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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 1.51 by root, Sat May 12 18:23:51 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game
3 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * This program is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20 21 *
21 The authors can be reached via e-mail at crossfire-devel@real-time.com 22 * The authors can be reached via e-mail at <crossfire@schmorp.de>
22*/ 23 */
23 24
24#include <global.h> 25#include <global.h>
25#include <funcpoint.h> 26#include <funcpoint.h>
26 27
27/* Handy little macro that adds exp and keeps it within bounds. Since 28/* Handy little macro that adds exp and keeps it within bounds. Since
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; 245}
284 switch (attr) 246
285 { 247sint8 &
286 case STR: 248living::stat (int index)
287 stats->Str += value; 249{
288 break; 250 switch (index)
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 } 251 {
310} 252 case STR: return Str;
253 case DEX: return Dex;
254 case CON: return Con;
255 case INT: return Int;
256 case WIS: return Wis;
257 case POW: return Pow;
258 case CHA: return Cha;
259 }
311 260
312/* 261 LOG (llevError | logBacktrace, "living.stat() called with out-of-range stat index");
313 * returns the specified stat. See also set_attr_value(). 262 static sint8 dummy;
314 */ 263 return dummy;
264}
315 265
316sint8 266sint8
317get_attr_value (const living * stats, int attr) 267living::stat (int index) const
318{ 268{
319 switch (attr) 269 switch (index)
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 } 270 {
271 case STR: return Str;
272 case DEX: return Dex;
273 case CON: return Con;
274 case INT: return Int;
275 case WIS: return Wis;
276 case POW: return Pow;
277 case CHA: return Cha;
278 }
279
280 LOG (llevError | logBacktrace, "living.stat() called with out-of-range stat index");
281 static sint8 dummy;
336 return 0; 282 return dummy;
337} 283}
338 284
339/* 285/*
340 * Ensures that all stats (str/dex/con/wis/cha/int) are within the 286 * Ensures that all stats (str/dex/con/wis/cha/int) are within the
341 * 1-30 stat limit. 287 * 1-30 stat limit.
342 */ 288 */
343
344void 289void
345check_stat_bounds (living * stats) 290check_stat_bounds (living *stats)
346{ 291{
347 int i, v;
348
349 for (i = 0; i < NUM_STATS; i++) 292 for (int i = 0; i < NUM_STATS; i++)
350 if ((v = get_attr_value (stats, i)) > MAX_STAT) 293 {
351 set_attr_value (stats, i, MAX_STAT); 294 sint8 &v = stats->stat (i);
352 else if (v < MIN_STAT) 295 v = clamp (v, MIN_STAT, MAX_STAT);
353 set_attr_value (stats, i, MIN_STAT); 296 }
354} 297}
355 298
356#define ORIG_S(xyz,abc) (op->contr->orig_stats.abc) 299#define ORIG_S(xyz,abc) (op->contr->orig_stats.abc)
357 300
358/* Rather than having a whole bunch of if (flag) new_draw.. else new_draw, 301/* 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 310/* flag is set to 1 if we are applying the object, -1 if we are removing
368 * the object. 311 * the object.
369 * It is the calling functions responsibilty to check to see if the object 312 * It is the calling functions responsibilty to check to see if the object
370 * can be applied or not. 313 * can be applied or not.
371 * The main purpose of calling this function is the messages that are 314 * The main purpose of calling this function is the messages that are
372 * displayed - fix_player should really always be called after this when 315 * 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 316 * 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 317 * 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 318 * will clear the bits, but the player may still have some other object
376 * that gives them that ability. 319 * that gives them that ability.
377 */ 320 */
378int 321int
379change_abil (object *op, object *tmp) 322change_abil (object *op, object *tmp)
380{ 323{
381 int flag = QUERY_FLAG (tmp, FLAG_APPLIED) ? 1 : -1, i, j, success = 0; 324 int flag = QUERY_FLAG (tmp, FLAG_APPLIED) ? 1 : -1, success = 0;
382 char message[MAX_BUF]; 325 char message[MAX_BUF];
383 int potion_max = 0; 326 int potion_max = 0;
384 327
385 /* remember what object was like before it was changed. note that 328 /* 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 329 * 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 330 * found by update_stats. refop is not a real object
388 */ 331 */
389 object_pod refop = *op; 332 object_copy refop = *op;
390 333
391 if (op->type == PLAYER) 334 if (op->type == PLAYER)
392 { 335 {
393 if (tmp->type == POTION) 336 if (tmp->type == POTION)
394 { 337 {
395 potion_max = 1; 338 potion_max = 1;
396 for (j = 0; j < NUM_STATS; j++) 339 for (int j = 0; j < NUM_STATS; j++)
397 { 340 {
398 int nstat, ostat; 341 int ostat = op->contr->orig_stats.stat (j);
399 342 int i = tmp->stats.stat (j);
400 ostat = get_attr_value (&(op->contr->orig_stats), j);
401 i = get_attr_value (&(tmp->stats), j);
402 343
403 /* nstat is what the stat will be after use of the potion */ 344 /* nstat is what the stat will be after use of the potion */
404 nstat = flag * i + ostat; 345 int nstat = flag * i + ostat;
405 346
406 /* Do some bounds checking. While I don't think any 347 /* Do some bounds checking. While I don't think any
407 * potions do so right now, there is the potential for potions 348 * potions do so right now, there is the potential for potions
408 * that adjust that stat by more than one point, so we need 349 * that adjust that stat by more than one point, so we need
409 * to allow for that. 350 * to allow for that.
410 */ 351 */
411 if (nstat < 1 && i * flag < 0) 352 if (nstat < 1 && i * flag < 0)
412 nstat = 1; 353 nstat = 1;
413 else if (nstat > 20 + get_attr_value (&(op->arch->clone.stats), j)) 354 else if (nstat > 20 + op->arch->clone.stats.stat (j))
414 {
415 nstat = 20 + get_attr_value (&(op->arch->clone.stats), j); 355 nstat = 20 + op->arch->clone.stats.stat (j);
416 } 356
417 if (nstat != ostat) 357 if (nstat != ostat)
418 { 358 {
419 set_attr_value (&(op->contr->orig_stats), j, nstat); 359 op->contr->orig_stats.stat (j) = nstat;
420 potion_max = 0; 360 potion_max = 0;
421 } 361 }
422 else if (i) 362 else if (i)
423 { 363 {
424 /* potion is useless - player has already hit the natural maximum */ 364 /* potion is useless - player has already hit the natural maximum */
425 potion_max = 1; 365 potion_max = 1;
426 } 366 }
427 } 367 }
368
428 /* This section of code ups the characters normal stats also. I am not 369 /* 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 370 * sure if this is strictly necessary, being that fix_player probably
430 * recalculates this anyway. 371 * recalculates this anyway.
431 */ 372 */
432 for (j = 0; j < NUM_STATS; j++) 373 for (int j = 0; j < NUM_STATS; j++)
433 change_attr_value (&(op->stats), j, flag * get_attr_value (&(tmp->stats), j)); 374 change_attr_value (&op->stats, j, flag * tmp->stats.stat (j));
375
434 check_stat_bounds (&(op->stats)); 376 check_stat_bounds (&op->stats);
435 } /* end of potion handling code */ 377 } /* end of potion handling code */
436 } 378 }
437 379
438 /* reset attributes that fix_player doesn't reset since it doesn't search 380 /* reset attributes that update_stats doesn't reset since it doesn't search
439 * everything to set 381 * everything to set
440 */ 382 */
441 if (flag == -1) 383 if (flag == -1)
442 { 384 {
443 op->attacktype &= ~tmp->attacktype; 385 op->attacktype &= ~tmp->attacktype;
444 op->path_attuned &= ~tmp->path_attuned; 386 op->path_attuned &= ~tmp->path_attuned;
445 op->path_repelled &= ~tmp->path_repelled; 387 op->path_repelled &= ~tmp->path_repelled;
446 op->path_denied &= ~tmp->path_denied; 388 op->path_denied &= ~tmp->path_denied;
447 /* Presuming here that creatures only have move_type, 389 /* Presuming here that creatures only have move_type,
448 * and not the other move_ fields. 390 * and not the other move_ fields.
449 */ 391 */
450 op->move_type &= ~tmp->move_type; 392 op->move_type &= ~tmp->move_type;
451 } 393 }
452 394
453 /* call fix_player since op object could have whatever attribute due 395 /* call fix_player since op object could have whatever attribute due
454 * to multiple items. if fix_player always has to be called after 396 * to multiple items. if update_stats always has to be called after
455 * change_ability then might as well call it from here 397 * change_ability then might as well call it from here
456 */ 398 */
457 fix_player (op); 399 op->update_stats ();
458 400
459 /* Fix player won't add the bows ability to the player, so don't 401 /* update_stats won't add the bows ability to the player, so don't
460 * print out message if this is a bow. 402 * print out message if this is a bow.
461 */ 403 */
462 if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW) 404 if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW)
463 { 405 {
464 success = 1; 406 success = 1;
465 DIFF_MSG (flag, "Your hands begin to glow red.", "Your hands stop glowing red."); 407 DIFF_MSG (flag, "Your hands begin to glow red.", "Your hands stop glowing red.");
466 } 408 }
409
467 if (QUERY_FLAG (op, FLAG_LIFESAVE) != QUERY_FLAG (&refop, FLAG_LIFESAVE)) 410 if (QUERY_FLAG (op, FLAG_LIFESAVE) != QUERY_FLAG (&refop, FLAG_LIFESAVE))
468 { 411 {
469 success = 1; 412 success = 1;
470 DIFF_MSG (flag, "You feel very protected.", "You don't feel protected anymore."); 413 DIFF_MSG (flag, "You feel very protected.", "You don't feel protected anymore.");
471 } 414 }
415
472 if (QUERY_FLAG (op, FLAG_REFL_MISSILE) != QUERY_FLAG (&refop, FLAG_REFL_MISSILE)) 416 if (QUERY_FLAG (op, FLAG_REFL_MISSILE) != QUERY_FLAG (&refop, FLAG_REFL_MISSILE))
473 { 417 {
474 success = 1; 418 success = 1;
475 DIFF_MSG (flag, "A magic force shimmers around you.", "The magic force fades away."); 419 DIFF_MSG (flag, "A magic force shimmers around you.", "The magic force fades away.");
476 } 420 }
421
477 if (QUERY_FLAG (op, FLAG_REFL_SPELL) != QUERY_FLAG (&refop, FLAG_REFL_SPELL)) 422 if (QUERY_FLAG (op, FLAG_REFL_SPELL) != QUERY_FLAG (&refop, FLAG_REFL_SPELL))
478 { 423 {
479 success = 1; 424 success = 1;
480 DIFF_MSG (flag, "You feel more safe now, somehow.", "Suddenly you feel less safe, somehow."); 425 DIFF_MSG (flag, "You feel more safe now, somehow.", "Suddenly you feel less safe, somehow.");
481 } 426 }
427
482 /* movement type has changed. We don't care about cases where 428 /* movement type has changed. We don't care about cases where
483 * user has multiple items giving the same type appled like we 429 * user has multiple items giving the same type appled like we
484 * used to - that is more work than what we gain, plus messages 430 * used to - that is more work than what we gain, plus messages
485 * can be misleading (a little higher could be miscontrued from 431 * can be misleading (a little higher could be miscontrued from
486 * from fly high) 432 * from fly high)
500 if (tmp->move_type & MOVE_FLY_HIGH) 446 if (tmp->move_type & MOVE_FLY_HIGH)
501 { 447 {
502 /* double conditional - second case covers if you have move_fly_low - 448 /* double conditional - second case covers if you have move_fly_low -
503 * in that case, you don't actually land 449 * in that case, you don't actually land
504 */ 450 */
505 DIFF_MSG (flag, "You soar into the air air!.", 451 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.")); 452 (op->move_type & MOVE_FLY_LOW ? "You fly lower in the air" : "You float down to the ground."));
507 } 453 }
454
508 if (tmp->move_type & MOVE_SWIM) 455 if (tmp->move_type & MOVE_SWIM)
509 DIFF_MSG (flag, "You feel ready for a swim", "You no longer feel like swimming"); 456 DIFF_MSG (flag, "You feel ready for a swim", "You no longer feel like swimming");
510 457
511 /* Changing move status may mean you are affected by things you weren't before */ 458 /* Changing move status may mean you are affected by things you weren't before */
512 check_move_on (op, op); 459 check_move_on (op, op);
534 if (QUERY_FLAG (op, FLAG_STEALTH) != QUERY_FLAG (&refop, FLAG_STEALTH)) 481 if (QUERY_FLAG (op, FLAG_STEALTH) != QUERY_FLAG (&refop, FLAG_STEALTH))
535 { 482 {
536 success = 1; 483 success = 1;
537 DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily."); 484 DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily.");
538 } 485 }
486
539 if (QUERY_FLAG (op, FLAG_MAKE_INVIS) != QUERY_FLAG (&refop, FLAG_MAKE_INVIS)) 487 if (QUERY_FLAG (op, FLAG_MAKE_INVIS) != QUERY_FLAG (&refop, FLAG_MAKE_INVIS))
540 { 488 {
541 success = 1; 489 success = 1;
542 DIFF_MSG (flag, "You become transparent.", "You can see yourself."); 490 DIFF_MSG (flag, "You become transparent.", "You can see yourself.");
543 } 491 }
492
544 /* blinded you can tell if more blinded since blinded player has minimal 493 /* blinded you can tell if more blinded since blinded player has minimal
545 * vision 494 * vision
546 */ 495 */
547 if (QUERY_FLAG (tmp, FLAG_BLIND)) 496 if (QUERY_FLAG (tmp, FLAG_BLIND))
548 { 497 {
638 success = 1; 587 success = 1;
639 DIFF_MSG (flag * tmp->stats.food, "You feel your digestion slowing down.", "You feel your digestion speeding up."); 588 DIFF_MSG (flag * tmp->stats.food, "You feel your digestion slowing down.", "You feel your digestion speeding up.");
640 } 589 }
641 590
642 /* Messages for changed resistance */ 591 /* Messages for changed resistance */
643 for (i = 0; i < NROFATTACKS; i++) 592 for (int i = 0; i < NROFATTACKS; i++)
644 { 593 {
645 if (i == ATNR_PHYSICAL) 594 if (i == ATNR_PHYSICAL)
646 continue; /* Don't display about armour */ 595 continue; /* Don't display about armour */
647 596
648 if (op->resist[i] != refop.resist[i]) 597 if (op->resist[i] != refop.resist[i])
655 604
656 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message); 605 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message);
657 } 606 }
658 } 607 }
659 608
660 if (tmp->type != EXPERIENCE && !potion_max) 609 if (!potion_max)
661 { 610 {
662 for (j = 0; j < NUM_STATS; j++) 611 for (int j = 0; j < NUM_STATS; j++)
663 { 612 {
664 if ((i = get_attr_value (&(tmp->stats), j)) != 0) 613 if (int i = tmp->stats.stat (j))
665 { 614 {
666 success = 1; 615 success = 1;
667 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]); 616 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]);
668 } 617 }
669 } 618 }
670 } 619 }
620
671 return success; 621 return success;
672} 622}
673 623
674/* 624/*
675 * Stat draining by Vick 930307 625 * Stat draining by Vick 930307
676 * (Feeling evil, I made it work as well now. -Frank 8) 626 * (Feeling evil, I made it work as well now. -Frank 8)
677 */ 627 */
678
679void 628void
680drain_stat (object *op) 629object::drain_stat ()
681{ 630{
682 drain_specific_stat (op, RANDOM () % NUM_STATS); 631 drain_specific_stat (rndm (NUM_STATS));
683} 632}
684 633
685void 634void
686drain_specific_stat (object *op, int deplete_stats) 635object::drain_specific_stat (int deplete_stats)
687{ 636{
688 object *tmp; 637 object *tmp;
689 archetype *at; 638 archetype *at;
690 639
691 at = archetype::find (ARCH_DEPLETION); 640 at = archetype::find (ARCH_DEPLETION);
694 LOG (llevError, "Couldn't find archetype depletion.\n"); 643 LOG (llevError, "Couldn't find archetype depletion.\n");
695 return; 644 return;
696 } 645 }
697 else 646 else
698 { 647 {
699 tmp = present_arch_in_ob (at, op); 648 tmp = present_arch_in_ob (at, this);
649
700 if (!tmp) 650 if (!tmp)
701 { 651 {
702 tmp = arch_to_object (at); 652 tmp = arch_to_object (at);
703 tmp = insert_ob_in_ob (tmp, op); 653 tmp = insert_ob_in_ob (tmp, this);
704 SET_FLAG (tmp, FLAG_APPLIED); 654 SET_FLAG (tmp, FLAG_APPLIED);
705 } 655 }
706 } 656 }
707 657
708 new_draw_info (NDI_UNIQUE, 0, op, drain_msg[deplete_stats]); 658 new_draw_info (NDI_UNIQUE, 0, this, drain_msg[deplete_stats]);
709 change_attr_value (&tmp->stats, deplete_stats, -1); 659 change_attr_value (&tmp->stats, deplete_stats, -1);
710 fix_player (op); 660 update_stats ();
711} 661}
712 662
713/* 663/*
714 * A value of 0 indicates timeout, otherwise change the luck of the object. 664 * A value of 0 indicates timeout, otherwise change the luck of the object.
715 * via an applied bad_luck object. 665 * via an applied bad_luck object.
716 */ 666 */
717
718void 667void
719change_luck (object *op, int value) 668object::change_luck (int value)
720{ 669{
721 object *tmp;
722 archetype *at;
723 int new_luck;
724
725 at = archetype::find ("luck"); 670 archetype *at = archetype::find ("luck");
726 if (!at) 671 if (!at)
727 LOG (llevError, "Couldn't find archetype luck.\n"); 672 LOG (llevError, "Couldn't find archetype luck.\n");
728 else 673 else
729 { 674 {
730 tmp = present_arch_in_ob (at, op); 675 object *tmp = present_arch_in_ob (at, this);
676
731 if (!tmp) 677 if (!tmp)
732 { 678 {
733 if (!value) 679 if (!value)
734 return; 680 return;
681
735 tmp = arch_to_object (at); 682 tmp = arch_to_object (at);
736 tmp = insert_ob_in_ob (tmp, op); 683 tmp = insert_ob_in_ob (tmp, this);
737 SET_FLAG (tmp, FLAG_APPLIED); 684 SET_FLAG (tmp, FLAG_APPLIED);
738 } 685 }
686
739 if (value) 687 if (value)
740 { 688 {
741 /* Limit the luck value of the bad luck object to +/-100. This 689 /* Limit the luck value of the bad luck object to +/-100. This
742 * (arbitrary) value prevents overflows (both in the bad luck object and 690 * (arbitrary) value prevents overflows (both in the bad luck object and
743 * in op itself). 691 * in op itself).
744 */ 692 */
745 new_luck = tmp->stats.luck + value; 693 int new_luck = tmp->stats.luck + value;
694
746 if (new_luck >= -100 && new_luck <= 100) 695 if (new_luck >= -100 && new_luck <= 100)
747 { 696 {
748 op->stats.luck += value; 697 stats.luck += value;
749 tmp->stats.luck = new_luck; 698 tmp->stats.luck = new_luck;
750 } 699 }
751 } 700 }
752 else 701 else
753 { 702 {
754 if (!tmp->stats.luck) 703 if (!tmp->stats.luck)
755 {
756 return; 704 return;
757 } 705
758 /* Randomly change the players luck. Basically, we move it 706 /* Randomly change the players luck. Basically, we move it
759 * back neutral (if greater>0, subtract, otherwise add) 707 * back neutral (if greater>0, subtract, otherwise add)
760 */ 708 */
761 if (RANDOM () % (FABS (tmp->stats.luck)) >= RANDOM () % 30) 709 if (rndm (abs (tmp->stats.luck)) >= rndm (30))
762 { 710 {
763 int diff = tmp->stats.luck > 0 ? -1 : 1; 711 int diff = tmp->stats.luck > 0 ? -1 : 1;
764 712
765 op->stats.luck += diff; 713 stats.luck += diff;
766 tmp->stats.luck += diff; 714 tmp->stats.luck += diff;
767 } 715 }
768 } 716 }
769 } 717 }
770} 718}
771 719
772/* 720/*
773 * Subtracts stat-bonuses given by the class which the player has chosen. 721 * Subtracts stat-bonuses given by the class which the player has chosen.
774 */ 722 */
775
776void 723void
777remove_statbonus (object *op) 724object::remove_statbonus ()
778{ 725{
779 op->stats.Str -= op->arch->clone.stats.Str; 726 for (int i = 0; i < NUM_STATS; ++i)
780 op->stats.Dex -= op->arch->clone.stats.Dex; 727 {
781 op->stats.Con -= op->arch->clone.stats.Con; 728 sint8 v = arch->clone.stats.stat (i);
782 op->stats.Wis -= op->arch->clone.stats.Wis; 729 stats.stat (i) -= v;
783 op->stats.Pow -= op->arch->clone.stats.Pow; 730 contr->orig_stats.stat (i) -= v;
784 op->stats.Cha -= op->arch->clone.stats.Cha; 731 }
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} 732}
794 733
795/* 734/*
796 * Adds stat-bonuses given by the class which the player has chosen. 735 * Adds stat-bonuses given by the class which the player has chosen.
797 */ 736 */
798
799void 737void
800add_statbonus (object *op) 738object::add_statbonus ()
801{ 739{
802 op->stats.Str += op->arch->clone.stats.Str; 740 for (int i = 0; i < NUM_STATS; ++i)
803 op->stats.Dex += op->arch->clone.stats.Dex; 741 {
804 op->stats.Con += op->arch->clone.stats.Con; 742 sint8 v = arch->clone.stats.stat (i);
805 op->stats.Wis += op->arch->clone.stats.Wis; 743 stats.stat (i) += v;
806 op->stats.Pow += op->arch->clone.stats.Pow; 744 contr->orig_stats.stat (i) += v;
807 op->stats.Cha += op->arch->clone.stats.Cha; 745 }
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} 746}
817 747
818/* 748/*
819 * Updates all abilities given by applied objects in the inventory 749 * Updates all abilities given by applied objects in the inventory
820 * of the given object. Note: This function works for both monsters 750 * of the given object. Note: This function works for both monsters
821 * and players; the "player" in the name is purely an archaic inheritance. 751 * and players; the "player" in the name is purely an archaic inheritance.
822 * This functions starts from base values (archetype or player object) 752 * This functions starts from base values (archetype or player object)
823 * and then adjusts them according to what the player has equipped. 753 * and then adjusts them according to what the player has equipped.
824 */ 754 *
825
826/* July 95 - inserted stuff to handle new skills/exp system - b.t. 755 * July 95 - inserted stuff to handle new skills/exp system - b.t.
827 spell system split, grace points now added to system --peterm 756 * spell system split, grace points now added to system --peterm
828 */ 757 */
829
830void 758void
831fix_player (object *op) 759object::update_stats ()
832{ 760{
833 int i, j; 761 int i, j;
834 float f, max = 9, added_speed = 0, bonus_speed = 0, sp_tmp, speed_reduce_from_disease = 1; 762 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; 763 int weapon_weight = 0, weapon_speed = 0;
836 int best_wc = 0, best_ac = 0, wc = 0, ac = 0; 764 int best_wc = 0, best_ac = 0, wc = 0, ac = 0;
837 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; 765 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS];
838 object *grace_obj = NULL, *mana_obj = NULL, *wc_obj = NULL, *tmp; 766 object *grace_obj = NULL, *mana_obj = NULL, *wc_obj = NULL, *tmp;
767 float old_speed = speed;
839 768
840 /* First task is to clear all the values back to their original values */ 769 /* First task is to clear all the values back to their original values */
841 if (op->type == PLAYER) 770 if (type == PLAYER)
842 { 771 {
843 for (i = 0; i < NUM_STATS; i++) 772 for (i = 0; i < NUM_STATS; i++)
844 { 773 stats.stat (i) = contr->orig_stats.stat (i);
845 set_attr_value (&(op->stats), i, get_attr_value (&(op->contr->orig_stats), i)); 774
846 }
847 if (settings.spell_encumbrance == TRUE) 775 if (settings.spell_encumbrance == TRUE)
848 op->contr->encumbrance = 0; 776 contr->encumbrance = 0;
849 777
850 op->attacktype = 0; 778 attacktype = 0;
779
851 op->contr->digestion = 0; 780 contr->digestion = 0;
852 op->contr->gen_hp = 0; 781 contr->gen_hp = 0;
853 op->contr->gen_sp = 0; 782 contr->gen_sp = 0;
854 op->contr->gen_grace = 0; 783 contr->gen_grace = 0;
855 op->contr->gen_sp_armour = 10; 784 contr->gen_sp_armour = 10;
856 op->contr->item_power = 0; 785 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 } 786 }
867 memcpy (op->body_used, op->body_info, sizeof (op->body_info));
868 787
788 for (int i = NUM_BODY_LOCATIONS; i--; )
789 slot[i].used = slot[i].info;
790
869 op->slaying = 0; 791 slaying = 0;
870 792
871 if (!QUERY_FLAG (op, FLAG_WIZ)) 793 if (!QUERY_FLAG (this, FLAG_WIZ))
872 { 794 {
873 CLEAR_FLAG (op, FLAG_XRAYS); 795 CLEAR_FLAG (this, FLAG_XRAYS);
874 CLEAR_FLAG (op, FLAG_MAKE_INVIS); 796 CLEAR_FLAG (this, FLAG_MAKE_INVIS);
875 } 797 }
876 798
877 CLEAR_FLAG (op, FLAG_LIFESAVE); 799 CLEAR_FLAG (this, FLAG_LIFESAVE);
878 CLEAR_FLAG (op, FLAG_STEALTH); 800 CLEAR_FLAG (this, FLAG_STEALTH);
879 CLEAR_FLAG (op, FLAG_BLIND); 801 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);
888 802
803 if (!QUERY_FLAG (&arch->clone, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL);
804 if (!QUERY_FLAG (&arch->clone, FLAG_REFL_MISSILE)) CLEAR_FLAG (this, FLAG_REFL_MISSILE);
805 if (!QUERY_FLAG (&arch->clone, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD);
806 if (!QUERY_FLAG (&arch->clone, FLAG_SEE_IN_DARK )) CLEAR_FLAG (this, FLAG_SEE_IN_DARK);
807
889 op->path_attuned = op->arch->clone.path_attuned; 808 path_attuned = arch->clone.path_attuned;
890 op->path_repelled = op->arch->clone.path_repelled; 809 path_repelled = arch->clone.path_repelled;
891 op->path_denied = op->arch->clone.path_denied; 810 path_denied = arch->clone.path_denied;
892 op->glow_radius = op->arch->clone.glow_radius; 811 glow_radius = arch->clone.glow_radius;
893 op->move_type = op->arch->clone.move_type; 812 move_type = arch->clone.move_type;
813
894 op->chosen_skill = NULL; 814 chosen_skill = 0;
895 815
896 /* initializing resistances from the values in player/monster's 816 /* initializing resistances from the values in player/monster's
897 * archetype clone 817 * archetype clone
898 */ 818 */
899 memcpy (&op->resist, &op->arch->clone.resist, sizeof (op->resist)); 819 memcpy (&resist, &arch->clone.resist, sizeof (resist));
900 820
901 for (i = 0; i < NROFATTACKS; i++) 821 for (i = 0; i < NROFATTACKS; i++)
902 { 822 {
903 if (op->resist[i] > 0) 823 if (resist[i] > 0)
904 prot[i] = op->resist[i], vuln[i] = 0; 824 prot[i] = resist[i], vuln[i] = 0;
905 else 825 else
906 vuln[i] = -(op->resist[i]), prot[i] = 0; 826 vuln[i] = -(resist[i]), prot[i] = 0;
827
907 potion_resist[i] = 0; 828 potion_resist[i] = 0;
908 } 829 }
909 830
910 wc = op->arch->clone.stats.wc; 831 wc = arch->clone.stats.wc;
911 op->stats.dam = op->arch->clone.stats.dam; 832 stats.dam = arch->clone.stats.dam;
912 833
913 /* for players which cannot use armour, they gain AC -1 per 3 levels, 834 /* for players which cannot use armour, they gain AC -1 per 3 levels,
914 * plus a small amount of physical resist, those poor suckers. ;) 835 * plus a small amount of physical resist, those poor suckers. ;)
915 * the fact that maxlevel is factored in could be considered sort of bogus - 836 * 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, 837 * 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 838 * basically, if a server updates its max level, these playes may find
918 * that their protection from physical goes down 839 * that their protection from physical goes down
919 */ 840 */
920 if (!QUERY_FLAG (op, FLAG_USE_ARMOUR) && op->type == PLAYER) 841 if (!QUERY_FLAG (this, FLAG_USE_ARMOUR) && type == PLAYER)
921 { 842 {
922 ac = MAX (-10, op->arch->clone.stats.ac - op->level / 3); 843 ac = MAX (-10, arch->clone.stats.ac - level / 3);
923 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * op->level / settings.max_level)) / 100; 844 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100;
924 } 845 }
925 else 846 else
926 ac = op->arch->clone.stats.ac; 847 ac = arch->clone.stats.ac;
927 848
928 op->stats.luck = op->arch->clone.stats.luck; 849 stats.luck = arch->clone.stats.luck;
929 op->speed = op->arch->clone.speed; 850 speed = arch->clone.speed;
930 851
931 /* OK - we've reset most all the objects attributes to sane values. 852 /* 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. 853 * now go through and make adjustments for what the player has equipped.
933 */ 854 */
934
935 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 855 for (tmp = inv; tmp; tmp = tmp->below)
936 { 856 {
937 /* See note in map.c:update_position about making this additive 857 /* See note in map.c:update_position about making this additive
938 * since light sources are never applied, need to put check here. 858 * since light sources are never applied, need to put check here.
939 */ 859 */
940 if (tmp->glow_radius > op->glow_radius) 860 if (tmp->glow_radius > glow_radius)
941 op->glow_radius = tmp->glow_radius; 861 glow_radius = tmp->glow_radius;
942 862
943 /* This happens because apply_potion calls change_abil with the potion 863 /* This happens because apply_potion calls change_abil with the potion
944 * applied so we can tell the player what chagned. But change_abil 864 * applied so we can tell the player what changed. But change_abil
945 * then calls this function. 865 * then calls this function.
946 */ 866 */
947 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION) 867 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION)
948 {
949 continue; 868 continue;
950 }
951 869
952 /* For some things, we don't care what is equipped */ 870 /* For some things, we don't care what is equipped */
953 if (tmp->type == SKILL) 871 if (tmp->type == SKILL)
954 { 872 {
955 /* Want to take the highest skill here. */ 873 /* Want to take the highest skill here. */
958 if (!mana_obj) 876 if (!mana_obj)
959 mana_obj = tmp; 877 mana_obj = tmp;
960 else if (tmp->level > mana_obj->level) 878 else if (tmp->level > mana_obj->level)
961 mana_obj = tmp; 879 mana_obj = tmp;
962 } 880 }
881
963 if (IS_GRACE_SKILL (tmp->subtype)) 882 if (IS_GRACE_SKILL (tmp->subtype))
964 { 883 {
965 if (!grace_obj) 884 if (!grace_obj)
966 grace_obj = tmp; 885 grace_obj = tmp;
967 else if (tmp->level > grace_obj->level) 886 else if (tmp->level > grace_obj->level)
976 * in the praying skill, and the player should always get those. 895 * 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, 896 * 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 897 * because the skill shouldn't count against body positions being used
979 * up, etc. 898 * up, etc.
980 */ 899 */
981 if ((QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type != CONTAINER && tmp->type != CLOSE_CON) || 900 if ((tmp->flag [FLAG_APPLIED]
901 && tmp->type != CONTAINER
902 && tmp->type != CLOSE_CON)
903 || (tmp->type == SKILL
982 (tmp->type == SKILL && tmp->subtype == SK_PRAYING)) 904 && tmp->subtype == SK_PRAYING))
983 { 905 {
984 if (op->type == PLAYER) 906 if (type == PLAYER)
985 { 907 {
986 if (tmp->type == BOW) 908 if (tmp == contr->combat_ob || tmp == contr->ranged_ob)
987 op->contr->ranges[range_bow] = tmp; 909 if (tmp != current_weapon && (tmp->type != SKILL || tmp->subtype != SK_PRAYING))
988 910 continue;
989 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
990 op->contr->ranges[range_misc] = tmp;
991 911
992 for (i = 0; i < NUM_STATS; i++) 912 for (i = 0; i < NUM_STATS; i++)
993 change_attr_value (&(op->stats), i, get_attr_value (&(tmp->stats), i)); 913 change_attr_value (&stats, i, tmp->stats.stat (i));
994 914
995 /* these are the items that currently can change digestion, regeneration, 915 /* these are the items that currently can change digestion, regeneration,
996 * spell point recovery and mana point recovery. Seems sort of an arbitary 916 * spell point recovery and mana point recovery. Seems sort of an arbitary
997 * list, but other items store other info into stats array. 917 * list, but other items store other info into stats array.
998 */ 918 */
999 if ((tmp->type == EXPERIENCE) || (tmp->type == WEAPON) || 919 if (tmp->type == WEAPON || tmp->type == BOW ||
1000 (tmp->type == ARMOUR) || (tmp->type == HELMET) || 920 tmp->type == ARMOUR || tmp->type == HELMET ||
1001 (tmp->type == SHIELD) || (tmp->type == RING) || 921 tmp->type == SHIELD || tmp->type == RING ||
1002 (tmp->type == BOOTS) || (tmp->type == GLOVES) || 922 tmp->type == BOOTS || tmp->type == GLOVES ||
1003 (tmp->type == AMULET) || (tmp->type == GIRDLE) || 923 tmp->type == AMULET || tmp->type == GIRDLE ||
1004 (tmp->type == BRACERS) || (tmp->type == CLOAK) || (tmp->type == DISEASE) || (tmp->type == FORCE) || (tmp->type == SKILL)) 924 tmp->type == BRACERS || tmp->type == CLOAK ||
925 tmp->type == DISEASE || tmp->type == FORCE ||
926 tmp->type == SKILL)
1005 { 927 {
1006 op->contr->digestion += tmp->stats.food; 928 contr->digestion += tmp->stats.food;
1007 op->contr->gen_hp += tmp->stats.hp; 929 contr->gen_hp += tmp->stats.hp;
1008 op->contr->gen_sp += tmp->stats.sp; 930 contr->gen_sp += tmp->stats.sp;
1009 op->contr->gen_grace += tmp->stats.grace; 931 contr->gen_grace += tmp->stats.grace;
1010 op->contr->gen_sp_armour += tmp->gen_sp_armour; 932 contr->gen_sp_armour += tmp->gen_sp_armour;
1011 op->contr->item_power += tmp->item_power; 933 contr->item_power += tmp->item_power;
1012 } 934 }
1013 } /* if this is a player */ 935 } /* if this is a player */
936 else
937 {
938 if (tmp->type == WEAPON)
939 current_weapon = tmp;
940 }
1014 941
1015 /* Update slots used for items */ 942 /* Update slots used for items */
1016 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 943 if (QUERY_FLAG (tmp, FLAG_APPLIED))
1017 {
1018 for (i = 0; i < NUM_BODY_LOCATIONS; i++) 944 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
1019 op->body_used[i] += tmp->body_info[i]; 945 slot[i].used += tmp->slot[i].info;
1020 }
1021 946
1022 if (tmp->type == SYMPTOM) 947 if (tmp->type == SYMPTOM)
1023 { 948 {
1024 speed_reduce_from_disease = tmp->last_sp / 100.0; 949 speed_reduce_from_disease = tmp->last_sp / 100.f;
950
1025 if (speed_reduce_from_disease == 0) 951 if (speed_reduce_from_disease == 0)
1026 speed_reduce_from_disease = 1; 952 speed_reduce_from_disease = 1;
1027 } 953 }
1028 954
1029 /* Pos. and neg. protections are counted seperate (-> pro/vuln). 955 /* Pos. and neg. protections are counted seperate (-> pro/vuln).
1030 * (Negative protections are calculated extactly like positive.) 956 * (Negative protections are calculated exactly like positive.)
1031 * Resistance from potions are treated special as well. If there's 957 * Resistance from potions are treated special as well. If there's
1032 * more than one potion-effect, the bigger prot.-value is taken. 958 * more than one potion-effect, the bigger prot.-value is taken.
1033 */ 959 */
1034 if (tmp->type != POTION) 960 if (tmp->type != POTION)
1035 { 961 {
1036 for (i = 0; i < NROFATTACKS; i++) 962 for (i = 0; i < NROFATTACKS; i++)
1037 { 963 {
1038 /* Potential for cursed potions, in which case we just can use 964 /* Potential for cursed potions, in which case we just can use
1039 * a straight MAX, as potion_resist is initialized to zero. 965 * a straight MAX, as potion_resist is initialised to zero.
1040 */ 966 */
1041 if (tmp->type == POTION_EFFECT) 967 if (tmp->type == POTION_EFFECT)
1042 { 968 {
1043 if (potion_resist[i]) 969 if (potion_resist[i])
1044 potion_resist[i] = MAX (potion_resist[i], tmp->resist[i]); 970 potion_resist[i] = MAX (potion_resist[i], tmp->resist[i]);
1045 else 971 else
1046 potion_resist[i] = tmp->resist[i]; 972 potion_resist[i] = tmp->resist[i];
1047 } 973 }
1048 else if (tmp->resist[i] > 0) 974 else if (tmp->resist[i] > 0)
1049 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100; 975 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100;
1050 else if (tmp->resist[i] < 0) 976 else if (tmp->resist[i] < 0)
1051 vuln[i] += ((100 - vuln[i]) * (-tmp->resist[i])) / 100; 977 vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100;
1052 } 978 }
1053 } 979 }
1054 980
1055 /* There may be other things that should not adjust the attacktype */ 981 /* There may be other things that should not adjust the attacktype */
1056 if (tmp->type != BOW && tmp->type != SYMPTOM) 982 if ((tmp->type != WEAPON && tmp->type != BOW && tmp->type != SYMPTOM)
983 || current_weapon == tmp)
984 {
1057 op->attacktype |= tmp->attacktype; 985 attacktype |= tmp->attacktype;
1058
1059 op->path_attuned |= tmp->path_attuned; 986 path_attuned |= tmp->path_attuned;
1060 op->path_repelled |= tmp->path_repelled; 987 path_repelled |= tmp->path_repelled;
1061 op->path_denied |= tmp->path_denied; 988 path_denied |= tmp->path_denied;
989 move_type |= tmp->move_type;
1062 op->stats.luck += tmp->stats.luck; 990 stats.luck += tmp->stats.luck;
1063 op->move_type |= tmp->move_type; 991 }
1064 992
1065 if (QUERY_FLAG (tmp, FLAG_LIFESAVE)) 993 if (QUERY_FLAG (tmp, FLAG_LIFESAVE )) SET_FLAG (this, FLAG_LIFESAVE);
1066 SET_FLAG (op, FLAG_LIFESAVE); 994 if (QUERY_FLAG (tmp, FLAG_REFL_SPELL )) SET_FLAG (this, FLAG_REFL_SPELL);
1067 if (QUERY_FLAG (tmp, FLAG_REFL_SPELL)) 995 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE)) SET_FLAG (this, FLAG_REFL_MISSILE);
1068 SET_FLAG (op, FLAG_REFL_SPELL); 996 if (QUERY_FLAG (tmp, FLAG_STEALTH )) SET_FLAG (this, FLAG_STEALTH);
1069 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE)) 997 if (QUERY_FLAG (tmp, FLAG_XRAYS )) SET_FLAG (this, FLAG_XRAYS);
1070 SET_FLAG (op, FLAG_REFL_MISSILE); 998 if (QUERY_FLAG (tmp, FLAG_BLIND )) SET_FLAG (this, FLAG_BLIND);
1071 if (QUERY_FLAG (tmp, FLAG_STEALTH)) 999 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 1000
1080 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 1001 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (&arch->clone, FLAG_UNDEAD))
1081 SET_FLAG (op, FLAG_UNDEAD); 1002 SET_FLAG (this, FLAG_UNDEAD);
1082 1003
1083 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS)) 1004 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS))
1084 { 1005 {
1085 SET_FLAG (op, FLAG_MAKE_INVIS); 1006 SET_FLAG (this, FLAG_MAKE_INVIS);
1086 op->invisible = 1; 1007 invisible = 1;
1087 } 1008 }
1088 1009
1089 if (tmp->stats.exp && tmp->type != SKILL) 1010 if (tmp->stats.exp && tmp->type != SKILL)
1090 { 1011 {
1091 if (tmp->stats.exp > 0) 1012 if (tmp->stats.exp > 0)
1092 { 1013 {
1093 added_speed += (float) tmp->stats.exp / 3.0; 1014 added_speed += tmp->stats.exp / 3.f;
1094 bonus_speed += 1.0 + (float) tmp->stats.exp / 3.0; 1015 bonus_speed += tmp->stats.exp / 3.f + 1.f;
1095 } 1016 }
1096 else 1017 else
1097 added_speed += (float) tmp->stats.exp; 1018 added_speed += tmp->stats.exp;
1098 } 1019 }
1099 1020
1100 switch (tmp->type) 1021 switch (tmp->type)
1101 { 1022 {
1023#if 0
1024 case WAND:
1025 case ROD:
1026 case HORN:
1027 if (type != PLAYER || current_weapon == tmp)
1028 chosen_skill = tmp;
1029 break;
1030#endif
1031
1102 /* skills modifying the character -b.t. */ 1032 /* skills modifying the character -b.t. */
1103 /* for all skills and skill granting objects */ 1033 /* for all skills and skill granting objects */
1104 case SKILL: 1034 case SKILL:
1105 if (!QUERY_FLAG (tmp, FLAG_APPLIED)) 1035 if (!QUERY_FLAG (tmp, FLAG_APPLIED))
1106 break; 1036 break;
1107 1037
1108 if (IS_COMBAT_SKILL (tmp->subtype)) 1038 if (IS_COMBAT_SKILL (tmp->subtype))
1109 wc_obj = tmp; 1039 wc_obj = tmp;
1110 1040
1111 if (op->chosen_skill) 1041 if (chosen_skill)
1112 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &op->name); 1042 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name);
1113 1043
1114 op->chosen_skill = tmp; 1044 chosen_skill = tmp;
1115 1045
1116 if (tmp->stats.dam > 0) 1046 if (tmp->stats.dam > 0)
1117 { /* skill is a 'weapon' */ 1047 { /* skill is a 'weapon' */
1118 if (!QUERY_FLAG (op, FLAG_READY_WEAPON)) 1048 if (!QUERY_FLAG (this, FLAG_READY_WEAPON))
1119 weapon_speed = (int) WEAPON_SPEED (tmp); 1049 weapon_speed = WEAPON_SPEED (tmp);
1050
1120 if (weapon_speed < 0) 1051 if (weapon_speed < 0)
1121 weapon_speed = 0; 1052 weapon_speed = 0;
1053
1122 weapon_weight = tmp->weight; 1054 weapon_weight = tmp->weight;
1123 op->stats.dam += tmp->stats.dam * (1 + (op->chosen_skill->level / 9)); 1055 stats.dam += tmp->stats.dam * (1 + (chosen_skill->level / 9));
1056
1124 if (tmp->magic) 1057 if (tmp->magic)
1125 op->stats.dam += tmp->magic; 1058 stats.dam += tmp->magic;
1126 } 1059 }
1127 1060
1128 if (tmp->stats.wc) 1061 if (tmp->stats.wc)
1129 wc -= (tmp->stats.wc + tmp->magic); 1062 wc -= tmp->stats.wc + tmp->magic;
1130 1063
1131 if (tmp->slaying != NULL) 1064 if (tmp->slaying)
1132 op->slaying = tmp->slaying; 1065 slaying = tmp->slaying;
1133 1066
1134 if (tmp->stats.ac) 1067 if (tmp->stats.ac)
1135 ac -= (tmp->stats.ac + tmp->magic); 1068 ac -= tmp->stats.ac + tmp->magic;
1069
1136 if (settings.spell_encumbrance == TRUE && op->type == PLAYER) 1070 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1137 op->contr->encumbrance += (int) 3 *tmp->weight / 1000; 1071 contr->encumbrance += (int) 3 *tmp->weight / 1000;
1138 1072
1139 if (op->type == PLAYER)
1140 op->contr->ranges[range_skill] = op;
1141 break; 1073 break;
1142 1074
1143 case SKILL_TOOL: 1075 case SKILL_TOOL:
1144 if (op->chosen_skill) 1076 if (chosen_skill)
1145 {
1146 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &op->name); 1077 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name);
1147 } 1078
1148 op->chosen_skill = tmp; 1079 chosen_skill = tmp;
1149 if (op->type == PLAYER)
1150 op->contr->ranges[range_skill] = op;
1151 break; 1080 break;
1152 1081
1153 case SHIELD: 1082 case SHIELD:
1154 if (settings.spell_encumbrance == TRUE && op->type == PLAYER) 1083 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1155 op->contr->encumbrance += (int) tmp->weight / 2000; 1084 contr->encumbrance += (int) tmp->weight / 2000;
1156 case RING: 1085 case RING:
1157 case AMULET: 1086 case AMULET:
1158 case GIRDLE: 1087 case GIRDLE:
1159 case HELMET: 1088 case HELMET:
1160 case BOOTS: 1089 case BOOTS:
1161 case GLOVES: 1090 case GLOVES:
1162 case CLOAK: 1091 case CLOAK:
1163 if (tmp->stats.wc) 1092 if (tmp->stats.wc)
1164 wc -= (tmp->stats.wc + tmp->magic); 1093 wc -= tmp->stats.wc + tmp->magic;
1094
1165 if (tmp->stats.dam) 1095 if (tmp->stats.dam)
1166 op->stats.dam += (tmp->stats.dam + tmp->magic); 1096 stats.dam += tmp->stats.dam + tmp->magic;
1097
1167 if (tmp->stats.ac) 1098 if (tmp->stats.ac)
1168 ac -= (tmp->stats.ac + tmp->magic); 1099 ac -= tmp->stats.ac + tmp->magic;
1100
1169 break; 1101 break;
1170 1102
1103 case BOW:
1171 case WEAPON: 1104 case WEAPON:
1105 if (type != PLAYER || current_weapon == tmp)
1106 {
1172 wc -= (tmp->stats.wc + tmp->magic); 1107 wc -= tmp->stats.wc + tmp->magic;
1108
1173 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0) 1109 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0)
1174 ac -= tmp->stats.ac + tmp->magic; 1110 ac -= tmp->stats.ac + tmp->magic;
1111
1175 op->stats.dam += (tmp->stats.dam + tmp->magic); 1112 stats.dam += tmp->stats.dam + tmp->magic;
1176 weapon_weight = tmp->weight; 1113 weapon_weight = tmp->weight;
1177 weapon_speed = ((int) WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2; 1114 weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2;
1115
1178 if (weapon_speed < 0) 1116 if (weapon_speed < 0)
1179 weapon_speed = 0; 1117 weapon_speed = 0;
1118
1180 op->slaying = tmp->slaying; 1119 slaying = tmp->slaying;
1120
1181 /* If there is desire that two handed weapons should do 1121 /* If there is desire that two handed weapons should do
1182 * extra strength damage, this is where the code should 1122 * extra strength damage, this is where the code should
1183 * go. 1123 * go.
1184 */ 1124 */
1185 op->current_weapon = tmp; 1125
1186 if (settings.spell_encumbrance == TRUE && op->type == PLAYER) 1126 if (type == PLAYER)
1127 if (settings.spell_encumbrance)
1187 op->contr->encumbrance += (int) 3 *tmp->weight / 1000; 1128 contr->encumbrance += tmp->weight * 3 / 1000;
1129 }
1188 1130
1189 break; 1131 break;
1190 1132
1191 case ARMOUR: /* Only the best of these three are used: */ 1133 case ARMOUR: /* Only the best of these three are used: */
1192 if (settings.spell_encumbrance == TRUE && op->type == PLAYER) 1134 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1193 op->contr->encumbrance += (int) tmp->weight / 1000; 1135 contr->encumbrance += tmp->weight / 1000;
1194 1136
1195 case BRACERS: 1137 case BRACERS:
1196 case FORCE: 1138 case FORCE:
1197 if (tmp->stats.wc) 1139 if (tmp->stats.wc)
1198 { 1140 {
1202 best_wc = tmp->stats.wc + tmp->magic; 1144 best_wc = tmp->stats.wc + tmp->magic;
1203 } 1145 }
1204 else 1146 else
1205 wc += tmp->stats.wc + tmp->magic; 1147 wc += tmp->stats.wc + tmp->magic;
1206 } 1148 }
1149
1207 if (tmp->stats.ac) 1150 if (tmp->stats.ac)
1208 { 1151 {
1209 if (best_ac < tmp->stats.ac + tmp->magic) 1152 if (best_ac < tmp->stats.ac + tmp->magic)
1210 { 1153 {
1211 ac += best_ac; /* Remove last bonus */ 1154 ac += best_ac; /* Remove last bonus */
1212 best_ac = tmp->stats.ac + tmp->magic; 1155 best_ac = tmp->stats.ac + tmp->magic;
1213 } 1156 }
1214 else /* To nullify the below effect */ 1157 else /* To nullify the below effect */
1215 ac += tmp->stats.ac + tmp->magic; 1158 ac += tmp->stats.ac + tmp->magic;
1216 } 1159 }
1160
1217 if (tmp->stats.wc) 1161 if (tmp->stats.wc)
1218 wc -= (tmp->stats.wc + tmp->magic); 1162 wc -= (tmp->stats.wc + tmp->magic);
1163
1219 if (tmp->stats.ac) 1164 if (tmp->stats.ac)
1220 ac -= (tmp->stats.ac + tmp->magic); 1165 ac -= (tmp->stats.ac + tmp->magic);
1166
1221 if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.0 < max) 1167 if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.f < max)
1222 max = ARMOUR_SPEED (tmp) / 10.0; 1168 max = ARMOUR_SPEED (tmp) / 10.f;
1169
1223 break; 1170 break;
1224 } /* switch tmp->type */ 1171 } /* switch tmp->type */
1225 } /* item is equipped */ 1172 } /* item is equipped */
1226 } /* for loop of items */ 1173 } /* for loop of items */
1227 1174
1235 * If there is a cursed (and no uncursed) potion in effect, we take 1182 * If there is a cursed (and no uncursed) potion in effect, we take
1236 * 'total resistance = vulnerability from cursed potion'. 1183 * 'total resistance = vulnerability from cursed potion'.
1237 */ 1184 */
1238 for (i = 0; i < NROFATTACKS; i++) 1185 for (i = 0; i < NROFATTACKS; i++)
1239 { 1186 {
1240 op->resist[i] = prot[i] - vuln[i]; 1187 resist[i] = prot[i] - vuln[i];
1188
1241 if (potion_resist[i] && ((potion_resist[i] > op->resist[i]) || (potion_resist[i] < 0))) 1189 if (potion_resist[i] && ((potion_resist[i] > resist[i]) || (potion_resist[i] < 0)))
1242 op->resist[i] = potion_resist[i]; 1190 resist[i] = potion_resist[i];
1243 } 1191 }
1244 1192
1245 /* Figure out the players sp/mana/hp totals. */ 1193 /* Figure out the players sp/mana/hp totals. */
1246 if (op->type == PLAYER) 1194 if (type == PLAYER)
1247 { 1195 {
1248 int pl_level; 1196 int pl_level;
1249 1197
1250 check_stat_bounds (&(op->stats)); 1198 check_stat_bounds (&(stats));
1251 pl_level = op->level; 1199 pl_level = level;
1252 1200
1253 if (pl_level < 1) 1201 if (pl_level < 1)
1254 pl_level = 1; /* safety, we should always get 1 levels worth of hp! */ 1202 pl_level = 1; /* safety, we should always get 1 levels worth of hp! */
1255 1203
1256 /* You basically get half a con bonus/level. But we do take into account rounding, 1204 /* 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. 1205 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels.
1258 */ 1206 */
1259 for (i = 1, op->stats.maxhp = 0; i <= pl_level && i <= 10; i++) 1207 for (i = 1, stats.maxhp = 0; i <= pl_level && i <= 10; i++)
1260 { 1208 {
1261 j = op->contr->levhp[i] + con_bonus[op->stats.Con] / 2; 1209 j = contr->levhp[i] + con_bonus[stats.Con] / 2;
1210
1262 if (i % 2 && con_bonus[op->stats.Con] % 2) 1211 if (i % 2 && con_bonus[stats.Con] % 2)
1263 { 1212 {
1264 if (con_bonus[op->stats.Con] > 0) 1213 if (con_bonus[stats.Con] > 0)
1265 j++; 1214 j++;
1266 else 1215 else
1267 j--; 1216 j--;
1268 } 1217 }
1218
1269 op->stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */ 1219 stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */
1270 } 1220 }
1271 1221
1272 for (i = 11; i <= op->level; i++) 1222 for (i = 11; i <= level; i++)
1273 op->stats.maxhp += 2; 1223 stats.maxhp += 2;
1274 1224
1275 if (op->stats.hp > op->stats.maxhp) 1225 if (stats.hp > stats.maxhp)
1276 op->stats.hp = op->stats.maxhp; 1226 stats.hp = stats.maxhp;
1277 1227
1278 /* Sp gain is controlled by the level of the player's 1228 /* Sp gain is controlled by the level of the player's
1279 * relevant experience object (mana_obj, see above) 1229 * relevant experience object (mana_obj, see above)
1280 */ 1230 */
1281 /* following happen when skills system is not used */ 1231 /* following happen when skills system is not used */
1282 if (!mana_obj) 1232 if (!mana_obj)
1283 mana_obj = op; 1233 mana_obj = this;
1234
1284 if (!grace_obj) 1235 if (!grace_obj)
1285 grace_obj = op; 1236 grace_obj = this;
1237
1286 /* set maxsp */ 1238 /* set maxsp */
1287 if (!mana_obj || !mana_obj->level || op->type != PLAYER) 1239 if (!mana_obj || !mana_obj->level || type != PLAYER)
1288 mana_obj = op; 1240 mana_obj = this;
1289 1241
1290 if (mana_obj == op && op->type == PLAYER) 1242 if (mana_obj == this && type == PLAYER)
1291 {
1292 op->stats.maxsp = 1; 1243 stats.maxsp = 1;
1293 }
1294 else 1244 else
1295 { 1245 {
1296 sp_tmp = 0.0; 1246 sp_tmp = 0.f;
1247
1297 for (i = 1; i <= mana_obj->level && i <= 10; i++) 1248 for (i = 1; i <= mana_obj->level && i <= 10; i++)
1298 { 1249 {
1299 float stmp; 1250 float stmp;
1300 1251
1301 /* Got some extra bonus at first level */ 1252 /* Got some extra bonus at first level */
1302 if (i < 2) 1253 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); 1254 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 6.f;
1305 }
1306 else 1255 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; 1256 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 12.f;
1309 } 1257
1310 if (stmp < 1.0) 1258 if (stmp < 1.f)
1311 stmp = 1.0; 1259 stmp = 1.f;
1260
1312 sp_tmp += stmp; 1261 sp_tmp += stmp;
1313 } 1262 }
1263
1314 op->stats.maxsp = (int) sp_tmp; 1264 stats.maxsp = (sint16)sp_tmp;
1315 1265
1316 for (i = 11; i <= mana_obj->level; i++) 1266 for (i = 11; i <= mana_obj->level; i++)
1317 op->stats.maxsp += 2; 1267 stats.maxsp += 2;
1318 } 1268 }
1319 /* Characters can get their sp supercharged via rune of transferrance */ 1269 /* Characters can get their sp supercharged via rune of transferrance */
1320 if (op->stats.sp > op->stats.maxsp * 2) 1270 if (stats.sp > stats.maxsp * 2)
1321 op->stats.sp = op->stats.maxsp * 2; 1271 stats.sp = stats.maxsp * 2;
1322 1272
1323 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */ 1273 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */
1324 if (!grace_obj || !grace_obj->level || op->type != PLAYER) 1274 if (!grace_obj || !grace_obj->level || type != PLAYER)
1325 grace_obj = op; 1275 grace_obj = this;
1326 1276
1327 if (grace_obj == op && op->type == PLAYER) 1277 if (grace_obj == this && type == PLAYER)
1328 {
1329 op->stats.maxgrace = 1; 1278 stats.maxgrace = 1;
1330 }
1331 else 1279 else
1332 { 1280 {
1333 /* store grace in a float - this way, the divisions below don't create 1281 /* 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 1282 * 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 1283 * becomes big jumps when the sums of the bonuses jump to the next
1336 * step of 8 - with floats, even fractional ones are useful. 1284 * step of 8 - with floats, even fractional ones are useful.
1337 */ 1285 */
1338 sp_tmp = 0.0; 1286 sp_tmp = 0.f;
1339 for (i = 1, op->stats.maxgrace = 0; i <= grace_obj->level && i <= 10; i++) 1287 for (i = 1, stats.maxgrace = 0; i <= grace_obj->level && i <= 10; i++)
1340 { 1288 {
1341 float grace_tmp = 0.0; 1289 float grace_tmp = 0.f;
1342 1290
1343 /* Got some extra bonus at first level */ 1291 /* Got some extra bonus at first level */
1344 if (i < 2) 1292 if (i < 2)
1345 { 1293 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 1294 else
1350 { 1295 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] 1296
1352 + ((float) grace_bonus[op->stats.Pow] + 2.0 * (float) grace_bonus[op->stats.Wis]) / 12.0;
1353 }
1354 if (grace_tmp < 1.0) 1297 if (grace_tmp < 1.f)
1355 grace_tmp = 1.0; 1298 grace_tmp = 1.f;
1299
1356 sp_tmp += grace_tmp; 1300 sp_tmp += grace_tmp;
1357 } 1301 }
1302
1358 op->stats.maxgrace = (int) sp_tmp; 1303 stats.maxgrace = (sint16)sp_tmp;
1359 1304
1360 /* two grace points per level after 11 */ 1305 /* two grace points per level after 11 */
1361 for (i = 11; i <= grace_obj->level; i++) 1306 for (i = 11; i <= grace_obj->level; i++)
1362 op->stats.maxgrace += 2; 1307 stats.maxgrace += 2;
1363 } 1308 }
1364 /* No limit on grace vs maxgrace */ 1309 /* No limit on grace vs maxgrace */
1365 1310
1366 if (op->contr->braced) 1311 if (contr->braced)
1367 { 1312 {
1368 ac += 2; 1313 ac += 2;
1369 wc += 4; 1314 wc += 4;
1370 } 1315 }
1371 else 1316 else
1372 ac -= dex_bonus[op->stats.Dex]; 1317 ac -= dex_bonus[stats.Dex];
1373 1318
1374 /* In new exp/skills system, wc bonuses are related to 1319 /* In new exp/skills system, wc bonuses are related to
1375 * the players level in a relevant exp object (wc_obj) 1320 * the players level in a relevant exp object (wc_obj)
1376 * not the general player level -b.t. 1321 * not the general player level -b.t.
1377 * I changed this slightly so that wc bonuses are better 1322 * I changed this slightly so that wc bonuses are better
1381 * we give the player a bonus here in wc and dam 1326 * we give the player a bonus here in wc and dam
1382 * to make up for the change. Note that I left the 1327 * to make up for the change. Note that I left the
1383 * monster bonus the same as before. -b.t. 1328 * monster bonus the same as before. -b.t.
1384 */ 1329 */
1385 1330
1386 if (op->type == PLAYER && wc_obj && wc_obj->level > 1) 1331 if (type == PLAYER && wc_obj && wc_obj->level > 1)
1387 { 1332 {
1388 wc -= (wc_obj->level + thaco_bonus[op->stats.Str]); 1333 wc -= wc_obj->level + thaco_bonus[stats.Str];
1334
1389 for (i = 1; i < wc_obj->level; i++) 1335 for (i = 1; i < wc_obj->level; i++)
1390 { 1336 {
1391 /* addtional wc every 6 levels */ 1337 /* addtional wc every 6 levels */
1392 if (!(i % 6)) 1338 if (!(i % 6))
1393 wc--; 1339 wc--;
1340
1394 /* addtional dam every 4 levels. */ 1341 /* addtional dam every 4 levels. */
1395 if (!(i % 4) && (dam_bonus[op->stats.Str] >= 0)) 1342 if (!(i % 4) && dam_bonus[stats.Str] >= 0)
1396 op->stats.dam += (1 + (dam_bonus[op->stats.Str] / 5)); 1343 stats.dam += 1 + dam_bonus[stats.Str] / 5;
1397 } 1344 }
1398 } 1345 }
1399 else 1346 else
1400 wc -= (op->level + thaco_bonus[op->stats.Str]); 1347 wc -= level + thaco_bonus[stats.Str];
1401 1348
1402 op->stats.dam += dam_bonus[op->stats.Str]; 1349 stats.dam += dam_bonus[stats.Str];
1403 1350
1404 if (op->stats.dam < 1) 1351 if (stats.dam < 1)
1405 op->stats.dam = 1; 1352 stats.dam = 1;
1406 1353
1407 op->speed = 1.0 + speed_bonus[op->stats.Dex]; 1354 speed = 1.f + speed_bonus[stats.Dex];
1355
1408 if (settings.search_items && op->contr->search_str[0]) 1356 if (settings.search_items && contr->search_str[0])
1409 op->speed -= 1; 1357 speed -= 1;
1358
1410 if (op->attacktype == 0) 1359 if (attacktype == 0)
1411 op->attacktype = op->arch->clone.attacktype; 1360 attacktype = arch->clone.attacktype;
1412 1361
1413 } /* End if player */ 1362 } /* End if player */
1414 1363
1415 if (added_speed >= 0) 1364 if (added_speed >= 0)
1416 op->speed += added_speed / 10.0; 1365 speed += added_speed / 10.f;
1417 else /* Something wrong here...: */ 1366 else /* Something wrong here...: */
1418 op->speed /= (float) (1.0 - added_speed); 1367 speed /= 1.f - added_speed;
1419 1368
1420 /* Max is determined by armour */ 1369 /* Max is determined by armour */
1421 if (op->speed > max) 1370 if (speed > max)
1422 op->speed = max; 1371 speed = max;
1423 1372
1424 if (op->type == PLAYER) 1373 if (type == PLAYER)
1425 { 1374 {
1426 /* f is a number the represents the number of kg above (positive num) 1375 /* 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 1376 * or below (negative number) that the player is carrying. If above
1428 * weight limit, then player suffers a speed reduction based on how 1377 * weight limit, then player suffers a speed reduction based on how
1429 * much above he is, and what is max carry is 1378 * much above he is, and what is max carry is
1430 */ 1379 */
1431 f = (op->carrying / 1000) - max_carry[op->stats.Str]; 1380 f = (carrying / 1000) - max_carry[stats.Str];
1432 if (f > 0) 1381 if (f > 0)
1433 op->speed = op->speed / (1.0 + f / max_carry[op->stats.Str]); 1382 speed = speed / (1.f + f / max_carry[stats.Str]);
1434 } 1383 }
1435 1384
1436 op->speed += bonus_speed / 10.0; /* Not affected by limits */ 1385 speed += bonus_speed / 10.f; /* Not affected by limits */
1437 1386
1438 /* Put a lower limit on speed. Note with this speed, you move once every 1387 /* 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. 1388 * 100 ticks or so. This amounts to once every 12 seconds of realtime.
1440 */ 1389 */
1441 op->speed = op->speed * speed_reduce_from_disease; 1390 speed = speed * speed_reduce_from_disease;
1442 1391
1443 if (op->speed < 0.01 && op->type == PLAYER) 1392 if (speed < 0.01f && type == PLAYER)
1444 op->speed = 0.01; 1393 speed = 0.01f;
1445 1394
1446 if (op->type == PLAYER) 1395 if (type == PLAYER)
1447 { 1396 {
1448 float M, W, s, D, K, S, M2;
1449
1450 /* (This formula was made by vidarl@ifi.uio.no) 1397 /* (This formula was made by vidarl@ifi.uio.no)
1451 * Note that we never used these values again - basically 1398 * Note that we never used these values again - basically
1452 * all of these could be subbed into one big equation, but 1399 * all of these could be subbed into one big equation, but
1453 * that would just be a real pain to read. 1400 * that would just be a real pain to read.
1454 */ 1401 */
1455 M = (max_carry[op->stats.Str] - 121) / 121.0; 1402 float M = (max_carry[stats.Str] - 121) / 121.f;
1456 M2 = max_carry[op->stats.Str] / 100.0; 1403 float M2 = max_carry[stats.Str] / 100.f;
1457 W = weapon_weight / 20000.0; 1404 float W = weapon_weight / 20000.f;
1458 s = 2 - weapon_speed / 10.0; 1405 float s = 2 - weapon_speed / 10.f;
1459 D = (op->stats.Dex - 14) / 14.0; 1406 float D = (stats.Dex - 14) / 14.f;
1460 K = 1 + M / 3.0 - W / (3 * M2) + op->speed / 5.0 + D / 2.0; 1407 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; 1408
1409 K *= (4 + level) *1.2f / (6 + level);
1410
1462 if (K <= 0) 1411 if (K <= 0.f)
1463 K = 0.01; 1412 K = 0.01f;
1413
1464 S = op->speed / (K * s); 1414 float S = speed / (K * s);
1415
1465 op->contr->weapon_sp = S; 1416 contr->weapon_sp = S;
1466 } 1417 }
1418
1467 /* I want to limit the power of small monsters with big weapons: */ 1419 /* 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) 1420 if (type != PLAYER && arch && stats.dam > arch->clone.stats.dam * 3)
1469 op->stats.dam = op->arch->clone.stats.dam * 3; 1421 stats.dam = arch->clone.stats.dam * 3;
1470 1422
1471 /* Prevent overflows of wc - best you can get is ABS(120) - this 1423 /* Prevent overflows of wc - best you can get is ABS(120) - this
1472 * should be more than enough - remember, AC is also in 8 bits, 1424 * should be more than enough - remember, AC is also in 8 bits,
1473 * so its value is the same. 1425 * so its value is the same.
1474 */ 1426 */
1475 if (wc > 120) 1427 if (wc > 120)
1476 wc = 120; 1428 wc = 120;
1477 else if (wc < -120) 1429 else if (wc < -120)
1478 wc = -120; 1430 wc = -120;
1431
1479 op->stats.wc = wc; 1432 stats.wc = wc;
1480 1433
1481 if (ac > 120) 1434 if (ac > 120)
1482 ac = 120; 1435 ac = 120;
1483 else if (ac < -120) 1436 else if (ac < -120)
1484 ac = -120; 1437 ac = -120;
1438
1485 op->stats.ac = ac; 1439 stats.ac = ac;
1486 1440
1487 /* if for some reason the creature doesn't have any move type, 1441 /* if for some reason the creature doesn't have any move type,
1488 * give them walking as a default. 1442 * give them walking as a default.
1489 * The second case is a special case - to more closely mimic the 1443 * The second case is a special case - to more closely mimic the
1490 * old behaviour - if your flying, your not walking - just 1444 * old behaviour - if your flying, your not walking - just
1491 * one or the other. 1445 * one or the other.
1492 */ 1446 */
1493 if (op->move_type == 0) 1447 if (move_type == 0)
1494 op->move_type = MOVE_WALK; 1448 move_type = MOVE_WALK;
1495 else if (op->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) 1449 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH))
1496 op->move_type &= ~MOVE_WALK; 1450 move_type &= ~MOVE_WALK;
1497 1451
1498 update_ob_speed (op); 1452 if (speed != old_speed)
1453 set_speed (speed);
1499 1454
1500 /* It is quite possible that a player's spell costing might have changed, 1455 /* It is quite possible that a player's spell costing might have changed,
1501 * so we will check that now. 1456 * so we will check that now.
1502 */ 1457 */
1503 if (op->type == PLAYER) 1458 if (type == PLAYER)
1459 {
1460 esrv_update_stats (contr);
1504 esrv_update_spells (op->contr); 1461 esrv_update_spells (contr);
1462 }
1463
1464 // update the mapspace, if we are on a map
1465 if (!flag [FLAG_REMOVED] && map)
1466 map->at (x, y).flags_ = 0;
1505} 1467}
1506 1468
1507/* 1469/*
1508 * Returns true if the given player is a legal class. 1470 * Returns true if the given player is a legal class.
1509 * The function to add and remove class-bonuses to the stats doesn't 1471 * The function to add and remove class-bonuses to the stats doesn't
1510 * check if the stat becomes negative, thus this function 1472 * check if the stat becomes negative, thus this function
1511 * merely checks that all stats are 1 or more, and returns 1473 * merely checks that all stats are 1 or more, and returns
1512 * false otherwise. 1474 * false otherwise.
1513 */ 1475 */
1514
1515int 1476int
1516allowed_class (const object *op) 1477allowed_class (const object *op)
1517{ 1478{
1518 return op->stats.Dex > 0 && op->stats.Str > 0 && op->stats.Con > 0 && 1479 return op->stats.Dex > 0
1519 op->stats.Int > 0 && op->stats.Wis > 0 && op->stats.Pow > 0 && op->stats.Cha > 0; 1480 && op->stats.Str > 0
1481 && op->stats.Con > 0
1482 && op->stats.Int > 0
1483 && op->stats.Wis > 0
1484 && op->stats.Pow > 0
1485 && op->stats.Cha > 0;
1520} 1486}
1521 1487
1522/* 1488/*
1523 * set the new dragon name after gaining levels or 1489 * set the new dragon name after gaining levels or
1524 * changing ability focus (later this can be extended to 1490 * changing ability focus (later this can be extended to
1595 object *skin = NULL; /* pointer to dragon skin force */ 1561 object *skin = NULL; /* pointer to dragon skin force */
1596 object *tmp = NULL; /* tmp. object */ 1562 object *tmp = NULL; /* tmp. object */
1597 char buf[MAX_BUF]; /* tmp. string buffer */ 1563 char buf[MAX_BUF]; /* tmp. string buffer */
1598 1564
1599 /* now grab the 'dragon_ability'-forces from the player's inventory */ 1565 /* now grab the 'dragon_ability'-forces from the player's inventory */
1566 shstr_cmp dragon_ability_force ("dragon_ability_force");
1567 shstr_cmp dragon_skin_force ("dragon_skin_force");
1568
1600 for (tmp = who->inv; tmp != NULL; tmp = tmp->below) 1569 for (tmp = who->inv; tmp; tmp = tmp->below)
1601 {
1602 if (tmp->type == FORCE) 1570 if (tmp->type == FORCE)
1603 {
1604 if (strcmp (tmp->arch->name, "dragon_ability_force") == 0) 1571 if (tmp->arch->name == dragon_ability_force)
1605 abil = tmp; 1572 abil = tmp;
1606 if (strcmp (tmp->arch->name, "dragon_skin_force") == 0) 1573 else if (tmp->arch->name == dragon_skin_force)
1607 skin = tmp; 1574 skin = tmp;
1608 } 1575
1609 }
1610 /* if the force is missing -> bail out */ 1576 /* if the force is missing -> bail out */
1611 if (abil == NULL) 1577 if (abil == NULL)
1612 return; 1578 return;
1613 1579
1614 /* The ability_force keeps track of maximum level ever achieved. 1580 /* The ability_force keeps track of maximum level ever achieved.
1665 */ 1631 */
1666 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL); 1632 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL);
1667 skill_obj->stats.exp = 0; 1633 skill_obj->stats.exp = 0;
1668 skill_obj->level = 1; 1634 skill_obj->level = 1;
1669 insert_ob_in_ob (skill_obj, op); 1635 insert_ob_in_ob (skill_obj, op);
1636
1670 if (op->contr) 1637 if (op->contr)
1671 { 1638 {
1672 op->contr->last_skill_ob[skill_obj->subtype] = skill_obj; 1639 op->contr->last_skill_ob [skill_obj->subtype] = skill_obj;
1673 op->contr->last_skill_exp[skill_obj->subtype] = -1; 1640 if (op->contr->ns)
1641 op->contr->ns->last_skill_exp[skill_obj->subtype] = -1;//TODO: should be made superfluous
1674 } 1642 }
1643
1675 return skill_obj; 1644 return skill_obj;
1676} 1645}
1677 1646
1678 1647
1679/* player_lvl_adj() - for the new exp system. we are concerned with 1648/* player_lvl_adj() - for the new exp system. we are concerned with
1704 who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1; 1673 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); 1674 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; 1675 who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1;
1707 } 1676 }
1708 1677
1709 fix_player (who); 1678 who->update_stats ();
1710 if (op->level > 1) 1679 if (op->level > 1)
1711 { 1680 {
1712 if (op->type != PLAYER) 1681 if (op->type != PLAYER)
1713 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); 1682 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1714 else 1683 else
1719 player_lvl_adj (who, op); /* To increase more levels */ 1688 player_lvl_adj (who, op); /* To increase more levels */
1720 } 1689 }
1721 else if (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul)) 1690 else if (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul))
1722 { 1691 {
1723 op->level--; 1692 op->level--;
1724 fix_player (who); 1693 who->update_stats ();
1725 if (op->type != PLAYER) 1694 if (op->type != PLAYER)
1726 { 1695 {
1727 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); 1696 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); 1697 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1729 } 1698 }
1730 player_lvl_adj (who, op); /* To decrease more levels */ 1699 player_lvl_adj (who, op); /* To decrease more levels */
1731 } 1700 }
1701
1732 /* check if the spell data has changed */ 1702 /* check if the spell data has changed */
1703 esrv_update_stats (who->contr);
1733 esrv_update_spells (who->contr); 1704 esrv_update_spells (who->contr);
1734} 1705}
1735 1706
1736/* 1707/*
1737 * Returns how much experience is needed for a player to become 1708 * Returns how much experience is needed for a player to become
1741sint64 1712sint64
1742level_exp (int level, double expmul) 1713level_exp (int level, double expmul)
1743{ 1714{
1744 if (level > settings.max_level) 1715 if (level > settings.max_level)
1745 return (sint64) (expmul * levels[settings.max_level]); 1716 return (sint64) (expmul * levels[settings.max_level]);
1717
1746 return (sint64) (expmul * levels[level]); 1718 return (sint64) (expmul * levels[level]);
1747} 1719}
1748 1720
1749/* 1721/*
1750 * Ensure that the permanent experience requirements in an exp object are met. 1722 * Ensure that the permanent experience requirements in an exp object are met.
1771 op->perm_exp = 0; 1743 op->perm_exp = 0;
1772 else if (op->perm_exp > (sint64) MAX_EXPERIENCE) 1744 else if (op->perm_exp > (sint64) MAX_EXPERIENCE)
1773 op->perm_exp = MAX_EXPERIENCE; 1745 op->perm_exp = MAX_EXPERIENCE;
1774} 1746}
1775 1747
1776
1777/* Add experience to a player - exp should only be positive. 1748/* Add experience to a player - exp should only be positive.
1778 * Updates permanent exp for the skill we are adding to. 1749 * Updates permanent exp for the skill we are adding to.
1779 * skill_name is the skill to add exp to. Skill name can be 1750 * skill_name is the skill to add exp to. Skill name can be
1780 * NULL, in which case exp increases the players general 1751 * NULL, in which case exp increases the players general
1781 * total, but not any particular skill. 1752 * total, but not any particular skill.
1782 * flag is what to do if the player doesn't have the skill: 1753 * flag is what to do if the player doesn't have the skill:
1783 */ 1754 */
1784
1785static void 1755static void
1786add_player_exp (object *op, sint64 exp, const char *skill_name, int flag) 1756add_player_exp (object *op, sint64 exp, const char *skill_name, int flag)
1787{ 1757{
1788 object *skill_obj = NULL; 1758 object *skill_obj = NULL;
1789 sint64 limit, exp_to_add; 1759 sint64 limit, exp_to_add;
1790 int i; 1760 int i;
1791 1761
1792 /* prevents some forms of abuse. */ 1762 /* prevents some forms of abuse. */
1793 if (op->contr->braced) 1763 if (op->contr->braced)
1794 exp = exp / 5; 1764 exp /= 5;
1795 1765
1796 /* Try to find the matching skill. 1766 /* Try to find the matching skill.
1797 * We do a shortcut/time saving mechanism first - see if it matches 1767 * We do a shortcut/time saving mechanism first - see if it matches
1798 * chosen_skill. This means we don't need to search through 1768 * chosen_skill. This means we don't need to search through
1799 * the players inventory. 1769 * the players inventory.
1800 */ 1770 */
1801 if (skill_name) 1771 if (skill_name)
1802 { 1772 {
1803 if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill)) 1773 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)); 1904 del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction));
1935 tmp->stats.exp -= del_exp; 1905 tmp->stats.exp -= del_exp;
1936 player_lvl_adj (op, tmp); 1906 player_lvl_adj (op, tmp);
1937 } 1907 }
1938 } 1908 }
1909
1939 if (flag != SK_SUBTRACT_SKILL_EXP) 1910 if (flag != SK_SUBTRACT_SKILL_EXP)
1940 { 1911 {
1941 del_exp = check_exp_loss (op, exp); 1912 del_exp = check_exp_loss (op, exp);
1942 op->stats.exp -= del_exp; 1913 op->stats.exp -= del_exp;
1943 player_lvl_adj (op, NULL); 1914 player_lvl_adj (op, NULL);
1944 } 1915 }
1945} 1916}
1946
1947
1948 1917
1949/* change_exp() - changes experience to a player/monster. This 1918/* change_exp() - changes experience to a player/monster. This
1950 * does bounds checking to make sure we don't overflow the max exp. 1919 * does bounds checking to make sure we don't overflow the max exp.
1951 * 1920 *
1952 * The exp passed is typically not modified much by this function - 1921 * The exp passed is typically not modified much by this function -
1953 * it is assumed the caller has modified the exp as needed. 1922 * it is assumed the caller has modified the exp as needed.
1954 * skill_name is the skill that should get the exp added. 1923 * skill_name is the skill that should get the exp added.
1955 * flag is what to do if player doesn't have the skill. 1924 * flag is what to do if player doesn't have the skill.
1956 * these last two values are only used for players. 1925 * these last two values are only used for players.
1957 */ 1926 */
1958
1959void 1927void
1960change_exp (object *op, sint64 exp, const char *skill_name, int flag) 1928change_exp (object *op, sint64 exp, const char *skill_name, int flag)
1961{ 1929{
1962
1963#ifdef EXP_DEBUG 1930#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); 1931 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp);
1968# endif
1969#endif 1932#endif
1970 1933
1971 /* safety */ 1934 /* safety */
1972 if (!op) 1935 if (!op)
1973 { 1936 {
2012 else 1975 else
2013 /* note that when you lose exp, it doesn't go against 1976 /* note that when you lose exp, it doesn't go against
2014 * a particular skill, so we don't need to pass that 1977 * a particular skill, so we don't need to pass that
2015 * along. 1978 * along.
2016 */ 1979 */
2017 subtract_player_exp (op, FABS (exp), skill_name, flag); 1980 subtract_player_exp (op, abs (exp), skill_name, flag);
2018
2019 } 1981 }
2020} 1982}
2021 1983
2022/* Applies a death penalty experience, the size of this is defined by the 1984/* 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 1985 * settings death_penalty_percentage and death_penalty_levels, and by the
2024 * amount of permenent experience, whichever gives the lowest loss. 1986 * amount of permenent experience, whichever gives the lowest loss.
2025 */ 1987 */
2026
2027void 1988void
2028apply_death_exp_penalty (object *op) 1989apply_death_exp_penalty (object *op)
2029{ 1990{
2030 object *tmp; 1991 object *tmp;
2031 sint64 loss; 1992 sint64 loss;
2076 if (level > MAX_SAVE_LEVEL) 2037 if (level > MAX_SAVE_LEVEL)
2077 level = MAX_SAVE_LEVEL; 2038 level = MAX_SAVE_LEVEL;
2078 2039
2079 if ((random_roll (1, 20, op, PREFER_HIGH) + bonus) < savethrow[level]) 2040 if ((random_roll (1, 20, op, PREFER_HIGH) + bonus) < savethrow[level])
2080 return 0; 2041 return 0;
2042
2081 return 1; 2043 return 1;
2082} 2044}

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