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Comparing deliantra/server/common/living.C (file contents):
Revision 1.104 by root, Mon Nov 23 14:09:05 2009 UTC vs.
Revision 1.135 by root, Sat Nov 17 22:02:47 2018 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * Deliantra is free software: you can redistribute it and/or modify it under 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * the terms of the Affero GNU General Public License as published by the 9 * the terms of the Affero GNU General Public License as published by the
10 * Free Software Foundation, either version 3 of the License, or (at your 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * option) any later version. 11 * option) any later version.
12 * 12 *
13 * 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,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the Affero GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * and the GNU General Public License along with this program. If not, see 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>. 20 * <http://www.gnu.org/licenses/>.
21 * 21 *
22 * The authors can be reached via e-mail to <support@deliantra.net> 22 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 23 */
24 24
25#include <global.h> 25#include <global.h>
26 26
33static const int con_bonus[MAX_STAT + 1] = { 33static const int con_bonus[MAX_STAT + 1] = {
34 -6, -5, -4, -3, -2, -1, -1, 0, 0, 0, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 12, 14, 16, 18, 20, 34 -6, -5, -4, -3, -2, -1, -1, 0, 0, 0, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 12, 14, 16, 18, 20,
35 22, 25, 30, 40, 50 35 22, 25, 30, 40, 50
36}; 36};
37 37
38/* changed the name of this to "sp_bonus" from "int_bonus" 38/* changed the name of this to "sp_bonus" from "int_bonus"
39 * because Pow can now be the stat that controls spellpoint 39 * because Pow can now be the stat that controls spellpoint
40 * advancement. -b.t. 40 * advancement. -b.t.
41 */ 41 */
42static const int sp_bonus[MAX_STAT + 1] = { 42static const int sp_bonus[MAX_STAT + 1] = {
43 -10, -10, -9, -8, -7, -6, -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 12, 15, 20, 25, 43 -10, -10, -9, -8, -7, -6, -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 12, 15, 20, 25,
47static const int grace_bonus[MAX_STAT + 1] = { 47static const int grace_bonus[MAX_STAT + 1] = {
48 -10, -10, -9, -8, -7, -6, -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 12, 15, 20, 25, 48 -10, -10, -9, -8, -7, -6, -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 12, 15, 20, 25,
49 30, 40, 50, 70, 100 49 30, 40, 50, 70, 100
50}; 50};
51 51
52/* 0.92.7 Changed way charisma works. Values now 52/* 0.92.7 Changed way charisma works. Values now
53 * represent how much more it costs to buy something than to sell it 53 * represent how much more it costs to buy something than to sell it
54 * (10, a value of 10 means it is that if it costs 50 gp to buy, you 54 * (10, a value of 10 means it is that if it costs 50 gp to buy, you
55 * would only get 5 gp when you sell.) Let query_cost do the calculations 55 * would only get 5 gp when you sell.) Let query_cost do the calculations
56 * on how to really do this. Buy keeping it this simple number, it is 56 * on how to really do this. Buy keeping it this simple number, it is
57 * much easier to know how things will be influenced. A value of '1' means 57 * much easier to know how things will be influenced. A value of '1' means
58 * buying and selling is both the same value - any value less than or equal 58 * buying and selling is both the same value - any value less than or equal
59 * to 1 should not be used. 59 * to 1 should not be used.
60 * At least as of now, the only place that uses this code is query_cost, 60 * At least as of now, the only place that uses this code is query_cost,
61 * in server/shop.c. This bonus is split evenly between buying and selling 61 * in server/shop.c. This bonus is split evenly between buying and selling
62 * (ie, if the bonus is 2.0, then items are bought for 1.33 list, and sold 62 * (ie, if the bonus is 2.0, then items are bought for 1.33 list, and sold
63 * at .667 63 * at .667
64 * This is figured by diff=(y-1)/(1+y), and for buy, it is 1+diff, for sell 64 * This is figured by diff=(y-1)/(1+y), and for buy, it is 1+diff, for sell
108 * These limits are probably overly generous, but being there were no values 108 * These limits are probably overly generous, but being there were no values
109 * before, you need to start someplace. 109 * before, you need to start someplace.
110 */ 110 */
111 111
112const uint32 weight_limit[MAX_STAT + 1] = { 112const uint32 weight_limit[MAX_STAT + 1] = {
113 200000, /* 0 */ 113 200000, /* 0 */
114 250000, 300000, 350000, 400000, 500000, /* 5 */ 114 250000, 300000, 350000, 400000, 500000, /* 5 */
115 600000, 700000, 800000, 900000, 1000000, /* 10 */ 115 600000, 700000, 800000, 900000, 1000000, /* 10 */
116 1100000, 1200000, 1300000, 1400000, 1500000, /* 15 */ 116 1100000, 1200000, 1300000, 1400000, 1500000, /* 15 */
117 1650000, 1800000, 1950000, 2100000, 2250000, /* 20 */ 117 1650000, 1800000, 1950000, 2100000, 2250000, /* 20 */
118 2400000, 2550000, 2700000, 2850000, 3000000, /* 25 */ 118 2400000, 2550000, 2700000, 2850000, 3000000, /* 25 */
119 3250000, 3500000, 3750000, 4000000, 4500000 /*30 */ 119 3250000, 3500000, 3750000, 4000000, 4500000 /* 30 */
120}; 120};
121 121
122const int learn_spell[MAX_STAT + 1] = { 122const int learn_spell[MAX_STAT + 1] = {
123 0, 0, 0, 1, 2, 4, 8, 12, 16, 25, 36, 45, 55, 65, 70, 75, 80, 85, 90, 95, 100, 100, 100, 100, 100, 123 0, 0, 0, 1, 2, 4, 8, 12, 16, 25, 36, 45, 55, 65, 70, 75, 80, 85, 90, 95, 100, 100, 100, 100, 100,
124 100, 100, 100, 100, 100, 100 124 100, 100, 100, 100, 100, 100
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
150 * to make the value of MAX_EXP_CAT close to the 150 * to make the value of MAX_EXP_CAT close to the
151 * actual number of experience objects in the game, 151 * actual number of experience objects in the game,
152 * otherwise the maximum level in any experience 152 * otherwise the maximum level in any experience
153 * category could be quite low. To help the situation 153 * category could be quite low. To help the situation
154 * out a little I added 10 more levels, and jacked 154 * out a little I added 10 more levels, and jacked
155 * up the last level experience value. Its out of 155 * up the last level experience value. Its out of
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
163extern sint64 *levels;
164 162
165#define MAX_SAVE_LEVEL 110 163#define MAX_SAVE_LEVEL 110
166 164
167/* This no longer needs to be changed anytime the number of 165/* This no longer needs to be changed anytime the number of
168 * levels is increased - rather, did_make_save will do the 166 * levels is increased - rather, did_make_save will do the
262/* 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,
263 * 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
264 * 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.
265 */ 263 */
266#define DIFF_MSG(flag, msg1, msg2) \ 264#define DIFF_MSG(flag, msg1, msg2) \
267 new_draw_info(NDI_UNIQUE, 0, op, (flag>0)?msg1:msg2); 265 new_draw_info (NDI_UNIQUE, 0, op, (flag > 0) ? msg1 : msg2);
268 266
269/* 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. */
270 268
271/* 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
272 * the object. 270 * the object.
339 check_stat_bounds (&op->stats); 337 check_stat_bounds (&op->stats);
340 } /* end of potion handling code */ 338 } /* end of potion handling code */
341 } 339 }
342 340
343 /* reset attributes that update_stats doesn't reset since it doesn't search 341 /* reset attributes that update_stats doesn't reset since it doesn't search
344 * everything to set 342 * everything to set
345 */ 343 */
346 if (flag == -1) 344 if (flag == -1)
347 { 345 {
348 op->attacktype &= ~tmp->attacktype; 346 op->attacktype &= ~tmp->attacktype;
349 op->path_attuned &= ~tmp->path_attuned; 347 op->path_attuned &= ~tmp->path_attuned;
415 (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."));
416 } 414 }
417 415
418 if (tmp->move_type & MOVE_SWIM) 416 if (tmp->move_type & MOVE_SWIM)
419 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");
420
421 /* Changing move status may mean you are affected by things you weren't before */
422 check_move_on (op, op);
423 } 418 }
424 419
425 /* becoming UNDEAD... a special treatment for this flag. Only those not 420 /* becoming UNDEAD... a special treatment for this flag. Only those not
426 * originally undead may change their status 421 * originally undead may change their status
427 */ 422 */
428 if (!op->arch->flag [FLAG_UNDEAD]) 423 if (!op->arch->flag [FLAG_UNDEAD])
429 if (op->flag [FLAG_UNDEAD] != prev_flag [FLAG_UNDEAD]) 424 if (op->flag [FLAG_UNDEAD] != prev_flag [FLAG_UNDEAD])
430 { 425 {
431 success = 1; 426 success = 1;
452 success = 1; 447 success = 1;
453 DIFF_MSG (flag, "You become transparent.", "You can see yourself."); 448 DIFF_MSG (flag, "You become transparent.", "You can see yourself.");
454 } 449 }
455 450
456 /* 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
457 * vision 452 * vision
458 */ 453 */
459 if (tmp->flag [FLAG_BLIND]) 454 if (tmp->flag [FLAG_BLIND])
460 { 455 {
461 success = 1; 456 success = 1;
462 if (flag > 0) 457 if (flag > 0)
464 if (op->flag [FLAG_WIZ]) 459 if (op->flag [FLAG_WIZ])
465 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.");
466 else 461 else
467 { 462 {
468 new_draw_info (NDI_UNIQUE, 0, op, "You are blinded."); 463 new_draw_info (NDI_UNIQUE, 0, op, "You are blinded.");
469 SET_FLAG (op, FLAG_BLIND); 464 op->set_flag (FLAG_BLIND);
470 if (op->type == PLAYER) 465 if (op->type == PLAYER)
471 op->contr->do_los = 1; 466 op->contr->do_los = 1;
472 } 467 }
473 } 468 }
474 else 469 else
476 if (op->flag [FLAG_WIZ]) 471 if (op->flag [FLAG_WIZ])
477 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.");
478 else 473 else
479 { 474 {
480 new_draw_info (NDI_UNIQUE, 0, op, "Your vision returns."); 475 new_draw_info (NDI_UNIQUE, 0, op, "Your vision returns.");
481 CLEAR_FLAG (op, FLAG_BLIND); 476 op->clr_flag (FLAG_BLIND);
482 if (op->type == PLAYER) 477 if (op->type == PLAYER)
483 op->contr->do_los = 1; 478 op->contr->do_los = 1;
484 } 479 }
485 } 480 }
486 } 481 }
524 { 519 {
525 success = 1; 520 success = 1;
526 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.");
527 } 522 }
528 523
524 if (digest_types [tmp->type])
525 {
529 if (tmp->stats.hp && op->type == PLAYER) 526 if (tmp->stats.hp && op->type == PLAYER)
530 { 527 {
531 success = 1; 528 success = 1;
532 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!");
533 } 530 }
534 531
535 if (tmp->stats.sp && op->type == PLAYER && tmp->type != SKILL) 532 if (tmp->stats.sp && op->type == PLAYER
536 { 533 && tmp->type != SKILL && tmp->type != BOW)
534 {
537 success = 1; 535 success = 1;
538 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.");
539 } 537 }
540 538
541 /* for the future when artifacts set this -b.t. */ 539 /* for the future when artifacts set this -b.t. */
542 if (tmp->stats.grace && op->type == PLAYER) 540 if (tmp->stats.grace && op->type == PLAYER)
543 { 541 {
544 success = 1; 542 success = 1;
545 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.");
546 } 544 }
547 545
548 if (tmp->stats.food && op->type == PLAYER) 546 if (tmp->stats.food && op->type == PLAYER)
549 { 547 {
550 success = 1; 548 success = 1;
551 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 }
552 } 551 }
553 552
554 /* Messages for changed resistance */ 553 /* Messages for changed resistance */
555 for (int i = 0; i < NROFATTACKS; i++) 554 for (int i = 0; i < NROFATTACKS; i++)
556 { 555 {
607 { 606 {
608 tmp = present_arch_in_ob (at, this); 607 tmp = present_arch_in_ob (at, this);
609 608
610 if (!tmp) 609 if (!tmp)
611 { 610 {
612 tmp = arch_to_object (at); 611 tmp = at->instance ();
613 tmp = insert_ob_in_ob (tmp, this); 612 tmp = insert_ob_in_ob (tmp, this);
614 SET_FLAG (tmp, FLAG_APPLIED); 613 tmp->set_flag (FLAG_APPLIED);
615 } 614 }
616 } 615 }
617 616
618 new_draw_info (NDI_UNIQUE, 0, this, drain_msg[deplete_stats]); 617 new_draw_info (NDI_UNIQUE, 0, this, drain_msg[deplete_stats]);
619 change_attr_value (&tmp->stats, deplete_stats, -1); 618 change_attr_value (&tmp->stats, deplete_stats, -1);
637 if (!tmp) 636 if (!tmp)
638 { 637 {
639 if (!value) 638 if (!value)
640 return; 639 return;
641 640
642 tmp = arch_to_object (at); 641 tmp = at->instance ();
643 tmp = insert_ob_in_ob (tmp, this); 642 tmp = insert_ob_in_ob (tmp, this);
644 SET_FLAG (tmp, FLAG_APPLIED); 643 tmp->set_flag (FLAG_APPLIED);
645 } 644 }
646 645
647 if (value) 646 if (value)
648 { 647 {
649 /* 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
702 sint8 v = arch->stats.stat (i); 701 sint8 v = arch->stats.stat (i);
703 stats.stat (i) += v; 702 stats.stat (i) += v;
704 contr->orig_stats.stat (i) += v; 703 contr->orig_stats.stat (i) += v;
705 } 704 }
706} 705}
707
708/* These are the items that currently can change digestion, regeneration,
709 * spell point recovery and mana point recovery. Seems sort of an arbitary
710 * list, but other items store other info into stats array.
711 */
712static struct digest_types : std::bitset<NUM_TYPES>
713{
714 digest_types ()
715 {
716 set (WEAPON);
717 set (BOW);
718 set (ARMOUR);
719 set (HELMET);
720 set (SHIELD);
721 set (RING);
722 set (BOOTS);
723 set (GLOVES);
724 set (AMULET);
725 set (GIRDLE);
726 set (BRACERS);
727 set (CLOAK);
728 set (DISEASE);
729 set (FORCE);
730 set (SKILL);
731 }
732} digest_types;
733 706
734static struct copy_flags : object::flags_t 707static struct copy_flags : object::flags_t
735{ 708{
736 copy_flags () 709 copy_flags ()
737 { 710 {
756 * spell system split, grace points now added to system --peterm 729 * spell system split, grace points now added to system --peterm
757 */ 730 */
758void 731void
759object::update_stats () 732object::update_stats ()
760{ 733{
761 float f, max_speed = 9, added_speed = 0, bonus_speed = 0, speed_reduce_from_disease = 1; 734 float max_speed = 9, added_speed = 0, bonus_speed = 0, speed_reduce_from_disease = 1;
762 int weapon_weight = 0, weapon_speed = 0; 735 weight_t weapon_weight = 0;
736 int weapon_speed = 0;
763 int best_wc = 0, best_ac = 0, wc = 0, ac = 0; 737 int best_wc = 0, best_ac = 0, wc = 0, ac = 0;
764 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; 738 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS];
765 object *grace_obj = NULL, *mana_obj = NULL, *tmp; 739 object *grace_obj = NULL, *mana_obj = NULL, *tmp;
766 float old_speed = speed; 740 float old_speed = speed;
767 int stat_sum [NUM_STATS]; 741 int stat_sum [NUM_STATS];
742
743 MoveType move_type; // we use change_move_type to change it, so use a local copy
768 744
769 /* First task is to clear all the values back to their original values */ 745 /* First task is to clear all the values back to their original values */
770 if (type == PLAYER) 746 if (type == PLAYER)
771 { 747 {
772 contr->delayed_update = false; 748 contr->delayed_update = false;
785 contr->gen_grace = 0; 761 contr->gen_grace = 0;
786 contr->gen_sp_armour = 10; 762 contr->gen_sp_armour = 10;
787 contr->item_power = 0; 763 contr->item_power = 0;
788 } 764 }
789 765
790 for (int i = NUM_BODY_LOCATIONS; i--; ) 766 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
791 slot[i].used = slot[i].info; 767 slot[i].used = slot[i].info;
792 768
793 slaying = 0; 769 slaying = 0;
794 770
795 if (!QUERY_FLAG (this, FLAG_WIZ)) 771 if (!this->flag [FLAG_WIZ])
796 {
797 CLEAR_FLAG (this, FLAG_XRAYS);
798 CLEAR_FLAG (this, FLAG_MAKE_INVIS);
799 } 772 {
773 this->clr_flag (FLAG_XRAYS);
774 this->clr_flag (FLAG_MAKE_INVIS);
775 }
800 776
801 CLEAR_FLAG (this, FLAG_LIFESAVE); 777 this->clr_flag (FLAG_LIFESAVE);
802 CLEAR_FLAG (this, FLAG_STEALTH); 778 this->clr_flag (FLAG_STEALTH);
803 CLEAR_FLAG (this, FLAG_BLIND); 779 this->clr_flag (FLAG_BLIND);
804 780
805 if (!QUERY_FLAG (arch, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL); 781 if (!arch->flag [FLAG_REFL_SPELL ]) this->clr_flag (FLAG_REFL_SPELL);
806 if (!QUERY_FLAG (arch, FLAG_REFL_MISSILE)) CLEAR_FLAG (this, FLAG_REFL_MISSILE); 782 if (!arch->flag [FLAG_REFL_MISSILE]) this->clr_flag (FLAG_REFL_MISSILE);
807 if (!QUERY_FLAG (arch, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD); 783 if (!arch->flag [FLAG_UNDEAD ]) this->clr_flag (FLAG_UNDEAD);
808 if (!QUERY_FLAG (arch, FLAG_SEE_IN_DARK )) CLEAR_FLAG (this, FLAG_SEE_IN_DARK); 784 if (!arch->flag [FLAG_SEE_IN_DARK ]) this->clr_flag (FLAG_SEE_IN_DARK);
809 785
810 path_attuned = arch->path_attuned; 786 path_attuned = arch->path_attuned;
811 path_repelled = arch->path_repelled; 787 path_repelled = arch->path_repelled;
812 path_denied = arch->path_denied; 788 path_denied = arch->path_denied;
813 glow_radius = arch->glow_radius; 789 glow_radius = arch->glow_radius;
814 move_type = arch->move_type; 790 move_type = arch->move_type;
815 791
816 chosen_skill = 0;
817
818 /* initializing resistances from the values in player/monster's 792 /* initializing resistances from the values in player/monster's
819 * archetype clone 793 * archetype clone
820 */ 794 */
821 memcpy (&resist, &arch->resist, sizeof (resist)); 795 memcpy (&resist, &arch->resist, sizeof (resist));
822 796
823 for (int i = 0; i < NROFATTACKS; i++) 797 for (int i = 0; i < NROFATTACKS; i++)
824 { 798 {
825 if (resist[i] > 0) 799 if (resist[i] > 0)
826 prot[i] = resist[i], vuln[i] = 0; 800 prot[i] = resist[i], vuln[i] = 0;
827 else 801 else
828 vuln[i] = -(resist[i]), prot[i] = 0; 802 vuln[i] = -resist[i], prot[i] = 0;
829 803
830 potion_resist[i] = 0; 804 potion_resist[i] = -1000;
831 } 805 }
832 806
833 wc = arch->stats.wc; 807 wc = arch->stats.wc;
834 stats.dam = arch->stats.dam; 808 stats.dam = arch->stats.dam;
835 809
836 /* for players which cannot use armour, they gain AC -1 per 3 levels, 810 /* for players which cannot use armour, they gain AC -1 per 3 levels,
837 * plus a small amount of physical resist, those poor suckers. ;) 811 * plus a small amount of physical resist, those poor suckers. ;)
838 * the fact that maxlevel is factored in could be considered sort of bogus - 812 * the fact that maxlevel is factored in could be considered sort of bogus -
839 * we should probably give them some bonus and cap it off - otherwise, 813 * we should probably give them some bonus and cap it off - otherwise,
840 * basically, if a server updates its max level, these playes may find 814 * basically, if a server updates its max level, these playes may find
841 * that their protection from physical goes down 815 * that their protection from physical goes down
842 */ 816 */
843 if (!QUERY_FLAG (this, FLAG_USE_ARMOUR) && type == PLAYER) 817 if (!this->flag [FLAG_USE_ARMOUR] && type == PLAYER)
844 { 818 {
845 ac = max (-10, arch->stats.ac - level / 3); 819 ac = max (-10, arch->stats.ac - level / 3);
846 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100; 820 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100;
847 } 821 }
848 else 822 else
849 ac = arch->stats.ac; 823 ac = arch->stats.ac;
850 824
851 stats.luck = arch->stats.luck; 825 stats.luck = arch->stats.luck;
852 speed = arch->speed; 826 speed = arch->speed;
827
828 chosen_skill = 0;
853 829
854 /* OK - we've reset most all the objects attributes to sane values. 830 /* OK - we've reset most all the objects attributes to sane values.
855 * now go through and make adjustments for what the player has equipped. 831 * now go through and make adjustments for what the player has equipped.
856 */ 832 */
857 for (tmp = inv; tmp; tmp = tmp->below) 833 for (tmp = inv; tmp; tmp = tmp->below)
858 { 834 {
859 /* This happens because apply_potion calls change_abil with the potion 835 /* This happens because apply_potion calls change_abil with the potion
860 * applied so we can tell the player what changed. But change_abil 836 * applied so we can tell the player what changed. But change_abil
861 * then calls this function. 837 * then calls this function.
862 */ 838 */
863 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION) 839 if (tmp->flag [FLAG_APPLIED] && tmp->type == POTION)
864 continue; 840 continue;
865 841
866 glow_radius += tmp->glow_radius; 842 glow_radius += tmp->glow_radius;
867 843
868 /* For some things, we don't care what is equipped */ 844 /* For some things, we don't care what is equipped */
886 } 862 }
887 } 863 }
888 864
889 /* Container objects are not meant to adjust players, but other applied 865 /* Container objects are not meant to adjust players, but other applied
890 * objects need to make adjustments. 866 * objects need to make adjustments.
891 * This block should handle all player specific changes 867 * This block should handle all player specific changes
892 * The check for Praying is a bit of a hack - god given bonuses are put 868 * The check for Praying is a bit of a hack - god given bonuses are put
893 * in the praying skill, and the player should always get those. 869 * in the praying skill, and the player should always get those.
894 * It also means we need to put in additional checks for applied below, 870 * It also means we need to put in additional checks for applied below,
895 * because the skill shouldn't count against body positions being used 871 * because the skill shouldn't count against body positions being used
896 * up, etc. 872 * up, etc.
897 */ 873 */
898 if ((tmp->flag [FLAG_APPLIED] 874 if ((tmp->flag [FLAG_APPLIED]
899 && tmp->type != CONTAINER 875 && tmp->type != CONTAINER
900 && tmp->type != CLOSE_CON) 876 && tmp->type != CLOSE_CON
901 || (tmp->type == SKILL 877 && tmp->type != SPELL)
902 && tmp->subtype == SK_PRAYING)) 878 || (tmp->type == SKILL && tmp->subtype == SK_PRAYING))
903 { 879 {
904 if (type == PLAYER) 880 if (type == PLAYER)
905 { 881 {
906 contr->item_power += tmp->item_power; 882 contr->item_power += tmp->item_power;
907
908 if (tmp == contr->combat_ob || tmp == contr->ranged_ob)
909 if (tmp != current_weapon
910 && (tmp->type != SKILL || tmp->subtype != SK_PRAYING)
911 && !tmp->flag [FLAG_CURSED]
912 && !tmp->flag [FLAG_DAMNED])
913 continue;
914 883
915 for (int i = 0; i < NUM_STATS; i++) 884 for (int i = 0; i < NUM_STATS; i++)
916 stat_sum [i] += tmp->stats.stat (i); 885 stat_sum [i] += tmp->stats.stat (i);
917 886
918 if (digest_types [tmp->type]) 887 if (digest_types [tmp->type])
930 if (tmp->type == WEAPON) 899 if (tmp->type == WEAPON)
931 current_weapon = tmp; 900 current_weapon = tmp;
932 } 901 }
933 902
934 /* Update slots used for items */ 903 /* Update slots used for items */
935 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 904 if (tmp->flag [FLAG_APPLIED]) // exclude praying...
936 for (int i = 0; i < NUM_BODY_LOCATIONS; i++) 905 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
937 slot[i].used += tmp->slot[i].info; 906 slot[i].used += tmp->slot[i].info;
938 907
939 if (tmp->type == SYMPTOM) 908 if (tmp->type == SYMPTOM)
940 speed_reduce_from_disease =
941 min (speed_reduce_from_disease, tmp->last_sp ? tmp->last_sp / 100.f : 1.f); 909 min_it (speed_reduce_from_disease, tmp->last_sp ? tmp->last_sp / 100.f : 1.f);
942 910
943 /* Pos. and neg. protections are counted separate (-> pro/vuln). 911 /* Pos. and neg. protections are counted separate (-> pro/vuln).
944 * (Negative protections are calculated exactly like positive.) 912 * (Negative protections are calculated exactly like positive.)
945 * Resistance from potions are treated special as well. If there's 913 * Resistance from potions are treated special as well. If there's
946 * more than one potion-effect, the bigger prot.-value is taken. 914 * more than one potion-effect, the bigger prot.-value is taken.
947 */ 915 */
948 if (tmp->type != POTION) 916 if (tmp->type == POTION_EFFECT)
949 {
950 for (int i = 0; i < NROFATTACKS; i++) 917 for (int i = 0; i < NROFATTACKS; i++)
951 {
952 /* Potential for cursed potions, in which case we just can use
953 * a straight MAX, as potion_resist is initialised to zero.
954 */
955 if (tmp->type == POTION_EFFECT)
956 {
957 if (potion_resist[i])
958 potion_resist[i] = max (potion_resist[i], tmp->resist[i]);
959 else
960 potion_resist[i] = tmp->resist[i]; 918 max_it (potion_resist[i], tmp->resist[i]);
961 } 919 else if (tmp->type != POTION)
920 for (int i = 0; i < NROFATTACKS; i++)
962 else if (tmp->resist[i] > 0) 921 if (tmp->resist[i] > 0)
963 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100; 922 prot[i] += (100 - prot[i]) * tmp->resist[i] / 100;
964 else if (tmp->resist[i] < 0) 923 else if (tmp->resist[i] < 0)
965 vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100; 924 vuln[i] += (100 - vuln[i]) * -tmp->resist[i] / 100;
966 }
967 }
968 925
969 /* There may be other things that should not adjust the attacktype */ 926 /* There may be other things that should not adjust the attacktype */
970 if (tmp->type != SYMPTOM) 927 if (tmp->type != SYMPTOM)
971 { 928 {
972 attacktype |= tmp->attacktype; 929 attacktype |= tmp->attacktype;
977 stats.luck += tmp->stats.luck; 934 stats.luck += tmp->stats.luck;
978 } 935 }
979 936
980 flag |= tmp->flag & copy_flags; 937 flag |= tmp->flag & copy_flags;
981 938
982 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (arch, FLAG_UNDEAD)) 939 if (tmp->flag [FLAG_UNDEAD] && !arch->flag [FLAG_UNDEAD])
983 SET_FLAG (this, FLAG_UNDEAD); 940 this->set_flag (FLAG_UNDEAD);
984 941
985 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS)) 942 //TODO: copy_flags?
943 if (tmp->flag [FLAG_MAKE_INVIS])
986 { 944 {
987 SET_FLAG (this, FLAG_MAKE_INVIS); 945 set_flag (FLAG_MAKE_INVIS);
988 invisible = 1; 946 invisible = 1;
989 } 947 }
990 948
991 if (tmp->stats.exp && tmp->type != SKILL) 949 if (tmp->stats.exp && tmp->type != SKILL)
992 { 950 {
999 added_speed += tmp->stats.exp; 957 added_speed += tmp->stats.exp;
1000 } 958 }
1001 959
1002 switch (tmp->type) 960 switch (tmp->type)
1003 { 961 {
1004#if 0
1005 case WAND:
1006 case ROD:
1007 case HORN:
1008 if (type != PLAYER || current_weapon == tmp)
1009 chosen_skill = tmp;
1010 break;
1011#endif
1012
1013 /* skills modifying the character -b.t. */
1014 /* for all skills and skill granting objects */
1015 case SKILL: 962 case SKILL:
1016 { 963 {
964 // some skills will end up here without counting as "applied"
1017 if (!QUERY_FLAG (tmp, FLAG_APPLIED) || skill_flags [tmp->subtype] & SF_APPLY) 965 if (!tmp->flag [FLAG_APPLIED] || skill_flags [tmp->subtype] & SF_AUTARK)
1018 break; 966 break;
1019 967
1020 if (chosen_skill) 968 if (chosen_skill)
1021 { 969 {
1022 LOG (llevDebug, "fix_player, op %s has multiple skills applied (%s and %s)\n", 970 LOG (llevDebug, "fix_player, op %s has multiple skills applied (%s and %s)\n",
1024 972
1025 tmp->flag [FLAG_APPLIED] = false; 973 tmp->flag [FLAG_APPLIED] = false;
1026 update_stats (); 974 update_stats ();
1027 return; 975 return;
1028 } 976 }
1029 else 977
1030 chosen_skill = tmp; 978 chosen_skill = tmp;
1031 979
1032 if (tmp->stats.dam > 0) 980 if (tmp->stats.dam > 0)
1033 { /* skill is a 'weapon' */ 981 { /* skill is a 'weapon' */
1034 if (!QUERY_FLAG (this, FLAG_READY_WEAPON)) 982 if (!this->flag [FLAG_READY_WEAPON])
1035 weapon_speed = WEAPON_SPEED (tmp); 983 weapon_speed = max (0, WEAPON_SPEED (tmp));
1036
1037 if (weapon_speed < 0)
1038 weapon_speed = 0;
1039 984
1040 weapon_weight = tmp->weight; 985 weapon_weight = tmp->weight;
1041 stats.dam += 1 + chosen_skill->level * tmp->stats.dam / 9; 986 stats.dam += 1 + chosen_skill->level * tmp->stats.dam / 9;
1042 987
1043 if (tmp->magic) 988 if (tmp->magic)
1052 997
1053 if (tmp->stats.ac) 998 if (tmp->stats.ac)
1054 ac -= tmp->stats.ac + tmp->magic; 999 ac -= tmp->stats.ac + tmp->magic;
1055 1000
1056 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1001 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1057 contr->encumbrance += (int) 3 *tmp->weight / 1000; 1002 contr->encumbrance += weight_to_kg_approx (3 * tmp->weight);
1058 } 1003 }
1059 1004
1060 break; 1005 break;
1061 1006
1062 case SHIELD: 1007 case SHIELD:
1063 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1008 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1064 contr->encumbrance += (int) tmp->weight / 2000; 1009 contr->encumbrance += weight_to_kg_approx (tmp->weight) >> 1;
1010 //FALLTHROUGH
1065 case RING: 1011 case RING:
1066 case AMULET: 1012 case AMULET:
1067 case GIRDLE: 1013 case GIRDLE:
1068 case HELMET: 1014 case HELMET:
1069 case BOOTS: 1015 case BOOTS:
1078 if (tmp->stats.ac) 1024 if (tmp->stats.ac)
1079 ac -= tmp->stats.ac + tmp->magic; 1025 ac -= tmp->stats.ac + tmp->magic;
1080 1026
1081 break; 1027 break;
1082 1028
1029 case RANGED:
1083 case BOW: 1030 case BOW:
1084 case WEAPON: 1031 case WEAPON:
1085 if (type != PLAYER || current_weapon == tmp)
1086 {
1087 wc -= tmp->stats.wc + tmp->magic; 1032 wc -= tmp->stats.wc + tmp->magic;
1088 1033
1089 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0) 1034 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0)
1090 ac -= tmp->stats.ac + tmp->magic; 1035 ac -= tmp->stats.ac + tmp->magic;
1091 1036
1092 stats.dam += tmp->stats.dam + tmp->magic; 1037 stats.dam += tmp->stats.dam + tmp->magic;
1093 weapon_weight = tmp->weight; 1038 weapon_weight = tmp->weight;
1094 weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2; 1039 weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2;
1095 1040
1096 if (weapon_speed < 0) 1041 if (weapon_speed < 0)
1097 weapon_speed = 0; 1042 weapon_speed = 0;
1098 1043
1099 slaying = tmp->slaying; 1044 slaying = tmp->slaying;
1100 1045
1101 /* If there is desire that two handed weapons should do 1046 /* If there is desire that two handed weapons should do
1102 * extra strength damage, this is where the code should 1047 * extra strength damage, this is where the code should
1103 * go. 1048 * go.
1104 */ 1049 */
1105 1050
1106 if (type == PLAYER) 1051 if (type == PLAYER)
1107 if (settings.spell_encumbrance) 1052 if (settings.spell_encumbrance)
1108 contr->encumbrance += tmp->weight * 3 / 1000; 1053 contr->encumbrance += weight_to_kg_approx (3 * tmp->weight);
1109 }
1110 1054
1111 break; 1055 break;
1112 1056
1113 case ARMOUR: /* Only the best of these three are used: */ 1057 case ARMOUR: /* Only the best of these three are used: */
1114 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1058 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1115 contr->encumbrance += tmp->weight / 1000; 1059 contr->encumbrance += weight_to_kg_approx (tmp->weight);
1116 1060
1117 case BRACERS: 1061 case BRACERS:
1118 case FORCE: 1062 case FORCE:
1119 if (tmp->stats.wc) 1063 if (tmp->stats.wc)
1120 { 1064 {
1143 1087
1144 if (tmp->stats.ac) 1088 if (tmp->stats.ac)
1145 ac -= tmp->stats.ac + tmp->magic; 1089 ac -= tmp->stats.ac + tmp->magic;
1146 1090
1147 if (ARMOUR_SPEED (tmp)) 1091 if (ARMOUR_SPEED (tmp))
1148 max_speed = min (max_speed, ARMOUR_SPEED (tmp) / 10.f); 1092 min_it (max_speed, ARMOUR_SPEED (tmp) / 10.f);
1149 1093
1150 break; 1094 break;
1151 } /* switch tmp->type */ 1095 } /* switch tmp->type */
1152 } /* item is equipped */ 1096 } /* item is equipped */
1153 } /* for loop of items */ 1097 } /* for loop of items */
1154 1098
1155 glow_radius = min (glow_radius, MAX_LIGHT_RADIUS); 1099 min_it (glow_radius, MAX_LIGHT_RADIUS);
1156 1100
1157 /* We've gone through all the objects the player has equipped. For many things, we 1101 /* We've gone through all the objects the player has equipped. For many things, we
1158 * have generated intermediate values which we now need to assign. 1102 * have generated intermediate values which we now need to assign.
1159 */ 1103 */
1160 1104
1161 /* 'total resistance = total protections - total vulnerabilities'. 1105 /* 'total resistance = total protections - total vulnerabilities'.
1162 * If there is an uncursed potion in effect, granting more protection 1106 * If there is an uncursed potion in effect, granting more protection
1163 * than that, we take: 'total resistance = resistance from potion'. 1107 * than that, we take: 'total resistance = resistance from potion'.
1164 * If there is a cursed (and no uncursed) potion in effect, we take 1108 * If there is a cursed (and no uncursed) potion in effect, we take
1165 * 'total resistance = vulnerability from cursed potion'. 1109 * 'total resistance = vulnerability from cursed potion'.
1166 */ 1110 */
1167 for (int i = 0; i < NROFATTACKS; i++) 1111 for (int i = 0; i < NROFATTACKS; i++)
1168 { 1112 {
1169 resist[i] = prot[i] - vuln[i]; 1113 resist[i] = prot[i] - vuln[i];
1170 1114
1171 if (potion_resist[i] && ((potion_resist[i] > resist[i]) || (potion_resist[i] < 0))) 1115 if (potion_resist[i] != -1000
1116 && (potion_resist[i] < 0 || potion_resist[i] > resist[i]))
1172 resist[i] = potion_resist[i]; 1117 resist[i] = potion_resist[i];
1173 } 1118 }
1174 1119
1175 if (type == PLAYER) 1120 if (type == PLAYER)
1176 { 1121 {
1207 stats.maxhp += 2 * max (0, level - 10); 1152 stats.maxhp += 2 * max (0, level - 10);
1208 1153
1209 if (stats.hp > stats.maxhp) 1154 if (stats.hp > stats.maxhp)
1210 stats.hp = stats.maxhp; 1155 stats.hp = stats.maxhp;
1211 1156
1212 /* Sp gain is controlled by the level of the player's 1157 /* Sp gain is controlled by the level of the player's
1213 * relevant experience object (mana_obj, see above) 1158 * relevant experience object (mana_obj, see above)
1214 */ 1159 */
1215 /* following happen when skills system is not used */ 1160 /* following happen when skills system is not used */
1216 if (!mana_obj) 1161 if (!mana_obj)
1217 mana_obj = this; 1162 mana_obj = this;
1218 1163
1288 wc += 4; 1233 wc += 4;
1289 } 1234 }
1290 else 1235 else
1291 ac -= dex_bonus[stats.Dex]; 1236 ac -= dex_bonus[stats.Dex];
1292 1237
1293 /* In new exp/skills system, wc bonuses are related to 1238 /* In new exp/skills system, wc bonuses are related to
1294 * the players level in a relevant exp object (wc_obj) 1239 * the players level in a relevant exp object (wc_obj)
1295 * not the general player level -b.t. 1240 * not the general player level -b.t.
1296 * I changed this slightly so that wc bonuses are better 1241 * I changed this slightly so that wc bonuses are better
1297 * than before. This is to balance out the fact that 1242 * than before. This is to balance out the fact that
1298 * the player no longer gets a personal weapon w/ 1 1243 * the player no longer gets a personal weapon w/ 1
1299 * improvement every level, now its fighterlevel/5. So 1244 * improvement every level, now its fighterlevel/5. So
1300 * we give the player a bonus here in wc and dam 1245 * we give the player a bonus here in wc and dam
1301 * to make up for the change. Note that I left the 1246 * to make up for the change. Note that I left the
1302 * monster bonus the same as before. -b.t. 1247 * monster bonus the same as before. -b.t.
1303 */ 1248 */
1304 object *wc_obj = chosen_skill; 1249 object *wc_obj = chosen_skill;
1305 1250
1306 if (contr && wc_obj && wc_obj->level > 1) 1251 if (contr && wc_obj && wc_obj->level > 1)
1345 /* f is a number the represents the number of kg above (positive num) 1290 /* f is a number the represents the number of kg above (positive num)
1346 * or below (negative number) that the player is carrying. If above 1291 * or below (negative number) that the player is carrying. If above
1347 * weight limit, then player suffers a speed reduction based on how 1292 * weight limit, then player suffers a speed reduction based on how
1348 * much above he is, and what is max carry is 1293 * much above he is, and what is max carry is
1349 */ 1294 */
1350 float f = (carrying / 1000) - max_carry[stats.Str]; 1295 float f = (sint32)weight_to_kg_approx (carrying) - max_carry[stats.Str];
1351 if (f > 0.f) 1296 if (f > 0.f)
1352 speed = speed / (1.f + f / max_carry[stats.Str]); 1297 speed /= (1.f + f / max_carry[stats.Str]);
1353 } 1298 }
1354 1299
1355 speed += bonus_speed / 10.f; /* Not affected by limits */ 1300 speed += bonus_speed / 10.f; /* Not affected by limits */
1356 speed *= speed_reduce_from_disease; 1301 speed *= speed_reduce_from_disease;
1357 1302
1401 if (move_type == 0) 1346 if (move_type == 0)
1402 move_type = MOVE_WALK; 1347 move_type = MOVE_WALK;
1403 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) 1348 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH))
1404 move_type &= ~MOVE_WALK; 1349 move_type &= ~MOVE_WALK;
1405 1350
1351 // now apply the new move_type
1352 if (this->move_type != move_type)
1353 change_move_type (move_type);
1354
1406 /* It is quite possible that a player's spell costing might have changed, 1355 /* It is quite possible that a player's spell costing might have changed,
1407 * so we will check that now. 1356 * so we will check that now.
1408 */ 1357 */
1409 if (is_player ()) 1358 if (is_player ())
1410 contr->update_spells (); 1359 contr->update_spells ();
1426 env->update_stats (); 1375 env->update_stats ();
1427 1376
1428 if (env->is_on_map ()) 1377 if (env->is_on_map ())
1429 update_all_los (env->map, env->x, env->y); 1378 update_all_los (env->map, env->x, env->y);
1430 } 1379 }
1431}
1432
1433/*
1434 * Returns true if the given player is a legal class.
1435 * The function to add and remove class-bonuses to the stats doesn't
1436 * check if the stat becomes negative, thus this function
1437 * merely checks that all stats are 1 or more, and returns
1438 * false otherwise.
1439 */
1440int
1441allowed_class (const object *op)
1442{
1443 return op->stats.Dex > 0
1444 && op->stats.Str > 0
1445 && op->stats.Con > 0
1446 && op->stats.Int > 0
1447 && op->stats.Wis > 0
1448 && op->stats.Pow > 0
1449 && op->stats.Cha > 0;
1450} 1380}
1451 1381
1452/* 1382/*
1453 * set the new dragon name after gaining levels or 1383 * set the new dragon name after gaining levels or
1454 * changing ability focus (later this can be extended to 1384 * changing ability focus (later this can be extended to
1520 /* if the force is missing -> bail out */ 1450 /* if the force is missing -> bail out */
1521 if (abil == NULL) 1451 if (abil == NULL)
1522 return; 1452 return;
1523 1453
1524 /* The ability_force keeps track of maximum level ever achieved. 1454 /* The ability_force keeps track of maximum level ever achieved.
1525 * New abilties can only be gained by surpassing this max level 1455 * New abilties can only be gained by surpassing this max level
1526 */ 1456 */
1527 if (who->level > abil->level) 1457 if (who->level > abil->level)
1528 { 1458 {
1529 /* increase our focused ability */ 1459 /* increase our focused ability */
1530 abil->resist[abil->stats.exp]++; 1460 abil->resist[abil->stats.exp]++;
1572 } 1502 }
1573 1503
1574 /* clear the flag - exp goes into this bucket, but player 1504 /* clear the flag - exp goes into this bucket, but player
1575 * still doesn't know it. 1505 * still doesn't know it.
1576 */ 1506 */
1577 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL); 1507 skill_obj->clr_flag (FLAG_CAN_USE_SKILL);
1578 skill_obj->stats.exp = 0; 1508 skill_obj->stats.exp = 0;
1579 skill_obj->level = 1; 1509 skill_obj->level = 1;
1580 op->insert (skill_obj); 1510 op->insert (skill_obj);
1581 1511
1582 if (player *pl = op->contr) 1512 if (player *pl = op->contr)
1605 { 1535 {
1606 changed = true; 1536 changed = true;
1607 1537
1608 op->level++; 1538 op->level++;
1609 1539
1610 if (op && op == who && op->stats.exp > 1 && is_dragon_pl (who)) 1540 if (op && op == who && op->stats.exp > 1 && who->is_dragon ())
1611 dragon_level_gain (who); 1541 dragon_level_gain (who);
1612 1542
1613 /* Only roll these if it is the player (who) that gained the level */ 1543 /* Only roll these if it is the player (who) that gained the level */
1614 if (op == who && (who->level < 11) && who->type == PLAYER) 1544 if (op == who && (who->level < 11) && who->type == PLAYER)
1615 { 1545 {
1659 */ 1589 */
1660 1590
1661sint64 1591sint64
1662level_exp (int level, double expmul) 1592level_exp (int level, double expmul)
1663{ 1593{
1664 if (level > settings.max_level) 1594 return expmul * level_to_min_exp (level);
1665 return (sint64) (expmul * levels[settings.max_level]);
1666
1667 return (sint64) (expmul * levels[level]);
1668} 1595}
1669 1596
1670/* 1597/*
1671 * Ensure that the permanent experience requirements in an exp object are met. 1598 * Ensure that the permanent experience requirements in an exp object are met.
1672 * This really just checks 'op to make sure the perm_exp value is within 1599 * This really just checks 'op to make sure the perm_exp value is within
1678calc_perm_exp (object *op) 1605calc_perm_exp (object *op)
1679{ 1606{
1680 int p_exp_min; 1607 int p_exp_min;
1681 1608
1682 /* Ensure that our permanent experience minimum is met. 1609 /* Ensure that our permanent experience minimum is met.
1683 * permenent_exp_ratio is an integer percentage, we divide by 100 1610 * permenent_exp_ratio is an integer percentage, we divide by 100
1684 * to get the fraction */ 1611 * to get the fraction */
1685 p_exp_min = (int) (settings.permanent_exp_ratio * (float) (op->stats.exp) / 100); 1612 p_exp_min = (int) (settings.permanent_exp_ratio * (float) (op->stats.exp) / 100);
1686 1613
1687 if (op->perm_exp < p_exp_min) 1614 if (op->perm_exp < p_exp_min)
1688 op->perm_exp = p_exp_min; 1615 op->perm_exp = p_exp_min;
1700 * NULL, in which case exp increases the players general 1627 * NULL, in which case exp increases the players general
1701 * total, but not any particular skill. 1628 * total, but not any particular skill.
1702 * flag is what to do if the player doesn't have the skill: 1629 * flag is what to do if the player doesn't have the skill:
1703 */ 1630 */
1704static void 1631static void
1705add_player_exp (object *op, sint64 exp, const char *skill_name, int flag) 1632add_player_exp (object *op, sint64 exp, shstr_tmp skill_name, int flag)
1706{ 1633{
1707 object *skill_obj; 1634 object *skill_obj;
1708 sint64 limit, exp_to_add; 1635 sint64 limit, exp_to_add;
1709 int i;
1710 1636
1711 /* prevents some forms of abuse. */ 1637 /* prevents some forms of abuse. */
1712 if (op->contr->braced) 1638 if (op->contr->braced)
1713 exp /= 5; 1639 exp /= 5;
1714 1640
1740 { 1666 {
1741 /* Basically, you can never gain more experience in one shot 1667 /* Basically, you can never gain more experience in one shot
1742 * than half what you need to gain for next level. 1668 * than half what you need to gain for next level.
1743 */ 1669 */
1744 exp_to_add = exp; 1670 exp_to_add = exp;
1745 limit = (levels[op->level + 1] - levels[op->level]) / 2; 1671 limit = (levels [op->level + 1] - levels [op->level]) / 2;
1746 if (exp_to_add > limit) 1672 if (exp_to_add > limit)
1747 exp_to_add = limit; 1673 exp_to_add = limit;
1748 1674
1749 ADD_EXP (op->stats.exp, (sint64) ((float) exp_to_add * (skill_obj ? skill_obj->expmul : 1))); 1675 ADD_EXP (op->stats.exp, (sint64) ((float) exp_to_add * (skill_obj ? skill_obj->expmul : 1)));
1750 if (settings.permanent_exp_ratio) 1676 if (settings.permanent_exp_ratio)
1757 } 1683 }
1758 1684
1759 if (skill_obj) 1685 if (skill_obj)
1760 { 1686 {
1761 exp_to_add = exp; 1687 exp_to_add = exp;
1762 limit = (levels[skill_obj->level + 1] - levels[skill_obj->level]) / 2; 1688 limit = (levels [skill_obj->level + 1] - levels [skill_obj->level]) / 2;
1763 if (exp_to_add > limit) 1689 if (exp_to_add > limit)
1764 exp_to_add = limit; 1690 exp_to_add = limit;
1765 1691
1766 ADD_EXP (skill_obj->stats.exp, exp_to_add); 1692 ADD_EXP (skill_obj->stats.exp, exp_to_add);
1767 if (settings.permanent_exp_ratio) 1693 if (settings.permanent_exp_ratio)
1824 * where everything is at the minimum perm exp, he would lose nothing. 1750 * where everything is at the minimum perm exp, he would lose nothing.
1825 * exp is the amount of exp to subtract - thus, it should be 1751 * exp is the amount of exp to subtract - thus, it should be
1826 * a postive number. 1752 * a postive number.
1827 */ 1753 */
1828static void 1754static void
1829subtract_player_exp (object *op, sint64 exp, const char *skill, int flag) 1755subtract_player_exp (object *op, sint64 exp, shstr_tmp skill, int flag)
1830{ 1756{
1831 float fraction = (float) exp / (float) op->stats.exp; 1757 float fraction = (float) exp / (float) op->stats.exp;
1832 object *tmp; 1758 object *tmp;
1833 sint64 del_exp; 1759 sint64 del_exp;
1834 1760
1835 for (tmp = op->inv; tmp; tmp = tmp->below) 1761 for (tmp = op->inv; tmp; tmp = tmp->below)
1836 if (tmp->type == SKILL && tmp->stats.exp) 1762 if (tmp->type == SKILL && tmp->stats.exp)
1837 { 1763 {
1838 if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (&tmp->skill, skill)) 1764 if (flag == SK_SUBTRACT_SKILL_EXP && skill && tmp->skill == skill)
1839 { 1765 {
1840 del_exp = check_exp_loss (tmp, exp); 1766 del_exp = check_exp_loss (tmp, exp);
1841 tmp->stats.exp -= del_exp; 1767 tmp->stats.exp -= del_exp;
1842 player_lvl_adj (op, tmp); 1768 player_lvl_adj (op, tmp);
1843 } 1769 }
1844 else if (flag != SK_SUBTRACT_SKILL_EXP) 1770 else if (flag != SK_SUBTRACT_SKILL_EXP)
1845 { 1771 {
1846 /* only want to process other skills if we are not trying 1772 /* only want to process other skills if we are not trying
1847 * to match a specific skill. 1773 * to match a specific skill.
1848 */ 1774 */
1849 del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction)); 1775 del_exp = check_exp_loss (tmp, tmp->stats.exp * fraction);
1850 tmp->stats.exp -= del_exp; 1776 tmp->stats.exp -= del_exp;
1851 player_lvl_adj (op, tmp); 1777 player_lvl_adj (op, tmp);
1852 } 1778 }
1853 } 1779 }
1854 1780
1868 * skill_name is the skill that should get the exp added. 1794 * skill_name is the skill that should get the exp added.
1869 * flag is what to do if player doesn't have the skill. 1795 * flag is what to do if player doesn't have the skill.
1870 * these last two values are only used for players. 1796 * these last two values are only used for players.
1871 */ 1797 */
1872void 1798void
1873change_exp (object *op, sint64 exp, const char *skill_name, int flag) 1799change_exp (object *op, sint64 exp, shstr_tmp skill_name, int flag)
1874{ 1800{
1875#ifdef EXP_DEBUG 1801#ifdef EXP_DEBUG
1876 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp); 1802 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp);
1877#endif 1803#endif
1878 1804
1887 * won't do anything if the value is 0 anyways. 1813 * won't do anything if the value is 0 anyways.
1888 */ 1814 */
1889 if (exp == 0) 1815 if (exp == 0)
1890 return; 1816 return;
1891 1817
1892 /* Monsters are easy - we just adjust their exp - we 1818 /* Monsters are easy - we just adjust their exp - we
1893 * don't adjust level, since in most cases it is unrelated to 1819 * don't adjust level, since in most cases it is unrelated to
1894 * the exp they have - the monsters exp represents what its 1820 * the exp they have - the monsters exp represents what its
1895 * worth. 1821 * worth.
1896 */ 1822 */
1897 if (op->type != PLAYER) 1823 if (op->type != PLAYER)
1898 { 1824 {
1899 /* Sanity check */ 1825 /* Sanity check */
1900 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1826 if (!op->flag [FLAG_ALIVE])
1901 return; 1827 return;
1902 1828
1903 /* reset exp to max allowed value. We subtract from 1829 /* reset exp to max allowed value. We subtract from
1904 * MAX_EXPERIENCE to prevent overflows. If the player somehow has 1830 * MAX_EXPERIENCE to prevent overflows. If the player somehow has
1905 * more than max exp, just return. 1831 * more than max exp, just return.
1924 */ 1850 */
1925 subtract_player_exp (op, abs (exp), skill_name, flag); 1851 subtract_player_exp (op, abs (exp), skill_name, flag);
1926 } 1852 }
1927} 1853}
1928 1854
1929/* Applies a death penalty experience, the size of this is defined by the 1855/* Applies a death penalty experience, the size of this is defined by the
1930 * settings death_penalty_percentage and death_penalty_levels, and by the 1856 * settings death_penalty_percentage and death_penalty_levels, and by the
1931 * amount of permenent experience, whichever gives the lowest loss. 1857 * amount of permenent experience, whichever gives the lowest loss.
1932 */ 1858 */
1933void 1859void
1934apply_death_exp_penalty (object *op) 1860apply_death_exp_penalty (object *op)
1956 tmp->stats.exp -= loss; 1882 tmp->stats.exp -= loss;
1957 player_lvl_adj (op, tmp); 1883 player_lvl_adj (op, tmp);
1958 } 1884 }
1959 1885
1960 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100; 1886 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100;
1961 level_loss = op->stats.exp - levels[max (0, op->level - settings.death_penalty_level)]; 1887 level_loss = op->stats.exp - levels [max (0, op->level - settings.death_penalty_level)];
1962 1888
1963 if (level_loss < 0) 1889 if (level_loss < 0)
1964 level_loss = 0; 1890 level_loss = 0;
1965 1891
1966 loss = check_exp_loss (op, min (level_loss, percentage_loss)); 1892 loss = check_exp_loss (op, min (level_loss, percentage_loss));

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