ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/common/living.C
(Generate patch)

Comparing deliantra/server/common/living.C (file contents):
Revision 1.10 by root, Tue Sep 12 02:06:19 2006 UTC vs.
Revision 1.128 by root, Mon Oct 29 23:55:52 2012 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
8 it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
9 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
10 (at your option) any later version. 11 * 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 Affero GNU General Public License
18 along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
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 <support@deliantra.net>
22*/ 23 */
23 24
24#include <global.h> 25#include <global.h>
25#include <funcpoint.h>
26 26
27/* Handy little macro that adds exp and keeps it within bounds. Since 27/* Handy little macro that adds exp and keeps it within bounds. Since
28 * we are now using 64 bit values, I'm not all concerned about overflow issues 28 * we are now using 64 bit values, I'm not all concerned about overflow issues
29 * with exptotal wrapping. exptotal is typically op->exp, or op->perm_exp 29 * with exptotal wrapping. exptotal is typically op->exp, or op->perm_exp
30 */ 30 */
139/* 139/*
140 Since this is nowhere defined ... 140 Since this is nowhere defined ...
141 Both come in handy at least in function add_exp() 141 Both come in handy at least in function add_exp()
142*/ 142*/
143 143
144#define MAX_EXPERIENCE levels[settings.max_level] 144#define MAX_EXPERIENCE levels [settings.max_level]
145 145
146/* because exp_obj sum to make the total score, 146/* because exp_obj sum to make the total score,
147 * we cannot allow that sum to exceed the maximum 147 * we cannot allow that sum to exceed the maximum
148 * amount of experience a player can gain. Thus 148 * amount of experience a player can gain. Thus
149 * we define MAX_EXP_IN_OBJ. It is important to try 149 * we define MAX_EXP_IN_OBJ. It is important to try
156 * line with progression of previous levels, so 156 * line with progression of previous levels, so
157 * if more levels are desired, this should be fixed. 157 * if more levels are desired, this should be fixed.
158 * -b.t. 158 * -b.t.
159 */ 159 */
160 160
161#define MAX_EXP_IN_OBJ levels[settings.max_level]/(MAX_EXP_CAT - 1) 161#define MAX_EXP_IN_OBJ MAX_EXP_IN_OBJ / (MAX_EXP_CAT - 1)
162
163#ifndef WIN32
164extern uint64 *levels;
165#else
166extern sint64 *levels;
167#endif
168 162
169#define MAX_SAVE_LEVEL 110 163#define MAX_SAVE_LEVEL 110
170 164
171/* This no longer needs to be changed anytime the number of 165/* This no longer needs to be changed anytime the number of
172 * levels is increased - rather, did_make_save will do the 166 * levels is increased - rather, did_make_save will do the
195static const char *const drain_msg[NUM_STATS] = { 189static const char *const drain_msg[NUM_STATS] = {
196 "Oh no! You are weakened!", 190 "Oh no! You are weakened!",
197 "You're feeling clumsy!", 191 "You're feeling clumsy!",
198 "You feel less healthy", 192 "You feel less healthy",
199 "You suddenly begin to lose your memory!", 193 "You suddenly begin to lose your memory!",
194 "Watch out, your mind is going!",
195 "Your spirit feels drained!",
200 "Your face gets distorted!", 196 "Your face gets distorted!",
201 "Watch out, your mind is going!",
202 "Your spirit feels drained!"
203}; 197};
204const char *const restore_msg[NUM_STATS] = { 198const char *const restore_msg[NUM_STATS] = {
205 "You feel your strength return.", 199 "You feel your strength return.",
206 "You feel your agility return.", 200 "You feel your agility return.",
207 "You feel your health return.", 201 "You feel your health return.",
202 "You feel your memory return.",
208 "You feel your wisdom return.", 203 "You feel your wisdom return.",
204 "You feel your spirits return.",
209 "You feel your charisma return.", 205 "You feel your charisma return.",
210 "You feel your memory return.",
211 "You feel your spirits return."
212}; 206};
213const char *const gain_msg[NUM_STATS] = { 207const char *const gain_msg[NUM_STATS] = {
214 "You feel stronger.", 208 "You feel stronger.",
215 "You feel more agile.", 209 "You feel more agile.",
216 "You feel healthy.", 210 "You feel healthy.",
211 "You feel smarter.",
217 "You feel wiser.", 212 "You feel wiser.",
213 "You feel more potent.",
218 "You seem to look better.", 214 "You seem to look better.",
219 "You feel smarter.",
220 "You feel more potent."
221}; 215};
222const char *const lose_msg[NUM_STATS] = { 216const char *const lose_msg[NUM_STATS] = {
223 "You feel weaker!", 217 "You feel weaker!",
224 "You feel clumsy!", 218 "You feel clumsy!",
225 "You feel less healthy!", 219 "You feel less healthy!",
220 "You feel stupid!",
226 "You lose some of your memory!", 221 "You lose some of your memory!",
222 "You feel less potent!",
227 "You look ugly!", 223 "You look ugly!",
228 "You feel stupid!",
229 "You feel less potent!"
230}; 224};
231 225
232const char *const statname[NUM_STATS] = { 226const char *const statname[NUM_STATS] = {
233 "strength", "dexterity", "constitution", "wisdom", "charisma", "intelligence", "power" 227 "strength", "dexterity", "constitution", "intelligence", "wisdom", "power", "charisma"
234}; 228};
235 229
236const char *const short_stat_name[NUM_STATS] = { 230const char *const short_stat_name[NUM_STATS] = {
237 "Str", "Dex", "Con", "Wis", "Cha", "Int", "Pow" 231 "Str", "Dex", "Con", "Int", "Wis", "Pow", "Cha"
238}; 232};
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}
273 233
274/* 234/*
275 * Like set_attr_value(), but instead the value (which can be negative) 235 * Like set_attr_value(), but instead the value (which can be negative)
276 * is added to the specified stat. 236 * is added to the specified stat.
277 */ 237 */
278
279void 238void
280change_attr_value (living * stats, int attr, sint8 value) 239change_attr_value (living *stats, int attr, sint8 value)
281{ 240{
282 if (value == 0) 241 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} 242}
338 243
339/* 244/*
340 * Ensures that all stats (str/dex/con/wis/cha/int) are within the 245 * Ensures that all stats (str/dex/con/wis/cha/int) are within the
341 * 1-30 stat limit. 246 * 1-30 stat limit.
342 */ 247 */
343
344void 248void
345check_stat_bounds (living * stats) 249check_stat_bounds (living *stats)
346{ 250{
347 int i, v;
348
349 for (i = 0; i < NUM_STATS; i++) 251 for (int i = 0; i < NUM_STATS; i++)
350 if ((v = get_attr_value (stats, i)) > MAX_STAT) 252 {
351 set_attr_value (stats, i, MAX_STAT); 253 sint8 &v = stats->stat (i);
352 else if (v < MIN_STAT) 254 v = clamp (v, MIN_STAT, MAX_STAT);
353 set_attr_value (stats, i, MIN_STAT); 255 }
354} 256}
355 257
356#define ORIG_S(xyz,abc) (op->contr->orig_stats.abc) 258#define ORIG_S(xyz,abc) (op->contr->orig_stats.abc)
357 259
358/* Rather than having a whole bunch of if (flag) new_draw.. else new_draw, 260/* Rather than having a whole bunch of if (flag) new_draw.. else new_draw,
359 * make this macro to clean those up. Not usuable outside change_abil 261 * make this macro to clean those up. Not usuable outside change_abil
360 * function since some of the values passed to new_draw_info are hardcoded. 262 * function since some of the values passed to new_draw_info are hardcoded.
361 */ 263 */
362#define DIFF_MSG(flag, msg1, msg2) \ 264#define DIFF_MSG(flag, msg1, msg2) \
363 new_draw_info(NDI_UNIQUE, 0, op, (flag>0)?msg1:msg2); 265 new_draw_info (NDI_UNIQUE, 0, op, (flag > 0) ? msg1 : msg2);
364 266
365/* return 1 if we sucessfully changed a stat, 0 if nothing was changed. */ 267/* return 1 if we sucessfully changed a stat, 0 if nothing was changed. */
366 268
367/* flag is set to 1 if we are applying the object, -1 if we are removing 269/* flag is set to 1 if we are applying the object, -1 if we are removing
368 * the object. 270 * the object.
369 * It is the calling functions responsibilty to check to see if the object 271 * It is the calling functions responsibilty to check to see if the object
370 * can be applied or not. 272 * can be applied or not.
371 * The main purpose of calling this function is the messages that are 273 * The main purpose of calling this function is the messages that are
372 * displayed - fix_player should really always be called after this when 274 * 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 275 * 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 276 * 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 277 * will clear the bits, but the player may still have some other object
376 * that gives them that ability. 278 * that gives them that ability.
377 */ 279 */
378int 280int
379change_abil (object *op, object *tmp) 281change_abil (object *op, object *tmp)
380{ 282{
381 int flag = QUERY_FLAG (tmp, FLAG_APPLIED) ? 1 : -1, i, j, success = 0; 283 int flag = tmp->flag [FLAG_APPLIED] ? 1 : -1;
284 int success = 0;
382 char message[MAX_BUF]; 285 char message[MAX_BUF];
383 int potion_max = 0; 286 int potion_max = 0;
384 287
385 /* remember what object was like before it was changed. note that 288 // keep some stats for comparison purposes
386 * refop is a local copy of op only to be used for detecting changes 289 object::flags_t prev_flag = op->flag;
387 * found by fix_player. refop is not a real object 290 MoveType prev_move_type = op->move_type;
388 */ 291 sint16 prev_resist [NROFATTACKS]; // clumsy
389 object_pod refop = *op; 292 assert (sizeof (prev_resist) == sizeof (op->resist));
293 memcpy (prev_resist, op->resist, sizeof (prev_resist));
390 294
391 if (op->type == PLAYER) 295 if (op->type == PLAYER)
392 { 296 {
393 if (tmp->type == POTION) 297 if (tmp->type == POTION)
394 { 298 {
395 potion_max = 1; 299 potion_max = 1;
300
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. There is the potential for potions
407 * potions do so right now, there is the potential for potions
408 * that adjust that stat by more than one point, so we need 310 * that adjust that stat by more than one point, so we need
409 * to allow for that. 311 * to allow for that.
410 */ 312 */
411 if (nstat < 1 && i * flag < 0) 313 if (nstat < 1 && i * flag < 0)
412 nstat = 1; 314 nstat = 1;
413 else if (nstat > 20 + get_attr_value (&(op->arch->clone.stats), j)) 315 else if (nstat > 20 + op->arch->stats.stat (j))
414 { 316 nstat = 20 + op->arch->stats.stat (j);
415 nstat = 20 + get_attr_value (&(op->arch->clone.stats), j); 317
416 }
417 if (nstat != ostat) 318 if (nstat != ostat)
418 { 319 {
419 set_attr_value (&(op->contr->orig_stats), j, nstat); 320 op->contr->orig_stats.stat (j) = nstat;
420 potion_max = 0; 321 potion_max = 0;
421 } 322 }
422 else if (i) 323 else if (i)
423 { 324 {
424 /* potion is useless - player has already hit the natural maximum */ 325 /* potion is useless - player has already hit the natural maximum */
425 potion_max = 1; 326 potion_max = 1;
426 } 327 }
427 } 328 }
329
428 /* This section of code ups the characters normal stats also. I am not 330 /* This section of code ups the characters normal stats also. I am not
429 * sure if this is strictly necessary, being that fix_player probably 331 * sure if this is strictly necessary, being that fix_player probably
430 * recalculates this anyway. 332 * recalculates this anyway.
431 */ 333 */
432 for (j = 0; j < NUM_STATS; j++) 334 for (int j = 0; j < NUM_STATS; j++)
433 change_attr_value (&(op->stats), j, flag * get_attr_value (&(tmp->stats), j)); 335 change_attr_value (&op->stats, j, flag * tmp->stats.stat (j));
336
434 check_stat_bounds (&(op->stats)); 337 check_stat_bounds (&op->stats);
435 } /* end of potion handling code */ 338 } /* end of potion handling code */
436 } 339 }
437 340
438 /* reset attributes that fix_player doesn't reset since it doesn't search 341 /* reset attributes that update_stats doesn't reset since it doesn't search
439 * everything to set 342 * everything to set
440 */ 343 */
441 if (flag == -1) 344 if (flag == -1)
442 { 345 {
443 op->attacktype &= ~tmp->attacktype; 346 op->attacktype &= ~tmp->attacktype;
444 op->path_attuned &= ~tmp->path_attuned; 347 op->path_attuned &= ~tmp->path_attuned;
445 op->path_repelled &= ~tmp->path_repelled; 348 op->path_repelled &= ~tmp->path_repelled;
446 op->path_denied &= ~tmp->path_denied; 349 op->path_denied &= ~tmp->path_denied;
447 /* Presuming here that creatures only have move_type, 350 /* Presuming here that creatures only have move_type,
448 * and not the other move_ fields. 351 * and not the other move_ fields.
449 */ 352 */
450 op->move_type &= ~tmp->move_type; 353 op->move_type &= ~tmp->move_type;
451 } 354 }
452 355
453 /* call fix_player since op object could have whatever attribute due 356 /* call fix_player since op object could have whatever attribute due
454 * to multiple items. if fix_player always has to be called after 357 * to multiple items. if update_stats always has to be called after
455 * change_ability then might as well call it from here 358 * change_ability then might as well call it from here
456 */ 359 */
457 fix_player (op); 360 op->update_stats ();
458 361
459 /* Fix player won't add the bows ability to the player, so don't 362 /* update_stats won't add the bows ability to the player, so don't
460 * print out message if this is a bow. 363 * print out message if this is a bow.
461 */ 364 */
462 if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW) 365 if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW)
463 { 366 {
464 success = 1; 367 success = 1;
465 DIFF_MSG (flag, "Your hands begin to glow red.", "Your hands stop glowing red."); 368 DIFF_MSG (flag, "Your hands begin to glow red.", "Your hands stop glowing red.");
466 } 369 }
467 if (QUERY_FLAG (op, FLAG_LIFESAVE) != QUERY_FLAG (&refop, FLAG_LIFESAVE)) 370
371 if (op->flag [FLAG_LIFESAVE] != prev_flag [FLAG_LIFESAVE])
468 { 372 {
469 success = 1; 373 success = 1;
470 DIFF_MSG (flag, "You feel very protected.", "You don't feel protected anymore."); 374 DIFF_MSG (flag, "You feel very protected.", "You don't feel protected anymore.");
471 } 375 }
472 if (QUERY_FLAG (op, FLAG_REFL_MISSILE) != QUERY_FLAG (&refop, FLAG_REFL_MISSILE)) 376
377 if (op->flag [FLAG_REFL_MISSILE] != prev_flag [FLAG_REFL_MISSILE])
473 { 378 {
474 success = 1; 379 success = 1;
475 DIFF_MSG (flag, "A magic force shimmers around you.", "The magic force fades away."); 380 DIFF_MSG (flag, "A magic force shimmers around you.", "The magic force fades away.");
476 } 381 }
477 if (QUERY_FLAG (op, FLAG_REFL_SPELL) != QUERY_FLAG (&refop, FLAG_REFL_SPELL)) 382
383 if (op->flag [FLAG_REFL_SPELL] != prev_flag [FLAG_REFL_SPELL])
478 { 384 {
479 success = 1; 385 success = 1;
480 DIFF_MSG (flag, "You feel more safe now, somehow.", "Suddenly you feel less safe, somehow."); 386 DIFF_MSG (flag, "You feel more safe now, somehow.", "Suddenly you feel less safe, somehow.");
481 } 387 }
388
482 /* movement type has changed. We don't care about cases where 389 /* movement type has changed. We don't care about cases where
483 * user has multiple items giving the same type appled like we 390 * user has multiple items giving the same type appled like we
484 * used to - that is more work than what we gain, plus messages 391 * used to - that is more work than what we gain, plus messages
485 * can be misleading (a little higher could be miscontrued from 392 * can be misleading (a little higher could be miscontrued from
486 * from fly high) 393 * from fly high)
487 */ 394 */
488 if (tmp->move_type && op->move_type != refop.move_type) 395 if (tmp->move_type && op->move_type != prev_move_type)
489 { 396 {
490 success = 1; 397 success = 1;
491 398
492 /* MOVE_FLY_HIGH trumps MOVE_FLY_LOW - changing your move_fly_low 399 /* MOVE_FLY_HIGH trumps MOVE_FLY_LOW - changing your move_fly_low
493 * status doesn't make a difference if you are flying high 400 * status doesn't make a difference if you are flying high
494 */ 401 */
495 if (tmp->move_type & MOVE_FLY_LOW && !(op->move_type & MOVE_FLY_HIGH)) 402 if (tmp->move_type & MOVE_FLY_LOW && !(op->move_type & MOVE_FLY_HIGH))
496 { 403 {
497 DIFF_MSG (flag, "You start to float in the air!.", "You float down to the ground."); 404 DIFF_MSG (flag, "You start to float in the air!", "You float down to the ground.");
498 } 405 }
499 406
500 if (tmp->move_type & MOVE_FLY_HIGH) 407 if (tmp->move_type & MOVE_FLY_HIGH)
501 { 408 {
502 /* double conditional - second case covers if you have move_fly_low - 409 /* double conditional - second case covers if you have move_fly_low -
503 * in that case, you don't actually land 410 * in that case, you don't actually land
504 */ 411 */
505 DIFF_MSG (flag, "You soar into the air air!.", 412 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.")); 413 (op->move_type & MOVE_FLY_LOW ? "You fly lower in the air" : "You float down to the ground."));
507 } 414 }
415
508 if (tmp->move_type & MOVE_SWIM) 416 if (tmp->move_type & MOVE_SWIM)
509 DIFF_MSG (flag, "You feel ready for a swim", "You no longer feel like swimming"); 417 DIFF_MSG (flag, "You feel ready for a swim", "You no longer feel like swimming");
510
511 /* Changing move status may mean you are affected by things you weren't before */
512 check_move_on (op, op);
513 } 418 }
514 419
515 /* becoming UNDEAD... a special treatment for this flag. Only those not 420 /* becoming UNDEAD... a special treatment for this flag. Only those not
516 * originally undead may change their status 421 * originally undead may change their status
517 */ 422 */
518 if (!QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 423 if (!op->arch->flag [FLAG_UNDEAD])
519 if (QUERY_FLAG (op, FLAG_UNDEAD) != QUERY_FLAG (&refop, FLAG_UNDEAD)) 424 if (op->flag [FLAG_UNDEAD] != prev_flag [FLAG_UNDEAD])
520 { 425 {
521 success = 1; 426 success = 1;
522 if (flag > 0) 427 if (flag > 0)
523 { 428 {
524 op->race = "undead"; 429 op->race = "undead";
525 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce drains away!"); 430 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce drains away!");
526 } 431 }
527 else 432 else
528 { 433 {
529 op->race = op->arch->clone.race; 434 op->race = op->arch->race;
530 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!"); 435 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!");
531 } 436 }
532 } 437 }
533 438
534 if (QUERY_FLAG (op, FLAG_STEALTH) != QUERY_FLAG (&refop, FLAG_STEALTH)) 439 if (op->flag [FLAG_STEALTH] != prev_flag [FLAG_STEALTH])
535 { 440 {
536 success = 1; 441 success = 1;
537 DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily."); 442 DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily.");
538 } 443 }
539 if (QUERY_FLAG (op, FLAG_MAKE_INVIS) != QUERY_FLAG (&refop, FLAG_MAKE_INVIS)) 444
445 if (op->flag [FLAG_MAKE_INVIS] != prev_flag [FLAG_MAKE_INVIS])
540 { 446 {
541 success = 1; 447 success = 1;
542 DIFF_MSG (flag, "You become transparent.", "You can see yourself."); 448 DIFF_MSG (flag, "You become transparent.", "You can see yourself.");
543 } 449 }
450
544 /* blinded you can tell if more blinded since blinded player has minimal 451 /* blinded you can tell if more blinded since blinded player has minimal
545 * vision 452 * vision
546 */ 453 */
547 if (QUERY_FLAG (tmp, FLAG_BLIND)) 454 if (tmp->flag [FLAG_BLIND])
548 { 455 {
549 success = 1; 456 success = 1;
550 if (flag > 0) 457 if (flag > 0)
551 { 458 {
552 if (QUERY_FLAG (op, FLAG_WIZ)) 459 if (op->flag [FLAG_WIZ])
553 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self is blinded."); 460 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self is blinded.");
554 else 461 else
555 { 462 {
556 new_draw_info (NDI_UNIQUE, 0, op, "You are blinded."); 463 new_draw_info (NDI_UNIQUE, 0, op, "You are blinded.");
557 SET_FLAG (op, FLAG_BLIND); 464 op->set_flag (FLAG_BLIND);
558 if (op->type == PLAYER) 465 if (op->type == PLAYER)
559 op->contr->do_los = 1; 466 op->contr->do_los = 1;
560 } 467 }
561 } 468 }
562 else 469 else
563 { 470 {
564 if (QUERY_FLAG (op, FLAG_WIZ)) 471 if (op->flag [FLAG_WIZ])
565 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self can now see again."); 472 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self can now see again.");
566 else 473 else
567 { 474 {
568 new_draw_info (NDI_UNIQUE, 0, op, "Your vision returns."); 475 new_draw_info (NDI_UNIQUE, 0, op, "Your vision returns.");
569 CLEAR_FLAG (op, FLAG_BLIND); 476 op->clr_flag (FLAG_BLIND);
570 if (op->type == PLAYER) 477 if (op->type == PLAYER)
571 op->contr->do_los = 1; 478 op->contr->do_los = 1;
572 } 479 }
573 } 480 }
574 } 481 }
575 482
576 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK) != QUERY_FLAG (&refop, FLAG_SEE_IN_DARK)) 483 if (op->flag [FLAG_SEE_IN_DARK] != prev_flag [FLAG_SEE_IN_DARK])
577 { 484 {
578 success = 1; 485 success = 1;
579 if (op->type == PLAYER) 486 if (op->type == PLAYER)
580 op->contr->do_los = 1; 487 op->contr->do_los = 1;
581 DIFF_MSG (flag, "Your vision is better in the dark.", "You see less well in the dark."); 488 DIFF_MSG (flag, "Your vision is better in the dark.", "You see less well in the dark.");
582 } 489 }
583 490
584 if (QUERY_FLAG (op, FLAG_XRAYS) != QUERY_FLAG (&refop, FLAG_XRAYS)) 491 if (op->flag [FLAG_XRAYS] != prev_flag [FLAG_XRAYS])
585 { 492 {
586 success = 1; 493 success = 1;
587 if (flag > 0) 494 if (flag > 0)
588 { 495 {
589 if (QUERY_FLAG (op, FLAG_WIZ)) 496 if (op->flag [FLAG_WIZ])
590 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a little clearer."); 497 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a little clearer.");
591 else 498 else
592 { 499 {
593 new_draw_info (NDI_UNIQUE, 0, op, "Everything becomes transparent."); 500 new_draw_info (NDI_UNIQUE, 0, op, "Everything becomes transparent.");
594 if (op->type == PLAYER) 501 if (op->type == PLAYER)
595 op->contr->do_los = 1; 502 op->contr->do_los = 1;
596 } 503 }
597 } 504 }
598 else 505 else
599 { 506 {
600 if (QUERY_FLAG (op, FLAG_WIZ)) 507 if (op->flag [FLAG_WIZ])
601 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a bit out of focus."); 508 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a bit out of focus.");
602 else 509 else
603 { 510 {
604 new_draw_info (NDI_UNIQUE, 0, op, "Everything suddenly looks very solid."); 511 new_draw_info (NDI_UNIQUE, 0, op, "Everything suddenly looks very solid.");
605 if (op->type == PLAYER) 512 if (op->type == PLAYER)
612 { 519 {
613 success = 1; 520 success = 1;
614 DIFF_MSG (flag * tmp->stats.luck, "You feel more lucky.", "You feel less lucky."); 521 DIFF_MSG (flag * tmp->stats.luck, "You feel more lucky.", "You feel less lucky.");
615 } 522 }
616 523
524 if (digest_types [tmp->type])
525 {
617 if (tmp->stats.hp && op->type == PLAYER) 526 if (tmp->stats.hp && op->type == PLAYER)
618 { 527 {
619 success = 1; 528 success = 1;
620 DIFF_MSG (flag * tmp->stats.hp, "You feel much more healthy!", "You feel much less healthy!"); 529 DIFF_MSG (flag * tmp->stats.hp, "You feel much more healthy!", "You feel much less healthy!");
621 } 530 }
622 531
623 if (tmp->stats.sp && op->type == PLAYER && tmp->type != SKILL) 532 if (tmp->stats.sp && op->type == PLAYER
624 { 533 && tmp->type != SKILL && tmp->type != BOW)
534 {
625 success = 1; 535 success = 1;
626 DIFF_MSG (flag * tmp->stats.sp, "You feel one with the powers of magic!", "You suddenly feel very mundane."); 536 DIFF_MSG (flag * tmp->stats.sp, "You feel one with the powers of magic!", "You suddenly feel very mundane.");
627 } 537 }
628 538
629 /* for the future when artifacts set this -b.t. */ 539 /* for the future when artifacts set this -b.t. */
630 if (tmp->stats.grace && op->type == PLAYER) 540 if (tmp->stats.grace && op->type == PLAYER)
631 { 541 {
632 success = 1; 542 success = 1;
633 DIFF_MSG (flag * tmp->stats.grace, "You feel closer to your god!", "You suddenly feel less holy."); 543 DIFF_MSG (flag * tmp->stats.grace, "You feel closer to your god!", "You suddenly feel less holy.");
634 } 544 }
635 545
636 if (tmp->stats.food && op->type == PLAYER) 546 if (tmp->stats.food && op->type == PLAYER)
637 { 547 {
638 success = 1; 548 success = 1;
639 DIFF_MSG (flag * tmp->stats.food, "You feel your digestion slowing down.", "You feel your digestion speeding up."); 549 DIFF_MSG (flag * tmp->stats.food, "You feel your digestion slowing down.", "You feel your digestion speeding up.");
550 }
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] != prev_resist [i])
649 { 560 {
650 success = 1; 561 success = 1;
562
651 if (op->resist[i] > refop.resist[i]) 563 if (op->resist [i] > prev_resist [i])
652 sprintf (message, "Your resistance to %s rises to %d%%.", change_resist_msg[i], op->resist[i]); 564 sprintf (message, "Your resistance to %s rises to %d%%.", change_resist_msg [i], op->resist [i]);
653 else 565 else
654 sprintf (message, "Your resistance to %s drops to %d%%.", change_resist_msg[i], op->resist[i]); 566 sprintf (message, "Your resistance to %s drops to %d%%.", change_resist_msg [i], op->resist [i]);
655 567
656 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message); 568 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message);
657 } 569 }
658 } 570 }
659 571
660 if (tmp->type != EXPERIENCE && !potion_max) 572 if (!potion_max)
661 {
662 for (j = 0; j < NUM_STATS; j++) 573 for (int j = 0; j < NUM_STATS; j++)
663 { 574 if (int i = tmp->stats.stat (j))
664 if ((i = get_attr_value (&(tmp->stats), j)) != 0)
665 { 575 {
666 success = 1; 576 success = 1;
667 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]); 577 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]);
668 } 578 }
669 } 579
670 }
671 return success; 580 return success;
672} 581}
673 582
674/* 583/*
675 * Stat draining by Vick 930307 584 * Stat draining by Vick 930307
676 * (Feeling evil, I made it work as well now. -Frank 8) 585 * (Feeling evil, I made it work as well now. -Frank 8)
677 */ 586 */
678
679void 587void
680drain_stat (object *op) 588object::drain_stat ()
681{ 589{
682 drain_specific_stat (op, RANDOM () % NUM_STATS); 590 drain_specific_stat (rndm (NUM_STATS));
683} 591}
684 592
685void 593void
686drain_specific_stat (object *op, int deplete_stats) 594object::drain_specific_stat (int deplete_stats)
687{ 595{
688 object *tmp; 596 object *tmp;
689 archetype *at; 597 archetype *at;
690 598
691 at = find_archetype (ARCH_DEPLETION); 599 at = archetype::find (shstr_depletion);
692 if (!at) 600 if (!at)
693 { 601 {
694 LOG (llevError, "Couldn't find archetype depletion.\n"); 602 LOG (llevError, "Couldn't find archetype depletion.\n");
695 return; 603 return;
696 } 604 }
697 else 605 else
698 { 606 {
699 tmp = present_arch_in_ob (at, op); 607 tmp = present_arch_in_ob (at, this);
608
700 if (!tmp) 609 if (!tmp)
701 { 610 {
702 tmp = arch_to_object (at); 611 tmp = at->instance ();
703 tmp = insert_ob_in_ob (tmp, op); 612 tmp = insert_ob_in_ob (tmp, this);
704 SET_FLAG (tmp, FLAG_APPLIED); 613 tmp->set_flag (FLAG_APPLIED);
705 } 614 }
706 } 615 }
707 616
708 new_draw_info (NDI_UNIQUE, 0, op, drain_msg[deplete_stats]); 617 new_draw_info (NDI_UNIQUE, 0, this, drain_msg[deplete_stats]);
709 change_attr_value (&tmp->stats, deplete_stats, -1); 618 change_attr_value (&tmp->stats, deplete_stats, -1);
710 fix_player (op); 619 update_stats ();
711} 620}
712 621
713/* 622/*
714 * A value of 0 indicates timeout, otherwise change the luck of the object. 623 * A value of 0 indicates timeout, otherwise change the luck of the object.
715 * via an applied bad_luck object. 624 * via an applied bad_luck object.
716 */ 625 */
717
718void 626void
719change_luck (object *op, int value) 627object::change_luck (int value)
720{ 628{
721 object *tmp; 629 archetype *at = archetype::find (shstr_luck);
722 archetype *at;
723 int new_luck;
724
725 at = find_archetype ("luck");
726 if (!at) 630 if (!at)
727 LOG (llevError, "Couldn't find archetype luck.\n"); 631 LOG (llevError, "Couldn't find archetype luck.\n");
728 else 632 else
729 { 633 {
730 tmp = present_arch_in_ob (at, op); 634 object *tmp = present_arch_in_ob (at, this);
635
731 if (!tmp) 636 if (!tmp)
732 { 637 {
733 if (!value) 638 if (!value)
734 return; 639 return;
735 tmp = arch_to_object (at); 640
641 tmp = at->instance ();
736 tmp = insert_ob_in_ob (tmp, op); 642 tmp = insert_ob_in_ob (tmp, this);
737 SET_FLAG (tmp, FLAG_APPLIED); 643 tmp->set_flag (FLAG_APPLIED);
738 } 644 }
645
739 if (value) 646 if (value)
740 { 647 {
741 /* Limit the luck value of the bad luck object to +/-100. This 648 /* Limit the luck value of the bad luck object to +/-100. This
742 * (arbitrary) value prevents overflows (both in the bad luck object and 649 * (arbitrary) value prevents overflows (both in the bad luck object and
743 * in op itself). 650 * in op itself).
744 */ 651 */
745 new_luck = tmp->stats.luck + value; 652 int new_luck = tmp->stats.luck + value;
653
746 if (new_luck >= -100 && new_luck <= 100) 654 if (new_luck >= -100 && new_luck <= 100)
747 { 655 {
748 op->stats.luck += value; 656 stats.luck += value;
749 tmp->stats.luck = new_luck; 657 tmp->stats.luck = new_luck;
750 } 658 }
751 } 659 }
752 else 660 else
753 { 661 {
754 if (!tmp->stats.luck) 662 if (!tmp->stats.luck)
755 {
756 return; 663 return;
757 } 664
758 /* Randomly change the players luck. Basically, we move it 665 /* Randomly change the players luck. Basically, we move it
759 * back neutral (if greater>0, subtract, otherwise add) 666 * back neutral (if greater>0, subtract, otherwise add)
760 */ 667 */
761 if (RANDOM () % (FABS (tmp->stats.luck)) >= RANDOM () % 30) 668 if (rndm (abs (tmp->stats.luck)) >= rndm (30))
762 { 669 {
763 int diff = tmp->stats.luck > 0 ? -1 : 1; 670 int diff = tmp->stats.luck > 0 ? -1 : 1;
764 671
765 op->stats.luck += diff; 672 stats.luck += diff;
766 tmp->stats.luck += diff; 673 tmp->stats.luck += diff;
767 } 674 }
768 } 675 }
769 } 676 }
770} 677}
771 678
772/* 679/*
773 * Subtracts stat-bonuses given by the class which the player has chosen. 680 * Subtracts stat-bonuses given by the class which the player has chosen.
774 */ 681 */
775
776void 682void
777remove_statbonus (object *op) 683object::remove_statbonus ()
778{ 684{
779 op->stats.Str -= op->arch->clone.stats.Str; 685 for (int i = 0; i < NUM_STATS; ++i)
780 op->stats.Dex -= op->arch->clone.stats.Dex; 686 {
781 op->stats.Con -= op->arch->clone.stats.Con; 687 sint8 v = arch->stats.stat (i);
782 op->stats.Wis -= op->arch->clone.stats.Wis; 688 stats.stat (i) -= v;
783 op->stats.Pow -= op->arch->clone.stats.Pow; 689 contr->orig_stats.stat (i) -= v;
784 op->stats.Cha -= op->arch->clone.stats.Cha; 690 }
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} 691}
794 692
795/* 693/*
796 * Adds stat-bonuses given by the class which the player has chosen. 694 * Adds stat-bonuses given by the class which the player has chosen.
797 */ 695 */
798
799void 696void
800add_statbonus (object *op) 697object::add_statbonus ()
801{ 698{
802 op->stats.Str += op->arch->clone.stats.Str; 699 for (int i = 0; i < NUM_STATS; ++i)
803 op->stats.Dex += op->arch->clone.stats.Dex; 700 {
804 op->stats.Con += op->arch->clone.stats.Con; 701 sint8 v = arch->stats.stat (i);
805 op->stats.Wis += op->arch->clone.stats.Wis; 702 stats.stat (i) += v;
806 op->stats.Pow += op->arch->clone.stats.Pow; 703 contr->orig_stats.stat (i) += v;
807 op->stats.Cha += op->arch->clone.stats.Cha; 704 }
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} 705}
706
707static struct copy_flags : object::flags_t
708{
709 copy_flags ()
710 {
711 set (FLAG_LIFESAVE);
712 set (FLAG_REFL_SPELL);
713 set (FLAG_REFL_MISSILE);
714 set (FLAG_STEALTH);
715 set (FLAG_XRAYS);
716 set (FLAG_BLIND);
717 set (FLAG_SEE_IN_DARK);
718 }
719} copy_flags;
817 720
818/* 721/*
819 * Updates all abilities given by applied objects in the inventory 722 * Updates all abilities given by applied objects in the inventory
820 * of the given object. Note: This function works for both monsters 723 * of the given object. Note: This function works for both monsters
821 * and players; the "player" in the name is purely an archaic inheritance. 724 * and players; the "player" in the name is purely an archaic inheritance.
822 * This functions starts from base values (archetype or player object) 725 * This functions starts from base values (archetype or player object)
823 * and then adjusts them according to what the player has equipped. 726 * and then adjusts them according to what the player has equipped.
824 */ 727 *
825
826/* July 95 - inserted stuff to handle new skills/exp system - b.t. 728 * July 95 - inserted stuff to handle new skills/exp system - b.t.
827 spell system split, grace points now added to system --peterm 729 * spell system split, grace points now added to system --peterm
828 */ 730 */
829
830void 731void
831fix_player (object *op) 732object::update_stats ()
832{ 733{
833 int i, j;
834 float f, max = 9, added_speed = 0, bonus_speed = 0, sp_tmp, speed_reduce_from_disease = 1; 734 float max_speed = 9, added_speed = 0, bonus_speed = 0, speed_reduce_from_disease = 1;
835 int weapon_weight = 0, weapon_speed = 0; 735 int weapon_weight = 0, weapon_speed = 0;
836 int best_wc = 0, best_ac = 0, wc = 0, ac = 0; 736 int best_wc = 0, best_ac = 0, wc = 0, ac = 0;
837 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; 737 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS];
838 object *grace_obj = NULL, *mana_obj = NULL, *wc_obj = NULL, *tmp; 738 object *grace_obj = NULL, *mana_obj = NULL, *tmp;
739 float old_speed = speed;
740 int stat_sum [NUM_STATS];
741
742 MoveType move_type; // we use change_move_type to change it, so use a local copy
839 743
840 /* First task is to clear all the values back to their original values */ 744 /* First task is to clear all the values back to their original values */
841 if (op->type == PLAYER) 745 if (type == PLAYER)
842 { 746 {
747 contr->delayed_update = false;
748
843 for (i = 0; i < NUM_STATS; i++) 749 for (int i = 0; i < NUM_STATS; i++)
844 { 750 stat_sum [i] = contr->orig_stats.stat (i);
845 set_attr_value (&(op->stats), i, get_attr_value (&(op->contr->orig_stats), i)); 751
846 }
847 if (settings.spell_encumbrance == TRUE) 752 if (settings.spell_encumbrance == TRUE)
848 op->contr->encumbrance = 0; 753 contr->encumbrance = 0;
849 754
850 op->attacktype = 0; 755 attacktype = 0;
756
851 op->contr->digestion = 0; 757 contr->digestion = 0;
852 op->contr->gen_hp = 0; 758 contr->gen_hp = 0;
853 op->contr->gen_sp = 0; 759 contr->gen_sp = 0;
854 op->contr->gen_grace = 0; 760 contr->gen_grace = 0;
855 op->contr->gen_sp_armour = 10; 761 contr->gen_sp_armour = 10;
856 op->contr->item_power = 0; 762 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 } 763 }
867 memcpy (op->body_used, op->body_info, sizeof (op->body_info));
868 764
765 for (int i = NUM_BODY_LOCATIONS; i--; )
766 slot[i].used = slot[i].info;
767
869 op->slaying = 0; 768 slaying = 0;
870 769
871 if (!QUERY_FLAG (op, FLAG_WIZ)) 770 if (!this->flag [FLAG_WIZ])
872 {
873 CLEAR_FLAG (op, FLAG_XRAYS);
874 CLEAR_FLAG (op, FLAG_MAKE_INVIS);
875 } 771 {
772 this->clr_flag (FLAG_XRAYS);
773 this->clr_flag (FLAG_MAKE_INVIS);
774 }
876 775
877 CLEAR_FLAG (op, FLAG_LIFESAVE); 776 this->clr_flag (FLAG_LIFESAVE);
878 CLEAR_FLAG (op, FLAG_STEALTH); 777 this->clr_flag (FLAG_STEALTH);
879 CLEAR_FLAG (op, FLAG_BLIND); 778 this->clr_flag (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);
888 779
889 op->path_attuned = op->arch->clone.path_attuned; 780 if (!arch->flag [FLAG_REFL_SPELL ]) this->clr_flag (FLAG_REFL_SPELL);
890 op->path_repelled = op->arch->clone.path_repelled; 781 if (!arch->flag [FLAG_REFL_MISSILE]) this->clr_flag (FLAG_REFL_MISSILE);
891 op->path_denied = op->arch->clone.path_denied; 782 if (!arch->flag [FLAG_UNDEAD ]) this->clr_flag (FLAG_UNDEAD);
892 op->glow_radius = op->arch->clone.glow_radius; 783 if (!arch->flag [FLAG_SEE_IN_DARK ]) this->clr_flag (FLAG_SEE_IN_DARK);
893 op->move_type = op->arch->clone.move_type; 784
894 op->chosen_skill = NULL; 785 path_attuned = arch->path_attuned;
786 path_repelled = arch->path_repelled;
787 path_denied = arch->path_denied;
788 glow_radius = arch->glow_radius;
789 move_type = arch->move_type;
895 790
896 /* initializing resistances from the values in player/monster's 791 /* initializing resistances from the values in player/monster's
897 * archetype clone 792 * archetype clone
898 */ 793 */
899 memcpy (&op->resist, &op->arch->clone.resist, sizeof (op->resist)); 794 memcpy (&resist, &arch->resist, sizeof (resist));
900 795
901 for (i = 0; i < NROFATTACKS; i++) 796 for (int i = 0; i < NROFATTACKS; i++)
902 { 797 {
903 if (op->resist[i] > 0) 798 if (resist[i] > 0)
904 prot[i] = op->resist[i], vuln[i] = 0; 799 prot[i] = resist[i], vuln[i] = 0;
905 else 800 else
906 vuln[i] = -(op->resist[i]), prot[i] = 0; 801 vuln[i] = -resist[i], prot[i] = 0;
802
907 potion_resist[i] = 0; 803 potion_resist[i] = -1000;
908 } 804 }
909 805
910 wc = op->arch->clone.stats.wc; 806 wc = arch->stats.wc;
911 op->stats.dam = op->arch->clone.stats.dam; 807 stats.dam = arch->stats.dam;
912 808
913 /* for players which cannot use armour, they gain AC -1 per 3 levels, 809 /* for players which cannot use armour, they gain AC -1 per 3 levels,
914 * plus a small amount of physical resist, those poor suckers. ;) 810 * plus a small amount of physical resist, those poor suckers. ;)
915 * the fact that maxlevel is factored in could be considered sort of bogus - 811 * 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, 812 * 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 813 * basically, if a server updates its max level, these playes may find
918 * that their protection from physical goes down 814 * that their protection from physical goes down
919 */ 815 */
920 if (!QUERY_FLAG (op, FLAG_USE_ARMOUR) && op->type == PLAYER) 816 if (!this->flag [FLAG_USE_ARMOUR] && type == PLAYER)
921 { 817 {
922 ac = MAX (-10, op->arch->clone.stats.ac - op->level / 3); 818 ac = max (-10, arch->stats.ac - level / 3);
923 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * op->level / settings.max_level)) / 100; 819 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100;
924 } 820 }
925 else 821 else
926 ac = op->arch->clone.stats.ac; 822 ac = arch->stats.ac;
927 823
928 op->stats.luck = op->arch->clone.stats.luck; 824 stats.luck = arch->stats.luck;
929 op->speed = op->arch->clone.speed; 825 speed = arch->speed;
826
827 chosen_skill = 0;
930 828
931 /* OK - we've reset most all the objects attributes to sane values. 829 /* 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. 830 * now go through and make adjustments for what the player has equipped.
933 */ 831 */
934
935 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 832 for (tmp = inv; tmp; tmp = tmp->below)
936 { 833 {
937 /* See note in map.c:update_position about making this additive
938 * since light sources are never applied, need to put check here.
939 */
940 if (tmp->glow_radius > op->glow_radius)
941 op->glow_radius = tmp->glow_radius;
942
943 /* This happens because apply_potion calls change_abil with the potion 834 /* This happens because apply_potion calls change_abil with the potion
944 * applied so we can tell the player what chagned. But change_abil 835 * applied so we can tell the player what changed. But change_abil
945 * then calls this function. 836 * then calls this function.
946 */ 837 */
947 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION) 838 if (tmp->flag [FLAG_APPLIED] && tmp->type == POTION)
948 {
949 continue; 839 continue;
950 } 840
841 glow_radius += tmp->glow_radius;
951 842
952 /* For some things, we don't care what is equipped */ 843 /* For some things, we don't care what is equipped */
953 if (tmp->type == SKILL) 844 if (tmp->type == SKILL)
954 { 845 {
955 /* Want to take the highest skill here. */ 846 /* Want to take the highest skill here. */
958 if (!mana_obj) 849 if (!mana_obj)
959 mana_obj = tmp; 850 mana_obj = tmp;
960 else if (tmp->level > mana_obj->level) 851 else if (tmp->level > mana_obj->level)
961 mana_obj = tmp; 852 mana_obj = tmp;
962 } 853 }
854
963 if (IS_GRACE_SKILL (tmp->subtype)) 855 if (IS_GRACE_SKILL (tmp->subtype))
964 { 856 {
965 if (!grace_obj) 857 if (!grace_obj)
966 grace_obj = tmp; 858 grace_obj = tmp;
967 else if (tmp->level > grace_obj->level) 859 else if (tmp->level > grace_obj->level)
968 grace_obj = tmp; 860 grace_obj = tmp;
969 } 861 }
970 } 862 }
971 863
972 /* Container objects are not meant to adjust a players, but other applied 864 /* Container objects are not meant to adjust players, but other applied
973 * objects need to make adjustments. 865 * objects need to make adjustments.
974 * This block should handle all player specific changes 866 * This block should handle all player specific changes
975 * The check for Praying is a bit of a hack - god given bonuses are put 867 * The check for Praying is a bit of a hack - god given bonuses are put
976 * in the praying skill, and the player should always get those. 868 * 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, 869 * 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 870 * because the skill shouldn't count against body positions being used
979 * up, etc. 871 * up, etc.
980 */ 872 */
981 if ((QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type != CONTAINER && tmp->type != CLOSE_CON) || 873 if ((tmp->flag [FLAG_APPLIED]
874 && tmp->type != CONTAINER
875 && tmp->type != CLOSE_CON
876 && tmp->type != SPELL)
982 (tmp->type == SKILL && tmp->subtype == SK_PRAYING)) 877 || (tmp->type == SKILL && tmp->subtype == SK_PRAYING))
983 { 878 {
984 if (op->type == PLAYER) 879 if (type == PLAYER)
985 { 880 {
986 if (tmp->type == BOW) 881 contr->item_power += tmp->item_power;
987 op->contr->ranges[range_bow] = tmp;
988 882
989 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
990 op->contr->ranges[range_misc] = tmp;
991
992 for (i = 0; i < NUM_STATS; i++) 883 for (int i = 0; i < NUM_STATS; i++)
993 change_attr_value (&(op->stats), i, get_attr_value (&(tmp->stats), i)); 884 stat_sum [i] += tmp->stats.stat (i);
994 885
995 /* these are the items that currently can change digestion, regeneration, 886 if (digest_types [tmp->type])
996 * spell point recovery and mana point recovery. Seems sort of an arbitary
997 * list, but other items store other info into stats array.
998 */
999 if ((tmp->type == EXPERIENCE) || (tmp->type == WEAPON) ||
1000 (tmp->type == ARMOUR) || (tmp->type == HELMET) ||
1001 (tmp->type == SHIELD) || (tmp->type == RING) ||
1002 (tmp->type == BOOTS) || (tmp->type == GLOVES) ||
1003 (tmp->type == AMULET) || (tmp->type == GIRDLE) ||
1004 (tmp->type == BRACERS) || (tmp->type == CLOAK) || (tmp->type == DISEASE) || (tmp->type == FORCE) || (tmp->type == SKILL))
1005 { 887 {
1006 op->contr->digestion += tmp->stats.food; 888 contr->digestion += tmp->stats.food;
1007 op->contr->gen_hp += tmp->stats.hp; 889 contr->gen_hp += tmp->stats.hp;
890 if (tmp->type != BOW) // ugly exception for bows
1008 op->contr->gen_sp += tmp->stats.sp; 891 contr->gen_sp += tmp->stats.sp;
1009 op->contr->gen_grace += tmp->stats.grace; 892 contr->gen_grace += tmp->stats.grace;
1010 op->contr->gen_sp_armour += tmp->gen_sp_armour; 893 contr->gen_sp_armour += tmp->gen_sp_armour;
1011 op->contr->item_power += tmp->item_power;
1012 } 894 }
1013 } /* if this is a player */ 895 } /* if this is a player */
896 else
897 {
898 if (tmp->type == WEAPON)
899 current_weapon = tmp;
900 }
1014 901
1015 /* Update slots used for items */ 902 /* Update slots used for items */
1016 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 903 if (tmp->flag [FLAG_APPLIED]) // exclude praying...
1017 {
1018 for (i = 0; i < NUM_BODY_LOCATIONS; i++) 904 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
1019 op->body_used[i] += tmp->body_info[i]; 905 slot[i].used += tmp->slot[i].info;
1020 }
1021 906
1022 if (tmp->type == SYMPTOM) 907 if (tmp->type == SYMPTOM)
1023 {
1024 speed_reduce_from_disease = tmp->last_sp / 100.0; 908 min_it (speed_reduce_from_disease, tmp->last_sp ? tmp->last_sp / 100.f : 1.f);
1025 if (speed_reduce_from_disease == 0)
1026 speed_reduce_from_disease = 1;
1027 }
1028 909
1029 /* Pos. and neg. protections are counted seperate (-> pro/vuln). 910 /* Pos. and neg. protections are counted separate (-> pro/vuln).
1030 * (Negative protections are calculated extactly like positive.) 911 * (Negative protections are calculated exactly like positive.)
1031 * Resistance from potions are treated special as well. If there's 912 * Resistance from potions are treated special as well. If there's
1032 * more than one potion-effect, the bigger prot.-value is taken. 913 * more than one potion-effect, the bigger prot.-value is taken.
1033 */ 914 */
915 if (tmp->type == POTION_EFFECT)
916 for (int i = 0; i < NROFATTACKS; i++)
917 max_it (potion_resist[i], tmp->resist[i]);
1034 if (tmp->type != POTION) 918 else if (tmp->type != POTION)
919 for (int i = 0; i < NROFATTACKS; i++)
920 if (tmp->resist[i] > 0)
921 prot[i] += (100 - prot[i]) * tmp->resist[i] / 100;
922 else if (tmp->resist[i] < 0)
923 vuln[i] += (100 - vuln[i]) * -tmp->resist[i] / 100;
924
925 /* There may be other things that should not adjust the attacktype */
926 if (tmp->type != SYMPTOM)
1035 { 927 {
1036 for (i = 0; i < NROFATTACKS; i++) 928 attacktype |= tmp->attacktype;
1037 { 929 path_attuned |= tmp->path_attuned;
1038 /* Potential for cursed potions, in which case we just can use 930 path_repelled |= tmp->path_repelled;
1039 * a straight MAX, as potion_resist is initialized to zero. 931 path_denied |= tmp->path_denied;
1040 */ 932 move_type |= tmp->move_type;
1041 if (tmp->type == POTION_EFFECT) 933 stats.luck += tmp->stats.luck;
1042 {
1043 if (potion_resist[i])
1044 potion_resist[i] = MAX (potion_resist[i], tmp->resist[i]);
1045 else
1046 potion_resist[i] = tmp->resist[i];
1047 }
1048 else if (tmp->resist[i] > 0)
1049 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100;
1050 else if (tmp->resist[i] < 0)
1051 vuln[i] += ((100 - vuln[i]) * (-tmp->resist[i])) / 100;
1052 }
1053 } 934 }
1054 935
1055 /* There may be other things that should not adjust the attacktype */ 936 flag |= tmp->flag & copy_flags;
1056 if (tmp->type != BOW && tmp->type != SYMPTOM)
1057 op->attacktype |= tmp->attacktype;
1058 937
1059 op->path_attuned |= tmp->path_attuned; 938 if (tmp->flag [FLAG_UNDEAD] && !arch->flag [FLAG_UNDEAD])
1060 op->path_repelled |= tmp->path_repelled; 939 this->set_flag (FLAG_UNDEAD);
1061 op->path_denied |= tmp->path_denied;
1062 op->stats.luck += tmp->stats.luck;
1063 op->move_type |= tmp->move_type;
1064 940
1065 if (QUERY_FLAG (tmp, FLAG_LIFESAVE)) 941 //TODO: copy_flags?
1066 SET_FLAG (op, FLAG_LIFESAVE); 942 if (tmp->flag [FLAG_MAKE_INVIS])
1067 if (QUERY_FLAG (tmp, FLAG_REFL_SPELL))
1068 SET_FLAG (op, FLAG_REFL_SPELL);
1069 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE))
1070 SET_FLAG (op, FLAG_REFL_MISSILE);
1071 if (QUERY_FLAG (tmp, FLAG_STEALTH))
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
1080 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
1081 SET_FLAG (op, FLAG_UNDEAD);
1082
1083 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS))
1084 { 943 {
1085 SET_FLAG (op, FLAG_MAKE_INVIS); 944 set_flag (FLAG_MAKE_INVIS);
1086 op->invisible = 1; 945 invisible = 1;
1087 } 946 }
1088 947
1089 if (tmp->stats.exp && tmp->type != SKILL) 948 if (tmp->stats.exp && tmp->type != SKILL)
1090 { 949 {
1091 if (tmp->stats.exp > 0) 950 if (tmp->stats.exp > 0)
1092 { 951 {
1093 added_speed += (float) tmp->stats.exp / 3.0; 952 added_speed += tmp->stats.exp / 3.f;
1094 bonus_speed += 1.0 + (float) tmp->stats.exp / 3.0; 953 bonus_speed += tmp->stats.exp / 3.f + 1.f;
1095 } 954 }
1096 else 955 else
1097 added_speed += (float) tmp->stats.exp; 956 added_speed += tmp->stats.exp;
1098 } 957 }
1099 958
1100 switch (tmp->type) 959 switch (tmp->type)
1101 { 960 {
1102 /* skills modifying the character -b.t. */
1103 /* for all skills and skill granting objects */
1104 case SKILL: 961 case SKILL:
1105 if (!QUERY_FLAG (tmp, FLAG_APPLIED)) 962 {
963 // some skills will end up here without counting as "applied"
964 if (!tmp->flag [FLAG_APPLIED] || skill_flags [tmp->subtype] & SF_AUTARK)
1106 break; 965 break;
1107 966
1108 if (IS_COMBAT_SKILL (tmp->subtype))
1109 wc_obj = tmp;
1110
1111 if (op->chosen_skill) 967 if (chosen_skill)
968 {
1112 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &op->name); 969 LOG (llevDebug, "fix_player, op %s has multiple skills applied (%s and %s)\n",
970 &name, &chosen_skill->name, &tmp->name);
1113 971
972 tmp->flag [FLAG_APPLIED] = false;
973 update_stats ();
974 return;
975 }
976
1114 op->chosen_skill = tmp; 977 chosen_skill = tmp;
1115 978
1116 if (tmp->stats.dam > 0) 979 if (tmp->stats.dam > 0)
1117 { /* skill is a 'weapon' */ 980 { /* skill is a 'weapon' */
1118 if (!QUERY_FLAG (op, FLAG_READY_WEAPON)) 981 if (!this->flag [FLAG_READY_WEAPON])
1119 weapon_speed = (int) WEAPON_SPEED (tmp); 982 weapon_speed = max (0, WEAPON_SPEED (tmp));
1120 if (weapon_speed < 0) 983
1121 weapon_speed = 0;
1122 weapon_weight = tmp->weight; 984 weapon_weight = tmp->weight;
1123 op->stats.dam += tmp->stats.dam * (1 + (op->chosen_skill->level / 9)); 985 stats.dam += 1 + chosen_skill->level * tmp->stats.dam / 9;
986
1124 if (tmp->magic) 987 if (tmp->magic)
1125 op->stats.dam += tmp->magic; 988 stats.dam += tmp->magic;
1126 } 989 }
1127 990
1128 if (tmp->stats.wc) 991 if (tmp->stats.wc)
1129 wc -= (tmp->stats.wc + tmp->magic); 992 wc -= tmp->stats.wc + tmp->magic;
1130 993
1131 if (tmp->slaying != NULL) 994 if (tmp->slaying)
1132 op->slaying = tmp->slaying; 995 slaying = tmp->slaying;
1133 996
1134 if (tmp->stats.ac) 997 if (tmp->stats.ac)
1135 ac -= (tmp->stats.ac + tmp->magic); 998 ac -= tmp->stats.ac + tmp->magic;
999
1136 if (settings.spell_encumbrance == TRUE && op->type == PLAYER) 1000 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1137 op->contr->encumbrance += (int) 3 *tmp->weight / 1000; 1001 contr->encumbrance += 3 * tmp->weight / 1000;
1002 }
1138 1003
1139 if (op->type == PLAYER)
1140 op->contr->ranges[range_skill] = op;
1141 break; 1004 break;
1142 1005
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: 1006 case SHIELD:
1154 if (settings.spell_encumbrance == TRUE && op->type == PLAYER) 1007 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1155 op->contr->encumbrance += (int) tmp->weight / 2000; 1008 contr->encumbrance += tmp->weight / 2000;
1009 //FALLTHROUGH
1156 case RING: 1010 case RING:
1157 case AMULET: 1011 case AMULET:
1158 case GIRDLE: 1012 case GIRDLE:
1159 case HELMET: 1013 case HELMET:
1160 case BOOTS: 1014 case BOOTS:
1161 case GLOVES: 1015 case GLOVES:
1162 case CLOAK: 1016 case CLOAK:
1163 if (tmp->stats.wc) 1017 if (tmp->stats.wc)
1164 wc -= (tmp->stats.wc + tmp->magic); 1018 wc -= tmp->stats.wc + tmp->magic;
1019
1165 if (tmp->stats.dam) 1020 if (tmp->stats.dam)
1166 op->stats.dam += (tmp->stats.dam + tmp->magic); 1021 stats.dam += tmp->stats.dam + tmp->magic;
1022
1167 if (tmp->stats.ac) 1023 if (tmp->stats.ac)
1168 ac -= (tmp->stats.ac + tmp->magic); 1024 ac -= tmp->stats.ac + tmp->magic;
1025
1169 break; 1026 break;
1170 1027
1028 case RANGED:
1029 case BOW:
1171 case WEAPON: 1030 case WEAPON:
1172 wc -= (tmp->stats.wc + tmp->magic); 1031 wc -= tmp->stats.wc + tmp->magic;
1032
1173 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0) 1033 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0)
1174 ac -= tmp->stats.ac + tmp->magic; 1034 ac -= tmp->stats.ac + tmp->magic;
1035
1175 op->stats.dam += (tmp->stats.dam + tmp->magic); 1036 stats.dam += tmp->stats.dam + tmp->magic;
1176 weapon_weight = tmp->weight; 1037 weapon_weight = tmp->weight;
1177 weapon_speed = ((int) WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2; 1038 weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2;
1039
1178 if (weapon_speed < 0) 1040 if (weapon_speed < 0)
1179 weapon_speed = 0; 1041 weapon_speed = 0;
1042
1180 op->slaying = tmp->slaying; 1043 slaying = tmp->slaying;
1044
1181 /* If there is desire that two handed weapons should do 1045 /* If there is desire that two handed weapons should do
1182 * extra strength damage, this is where the code should 1046 * extra strength damage, this is where the code should
1183 * go. 1047 * go.
1184 */ 1048 */
1185 op->current_weapon = tmp; 1049
1186 if (settings.spell_encumbrance == TRUE && op->type == PLAYER) 1050 if (type == PLAYER)
1051 if (settings.spell_encumbrance)
1187 op->contr->encumbrance += (int) 3 *tmp->weight / 1000; 1052 contr->encumbrance += tmp->weight * 3 / 1000;
1188 1053
1189 break; 1054 break;
1190 1055
1191 case ARMOUR: /* Only the best of these three are used: */ 1056 case ARMOUR: /* Only the best of these three are used: */
1192 if (settings.spell_encumbrance == TRUE && op->type == PLAYER) 1057 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1193 op->contr->encumbrance += (int) tmp->weight / 1000; 1058 contr->encumbrance += tmp->weight / 1000;
1194 1059
1195 case BRACERS: 1060 case BRACERS:
1196 case FORCE: 1061 case FORCE:
1197 if (tmp->stats.wc) 1062 if (tmp->stats.wc)
1198 { 1063 {
1202 best_wc = tmp->stats.wc + tmp->magic; 1067 best_wc = tmp->stats.wc + tmp->magic;
1203 } 1068 }
1204 else 1069 else
1205 wc += tmp->stats.wc + tmp->magic; 1070 wc += tmp->stats.wc + tmp->magic;
1206 } 1071 }
1072
1207 if (tmp->stats.ac) 1073 if (tmp->stats.ac)
1208 { 1074 {
1209 if (best_ac < tmp->stats.ac + tmp->magic) 1075 if (best_ac < tmp->stats.ac + tmp->magic)
1210 { 1076 {
1211 ac += best_ac; /* Remove last bonus */ 1077 ac += best_ac; /* Remove last bonus */
1212 best_ac = tmp->stats.ac + tmp->magic; 1078 best_ac = tmp->stats.ac + tmp->magic;
1213 } 1079 }
1214 else /* To nullify the below effect */ 1080 else /* To nullify the below effect */
1215 ac += tmp->stats.ac + tmp->magic; 1081 ac += tmp->stats.ac + tmp->magic;
1216 } 1082 }
1083
1217 if (tmp->stats.wc) 1084 if (tmp->stats.wc)
1218 wc -= (tmp->stats.wc + tmp->magic); 1085 wc -= tmp->stats.wc + tmp->magic;
1086
1219 if (tmp->stats.ac) 1087 if (tmp->stats.ac)
1220 ac -= (tmp->stats.ac + tmp->magic); 1088 ac -= tmp->stats.ac + tmp->magic;
1221 if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.0 < max) 1089
1090 if (ARMOUR_SPEED (tmp))
1222 max = ARMOUR_SPEED (tmp) / 10.0; 1091 min_it (max_speed, ARMOUR_SPEED (tmp) / 10.f);
1092
1223 break; 1093 break;
1224 } /* switch tmp->type */ 1094 } /* switch tmp->type */
1225 } /* item is equipped */ 1095 } /* item is equipped */
1226 } /* for loop of items */ 1096 } /* for loop of items */
1097
1098 min_it (glow_radius, MAX_LIGHT_RADIUS);
1227 1099
1228 /* We've gone through all the objects the player has equipped. For many things, we 1100 /* We've gone through all the objects the player has equipped. For many things, we
1229 * have generated intermediate values which we now need to assign. 1101 * have generated intermediate values which we now need to assign.
1230 */ 1102 */
1231 1103
1233 * If there is an uncursed potion in effect, granting more protection 1105 * If there is an uncursed potion in effect, granting more protection
1234 * than that, we take: 'total resistance = resistance from potion'. 1106 * than that, we take: 'total resistance = resistance from potion'.
1235 * If there is a cursed (and no uncursed) potion in effect, we take 1107 * If there is a cursed (and no uncursed) potion in effect, we take
1236 * 'total resistance = vulnerability from cursed potion'. 1108 * 'total resistance = vulnerability from cursed potion'.
1237 */ 1109 */
1238 for (i = 0; i < NROFATTACKS; i++) 1110 for (int i = 0; i < NROFATTACKS; i++)
1239 { 1111 {
1240 op->resist[i] = prot[i] - vuln[i]; 1112 resist[i] = prot[i] - vuln[i];
1241 if (potion_resist[i] && ((potion_resist[i] > op->resist[i]) || (potion_resist[i] < 0))) 1113
1114 if (potion_resist[i] != -1000
1115 && (potion_resist[i] < 0 || potion_resist[i] > resist[i]))
1242 op->resist[i] = potion_resist[i]; 1116 resist[i] = potion_resist[i];
1117 }
1118
1119 if (type == PLAYER)
1243 } 1120 {
1121 // clamp various player stats
1122 for (int i = 0; i < NUM_STATS; ++i)
1123 stats.stat (i) = stat_sum [i];
1244 1124
1125 check_stat_bounds (&stats);
1126
1127 contr->digestion = clamp (contr->digestion, MIN_DIGESTION, MAX_DIGESTION);
1128
1245 /* Figure out the players sp/mana/hp totals. */ 1129 /* Figure out the players sp/mana/hp totals. */
1246 if (op->type == PLAYER)
1247 {
1248 int pl_level; 1130 int pl_level;
1249 1131
1250 check_stat_bounds (&(op->stats));
1251 pl_level = op->level;
1252
1253 if (pl_level < 1)
1254 pl_level = 1; /* safety, we should always get 1 levels worth of hp! */ 1132 pl_level = max (1, level); /* safety, we should always get 1 levels worth of hp! */
1255 1133
1256 /* You basically get half a con bonus/level. But we do take into account rounding, 1134 /* 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. 1135 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels.
1258 */ 1136 */
1259 for (i = 1, op->stats.maxhp = 0; i <= pl_level && i <= 10; i++) 1137 stats.maxhp = 0;
1138 for (int i = 1; i <= min (10, pl_level); i++)
1260 { 1139 {
1261 j = op->contr->levhp[i] + con_bonus[op->stats.Con] / 2; 1140 int j = contr->levhp[i] + con_bonus[stats.Con] / 2;
1141
1262 if (i % 2 && con_bonus[op->stats.Con] % 2) 1142 if (i % 2 && con_bonus[stats.Con] % 2)
1263 {
1264 if (con_bonus[op->stats.Con] > 0) 1143 if (con_bonus[stats.Con] > 0)
1265 j++; 1144 j++;
1266 else 1145 else
1267 j--; 1146 j--;
1268 } 1147
1269 op->stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */ 1148 stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */
1270 } 1149 }
1271 1150
1272 for (i = 11; i <= op->level; i++) 1151 stats.maxhp += 2 * max (0, level - 10);
1273 op->stats.maxhp += 2;
1274 1152
1275 if (op->stats.hp > op->stats.maxhp) 1153 if (stats.hp > stats.maxhp)
1276 op->stats.hp = op->stats.maxhp; 1154 stats.hp = stats.maxhp;
1277 1155
1278 /* Sp gain is controlled by the level of the player's 1156 /* Sp gain is controlled by the level of the player's
1279 * relevant experience object (mana_obj, see above) 1157 * relevant experience object (mana_obj, see above)
1280 */ 1158 */
1281 /* following happen when skills system is not used */ 1159 /* following happen when skills system is not used */
1282 if (!mana_obj) 1160 if (!mana_obj)
1283 mana_obj = op; 1161 mana_obj = this;
1162
1284 if (!grace_obj) 1163 if (!grace_obj)
1285 grace_obj = op; 1164 grace_obj = this;
1165
1286 /* set maxsp */ 1166 /* set maxsp */
1287 if (!mana_obj || !mana_obj->level || op->type != PLAYER) 1167 if (!mana_obj || !mana_obj->level || type != PLAYER)
1288 mana_obj = op; 1168 mana_obj = this;
1289 1169
1290 if (mana_obj == op && op->type == PLAYER) 1170 if (mana_obj == this && type == PLAYER)
1291 {
1292 op->stats.maxsp = 1; 1171 stats.maxsp = 1;
1293 }
1294 else 1172 else
1295 { 1173 {
1296 sp_tmp = 0.0; 1174 float sp_tmp = 0.f;
1175
1297 for (i = 1; i <= mana_obj->level && i <= 10; i++) 1176 for (int i = 1; i <= min (10, mana_obj->level); i++)
1298 { 1177 {
1299 float stmp; 1178 float stmp;
1300 1179
1301 /* Got some extra bonus at first level */ 1180 /* Got some extra bonus at first level */
1302 if (i < 2) 1181 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); 1182 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 6.f;
1305 }
1306 else 1183 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; 1184 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 12.f;
1309 } 1185
1310 if (stmp < 1.0)
1311 stmp = 1.0;
1312 sp_tmp += stmp; 1186 sp_tmp += max (1.f, stmp);
1313 } 1187 }
1314 op->stats.maxsp = (int) sp_tmp;
1315 1188
1316 for (i = 11; i <= mana_obj->level; i++) 1189 stats.maxsp = int (sp_tmp) + 2 * max (0, mana_obj->level - 10);
1317 op->stats.maxsp += 2;
1318 } 1190 }
1191
1319 /* Characters can get their sp supercharged via rune of transferrance */ 1192 /* Characters can get their sp supercharged via rune of transferrance */
1320 if (op->stats.sp > op->stats.maxsp * 2) 1193 stats.sp = min (stats.sp, stats.maxsp * 2);
1321 op->stats.sp = op->stats.maxsp * 2;
1322 1194
1323 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */ 1195 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */
1324 if (!grace_obj || !grace_obj->level || op->type != PLAYER) 1196 if (!grace_obj || !grace_obj->level || type != PLAYER)
1325 grace_obj = op; 1197 grace_obj = this;
1326 1198
1327 if (grace_obj == op && op->type == PLAYER) 1199 if (grace_obj == this && type == PLAYER)
1328 {
1329 op->stats.maxgrace = 1; 1200 stats.maxgrace = 1;
1330 }
1331 else 1201 else
1332 { 1202 {
1333 /* store grace in a float - this way, the divisions below don't create 1203 /* 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 1204 * 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 1205 * becomes big jumps when the sums of the bonuses jump to the next
1336 * step of 8 - with floats, even fractional ones are useful. 1206 * step of 8 - with floats, even fractional ones are useful.
1337 */ 1207 */
1338 sp_tmp = 0.0; 1208 float sp_tmp = 0.f;
1339 for (i = 1, op->stats.maxgrace = 0; i <= grace_obj->level && i <= 10; i++) 1209
1210 for (int i = 1; i <= min (10, grace_obj->level); i++)
1340 { 1211 {
1341 float grace_tmp = 0.0; 1212 float grace_tmp = 0.f;
1342 1213
1343 /* Got some extra bonus at first level */ 1214 /* Got some extra bonus at first level */
1344 if (i < 2) 1215 if (i < 2)
1345 { 1216 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 1217 else
1350 { 1218 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] 1219
1352 + ((float) grace_bonus[op->stats.Pow] + 2.0 * (float) grace_bonus[op->stats.Wis]) / 12.0;
1353 }
1354 if (grace_tmp < 1.0)
1355 grace_tmp = 1.0;
1356 sp_tmp += grace_tmp; 1220 sp_tmp += max (1.f, grace_tmp);
1357 } 1221 }
1358 op->stats.maxgrace = (int) sp_tmp;
1359 1222
1360 /* two grace points per level after 11 */ 1223 /* two grace points per level after 10 */
1361 for (i = 11; i <= grace_obj->level; i++) 1224 stats.maxgrace = int (sp_tmp) + 2 * max (0, grace_obj->level - 10);
1362 op->stats.maxgrace += 2;
1363 } 1225 }
1226
1364 /* No limit on grace vs maxgrace */ 1227 /* No limit on grace vs maxgrace */
1365 1228
1366 if (op->contr->braced) 1229 if (contr->braced)
1367 { 1230 {
1368 ac += 2; 1231 ac += 2;
1369 wc += 4; 1232 wc += 4;
1370 } 1233 }
1371 else 1234 else
1372 ac -= dex_bonus[op->stats.Dex]; 1235 ac -= dex_bonus[stats.Dex];
1373 1236
1374 /* In new exp/skills system, wc bonuses are related to 1237 /* In new exp/skills system, wc bonuses are related to
1375 * the players level in a relevant exp object (wc_obj) 1238 * the players level in a relevant exp object (wc_obj)
1376 * not the general player level -b.t. 1239 * not the general player level -b.t.
1377 * I changed this slightly so that wc bonuses are better 1240 * I changed this slightly so that wc bonuses are better
1380 * improvement every level, now its fighterlevel/5. So 1243 * improvement every level, now its fighterlevel/5. So
1381 * we give the player a bonus here in wc and dam 1244 * we give the player a bonus here in wc and dam
1382 * to make up for the change. Note that I left the 1245 * to make up for the change. Note that I left the
1383 * monster bonus the same as before. -b.t. 1246 * monster bonus the same as before. -b.t.
1384 */ 1247 */
1248 object *wc_obj = chosen_skill;
1385 1249
1386 if (op->type == PLAYER && wc_obj && wc_obj->level > 1) 1250 if (contr && wc_obj && wc_obj->level > 1)
1387 { 1251 {
1388 wc -= (wc_obj->level + thaco_bonus[op->stats.Str]); 1252 wc -= wc_obj->level + thaco_bonus[stats.Str];
1253
1389 for (i = 1; i < wc_obj->level; i++) 1254 for (int i = 1; i < wc_obj->level; i++)
1390 { 1255 {
1391 /* addtional wc every 6 levels */ 1256 /* additional wc every 6 levels */
1392 if (!(i % 6)) 1257 if (!(i % 6))
1393 wc--; 1258 wc--;
1259
1394 /* addtional dam every 4 levels. */ 1260 /* additional dam every 4 levels. */
1395 if (!(i % 4) && (dam_bonus[op->stats.Str] >= 0)) 1261 if (!(i % 4) && dam_bonus[stats.Str] >= 0)
1396 op->stats.dam += (1 + (dam_bonus[op->stats.Str] / 5)); 1262 stats.dam += 1 + dam_bonus[stats.Str] / 5;
1397 } 1263 }
1398 } 1264 }
1399 else 1265 else
1400 wc -= (op->level + thaco_bonus[op->stats.Str]); 1266 wc -= level + thaco_bonus[stats.Str];
1401 1267
1402 op->stats.dam += dam_bonus[op->stats.Str]; 1268 stats.dam += dam_bonus[stats.Str];
1403 1269
1404 if (op->stats.dam < 1) 1270 if (stats.dam < 1)
1405 op->stats.dam = 1; 1271 stats.dam = 1;
1406 1272
1407 op->speed = 1.0 + speed_bonus[op->stats.Dex]; 1273 speed = 1.f + speed_bonus[stats.Dex];
1274
1408 if (settings.search_items && op->contr->search_str[0]) 1275 if (settings.search_items && contr->search_str[0])
1409 op->speed -= 1; 1276 speed -= 1;
1410 if (op->attacktype == 0)
1411 op->attacktype = op->arch->clone.attacktype;
1412
1413 } /* End if player */ 1277 } /* End if player */
1414 1278
1415 if (added_speed >= 0) 1279 if (added_speed >= 0)
1416 op->speed += added_speed / 10.0; 1280 speed += added_speed / 10.f;
1417 else /* Something wrong here...: */ 1281 else /* Something wrong here...: */
1418 op->speed /= (float) (1.0 - added_speed); 1282 speed /= 1.f - added_speed;
1419 1283
1420 /* Max is determined by armour */ 1284 /* Max is determined by armour */
1421 if (op->speed > max) 1285 speed = min (speed, max_speed);
1422 op->speed = max;
1423 1286
1424 if (op->type == PLAYER) 1287 if (type == PLAYER)
1425 { 1288 {
1426 /* f is a number the represents the number of kg above (positive num) 1289 /* 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 1290 * or below (negative number) that the player is carrying. If above
1428 * weight limit, then player suffers a speed reduction based on how 1291 * weight limit, then player suffers a speed reduction based on how
1429 * much above he is, and what is max carry is 1292 * much above he is, and what is max carry is
1430 */ 1293 */
1431 f = (op->carrying / 1000) - max_carry[op->stats.Str]; 1294 float f = (carrying / 1000) - max_carry[stats.Str];
1432 if (f > 0) 1295 if (f > 0.f)
1433 op->speed = op->speed / (1.0 + f / max_carry[op->stats.Str]); 1296 speed = speed / (1.f + f / max_carry[stats.Str]);
1434 } 1297 }
1435 1298
1436 op->speed += bonus_speed / 10.0; /* Not affected by limits */ 1299 speed += bonus_speed / 10.f; /* Not affected by limits */
1300 speed *= speed_reduce_from_disease;
1437 1301
1438 /* Put a lower limit on speed. Note with this speed, you move once every 1302 /* 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. 1303 * 25 ticks or so. This amounts to once every 3 seconds of realtime.
1440 */ 1304 */
1441 op->speed = op->speed * speed_reduce_from_disease; 1305 max_it (speed, is_player () ? MIN_PLAYER_SPEED : MIN_ACTIVE_SPEED);
1442 1306
1443 if (op->speed < 0.01 && op->type == PLAYER) 1307 if (speed != old_speed)
1444 op->speed = 0.01; 1308 set_speed (speed);
1445 1309
1446 if (op->type == PLAYER) 1310 if (type == PLAYER)
1447 { 1311 {
1448 float M, W, s, D, K, S, M2;
1449
1450 /* (This formula was made by vidarl@ifi.uio.no) 1312 /* (This formula was made by vidarl@ifi.uio.no)
1451 * Note that we never used these values again - basically 1313 * Note that we never used these values again - basically
1452 * all of these could be subbed into one big equation, but 1314 * all of these could be subbed into one big equation, but
1453 * that would just be a real pain to read. 1315 * that would just be a real pain to read.
1454 */ 1316 */
1455 M = (max_carry[op->stats.Str] - 121) / 121.0; 1317 float M = (max_carry[stats.Str] - 121) / 121.f;
1456 M2 = max_carry[op->stats.Str] / 100.0; 1318 float M2 = max_carry[stats.Str] / 100.f;
1457 W = weapon_weight / 20000.0; 1319 float W = weapon_weight / 20000.f;
1458 s = 2 - weapon_speed / 10.0; 1320 float s = (20 - weapon_speed) / 10.f;
1459 D = (op->stats.Dex - 14) / 14.0; 1321 float D = (stats.Dex - 14) / 14.f;
1460 K = 1 + M / 3.0 - W / (3 * M2) + op->speed / 5.0 + D / 2.0; 1322 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; 1323
1324 K *= (4 + level) * 1.2f / (6 + level);
1325
1462 if (K <= 0) 1326 if (K <= 0.01f)
1463 K = 0.01; 1327 K = 0.01f;
1464 S = op->speed / (K * s); 1328
1465 op->contr->weapon_sp = S; 1329 contr->weapon_sp = K * s * .5f; //TODO: balance the .5
1466 } 1330 }
1331
1467 /* I want to limit the power of small monsters with big weapons: */ 1332 /* 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) 1333 if (type != PLAYER && arch && stats.dam > arch->stats.dam * 3)
1469 op->stats.dam = op->arch->clone.stats.dam * 3; 1334 stats.dam = arch->stats.dam * 3;
1470 1335
1471 /* Prevent overflows of wc - best you can get is ABS(120) - this 1336 stats.wc = clamp (wc, MIN_WC, MAX_WC);
1472 * should be more than enough - remember, AC is also in 8 bits, 1337 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 1338
1487 /* if for some reason the creature doesn't have any move type, 1339 /* if for some reason the creature doesn't have any move type,
1488 * give them walking as a default. 1340 * give them walking as a default.
1489 * The second case is a special case - to more closely mimic the 1341 * The second case is a special case - to more closely mimic the
1490 * old behaviour - if your flying, your not walking - just 1342 * old behaviour - if your flying, your not walking - just
1491 * one or the other. 1343 * one or the other.
1492 */ 1344 */
1493 if (op->move_type == 0) 1345 if (move_type == 0)
1494 op->move_type = MOVE_WALK; 1346 move_type = MOVE_WALK;
1495 else if (op->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) 1347 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH))
1496 op->move_type &= ~MOVE_WALK; 1348 move_type &= ~MOVE_WALK;
1497 1349
1498 update_ob_speed (op); 1350 // now apply the new move_type
1351 if (this->move_type != move_type)
1352 change_move_type (move_type);
1499 1353
1500 /* It is quite possible that a player's spell costing might have changed, 1354 /* It is quite possible that a player's spell costing might have changed,
1501 * so we will check that now. 1355 * so we will check that now.
1502 */ 1356 */
1503 if (op->type == PLAYER) 1357 if (is_player ())
1504 esrv_update_spells (op->contr); 1358 contr->update_spells ();
1359
1360 // update the mapspace, if we are on a map
1361 if (!flag [FLAG_REMOVED] && map)
1362 map->at (x, y).flags_ = 0;
1363}
1364
1365void
1366object::set_glow_radius (sint8 rad)
1367{
1368 glow_radius = rad;
1369
1370 if (is_on_map ())
1371 update_all_los (map, x, y);
1372 else if (object *env = outer_env ())
1373 {
1374 env->update_stats ();
1375
1376 if (env->is_on_map ())
1377 update_all_los (env->map, env->x, env->y);
1378 }
1505} 1379}
1506 1380
1507/* 1381/*
1508 * Returns true if the given player is a legal class. 1382 * Returns true if the given player is a legal class.
1509 * The function to add and remove class-bonuses to the stats doesn't 1383 * The function to add and remove class-bonuses to the stats doesn't
1510 * check if the stat becomes negative, thus this function 1384 * check if the stat becomes negative, thus this function
1511 * merely checks that all stats are 1 or more, and returns 1385 * merely checks that all stats are 1 or more, and returns
1512 * false otherwise. 1386 * false otherwise.
1513 */ 1387 */
1514
1515int 1388int
1516allowed_class (const object *op) 1389allowed_class (const object *op)
1517{ 1390{
1518 return op->stats.Dex > 0 && op->stats.Str > 0 && op->stats.Con > 0 && 1391 return op->stats.Dex > 0
1519 op->stats.Int > 0 && op->stats.Wis > 0 && op->stats.Pow > 0 && op->stats.Cha > 0; 1392 && op->stats.Str > 0
1393 && op->stats.Con > 0
1394 && op->stats.Int > 0
1395 && op->stats.Wis > 0
1396 && op->stats.Pow > 0
1397 && op->stats.Cha > 0;
1520} 1398}
1521 1399
1522/* 1400/*
1523 * set the new dragon name after gaining levels or 1401 * set the new dragon name after gaining levels or
1524 * changing ability focus (later this can be extended to 1402 * changing ability focus (later this can be extended to
1525 * eventually change the player's face and animation) 1403 * eventually change the player's face and animation)
1526 *
1527 * Note that the title is written to 'own_title' in the
1528 * player struct. This should be changed to 'ext_title'
1529 * as soon as clients support this!
1530 * Please, anyone, write support for 'ext_title'.
1531 */ 1404 */
1532void 1405void
1533set_dragon_name (object *pl, const object *abil, const object *skin) 1406set_dragon_name (object *pl, const object *abil, const object *skin)
1534{ 1407{
1535 int atnr = -1; /* attacknumber of highest level */ 1408 int atnr = -1; /* attacknumber of highest level */
1553 /* now if there are equals at highest level, pick the one with focus, 1426 /* now if there are equals at highest level, pick the one with focus,
1554 or else at random */ 1427 or else at random */
1555 if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level) 1428 if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level)
1556 atnr = abil->stats.exp; 1429 atnr = abil->stats.exp;
1557 1430
1558 level = (int) (level / 5.);
1559
1560 /* now set the new title */ 1431 /* now set the new title */
1561 if (pl->contr != NULL)
1562 {
1563 if (level == 0)
1564 sprintf (pl->contr->title, "%s hatchling", attacks[atnr]); 1432 if (level < 25) sprintf (pl->contr->title, "%s hatchling", attacks[atnr]);
1565 else if (level == 1)
1566 sprintf (pl->contr->title, "%s wyrm", attacks[atnr]); 1433 else if (level < 50) sprintf (pl->contr->title, "%s wyrm" , attacks[atnr]);
1567 else if (level == 2)
1568 sprintf (pl->contr->title, "%s wyvern", attacks[atnr]); 1434 else if (level < 75) sprintf (pl->contr->title, "%s wyvern" , attacks[atnr]);
1569 else if (level == 3)
1570 sprintf (pl->contr->title, "%s dragon", attacks[atnr]); 1435 else if (level < 100) sprintf (pl->contr->title, "%s dragon" , attacks[atnr]);
1571 else 1436 else
1572 { 1437 {
1573 /* special titles for extra high resistance! */ 1438 /* special titles for extra high resistance! */
1574 if (skin->resist[atnr] > 80)
1575 sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]); 1439 if (skin->resist[atnr] > 80) sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]);
1576 else if (skin->resist[atnr] > 50)
1577 sprintf (pl->contr->title, "ancient %s dragon", attacks[atnr]); 1440 else if (skin->resist[atnr] > 50) sprintf (pl->contr->title, "ancient %s dragon" , attacks[atnr]);
1578 else
1579 sprintf (pl->contr->title, "big %s dragon", attacks[atnr]); 1441 else sprintf (pl->contr->title, "big %s dragon" , attacks[atnr]);
1580 }
1581 } 1442 }
1582 1443
1583 strcpy (pl->contr->own_title, ""); 1444 strcpy (pl->contr->own_title, "");
1584} 1445}
1585 1446
1586/* 1447/*
1587 * This function is called when a dragon-player gains 1448 * This function is called when a dragon-player gains
1588 * an overall level. Here, the dragon might gain new abilities 1449 * an overall level. Here, the dragon might gain new abilities
1589 * or change the ability-focus. 1450 * or change the ability-focus.
1590 */ 1451 */
1591void 1452static void
1592dragon_level_gain (object *who) 1453dragon_level_gain (object *who)
1593{ 1454{
1594 object *abil = NULL; /* pointer to dragon ability force */ 1455 object *abil = NULL; /* pointer to dragon ability force */
1595 object *skin = NULL; /* pointer to dragon skin force */ 1456 object *skin = NULL; /* pointer to dragon skin force */
1596 object *tmp = NULL; /* tmp. object */ 1457 object *tmp = NULL; /* tmp. object */
1597 char buf[MAX_BUF]; /* tmp. string buffer */ 1458 char buf[MAX_BUF]; /* tmp. string buffer */
1598 1459
1599 /* now grab the 'dragon_ability'-forces from the player's inventory */ 1460 /* now grab the 'dragon_ability'-forces from the player's inventory */
1600 for (tmp = who->inv; tmp != NULL; tmp = tmp->below) 1461 for (tmp = who->inv; tmp; tmp = tmp->below)
1601 {
1602 if (tmp->type == FORCE) 1462 if (tmp->type == FORCE)
1603 { 1463 if (tmp->arch->archname == shstr_dragon_ability_force)
1604 if (strcmp (tmp->arch->name, "dragon_ability_force") == 0)
1605 abil = tmp; 1464 abil = tmp;
1606 if (strcmp (tmp->arch->name, "dragon_skin_force") == 0) 1465 else if (tmp->arch->archname == shstr_dragon_skin_force)
1607 skin = tmp; 1466 skin = tmp;
1608 } 1467
1609 }
1610 /* if the force is missing -> bail out */ 1468 /* if the force is missing -> bail out */
1611 if (abil == NULL) 1469 if (abil == NULL)
1612 return; 1470 return;
1613 1471
1614 /* The ability_force keeps track of maximum level ever achieved. 1472 /* The ability_force keeps track of maximum level ever achieved.
1655 object *skill_obj; 1513 object *skill_obj;
1656 1514
1657 skill_obj = get_archetype_by_skill_name (skill_name, SKILL); 1515 skill_obj = get_archetype_by_skill_name (skill_name, SKILL);
1658 if (!skill_obj) 1516 if (!skill_obj)
1659 { 1517 {
1660 LOG (llevError, "add_player_exp: couldn't find skill %s\n", skill_name); 1518 LOG (llevError, "give_skill_by_name: couldn't find skill %s\n", skill_name);
1661 return NULL; 1519 return NULL;
1662 } 1520 }
1521
1663 /* clear the flag - exp goes into this bucket, but player 1522 /* clear the flag - exp goes into this bucket, but player
1664 * still doesn't know it. 1523 * still doesn't know it.
1665 */ 1524 */
1666 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL); 1525 skill_obj->clr_flag (FLAG_CAN_USE_SKILL);
1667 skill_obj->stats.exp = 0; 1526 skill_obj->stats.exp = 0;
1668 skill_obj->level = 1; 1527 skill_obj->level = 1;
1669 insert_ob_in_ob (skill_obj, op); 1528 op->insert (skill_obj);
1670 if (op->contr) 1529
1671 { 1530 if (player *pl = op->contr)
1672 op->contr->last_skill_ob[skill_obj->subtype] = skill_obj; 1531 pl->link_skills ();
1673 op->contr->last_skill_exp[skill_obj->subtype] = -1; 1532
1674 }
1675 return skill_obj; 1533 return skill_obj;
1676} 1534}
1677
1678 1535
1679/* player_lvl_adj() - for the new exp system. we are concerned with 1536/* player_lvl_adj() - for the new exp system. we are concerned with
1680 * whether the player gets more hp, sp and new levels. 1537 * whether the player gets more hp, sp and new levels.
1681 * Note this this function should only be called for players. Monstes 1538 * Note this this function should only be called for players. Monstes
1682 * don't really gain levels 1539 * don't really gain levels
1685 */ 1542 */
1686void 1543void
1687player_lvl_adj (object *who, object *op) 1544player_lvl_adj (object *who, object *op)
1688{ 1545{
1689 char buf[MAX_BUF]; 1546 char buf[MAX_BUF];
1547 bool changed = false;
1690 1548
1691 if (!op) /* when rolling stats */ 1549 if (!op) /* when rolling stats */
1692 op = who; 1550 op = who;
1693 1551
1694 if (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul)) 1552 while (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul))
1695 { 1553 {
1554 changed = true;
1555
1696 op->level++; 1556 op->level++;
1697 1557
1698 if (op != NULL && op == who && op->stats.exp > 1 && is_dragon_pl (who)) 1558 if (op && op == who && op->stats.exp > 1 && who->is_dragon ())
1699 dragon_level_gain (who); 1559 dragon_level_gain (who);
1700 1560
1701 /* Only roll these if it is the player (who) that gained the level */ 1561 /* Only roll these if it is the player (who) that gained the level */
1702 if (op == who && (who->level < 11) && who->type == PLAYER) 1562 if (op == who && (who->level < 11) && who->type == PLAYER)
1703 { 1563 {
1704 who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1; 1564 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); 1565 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; 1566 who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1;
1707 } 1567 }
1708 1568
1709 fix_player (who);
1710 if (op->level > 1) 1569 if (op->level > 1)
1711 { 1570 {
1712 if (op->type != PLAYER) 1571 if (op->type != PLAYER)
1572 {
1573 who->contr->play_sound (sound_find ("skill_up"));
1713 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); 1574 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1575 }
1714 else 1576 else
1577 {
1578 who->contr->play_sound (sound_find ("level_up"));
1715 sprintf (buf, "You are now level %d.", op->level); 1579 sprintf (buf, "You are now level %d.", op->level);
1580 }
1581
1716 if (who) 1582 if (who)
1717 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); 1583 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1718 } 1584 }
1719 player_lvl_adj (who, op); /* To increase more levels */
1720 } 1585 }
1586
1721 else if (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul)) 1587 while (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul))
1722 { 1588 {
1589 changed = true;
1590
1723 op->level--; 1591 op->level--;
1724 fix_player (who); 1592
1725 if (op->type != PLAYER) 1593 if (op->type != PLAYER)
1726 { 1594 {
1727 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); 1595 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); 1596 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1729 } 1597 }
1730 player_lvl_adj (who, op); /* To decrease more levels */
1731 } 1598 }
1732 /* check if the spell data has changed */ 1599
1733 esrv_update_spells (who->contr); 1600 if (changed)
1601 who->update_stats (); // should cause esrv_update_stats and esrv_update_spells
1734} 1602}
1735 1603
1736/* 1604/*
1737 * Returns how much experience is needed for a player to become 1605 * Returns how much experience is needed for a player to become
1738 * the given level. level should really never exceed max_level 1606 * the given level. level should really never exceed max_level
1739 */ 1607 */
1740 1608
1741sint64 1609sint64
1742level_exp (int level, double expmul) 1610level_exp (int level, double expmul)
1743{ 1611{
1744 if (level > settings.max_level) 1612 return expmul * level_to_min_exp (level);
1745 return (sint64) (expmul * levels[settings.max_level]);
1746 return (sint64) (expmul * levels[level]);
1747} 1613}
1748 1614
1749/* 1615/*
1750 * Ensure that the permanent experience requirements in an exp object are met. 1616 * Ensure that the permanent experience requirements in an exp object are met.
1751 * This really just checks 'op to make sure the perm_exp value is within 1617 * This really just checks 'op to make sure the perm_exp value is within
1771 op->perm_exp = 0; 1637 op->perm_exp = 0;
1772 else if (op->perm_exp > (sint64) MAX_EXPERIENCE) 1638 else if (op->perm_exp > (sint64) MAX_EXPERIENCE)
1773 op->perm_exp = MAX_EXPERIENCE; 1639 op->perm_exp = MAX_EXPERIENCE;
1774} 1640}
1775 1641
1776
1777/* Add experience to a player - exp should only be positive. 1642/* Add experience to a player - exp should only be positive.
1778 * Updates permanent exp for the skill we are adding to. 1643 * Updates permanent exp for the skill we are adding to.
1779 * skill_name is the skill to add exp to. Skill name can be 1644 * skill_name is the skill to add exp to. Skill name can be
1780 * NULL, in which case exp increases the players general 1645 * NULL, in which case exp increases the players general
1781 * total, but not any particular skill. 1646 * total, but not any particular skill.
1782 * flag is what to do if the player doesn't have the skill: 1647 * flag is what to do if the player doesn't have the skill:
1783 */ 1648 */
1784
1785static void 1649static void
1786add_player_exp (object *op, sint64 exp, const char *skill_name, int flag) 1650add_player_exp (object *op, sint64 exp, shstr_tmp skill_name, int flag)
1787{ 1651{
1788 object *skill_obj = NULL; 1652 object *skill_obj;
1789 sint64 limit, exp_to_add; 1653 sint64 limit, exp_to_add;
1790 int i;
1791 1654
1792 /* prevents some forms of abuse. */ 1655 /* prevents some forms of abuse. */
1793 if (op->contr->braced) 1656 if (op->contr->braced)
1794 exp = exp / 5; 1657 exp /= 5;
1795 1658
1796 /* Try to find the matching skill. 1659 /* Try to find the matching skill.
1797 * We do a shortcut/time saving mechanism first - see if it matches 1660 * We do a shortcut/time saving mechanism first - see if it matches
1798 * chosen_skill. This means we don't need to search through 1661 * chosen_skill. This means we don't need to search through
1799 * the players inventory. 1662 * the players inventory.
1800 */ 1663 */
1664 skill_obj = 0;
1665
1801 if (skill_name) 1666 if (skill_name)
1802 { 1667 {
1803 if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill)) 1668 skill_obj = op->contr->find_skill (skill_name);
1804 skill_obj = op->chosen_skill;
1805 else
1806 {
1807 for (i = 0; i < NUM_SKILLS; i++)
1808 if (op->contr->last_skill_ob[i] && !strcmp (op->contr->last_skill_ob[i]->skill, skill_name))
1809 {
1810 skill_obj = op->contr->last_skill_ob[i];
1811 break;
1812 }
1813 1669
1814 /* Player doesn't have the skill. Check to see what to do, and give 1670 /* Player doesn't have the skill. Check to see what to do, and give
1815 * it to the player if necessary 1671 * it to the player if necessary
1816 */ 1672 */
1817 if (!skill_obj) 1673 if (!skill_obj)
1818 { 1674 {
1819 if (flag == SK_EXP_NONE) 1675 if (flag == SK_EXP_NONE)
1820 return; 1676 return;
1677
1821 else if (flag == SK_EXP_ADD_SKILL) 1678 if (flag == SK_EXP_ADD_SKILL)
1822 give_skill_by_name (op, skill_name); 1679 skill_obj = give_skill_by_name (op, skill_name);
1823 }
1824 } 1680 }
1825 } 1681 }
1826 1682
1827 if (flag != SK_EXP_SKILL_ONLY) 1683 if (flag != SK_EXP_SKILL_ONLY)
1828 { 1684 {
1829 /* Basically, you can never gain more experience in one shot 1685 /* Basically, you can never gain more experience in one shot
1830 * than half what you need to gain for next level. 1686 * than half what you need to gain for next level.
1831 */ 1687 */
1832 exp_to_add = exp; 1688 exp_to_add = exp;
1833 limit = (levels[op->level + 1] - levels[op->level]) / 2; 1689 limit = (levels [op->level + 1] - levels [op->level]) / 2;
1834 if (exp_to_add > limit) 1690 if (exp_to_add > limit)
1835 exp_to_add = limit; 1691 exp_to_add = limit;
1836 1692
1837 ADD_EXP (op->stats.exp, (sint64) ((float) exp_to_add * (skill_obj ? skill_obj->expmul : 1))); 1693 ADD_EXP (op->stats.exp, (sint64) ((float) exp_to_add * (skill_obj ? skill_obj->expmul : 1)));
1838 if (settings.permanent_exp_ratio) 1694 if (settings.permanent_exp_ratio)
1845 } 1701 }
1846 1702
1847 if (skill_obj) 1703 if (skill_obj)
1848 { 1704 {
1849 exp_to_add = exp; 1705 exp_to_add = exp;
1850 limit = (levels[skill_obj->level + 1] - levels[skill_obj->level]) / 2; 1706 limit = (levels [skill_obj->level + 1] - levels [skill_obj->level]) / 2;
1851 if (exp_to_add > limit) 1707 if (exp_to_add > limit)
1852 exp_to_add = limit; 1708 exp_to_add = limit;
1853 1709
1854 ADD_EXP (skill_obj->stats.exp, exp_to_add); 1710 ADD_EXP (skill_obj->stats.exp, exp_to_add);
1855 if (settings.permanent_exp_ratio) 1711 if (settings.permanent_exp_ratio)
1861 player_lvl_adj (op, skill_obj); 1717 player_lvl_adj (op, skill_obj);
1862 } 1718 }
1863} 1719}
1864 1720
1865/* This function checks to make sure that object 'op' can 1721/* This function checks to make sure that object 'op' can
1866 * lost 'exp' experience. It returns the amount of exp 1722 * lose 'exp' experience. It returns the amount of exp
1867 * object 'op' can in fact lose - it basically makes 1723 * object 'op' can in fact lose - it basically makes
1868 * adjustments based on permanent exp and the like. 1724 * adjustments based on permanent exp and the like.
1869 * This function should always be used for losing experience - 1725 * This function should always be used for losing experience -
1870 * the 'exp' value passed should be positive - this is the 1726 * the 'exp' value passed should be positive - this is the
1871 * amount that should get subtract from the player. 1727 * amount that should get subtract from the player.
1872 */ 1728 */
1873sint64 1729static sint64
1874check_exp_loss (const object *op, sint64 exp) 1730check_exp_loss (const object *op, sint64 exp)
1875{ 1731{
1876 sint64 del_exp; 1732 sint64 del_exp;
1877 1733
1878 if (exp > op->stats.exp) 1734 if (exp > op->stats.exp)
1879 exp = op->stats.exp; 1735 exp = op->stats.exp;
1736
1880 if (settings.permanent_exp_ratio) 1737 if (settings.permanent_exp_ratio)
1881 { 1738 {
1882 del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO); 1739 del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO);
1740
1883 if (del_exp < 0) 1741 if (del_exp < 0)
1884 del_exp = 0; 1742 del_exp = 0;
1743
1885 if (exp > del_exp) 1744 if (exp > del_exp)
1886 exp = del_exp; 1745 exp = del_exp;
1887 } 1746 }
1747
1888 return exp; 1748 return exp;
1889} 1749}
1890 1750
1891sint64 1751sint64
1892check_exp_adjust (const object *op, sint64 exp) 1752check_exp_adjust (const object *op, sint64 exp)
1893{ 1753{
1894 if (exp < 0) 1754 if (exp < 0)
1895 return check_exp_loss (op, exp); 1755 return check_exp_loss (op, exp);
1896 else 1756 else
1897 return MIN (exp, (sint64) MAX_EXPERIENCE - op->stats.exp); 1757 return min (exp, (sint64)MAX_EXPERIENCE - op->stats.exp);
1898} 1758}
1899
1900 1759
1901/* Subtracts experience from player. 1760/* Subtracts experience from player.
1902 * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we 1761 * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we
1903 * only subtract from the matching skill. Otherwise, 1762 * only subtract from the matching skill. Otherwise,
1904 * this subtracts a portion from all 1763 * this subtracts a portion from all
1909 * where everything is at the minimum perm exp, he would lose nothing. 1768 * where everything is at the minimum perm exp, he would lose nothing.
1910 * exp is the amount of exp to subtract - thus, it should be 1769 * exp is the amount of exp to subtract - thus, it should be
1911 * a postive number. 1770 * a postive number.
1912 */ 1771 */
1913static void 1772static void
1914subtract_player_exp (object *op, sint64 exp, const char *skill, int flag) 1773subtract_player_exp (object *op, sint64 exp, shstr_tmp skill, int flag)
1915{ 1774{
1916 float fraction = (float) exp / (float) op->stats.exp; 1775 float fraction = (float) exp / (float) op->stats.exp;
1917 object *tmp; 1776 object *tmp;
1918 sint64 del_exp; 1777 sint64 del_exp;
1919 1778
1920 for (tmp = op->inv; tmp; tmp = tmp->below) 1779 for (tmp = op->inv; tmp; tmp = tmp->below)
1921 if (tmp->type == SKILL && tmp->stats.exp) 1780 if (tmp->type == SKILL && tmp->stats.exp)
1922 { 1781 {
1923 if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (tmp->skill, skill)) 1782 if (flag == SK_SUBTRACT_SKILL_EXP && skill && tmp->skill == skill)
1924 { 1783 {
1925 del_exp = check_exp_loss (tmp, exp); 1784 del_exp = check_exp_loss (tmp, exp);
1926 tmp->stats.exp -= del_exp; 1785 tmp->stats.exp -= del_exp;
1927 player_lvl_adj (op, tmp); 1786 player_lvl_adj (op, tmp);
1928 } 1787 }
1929 else if (flag != SK_SUBTRACT_SKILL_EXP) 1788 else if (flag != SK_SUBTRACT_SKILL_EXP)
1930 { 1789 {
1931 /* only want to process other skills if we are not trying 1790 /* only want to process other skills if we are not trying
1932 * to match a specific skill. 1791 * to match a specific skill.
1933 */ 1792 */
1934 del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction)); 1793 del_exp = check_exp_loss (tmp, tmp->stats.exp * fraction);
1935 tmp->stats.exp -= del_exp; 1794 tmp->stats.exp -= del_exp;
1936 player_lvl_adj (op, tmp); 1795 player_lvl_adj (op, tmp);
1937 } 1796 }
1938 } 1797 }
1798
1939 if (flag != SK_SUBTRACT_SKILL_EXP) 1799 if (flag != SK_SUBTRACT_SKILL_EXP)
1940 { 1800 {
1941 del_exp = check_exp_loss (op, exp); 1801 del_exp = check_exp_loss (op, exp);
1942 op->stats.exp -= del_exp; 1802 op->stats.exp -= del_exp;
1943 player_lvl_adj (op, NULL); 1803 player_lvl_adj (op, NULL);
1944 } 1804 }
1945} 1805}
1946
1947
1948 1806
1949/* change_exp() - changes experience to a player/monster. This 1807/* change_exp() - changes experience to a player/monster. This
1950 * does bounds checking to make sure we don't overflow the max exp. 1808 * does bounds checking to make sure we don't overflow the max exp.
1951 * 1809 *
1952 * The exp passed is typically not modified much by this function - 1810 * The exp passed is typically not modified much by this function -
1953 * it is assumed the caller has modified the exp as needed. 1811 * it is assumed the caller has modified the exp as needed.
1954 * skill_name is the skill that should get the exp added. 1812 * skill_name is the skill that should get the exp added.
1955 * flag is what to do if player doesn't have the skill. 1813 * flag is what to do if player doesn't have the skill.
1956 * these last two values are only used for players. 1814 * these last two values are only used for players.
1957 */ 1815 */
1958
1959void 1816void
1960change_exp (object *op, sint64 exp, const char *skill_name, int flag) 1817change_exp (object *op, sint64 exp, shstr_tmp skill_name, int flag)
1961{ 1818{
1962
1963#ifdef EXP_DEBUG 1819#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); 1820 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp);
1968# endif
1969#endif 1821#endif
1970 1822
1971 /* safety */ 1823 /* safety */
1972 if (!op) 1824 if (!op)
1973 { 1825 {
1987 * worth. 1839 * worth.
1988 */ 1840 */
1989 if (op->type != PLAYER) 1841 if (op->type != PLAYER)
1990 { 1842 {
1991 /* Sanity check */ 1843 /* Sanity check */
1992 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1844 if (!op->flag [FLAG_ALIVE])
1993 return; 1845 return;
1994 1846
1995 /* reset exp to max allowed value. We subtract from 1847 /* reset exp to max allowed value. We subtract from
1996 * MAX_EXPERIENCE to prevent overflows. If the player somehow has 1848 * MAX_EXPERIENCE to prevent overflows. If the player somehow has
1997 * more than max exp, just return. 1849 * more than max exp, just return.
2012 else 1864 else
2013 /* note that when you lose exp, it doesn't go against 1865 /* note that when you lose exp, it doesn't go against
2014 * a particular skill, so we don't need to pass that 1866 * a particular skill, so we don't need to pass that
2015 * along. 1867 * along.
2016 */ 1868 */
2017 subtract_player_exp (op, FABS (exp), skill_name, flag); 1869 subtract_player_exp (op, abs (exp), skill_name, flag);
2018
2019 } 1870 }
2020} 1871}
2021 1872
2022/* Applies a death penalty experience, the size of this is defined by the 1873/* 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 1874 * settings death_penalty_percentage and death_penalty_levels, and by the
2024 * amount of permenent experience, whichever gives the lowest loss. 1875 * amount of permenent experience, whichever gives the lowest loss.
2025 */ 1876 */
2026
2027void 1877void
2028apply_death_exp_penalty (object *op) 1878apply_death_exp_penalty (object *op)
2029{ 1879{
2030 object *tmp;
2031 sint64 loss; 1880 sint64 loss;
2032 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */ 1881 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */
2033 sint64 level_loss; /* defined by the setting 'death_penalty_levels */ 1882 sint64 level_loss; /* defined by the setting 'death_penalty_levels */
2034 1883
2035 for (tmp = op->inv; tmp; tmp = tmp->below) 1884 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2036 if (tmp->type == SKILL && tmp->stats.exp) 1885 if (tmp->type == SKILL && tmp->stats.exp)
2037 { 1886 {
2038
2039 percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100; 1887 percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100;
2040 level_loss = tmp->stats.exp - levels[MAX (0, tmp->level - settings.death_penalty_level)]; 1888 level_loss = tmp->stats.exp - levels [max (0, tmp->level - settings.death_penalty_level)];
2041 1889
2042 /* With the revised exp system, you can get cases where 1890 /* With the revised exp system, you can get cases where
2043 * losing several levels would still require that you have more 1891 * losing several levels would still require that you have more
2044 * exp than you currently have - this is true if the levels 1892 * exp than you currently have - this is true if the levels
2045 * tables is a lot harder. 1893 * tables is a lot harder.
2046 */ 1894 */
2047 if (level_loss < 0) 1895 if (level_loss < 0)
2048 level_loss = 0; 1896 level_loss = 0;
2049 1897
2050 loss = check_exp_loss (tmp, MIN (level_loss, percentage_loss)); 1898 loss = check_exp_loss (tmp, min (level_loss, percentage_loss));
2051 1899
2052 tmp->stats.exp -= loss; 1900 tmp->stats.exp -= loss;
2053 player_lvl_adj (op, tmp); 1901 player_lvl_adj (op, tmp);
2054 } 1902 }
2055 1903
2056 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100; 1904 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)]; 1905 level_loss = op->stats.exp - levels [max (0, op->level - settings.death_penalty_level)];
1906
2058 if (level_loss < 0) 1907 if (level_loss < 0)
2059 level_loss = 0; 1908 level_loss = 0;
1909
2060 loss = check_exp_loss (op, MIN (level_loss, percentage_loss)); 1910 loss = check_exp_loss (op, min (level_loss, percentage_loss));
2061 1911
2062 op->stats.exp -= loss; 1912 op->stats.exp -= loss;
2063 player_lvl_adj (op, NULL); 1913 player_lvl_adj (op, NULL);
2064} 1914}
2065 1915
2076 if (level > MAX_SAVE_LEVEL) 1926 if (level > MAX_SAVE_LEVEL)
2077 level = MAX_SAVE_LEVEL; 1927 level = MAX_SAVE_LEVEL;
2078 1928
2079 if ((random_roll (1, 20, op, PREFER_HIGH) + bonus) < savethrow[level]) 1929 if ((random_roll (1, 20, op, PREFER_HIGH) + bonus) < savethrow[level])
2080 return 0; 1930 return 0;
1931
2081 return 1; 1932 return 1;
2082} 1933}

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines