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Comparing deliantra/server/common/living.C (file contents):
Revision 1.63 by root, Tue May 22 10:49:57 2007 UTC vs.
Revision 1.107 by root, Fri Mar 26 00:05:45 2010 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * 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
9 * 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
10 * the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your 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 GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * 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
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
21 * 21 *
22 * The authors can be reached via e-mail at <crossfire@schmorp.de> 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#include <funcpoint.h>
27 26
28/* 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
29 * 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
30 * 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
31 */ 30 */
263/* Rather than having a whole bunch of if (flag) new_draw.. else new_draw, 262/* Rather than having a whole bunch of if (flag) new_draw.. else new_draw,
264 * make this macro to clean those up. Not usuable outside change_abil 263 * make this macro to clean those up. Not usuable outside change_abil
265 * function since some of the values passed to new_draw_info are hardcoded. 264 * function since some of the values passed to new_draw_info are hardcoded.
266 */ 265 */
267#define DIFF_MSG(flag, msg1, msg2) \ 266#define DIFF_MSG(flag, msg1, msg2) \
268 new_draw_info(NDI_UNIQUE, 0, op, (flag>0)?msg1:msg2); 267 new_draw_info (NDI_UNIQUE, 0, op, (flag > 0) ? msg1 : msg2);
269 268
270/* return 1 if we sucessfully changed a stat, 0 if nothing was changed. */ 269/* return 1 if we sucessfully changed a stat, 0 if nothing was changed. */
271 270
272/* flag is set to 1 if we are applying the object, -1 if we are removing 271/* flag is set to 1 if we are applying the object, -1 if we are removing
273 * the object. 272 * the object.
281 * that gives them that ability. 280 * that gives them that ability.
282 */ 281 */
283int 282int
284change_abil (object *op, object *tmp) 283change_abil (object *op, object *tmp)
285{ 284{
286 int flag = QUERY_FLAG (tmp, FLAG_APPLIED) ? 1 : -1, success = 0; 285 int flag = tmp->flag [FLAG_APPLIED] ? 1 : -1;
286 int success = 0;
287 char message[MAX_BUF]; 287 char message[MAX_BUF];
288 int potion_max = 0; 288 int potion_max = 0;
289 289
290 /* remember what object was like before it was changed. note that 290 // keep some stats for comparison purposes
291 * refop is a local copy of op only to be used for detecting changes 291 object::flags_t prev_flag = op->flag;
292 * found by update_stats. refop is not a real object 292 MoveType prev_move_type = op->move_type;
293 */ 293 sint16 prev_resist [NROFATTACKS]; // clumsy
294 object_copy refop = *op; 294 assert (sizeof (prev_resist) == sizeof (op->resist));
295 memcpy (prev_resist, op->resist, sizeof (prev_resist));
295 296
296 if (op->type == PLAYER) 297 if (op->type == PLAYER)
297 { 298 {
298 if (tmp->type == POTION) 299 if (tmp->type == POTION)
299 { 300 {
300 potion_max = 1; 301 potion_max = 1;
302
301 for (int j = 0; j < NUM_STATS; j++) 303 for (int j = 0; j < NUM_STATS; j++)
302 { 304 {
303 int ostat = op->contr->orig_stats.stat (j); 305 int ostat = op->contr->orig_stats.stat (j);
304 int i = tmp->stats.stat (j); 306 int i = tmp->stats.stat (j);
305 307
306 /* nstat is what the stat will be after use of the potion */ 308 /* nstat is what the stat will be after use of the potion */
307 int nstat = flag * i + ostat; 309 int nstat = flag * i + ostat;
308 310
309 /* Do some bounds checking. While I don't think any 311 /* Do some bounds checking. There is the potential for potions
310 * potions do so right now, there is the potential for potions
311 * that adjust that stat by more than one point, so we need 312 * that adjust that stat by more than one point, so we need
312 * to allow for that. 313 * to allow for that.
313 */ 314 */
314 if (nstat < 1 && i * flag < 0) 315 if (nstat < 1 && i * flag < 0)
315 nstat = 1; 316 nstat = 1;
316 else if (nstat > 20 + op->arch->clone.stats.stat (j)) 317 else if (nstat > 20 + op->arch->stats.stat (j))
317 nstat = 20 + op->arch->clone.stats.stat (j); 318 nstat = 20 + op->arch->stats.stat (j);
318 319
319 if (nstat != ostat) 320 if (nstat != ostat)
320 { 321 {
321 op->contr->orig_stats.stat (j) = nstat; 322 op->contr->orig_stats.stat (j) = nstat;
322 potion_max = 0; 323 potion_max = 0;
367 { 368 {
368 success = 1; 369 success = 1;
369 DIFF_MSG (flag, "Your hands begin to glow red.", "Your hands stop glowing red."); 370 DIFF_MSG (flag, "Your hands begin to glow red.", "Your hands stop glowing red.");
370 } 371 }
371 372
372 if (QUERY_FLAG (op, FLAG_LIFESAVE) != QUERY_FLAG (&refop, FLAG_LIFESAVE)) 373 if (op->flag [FLAG_LIFESAVE] != prev_flag [FLAG_LIFESAVE])
373 { 374 {
374 success = 1; 375 success = 1;
375 DIFF_MSG (flag, "You feel very protected.", "You don't feel protected anymore."); 376 DIFF_MSG (flag, "You feel very protected.", "You don't feel protected anymore.");
376 } 377 }
377 378
378 if (QUERY_FLAG (op, FLAG_REFL_MISSILE) != QUERY_FLAG (&refop, FLAG_REFL_MISSILE)) 379 if (op->flag [FLAG_REFL_MISSILE] != prev_flag [FLAG_REFL_MISSILE])
379 { 380 {
380 success = 1; 381 success = 1;
381 DIFF_MSG (flag, "A magic force shimmers around you.", "The magic force fades away."); 382 DIFF_MSG (flag, "A magic force shimmers around you.", "The magic force fades away.");
382 } 383 }
383 384
384 if (QUERY_FLAG (op, FLAG_REFL_SPELL) != QUERY_FLAG (&refop, FLAG_REFL_SPELL)) 385 if (op->flag [FLAG_REFL_SPELL] != prev_flag [FLAG_REFL_SPELL])
385 { 386 {
386 success = 1; 387 success = 1;
387 DIFF_MSG (flag, "You feel more safe now, somehow.", "Suddenly you feel less safe, somehow."); 388 DIFF_MSG (flag, "You feel more safe now, somehow.", "Suddenly you feel less safe, somehow.");
388 } 389 }
389 390
391 * user has multiple items giving the same type appled like we 392 * user has multiple items giving the same type appled like we
392 * used to - that is more work than what we gain, plus messages 393 * used to - that is more work than what we gain, plus messages
393 * can be misleading (a little higher could be miscontrued from 394 * can be misleading (a little higher could be miscontrued from
394 * from fly high) 395 * from fly high)
395 */ 396 */
396 if (tmp->move_type && op->move_type != refop.move_type) 397 if (tmp->move_type && op->move_type != prev_move_type)
397 { 398 {
398 success = 1; 399 success = 1;
399 400
400 /* MOVE_FLY_HIGH trumps MOVE_FLY_LOW - changing your move_fly_low 401 /* MOVE_FLY_HIGH trumps MOVE_FLY_LOW - changing your move_fly_low
401 * status doesn't make a difference if you are flying high 402 * status doesn't make a difference if you are flying high
402 */ 403 */
403 if (tmp->move_type & MOVE_FLY_LOW && !(op->move_type & MOVE_FLY_HIGH)) 404 if (tmp->move_type & MOVE_FLY_LOW && !(op->move_type & MOVE_FLY_HIGH))
404 { 405 {
405 DIFF_MSG (flag, "You start to float in the air!.", "You float down to the ground."); 406 DIFF_MSG (flag, "You start to float in the air!", "You float down to the ground.");
406 } 407 }
407 408
408 if (tmp->move_type & MOVE_FLY_HIGH) 409 if (tmp->move_type & MOVE_FLY_HIGH)
409 { 410 {
410 /* double conditional - second case covers if you have move_fly_low - 411 /* double conditional - second case covers if you have move_fly_low -
414 (op->move_type & MOVE_FLY_LOW ? "You fly lower in the air" : "You float down to the ground.")); 415 (op->move_type & MOVE_FLY_LOW ? "You fly lower in the air" : "You float down to the ground."));
415 } 416 }
416 417
417 if (tmp->move_type & MOVE_SWIM) 418 if (tmp->move_type & MOVE_SWIM)
418 DIFF_MSG (flag, "You feel ready for a swim", "You no longer feel like swimming"); 419 DIFF_MSG (flag, "You feel ready for a swim", "You no longer feel like swimming");
419
420 /* Changing move status may mean you are affected by things you weren't before */
421 check_move_on (op, op);
422 } 420 }
423 421
424 /* becoming UNDEAD... a special treatment for this flag. Only those not 422 /* becoming UNDEAD... a special treatment for this flag. Only those not
425 * originally undead may change their status 423 * originally undead may change their status
426 */ 424 */
427 if (!QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 425 if (!op->arch->flag [FLAG_UNDEAD])
428 if (QUERY_FLAG (op, FLAG_UNDEAD) != QUERY_FLAG (&refop, FLAG_UNDEAD)) 426 if (op->flag [FLAG_UNDEAD] != prev_flag [FLAG_UNDEAD])
429 { 427 {
430 success = 1; 428 success = 1;
431 if (flag > 0) 429 if (flag > 0)
432 { 430 {
433 op->race = "undead"; 431 op->race = "undead";
434 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce drains away!"); 432 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce drains away!");
435 } 433 }
436 else 434 else
437 { 435 {
438 op->race = op->arch->clone.race; 436 op->race = op->arch->race;
439 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!"); 437 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!");
440 } 438 }
441 } 439 }
442 440
443 if (QUERY_FLAG (op, FLAG_STEALTH) != QUERY_FLAG (&refop, FLAG_STEALTH)) 441 if (op->flag [FLAG_STEALTH] != prev_flag [FLAG_STEALTH])
444 { 442 {
445 success = 1; 443 success = 1;
446 DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily."); 444 DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily.");
447 } 445 }
448 446
449 if (QUERY_FLAG (op, FLAG_MAKE_INVIS) != QUERY_FLAG (&refop, FLAG_MAKE_INVIS)) 447 if (op->flag [FLAG_MAKE_INVIS] != prev_flag [FLAG_MAKE_INVIS])
450 { 448 {
451 success = 1; 449 success = 1;
452 DIFF_MSG (flag, "You become transparent.", "You can see yourself."); 450 DIFF_MSG (flag, "You become transparent.", "You can see yourself.");
453 } 451 }
454 452
455 /* blinded you can tell if more blinded since blinded player has minimal 453 /* blinded you can tell if more blinded since blinded player has minimal
456 * vision 454 * vision
457 */ 455 */
458 if (QUERY_FLAG (tmp, FLAG_BLIND)) 456 if (tmp->flag [FLAG_BLIND])
459 { 457 {
460 success = 1; 458 success = 1;
461 if (flag > 0) 459 if (flag > 0)
462 { 460 {
463 if (QUERY_FLAG (op, FLAG_WIZ)) 461 if (op->flag [FLAG_WIZ])
464 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self is blinded."); 462 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self is blinded.");
465 else 463 else
466 { 464 {
467 new_draw_info (NDI_UNIQUE, 0, op, "You are blinded."); 465 new_draw_info (NDI_UNIQUE, 0, op, "You are blinded.");
468 SET_FLAG (op, FLAG_BLIND); 466 SET_FLAG (op, FLAG_BLIND);
470 op->contr->do_los = 1; 468 op->contr->do_los = 1;
471 } 469 }
472 } 470 }
473 else 471 else
474 { 472 {
475 if (QUERY_FLAG (op, FLAG_WIZ)) 473 if (op->flag [FLAG_WIZ])
476 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self can now see again."); 474 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self can now see again.");
477 else 475 else
478 { 476 {
479 new_draw_info (NDI_UNIQUE, 0, op, "Your vision returns."); 477 new_draw_info (NDI_UNIQUE, 0, op, "Your vision returns.");
480 CLEAR_FLAG (op, FLAG_BLIND); 478 CLEAR_FLAG (op, FLAG_BLIND);
482 op->contr->do_los = 1; 480 op->contr->do_los = 1;
483 } 481 }
484 } 482 }
485 } 483 }
486 484
487 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK) != QUERY_FLAG (&refop, FLAG_SEE_IN_DARK)) 485 if (op->flag [FLAG_SEE_IN_DARK] != prev_flag [FLAG_SEE_IN_DARK])
488 { 486 {
489 success = 1; 487 success = 1;
490 if (op->type == PLAYER) 488 if (op->type == PLAYER)
491 op->contr->do_los = 1; 489 op->contr->do_los = 1;
492 DIFF_MSG (flag, "Your vision is better in the dark.", "You see less well in the dark."); 490 DIFF_MSG (flag, "Your vision is better in the dark.", "You see less well in the dark.");
493 } 491 }
494 492
495 if (QUERY_FLAG (op, FLAG_XRAYS) != QUERY_FLAG (&refop, FLAG_XRAYS)) 493 if (op->flag [FLAG_XRAYS] != prev_flag [FLAG_XRAYS])
496 { 494 {
497 success = 1; 495 success = 1;
498 if (flag > 0) 496 if (flag > 0)
499 { 497 {
500 if (QUERY_FLAG (op, FLAG_WIZ)) 498 if (op->flag [FLAG_WIZ])
501 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a little clearer."); 499 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a little clearer.");
502 else 500 else
503 { 501 {
504 new_draw_info (NDI_UNIQUE, 0, op, "Everything becomes transparent."); 502 new_draw_info (NDI_UNIQUE, 0, op, "Everything becomes transparent.");
505 if (op->type == PLAYER) 503 if (op->type == PLAYER)
506 op->contr->do_los = 1; 504 op->contr->do_los = 1;
507 } 505 }
508 } 506 }
509 else 507 else
510 { 508 {
511 if (QUERY_FLAG (op, FLAG_WIZ)) 509 if (op->flag [FLAG_WIZ])
512 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a bit out of focus."); 510 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a bit out of focus.");
513 else 511 else
514 { 512 {
515 new_draw_info (NDI_UNIQUE, 0, op, "Everything suddenly looks very solid."); 513 new_draw_info (NDI_UNIQUE, 0, op, "Everything suddenly looks very solid.");
516 if (op->type == PLAYER) 514 if (op->type == PLAYER)
554 for (int i = 0; i < NROFATTACKS; i++) 552 for (int i = 0; i < NROFATTACKS; i++)
555 { 553 {
556 if (i == ATNR_PHYSICAL) 554 if (i == ATNR_PHYSICAL)
557 continue; /* Don't display about armour */ 555 continue; /* Don't display about armour */
558 556
559 if (op->resist[i] != refop.resist[i]) 557 if (op->resist [i] != prev_resist [i])
560 { 558 {
561 success = 1; 559 success = 1;
560
562 if (op->resist[i] > refop.resist[i]) 561 if (op->resist [i] > prev_resist [i])
563 sprintf (message, "Your resistance to %s rises to %d%%.", change_resist_msg[i], op->resist[i]); 562 sprintf (message, "Your resistance to %s rises to %d%%.", change_resist_msg [i], op->resist [i]);
564 else 563 else
565 sprintf (message, "Your resistance to %s drops to %d%%.", change_resist_msg[i], op->resist[i]); 564 sprintf (message, "Your resistance to %s drops to %d%%.", change_resist_msg [i], op->resist [i]);
566 565
567 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message); 566 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message);
568 } 567 }
569 } 568 }
570 569
571 if (!potion_max) 570 if (!potion_max)
572 {
573 for (int j = 0; j < NUM_STATS; j++) 571 for (int j = 0; j < NUM_STATS; j++)
574 {
575 if (int i = tmp->stats.stat (j)) 572 if (int i = tmp->stats.stat (j))
576 { 573 {
577 success = 1; 574 success = 1;
578 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]); 575 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]);
579 } 576 }
580 }
581 }
582 577
583 return success; 578 return success;
584} 579}
585 580
586/* 581/*
597object::drain_specific_stat (int deplete_stats) 592object::drain_specific_stat (int deplete_stats)
598{ 593{
599 object *tmp; 594 object *tmp;
600 archetype *at; 595 archetype *at;
601 596
602 at = archetype::find (ARCH_DEPLETION); 597 at = archetype::find (shstr_depletion);
603 if (!at) 598 if (!at)
604 { 599 {
605 LOG (llevError, "Couldn't find archetype depletion.\n"); 600 LOG (llevError, "Couldn't find archetype depletion.\n");
606 return; 601 return;
607 } 602 }
609 { 604 {
610 tmp = present_arch_in_ob (at, this); 605 tmp = present_arch_in_ob (at, this);
611 606
612 if (!tmp) 607 if (!tmp)
613 { 608 {
614 tmp = arch_to_object (at); 609 tmp = at->instance ();
615 tmp = insert_ob_in_ob (tmp, this); 610 tmp = insert_ob_in_ob (tmp, this);
616 SET_FLAG (tmp, FLAG_APPLIED); 611 SET_FLAG (tmp, FLAG_APPLIED);
617 } 612 }
618 } 613 }
619 614
627 * via an applied bad_luck object. 622 * via an applied bad_luck object.
628 */ 623 */
629void 624void
630object::change_luck (int value) 625object::change_luck (int value)
631{ 626{
632 archetype *at = archetype::find ("luck"); 627 archetype *at = archetype::find (shstr_luck);
633 if (!at) 628 if (!at)
634 LOG (llevError, "Couldn't find archetype luck.\n"); 629 LOG (llevError, "Couldn't find archetype luck.\n");
635 else 630 else
636 { 631 {
637 object *tmp = present_arch_in_ob (at, this); 632 object *tmp = present_arch_in_ob (at, this);
639 if (!tmp) 634 if (!tmp)
640 { 635 {
641 if (!value) 636 if (!value)
642 return; 637 return;
643 638
644 tmp = arch_to_object (at); 639 tmp = at->instance ();
645 tmp = insert_ob_in_ob (tmp, this); 640 tmp = insert_ob_in_ob (tmp, this);
646 SET_FLAG (tmp, FLAG_APPLIED); 641 SET_FLAG (tmp, FLAG_APPLIED);
647 } 642 }
648 643
649 if (value) 644 if (value)
685void 680void
686object::remove_statbonus () 681object::remove_statbonus ()
687{ 682{
688 for (int i = 0; i < NUM_STATS; ++i) 683 for (int i = 0; i < NUM_STATS; ++i)
689 { 684 {
690 sint8 v = arch->clone.stats.stat (i); 685 sint8 v = arch->stats.stat (i);
691 stats.stat (i) -= v; 686 stats.stat (i) -= v;
692 contr->orig_stats.stat (i) -= v; 687 contr->orig_stats.stat (i) -= v;
693 } 688 }
694} 689}
695 690
699void 694void
700object::add_statbonus () 695object::add_statbonus ()
701{ 696{
702 for (int i = 0; i < NUM_STATS; ++i) 697 for (int i = 0; i < NUM_STATS; ++i)
703 { 698 {
704 sint8 v = arch->clone.stats.stat (i); 699 sint8 v = arch->stats.stat (i);
705 stats.stat (i) += v; 700 stats.stat (i) += v;
706 contr->orig_stats.stat (i) += v; 701 contr->orig_stats.stat (i) += v;
707 } 702 }
708} 703}
704
705/* These are the items that currently can change digestion, regeneration,
706 * spell point recovery and mana point recovery. Seems sort of an arbitary
707 * list, but other items store other info into stats array.
708 */
709static struct digest_types : std::bitset<NUM_TYPES>
710{
711 digest_types ()
712 {
713 set (WEAPON);
714 set (BOW);
715 set (ARMOUR);
716 set (HELMET);
717 set (SHIELD);
718 set (RING);
719 set (BOOTS);
720 set (GLOVES);
721 set (AMULET);
722 set (GIRDLE);
723 set (BRACERS);
724 set (CLOAK);
725 set (DISEASE);
726 set (FORCE);
727 set (SKILL);
728 }
729} digest_types;
730
731static struct copy_flags : object::flags_t
732{
733 copy_flags ()
734 {
735 set (FLAG_LIFESAVE);
736 set (FLAG_REFL_SPELL);
737 set (FLAG_REFL_MISSILE);
738 set (FLAG_STEALTH);
739 set (FLAG_XRAYS);
740 set (FLAG_BLIND);
741 set (FLAG_SEE_IN_DARK);
742 }
743} copy_flags;
709 744
710/* 745/*
711 * Updates all abilities given by applied objects in the inventory 746 * Updates all abilities given by applied objects in the inventory
712 * of the given object. Note: This function works for both monsters 747 * of the given object. Note: This function works for both monsters
713 * and players; the "player" in the name is purely an archaic inheritance. 748 * and players; the "player" in the name is purely an archaic inheritance.
718 * spell system split, grace points now added to system --peterm 753 * spell system split, grace points now added to system --peterm
719 */ 754 */
720void 755void
721object::update_stats () 756object::update_stats ()
722{ 757{
723 int i, j;
724 float f, max = 9, added_speed = 0, bonus_speed = 0, sp_tmp, speed_reduce_from_disease = 1; 758 float f, max_speed = 9, added_speed = 0, bonus_speed = 0, speed_reduce_from_disease = 1;
725 int weapon_weight = 0, weapon_speed = 0; 759 int weapon_weight = 0, weapon_speed = 0;
726 int best_wc = 0, best_ac = 0, wc = 0, ac = 0; 760 int best_wc = 0, best_ac = 0, wc = 0, ac = 0;
727 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; 761 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS];
728 object *grace_obj = NULL, *mana_obj = NULL, *tmp; 762 object *grace_obj = NULL, *mana_obj = NULL, *tmp;
729 float old_speed = speed; 763 float old_speed = speed;
764 int stat_sum [NUM_STATS];
765
766 MoveType move_type; // we use change_move_type to change it, so use a local copy
730 767
731 /* First task is to clear all the values back to their original values */ 768 /* First task is to clear all the values back to their original values */
732 if (type == PLAYER) 769 if (type == PLAYER)
733 { 770 {
771 contr->delayed_update = false;
772
734 for (i = 0; i < NUM_STATS; i++) 773 for (int i = 0; i < NUM_STATS; i++)
735 stats.stat (i) = contr->orig_stats.stat (i); 774 stat_sum [i] = contr->orig_stats.stat (i);
736 775
737 if (settings.spell_encumbrance == TRUE) 776 if (settings.spell_encumbrance == TRUE)
738 contr->encumbrance = 0; 777 contr->encumbrance = 0;
739 778
740 attacktype = 0; 779 attacktype = 0;
760 799
761 CLEAR_FLAG (this, FLAG_LIFESAVE); 800 CLEAR_FLAG (this, FLAG_LIFESAVE);
762 CLEAR_FLAG (this, FLAG_STEALTH); 801 CLEAR_FLAG (this, FLAG_STEALTH);
763 CLEAR_FLAG (this, FLAG_BLIND); 802 CLEAR_FLAG (this, FLAG_BLIND);
764 803
765 if (!QUERY_FLAG (&arch->clone, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL); 804 if (!QUERY_FLAG (arch, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL);
766 if (!QUERY_FLAG (&arch->clone, FLAG_REFL_MISSILE)) CLEAR_FLAG (this, FLAG_REFL_MISSILE); 805 if (!QUERY_FLAG (arch, FLAG_REFL_MISSILE)) CLEAR_FLAG (this, FLAG_REFL_MISSILE);
767 if (!QUERY_FLAG (&arch->clone, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD); 806 if (!QUERY_FLAG (arch, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD);
768 if (!QUERY_FLAG (&arch->clone, FLAG_SEE_IN_DARK )) CLEAR_FLAG (this, FLAG_SEE_IN_DARK); 807 if (!QUERY_FLAG (arch, FLAG_SEE_IN_DARK )) CLEAR_FLAG (this, FLAG_SEE_IN_DARK);
769 808
770 path_attuned = arch->clone.path_attuned; 809 path_attuned = arch->path_attuned;
771 path_repelled = arch->clone.path_repelled; 810 path_repelled = arch->path_repelled;
772 path_denied = arch->clone.path_denied; 811 path_denied = arch->path_denied;
773 glow_radius = arch->clone.glow_radius; 812 glow_radius = arch->glow_radius;
774 move_type = arch->clone.move_type; 813 move_type = arch->move_type;
775 814
776 chosen_skill = 0; 815 chosen_skill = 0;
777 816
778 /* initializing resistances from the values in player/monster's 817 /* initializing resistances from the values in player/monster's
779 * archetype clone 818 * archetype clone
780 */ 819 */
781 memcpy (&resist, &arch->clone.resist, sizeof (resist)); 820 memcpy (&resist, &arch->resist, sizeof (resist));
782 821
783 for (i = 0; i < NROFATTACKS; i++) 822 for (int i = 0; i < NROFATTACKS; i++)
784 { 823 {
785 if (resist[i] > 0) 824 if (resist[i] > 0)
786 prot[i] = resist[i], vuln[i] = 0; 825 prot[i] = resist[i], vuln[i] = 0;
787 else 826 else
788 vuln[i] = -(resist[i]), prot[i] = 0; 827 vuln[i] = -(resist[i]), prot[i] = 0;
789 828
790 potion_resist[i] = 0; 829 potion_resist[i] = 0;
791 } 830 }
792 831
793 wc = arch->clone.stats.wc; 832 wc = arch->stats.wc;
794 stats.dam = arch->clone.stats.dam; 833 stats.dam = arch->stats.dam;
795 834
796 /* for players which cannot use armour, they gain AC -1 per 3 levels, 835 /* for players which cannot use armour, they gain AC -1 per 3 levels,
797 * plus a small amount of physical resist, those poor suckers. ;) 836 * plus a small amount of physical resist, those poor suckers. ;)
798 * the fact that maxlevel is factored in could be considered sort of bogus - 837 * the fact that maxlevel is factored in could be considered sort of bogus -
799 * we should probably give them some bonus and cap it off - otherwise, 838 * we should probably give them some bonus and cap it off - otherwise,
800 * basically, if a server updates its max level, these playes may find 839 * basically, if a server updates its max level, these playes may find
801 * that their protection from physical goes down 840 * that their protection from physical goes down
802 */ 841 */
803 if (!QUERY_FLAG (this, FLAG_USE_ARMOUR) && type == PLAYER) 842 if (!QUERY_FLAG (this, FLAG_USE_ARMOUR) && type == PLAYER)
804 { 843 {
805 ac = MAX (-10, arch->clone.stats.ac - level / 3); 844 ac = max (-10, arch->stats.ac - level / 3);
806 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100; 845 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100;
807 } 846 }
808 else 847 else
809 ac = arch->clone.stats.ac; 848 ac = arch->stats.ac;
810 849
811 stats.luck = arch->clone.stats.luck; 850 stats.luck = arch->stats.luck;
812 speed = arch->clone.speed; 851 speed = arch->speed;
813 852
814 /* OK - we've reset most all the objects attributes to sane values. 853 /* OK - we've reset most all the objects attributes to sane values.
815 * now go through and make adjustments for what the player has equipped. 854 * now go through and make adjustments for what the player has equipped.
816 */ 855 */
817 for (tmp = inv; tmp; tmp = tmp->below) 856 for (tmp = inv; tmp; tmp = tmp->below)
818 { 857 {
819 /* See note in map.c:update_position about making this additive
820 * since light sources are never applied, need to put check here.
821 */
822 if (tmp->glow_radius > glow_radius)
823 glow_radius = tmp->glow_radius;
824
825 /* This happens because apply_potion calls change_abil with the potion 858 /* This happens because apply_potion calls change_abil with the potion
826 * applied so we can tell the player what changed. But change_abil 859 * applied so we can tell the player what changed. But change_abil
827 * then calls this function. 860 * then calls this function.
828 */ 861 */
829 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION) 862 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION)
830 continue; 863 continue;
831 864
865 glow_radius += tmp->glow_radius;
866
832 /* For some things, we don't care what is equipped */ 867 /* For some things, we don't care what is equipped */
833 if (tmp->type == SKILL) 868 if (tmp->type == SKILL)
834 { 869 {
835 /* Want to take the highest skill here. */ 870 /* Want to take the highest skill here. */
836 if (IS_MANA_SKILL (tmp->subtype)) 871 if (IS_MANA_SKILL (tmp->subtype))
848 else if (tmp->level > grace_obj->level) 883 else if (tmp->level > grace_obj->level)
849 grace_obj = tmp; 884 grace_obj = tmp;
850 } 885 }
851 } 886 }
852 887
853 /* Container objects are not meant to adjust a players, but other applied 888 /* Container objects are not meant to adjust players, but other applied
854 * objects need to make adjustments. 889 * objects need to make adjustments.
855 * This block should handle all player specific changes 890 * This block should handle all player specific changes
856 * The check for Praying is a bit of a hack - god given bonuses are put 891 * The check for Praying is a bit of a hack - god given bonuses are put
857 * in the praying skill, and the player should always get those. 892 * in the praying skill, and the player should always get those.
858 * It also means we need to put in additional checks for applied below, 893 * It also means we need to put in additional checks for applied below,
865 || (tmp->type == SKILL 900 || (tmp->type == SKILL
866 && tmp->subtype == SK_PRAYING)) 901 && tmp->subtype == SK_PRAYING))
867 { 902 {
868 if (type == PLAYER) 903 if (type == PLAYER)
869 { 904 {
905 contr->item_power += tmp->item_power;
906
870 if (tmp == contr->combat_ob || tmp == contr->ranged_ob) 907 if (tmp == contr->combat_ob || tmp == contr->ranged_ob)
871 if (tmp != current_weapon 908 if (tmp != current_weapon
872 && (tmp->type != SKILL || tmp->subtype != SK_PRAYING) 909 && (tmp->type != SKILL || tmp->subtype != SK_PRAYING)
873 && !tmp->flag [FLAG_CURSED] 910 && !tmp->flag [FLAG_CURSED]
874 && !tmp->flag [FLAG_DAMNED]) 911 && !tmp->flag [FLAG_DAMNED])
875 continue; 912 continue;
876 913
877 for (i = 0; i < NUM_STATS; i++) 914 for (int i = 0; i < NUM_STATS; i++)
878 change_attr_value (&stats, i, tmp->stats.stat (i)); 915 stat_sum [i] += tmp->stats.stat (i);
879 916
880 /* These are the items that currently can change digestion, regeneration, 917 if (digest_types [tmp->type])
881 * spell point recovery and mana point recovery. Seems sort of an arbitary
882 * list, but other items store other info into stats array.
883 */
884 if (tmp->type == WEAPON || tmp->type == BOW ||
885 tmp->type == ARMOUR || tmp->type == HELMET ||
886 tmp->type == SHIELD || tmp->type == RING ||
887 tmp->type == BOOTS || tmp->type == GLOVES ||
888 tmp->type == AMULET || tmp->type == GIRDLE ||
889 tmp->type == BRACERS || tmp->type == CLOAK ||
890 tmp->type == DISEASE || tmp->type == FORCE ||
891 tmp->type == SKILL)
892 { 918 {
893 contr->digestion += tmp->stats.food; 919 contr->digestion += tmp->stats.food;
894 contr->gen_hp += tmp->stats.hp; 920 contr->gen_hp += tmp->stats.hp;
921 if (tmp->type != BOW) // ugly exception for bows
895 contr->gen_sp += tmp->stats.sp; 922 contr->gen_sp += tmp->stats.sp;
896 contr->gen_grace += tmp->stats.grace; 923 contr->gen_grace += tmp->stats.grace;
897 contr->gen_sp_armour += tmp->gen_sp_armour; 924 contr->gen_sp_armour += tmp->gen_sp_armour;
898 contr->item_power += tmp->item_power;
899 } 925 }
900 } /* if this is a player */ 926 } /* if this is a player */
901 else 927 else
902 { 928 {
903 if (tmp->type == WEAPON) 929 if (tmp->type == WEAPON)
904 current_weapon = tmp; 930 current_weapon = tmp;
905 } 931 }
906 932
907 /* Update slots used for items */ 933 /* Update slots used for items */
908 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 934 if (QUERY_FLAG (tmp, FLAG_APPLIED))
909 for (i = 0; i < NUM_BODY_LOCATIONS; i++) 935 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
910 slot[i].used += tmp->slot[i].info; 936 slot[i].used += tmp->slot[i].info;
911 937
912 if (tmp->type == SYMPTOM) 938 if (tmp->type == SYMPTOM)
913 {
914 speed_reduce_from_disease = tmp->last_sp / 100.f;
915
916 if (speed_reduce_from_disease == 0)
917 speed_reduce_from_disease = 1; 939 speed_reduce_from_disease =
918 } 940 min (speed_reduce_from_disease, tmp->last_sp ? tmp->last_sp / 100.f : 1.f);
919 941
920 /* Pos. and neg. protections are counted seperate (-> pro/vuln). 942 /* Pos. and neg. protections are counted separate (-> pro/vuln).
921 * (Negative protections are calculated exactly like positive.) 943 * (Negative protections are calculated exactly like positive.)
922 * Resistance from potions are treated special as well. If there's 944 * Resistance from potions are treated special as well. If there's
923 * more than one potion-effect, the bigger prot.-value is taken. 945 * more than one potion-effect, the bigger prot.-value is taken.
924 */ 946 */
925 if (tmp->type != POTION) 947 if (tmp->type != POTION)
926 { 948 {
927 for (i = 0; i < NROFATTACKS; i++) 949 for (int i = 0; i < NROFATTACKS; i++)
928 { 950 {
929 /* Potential for cursed potions, in which case we just can use 951 /* Potential for cursed potions, in which case we just can use
930 * a straight MAX, as potion_resist is initialised to zero. 952 * a straight MAX, as potion_resist is initialised to zero.
931 */ 953 */
932 if (tmp->type == POTION_EFFECT) 954 if (tmp->type == POTION_EFFECT)
933 { 955 {
934 if (potion_resist[i]) 956 if (potion_resist[i])
935 potion_resist[i] = MAX (potion_resist[i], tmp->resist[i]); 957 potion_resist[i] = max (potion_resist[i], tmp->resist[i]);
936 else 958 else
937 potion_resist[i] = tmp->resist[i]; 959 potion_resist[i] = tmp->resist[i];
938 } 960 }
939 else if (tmp->resist[i] > 0) 961 else if (tmp->resist[i] > 0)
940 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100; 962 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100;
952 path_denied |= tmp->path_denied; 974 path_denied |= tmp->path_denied;
953 move_type |= tmp->move_type; 975 move_type |= tmp->move_type;
954 stats.luck += tmp->stats.luck; 976 stats.luck += tmp->stats.luck;
955 } 977 }
956 978
957 if (QUERY_FLAG (tmp, FLAG_LIFESAVE )) SET_FLAG (this, FLAG_LIFESAVE); 979 flag |= tmp->flag & copy_flags;
958 if (QUERY_FLAG (tmp, FLAG_REFL_SPELL )) SET_FLAG (this, FLAG_REFL_SPELL);
959 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE)) SET_FLAG (this, FLAG_REFL_MISSILE);
960 if (QUERY_FLAG (tmp, FLAG_STEALTH )) SET_FLAG (this, FLAG_STEALTH);
961 if (QUERY_FLAG (tmp, FLAG_XRAYS )) SET_FLAG (this, FLAG_XRAYS);
962 if (QUERY_FLAG (tmp, FLAG_BLIND )) SET_FLAG (this, FLAG_BLIND);
963 if (QUERY_FLAG (tmp, FLAG_SEE_IN_DARK )) SET_FLAG (this, FLAG_SEE_IN_DARK);
964 980
965 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (&arch->clone, FLAG_UNDEAD)) 981 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (arch, FLAG_UNDEAD))
966 SET_FLAG (this, FLAG_UNDEAD); 982 SET_FLAG (this, FLAG_UNDEAD);
967 983
968 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS)) 984 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS))
969 { 985 {
970 SET_FLAG (this, FLAG_MAKE_INVIS); 986 SET_FLAG (this, FLAG_MAKE_INVIS);
1120 else /* To nullify the below effect */ 1136 else /* To nullify the below effect */
1121 ac += tmp->stats.ac + tmp->magic; 1137 ac += tmp->stats.ac + tmp->magic;
1122 } 1138 }
1123 1139
1124 if (tmp->stats.wc) 1140 if (tmp->stats.wc)
1125 wc -= (tmp->stats.wc + tmp->magic); 1141 wc -= tmp->stats.wc + tmp->magic;
1126 1142
1127 if (tmp->stats.ac) 1143 if (tmp->stats.ac)
1128 ac -= (tmp->stats.ac + tmp->magic); 1144 ac -= tmp->stats.ac + tmp->magic;
1129 1145
1130 if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.f < max) 1146 if (ARMOUR_SPEED (tmp))
1131 max = ARMOUR_SPEED (tmp) / 10.f; 1147 max_speed = min (max_speed, ARMOUR_SPEED (tmp) / 10.f);
1132 1148
1133 break; 1149 break;
1134 } /* switch tmp->type */ 1150 } /* switch tmp->type */
1135 } /* item is equipped */ 1151 } /* item is equipped */
1136 } /* for loop of items */ 1152 } /* for loop of items */
1153
1154 glow_radius = min (glow_radius, MAX_LIGHT_RADIUS);
1137 1155
1138 /* We've gone through all the objects the player has equipped. For many things, we 1156 /* We've gone through all the objects the player has equipped. For many things, we
1139 * have generated intermediate values which we now need to assign. 1157 * have generated intermediate values which we now need to assign.
1140 */ 1158 */
1141 1159
1143 * If there is an uncursed potion in effect, granting more protection 1161 * If there is an uncursed potion in effect, granting more protection
1144 * than that, we take: 'total resistance = resistance from potion'. 1162 * than that, we take: 'total resistance = resistance from potion'.
1145 * If there is a cursed (and no uncursed) potion in effect, we take 1163 * If there is a cursed (and no uncursed) potion in effect, we take
1146 * 'total resistance = vulnerability from cursed potion'. 1164 * 'total resistance = vulnerability from cursed potion'.
1147 */ 1165 */
1148 for (i = 0; i < NROFATTACKS; i++) 1166 for (int i = 0; i < NROFATTACKS; i++)
1149 { 1167 {
1150 resist[i] = prot[i] - vuln[i]; 1168 resist[i] = prot[i] - vuln[i];
1151 1169
1152 if (potion_resist[i] && ((potion_resist[i] > resist[i]) || (potion_resist[i] < 0))) 1170 if (potion_resist[i] && ((potion_resist[i] > resist[i]) || (potion_resist[i] < 0)))
1153 resist[i] = potion_resist[i]; 1171 resist[i] = potion_resist[i];
1154 } 1172 }
1155 1173
1156 /* Figure out the players sp/mana/hp totals. */
1157 if (type == PLAYER) 1174 if (type == PLAYER)
1158 { 1175 {
1176 // clamp various player stats
1177 for (int i = 0; i < NUM_STATS; ++i)
1178 stats.stat (i) = stat_sum [i];
1179
1180 check_stat_bounds (&stats);
1181
1182 contr->digestion = clamp (contr->digestion, MIN_DIGESTION, MAX_DIGESTION);
1183
1184 /* Figure out the players sp/mana/hp totals. */
1159 int pl_level; 1185 int pl_level;
1160 1186
1161 check_stat_bounds (&(stats));
1162 pl_level = level;
1163
1164 if (pl_level < 1)
1165 pl_level = 1; /* safety, we should always get 1 levels worth of hp! */ 1187 pl_level = max (1, level); /* safety, we should always get 1 levels worth of hp! */
1166 1188
1167 /* You basically get half a con bonus/level. But we do take into account rounding, 1189 /* You basically get half a con bonus/level. But we do take into account rounding,
1168 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels. 1190 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels.
1169 */ 1191 */
1170 for (i = 1, stats.maxhp = 0; i <= pl_level && i <= 10; i++) 1192 stats.maxhp = 0;
1193 for (int i = 1; i <= min (10, pl_level); i++)
1171 { 1194 {
1172 j = contr->levhp[i] + con_bonus[stats.Con] / 2; 1195 int j = contr->levhp[i] + con_bonus[stats.Con] / 2;
1173 1196
1174 if (i % 2 && con_bonus[stats.Con] % 2) 1197 if (i % 2 && con_bonus[stats.Con] % 2)
1175 {
1176 if (con_bonus[stats.Con] > 0) 1198 if (con_bonus[stats.Con] > 0)
1177 j++; 1199 j++;
1178 else 1200 else
1179 j--; 1201 j--;
1180 }
1181 1202
1182 stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */ 1203 stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */
1183 } 1204 }
1184 1205
1185 for (i = 11; i <= level; i++) 1206 stats.maxhp += 2 * max (0, level - 10);
1186 stats.maxhp += 2;
1187 1207
1188 if (stats.hp > stats.maxhp) 1208 if (stats.hp > stats.maxhp)
1189 stats.hp = stats.maxhp; 1209 stats.hp = stats.maxhp;
1190 1210
1191 /* Sp gain is controlled by the level of the player's 1211 /* Sp gain is controlled by the level of the player's
1204 1224
1205 if (mana_obj == this && type == PLAYER) 1225 if (mana_obj == this && type == PLAYER)
1206 stats.maxsp = 1; 1226 stats.maxsp = 1;
1207 else 1227 else
1208 { 1228 {
1209 sp_tmp = 0.f; 1229 float sp_tmp = 0.f;
1210 1230
1211 for (i = 1; i <= mana_obj->level && i <= 10; i++) 1231 for (int i = 1; i <= min (10, mana_obj->level); i++)
1212 { 1232 {
1213 float stmp; 1233 float stmp;
1214 1234
1215 /* Got some extra bonus at first level */ 1235 /* Got some extra bonus at first level */
1216 if (i < 2) 1236 if (i < 2)
1217 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 6.f; 1237 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 6.f;
1218 else 1238 else
1219 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 12.f; 1239 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 12.f;
1220 1240
1221 if (stmp < 1.f)
1222 stmp = 1.f;
1223
1224 sp_tmp += stmp; 1241 sp_tmp += max (1.f, stmp);
1225 } 1242 }
1226 1243
1227 stats.maxsp = (sint16)sp_tmp; 1244 stats.maxsp = int (sp_tmp) + 2 * max (0, mana_obj->level - 10);
1228
1229 for (i = 11; i <= mana_obj->level; i++)
1230 stats.maxsp += 2;
1231 } 1245 }
1232 1246
1233 /* Characters can get their sp supercharged via rune of transferrance */ 1247 /* Characters can get their sp supercharged via rune of transferrance */
1234 if (stats.sp > stats.maxsp * 2) 1248 stats.sp = min (stats.sp, stats.maxsp * 2);
1235 stats.sp = stats.maxsp * 2;
1236 1249
1237 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */ 1250 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */
1238 if (!grace_obj || !grace_obj->level || type != PLAYER) 1251 if (!grace_obj || !grace_obj->level || type != PLAYER)
1239 grace_obj = this; 1252 grace_obj = this;
1240 1253
1245 /* store grace in a float - this way, the divisions below don't create 1258 /* store grace in a float - this way, the divisions below don't create
1246 * big jumps when you go from level to level - with int's, it then 1259 * big jumps when you go from level to level - with int's, it then
1247 * becomes big jumps when the sums of the bonuses jump to the next 1260 * becomes big jumps when the sums of the bonuses jump to the next
1248 * step of 8 - with floats, even fractional ones are useful. 1261 * step of 8 - with floats, even fractional ones are useful.
1249 */ 1262 */
1250 sp_tmp = 0.f; 1263 float sp_tmp = 0.f;
1251 for (i = 1, stats.maxgrace = 0; i <= grace_obj->level && i <= 10; i++) 1264
1265 for (int i = 1; i <= min (10, grace_obj->level); i++)
1252 { 1266 {
1253 float grace_tmp = 0.f; 1267 float grace_tmp = 0.f;
1254 1268
1255 /* Got some extra bonus at first level */ 1269 /* Got some extra bonus at first level */
1256 if (i < 2) 1270 if (i < 2)
1257 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 6.f; 1271 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 6.f;
1258 else 1272 else
1259 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 12.f; 1273 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 12.f;
1260 1274
1261 if (grace_tmp < 1.f)
1262 grace_tmp = 1.f;
1263
1264 sp_tmp += grace_tmp; 1275 sp_tmp += max (1.f, grace_tmp);
1265 } 1276 }
1266 1277
1267 stats.maxgrace = (sint16)sp_tmp;
1268
1269 /* two grace points per level after 11 */ 1278 /* two grace points per level after 10 */
1270 for (i = 11; i <= grace_obj->level; i++) 1279 stats.maxgrace = int (sp_tmp) + 2 * max (0, grace_obj->level - 10);
1271 stats.maxgrace += 2;
1272 } 1280 }
1273 1281
1274 /* No limit on grace vs maxgrace */ 1282 /* No limit on grace vs maxgrace */
1275 1283
1276 if (contr->braced) 1284 if (contr->braced)
1296 1304
1297 if (contr && wc_obj && wc_obj->level > 1) 1305 if (contr && wc_obj && wc_obj->level > 1)
1298 { 1306 {
1299 wc -= wc_obj->level + thaco_bonus[stats.Str]; 1307 wc -= wc_obj->level + thaco_bonus[stats.Str];
1300 1308
1301 for (i = 1; i < wc_obj->level; i++) 1309 for (int i = 1; i < wc_obj->level; i++)
1302 { 1310 {
1303 /* additional wc every 6 levels */ 1311 /* additional wc every 6 levels */
1304 if (!(i % 6)) 1312 if (!(i % 6))
1305 wc--; 1313 wc--;
1306 1314
1319 1327
1320 speed = 1.f + speed_bonus[stats.Dex]; 1328 speed = 1.f + speed_bonus[stats.Dex];
1321 1329
1322 if (settings.search_items && contr->search_str[0]) 1330 if (settings.search_items && contr->search_str[0])
1323 speed -= 1; 1331 speed -= 1;
1324
1325 if (attacktype == 0)
1326 attacktype = arch->clone.attacktype;
1327 } /* End if player */ 1332 } /* End if player */
1328 1333
1329 if (added_speed >= 0) 1334 if (added_speed >= 0)
1330 speed += added_speed / 10.f; 1335 speed += added_speed / 10.f;
1331 else /* Something wrong here...: */ 1336 else /* Something wrong here...: */
1332 speed /= 1.f - added_speed; 1337 speed /= 1.f - added_speed;
1333 1338
1334 /* Max is determined by armour */ 1339 /* Max is determined by armour */
1335 if (speed > max) 1340 speed = min (speed, max_speed);
1336 speed = max;
1337 1341
1338 if (type == PLAYER) 1342 if (type == PLAYER)
1339 { 1343 {
1340 /* f is a number the represents the number of kg above (positive num) 1344 /* f is a number the represents the number of kg above (positive num)
1341 * or below (negative number) that the player is carrying. If above 1345 * or below (negative number) that the player is carrying. If above
1342 * weight limit, then player suffers a speed reduction based on how 1346 * weight limit, then player suffers a speed reduction based on how
1343 * much above he is, and what is max carry is 1347 * much above he is, and what is max carry is
1344 */ 1348 */
1345 f = (carrying / 1000) - max_carry[stats.Str]; 1349 float f = (carrying / 1000) - max_carry[stats.Str];
1346 if (f > 0) 1350 if (f > 0.f)
1347 speed = speed / (1.f + f / max_carry[stats.Str]); 1351 speed = speed / (1.f + f / max_carry[stats.Str]);
1348 } 1352 }
1349 1353
1350 speed += bonus_speed / 10.f; /* Not affected by limits */ 1354 speed += bonus_speed / 10.f; /* Not affected by limits */
1355 speed *= speed_reduce_from_disease;
1351 1356
1352 /* Put a lower limit on speed. Note with this speed, you move once every 1357 /* Put a lower limit on speed. Note with this speed, you move once every
1353 * 100 ticks or so. This amounts to once every 12 seconds of realtime. 1358 * 25 ticks or so. This amounts to once every 3 seconds of realtime.
1354 */ 1359 */
1355 speed = speed * speed_reduce_from_disease; 1360 max_it (speed, is_player () ? MIN_PLAYER_SPEED : MIN_ACTIVE_SPEED);
1356 1361
1357 if (speed < 0.01f && type == PLAYER) 1362 if (speed != old_speed)
1358 speed = 0.01f; 1363 set_speed (speed);
1359 1364
1360 if (type == PLAYER) 1365 if (type == PLAYER)
1361 { 1366 {
1362 /* (This formula was made by vidarl@ifi.uio.no) 1367 /* (This formula was made by vidarl@ifi.uio.no)
1363 * Note that we never used these values again - basically 1368 * Note that we never used these values again - basically
1378 1383
1379 contr->weapon_sp = K * s * .5f; //TODO: balance the .5 1384 contr->weapon_sp = K * s * .5f; //TODO: balance the .5
1380 } 1385 }
1381 1386
1382 /* I want to limit the power of small monsters with big weapons: */ 1387 /* I want to limit the power of small monsters with big weapons: */
1383 if (type != PLAYER && arch && stats.dam > arch->clone.stats.dam * 3) 1388 if (type != PLAYER && arch && stats.dam > arch->stats.dam * 3)
1384 stats.dam = arch->clone.stats.dam * 3; 1389 stats.dam = arch->stats.dam * 3;
1385 1390
1386 stats.wc = clamp (wc, MIN_WC, MAX_WC); 1391 stats.wc = clamp (wc, MIN_WC, MAX_WC);
1387 stats.ac = clamp (ac, MIN_AC, MAX_AC); 1392 stats.ac = clamp (ac, MIN_AC, MAX_AC);
1388 1393
1389 /* if for some reason the creature doesn't have any move type, 1394 /* if for some reason the creature doesn't have any move type,
1395 if (move_type == 0) 1400 if (move_type == 0)
1396 move_type = MOVE_WALK; 1401 move_type = MOVE_WALK;
1397 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) 1402 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH))
1398 move_type &= ~MOVE_WALK; 1403 move_type &= ~MOVE_WALK;
1399 1404
1400 if (speed != old_speed) 1405 // now apply the new move_type
1401 set_speed (speed); 1406 if (this->move_type != move_type)
1407 change_move_type (move_type);
1402 1408
1403 /* It is quite possible that a player's spell costing might have changed, 1409 /* It is quite possible that a player's spell costing might have changed,
1404 * so we will check that now. 1410 * so we will check that now.
1405 */ 1411 */
1406 if (type == PLAYER) 1412 if (is_player ())
1407 { 1413 contr->update_spells ();
1408 esrv_update_stats (contr);
1409 esrv_update_spells (contr);
1410 }
1411 1414
1412 // update the mapspace, if we are on a map 1415 // update the mapspace, if we are on a map
1413 if (!flag [FLAG_REMOVED] && map) 1416 if (!flag [FLAG_REMOVED] && map)
1414 map->at (x, y).flags_ = 0; 1417 map->at (x, y).flags_ = 0;
1418}
1419
1420void
1421object::set_glow_radius (sint8 rad)
1422{
1423 glow_radius = rad;
1424
1425 if (is_on_map ())
1426 update_all_los (map, x, y);
1427 else if (object *env = outer_env ())
1428 {
1429 env->update_stats ();
1430
1431 if (env->is_on_map ())
1432 update_all_los (env->map, env->x, env->y);
1433 }
1415} 1434}
1416 1435
1417/* 1436/*
1418 * Returns true if the given player is a legal class. 1437 * Returns true if the given player is a legal class.
1419 * The function to add and remove class-bonuses to the stats doesn't 1438 * The function to add and remove class-bonuses to the stats doesn't
1435 1454
1436/* 1455/*
1437 * set the new dragon name after gaining levels or 1456 * set the new dragon name after gaining levels or
1438 * changing ability focus (later this can be extended to 1457 * changing ability focus (later this can be extended to
1439 * eventually change the player's face and animation) 1458 * eventually change the player's face and animation)
1440 *
1441 * Note that the title is written to 'own_title' in the
1442 * player struct. This should be changed to 'ext_title'
1443 * as soon as clients support this!
1444 * Please, anyone, write support for 'ext_title'.
1445 */ 1459 */
1446void 1460void
1447set_dragon_name (object *pl, const object *abil, const object *skin) 1461set_dragon_name (object *pl, const object *abil, const object *skin)
1448{ 1462{
1449 int atnr = -1; /* attacknumber of highest level */ 1463 int atnr = -1; /* attacknumber of highest level */
1467 /* now if there are equals at highest level, pick the one with focus, 1481 /* now if there are equals at highest level, pick the one with focus,
1468 or else at random */ 1482 or else at random */
1469 if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level) 1483 if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level)
1470 atnr = abil->stats.exp; 1484 atnr = abil->stats.exp;
1471 1485
1472 level = (int) (level / 5.);
1473
1474 /* now set the new title */ 1486 /* now set the new title */
1475 if (pl->contr != NULL)
1476 {
1477 if (level == 0)
1478 sprintf (pl->contr->title, "%s hatchling", attacks[atnr]); 1487 if (level < 25) sprintf (pl->contr->title, "%s hatchling", attacks[atnr]);
1479 else if (level == 1)
1480 sprintf (pl->contr->title, "%s wyrm", attacks[atnr]); 1488 else if (level < 50) sprintf (pl->contr->title, "%s wyrm" , attacks[atnr]);
1481 else if (level == 2)
1482 sprintf (pl->contr->title, "%s wyvern", attacks[atnr]); 1489 else if (level < 75) sprintf (pl->contr->title, "%s wyvern" , attacks[atnr]);
1483 else if (level == 3)
1484 sprintf (pl->contr->title, "%s dragon", attacks[atnr]); 1490 else if (level < 100) sprintf (pl->contr->title, "%s dragon" , attacks[atnr]);
1485 else 1491 else
1486 { 1492 {
1487 /* special titles for extra high resistance! */ 1493 /* special titles for extra high resistance! */
1488 if (skin->resist[atnr] > 80)
1489 sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]); 1494 if (skin->resist[atnr] > 80) sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]);
1490 else if (skin->resist[atnr] > 50)
1491 sprintf (pl->contr->title, "ancient %s dragon", attacks[atnr]); 1495 else if (skin->resist[atnr] > 50) sprintf (pl->contr->title, "ancient %s dragon" , attacks[atnr]);
1492 else
1493 sprintf (pl->contr->title, "big %s dragon", attacks[atnr]); 1496 else sprintf (pl->contr->title, "big %s dragon" , attacks[atnr]);
1494 }
1495 } 1497 }
1496 1498
1497 strcpy (pl->contr->own_title, ""); 1499 strcpy (pl->contr->own_title, "");
1498} 1500}
1499 1501
1500/* 1502/*
1501 * This function is called when a dragon-player gains 1503 * This function is called when a dragon-player gains
1502 * an overall level. Here, the dragon might gain new abilities 1504 * an overall level. Here, the dragon might gain new abilities
1503 * or change the ability-focus. 1505 * or change the ability-focus.
1504 */ 1506 */
1505void 1507static void
1506dragon_level_gain (object *who) 1508dragon_level_gain (object *who)
1507{ 1509{
1508 object *abil = NULL; /* pointer to dragon ability force */ 1510 object *abil = NULL; /* pointer to dragon ability force */
1509 object *skin = NULL; /* pointer to dragon skin force */ 1511 object *skin = NULL; /* pointer to dragon skin force */
1510 object *tmp = NULL; /* tmp. object */ 1512 object *tmp = NULL; /* tmp. object */
1511 char buf[MAX_BUF]; /* tmp. string buffer */ 1513 char buf[MAX_BUF]; /* tmp. string buffer */
1512 1514
1513 /* now grab the 'dragon_ability'-forces from the player's inventory */ 1515 /* now grab the 'dragon_ability'-forces from the player's inventory */
1514 shstr_cmp dragon_ability_force ("dragon_ability_force");
1515 shstr_cmp dragon_skin_force ("dragon_skin_force");
1516
1517 for (tmp = who->inv; tmp; tmp = tmp->below) 1516 for (tmp = who->inv; tmp; tmp = tmp->below)
1518 if (tmp->type == FORCE) 1517 if (tmp->type == FORCE)
1519 if (tmp->arch->name == dragon_ability_force) 1518 if (tmp->arch->archname == shstr_dragon_ability_force)
1520 abil = tmp; 1519 abil = tmp;
1521 else if (tmp->arch->name == dragon_skin_force) 1520 else if (tmp->arch->archname == shstr_dragon_skin_force)
1522 skin = tmp; 1521 skin = tmp;
1523 1522
1524 /* if the force is missing -> bail out */ 1523 /* if the force is missing -> bail out */
1525 if (abil == NULL) 1524 if (abil == NULL)
1526 return; 1525 return;
1569 object *skill_obj; 1568 object *skill_obj;
1570 1569
1571 skill_obj = get_archetype_by_skill_name (skill_name, SKILL); 1570 skill_obj = get_archetype_by_skill_name (skill_name, SKILL);
1572 if (!skill_obj) 1571 if (!skill_obj)
1573 { 1572 {
1574 LOG (llevError, "add_player_exp: couldn't find skill %s\n", skill_name); 1573 LOG (llevError, "give_skill_by_name: couldn't find skill %s\n", skill_name);
1575 return NULL; 1574 return NULL;
1576 } 1575 }
1577 1576
1578 /* clear the flag - exp goes into this bucket, but player 1577 /* clear the flag - exp goes into this bucket, but player
1579 * still doesn't know it. 1578 * still doesn't know it.
1580 */ 1579 */
1581 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL); 1580 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL);
1582 skill_obj->stats.exp = 0; 1581 skill_obj->stats.exp = 0;
1583 skill_obj->level = 1; 1582 skill_obj->level = 1;
1584 insert_ob_in_ob (skill_obj, op); 1583 op->insert (skill_obj);
1585 1584
1586 if (player *pl = op->contr) 1585 if (player *pl = op->contr)
1587 { 1586 pl->link_skills ();
1588 pl->last_skill_ob [skill_obj->subtype] = skill_obj;
1589 if (pl->ns)
1590 pl->ns->last_skill_exp[skill_obj->subtype] = -1;//TODO: should be made superfluous
1591 }
1592 1587
1593 return skill_obj; 1588 return skill_obj;
1594} 1589}
1595 1590
1596/* player_lvl_adj() - for the new exp system. we are concerned with 1591/* player_lvl_adj() - for the new exp system. we are concerned with
1602 */ 1597 */
1603void 1598void
1604player_lvl_adj (object *who, object *op) 1599player_lvl_adj (object *who, object *op)
1605{ 1600{
1606 char buf[MAX_BUF]; 1601 char buf[MAX_BUF];
1602 bool changed = false;
1607 1603
1608 if (!op) /* when rolling stats */ 1604 if (!op) /* when rolling stats */
1609 op = who; 1605 op = who;
1610 1606
1611 if (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul)) 1607 while (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul))
1612 { 1608 {
1609 changed = true;
1610
1613 op->level++; 1611 op->level++;
1614 1612
1615 if (op && op == who && op->stats.exp > 1 && is_dragon_pl (who)) 1613 if (op && op == who && op->stats.exp > 1 && who->is_dragon ())
1616 dragon_level_gain (who); 1614 dragon_level_gain (who);
1617 1615
1618 /* Only roll these if it is the player (who) that gained the level */ 1616 /* Only roll these if it is the player (who) that gained the level */
1619 if (op == who && (who->level < 11) && who->type == PLAYER) 1617 if (op == who && (who->level < 11) && who->type == PLAYER)
1620 { 1618 {
1621 who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1; 1619 who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1;
1622 who->contr->levsp[who->level] = die_roll (2, 3, who, PREFER_HIGH); 1620 who->contr->levsp[who->level] = die_roll (2, 3, who, PREFER_HIGH);
1623 who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1; 1621 who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1;
1624 } 1622 }
1625 1623
1626 who->update_stats ();
1627 if (op->level > 1) 1624 if (op->level > 1)
1628 { 1625 {
1629 if (op->type != PLAYER) 1626 if (op->type != PLAYER)
1627 {
1628 who->contr->play_sound (sound_find ("skill_up"));
1630 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); 1629 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1630 }
1631 else 1631 else
1632 {
1633 who->contr->play_sound (sound_find ("level_up"));
1632 sprintf (buf, "You are now level %d.", op->level); 1634 sprintf (buf, "You are now level %d.", op->level);
1635 }
1633 1636
1634 if (who) 1637 if (who)
1635 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); 1638 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1636 } 1639 }
1637
1638 player_lvl_adj (who, op); /* To increase more levels */
1639 } 1640 }
1641
1640 else if (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul)) 1642 while (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul))
1641 { 1643 {
1644 changed = true;
1645
1642 op->level--; 1646 op->level--;
1643 who->update_stats ();
1644 1647
1645 if (op->type != PLAYER) 1648 if (op->type != PLAYER)
1646 { 1649 {
1647 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); 1650 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1648 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); 1651 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1649 } 1652 }
1650
1651 player_lvl_adj (who, op); /* To decrease more levels */
1652 } 1653 }
1653 1654
1654 /* check if the spell data has changed */ 1655 if (changed)
1655 esrv_update_stats (who->contr); 1656 who->update_stats (); // should cause esrv_update_stats and esrv_update_spells
1656 esrv_update_spells (who->contr);
1657} 1657}
1658 1658
1659/* 1659/*
1660 * Returns how much experience is needed for a player to become 1660 * Returns how much experience is needed for a player to become
1661 * the given level. level should really never exceed max_level 1661 * the given level. level should really never exceed max_level
1705 * flag is what to do if the player doesn't have the skill: 1705 * flag is what to do if the player doesn't have the skill:
1706 */ 1706 */
1707static void 1707static void
1708add_player_exp (object *op, sint64 exp, const char *skill_name, int flag) 1708add_player_exp (object *op, sint64 exp, const char *skill_name, int flag)
1709{ 1709{
1710 object *skill_obj = NULL; 1710 object *skill_obj;
1711 sint64 limit, exp_to_add; 1711 sint64 limit, exp_to_add;
1712 int i; 1712 int i;
1713 1713
1714 /* prevents some forms of abuse. */ 1714 /* prevents some forms of abuse. */
1715 if (op->contr->braced) 1715 if (op->contr->braced)
1718 /* Try to find the matching skill. 1718 /* Try to find the matching skill.
1719 * We do a shortcut/time saving mechanism first - see if it matches 1719 * We do a shortcut/time saving mechanism first - see if it matches
1720 * chosen_skill. This means we don't need to search through 1720 * chosen_skill. This means we don't need to search through
1721 * the players inventory. 1721 * the players inventory.
1722 */ 1722 */
1723 skill_obj = 0;
1724
1723 if (skill_name) 1725 if (skill_name)
1724 { 1726 {
1725 if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill)) 1727 skill_obj = op->contr->find_skill (skill_name);
1726 skill_obj = op->chosen_skill;
1727 else
1728 {
1729 for (i = 0; i < NUM_SKILLS; i++)
1730 if (op->contr->last_skill_ob[i] && !strcmp (op->contr->last_skill_ob[i]->skill, skill_name))
1731 {
1732 skill_obj = op->contr->last_skill_ob[i];
1733 break;
1734 }
1735 1728
1736 /* Player doesn't have the skill. Check to see what to do, and give 1729 /* Player doesn't have the skill. Check to see what to do, and give
1737 * it to the player if necessary 1730 * it to the player if necessary
1738 */ 1731 */
1739 if (!skill_obj) 1732 if (!skill_obj)
1740 { 1733 {
1741 if (flag == SK_EXP_NONE) 1734 if (flag == SK_EXP_NONE)
1742 return; 1735 return;
1736
1743 else if (flag == SK_EXP_ADD_SKILL) 1737 if (flag == SK_EXP_ADD_SKILL)
1744 give_skill_by_name (op, skill_name); 1738 skill_obj = give_skill_by_name (op, skill_name);
1745 }
1746 } 1739 }
1747 } 1740 }
1748 1741
1749 if (flag != SK_EXP_SKILL_ONLY) 1742 if (flag != SK_EXP_SKILL_ONLY)
1750 { 1743 {
1783 player_lvl_adj (op, skill_obj); 1776 player_lvl_adj (op, skill_obj);
1784 } 1777 }
1785} 1778}
1786 1779
1787/* This function checks to make sure that object 'op' can 1780/* This function checks to make sure that object 'op' can
1788 * lost 'exp' experience. It returns the amount of exp 1781 * lose 'exp' experience. It returns the amount of exp
1789 * object 'op' can in fact lose - it basically makes 1782 * object 'op' can in fact lose - it basically makes
1790 * adjustments based on permanent exp and the like. 1783 * adjustments based on permanent exp and the like.
1791 * This function should always be used for losing experience - 1784 * This function should always be used for losing experience -
1792 * the 'exp' value passed should be positive - this is the 1785 * the 'exp' value passed should be positive - this is the
1793 * amount that should get subtract from the player. 1786 * amount that should get subtract from the player.
1794 */ 1787 */
1795sint64 1788static sint64
1796check_exp_loss (const object *op, sint64 exp) 1789check_exp_loss (const object *op, sint64 exp)
1797{ 1790{
1798 sint64 del_exp; 1791 sint64 del_exp;
1799 1792
1800 if (exp > op->stats.exp) 1793 if (exp > op->stats.exp)
1801 exp = op->stats.exp; 1794 exp = op->stats.exp;
1795
1802 if (settings.permanent_exp_ratio) 1796 if (settings.permanent_exp_ratio)
1803 { 1797 {
1804 del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO); 1798 del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO);
1799
1805 if (del_exp < 0) 1800 if (del_exp < 0)
1806 del_exp = 0; 1801 del_exp = 0;
1802
1807 if (exp > del_exp) 1803 if (exp > del_exp)
1808 exp = del_exp; 1804 exp = del_exp;
1809 } 1805 }
1806
1810 return exp; 1807 return exp;
1811} 1808}
1812 1809
1813sint64 1810sint64
1814check_exp_adjust (const object *op, sint64 exp) 1811check_exp_adjust (const object *op, sint64 exp)
1815{ 1812{
1816 if (exp < 0) 1813 if (exp < 0)
1817 return check_exp_loss (op, exp); 1814 return check_exp_loss (op, exp);
1818 else 1815 else
1819 return MIN (exp, (sint64) MAX_EXPERIENCE - op->stats.exp); 1816 return min (exp, (sint64)MAX_EXPERIENCE - op->stats.exp);
1820} 1817}
1821
1822 1818
1823/* Subtracts experience from player. 1819/* Subtracts experience from player.
1824 * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we 1820 * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we
1825 * only subtract from the matching skill. Otherwise, 1821 * only subtract from the matching skill. Otherwise,
1826 * this subtracts a portion from all 1822 * this subtracts a portion from all
1840 sint64 del_exp; 1836 sint64 del_exp;
1841 1837
1842 for (tmp = op->inv; tmp; tmp = tmp->below) 1838 for (tmp = op->inv; tmp; tmp = tmp->below)
1843 if (tmp->type == SKILL && tmp->stats.exp) 1839 if (tmp->type == SKILL && tmp->stats.exp)
1844 { 1840 {
1845 if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (tmp->skill, skill)) 1841 if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (&tmp->skill, skill))
1846 { 1842 {
1847 del_exp = check_exp_loss (tmp, exp); 1843 del_exp = check_exp_loss (tmp, exp);
1848 tmp->stats.exp -= del_exp; 1844 tmp->stats.exp -= del_exp;
1849 player_lvl_adj (op, tmp); 1845 player_lvl_adj (op, tmp);
1850 } 1846 }
1938 * amount of permenent experience, whichever gives the lowest loss. 1934 * amount of permenent experience, whichever gives the lowest loss.
1939 */ 1935 */
1940void 1936void
1941apply_death_exp_penalty (object *op) 1937apply_death_exp_penalty (object *op)
1942{ 1938{
1943 object *tmp;
1944 sint64 loss; 1939 sint64 loss;
1945 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */ 1940 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */
1946 sint64 level_loss; /* defined by the setting 'death_penalty_levels */ 1941 sint64 level_loss; /* defined by the setting 'death_penalty_levels */
1947 1942
1948 for (tmp = op->inv; tmp; tmp = tmp->below) 1943 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1949 if (tmp->type == SKILL && tmp->stats.exp) 1944 if (tmp->type == SKILL && tmp->stats.exp)
1950 { 1945 {
1951
1952 percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100; 1946 percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100;
1953 level_loss = tmp->stats.exp - levels[MAX (0, tmp->level - settings.death_penalty_level)]; 1947 level_loss = tmp->stats.exp - levels [max (0, tmp->level - settings.death_penalty_level)];
1954 1948
1955 /* With the revised exp system, you can get cases where 1949 /* With the revised exp system, you can get cases where
1956 * losing several levels would still require that you have more 1950 * losing several levels would still require that you have more
1957 * exp than you currently have - this is true if the levels 1951 * exp than you currently have - this is true if the levels
1958 * tables is a lot harder. 1952 * tables is a lot harder.
1959 */ 1953 */
1960 if (level_loss < 0) 1954 if (level_loss < 0)
1961 level_loss = 0; 1955 level_loss = 0;
1962 1956
1963 loss = check_exp_loss (tmp, MIN (level_loss, percentage_loss)); 1957 loss = check_exp_loss (tmp, min (level_loss, percentage_loss));
1964 1958
1965 tmp->stats.exp -= loss; 1959 tmp->stats.exp -= loss;
1966 player_lvl_adj (op, tmp); 1960 player_lvl_adj (op, tmp);
1967 } 1961 }
1968 1962
1969 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100; 1963 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100;
1970 level_loss = op->stats.exp - levels[MAX (0, op->level - settings.death_penalty_level)]; 1964 level_loss = op->stats.exp - levels[max (0, op->level - settings.death_penalty_level)];
1971 1965
1972 if (level_loss < 0) 1966 if (level_loss < 0)
1973 level_loss = 0; 1967 level_loss = 0;
1968
1974 loss = check_exp_loss (op, MIN (level_loss, percentage_loss)); 1969 loss = check_exp_loss (op, min (level_loss, percentage_loss));
1975 1970
1976 op->stats.exp -= loss; 1971 op->stats.exp -= loss;
1977 player_lvl_adj (op, NULL); 1972 player_lvl_adj (op, NULL);
1978} 1973}
1979 1974

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