 310 * potions do so right now, there is the potential for potions
408 * 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
409 * to allow for that. 312 * to allow for that.
410 */ 313 */
411 if (nstat < 1 && i * flag < 0) 314 if (nstat < 1 && i * flag < 0)
412 nstat = 1; 315 nstat = 1;
413 else if (nstat > 20 + get_attr_value (&(op->arch->clone.stats), j)) 316 else if (nstat > 20 + op->arch->stats.stat (j))
414 { 317 nstat = 20 + op->arch->stats.stat (j);
415 nstat = 20 + get_attr_value (&(op->arch->clone.stats), j); 318
416 }
417 if (nstat != ostat) 319 if (nstat != ostat)
418 { 320 {
419 set_attr_value (&(op->contr->orig_stats), j, nstat); 321 op->contr->orig_stats.stat (j) = nstat;
420 potion_max = 0; 322 potion_max = 0;
421 } 323 }
422 else if (i) 324 else if (i)
423 { 325 {
424 /* potion is useless - player has already hit the natural maximum */ 326 /* potion is useless - player has already hit the natural maximum */
425 potion_max = 1; 327 potion_max = 1;
426 } 328 }
427 } 329 }
330
428 /* 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
429 * sure if this is strictly necessary, being that fix_player probably 332 * sure if this is strictly necessary, being that fix_player probably
430 * recalculates this anyway. 333 * recalculates this anyway.
431 */ 334 */
432 for (j = 0; j < NUM_STATS; j++) 335 for (int j = 0; j < NUM_STATS; j++)
433 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
434 check_stat_bounds (&(op->stats)); 338 check_stat_bounds (&op->stats);
435 } /* end of potion handling code */ 339 } /* end of potion handling code */
436 } 340 }
437 341
438 /* 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
439 * everything to set 343 * everything to set
440 */ 344 */
441 if (flag == -1) 345 if (flag == -1)
442 { 346 {
443 op->attacktype &= ~tmp->attacktype; 347 op->attacktype &= ~tmp->attacktype;
444 op->path_attuned &= ~tmp->path_attuned; 348 op->path_attuned &= ~tmp->path_attuned;
445 op->path_repelled &= ~tmp->path_repelled; 349 op->path_repelled &= ~tmp->path_repelled;
446 op->path_denied &= ~tmp->path_denied; 350 op->path_denied &= ~tmp->path_denied;
447 /* Presuming here that creatures only have move_type, 351 /* Presuming here that creatures only have move_type,
448 * and not the other move_ fields. 352 * and not the other move_ fields.
449 */ 353 */
450 op->move_type &= ~tmp->move_type; 354 op->move_type &= ~tmp->move_type;
451 } 355 }
452 356
453 /* call fix_player since op object could have whatever attribute due 357 /* call fix_player since op object could have whatever attribute due
454 * 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
455 * change_ability then might as well call it from here 359 * change_ability then might as well call it from here
456 */ 360 */
457 fix_player (op); 361 op->update_stats ();
458 362
459 /* 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
460 * print out message if this is a bow. 364 * print out message if this is a bow.
461 */ 365 */
462 if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW) 366 if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW)
463 { 367 {
464 success = 1; 368 success = 1;
465 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.");
466 } 370 }
371
467 if (QUERY_FLAG (op, FLAG_LIFESAVE) != QUERY_FLAG (&refop, FLAG_LIFESAVE)) 372 if (QUERY_FLAG (op, FLAG_LIFESAVE) != QUERY_FLAG (&refop, FLAG_LIFESAVE))
468 { 373 {
469 success = 1; 374 success = 1;
470 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.");
471 } 376 }
377
472 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))
473 { 379 {
474 success = 1; 380 success = 1;
475 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.");
476 } 382 }
383
477 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))
478 { 385 {
479 success = 1; 386 success = 1;
480 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.");
481 } 388 }
389
482 /* movement type has changed. We don't care about cases where 390 /* movement type has changed. We don't care about cases where
483 * user has multiple items giving the same type appled like we 391 * user has multiple items giving the same type appled like we
484 * 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
485 * can be misleading (a little higher could be miscontrued from 393 * can be misleading (a little higher could be miscontrued from
486 * from fly high) 394 * from fly high)
500 if (tmp->move_type & MOVE_FLY_HIGH) 408 if (tmp->move_type & MOVE_FLY_HIGH)
501 { 409 {
502 /* double conditional - second case covers if you have move_fly_low - 410 /* double conditional - second case covers if you have move_fly_low -
503 * in that case, you don't actually land 411 * in that case, you don't actually land
504 */ 412 */
505 DIFF_MSG (flag, "You soar into the air air!.", 413 DIFF_MSG (flag, "You soar into the air!",
506 (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."));
507 } 415 }
416
508 if (tmp->move_type & MOVE_SWIM) 417 if (tmp->move_type & MOVE_SWIM)
509 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");
510 419
511 /* 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 */
512 check_move_on (op, op); 421 check_move_on (op, op);
513 } 422 }
514 423
515 /* becoming UNDEAD... a special treatment for this flag. Only those not 424 /* becoming UNDEAD... a special treatment for this flag. Only those not
516 * originally undead may change their status 425 * originally undead may change their status
517 */ 426 */
518 if (!QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 427 if (!QUERY_FLAG (op->arch, FLAG_UNDEAD))
519 if (QUERY_FLAG (op, FLAG_UNDEAD) != QUERY_FLAG (&refop, FLAG_UNDEAD)) 428 if (QUERY_FLAG (op, FLAG_UNDEAD) != QUERY_FLAG (&refop, FLAG_UNDEAD))
520 { 429 {
521 success = 1; 430 success = 1;
522 if (flag > 0) 431 if (flag > 0)
523 { 432 {
524 op->race = "undead"; 433 op->race = "undead";
525 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce drains away!"); 434 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce drains away!");
526 } 435 }
527 else 436 else
528 { 437 {
529 op->race = op->arch->clone.race; 438 op->race = op->arch->race;
530 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!"); 439 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!");
531 } 440 }
532 } 441 }
533 442
534 if (QUERY_FLAG (op, FLAG_STEALTH) != QUERY_FLAG (&refop, FLAG_STEALTH)) 443 if (QUERY_FLAG (op, FLAG_STEALTH) != QUERY_FLAG (&refop, FLAG_STEALTH))
535 { 444 {
536 success = 1; 445 success = 1;
537 DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily."); 446 DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily.");
538 } 447 }
448
539 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))
540 { 450 {
541 success = 1; 451 success = 1;
542 DIFF_MSG (flag, "You become transparent.", "You can see yourself."); 452 DIFF_MSG (flag, "You become transparent.", "You can see yourself.");
543 } 453 }
454
544 /* 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
545 * vision 456 * vision
546 */ 457 */
547 if (QUERY_FLAG (tmp, FLAG_BLIND)) 458 if (QUERY_FLAG (tmp, FLAG_BLIND))
548 { 459 {
638 success = 1; 549 success = 1;
639 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.");
640 } 551 }
641 552
642 /* Messages for changed resistance */ 553 /* Messages for changed resistance */
643 for (i = 0; i < NROFATTACKS; i++) 554 for (int i = 0; i < NROFATTACKS; i++)
644 { 555 {
645 if (i == ATNR_PHYSICAL) 556 if (i == ATNR_PHYSICAL)
646 continue; /* Don't display about armour */ 557 continue; /* Don't display about armour */
647 558
648 if (op->resist[i] != refop.resist[i]) 559 if (op->resist[i] != refop.resist[i])
655 566
656 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message); 567 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message);
657 } 568 }
658 } 569 }
659 570
660 if (tmp->type != EXPERIENCE && !potion_max) 571 if (!potion_max)
661 { 572 {
662 for (j = 0; j < NUM_STATS; j++) 573 for (int j = 0; j < NUM_STATS; j++)
663 { 574 {
664 if ((i = get_attr_value (&(tmp->stats), j)) != 0) 575 if (int i = tmp->stats.stat (j))
665 { 576 {
666 success = 1; 577 success = 1;
667 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]); 578 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]);
668 } 579 }
669 } 580 }
670 } 581 }
582
671 return success; 583 return success;
672} 584}
673 585
674/* 586/*
675 * Stat draining by Vick 930307 587 * Stat draining by Vick 930307
676 * (Feeling evil, I made it work as well now. -Frank 8) 588 * (Feeling evil, I made it work as well now. -Frank 8)
677 */ 589 */
678
679void 590void
680drain_stat (object *op) 591object::drain_stat ()
681{ 592{
682 drain_specific_stat (op, RANDOM () % NUM_STATS); 593 drain_specific_stat (rndm (NUM_STATS));
683} 594}
684 595
685void 596void
686drain_specific_stat (object *op, int deplete_stats) 597object::drain_specific_stat (int deplete_stats)
687{ 598{
688 object *tmp; 599 object *tmp;
689 archetype *at; 600 archetype *at;
690 601
691 at = archetype::find (ARCH_DEPLETION); 602 at = archetype::find (ARCH_DEPLETION);
694 LOG (llevError, "Couldn't find archetype depletion.\n"); 605 LOG (llevError, "Couldn't find archetype depletion.\n");
695 return; 606 return;
696 } 607 }
697 else 608 else
698 { 609 {
699 tmp = present_arch_in_ob (at, op); 610 tmp = present_arch_in_ob (at, this);
611
700 if (!tmp) 612 if (!tmp)
701 { 613 {
702 tmp = arch_to_object (at); 614 tmp = arch_to_object (at);
703 tmp = insert_ob_in_ob (tmp, op); 615 tmp = insert_ob_in_ob (tmp, this);
704 SET_FLAG (tmp, FLAG_APPLIED); 616 SET_FLAG (tmp, FLAG_APPLIED);
705 } 617 }
706 } 618 }
707 619
708 new_draw_info (NDI_UNIQUE, 0, op, drain_msg[deplete_stats]); 620 new_draw_info (NDI_UNIQUE, 0, this, drain_msg[deplete_stats]);
709 change_attr_value (&tmp->stats, deplete_stats, -1); 621 change_attr_value (&tmp->stats, deplete_stats, -1);
710 fix_player (op); 622 update_stats ();
711} 623}
712 624
713/* 625/*
714 * 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.
715 * via an applied bad_luck object. 627 * via an applied bad_luck object.
716 */ 628 */
717
718void 629void
719change_luck (object *op, int value) 630object::change_luck (int value)
720{ 631{
721 object *tmp;
722 archetype *at;
723 int new_luck;
724
725 at = archetype::find ("luck"); 632 archetype *at = archetype::find ("luck");
726 if (!at) 633 if (!at)
727 LOG (llevError, "Couldn't find archetype luck.\n"); 634 LOG (llevError, "Couldn't find archetype luck.\n");
728 else 635 else
729 { 636 {
730 tmp = present_arch_in_ob (at, op); 637 object *tmp = present_arch_in_ob (at, this);
638
731 if (!tmp) 639 if (!tmp)
732 { 640 {
733 if (!value) 641 if (!value)
734 return; 642 return;
643
735 tmp = arch_to_object (at); 644 tmp = arch_to_object (at);
736 tmp = insert_ob_in_ob (tmp, op); 645 tmp = insert_ob_in_ob (tmp, this);
737 SET_FLAG (tmp, FLAG_APPLIED); 646 SET_FLAG (tmp, FLAG_APPLIED);
738 } 647 }
648
739 if (value) 649 if (value)
740 { 650 {
741 /* 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
742 * (arbitrary) value prevents overflows (both in the bad luck object and 652 * (arbitrary) value prevents overflows (both in the bad luck object and
743 * in op itself). 653 * in op itself).
744 */ 654 */
745 new_luck = tmp->stats.luck + value; 655 int new_luck = tmp->stats.luck + value;
656
746 if (new_luck >= -100 && new_luck <= 100) 657 if (new_luck >= -100 && new_luck <= 100)
747 { 658 {
748 op->stats.luck += value; 659 stats.luck += value;
749 tmp->stats.luck = new_luck; 660 tmp->stats.luck = new_luck;
750 } 661 }
751 } 662 }
752 else 663 else
753 { 664 {
754 if (!tmp->stats.luck) 665 if (!tmp->stats.luck)
755 {
756 return; 666 return;
757 } 667
758 /* Randomly change the players luck. Basically, we move it 668 /* Randomly change the players luck. Basically, we move it
759 * back neutral (if greater>0, subtract, otherwise add) 669 * back neutral (if greater>0, subtract, otherwise add)
760 */ 670 */
761 if (RANDOM () % (FABS (tmp->stats.luck)) >= RANDOM () % 30) 671 if (rndm (abs (tmp->stats.luck)) >= rndm (30))
762 { 672 {
763 int diff = tmp->stats.luck > 0 ? -1 : 1; 673 int diff = tmp->stats.luck > 0 ? -1 : 1;
764 674
765 op->stats.luck += diff; 675 stats.luck += diff;
766 tmp->stats.luck += diff; 676 tmp->stats.luck += diff;
767 } 677 }
768 } 678 }
769 } 679 }
770} 680}
771 681
772/* 682/*
773 * 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.
774 */ 684 */
775
776void 685void
777remove_statbonus (object *op) 686object::remove_statbonus ()
778{ 687{
779 op->stats.Str -= op->arch->clone.stats.Str; 688 for (int i = 0; i < NUM_STATS; ++i)
780 op->stats.Dex -= op->arch->clone.stats.Dex; 689 {
781 op->stats.Con -= op->arch->clone.stats.Con; 690 sint8 v = arch->stats.stat (i);
782 op->stats.Wis -= op->arch->clone.stats.Wis; 691 stats.stat (i) -= v;
783 op->stats.Pow -= op->arch->clone.stats.Pow; 692 contr->orig_stats.stat (i) -= v;
784 op->stats.Cha -= op->arch->clone.stats.Cha; 693 }
785 op->stats.Int -= op->arch->clone.stats.Int;
786 op->contr->orig_stats.Str -= op->arch->clone.stats.Str;
787 op->contr->orig_stats.Dex -= op->arch->clone.stats.Dex;
788 op->contr->orig_stats.Con -= op->arch->clone.stats.Con;
789 op->contr->orig_stats.Wis -= op->arch->clone.stats.Wis;
790 op->contr->orig_stats.Pow -= op->arch->clone.stats.Pow;
791 op->contr->orig_stats.Cha -= op->arch->clone.stats.Cha;
792 op->contr->orig_stats.Int -= op->arch->clone.stats.Int;
793} 694}
794 695
795/* 696/*
796 * 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.
797 */ 698 */
798
799void 699void
800add_statbonus (object *op) 700object::add_statbonus ()
801{ 701{
802 op->stats.Str += op->arch->clone.stats.Str; 702 for (int i = 0; i < NUM_STATS; ++i)
803 op->stats.Dex += op->arch->clone.stats.Dex; 703 {
804 op->stats.Con += op->arch->clone.stats.Con; 704 sint8 v = arch->stats.stat (i);
805 op->stats.Wis += op->arch->clone.stats.Wis; 705 stats.stat (i) += v;
806 op->stats.Pow += op->arch->clone.stats.Pow; 706 contr->orig_stats.stat (i) += v;
807 op->stats.Cha += op->arch->clone.stats.Cha; 707 }
808 op->stats.Int += op->arch->clone.stats.Int;
809 op->contr->orig_stats.Str += op->arch->clone.stats.Str;
810 op->contr->orig_stats.Dex += op->arch->clone.stats.Dex;
811 op->contr->orig_stats.Con += op->arch->clone.stats.Con;
812 op->contr->orig_stats.Wis += op->arch->clone.stats.Wis;
813 op->contr->orig_stats.Pow += op->arch->clone.stats.Pow;
814 op->contr->orig_stats.Cha += op->arch->clone.stats.Cha;
815 op->contr->orig_stats.Int += op->arch->clone.stats.Int;
816} 708}
817 709
818/* 710/*
819 * Updates all abilities given by applied objects in the inventory 711 * Updates all abilities given by applied objects in the inventory
820 * of the given object. Note: This function works for both monsters 712 * of the given object. Note: This function works for both monsters
821 * 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.
822 * This functions starts from base values (archetype or player object) 714 * This functions starts from base values (archetype or player object)
823 * and then adjusts them according to what the player has equipped. 715 * and then adjusts them according to what the player has equipped.
824 */ 716 *
825
826/* 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.
827 spell system split, grace points now added to system --peterm 718 * spell system split, grace points now added to system --peterm
828 */ 719 */
829
830void 720void
831fix_player (object *op) 721object::update_stats ()
832{ 722{
833 int i, j; 723 int i, j;
834 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;
835 int weapon_weight = 0, weapon_speed = 0; 725 int weapon_weight = 0, weapon_speed = 0;
836 int best_wc = 0, best_ac = 0, wc = 0, ac = 0; 726 int best_wc = 0, best_ac = 0, wc = 0, ac = 0;
837 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; 727 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS];
838 object *grace_obj = NULL, *mana_obj = NULL, *wc_obj = NULL, *tmp; 728 object *grace_obj = NULL, *mana_obj = NULL, *tmp;
729 float old_speed = speed;
839 730
840 /* 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 */
841 if (op->type == PLAYER) 732 if (type == PLAYER)
842 { 733 {
843 for (i = 0; i < NUM_STATS; i++) 734 for (i = 0; i < NUM_STATS; i++)
844 { 735 stats.stat (i) = contr->orig_stats.stat (i);
845 set_attr_value (&(op->stats), i, get_attr_value (&(op->contr->orig_stats), i)); 736
846 }
847 if (settings.spell_encumbrance == TRUE) 737 if (settings.spell_encumbrance == TRUE)
848 op->contr->encumbrance = 0; 738 contr->encumbrance = 0;
849 739
850 op->attacktype = 0; 740 attacktype = 0;
741
851 op->contr->digestion = 0; 742 contr->digestion = 0;
852 op->contr->gen_hp = 0; 743 contr->gen_hp = 0;
853 op->contr->gen_sp = 0; 744 contr->gen_sp = 0;
854 op->contr->gen_grace = 0; 745 contr->gen_grace = 0;
855 op->contr->gen_sp_armour = 10; 746 contr->gen_sp_armour = 10;
856 op->contr->item_power = 0; 747 contr->item_power = 0;
857
858 /* Don't clobber all the range_ values. range_golem otherwise
859 * gets reset for no good reason, and we don't want to reset
860 * range_magic (what spell is readied). These three below
861 * well get filled in based on what the player has equipped.
862 */
863 op->contr->ranges[range_bow] = NULL;
864 op->contr->ranges[range_misc] = NULL;
865 op->contr->ranges[range_skill] = NULL;
866 } 748 }
867 memcpy (op->body_used, op->body_info, sizeof (op->body_info));
868 749
750 for (int i = NUM_BODY_LOCATIONS; i--; )
751 slot[i].used = slot[i].info;
752
869 op->slaying = 0; 753 slaying = 0;
870 754
871 if (!QUERY_FLAG (op, FLAG_WIZ)) 755 if (!QUERY_FLAG (this, FLAG_WIZ))
872 { 756 {
873 CLEAR_FLAG (op, FLAG_XRAYS); 757 CLEAR_FLAG (this, FLAG_XRAYS);
874 CLEAR_FLAG (op, FLAG_MAKE_INVIS); 758 CLEAR_FLAG (this, FLAG_MAKE_INVIS);
875 } 759 }
876 760
877 CLEAR_FLAG (op, FLAG_LIFESAVE); 761 CLEAR_FLAG (this, FLAG_LIFESAVE);
878 CLEAR_FLAG (op, FLAG_STEALTH); 762 CLEAR_FLAG (this, FLAG_STEALTH);
879 CLEAR_FLAG (op, FLAG_BLIND); 763 CLEAR_FLAG (this, FLAG_BLIND);
880 if (!QUERY_FLAG (&op->arch->clone, FLAG_REFL_SPELL))
881 CLEAR_FLAG (op, FLAG_REFL_SPELL);
882 if (!QUERY_FLAG (&op->arch->clone, FLAG_REFL_MISSILE))
883 CLEAR_FLAG (op, FLAG_REFL_MISSILE);
884 if (!QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
885 CLEAR_FLAG (op, FLAG_UNDEAD);
886 if (!QUERY_FLAG (&op->arch->clone, FLAG_SEE_IN_DARK))
887 CLEAR_FLAG (op, FLAG_SEE_IN_DARK);
888 764
889 op->path_attuned = op->arch->clone.path_attuned; 765 if (!QUERY_FLAG (arch, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL);
890 op->path_repelled = op->arch->clone.path_repelled; 766 if (!QUERY_FLAG (arch, FLAG_REFL_MISSILE)) CLEAR_FLAG (this, FLAG_REFL_MISSILE);
891 op->path_denied = op->arch->clone.path_denied; 767 if (!QUERY_FLAG (arch, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD);
892 op->glow_radius = op->arch->clone.glow_radius; 768 if (!QUERY_FLAG (arch, FLAG_SEE_IN_DARK )) CLEAR_FLAG (this, FLAG_SEE_IN_DARK);
893 op->move_type = op->arch->clone.move_type; 769
770 path_attuned = arch->path_attuned;
771 path_repelled = arch->path_repelled;
772 path_denied = arch->path_denied;
773 glow_radius = arch->glow_radius;
774 move_type = arch->move_type;
775
894 op->chosen_skill = NULL; 776 chosen_skill = 0;
895 777
896 /* initializing resistances from the values in player/monster's 778 /* initializing resistances from the values in player/monster's
897 * archetype clone 779 * archetype clone
898 */ 780 */
899 memcpy (&op->resist, &op->arch->clone.resist, sizeof (op->resist)); 781 memcpy (&resist, &arch->resist, sizeof (resist));
900 782
901 for (i = 0; i < NROFATTACKS; i++) 783 for (i = 0; i < NROFATTACKS; i++)
902 { 784 {
903 if (op->resist[i] > 0) 785 if (resist[i] > 0)
904 prot[i] = op->resist[i], vuln[i] = 0; 786 prot[i] = resist[i], vuln[i] = 0;
905 else 787 else
906 vuln[i] = -(op->resist[i]), prot[i] = 0; 788 vuln[i] = -(resist[i]), prot[i] = 0;
789
907 potion_resist[i] = 0; 790 potion_resist[i] = 0;
908 } 791 }
909 792
910 wc = op->arch->clone.stats.wc; 793 wc = arch->stats.wc;
911 op->stats.dam = op->arch->clone.stats.dam; 794 stats.dam = arch->stats.dam;
912 795
913 /* 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,
914 * plus a small amount of physical resist, those poor suckers. ;) 797 * plus a small amount of physical resist, those poor suckers. ;)
915 * 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 -
916 * 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,
917 * 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
918 * that their protection from physical goes down 801 * that their protection from physical goes down
919 */ 802 */
920 if (!QUERY_FLAG (op, FLAG_USE_ARMOUR) && op->type == PLAYER) 803 if (!QUERY_FLAG (this, FLAG_USE_ARMOUR) && type == PLAYER)
921 { 804 {
922 ac = MAX (-10, op->arch->clone.stats.ac - op->level / 3); 805 ac = MAX (-10, arch->stats.ac - level / 3);
923 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;
924 } 807 }
925 else 808 else
926 ac = op->arch->clone.stats.ac; 809 ac = arch->stats.ac;
927 810
928 op->stats.luck = op->arch->clone.stats.luck; 811 stats.luck = arch->stats.luck;
929 op->speed = op->arch->clone.speed; 812 speed = arch->speed;
930 813
931 /* 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.
932 * 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.
933 */ 816 */
934
935 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 817 for (tmp = inv; tmp; tmp = tmp->below)
936 { 818 {
819 /* This happens because apply_potion calls change_abil with the potion
820 * applied so we can tell the player what changed. But change_abil
821 * then calls this function.
822 */
823 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION)
824 continue;
825
937 /* See note in map.c:update_position about making this additive 826 /* See note in map.c:update_position about making this additive
938 * since light sources are never applied, need to put check here. 827 * since light sources are never applied, need to put check here.
939 */ 828 */
940 if (tmp->glow_radius > op->glow_radius) 829 if (tmp->glow_radius > glow_radius)
941 op->glow_radius = tmp->glow_radius; 830 glow_radius = tmp->glow_radius;
942
943 /* This happens because apply_potion calls change_abil with the potion
944 * applied so we can tell the player what chagned. But change_abil
945 * then calls this function.
946 */
947 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION)
948 {
949 continue;
950 }
951 831
952 /* For some things, we don't care what is equipped */ 832 /* For some things, we don't care what is equipped */
953 if (tmp->type == SKILL) 833 if (tmp->type == SKILL)
954 { 834 {
955 /* Want to take the highest skill here. */ 835 /* Want to take the highest skill here. */
958 if (!mana_obj) 838 if (!mana_obj)
959 mana_obj = tmp; 839 mana_obj = tmp;
960 else if (tmp->level > mana_obj->level) 840 else if (tmp->level > mana_obj->level)
961 mana_obj = tmp; 841 mana_obj = tmp;
962 } 842 }
843
963 if (IS_GRACE_SKILL (tmp->subtype)) 844 if (IS_GRACE_SKILL (tmp->subtype))
964 { 845 {
965 if (!grace_obj) 846 if (!grace_obj)
966 grace_obj = tmp; 847 grace_obj = tmp;
967 else if (tmp->level > grace_obj->level) 848 else if (tmp->level > grace_obj->level)
976 * in the praying skill, and the player should always get those. 857 * in the praying skill, and the player should always get those.
977 * 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,
978 * because the skill shouldn't count against body positions being used 859 * because the skill shouldn't count against body positions being used
979 * up, etc. 860 * up, etc.
980 */ 861 */
981 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
982 (tmp->type == SKILL && tmp->subtype == SK_PRAYING)) 866 && tmp->subtype == SK_PRAYING))
983 { 867 {
984 if (op->type == PLAYER) 868 if (type == PLAYER)
985 { 869 {
986 if (tmp->type == BOW) 870 if (tmp == contr->combat_ob || tmp == contr->ranged_ob)
987 op->contr->ranges[range_bow] = tmp; 871 if (tmp != current_weapon
988 872 && (tmp->type != SKILL || tmp->subtype != SK_PRAYING)
989 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 873 && !tmp->flag [FLAG_CURSED]
990 op->contr->ranges[range_misc] = tmp; 874 && !tmp->flag [FLAG_DAMNED])
875 continue;
991 876
992 for (i = 0; i < NUM_STATS; i++) 877 for (i = 0; i < NUM_STATS; i++)
993 change_attr_value (&(op->stats), i, get_attr_value (&(tmp->stats), i)); 878 change_attr_value (&stats, i, tmp->stats.stat (i));
994 879
995 /* these are the items that currently can change digestion, regeneration, 880 /* These are the items that currently can change digestion, regeneration,
996 * spell point recovery and mana point recovery. Seems sort of an arbitary 881 * spell point recovery and mana point recovery. Seems sort of an arbitary
997 * list, but other items store other info into stats array. 882 * list, but other items store other info into stats array.
998 */ 883 */
999 if ((tmp->type == EXPERIENCE) || (tmp->type == WEAPON) || 884 if (tmp->type == WEAPON || tmp->type == BOW ||
1000 (tmp->type == ARMOUR) || (tmp->type == HELMET) || 885 tmp->type == ARMOUR || tmp->type == HELMET ||
1001 (tmp->type == SHIELD) || (tmp->type == RING) || 886 tmp->type == SHIELD || tmp->type == RING ||
1002 (tmp->type == BOOTS) || (tmp->type == GLOVES) || 887 tmp->type == BOOTS || tmp->type == GLOVES ||
1003 (tmp->type == AMULET) || (tmp->type == GIRDLE) || 888 tmp->type == AMULET || tmp->type == GIRDLE ||
1004 (tmp->type == BRACERS) || (tmp->type == CLOAK) || (tmp->type == DISEASE) || (tmp->type == FORCE) || (tmp->type == SKILL)) 889 tmp->type == BRACERS || tmp->type == CLOAK ||
890 tmp->type == DISEASE || tmp->type == FORCE ||
891 tmp->type == SKILL)
1005 { 892 {
1006 op->contr->digestion += tmp->stats.food; 893 contr->digestion += tmp->stats.food;
1007 op->contr->gen_hp += tmp->stats.hp; 894 contr->gen_hp += tmp->stats.hp;
1008 op->contr->gen_sp += tmp->stats.sp; 895 contr->gen_sp += tmp->stats.sp;
1009 op->contr->gen_grace += tmp->stats.grace; 896 contr->gen_grace += tmp->stats.grace;
1010 op->contr->gen_sp_armour += tmp->gen_sp_armour; 897 contr->gen_sp_armour += tmp->gen_sp_armour;
1011 op->contr->item_power += tmp->item_power; 898 contr->item_power += tmp->item_power;
1012 } 899 }
1013 } /* if this is a player */ 900 } /* if this is a player */
901 else
902 {
903 if (tmp->type == WEAPON)
904 current_weapon = tmp;
905 }
1014 906
1015 /* Update slots used for items */ 907 /* Update slots used for items */
1016 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 908 if (QUERY_FLAG (tmp, FLAG_APPLIED))
1017 {
1018 for (i = 0; i < NUM_BODY_LOCATIONS; i++) 909 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
1019 op->body_used[i] += tmp->body_info[i]; 910 slot[i].used += tmp->slot[i].info;
1020 }
1021 911
1022 if (tmp->type == SYMPTOM) 912 if (tmp->type == SYMPTOM)
1023 { 913 {
1024 speed_reduce_from_disease = tmp->last_sp / 100.0; 914 speed_reduce_from_disease = tmp->last_sp / 100.f;
915
1025 if (speed_reduce_from_disease == 0) 916 if (speed_reduce_from_disease == 0)
1026 speed_reduce_from_disease = 1; 917 speed_reduce_from_disease = 1;
1027 } 918 }
1028 919
1029 /* Pos. and neg. protections are counted seperate (-> pro/vuln). 920 /* Pos. and neg. protections are counted seperate (-> pro/vuln).
1030 * (Negative protections are calculated extactly like positive.) 921 * (Negative protections are calculated exactly like positive.)
1031 * Resistance from potions are treated special as well. If there's 922 * Resistance from potions are treated special as well. If there's
1032 * more than one potion-effect, the bigger prot.-value is taken. 923 * more than one potion-effect, the bigger prot.-value is taken.
1033 */ 924 */
1034 if (tmp->type != POTION) 925 if (tmp->type != POTION)
1035 { 926 {
1036 for (i = 0; i < NROFATTACKS; i++) 927 for (i = 0; i < NROFATTACKS; i++)
1037 { 928 {
1038 /* Potential for cursed potions, in which case we just can use 929 /* Potential for cursed potions, in which case we just can use
1039 * a straight MAX, as potion_resist is initialized to zero. 930 * a straight MAX, as potion_resist is initialised to zero.
1040 */ 931 */
1041 if (tmp->type == POTION_EFFECT) 932 if (tmp->type == POTION_EFFECT)
1042 { 933 {
1043 if (potion_resist[i]) 934 if (potion_resist[i])
1044 potion_resist[i] = MAX (potion_resist[i], tmp->resist[i]); 935 potion_resist[i] = MAX (potion_resist[i], tmp->resist[i]);
1045 else 936 else
1046 potion_resist[i] = tmp->resist[i]; 937 potion_resist[i] = tmp->resist[i];
1047 } 938 }
1048 else if (tmp->resist[i] > 0) 939 else if (tmp->resist[i] > 0)
1049 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100; 940 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100;
1050 else if (tmp->resist[i] < 0) 941 else if (tmp->resist[i] < 0)
1051 vuln[i] += ((100 - vuln[i]) * (-tmp->resist[i])) / 100; 942 vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100;
1052 } 943 }
1053 } 944 }
1054 945
1055 /* There may be other things that should not adjust the attacktype */ 946 /* There may be other things that should not adjust the attacktype */
1056 if (tmp->type != BOW && tmp->type != SYMPTOM) 947 if (tmp->type != SYMPTOM)
948 {
1057 op->attacktype |= tmp->attacktype; 949 attacktype |= tmp->attacktype;
1058
1059 op->path_attuned |= tmp->path_attuned; 950 path_attuned |= tmp->path_attuned;
1060 op->path_repelled |= tmp->path_repelled; 951 path_repelled |= tmp->path_repelled;
1061 op->path_denied |= tmp->path_denied; 952 path_denied |= tmp->path_denied;
953 move_type |= tmp->move_type;
1062 op->stats.luck += tmp->stats.luck; 954 stats.luck += tmp->stats.luck;
1063 op->move_type |= tmp->move_type; 955 }
1064 956
1065 if (QUERY_FLAG (tmp, FLAG_LIFESAVE)) 957 if (QUERY_FLAG (tmp, FLAG_LIFESAVE )) SET_FLAG (this, FLAG_LIFESAVE);
1066 SET_FLAG (op, FLAG_LIFESAVE); 958 if (QUERY_FLAG (tmp, FLAG_REFL_SPELL )) SET_FLAG (this, FLAG_REFL_SPELL);
1067 if (QUERY_FLAG (tmp, FLAG_REFL_SPELL)) 959 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE)) SET_FLAG (this, FLAG_REFL_MISSILE);
1068 SET_FLAG (op, FLAG_REFL_SPELL); 960 if (QUERY_FLAG (tmp, FLAG_STEALTH )) SET_FLAG (this, FLAG_STEALTH);
1069 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE)) 961 if (QUERY_FLAG (tmp, FLAG_XRAYS )) SET_FLAG (this, FLAG_XRAYS);
1070 SET_FLAG (op, FLAG_REFL_MISSILE); 962 if (QUERY_FLAG (tmp, FLAG_BLIND )) SET_FLAG (this, FLAG_BLIND);
1071 if (QUERY_FLAG (tmp, FLAG_STEALTH)) 963 if (QUERY_FLAG (tmp, FLAG_SEE_IN_DARK )) SET_FLAG (this, FLAG_SEE_IN_DARK);
1072 SET_FLAG (op, FLAG_STEALTH);
1073 if (QUERY_FLAG (tmp, FLAG_XRAYS))
1074 SET_FLAG (op, FLAG_XRAYS);
1075 if (QUERY_FLAG (tmp, FLAG_BLIND))
1076 SET_FLAG (op, FLAG_BLIND);
1077 if (QUERY_FLAG (tmp, FLAG_SEE_IN_DARK))
1078 SET_FLAG (op, FLAG_SEE_IN_DARK);
1079 964
1080 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 965 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (arch, FLAG_UNDEAD))
1081 SET_FLAG (op, FLAG_UNDEAD); 966 SET_FLAG (this, FLAG_UNDEAD);
1082 967
1083 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS)) 968 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS))
1084 { 969 {
1085 SET_FLAG (op, FLAG_MAKE_INVIS); 970 SET_FLAG (this, FLAG_MAKE_INVIS);
1086 op->invisible = 1; 971 invisible = 1;
1087 } 972 }
1088 973
1089 if (tmp->stats.exp && tmp->type != SKILL) 974 if (tmp->stats.exp && tmp->type != SKILL)
1090 { 975 {
1091 if (tmp->stats.exp > 0) 976 if (tmp->stats.exp > 0)
1092 { 977 {
1093 added_speed += (float) tmp->stats.exp / 3.0; 978 added_speed += tmp->stats.exp / 3.f;
1094 bonus_speed += 1.0 + (float) tmp->stats.exp / 3.0; 979 bonus_speed += tmp->stats.exp / 3.f + 1.f;
1095 } 980 }
1096 else 981 else
1097 added_speed += (float) tmp->stats.exp; 982 added_speed += tmp->stats.exp;
1098 } 983 }
1099 984
1100 switch (tmp->type) 985 switch (tmp->type)
1101 { 986 {
987#if 0
988 case WAND:
989 case ROD:
990 case HORN:
991 if (type != PLAYER || current_weapon == tmp)
992 chosen_skill = tmp;
993 break;
994#endif
995
1102 /* skills modifying the character -b.t. */ 996 /* skills modifying the character -b.t. */
1103 /* for all skills and skill granting objects */ 997 /* for all skills and skill granting objects */
1104 case SKILL: 998 case SKILL:
1105 if (!QUERY_FLAG (tmp, FLAG_APPLIED)) 999 {
1000 if (!QUERY_FLAG (tmp, FLAG_APPLIED) || skill_flags [tmp->subtype] & SF_APPLY)
1106 break; 1001 break;
1107 1002
1108 if (IS_COMBAT_SKILL (tmp->subtype))
1109 wc_obj = tmp;
1110
1111 if (op->chosen_skill) 1003 if (chosen_skill)
1004 {
1112 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &op->name); 1005 LOG (llevDebug, "fix_player, op %s has multiple skills applied (%s and %s)\n",
1006 &name, &chosen_skill->name, &tmp->name);
1113 1007
1008 tmp->flag [FLAG_APPLIED] = false;
1009 update_stats ();
1010 return;
1011 }
1012 else
1114 op->chosen_skill = tmp; 1013 chosen_skill = tmp;
1115 1014
1116 if (tmp->stats.dam > 0) 1015 if (tmp->stats.dam > 0)
1117 { /* skill is a 'weapon' */ 1016 { /* skill is a 'weapon' */
1118 if (!QUERY_FLAG (op, FLAG_READY_WEAPON)) 1017 if (!QUERY_FLAG (this, FLAG_READY_WEAPON))
1119 weapon_speed = (int) WEAPON_SPEED (tmp); 1018 weapon_speed = WEAPON_SPEED (tmp);
1019
1120 if (weapon_speed < 0) 1020 if (weapon_speed < 0)
1121 weapon_speed = 0; 1021 weapon_speed = 0;
1022
1122 weapon_weight = tmp->weight; 1023 weapon_weight = tmp->weight;
1123 op->stats.dam += tmp->stats.dam * (1 + (op->chosen_skill->level / 9)); 1024 stats.dam += 1 + chosen_skill->level * tmp->stats.dam / 9;
1025
1124 if (tmp->magic) 1026 if (tmp->magic)
1125 op->stats.dam += tmp->magic; 1027 stats.dam += tmp->magic;
1126 } 1028 }
1127 1029
1128 if (tmp->stats.wc) 1030 if (tmp->stats.wc)
1129 wc -= (tmp->stats.wc + tmp->magic); 1031 wc -= tmp->stats.wc + tmp->magic;
1130 1032
1131 if (tmp->slaying != NULL) 1033 if (tmp->slaying)
1132 op->slaying = tmp->slaying; 1034 slaying = tmp->slaying;
1133 1035
1134 if (tmp->stats.ac) 1036 if (tmp->stats.ac)
1135 ac -= (tmp->stats.ac + tmp->magic); 1037 ac -= tmp->stats.ac + tmp->magic;
1038
1136 if (settings.spell_encumbrance == TRUE && op->type == PLAYER) 1039 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1137 op->contr->encumbrance += (int) 3 *tmp->weight / 1000; 1040 contr->encumbrance += (int) 3 *tmp->weight / 1000;
1041 }
1138 1042
1139 if (op->type == PLAYER)
1140 op->contr->ranges[range_skill] = op;
1141 break; 1043 break;
1142 1044
1143 case SKILL_TOOL:
1144 if (op->chosen_skill)
1145 {
1146 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &op->name);
1147 }
1148 op->chosen_skill = tmp;
1149 if (op->type == PLAYER)
1150 op->contr->ranges[range_skill] = op;
1151 break;
1152
1153 case SHIELD: 1045 case SHIELD:
1154 if (settings.spell_encumbrance == TRUE && op->type == PLAYER) 1046 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1155 op->contr->encumbrance += (int) tmp->weight / 2000; 1047 contr->encumbrance += (int) tmp->weight / 2000;
1156 case RING: 1048 case RING:
1157 case AMULET: 1049 case AMULET:
1158 case GIRDLE: 1050 case GIRDLE:
1159 case HELMET: 1051 case HELMET:
1160 case BOOTS: 1052 case BOOTS:
1161 case GLOVES: 1053 case GLOVES:
1162 case CLOAK: 1054 case CLOAK:
1163 if (tmp->stats.wc) 1055 if (tmp->stats.wc)
1164 wc -= (tmp->stats.wc + tmp->magic); 1056 wc -= tmp->stats.wc + tmp->magic;
1057
1165 if (tmp->stats.dam) 1058 if (tmp->stats.dam)
1166 op->stats.dam += (tmp->stats.dam + tmp->magic); 1059 stats.dam += tmp->stats.dam + tmp->magic;
1060
1167 if (tmp->stats.ac) 1061 if (tmp->stats.ac)
1168 ac -= (tmp->stats.ac + tmp->magic); 1062 ac -= tmp->stats.ac + tmp->magic;
1063
1169 break; 1064 break;
1170 1065
1066 case BOW:
1171 case WEAPON: 1067 case WEAPON:
1068 if (type != PLAYER || current_weapon == tmp)
1069 {
1172 wc -= (tmp->stats.wc + tmp->magic); 1070 wc -= tmp->stats.wc + tmp->magic;
1071
1173 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0) 1072 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0)
1174 ac -= tmp->stats.ac + tmp->magic; 1073 ac -= tmp->stats.ac + tmp->magic;
1074
1175 op->stats.dam += (tmp->stats.dam + tmp->magic); 1075 stats.dam += tmp->stats.dam + tmp->magic;
1176 weapon_weight = tmp->weight; 1076 weapon_weight = tmp->weight;
1177 weapon_speed = ((int) WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2; 1077 weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2;
1078
1178 if (weapon_speed < 0) 1079 if (weapon_speed < 0)
1179 weapon_speed = 0; 1080 weapon_speed = 0;
1081
1180 op->slaying = tmp->slaying; 1082 slaying = tmp->slaying;
1083
1181 /* If there is desire that two handed weapons should do 1084 /* If there is desire that two handed weapons should do
1182 * extra strength damage, this is where the code should 1085 * extra strength damage, this is where the code should
1183 * go. 1086 * go.
1184 */ 1087 */
1185 op->current_weapon = tmp; 1088
1186 if (settings.spell_encumbrance == TRUE && op->type == PLAYER) 1089 if (type == PLAYER)
1090 if (settings.spell_encumbrance)
1187 op->contr->encumbrance += (int) 3 *tmp->weight / 1000; 1091 contr->encumbrance += tmp->weight * 3 / 1000;
1092 }
1188 1093
1189 break; 1094 break;
1190 1095
1191 case ARMOUR: /* Only the best of these three are used: */ 1096 case ARMOUR: /* Only the best of these three are used: */
1192 if (settings.spell_encumbrance == TRUE && op->type == PLAYER) 1097 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1193 op->contr->encumbrance += (int) tmp->weight / 1000; 1098 contr->encumbrance += tmp->weight / 1000;
1194 1099
1195 case BRACERS: 1100 case BRACERS:
1196 case FORCE: 1101 case FORCE:
1197 if (tmp->stats.wc) 1102 if (tmp->stats.wc)
1198 { 1103 {
1202 best_wc = tmp->stats.wc + tmp->magic; 1107 best_wc = tmp->stats.wc + tmp->magic;
1203 } 1108 }
1204 else 1109 else
1205 wc += tmp->stats.wc + tmp->magic; 1110 wc += tmp->stats.wc + tmp->magic;
1206 } 1111 }
1112
1207 if (tmp->stats.ac) 1113 if (tmp->stats.ac)
1208 { 1114 {
1209 if (best_ac < tmp->stats.ac + tmp->magic) 1115 if (best_ac < tmp->stats.ac + tmp->magic)
1210 { 1116 {
1211 ac += best_ac; /* Remove last bonus */ 1117 ac += best_ac; /* Remove last bonus */
1212 best_ac = tmp->stats.ac + tmp->magic; 1118 best_ac = tmp->stats.ac + tmp->magic;
1213 } 1119 }
1214 else /* To nullify the below effect */ 1120 else /* To nullify the below effect */
1215 ac += tmp->stats.ac + tmp->magic; 1121 ac += tmp->stats.ac + tmp->magic;
1216 } 1122 }
1123
1217 if (tmp->stats.wc) 1124 if (tmp->stats.wc)
1218 wc -= (tmp->stats.wc + tmp->magic); 1125 wc -= (tmp->stats.wc + tmp->magic);
1126
1219 if (tmp->stats.ac) 1127 if (tmp->stats.ac)
1220 ac -= (tmp->stats.ac + tmp->magic); 1128 ac -= (tmp->stats.ac + tmp->magic);
1129
1221 if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.0 < max) 1130 if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.f < max)
1222 max = ARMOUR_SPEED (tmp) / 10.0; 1131 max = ARMOUR_SPEED (tmp) / 10.f;
1132
1223 break; 1133 break;
1224 } /* switch tmp->type */ 1134 } /* switch tmp->type */
1225 } /* item is equipped */ 1135 } /* item is equipped */
1226 } /* for loop of items */ 1136 } /* for loop of items */
1227 1137
1235 * If there is a cursed (and no uncursed) potion in effect, we take 1145 * If there is a cursed (and no uncursed) potion in effect, we take
1236 * 'total resistance = vulnerability from cursed potion'. 1146 * 'total resistance = vulnerability from cursed potion'.
1237 */ 1147 */
1238 for (i = 0; i < NROFATTACKS; i++) 1148 for (i = 0; i < NROFATTACKS; i++)
1239 { 1149 {
1240 op->resist[i] = prot[i] - vuln[i]; 1150 resist[i] = prot[i] - vuln[i];
1151
1241 if (potion_resist[i] && ((potion_resist[i] > op->resist[i]) || (potion_resist[i] < 0))) 1152 if (potion_resist[i] && ((potion_resist[i] > resist[i]) || (potion_resist[i] < 0)))
1242 op->resist[i] = potion_resist[i]; 1153 resist[i] = potion_resist[i];
1243 } 1154 }
1244 1155
1245 /* Figure out the players sp/mana/hp totals. */ 1156 /* Figure out the players sp/mana/hp totals. */
1246 if (op->type == PLAYER) 1157 if (type == PLAYER)
1247 { 1158 {
1248 int pl_level; 1159 int pl_level;
1249 1160
1250 check_stat_bounds (&(op->stats)); 1161 check_stat_bounds (&(stats));
1251 pl_level = op->level; 1162 pl_level = level;
1252 1163
1253 if (pl_level < 1) 1164 if (pl_level < 1)
1254 pl_level = 1; /* safety, we should always get 1 levels worth of hp! */ 1165 pl_level = 1; /* safety, we should always get 1 levels worth of hp! */
1255 1166
1256 /* You basically get half a con bonus/level. But we do take into account rounding, 1167 /* You basically get half a con bonus/level. But we do take into account rounding,
1257 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels. 1168 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels.
1258 */ 1169 */
1259 for (i = 1, op->stats.maxhp = 0; i <= pl_level && i <= 10; i++) 1170 for (i = 1, stats.maxhp = 0; i <= pl_level && i <= 10; i++)
1260 { 1171 {
1261 j = op->contr->levhp[i] + con_bonus[op->stats.Con] / 2; 1172 j = contr->levhp[i] + con_bonus[stats.Con] / 2;
1173
1262 if (i % 2 && con_bonus[op->stats.Con] % 2) 1174 if (i % 2 && con_bonus[stats.Con] % 2)
1263 { 1175 {
1264 if (con_bonus[op->stats.Con] > 0) 1176 if (con_bonus[stats.Con] > 0)
1265 j++; 1177 j++;
1266 else 1178 else
1267 j--; 1179 j--;
1268 } 1180 }
1181
1269 op->stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */ 1182 stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */
1270 } 1183 }
1271 1184
1272 for (i = 11; i <= op->level; i++) 1185 for (i = 11; i <= level; i++)
1273 op->stats.maxhp += 2; 1186 stats.maxhp += 2;
1274 1187
1275 if (op->stats.hp > op->stats.maxhp) 1188 if (stats.hp > stats.maxhp)
1276 op->stats.hp = op->stats.maxhp; 1189 stats.hp = stats.maxhp;
1277 1190
1278 /* Sp gain is controlled by the level of the player's 1191 /* Sp gain is controlled by the level of the player's
1279 * relevant experience object (mana_obj, see above) 1192 * relevant experience object (mana_obj, see above)
1280 */ 1193 */
1281 /* following happen when skills system is not used */ 1194 /* following happen when skills system is not used */
1282 if (!mana_obj) 1195 if (!mana_obj)
1283 mana_obj = op; 1196 mana_obj = this;
1197
1284 if (!grace_obj) 1198 if (!grace_obj)
1285 grace_obj = op; 1199 grace_obj = this;
1200
1286 /* set maxsp */ 1201 /* set maxsp */
1287 if (!mana_obj || !mana_obj->level || op->type != PLAYER) 1202 if (!mana_obj || !mana_obj->level || type != PLAYER)
1288 mana_obj = op; 1203 mana_obj = this;
1289 1204
1290 if (mana_obj == op && op->type == PLAYER) 1205 if (mana_obj == this && type == PLAYER)
1291 {
1292 op->stats.maxsp = 1; 1206 stats.maxsp = 1;
1293 }
1294 else 1207 else
1295 { 1208 {
1296 sp_tmp = 0.0; 1209 sp_tmp = 0.f;
1210
1297 for (i = 1; i <= mana_obj->level && i <= 10; i++) 1211 for (i = 1; i <= mana_obj->level && i <= 10; i++)
1298 { 1212 {
1299 float stmp; 1213 float stmp;
1300 1214
1301 /* Got some extra bonus at first level */ 1215 /* Got some extra bonus at first level */
1302 if (i < 2) 1216 if (i < 2)
1303 {
1304 stmp = op->contr->levsp[i] + ((2.0 * (float) sp_bonus[op->stats.Pow] + (float) sp_bonus[op->stats.Int]) / 6.0); 1217 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 6.f;
1305 }
1306 else 1218 else
1307 {
1308 stmp = (float) op->contr->levsp[i] + (2.0 * (float) sp_bonus[op->stats.Pow] + (float) sp_bonus[op->stats.Int]) / 12.0; 1219 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 12.f;
1309 } 1220
1310 if (stmp < 1.0) 1221 if (stmp < 1.f)
1311 stmp = 1.0; 1222 stmp = 1.f;
1223
1312 sp_tmp += stmp; 1224 sp_tmp += stmp;
1313 } 1225 }
1226
1314 op->stats.maxsp = (int) sp_tmp; 1227 stats.maxsp = (sint16)sp_tmp;
1315 1228
1316 for (i = 11; i <= mana_obj->level; i++) 1229 for (i = 11; i <= mana_obj->level; i++)
1317 op->stats.maxsp += 2; 1230 stats.maxsp += 2;
1318 } 1231 }
1232
1319 /* Characters can get their sp supercharged via rune of transferrance */ 1233 /* Characters can get their sp supercharged via rune of transferrance */
1320 if (op->stats.sp > op->stats.maxsp * 2) 1234 if (stats.sp > stats.maxsp * 2)
1321 op->stats.sp = op->stats.maxsp * 2; 1235 stats.sp = stats.maxsp * 2;
1322 1236
1323 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */ 1237 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */
1324 if (!grace_obj || !grace_obj->level || op->type != PLAYER) 1238 if (!grace_obj || !grace_obj->level || type != PLAYER)
1325 grace_obj = op; 1239 grace_obj = this;
1326 1240
1327 if (grace_obj == op && op->type == PLAYER) 1241 if (grace_obj == this && type == PLAYER)
1328 {
1329 op->stats.maxgrace = 1; 1242 stats.maxgrace = 1;
1330 }
1331 else 1243 else
1332 { 1244 {
1333 /* store grace in a float - this way, the divisions below don't create 1245 /* store grace in a float - this way, the divisions below don't create
1334 * big jumps when you go from level to level - with int's, it then 1246 * big jumps when you go from level to level - with int's, it then
1335 * becomes big jumps when the sums of the bonuses jump to the next 1247 * becomes big jumps when the sums of the bonuses jump to the next
1336 * step of 8 - with floats, even fractional ones are useful. 1248 * step of 8 - with floats, even fractional ones are useful.
1337 */ 1249 */
1338 sp_tmp = 0.0; 1250 sp_tmp = 0.f;
1339 for (i = 1, op->stats.maxgrace = 0; i <= grace_obj->level && i <= 10; i++) 1251 for (i = 1, stats.maxgrace = 0; i <= grace_obj->level && i <= 10; i++)
1340 { 1252 {
1341 float grace_tmp = 0.0; 1253 float grace_tmp = 0.f;
1342 1254
1343 /* Got some extra bonus at first level */ 1255 /* Got some extra bonus at first level */
1344 if (i < 2) 1256 if (i < 2)
1345 { 1257 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 6.f;
1346 grace_tmp = op->contr->levgrace[i] + (((float) grace_bonus[op->stats.Pow] +
1347 2.0 * (float) grace_bonus[op->stats.Wis]) / 6.0);
1348 }
1349 else 1258 else
1350 { 1259 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 12.f;
1351 grace_tmp = (float) op->contr->levgrace[i] 1260
1352 + ((float) grace_bonus[op->stats.Pow] + 2.0 * (float) grace_bonus[op->stats.Wis]) / 12.0;
1353 }
1354 if (grace_tmp < 1.0) 1261 if (grace_tmp < 1.f)
1355 grace_tmp = 1.0; 1262 grace_tmp = 1.f;
1263
1356 sp_tmp += grace_tmp; 1264 sp_tmp += grace_tmp;
1357 } 1265 }
1266
1358 op->stats.maxgrace = (int) sp_tmp; 1267 stats.maxgrace = (sint16)sp_tmp;
1359 1268
1360 /* two grace points per level after 11 */ 1269 /* two grace points per level after 11 */
1361 for (i = 11; i <= grace_obj->level; i++) 1270 for (i = 11; i <= grace_obj->level; i++)
1362 op->stats.maxgrace += 2; 1271 stats.maxgrace += 2;
1363 } 1272 }
1273
1364 /* No limit on grace vs maxgrace */ 1274 /* No limit on grace vs maxgrace */
1365 1275
1366 if (op->contr->braced) 1276 if (contr->braced)
1367 { 1277 {
1368 ac += 2; 1278 ac += 2;
1369 wc += 4; 1279 wc += 4;
1370 } 1280 }
1371 else 1281 else
1372 ac -= dex_bonus[op->stats.Dex]; 1282 ac -= dex_bonus[stats.Dex];
1373 1283
1374 /* In new exp/skills system, wc bonuses are related to 1284 /* In new exp/skills system, wc bonuses are related to
1375 * the players level in a relevant exp object (wc_obj) 1285 * the players level in a relevant exp object (wc_obj)
1376 * not the general player level -b.t. 1286 * not the general player level -b.t.
1377 * I changed this slightly so that wc bonuses are better 1287 * I changed this slightly so that wc bonuses are better
1380 * improvement every level, now its fighterlevel/5. So 1290 * improvement every level, now its fighterlevel/5. So
1381 * we give the player a bonus here in wc and dam 1291 * we give the player a bonus here in wc and dam
1382 * to make up for the change. Note that I left the 1292 * to make up for the change. Note that I left the
1383 * monster bonus the same as before. -b.t. 1293 * monster bonus the same as before. -b.t.
1384 */ 1294 */
1295 object *wc_obj = chosen_skill;
1385 1296
1386 if (op->type == PLAYER && wc_obj && wc_obj->level > 1) 1297 if (contr && wc_obj && wc_obj->level > 1)
1387 { 1298 {
1388 wc -= (wc_obj->level + thaco_bonus[op->stats.Str]); 1299 wc -= wc_obj->level + thaco_bonus[stats.Str];
1300
1389 for (i = 1; i < wc_obj->level; i++) 1301 for (i = 1; i < wc_obj->level; i++)
1390 { 1302 {
1391 /* addtional wc every 6 levels */ 1303 /* additional wc every 6 levels */
1392 if (!(i % 6)) 1304 if (!(i % 6))
1393 wc--; 1305 wc--;
1306
1394 /* addtional dam every 4 levels. */ 1307 /* additional dam every 4 levels. */
1395 if (!(i % 4) && (dam_bonus[op->stats.Str] >= 0)) 1308 if (!(i % 4) && dam_bonus[stats.Str] >= 0)
1396 op->stats.dam += (1 + (dam_bonus[op->stats.Str] / 5)); 1309 stats.dam += 1 + dam_bonus[stats.Str] / 5;
1397 } 1310 }
1398 } 1311 }
1399 else 1312 else
1400 wc -= (op->level + thaco_bonus[op->stats.Str]); 1313 wc -= level + thaco_bonus[stats.Str];
1401 1314
1402 op->stats.dam += dam_bonus[op->stats.Str]; 1315 stats.dam += dam_bonus[stats.Str];
1403 1316
1404 if (op->stats.dam < 1) 1317 if (stats.dam < 1)
1405 op->stats.dam = 1; 1318 stats.dam = 1;
1406 1319
1407 op->speed = 1.0 + speed_bonus[op->stats.Dex]; 1320 speed = 1.f + speed_bonus[stats.Dex];
1321
1408 if (settings.search_items && op->contr->search_str[0]) 1322 if (settings.search_items && contr->search_str[0])
1409 op->speed -= 1; 1323 speed -= 1;
1324
1410 if (op->attacktype == 0) 1325 if (attacktype == 0)
1411 op->attacktype = op->arch->clone.attacktype; 1326 attacktype = arch->attacktype;
1412
1413 } /* End if player */ 1327 } /* End if player */
1414 1328
1415 if (added_speed >= 0) 1329 if (added_speed >= 0)
1416 op->speed += added_speed / 10.0; 1330 speed += added_speed / 10.f;
1417 else /* Something wrong here...: */ 1331 else /* Something wrong here...: */
1418 op->speed /= (float) (1.0 - added_speed); 1332 speed /= 1.f - added_speed;
1419 1333
1420 /* Max is determined by armour */ 1334 /* Max is determined by armour */
1421 if (op->speed > max) 1335 if (speed > max)
1422 op->speed = max; 1336 speed = max;
1423 1337
1424 if (op->type == PLAYER) 1338 if (type == PLAYER)
1425 { 1339 {
1426 /* f is a number the represents the number of kg above (positive num) 1340 /* f is a number the represents the number of kg above (positive num)
1427 * or below (negative number) that the player is carrying. If above 1341 * or below (negative number) that the player is carrying. If above
1428 * weight limit, then player suffers a speed reduction based on how 1342 * weight limit, then player suffers a speed reduction based on how
1429 * much above he is, and what is max carry is 1343 * much above he is, and what is max carry is
1430 */ 1344 */
1431 f = (op->carrying / 1000) - max_carry[op->stats.Str]; 1345 f = (carrying / 1000) - max_carry[stats.Str];
1432 if (f > 0) 1346 if (f > 0)
1433 op->speed = op->speed / (1.0 + f / max_carry[op->stats.Str]); 1347 speed = speed / (1.f + f / max_carry[stats.Str]);
1434 } 1348 }
1435 1349
1436 op->speed += bonus_speed / 10.0; /* Not affected by limits */ 1350 speed += bonus_speed / 10.f; /* Not affected by limits */
1437 1351
1438 /* Put a lower limit on speed. Note with this speed, you move once every 1352 /* Put a lower limit on speed. Note with this speed, you move once every
1439 * 100 ticks or so. This amounts to once every 12 seconds of realtime. 1353 * 100 ticks or so. This amounts to once every 12 seconds of realtime.
1440 */ 1354 */
1441 op->speed = op->speed * speed_reduce_from_disease; 1355 speed = speed * speed_reduce_from_disease;
1442 1356
1443 if (op->speed < 0.01 && op->type == PLAYER) 1357 if (speed < 0.01f && type == PLAYER)
1444 op->speed = 0.01; 1358 speed = 0.01f;
1445 1359
1446 if (op->type == PLAYER) 1360 if (type == PLAYER)
1447 { 1361 {
1448 float M, W, s, D, K, S, M2;
1449
1450 /* (This formula was made by vidarl@ifi.uio.no) 1362 /* (This formula was made by vidarl@ifi.uio.no)
1451 * Note that we never used these values again - basically 1363 * Note that we never used these values again - basically
1452 * all of these could be subbed into one big equation, but 1364 * all of these could be subbed into one big equation, but
1453 * that would just be a real pain to read. 1365 * that would just be a real pain to read.
1454 */ 1366 */
1455 M = (max_carry[op->stats.Str] - 121) / 121.0; 1367 float M = (max_carry[stats.Str] - 121) / 121.f;
1456 M2 = max_carry[op->stats.Str] / 100.0; 1368 float M2 = max_carry[stats.Str] / 100.f;
1457 W = weapon_weight / 20000.0; 1369 float W = weapon_weight / 20000.f;
1458 s = 2 - weapon_speed / 10.0; 1370 float s = (20 - weapon_speed) / 10.f;
1459 D = (op->stats.Dex - 14) / 14.0; 1371 float D = (stats.Dex - 14) / 14.f;
1460 K = 1 + M / 3.0 - W / (3 * M2) + op->speed / 5.0 + D / 2.0; 1372 float K = 1 + M / 3.f - W / (3 * M2) + speed / 5.f + D / 2.f;
1461 K *= (4 + op->level) / (float) (6 + op->level) * 1.2; 1373
1374 K *= (4 + level) * 1.2f / (6 + level);
1375
1462 if (K <= 0) 1376 if (K <= 0.01f)
1463 K = 0.01; 1377 K = 0.01f;
1464 S = op->speed / (K * s); 1378
1465 op->contr->weapon_sp = S; 1379 contr->weapon_sp = K * s * .5f; //TODO: balance the .5
1466 } 1380 }
1381
1467 /* 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: */
1468 if (op->type != PLAYER && op->arch != NULL && op->stats.dam > op->arch->clone.stats.dam * 3) 1383 if (type != PLAYER && arch && stats.dam > arch->stats.dam * 3)
1469 op->stats.dam = op->arch->clone.stats.dam * 3; 1384 stats.dam = arch->stats.dam * 3;
1470 1385
1471 /* Prevent overflows of wc - best you can get is ABS(120) - this 1386 stats.wc = clamp (wc, MIN_WC, MAX_WC);
1472 * should be more than enough - remember, AC is also in 8 bits, 1387 stats.ac = clamp (ac, MIN_AC, MAX_AC);
1473 * so its value is the same.
1474 */
1475 if (wc > 120)
1476 wc = 120;
1477 else if (wc < -120)
1478 wc = -120;
1479 op->stats.wc = wc;
1480
1481 if (ac > 120)
1482 ac = 120;
1483 else if (ac < -120)
1484 ac = -120;
1485 op->stats.ac = ac;
1486 1388
1487 /* if for some reason the creature doesn't have any move type, 1389 /* if for some reason the creature doesn't have any move type,
1488 * give them walking as a default. 1390 * give them walking as a default.
1489 * The second case is a special case - to more closely mimic the 1391 * The second case is a special case - to more closely mimic the
1490 * old behaviour - if your flying, your not walking - just 1392 * old behaviour - if your flying, your not walking - just
1491 * one or the other. 1393 * one or the other.
1492 */ 1394 */
1493 if (op->move_type == 0) 1395 if (move_type == 0)
1494 op->move_type = MOVE_WALK; 1396 move_type = MOVE_WALK;
1495 else if (op->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) 1397 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH))
1496 op->move_type &= ~MOVE_WALK; 1398 move_type &= ~MOVE_WALK;
1497 1399
1498 update_ob_speed (op); 1400 if (speed != old_speed)
1401 set_speed (speed);
1499 1402
1500 /* It is quite possible that a player's spell costing might have changed, 1403 /* It is quite possible that a player's spell costing might have changed,
1501 * so we will check that now. 1404 * so we will check that now.
1502 */ 1405 */
1503 if (op->type == PLAYER) 1406 if (type == PLAYER)
1407 {
1408 esrv_update_stats (contr);
1504 esrv_update_spells (op->contr); 1409 esrv_update_spells (contr);
1410 }
1411
1412 // update the mapspace, if we are on a map
1413 if (!flag [FLAG_REMOVED] && map)
1414 map->at (x, y).flags_ = 0;
1505} 1415}
1506 1416
1507/* 1417/*
1508 * Returns true if the given player is a legal class. 1418 * Returns true if the given player is a legal class.
1509 * The function to add and remove class-bonuses to the stats doesn't 1419 * The function to add and remove class-bonuses to the stats doesn't
1510 * check if the stat becomes negative, thus this function 1420 * check if the stat becomes negative, thus this function
1511 * merely checks that all stats are 1 or more, and returns 1421 * merely checks that all stats are 1 or more, and returns
1512 * false otherwise. 1422 * false otherwise.
1513 */ 1423 */
1514
1515int 1424int
1516allowed_class (const object *op) 1425allowed_class (const object *op)
1517{ 1426{
1518 return op->stats.Dex > 0 && op->stats.Str > 0 && op->stats.Con > 0 && 1427 return op->stats.Dex > 0
1519 op->stats.Int > 0 && op->stats.Wis > 0 && op->stats.Pow > 0 && op->stats.Cha > 0; 1428 && op->stats.Str > 0
1429 && op->stats.Con > 0
1430 && op->stats.Int > 0
1431 && op->stats.Wis > 0
1432 && op->stats.Pow > 0
1433 && op->stats.Cha > 0;
1520} 1434}
1521 1435
1522/* 1436/*
1523 * set the new dragon name after gaining levels or 1437 * set the new dragon name after gaining levels or
1524 * changing ability focus (later this can be extended to 1438 * changing ability focus (later this can be extended to
1595 object *skin = NULL; /* pointer to dragon skin force */ 1509 object *skin = NULL; /* pointer to dragon skin force */
1596 object *tmp = NULL; /* tmp. object */ 1510 object *tmp = NULL; /* tmp. object */
1597 char buf[MAX_BUF]; /* tmp. string buffer */ 1511 char buf[MAX_BUF]; /* tmp. string buffer */
1598 1512
1599 /* now grab the 'dragon_ability'-forces from the player's inventory */ 1513 /* now grab the 'dragon_ability'-forces from the player's inventory */
1514 shstr_cmp dragon_ability_force ("dragon_ability_force");
1515 shstr_cmp dragon_skin_force ("dragon_skin_force");
1516
1600 for (tmp = who->inv; tmp != NULL; tmp = tmp->below) 1517 for (tmp = who->inv; tmp; tmp = tmp->below)
1601 {
1602 if (tmp->type == FORCE) 1518 if (tmp->type == FORCE)
1603 {
1604 if (strcmp (tmp->arch->name, "dragon_ability_force") == 0) 1519 if (tmp->arch->archname == dragon_ability_force)
1605 abil = tmp; 1520 abil = tmp;
1606 if (strcmp (tmp->arch->name, "dragon_skin_force") == 0) 1521 else if (tmp->arch->archname == dragon_skin_force)
1607 skin = tmp; 1522 skin = tmp;
1608 } 1523
1609 }
1610 /* if the force is missing -> bail out */ 1524 /* if the force is missing -> bail out */
1611 if (abil == NULL) 1525 if (abil == NULL)
1612 return; 1526 return;
1613 1527
1614 /* The ability_force keeps track of maximum level ever achieved. 1528 /* The ability_force keeps track of maximum level ever achieved.
1658 if (!skill_obj) 1572 if (!skill_obj)
1659 { 1573 {
1660 LOG (llevError, "add_player_exp: couldn't find skill %s\n", skill_name); 1574 LOG (llevError, "add_player_exp: couldn't find skill %s\n", skill_name);
1661 return NULL; 1575 return NULL;
1662 } 1576 }
1577
1663 /* clear the flag - exp goes into this bucket, but player 1578 /* clear the flag - exp goes into this bucket, but player
1664 * still doesn't know it. 1579 * still doesn't know it.
1665 */ 1580 */
1666 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL); 1581 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL);
1667 skill_obj->stats.exp = 0; 1582 skill_obj->stats.exp = 0;
1668 skill_obj->level = 1; 1583 skill_obj->level = 1;
1669 insert_ob_in_ob (skill_obj, op); 1584 insert_ob_in_ob (skill_obj, op);
1670 if (op->contr) 1585
1586 if (player *pl = op->contr)
1671 { 1587 {
1672 op->contr->last_skill_ob[skill_obj->subtype] = skill_obj; 1588 pl->last_skill_ob [skill_obj->subtype] = skill_obj;
1673 op->contr->last_skill_exp[skill_obj->subtype] = -1; 1589 if (pl->ns)
1590 pl->ns->last_skill_exp[skill_obj->subtype] = -1;//TODO: should be made superfluous
1674 } 1591 }
1592
1675 return skill_obj; 1593 return skill_obj;
1676} 1594}
1677
1678 1595
1679/* player_lvl_adj() - for the new exp system. we are concerned with 1596/* player_lvl_adj() - for the new exp system. we are concerned with
1680 * whether the player gets more hp, sp and new levels. 1597 * whether the player gets more hp, sp and new levels.
1681 * Note this this function should only be called for players. Monstes 1598 * Note this this function should only be called for players. Monstes
1682 * don't really gain levels 1599 * don't really gain levels
1693 1610
1694 if (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul)) 1611 if (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul))
1695 { 1612 {
1696 op->level++; 1613 op->level++;
1697 1614
1698 if (op != NULL && op == who && op->stats.exp > 1 && is_dragon_pl (who)) 1615 if (op && op == who && op->stats.exp > 1 && is_dragon_pl (who))
1699 dragon_level_gain (who); 1616 dragon_level_gain (who);
1700 1617
1701 /* Only roll these if it is the player (who) that gained the level */ 1618 /* Only roll these if it is the player (who) that gained the level */
1702 if (op == who && (who->level < 11) && who->type == PLAYER) 1619 if (op == who && (who->level < 11) && who->type == PLAYER)
1703 { 1620 {
1704 who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1; 1621 who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1;
1705 who->contr->levsp[who->level] = die_roll (2, 3, who, PREFER_HIGH); 1622 who->contr->levsp[who->level] = die_roll (2, 3, who, PREFER_HIGH);
1706 who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1; 1623 who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1;
1707 } 1624 }
1708 1625
1709 fix_player (who); 1626 who->update_stats ();
1710 if (op->level > 1) 1627 if (op->level > 1)
1711 { 1628 {
1712 if (op->type != PLAYER) 1629 if (op->type != PLAYER)
1713 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); 1630 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1714 else 1631 else
1715 sprintf (buf, "You are now level %d.", op->level); 1632 sprintf (buf, "You are now level %d.", op->level);
1633
1716 if (who) 1634 if (who)
1717 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); 1635 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1718 } 1636 }
1637
1719 player_lvl_adj (who, op); /* To increase more levels */ 1638 player_lvl_adj (who, op); /* To increase more levels */
1720 } 1639 }
1721 else if (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul)) 1640 else if (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul))
1722 { 1641 {
1723 op->level--; 1642 op->level--;
1724 fix_player (who); 1643 who->update_stats ();
1644
1725 if (op->type != PLAYER) 1645 if (op->type != PLAYER)
1726 { 1646 {
1727 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); 1647 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1728 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); 1648 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1729 } 1649 }
1650
1730 player_lvl_adj (who, op); /* To decrease more levels */ 1651 player_lvl_adj (who, op); /* To decrease more levels */
1731 } 1652 }
1653
1732 /* check if the spell data has changed */ 1654 /* check if the spell data has changed */
1655 esrv_update_stats (who->contr);
1733 esrv_update_spells (who->contr); 1656 esrv_update_spells (who->contr);
1734} 1657}
1735 1658
1736/* 1659/*
1737 * Returns how much experience is needed for a player to become 1660 * Returns how much experience is needed for a player to become
1741sint64 1664sint64
1742level_exp (int level, double expmul) 1665level_exp (int level, double expmul)
1743{ 1666{
1744 if (level > settings.max_level) 1667 if (level > settings.max_level)
1745 return (sint64) (expmul * levels[settings.max_level]); 1668 return (sint64) (expmul * levels[settings.max_level]);
1669
1746 return (sint64) (expmul * levels[level]); 1670 return (sint64) (expmul * levels[level]);
1747} 1671}
1748 1672
1749/* 1673/*
1750 * Ensure that the permanent experience requirements in an exp object are met. 1674 * Ensure that the permanent experience requirements in an exp object are met.
1771 op->perm_exp = 0; 1695 op->perm_exp = 0;
1772 else if (op->perm_exp > (sint64) MAX_EXPERIENCE) 1696 else if (op->perm_exp > (sint64) MAX_EXPERIENCE)
1773 op->perm_exp = MAX_EXPERIENCE; 1697 op->perm_exp = MAX_EXPERIENCE;
1774} 1698}
1775 1699
1776
1777/* Add experience to a player - exp should only be positive. 1700/* Add experience to a player - exp should only be positive.
1778 * Updates permanent exp for the skill we are adding to. 1701 * Updates permanent exp for the skill we are adding to.
1779 * skill_name is the skill to add exp to. Skill name can be 1702 * skill_name is the skill to add exp to. Skill name can be
1780 * NULL, in which case exp increases the players general 1703 * NULL, in which case exp increases the players general
1781 * total, but not any particular skill. 1704 * total, but not any particular skill.
1782 * flag is what to do if the player doesn't have the skill: 1705 * flag is what to do if the player doesn't have the skill:
1783 */ 1706 */
1784
1785static void 1707static void
1786add_player_exp (object *op, sint64 exp, const char *skill_name, int flag) 1708add_player_exp (object *op, sint64 exp, const char *skill_name, int flag)
1787{ 1709{
1788 object *skill_obj = NULL; 1710 object *skill_obj = NULL;
1789 sint64 limit, exp_to_add; 1711 sint64 limit, exp_to_add;
1790 int i; 1712 int i;
1791 1713
1792 /* prevents some forms of abuse. */ 1714 /* prevents some forms of abuse. */
1793 if (op->contr->braced) 1715 if (op->contr->braced)
1794 exp = exp / 5; 1716 exp /= 5;
1795 1717
1796 /* Try to find the matching skill. 1718 /* Try to find the matching skill.
1797 * We do a shortcut/time saving mechanism first - see if it matches 1719 * We do a shortcut/time saving mechanism first - see if it matches
1798 * chosen_skill. This means we don't need to search through 1720 * chosen_skill. This means we don't need to search through
1799 * the players inventory. 1721 * the players inventory.
1800 */ 1722 */
1801 if (skill_name) 1723 if (skill_name)
1802 { 1724 {
1803 if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill)) 1725 if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill))
1934 del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction)); 1856 del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction));
1935 tmp->stats.exp -= del_exp; 1857 tmp->stats.exp -= del_exp;
1936 player_lvl_adj (op, tmp); 1858 player_lvl_adj (op, tmp);
1937 } 1859 }
1938 } 1860 }
1861
1939 if (flag != SK_SUBTRACT_SKILL_EXP) 1862 if (flag != SK_SUBTRACT_SKILL_EXP)
1940 { 1863 {
1941 del_exp = check_exp_loss (op, exp); 1864 del_exp = check_exp_loss (op, exp);
1942 op->stats.exp -= del_exp; 1865 op->stats.exp -= del_exp;
1943 player_lvl_adj (op, NULL); 1866 player_lvl_adj (op, NULL);
1944 } 1867 }
1945} 1868}
1946
1947
1948 1869
1949/* change_exp() - changes experience to a player/monster. This 1870/* change_exp() - changes experience to a player/monster. This
1950 * does bounds checking to make sure we don't overflow the max exp. 1871 * does bounds checking to make sure we don't overflow the max exp.
1951 * 1872 *
1952 * The exp passed is typically not modified much by this function - 1873 * The exp passed is typically not modified much by this function -
1953 * it is assumed the caller has modified the exp as needed. 1874 * it is assumed the caller has modified the exp as needed.
1954 * skill_name is the skill that should get the exp added. 1875 * skill_name is the skill that should get the exp added.
1955 * flag is what to do if player doesn't have the skill. 1876 * flag is what to do if player doesn't have the skill.
1956 * these last two values are only used for players. 1877 * these last two values are only used for players.
1957 */ 1878 */
1958
1959void 1879void
1960change_exp (object *op, sint64 exp, const char *skill_name, int flag) 1880change_exp (object *op, sint64 exp, const char *skill_name, int flag)
1961{ 1881{
1962
1963#ifdef EXP_DEBUG 1882#ifdef EXP_DEBUG
1964# ifndef WIN32
1965 LOG (llevDebug, "change_exp() called for %s, exp = %lld\n", query_name (op), exp);
1966# else
1967 LOG (llevDebug, "change_exp() called for %s, exp = %I64d\n", query_name (op), exp); 1883 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp);
1968# endif
1969#endif 1884#endif
1970 1885
1971 /* safety */ 1886 /* safety */
1972 if (!op) 1887 if (!op)
1973 { 1888 {
2012 else 1927 else
2013 /* note that when you lose exp, it doesn't go against 1928 /* note that when you lose exp, it doesn't go against
2014 * a particular skill, so we don't need to pass that 1929 * a particular skill, so we don't need to pass that
2015 * along. 1930 * along.
2016 */ 1931 */
2017 subtract_player_exp (op, FABS (exp), skill_name, flag); 1932 subtract_player_exp (op, abs (exp), skill_name, flag);
2018
2019 } 1933 }
2020} 1934}
2021 1935
2022/* Applies a death penalty experience, the size of this is defined by the 1936/* Applies a death penalty experience, the size of this is defined by the
2023 * settings death_penalty_percentage and death_penalty_levels, and by the 1937 * settings death_penalty_percentage and death_penalty_levels, and by the
2024 * amount of permenent experience, whichever gives the lowest loss. 1938 * amount of permenent experience, whichever gives the lowest loss.
2025 */ 1939 */
2026
2027void 1940void
2028apply_death_exp_penalty (object *op) 1941apply_death_exp_penalty (object *op)
2029{ 1942{
2030 object *tmp; 1943 object *tmp;
2031 sint64 loss; 1944 sint64 loss;
2053 player_lvl_adj (op, tmp); 1966 player_lvl_adj (op, tmp);
2054 } 1967 }
2055 1968
2056 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100; 1969 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100;
2057 level_loss = op->stats.exp - levels[MAX (0, op->level - settings.death_penalty_level)]; 1970 level_loss = op->stats.exp - levels[MAX (0, op->level - settings.death_penalty_level)];
1971
2058 if (level_loss < 0) 1972 if (level_loss < 0)
2059 level_loss = 0; 1973 level_loss = 0;
2060 loss = check_exp_loss (op, MIN (level_loss, percentage_loss)); 1974 loss = check_exp_loss (op, MIN (level_loss, percentage_loss));
2061 1975
2062 op->stats.exp -= loss; 1976 op->stats.exp -= loss;
2076 if (level > MAX_SAVE_LEVEL) 1990 if (level > MAX_SAVE_LEVEL)
2077 level = MAX_SAVE_LEVEL; 1991 level = MAX_SAVE_LEVEL;
2078 1992
2079 if ((random_roll (1, 20, op, PREFER_HIGH) + bonus) < savethrow[level]) 1993 if ((random_roll (1, 20, op, PREFER_HIGH) + bonus) < savethrow[level])
2080 return 0; 1994 return 0;
1995
2081 return 1; 1996 return 1;
2082} 1997}

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