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Comparing deliantra/server/common/living.C (file contents):
Revision 1.11 by root, Thu Sep 14 21:16:11 2006 UTC vs.
Revision 1.68 by root, Sun Jul 1 05:00:17 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Crossfire TRT is free software: you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
20 21 * The authors can be reached via e-mail to <crossfire@schmorp.de>
21 The authors can be reached via e-mail at crossfire-devel@real-time.com
22*/ 22 */
23 23
24#include <global.h> 24#include <global.h>
25#include <funcpoint.h> 25#include <funcpoint.h>
26 26
27/* Handy little macro that adds exp and keeps it within bounds. Since 27/* Handy little macro that adds exp and keeps it within bounds. Since
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 levels[settings.max_level]/(MAX_EXP_CAT - 1)
162 162
163#ifndef WIN32
164extern uint64 *levels;
165#else
166extern sint64 *levels; 163extern sint64 *levels;
167#endif
168 164
169#define MAX_SAVE_LEVEL 110 165#define MAX_SAVE_LEVEL 110
170 166
171/* This no longer needs to be changed anytime the number of 167/* This no longer needs to be changed anytime the number of
172 * levels is increased - rather, did_make_save will do the 168 * levels is increased - rather, did_make_save will do the
195static const char *const drain_msg[NUM_STATS] = { 191static const char *const drain_msg[NUM_STATS] = {
196 "Oh no! You are weakened!", 192 "Oh no! You are weakened!",
197 "You're feeling clumsy!", 193 "You're feeling clumsy!",
198 "You feel less healthy", 194 "You feel less healthy",
199 "You suddenly begin to lose your memory!", 195 "You suddenly begin to lose your memory!",
196 "Watch out, your mind is going!",
197 "Your spirit feels drained!",
200 "Your face gets distorted!", 198 "Your face gets distorted!",
201 "Watch out, your mind is going!",
202 "Your spirit feels drained!"
203}; 199};
204const char *const restore_msg[NUM_STATS] = { 200const char *const restore_msg[NUM_STATS] = {
205 "You feel your strength return.", 201 "You feel your strength return.",
206 "You feel your agility return.", 202 "You feel your agility return.",
207 "You feel your health return.", 203 "You feel your health return.",
204 "You feel your memory return.",
208 "You feel your wisdom return.", 205 "You feel your wisdom return.",
206 "You feel your spirits return.",
209 "You feel your charisma return.", 207 "You feel your charisma return.",
210 "You feel your memory return.",
211 "You feel your spirits return."
212}; 208};
213const char *const gain_msg[NUM_STATS] = { 209const char *const gain_msg[NUM_STATS] = {
214 "You feel stronger.", 210 "You feel stronger.",
215 "You feel more agile.", 211 "You feel more agile.",
216 "You feel healthy.", 212 "You feel healthy.",
213 "You feel smarter.",
217 "You feel wiser.", 214 "You feel wiser.",
215 "You feel more potent.",
218 "You seem to look better.", 216 "You seem to look better.",
219 "You feel smarter.",
220 "You feel more potent."
221}; 217};
222const char *const lose_msg[NUM_STATS] = { 218const char *const lose_msg[NUM_STATS] = {
223 "You feel weaker!", 219 "You feel weaker!",
224 "You feel clumsy!", 220 "You feel clumsy!",
225 "You feel less healthy!", 221 "You feel less healthy!",
222 "You feel stupid!",
226 "You lose some of your memory!", 223 "You lose some of your memory!",
224 "You feel less potent!",
227 "You look ugly!", 225 "You look ugly!",
228 "You feel stupid!",
229 "You feel less potent!"
230}; 226};
231 227
232const char *const statname[NUM_STATS] = { 228const char *const statname[NUM_STATS] = {
233 "strength", "dexterity", "constitution", "wisdom", "charisma", "intelligence", "power" 229 "strength", "dexterity", "constitution", "intelligence", "wisdom", "power", "charisma"
234}; 230};
235 231
236const char *const short_stat_name[NUM_STATS] = { 232const char *const short_stat_name[NUM_STATS] = {
237 "Str", "Dex", "Con", "Wis", "Cha", "Int", "Pow" 233 "Str", "Dex", "Con", "Int", "Wis", "Pow", "Cha"
238}; 234};
239
240/*
241 * sets Str/Dex/con/Wis/Cha/Int/Pow in stats to value, depending on
242 * what attr is (STR to POW).
243 */
244
245void
246set_attr_value (living * stats, int attr, sint8 value)
247{
248 switch (attr)
249 {
250 case STR:
251 stats->Str = value;
252 break;
253 case DEX:
254 stats->Dex = value;
255 break;
256 case CON:
257 stats->Con = value;
258 break;
259 case WIS:
260 stats->Wis = value;
261 break;
262 case POW:
263 stats->Pow = value;
264 break;
265 case CHA:
266 stats->Cha = value;
267 break;
268 case INT:
269 stats->Int = value;
270 break;
271 }
272}
273 235
274/* 236/*
275 * Like set_attr_value(), but instead the value (which can be negative) 237 * Like set_attr_value(), but instead the value (which can be negative)
276 * is added to the specified stat. 238 * is added to the specified stat.
277 */ 239 */
278
279void 240void
280change_attr_value (living * stats, int attr, sint8 value) 241change_attr_value (living *stats, int attr, sint8 value)
281{ 242{
282 if (value == 0) 243 stats->stat (attr) += value;
283 return;
284 switch (attr)
285 {
286 case STR:
287 stats->Str += value;
288 break;
289 case DEX:
290 stats->Dex += value;
291 break;
292 case CON:
293 stats->Con += value;
294 break;
295 case WIS:
296 stats->Wis += value;
297 break;
298 case POW:
299 stats->Pow += value;
300 break;
301 case CHA:
302 stats->Cha += value;
303 break;
304 case INT:
305 stats->Int += value;
306 break;
307 default:
308 LOG (llevError, "Invalid attribute in change_attr_value: %d\n", attr);
309 }
310}
311
312/*
313 * returns the specified stat. See also set_attr_value().
314 */
315
316sint8
317get_attr_value (const living * stats, int attr)
318{
319 switch (attr)
320 {
321 case STR:
322 return (stats->Str);
323 case DEX:
324 return (stats->Dex);
325 case CON:
326 return (stats->Con);
327 case WIS:
328 return (stats->Wis);
329 case CHA:
330 return (stats->Cha);
331 case INT:
332 return (stats->Int);
333 case POW:
334 return (stats->Pow);
335 }
336 return 0;
337} 244}
338 245
339/* 246/*
340 * Ensures that all stats (str/dex/con/wis/cha/int) are within the 247 * Ensures that all stats (str/dex/con/wis/cha/int) are within the
341 * 1-30 stat limit. 248 * 1-30 stat limit.
342 */ 249 */
343
344void 250void
345check_stat_bounds (living * stats) 251check_stat_bounds (living *stats)
346{ 252{
347 int i, v;
348
349 for (i = 0; i < NUM_STATS; i++) 253 for (int i = 0; i < NUM_STATS; i++)
350 if ((v = get_attr_value (stats, i)) > MAX_STAT) 254 {
351 set_attr_value (stats, i, MAX_STAT); 255 sint8 &v = stats->stat (i);
352 else if (v < MIN_STAT) 256 v = clamp (v, MIN_STAT, MAX_STAT);
353 set_attr_value (stats, i, MIN_STAT); 257 }
354} 258}
355 259
356#define ORIG_S(xyz,abc) (op->contr->orig_stats.abc) 260#define ORIG_S(xyz,abc) (op->contr->orig_stats.abc)
357 261
358/* 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,
367/* 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
368 * the object. 272 * the object.
369 * It is the calling functions responsibilty to check to see if the object 273 * It is the calling functions responsibilty to check to see if the object
370 * can be applied or not. 274 * can be applied or not.
371 * The main purpose of calling this function is the messages that are 275 * The main purpose of calling this function is the messages that are
372 * displayed - fix_player should really always be called after this when 276 * displayed - update_stats should really always be called after this when
373 * removing an object - that is because it is impossible to know if some object 277 * removing an object - that is because it is impossible to know if some object
374 * is the only source of an attacktype or spell attunement, so this function 278 * is the only source of an attacktype or spell attunement, so this function
375 * will clear the bits, but the player may still have some other object 279 * will clear the bits, but the player may still have some other object
376 * that gives them that ability. 280 * that gives them that ability.
377 */ 281 */
378int 282int
379change_abil (object *op, object *tmp) 283change_abil (object *op, object *tmp)
380{ 284{
381 int flag = QUERY_FLAG (tmp, FLAG_APPLIED) ? 1 : -1, i, j, success = 0; 285 int flag = QUERY_FLAG (tmp, FLAG_APPLIED) ? 1 : -1, success = 0;
382 char message[MAX_BUF]; 286 char message[MAX_BUF];
383 int potion_max = 0; 287 int potion_max = 0;
384 288
385 /* remember what object was like before it was changed. note that 289 /* remember what object was like before it was changed. note that
386 * refop is a local copy of op only to be used for detecting changes 290 * refop is a local copy of op only to be used for detecting changes
387 * found by fix_player. refop is not a real object 291 * found by update_stats. refop is not a real object
388 */ 292 */
389 object_pod refop = *op; 293 object_copy refop = *op;
390 294
391 if (op->type == PLAYER) 295 if (op->type == PLAYER)
392 { 296 {
393 if (tmp->type == POTION) 297 if (tmp->type == POTION)
394 { 298 {
395 potion_max = 1; 299 potion_max = 1;
396 for (j = 0; j < NUM_STATS; j++) 300 for (int j = 0; j < NUM_STATS; j++)
397 { 301 {
398 int nstat, ostat; 302 int ostat = op->contr->orig_stats.stat (j);
399 303 int i = tmp->stats.stat (j);
400 ostat = get_attr_value (&(op->contr->orig_stats), j);
401 i = get_attr_value (&(tmp->stats), j);
402 304
403 /* nstat is what the stat will be after use of the potion */ 305 /* nstat is what the stat will be after use of the potion */
404 nstat = flag * i + ostat; 306 int nstat = flag * i + ostat;
405 307
406 /* Do some bounds checking. While I don't think any 308 /* Do some bounds checking. While I don't think any
407 * potions do so right now, there is the potential for potions 309 * potions do so right now, there is the potential for potions
408 * that adjust that stat by more than one point, so we need 310 * that adjust that stat by more than one point, so we need
409 * to allow for that. 311 * to allow for that.
410 */ 312 */
411 if (nstat < 1 && i * flag < 0) 313 if (nstat < 1 && i * flag < 0)
412 nstat = 1; 314 nstat = 1;
413 else if (nstat > 20 + get_attr_value (&(op->arch->clone.stats), j)) 315 else if (nstat > 20 + op->arch->stats.stat (j))
414 { 316 nstat = 20 + op->arch->stats.stat (j);
415 nstat = 20 + get_attr_value (&(op->arch->clone.stats), j); 317
416 }
417 if (nstat != ostat) 318 if (nstat != ostat)
418 { 319 {
419 set_attr_value (&(op->contr->orig_stats), j, nstat); 320 op->contr->orig_stats.stat (j) = nstat;
420 potion_max = 0; 321 potion_max = 0;
421 } 322 }
422 else if (i) 323 else if (i)
423 { 324 {
424 /* potion is useless - player has already hit the natural maximum */ 325 /* potion is useless - player has already hit the natural maximum */
425 potion_max = 1; 326 potion_max = 1;
426 } 327 }
427 } 328 }
329
428 /* This section of code ups the characters normal stats also. I am not 330 /* This section of code ups the characters normal stats also. I am not
429 * sure if this is strictly necessary, being that fix_player probably 331 * sure if this is strictly necessary, being that fix_player probably
430 * recalculates this anyway. 332 * recalculates this anyway.
431 */ 333 */
432 for (j = 0; j < NUM_STATS; j++) 334 for (int j = 0; j < NUM_STATS; j++)
433 change_attr_value (&(op->stats), j, flag * get_attr_value (&(tmp->stats), j)); 335 change_attr_value (&op->stats, j, flag * tmp->stats.stat (j));
336
434 check_stat_bounds (&(op->stats)); 337 check_stat_bounds (&op->stats);
435 } /* end of potion handling code */ 338 } /* end of potion handling code */
436 } 339 }
437 340
438 /* reset attributes that fix_player doesn't reset since it doesn't search 341 /* reset attributes that update_stats doesn't reset since it doesn't search
439 * everything to set 342 * everything to set
440 */ 343 */
441 if (flag == -1) 344 if (flag == -1)
442 { 345 {
443 op->attacktype &= ~tmp->attacktype; 346 op->attacktype &= ~tmp->attacktype;
444 op->path_attuned &= ~tmp->path_attuned; 347 op->path_attuned &= ~tmp->path_attuned;
445 op->path_repelled &= ~tmp->path_repelled; 348 op->path_repelled &= ~tmp->path_repelled;
446 op->path_denied &= ~tmp->path_denied; 349 op->path_denied &= ~tmp->path_denied;
447 /* Presuming here that creatures only have move_type, 350 /* Presuming here that creatures only have move_type,
448 * and not the other move_ fields. 351 * and not the other move_ fields.
449 */ 352 */
450 op->move_type &= ~tmp->move_type; 353 op->move_type &= ~tmp->move_type;
451 } 354 }
452 355
453 /* call fix_player since op object could have whatever attribute due 356 /* call fix_player since op object could have whatever attribute due
454 * to multiple items. if fix_player always has to be called after 357 * to multiple items. if update_stats always has to be called after
455 * change_ability then might as well call it from here 358 * change_ability then might as well call it from here
456 */ 359 */
457 fix_player (op); 360 op->update_stats ();
458 361
459 /* Fix player won't add the bows ability to the player, so don't 362 /* update_stats won't add the bows ability to the player, so don't
460 * print out message if this is a bow. 363 * print out message if this is a bow.
461 */ 364 */
462 if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW) 365 if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW)
463 { 366 {
464 success = 1; 367 success = 1;
465 DIFF_MSG (flag, "Your hands begin to glow red.", "Your hands stop glowing red."); 368 DIFF_MSG (flag, "Your hands begin to glow red.", "Your hands stop glowing red.");
466 } 369 }
370
467 if (QUERY_FLAG (op, FLAG_LIFESAVE) != QUERY_FLAG (&refop, FLAG_LIFESAVE)) 371 if (QUERY_FLAG (op, FLAG_LIFESAVE) != QUERY_FLAG (&refop, FLAG_LIFESAVE))
468 { 372 {
469 success = 1; 373 success = 1;
470 DIFF_MSG (flag, "You feel very protected.", "You don't feel protected anymore."); 374 DIFF_MSG (flag, "You feel very protected.", "You don't feel protected anymore.");
471 } 375 }
376
472 if (QUERY_FLAG (op, FLAG_REFL_MISSILE) != QUERY_FLAG (&refop, FLAG_REFL_MISSILE)) 377 if (QUERY_FLAG (op, FLAG_REFL_MISSILE) != QUERY_FLAG (&refop, FLAG_REFL_MISSILE))
473 { 378 {
474 success = 1; 379 success = 1;
475 DIFF_MSG (flag, "A magic force shimmers around you.", "The magic force fades away."); 380 DIFF_MSG (flag, "A magic force shimmers around you.", "The magic force fades away.");
476 } 381 }
382
477 if (QUERY_FLAG (op, FLAG_REFL_SPELL) != QUERY_FLAG (&refop, FLAG_REFL_SPELL)) 383 if (QUERY_FLAG (op, FLAG_REFL_SPELL) != QUERY_FLAG (&refop, FLAG_REFL_SPELL))
478 { 384 {
479 success = 1; 385 success = 1;
480 DIFF_MSG (flag, "You feel more safe now, somehow.", "Suddenly you feel less safe, somehow."); 386 DIFF_MSG (flag, "You feel more safe now, somehow.", "Suddenly you feel less safe, somehow.");
481 } 387 }
388
482 /* movement type has changed. We don't care about cases where 389 /* movement type has changed. We don't care about cases where
483 * user has multiple items giving the same type appled like we 390 * user has multiple items giving the same type appled like we
484 * used to - that is more work than what we gain, plus messages 391 * used to - that is more work than what we gain, plus messages
485 * can be misleading (a little higher could be miscontrued from 392 * can be misleading (a little higher could be miscontrued from
486 * from fly high) 393 * from fly high)
500 if (tmp->move_type & MOVE_FLY_HIGH) 407 if (tmp->move_type & MOVE_FLY_HIGH)
501 { 408 {
502 /* double conditional - second case covers if you have move_fly_low - 409 /* double conditional - second case covers if you have move_fly_low -
503 * in that case, you don't actually land 410 * in that case, you don't actually land
504 */ 411 */
505 DIFF_MSG (flag, "You soar into the air air!.", 412 DIFF_MSG (flag, "You soar into the air!",
506 (op->move_type & MOVE_FLY_LOW ? "You fly lower in the air" : "You float down to the ground.")); 413 (op->move_type & MOVE_FLY_LOW ? "You fly lower in the air" : "You float down to the ground."));
507 } 414 }
415
508 if (tmp->move_type & MOVE_SWIM) 416 if (tmp->move_type & MOVE_SWIM)
509 DIFF_MSG (flag, "You feel ready for a swim", "You no longer feel like swimming"); 417 DIFF_MSG (flag, "You feel ready for a swim", "You no longer feel like swimming");
510 418
511 /* Changing move status may mean you are affected by things you weren't before */ 419 /* Changing move status may mean you are affected by things you weren't before */
512 check_move_on (op, op); 420 check_move_on (op, op);
513 } 421 }
514 422
515 /* becoming UNDEAD... a special treatment for this flag. Only those not 423 /* becoming UNDEAD... a special treatment for this flag. Only those not
516 * originally undead may change their status 424 * originally undead may change their status
517 */ 425 */
518 if (!QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 426 if (!QUERY_FLAG (op->arch, FLAG_UNDEAD))
519 if (QUERY_FLAG (op, FLAG_UNDEAD) != QUERY_FLAG (&refop, FLAG_UNDEAD)) 427 if (QUERY_FLAG (op, FLAG_UNDEAD) != QUERY_FLAG (&refop, FLAG_UNDEAD))
520 { 428 {
521 success = 1; 429 success = 1;
522 if (flag > 0) 430 if (flag > 0)
523 { 431 {
524 op->race = "undead"; 432 op->race = "undead";
525 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce drains away!"); 433 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce drains away!");
526 } 434 }
527 else 435 else
528 { 436 {
529 op->race = op->arch->clone.race; 437 op->race = op->arch->race;
530 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!"); 438 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!");
531 } 439 }
532 } 440 }
533 441
534 if (QUERY_FLAG (op, FLAG_STEALTH) != QUERY_FLAG (&refop, FLAG_STEALTH)) 442 if (QUERY_FLAG (op, FLAG_STEALTH) != QUERY_FLAG (&refop, FLAG_STEALTH))
535 { 443 {
536 success = 1; 444 success = 1;
537 DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily."); 445 DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily.");
538 } 446 }
447
539 if (QUERY_FLAG (op, FLAG_MAKE_INVIS) != QUERY_FLAG (&refop, FLAG_MAKE_INVIS)) 448 if (QUERY_FLAG (op, FLAG_MAKE_INVIS) != QUERY_FLAG (&refop, FLAG_MAKE_INVIS))
540 { 449 {
541 success = 1; 450 success = 1;
542 DIFF_MSG (flag, "You become transparent.", "You can see yourself."); 451 DIFF_MSG (flag, "You become transparent.", "You can see yourself.");
543 } 452 }
453
544 /* blinded you can tell if more blinded since blinded player has minimal 454 /* blinded you can tell if more blinded since blinded player has minimal
545 * vision 455 * vision
546 */ 456 */
547 if (QUERY_FLAG (tmp, FLAG_BLIND)) 457 if (QUERY_FLAG (tmp, FLAG_BLIND))
548 { 458 {
638 success = 1; 548 success = 1;
639 DIFF_MSG (flag * tmp->stats.food, "You feel your digestion slowing down.", "You feel your digestion speeding up."); 549 DIFF_MSG (flag * tmp->stats.food, "You feel your digestion slowing down.", "You feel your digestion speeding up.");
640 } 550 }
641 551
642 /* Messages for changed resistance */ 552 /* Messages for changed resistance */
643 for (i = 0; i < NROFATTACKS; i++) 553 for (int i = 0; i < NROFATTACKS; i++)
644 { 554 {
645 if (i == ATNR_PHYSICAL) 555 if (i == ATNR_PHYSICAL)
646 continue; /* Don't display about armour */ 556 continue; /* Don't display about armour */
647 557
648 if (op->resist[i] != refop.resist[i]) 558 if (op->resist[i] != refop.resist[i])
655 565
656 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message); 566 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message);
657 } 567 }
658 } 568 }
659 569
660 if (tmp->type != EXPERIENCE && !potion_max) 570 if (!potion_max)
661 { 571 {
662 for (j = 0; j < NUM_STATS; j++) 572 for (int j = 0; j < NUM_STATS; j++)
663 { 573 {
664 if ((i = get_attr_value (&(tmp->stats), j)) != 0) 574 if (int i = tmp->stats.stat (j))
665 { 575 {
666 success = 1; 576 success = 1;
667 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]); 577 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]);
668 } 578 }
669 } 579 }
670 } 580 }
581
671 return success; 582 return success;
672} 583}
673 584
674/* 585/*
675 * Stat draining by Vick 930307 586 * Stat draining by Vick 930307
676 * (Feeling evil, I made it work as well now. -Frank 8) 587 * (Feeling evil, I made it work as well now. -Frank 8)
677 */ 588 */
678
679void 589void
680drain_stat (object *op) 590object::drain_stat ()
681{ 591{
682 drain_specific_stat (op, RANDOM () % NUM_STATS); 592 drain_specific_stat (rndm (NUM_STATS));
683} 593}
684 594
685void 595void
686drain_specific_stat (object *op, int deplete_stats) 596object::drain_specific_stat (int deplete_stats)
687{ 597{
688 object *tmp; 598 object *tmp;
689 archetype *at; 599 archetype *at;
690 600
691 at = archetype::find (ARCH_DEPLETION); 601 at = archetype::find (ARCH_DEPLETION);
694 LOG (llevError, "Couldn't find archetype depletion.\n"); 604 LOG (llevError, "Couldn't find archetype depletion.\n");
695 return; 605 return;
696 } 606 }
697 else 607 else
698 { 608 {
699 tmp = present_arch_in_ob (at, op); 609 tmp = present_arch_in_ob (at, this);
610
700 if (!tmp) 611 if (!tmp)
701 { 612 {
702 tmp = arch_to_object (at); 613 tmp = arch_to_object (at);
703 tmp = insert_ob_in_ob (tmp, op); 614 tmp = insert_ob_in_ob (tmp, this);
704 SET_FLAG (tmp, FLAG_APPLIED); 615 SET_FLAG (tmp, FLAG_APPLIED);
705 } 616 }
706 } 617 }
707 618
708 new_draw_info (NDI_UNIQUE, 0, op, drain_msg[deplete_stats]); 619 new_draw_info (NDI_UNIQUE, 0, this, drain_msg[deplete_stats]);
709 change_attr_value (&tmp->stats, deplete_stats, -1); 620 change_attr_value (&tmp->stats, deplete_stats, -1);
710 fix_player (op); 621 update_stats ();
711} 622}
712 623
713/* 624/*
714 * A value of 0 indicates timeout, otherwise change the luck of the object. 625 * A value of 0 indicates timeout, otherwise change the luck of the object.
715 * via an applied bad_luck object. 626 * via an applied bad_luck object.
716 */ 627 */
717
718void 628void
719change_luck (object *op, int value) 629object::change_luck (int value)
720{ 630{
721 object *tmp;
722 archetype *at;
723 int new_luck;
724
725 at = archetype::find ("luck"); 631 archetype *at = archetype::find ("luck");
726 if (!at) 632 if (!at)
727 LOG (llevError, "Couldn't find archetype luck.\n"); 633 LOG (llevError, "Couldn't find archetype luck.\n");
728 else 634 else
729 { 635 {
730 tmp = present_arch_in_ob (at, op); 636 object *tmp = present_arch_in_ob (at, this);
637
731 if (!tmp) 638 if (!tmp)
732 { 639 {
733 if (!value) 640 if (!value)
734 return; 641 return;
642
735 tmp = arch_to_object (at); 643 tmp = arch_to_object (at);
736 tmp = insert_ob_in_ob (tmp, op); 644 tmp = insert_ob_in_ob (tmp, this);
737 SET_FLAG (tmp, FLAG_APPLIED); 645 SET_FLAG (tmp, FLAG_APPLIED);
738 } 646 }
647
739 if (value) 648 if (value)
740 { 649 {
741 /* Limit the luck value of the bad luck object to +/-100. This 650 /* Limit the luck value of the bad luck object to +/-100. This
742 * (arbitrary) value prevents overflows (both in the bad luck object and 651 * (arbitrary) value prevents overflows (both in the bad luck object and
743 * in op itself). 652 * in op itself).
744 */ 653 */
745 new_luck = tmp->stats.luck + value; 654 int new_luck = tmp->stats.luck + value;
655
746 if (new_luck >= -100 && new_luck <= 100) 656 if (new_luck >= -100 && new_luck <= 100)
747 { 657 {
748 op->stats.luck += value; 658 stats.luck += value;
749 tmp->stats.luck = new_luck; 659 tmp->stats.luck = new_luck;
750 } 660 }
751 } 661 }
752 else 662 else
753 { 663 {
754 if (!tmp->stats.luck) 664 if (!tmp->stats.luck)
755 {
756 return; 665 return;
757 } 666
758 /* Randomly change the players luck. Basically, we move it 667 /* Randomly change the players luck. Basically, we move it
759 * back neutral (if greater>0, subtract, otherwise add) 668 * back neutral (if greater>0, subtract, otherwise add)
760 */ 669 */
761 if (RANDOM () % (FABS (tmp->stats.luck)) >= RANDOM () % 30) 670 if (rndm (abs (tmp->stats.luck)) >= rndm (30))
762 { 671 {
763 int diff = tmp->stats.luck > 0 ? -1 : 1; 672 int diff = tmp->stats.luck > 0 ? -1 : 1;
764 673
765 op->stats.luck += diff; 674 stats.luck += diff;
766 tmp->stats.luck += diff; 675 tmp->stats.luck += diff;
767 } 676 }
768 } 677 }
769 } 678 }
770} 679}
771 680
772/* 681/*
773 * Subtracts stat-bonuses given by the class which the player has chosen. 682 * Subtracts stat-bonuses given by the class which the player has chosen.
774 */ 683 */
775
776void 684void
777remove_statbonus (object *op) 685object::remove_statbonus ()
778{ 686{
779 op->stats.Str -= op->arch->clone.stats.Str; 687 for (int i = 0; i < NUM_STATS; ++i)
780 op->stats.Dex -= op->arch->clone.stats.Dex; 688 {
781 op->stats.Con -= op->arch->clone.stats.Con; 689 sint8 v = arch->stats.stat (i);
782 op->stats.Wis -= op->arch->clone.stats.Wis; 690 stats.stat (i) -= v;
783 op->stats.Pow -= op->arch->clone.stats.Pow; 691 contr->orig_stats.stat (i) -= v;
784 op->stats.Cha -= op->arch->clone.stats.Cha; 692 }
785 op->stats.Int -= op->arch->clone.stats.Int;
786 op->contr->orig_stats.Str -= op->arch->clone.stats.Str;
787 op->contr->orig_stats.Dex -= op->arch->clone.stats.Dex;
788 op->contr->orig_stats.Con -= op->arch->clone.stats.Con;
789 op->contr->orig_stats.Wis -= op->arch->clone.stats.Wis;
790 op->contr->orig_stats.Pow -= op->arch->clone.stats.Pow;
791 op->contr->orig_stats.Cha -= op->arch->clone.stats.Cha;
792 op->contr->orig_stats.Int -= op->arch->clone.stats.Int;
793} 693}
794 694
795/* 695/*
796 * Adds stat-bonuses given by the class which the player has chosen. 696 * Adds stat-bonuses given by the class which the player has chosen.
797 */ 697 */
798
799void 698void
800add_statbonus (object *op) 699object::add_statbonus ()
801{ 700{
802 op->stats.Str += op->arch->clone.stats.Str; 701 for (int i = 0; i < NUM_STATS; ++i)
803 op->stats.Dex += op->arch->clone.stats.Dex; 702 {
804 op->stats.Con += op->arch->clone.stats.Con; 703 sint8 v = arch->stats.stat (i);
805 op->stats.Wis += op->arch->clone.stats.Wis; 704 stats.stat (i) += v;
806 op->stats.Pow += op->arch->clone.stats.Pow; 705 contr->orig_stats.stat (i) += v;
807 op->stats.Cha += op->arch->clone.stats.Cha; 706 }
808 op->stats.Int += op->arch->clone.stats.Int;
809 op->contr->orig_stats.Str += op->arch->clone.stats.Str;
810 op->contr->orig_stats.Dex += op->arch->clone.stats.Dex;
811 op->contr->orig_stats.Con += op->arch->clone.stats.Con;
812 op->contr->orig_stats.Wis += op->arch->clone.stats.Wis;
813 op->contr->orig_stats.Pow += op->arch->clone.stats.Pow;
814 op->contr->orig_stats.Cha += op->arch->clone.stats.Cha;
815 op->contr->orig_stats.Int += op->arch->clone.stats.Int;
816} 707}
817 708
818/* 709/*
819 * Updates all abilities given by applied objects in the inventory 710 * Updates all abilities given by applied objects in the inventory
820 * of the given object. Note: This function works for both monsters 711 * of the given object. Note: This function works for both monsters
821 * and players; the "player" in the name is purely an archaic inheritance. 712 * and players; the "player" in the name is purely an archaic inheritance.
822 * This functions starts from base values (archetype or player object) 713 * This functions starts from base values (archetype or player object)
823 * and then adjusts them according to what the player has equipped. 714 * and then adjusts them according to what the player has equipped.
824 */ 715 *
825
826/* July 95 - inserted stuff to handle new skills/exp system - b.t. 716 * July 95 - inserted stuff to handle new skills/exp system - b.t.
827 spell system split, grace points now added to system --peterm 717 * spell system split, grace points now added to system --peterm
828 */ 718 */
829
830void 719void
831fix_player (object *op) 720object::update_stats ()
832{ 721{
833 int i, j; 722 int i, j;
834 float f, max = 9, added_speed = 0, bonus_speed = 0, sp_tmp, speed_reduce_from_disease = 1; 723 float f, max = 9, added_speed = 0, bonus_speed = 0, sp_tmp, speed_reduce_from_disease = 1;
835 int weapon_weight = 0, weapon_speed = 0; 724 int weapon_weight = 0, weapon_speed = 0;
836 int best_wc = 0, best_ac = 0, wc = 0, ac = 0; 725 int best_wc = 0, best_ac = 0, wc = 0, ac = 0;
837 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; 726 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS];
838 object *grace_obj = NULL, *mana_obj = NULL, *wc_obj = NULL, *tmp; 727 object *grace_obj = NULL, *mana_obj = NULL, *tmp;
728 float old_speed = speed;
839 729
840 /* First task is to clear all the values back to their original values */ 730 /* First task is to clear all the values back to their original values */
841 if (op->type == PLAYER) 731 if (type == PLAYER)
842 { 732 {
843 for (i = 0; i < NUM_STATS; i++) 733 for (i = 0; i < NUM_STATS; i++)
844 { 734 stats.stat (i) = contr->orig_stats.stat (i);
845 set_attr_value (&(op->stats), i, get_attr_value (&(op->contr->orig_stats), i)); 735
846 }
847 if (settings.spell_encumbrance == TRUE) 736 if (settings.spell_encumbrance == TRUE)
848 op->contr->encumbrance = 0; 737 contr->encumbrance = 0;
849 738
850 op->attacktype = 0; 739 attacktype = 0;
740
851 op->contr->digestion = 0; 741 contr->digestion = 0;
852 op->contr->gen_hp = 0; 742 contr->gen_hp = 0;
853 op->contr->gen_sp = 0; 743 contr->gen_sp = 0;
854 op->contr->gen_grace = 0; 744 contr->gen_grace = 0;
855 op->contr->gen_sp_armour = 10; 745 contr->gen_sp_armour = 10;
856 op->contr->item_power = 0; 746 contr->item_power = 0;
857
858 /* Don't clobber all the range_ values. range_golem otherwise
859 * gets reset for no good reason, and we don't want to reset
860 * range_magic (what spell is readied). These three below
861 * well get filled in based on what the player has equipped.
862 */
863 op->contr->ranges[range_bow] = NULL;
864 op->contr->ranges[range_misc] = NULL;
865 op->contr->ranges[range_skill] = NULL;
866 } 747 }
867 memcpy (op->body_used, op->body_info, sizeof (op->body_info));
868 748
749 for (int i = NUM_BODY_LOCATIONS; i--; )
750 slot[i].used = slot[i].info;
751
869 op->slaying = 0; 752 slaying = 0;
870 753
871 if (!QUERY_FLAG (op, FLAG_WIZ)) 754 if (!QUERY_FLAG (this, FLAG_WIZ))
872 { 755 {
873 CLEAR_FLAG (op, FLAG_XRAYS); 756 CLEAR_FLAG (this, FLAG_XRAYS);
874 CLEAR_FLAG (op, FLAG_MAKE_INVIS); 757 CLEAR_FLAG (this, FLAG_MAKE_INVIS);
875 } 758 }
876 759
877 CLEAR_FLAG (op, FLAG_LIFESAVE); 760 CLEAR_FLAG (this, FLAG_LIFESAVE);
878 CLEAR_FLAG (op, FLAG_STEALTH); 761 CLEAR_FLAG (this, FLAG_STEALTH);
879 CLEAR_FLAG (op, FLAG_BLIND); 762 CLEAR_FLAG (this, FLAG_BLIND);
880 if (!QUERY_FLAG (&op->arch->clone, FLAG_REFL_SPELL))
881 CLEAR_FLAG (op, FLAG_REFL_SPELL);
882 if (!QUERY_FLAG (&op->arch->clone, FLAG_REFL_MISSILE))
883 CLEAR_FLAG (op, FLAG_REFL_MISSILE);
884 if (!QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
885 CLEAR_FLAG (op, FLAG_UNDEAD);
886 if (!QUERY_FLAG (&op->arch->clone, FLAG_SEE_IN_DARK))
887 CLEAR_FLAG (op, FLAG_SEE_IN_DARK);
888 763
889 op->path_attuned = op->arch->clone.path_attuned; 764 if (!QUERY_FLAG (arch, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL);
890 op->path_repelled = op->arch->clone.path_repelled; 765 if (!QUERY_FLAG (arch, FLAG_REFL_MISSILE)) CLEAR_FLAG (this, FLAG_REFL_MISSILE);
891 op->path_denied = op->arch->clone.path_denied; 766 if (!QUERY_FLAG (arch, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD);
892 op->glow_radius = op->arch->clone.glow_radius; 767 if (!QUERY_FLAG (arch, FLAG_SEE_IN_DARK )) CLEAR_FLAG (this, FLAG_SEE_IN_DARK);
893 op->move_type = op->arch->clone.move_type; 768
769 path_attuned = arch->path_attuned;
770 path_repelled = arch->path_repelled;
771 path_denied = arch->path_denied;
772 glow_radius = arch->glow_radius;
773 move_type = arch->move_type;
774
894 op->chosen_skill = NULL; 775 chosen_skill = 0;
895 776
896 /* initializing resistances from the values in player/monster's 777 /* initializing resistances from the values in player/monster's
897 * archetype clone 778 * archetype clone
898 */ 779 */
899 memcpy (&op->resist, &op->arch->clone.resist, sizeof (op->resist)); 780 memcpy (&resist, &arch->resist, sizeof (resist));
900 781
901 for (i = 0; i < NROFATTACKS; i++) 782 for (i = 0; i < NROFATTACKS; i++)
902 { 783 {
903 if (op->resist[i] > 0) 784 if (resist[i] > 0)
904 prot[i] = op->resist[i], vuln[i] = 0; 785 prot[i] = resist[i], vuln[i] = 0;
905 else 786 else
906 vuln[i] = -(op->resist[i]), prot[i] = 0; 787 vuln[i] = -(resist[i]), prot[i] = 0;
788
907 potion_resist[i] = 0; 789 potion_resist[i] = 0;
908 } 790 }
909 791
910 wc = op->arch->clone.stats.wc; 792 wc = arch->stats.wc;
911 op->stats.dam = op->arch->clone.stats.dam; 793 stats.dam = arch->stats.dam;
912 794
913 /* for players which cannot use armour, they gain AC -1 per 3 levels, 795 /* for players which cannot use armour, they gain AC -1 per 3 levels,
914 * plus a small amount of physical resist, those poor suckers. ;) 796 * plus a small amount of physical resist, those poor suckers. ;)
915 * the fact that maxlevel is factored in could be considered sort of bogus - 797 * the fact that maxlevel is factored in could be considered sort of bogus -
916 * we should probably give them some bonus and cap it off - otherwise, 798 * we should probably give them some bonus and cap it off - otherwise,
917 * basically, if a server updates its max level, these playes may find 799 * basically, if a server updates its max level, these playes may find
918 * that their protection from physical goes down 800 * that their protection from physical goes down
919 */ 801 */
920 if (!QUERY_FLAG (op, FLAG_USE_ARMOUR) && op->type == PLAYER) 802 if (!QUERY_FLAG (this, FLAG_USE_ARMOUR) && type == PLAYER)
921 { 803 {
922 ac = MAX (-10, op->arch->clone.stats.ac - op->level / 3); 804 ac = MAX (-10, arch->stats.ac - level / 3);
923 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * op->level / settings.max_level)) / 100; 805 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100;
924 } 806 }
925 else 807 else
926 ac = op->arch->clone.stats.ac; 808 ac = arch->stats.ac;
927 809
928 op->stats.luck = op->arch->clone.stats.luck; 810 stats.luck = arch->stats.luck;
929 op->speed = op->arch->clone.speed; 811 speed = arch->speed;
930 812
931 /* OK - we've reset most all the objects attributes to sane values. 813 /* OK - we've reset most all the objects attributes to sane values.
932 * now go through and make adjustments for what the player has equipped. 814 * now go through and make adjustments for what the player has equipped.
933 */ 815 */
934
935 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 816 for (tmp = inv; tmp; tmp = tmp->below)
936 { 817 {
818 /* This happens because apply_potion calls change_abil with the potion
819 * applied so we can tell the player what changed. But change_abil
820 * then calls this function.
821 */
822 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION)
823 continue;
824
937 /* See note in map.c:update_position about making this additive 825 /* See note in map.c:update_position about making this additive
938 * since light sources are never applied, need to put check here. 826 * since light sources are never applied, need to put check here.
939 */ 827 */
940 if (tmp->glow_radius > op->glow_radius) 828 if (tmp->glow_radius > glow_radius)
941 op->glow_radius = tmp->glow_radius; 829 glow_radius = tmp->glow_radius;
942
943 /* This happens because apply_potion calls change_abil with the potion
944 * applied so we can tell the player what chagned. But change_abil
945 * then calls this function.
946 */
947 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION)
948 {
949 continue;
950 }
951 830
952 /* For some things, we don't care what is equipped */ 831 /* For some things, we don't care what is equipped */
953 if (tmp->type == SKILL) 832 if (tmp->type == SKILL)
954 { 833 {
955 /* Want to take the highest skill here. */ 834 /* Want to take the highest skill here. */
958 if (!mana_obj) 837 if (!mana_obj)
959 mana_obj = tmp; 838 mana_obj = tmp;
960 else if (tmp->level > mana_obj->level) 839 else if (tmp->level > mana_obj->level)
961 mana_obj = tmp; 840 mana_obj = tmp;
962 } 841 }
842
963 if (IS_GRACE_SKILL (tmp->subtype)) 843 if (IS_GRACE_SKILL (tmp->subtype))
964 { 844 {
965 if (!grace_obj) 845 if (!grace_obj)
966 grace_obj = tmp; 846 grace_obj = tmp;
967 else if (tmp->level > grace_obj->level) 847 else if (tmp->level > grace_obj->level)
976 * in the praying skill, and the player should always get those. 856 * in the praying skill, and the player should always get those.
977 * It also means we need to put in additional checks for applied below, 857 * It also means we need to put in additional checks for applied below,
978 * because the skill shouldn't count against body positions being used 858 * because the skill shouldn't count against body positions being used
979 * up, etc. 859 * up, etc.
980 */ 860 */
981 if ((QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type != CONTAINER && tmp->type != CLOSE_CON) || 861 if ((tmp->flag [FLAG_APPLIED]
862 && tmp->type != CONTAINER
863 && tmp->type != CLOSE_CON)
864 || (tmp->type == SKILL
982 (tmp->type == SKILL && tmp->subtype == SK_PRAYING)) 865 && tmp->subtype == SK_PRAYING))
983 { 866 {
984 if (op->type == PLAYER) 867 if (type == PLAYER)
985 { 868 {
986 if (tmp->type == BOW) 869 if (tmp == contr->combat_ob || tmp == contr->ranged_ob)
987 op->contr->ranges[range_bow] = tmp; 870 if (tmp != current_weapon
988 871 && (tmp->type != SKILL || tmp->subtype != SK_PRAYING)
989 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 872 && !tmp->flag [FLAG_CURSED]
990 op->contr->ranges[range_misc] = tmp; 873 && !tmp->flag [FLAG_DAMNED])
874 continue;
991 875
992 for (i = 0; i < NUM_STATS; i++) 876 for (i = 0; i < NUM_STATS; i++)
993 change_attr_value (&(op->stats), i, get_attr_value (&(tmp->stats), i)); 877 change_attr_value (&stats, i, tmp->stats.stat (i));
994 878
995 /* these are the items that currently can change digestion, regeneration, 879 /* These are the items that currently can change digestion, regeneration,
996 * spell point recovery and mana point recovery. Seems sort of an arbitary 880 * spell point recovery and mana point recovery. Seems sort of an arbitary
997 * list, but other items store other info into stats array. 881 * list, but other items store other info into stats array.
998 */ 882 */
999 if ((tmp->type == EXPERIENCE) || (tmp->type == WEAPON) || 883 if (tmp->type == WEAPON || tmp->type == BOW ||
1000 (tmp->type == ARMOUR) || (tmp->type == HELMET) || 884 tmp->type == ARMOUR || tmp->type == HELMET ||
1001 (tmp->type == SHIELD) || (tmp->type == RING) || 885 tmp->type == SHIELD || tmp->type == RING ||
1002 (tmp->type == BOOTS) || (tmp->type == GLOVES) || 886 tmp->type == BOOTS || tmp->type == GLOVES ||
1003 (tmp->type == AMULET) || (tmp->type == GIRDLE) || 887 tmp->type == AMULET || tmp->type == GIRDLE ||
1004 (tmp->type == BRACERS) || (tmp->type == CLOAK) || (tmp->type == DISEASE) || (tmp->type == FORCE) || (tmp->type == SKILL)) 888 tmp->type == BRACERS || tmp->type == CLOAK ||
889 tmp->type == DISEASE || tmp->type == FORCE ||
890 tmp->type == SKILL)
1005 { 891 {
1006 op->contr->digestion += tmp->stats.food; 892 contr->digestion += tmp->stats.food;
1007 op->contr->gen_hp += tmp->stats.hp; 893 contr->gen_hp += tmp->stats.hp;
1008 op->contr->gen_sp += tmp->stats.sp; 894 contr->gen_sp += tmp->stats.sp;
1009 op->contr->gen_grace += tmp->stats.grace; 895 contr->gen_grace += tmp->stats.grace;
1010 op->contr->gen_sp_armour += tmp->gen_sp_armour; 896 contr->gen_sp_armour += tmp->gen_sp_armour;
1011 op->contr->item_power += tmp->item_power; 897 contr->item_power += tmp->item_power;
1012 } 898 }
1013 } /* if this is a player */ 899 } /* if this is a player */
900 else
901 {
902 if (tmp->type == WEAPON)
903 current_weapon = tmp;
904 }
1014 905
1015 /* Update slots used for items */ 906 /* Update slots used for items */
1016 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 907 if (QUERY_FLAG (tmp, FLAG_APPLIED))
1017 {
1018 for (i = 0; i < NUM_BODY_LOCATIONS; i++) 908 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
1019 op->body_used[i] += tmp->body_info[i]; 909 slot[i].used += tmp->slot[i].info;
1020 }
1021 910
1022 if (tmp->type == SYMPTOM) 911 if (tmp->type == SYMPTOM)
1023 { 912 {
1024 speed_reduce_from_disease = tmp->last_sp / 100.0; 913 speed_reduce_from_disease = tmp->last_sp / 100.f;
914
1025 if (speed_reduce_from_disease == 0) 915 if (speed_reduce_from_disease == 0)
1026 speed_reduce_from_disease = 1; 916 speed_reduce_from_disease = 1;
1027 } 917 }
1028 918
1029 /* Pos. and neg. protections are counted seperate (-> pro/vuln). 919 /* Pos. and neg. protections are counted seperate (-> pro/vuln).
1030 * (Negative protections are calculated extactly like positive.) 920 * (Negative protections are calculated exactly like positive.)
1031 * Resistance from potions are treated special as well. If there's 921 * Resistance from potions are treated special as well. If there's
1032 * more than one potion-effect, the bigger prot.-value is taken. 922 * more than one potion-effect, the bigger prot.-value is taken.
1033 */ 923 */
1034 if (tmp->type != POTION) 924 if (tmp->type != POTION)
1035 { 925 {
1036 for (i = 0; i < NROFATTACKS; i++) 926 for (i = 0; i < NROFATTACKS; i++)
1037 { 927 {
1038 /* Potential for cursed potions, in which case we just can use 928 /* Potential for cursed potions, in which case we just can use
1039 * a straight MAX, as potion_resist is initialized to zero. 929 * a straight MAX, as potion_resist is initialised to zero.
1040 */ 930 */
1041 if (tmp->type == POTION_EFFECT) 931 if (tmp->type == POTION_EFFECT)
1042 { 932 {
1043 if (potion_resist[i]) 933 if (potion_resist[i])
1044 potion_resist[i] = MAX (potion_resist[i], tmp->resist[i]); 934 potion_resist[i] = MAX (potion_resist[i], tmp->resist[i]);
1045 else 935 else
1046 potion_resist[i] = tmp->resist[i]; 936 potion_resist[i] = tmp->resist[i];
1047 } 937 }
1048 else if (tmp->resist[i] > 0) 938 else if (tmp->resist[i] > 0)
1049 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100; 939 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100;
1050 else if (tmp->resist[i] < 0) 940 else if (tmp->resist[i] < 0)
1051 vuln[i] += ((100 - vuln[i]) * (-tmp->resist[i])) / 100; 941 vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100;
1052 } 942 }
1053 } 943 }
1054 944
1055 /* There may be other things that should not adjust the attacktype */ 945 /* There may be other things that should not adjust the attacktype */
1056 if (tmp->type != BOW && tmp->type != SYMPTOM) 946 if (tmp->type != SYMPTOM)
947 {
1057 op->attacktype |= tmp->attacktype; 948 attacktype |= tmp->attacktype;
1058
1059 op->path_attuned |= tmp->path_attuned; 949 path_attuned |= tmp->path_attuned;
1060 op->path_repelled |= tmp->path_repelled; 950 path_repelled |= tmp->path_repelled;
1061 op->path_denied |= tmp->path_denied; 951 path_denied |= tmp->path_denied;
952 move_type |= tmp->move_type;
1062 op->stats.luck += tmp->stats.luck; 953 stats.luck += tmp->stats.luck;
1063 op->move_type |= tmp->move_type; 954 }
1064 955
1065 if (QUERY_FLAG (tmp, FLAG_LIFESAVE)) 956 if (QUERY_FLAG (tmp, FLAG_LIFESAVE )) SET_FLAG (this, FLAG_LIFESAVE);
1066 SET_FLAG (op, FLAG_LIFESAVE); 957 if (QUERY_FLAG (tmp, FLAG_REFL_SPELL )) SET_FLAG (this, FLAG_REFL_SPELL);
1067 if (QUERY_FLAG (tmp, FLAG_REFL_SPELL)) 958 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE)) SET_FLAG (this, FLAG_REFL_MISSILE);
1068 SET_FLAG (op, FLAG_REFL_SPELL); 959 if (QUERY_FLAG (tmp, FLAG_STEALTH )) SET_FLAG (this, FLAG_STEALTH);
1069 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE)) 960 if (QUERY_FLAG (tmp, FLAG_XRAYS )) SET_FLAG (this, FLAG_XRAYS);
1070 SET_FLAG (op, FLAG_REFL_MISSILE); 961 if (QUERY_FLAG (tmp, FLAG_BLIND )) SET_FLAG (this, FLAG_BLIND);
1071 if (QUERY_FLAG (tmp, FLAG_STEALTH)) 962 if (QUERY_FLAG (tmp, FLAG_SEE_IN_DARK )) SET_FLAG (this, FLAG_SEE_IN_DARK);
1072 SET_FLAG (op, FLAG_STEALTH);
1073 if (QUERY_FLAG (tmp, FLAG_XRAYS))
1074 SET_FLAG (op, FLAG_XRAYS);
1075 if (QUERY_FLAG (tmp, FLAG_BLIND))
1076 SET_FLAG (op, FLAG_BLIND);
1077 if (QUERY_FLAG (tmp, FLAG_SEE_IN_DARK))
1078 SET_FLAG (op, FLAG_SEE_IN_DARK);
1079 963
1080 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 964 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (arch, FLAG_UNDEAD))
1081 SET_FLAG (op, FLAG_UNDEAD); 965 SET_FLAG (this, FLAG_UNDEAD);
1082 966
1083 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS)) 967 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS))
1084 { 968 {
1085 SET_FLAG (op, FLAG_MAKE_INVIS); 969 SET_FLAG (this, FLAG_MAKE_INVIS);
1086 op->invisible = 1; 970 invisible = 1;
1087 } 971 }
1088 972
1089 if (tmp->stats.exp && tmp->type != SKILL) 973 if (tmp->stats.exp && tmp->type != SKILL)
1090 { 974 {
1091 if (tmp->stats.exp > 0) 975 if (tmp->stats.exp > 0)
1092 { 976 {
1093 added_speed += (float) tmp->stats.exp / 3.0; 977 added_speed += tmp->stats.exp / 3.f;
1094 bonus_speed += 1.0 + (float) tmp->stats.exp / 3.0; 978 bonus_speed += tmp->stats.exp / 3.f + 1.f;
1095 } 979 }
1096 else 980 else
1097 added_speed += (float) tmp->stats.exp; 981 added_speed += tmp->stats.exp;
1098 } 982 }
1099 983
1100 switch (tmp->type) 984 switch (tmp->type)
1101 { 985 {
986#if 0
987 case WAND:
988 case ROD:
989 case HORN:
990 if (type != PLAYER || current_weapon == tmp)
991 chosen_skill = tmp;
992 break;
993#endif
994
1102 /* skills modifying the character -b.t. */ 995 /* skills modifying the character -b.t. */
1103 /* for all skills and skill granting objects */ 996 /* for all skills and skill granting objects */
1104 case SKILL: 997 case SKILL:
1105 if (!QUERY_FLAG (tmp, FLAG_APPLIED)) 998 {
999 if (!QUERY_FLAG (tmp, FLAG_APPLIED) || skill_flags [tmp->subtype] & SF_APPLY)
1106 break; 1000 break;
1107 1001
1108 if (IS_COMBAT_SKILL (tmp->subtype))
1109 wc_obj = tmp;
1110
1111 if (op->chosen_skill) 1002 if (chosen_skill)
1003 {
1112 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &op->name); 1004 LOG (llevDebug, "fix_player, op %s has multiple skills applied (%s and %s)\n",
1005 &name, &chosen_skill->name, &tmp->name);
1113 1006
1007 tmp->flag [FLAG_APPLIED] = false;
1008 update_stats ();
1009 return;
1010 }
1011 else
1114 op->chosen_skill = tmp; 1012 chosen_skill = tmp;
1115 1013
1116 if (tmp->stats.dam > 0) 1014 if (tmp->stats.dam > 0)
1117 { /* skill is a 'weapon' */ 1015 { /* skill is a 'weapon' */
1118 if (!QUERY_FLAG (op, FLAG_READY_WEAPON)) 1016 if (!QUERY_FLAG (this, FLAG_READY_WEAPON))
1119 weapon_speed = (int) WEAPON_SPEED (tmp); 1017 weapon_speed = WEAPON_SPEED (tmp);
1018
1120 if (weapon_speed < 0) 1019 if (weapon_speed < 0)
1121 weapon_speed = 0; 1020 weapon_speed = 0;
1021
1122 weapon_weight = tmp->weight; 1022 weapon_weight = tmp->weight;
1123 op->stats.dam += tmp->stats.dam * (1 + (op->chosen_skill->level / 9)); 1023 stats.dam += 1 + chosen_skill->level * tmp->stats.dam / 9;
1024
1124 if (tmp->magic) 1025 if (tmp->magic)
1125 op->stats.dam += tmp->magic; 1026 stats.dam += tmp->magic;
1126 } 1027 }
1127 1028
1128 if (tmp->stats.wc) 1029 if (tmp->stats.wc)
1129 wc -= (tmp->stats.wc + tmp->magic); 1030 wc -= tmp->stats.wc + tmp->magic;
1130 1031
1131 if (tmp->slaying != NULL) 1032 if (tmp->slaying)
1132 op->slaying = tmp->slaying; 1033 slaying = tmp->slaying;
1133 1034
1134 if (tmp->stats.ac) 1035 if (tmp->stats.ac)
1135 ac -= (tmp->stats.ac + tmp->magic); 1036 ac -= tmp->stats.ac + tmp->magic;
1037
1136 if (settings.spell_encumbrance == TRUE && op->type == PLAYER) 1038 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1137 op->contr->encumbrance += (int) 3 *tmp->weight / 1000; 1039 contr->encumbrance += (int) 3 *tmp->weight / 1000;
1040 }
1138 1041
1139 if (op->type == PLAYER)
1140 op->contr->ranges[range_skill] = op;
1141 break; 1042 break;
1142 1043
1143 case SKILL_TOOL:
1144 if (op->chosen_skill)
1145 {
1146 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &op->name);
1147 }
1148 op->chosen_skill = tmp;
1149 if (op->type == PLAYER)
1150 op->contr->ranges[range_skill] = op;
1151 break;
1152
1153 case SHIELD: 1044 case SHIELD:
1154 if (settings.spell_encumbrance == TRUE && op->type == PLAYER) 1045 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1155 op->contr->encumbrance += (int) tmp->weight / 2000; 1046 contr->encumbrance += (int) tmp->weight / 2000;
1156 case RING: 1047 case RING:
1157 case AMULET: 1048 case AMULET:
1158 case GIRDLE: 1049 case GIRDLE:
1159 case HELMET: 1050 case HELMET:
1160 case BOOTS: 1051 case BOOTS:
1161 case GLOVES: 1052 case GLOVES:
1162 case CLOAK: 1053 case CLOAK:
1163 if (tmp->stats.wc) 1054 if (tmp->stats.wc)
1164 wc -= (tmp->stats.wc + tmp->magic); 1055 wc -= tmp->stats.wc + tmp->magic;
1056
1165 if (tmp->stats.dam) 1057 if (tmp->stats.dam)
1166 op->stats.dam += (tmp->stats.dam + tmp->magic); 1058 stats.dam += tmp->stats.dam + tmp->magic;
1059
1167 if (tmp->stats.ac) 1060 if (tmp->stats.ac)
1168 ac -= (tmp->stats.ac + tmp->magic); 1061 ac -= tmp->stats.ac + tmp->magic;
1062
1169 break; 1063 break;
1170 1064
1065 case BOW:
1171 case WEAPON: 1066 case WEAPON:
1067 if (type != PLAYER || current_weapon == tmp)
1068 {
1172 wc -= (tmp->stats.wc + tmp->magic); 1069 wc -= tmp->stats.wc + tmp->magic;
1070
1173 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0) 1071 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0)
1174 ac -= tmp->stats.ac + tmp->magic; 1072 ac -= tmp->stats.ac + tmp->magic;
1073
1175 op->stats.dam += (tmp->stats.dam + tmp->magic); 1074 stats.dam += tmp->stats.dam + tmp->magic;
1176 weapon_weight = tmp->weight; 1075 weapon_weight = tmp->weight;
1177 weapon_speed = ((int) WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2; 1076 weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2;
1077
1178 if (weapon_speed < 0) 1078 if (weapon_speed < 0)
1179 weapon_speed = 0; 1079 weapon_speed = 0;
1080
1180 op->slaying = tmp->slaying; 1081 slaying = tmp->slaying;
1082
1181 /* If there is desire that two handed weapons should do 1083 /* If there is desire that two handed weapons should do
1182 * extra strength damage, this is where the code should 1084 * extra strength damage, this is where the code should
1183 * go. 1085 * go.
1184 */ 1086 */
1185 op->current_weapon = tmp; 1087
1186 if (settings.spell_encumbrance == TRUE && op->type == PLAYER) 1088 if (type == PLAYER)
1089 if (settings.spell_encumbrance)
1187 op->contr->encumbrance += (int) 3 *tmp->weight / 1000; 1090 contr->encumbrance += tmp->weight * 3 / 1000;
1091 }
1188 1092
1189 break; 1093 break;
1190 1094
1191 case ARMOUR: /* Only the best of these three are used: */ 1095 case ARMOUR: /* Only the best of these three are used: */
1192 if (settings.spell_encumbrance == TRUE && op->type == PLAYER) 1096 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1193 op->contr->encumbrance += (int) tmp->weight / 1000; 1097 contr->encumbrance += tmp->weight / 1000;
1194 1098
1195 case BRACERS: 1099 case BRACERS:
1196 case FORCE: 1100 case FORCE:
1197 if (tmp->stats.wc) 1101 if (tmp->stats.wc)
1198 { 1102 {
1202 best_wc = tmp->stats.wc + tmp->magic; 1106 best_wc = tmp->stats.wc + tmp->magic;
1203 } 1107 }
1204 else 1108 else
1205 wc += tmp->stats.wc + tmp->magic; 1109 wc += tmp->stats.wc + tmp->magic;
1206 } 1110 }
1111
1207 if (tmp->stats.ac) 1112 if (tmp->stats.ac)
1208 { 1113 {
1209 if (best_ac < tmp->stats.ac + tmp->magic) 1114 if (best_ac < tmp->stats.ac + tmp->magic)
1210 { 1115 {
1211 ac += best_ac; /* Remove last bonus */ 1116 ac += best_ac; /* Remove last bonus */
1212 best_ac = tmp->stats.ac + tmp->magic; 1117 best_ac = tmp->stats.ac + tmp->magic;
1213 } 1118 }
1214 else /* To nullify the below effect */ 1119 else /* To nullify the below effect */
1215 ac += tmp->stats.ac + tmp->magic; 1120 ac += tmp->stats.ac + tmp->magic;
1216 } 1121 }
1122
1217 if (tmp->stats.wc) 1123 if (tmp->stats.wc)
1218 wc -= (tmp->stats.wc + tmp->magic); 1124 wc -= (tmp->stats.wc + tmp->magic);
1125
1219 if (tmp->stats.ac) 1126 if (tmp->stats.ac)
1220 ac -= (tmp->stats.ac + tmp->magic); 1127 ac -= (tmp->stats.ac + tmp->magic);
1128
1221 if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.0 < max) 1129 if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.f < max)
1222 max = ARMOUR_SPEED (tmp) / 10.0; 1130 max = ARMOUR_SPEED (tmp) / 10.f;
1131
1223 break; 1132 break;
1224 } /* switch tmp->type */ 1133 } /* switch tmp->type */
1225 } /* item is equipped */ 1134 } /* item is equipped */
1226 } /* for loop of items */ 1135 } /* for loop of items */
1227 1136
1235 * If there is a cursed (and no uncursed) potion in effect, we take 1144 * If there is a cursed (and no uncursed) potion in effect, we take
1236 * 'total resistance = vulnerability from cursed potion'. 1145 * 'total resistance = vulnerability from cursed potion'.
1237 */ 1146 */
1238 for (i = 0; i < NROFATTACKS; i++) 1147 for (i = 0; i < NROFATTACKS; i++)
1239 { 1148 {
1240 op->resist[i] = prot[i] - vuln[i]; 1149 resist[i] = prot[i] - vuln[i];
1150
1241 if (potion_resist[i] && ((potion_resist[i] > op->resist[i]) || (potion_resist[i] < 0))) 1151 if (potion_resist[i] && ((potion_resist[i] > resist[i]) || (potion_resist[i] < 0)))
1242 op->resist[i] = potion_resist[i]; 1152 resist[i] = potion_resist[i];
1243 } 1153 }
1244 1154
1245 /* Figure out the players sp/mana/hp totals. */ 1155 /* Figure out the players sp/mana/hp totals. */
1246 if (op->type == PLAYER) 1156 if (type == PLAYER)
1247 { 1157 {
1248 int pl_level; 1158 int pl_level;
1249 1159
1250 check_stat_bounds (&(op->stats)); 1160 check_stat_bounds (&(stats));
1251 pl_level = op->level; 1161 pl_level = level;
1252 1162
1253 if (pl_level < 1) 1163 if (pl_level < 1)
1254 pl_level = 1; /* safety, we should always get 1 levels worth of hp! */ 1164 pl_level = 1; /* safety, we should always get 1 levels worth of hp! */
1255 1165
1256 /* You basically get half a con bonus/level. But we do take into account rounding, 1166 /* You basically get half a con bonus/level. But we do take into account rounding,
1257 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels. 1167 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels.
1258 */ 1168 */
1259 for (i = 1, op->stats.maxhp = 0; i <= pl_level && i <= 10; i++) 1169 for (i = 1, stats.maxhp = 0; i <= pl_level && i <= 10; i++)
1260 { 1170 {
1261 j = op->contr->levhp[i] + con_bonus[op->stats.Con] / 2; 1171 j = contr->levhp[i] + con_bonus[stats.Con] / 2;
1172
1262 if (i % 2 && con_bonus[op->stats.Con] % 2) 1173 if (i % 2 && con_bonus[stats.Con] % 2)
1263 { 1174 {
1264 if (con_bonus[op->stats.Con] > 0) 1175 if (con_bonus[stats.Con] > 0)
1265 j++; 1176 j++;
1266 else 1177 else
1267 j--; 1178 j--;
1268 } 1179 }
1180
1269 op->stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */ 1181 stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */
1270 } 1182 }
1271 1183
1272 for (i = 11; i <= op->level; i++) 1184 for (i = 11; i <= level; i++)
1273 op->stats.maxhp += 2; 1185 stats.maxhp += 2;
1274 1186
1275 if (op->stats.hp > op->stats.maxhp) 1187 if (stats.hp > stats.maxhp)
1276 op->stats.hp = op->stats.maxhp; 1188 stats.hp = stats.maxhp;
1277 1189
1278 /* Sp gain is controlled by the level of the player's 1190 /* Sp gain is controlled by the level of the player's
1279 * relevant experience object (mana_obj, see above) 1191 * relevant experience object (mana_obj, see above)
1280 */ 1192 */
1281 /* following happen when skills system is not used */ 1193 /* following happen when skills system is not used */
1282 if (!mana_obj) 1194 if (!mana_obj)
1283 mana_obj = op; 1195 mana_obj = this;
1196
1284 if (!grace_obj) 1197 if (!grace_obj)
1285 grace_obj = op; 1198 grace_obj = this;
1199
1286 /* set maxsp */ 1200 /* set maxsp */
1287 if (!mana_obj || !mana_obj->level || op->type != PLAYER) 1201 if (!mana_obj || !mana_obj->level || type != PLAYER)
1288 mana_obj = op; 1202 mana_obj = this;
1289 1203
1290 if (mana_obj == op && op->type == PLAYER) 1204 if (mana_obj == this && type == PLAYER)
1291 {
1292 op->stats.maxsp = 1; 1205 stats.maxsp = 1;
1293 }
1294 else 1206 else
1295 { 1207 {
1296 sp_tmp = 0.0; 1208 sp_tmp = 0.f;
1209
1297 for (i = 1; i <= mana_obj->level && i <= 10; i++) 1210 for (i = 1; i <= mana_obj->level && i <= 10; i++)
1298 { 1211 {
1299 float stmp; 1212 float stmp;
1300 1213
1301 /* Got some extra bonus at first level */ 1214 /* Got some extra bonus at first level */
1302 if (i < 2) 1215 if (i < 2)
1303 {
1304 stmp = op->contr->levsp[i] + ((2.0 * (float) sp_bonus[op->stats.Pow] + (float) sp_bonus[op->stats.Int]) / 6.0); 1216 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 6.f;
1305 }
1306 else 1217 else
1307 {
1308 stmp = (float) op->contr->levsp[i] + (2.0 * (float) sp_bonus[op->stats.Pow] + (float) sp_bonus[op->stats.Int]) / 12.0; 1218 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 12.f;
1309 } 1219
1310 if (stmp < 1.0) 1220 if (stmp < 1.f)
1311 stmp = 1.0; 1221 stmp = 1.f;
1222
1312 sp_tmp += stmp; 1223 sp_tmp += stmp;
1313 } 1224 }
1225
1314 op->stats.maxsp = (int) sp_tmp; 1226 stats.maxsp = (sint16)sp_tmp;
1315 1227
1316 for (i = 11; i <= mana_obj->level; i++) 1228 for (i = 11; i <= mana_obj->level; i++)
1317 op->stats.maxsp += 2; 1229 stats.maxsp += 2;
1318 } 1230 }
1231
1319 /* Characters can get their sp supercharged via rune of transferrance */ 1232 /* Characters can get their sp supercharged via rune of transferrance */
1320 if (op->stats.sp > op->stats.maxsp * 2) 1233 if (stats.sp > stats.maxsp * 2)
1321 op->stats.sp = op->stats.maxsp * 2; 1234 stats.sp = stats.maxsp * 2;
1322 1235
1323 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */ 1236 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */
1324 if (!grace_obj || !grace_obj->level || op->type != PLAYER) 1237 if (!grace_obj || !grace_obj->level || type != PLAYER)
1325 grace_obj = op; 1238 grace_obj = this;
1326 1239
1327 if (grace_obj == op && op->type == PLAYER) 1240 if (grace_obj == this && type == PLAYER)
1328 {
1329 op->stats.maxgrace = 1; 1241 stats.maxgrace = 1;
1330 }
1331 else 1242 else
1332 { 1243 {
1333 /* store grace in a float - this way, the divisions below don't create 1244 /* store grace in a float - this way, the divisions below don't create
1334 * big jumps when you go from level to level - with int's, it then 1245 * big jumps when you go from level to level - with int's, it then
1335 * becomes big jumps when the sums of the bonuses jump to the next 1246 * becomes big jumps when the sums of the bonuses jump to the next
1336 * step of 8 - with floats, even fractional ones are useful. 1247 * step of 8 - with floats, even fractional ones are useful.
1337 */ 1248 */
1338 sp_tmp = 0.0; 1249 sp_tmp = 0.f;
1339 for (i = 1, op->stats.maxgrace = 0; i <= grace_obj->level && i <= 10; i++) 1250 for (i = 1, stats.maxgrace = 0; i <= grace_obj->level && i <= 10; i++)
1340 { 1251 {
1341 float grace_tmp = 0.0; 1252 float grace_tmp = 0.f;
1342 1253
1343 /* Got some extra bonus at first level */ 1254 /* Got some extra bonus at first level */
1344 if (i < 2) 1255 if (i < 2)
1345 { 1256 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 6.f;
1346 grace_tmp = op->contr->levgrace[i] + (((float) grace_bonus[op->stats.Pow] +
1347 2.0 * (float) grace_bonus[op->stats.Wis]) / 6.0);
1348 }
1349 else 1257 else
1350 { 1258 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 12.f;
1351 grace_tmp = (float) op->contr->levgrace[i] 1259
1352 + ((float) grace_bonus[op->stats.Pow] + 2.0 * (float) grace_bonus[op->stats.Wis]) / 12.0;
1353 }
1354 if (grace_tmp < 1.0) 1260 if (grace_tmp < 1.f)
1355 grace_tmp = 1.0; 1261 grace_tmp = 1.f;
1262
1356 sp_tmp += grace_tmp; 1263 sp_tmp += grace_tmp;
1357 } 1264 }
1265
1358 op->stats.maxgrace = (int) sp_tmp; 1266 stats.maxgrace = (sint16)sp_tmp;
1359 1267
1360 /* two grace points per level after 11 */ 1268 /* two grace points per level after 11 */
1361 for (i = 11; i <= grace_obj->level; i++) 1269 for (i = 11; i <= grace_obj->level; i++)
1362 op->stats.maxgrace += 2; 1270 stats.maxgrace += 2;
1363 } 1271 }
1272
1364 /* No limit on grace vs maxgrace */ 1273 /* No limit on grace vs maxgrace */
1365 1274
1366 if (op->contr->braced) 1275 if (contr->braced)
1367 { 1276 {
1368 ac += 2; 1277 ac += 2;
1369 wc += 4; 1278 wc += 4;
1370 } 1279 }
1371 else 1280 else
1372 ac -= dex_bonus[op->stats.Dex]; 1281 ac -= dex_bonus[stats.Dex];
1373 1282
1374 /* In new exp/skills system, wc bonuses are related to 1283 /* In new exp/skills system, wc bonuses are related to
1375 * the players level in a relevant exp object (wc_obj) 1284 * the players level in a relevant exp object (wc_obj)
1376 * not the general player level -b.t. 1285 * not the general player level -b.t.
1377 * I changed this slightly so that wc bonuses are better 1286 * I changed this slightly so that wc bonuses are better
1380 * improvement every level, now its fighterlevel/5. So 1289 * improvement every level, now its fighterlevel/5. So
1381 * we give the player a bonus here in wc and dam 1290 * we give the player a bonus here in wc and dam
1382 * to make up for the change. Note that I left the 1291 * to make up for the change. Note that I left the
1383 * monster bonus the same as before. -b.t. 1292 * monster bonus the same as before. -b.t.
1384 */ 1293 */
1294 object *wc_obj = chosen_skill;
1385 1295
1386 if (op->type == PLAYER && wc_obj && wc_obj->level > 1) 1296 if (contr && wc_obj && wc_obj->level > 1)
1387 { 1297 {
1388 wc -= (wc_obj->level + thaco_bonus[op->stats.Str]); 1298 wc -= wc_obj->level + thaco_bonus[stats.Str];
1299
1389 for (i = 1; i < wc_obj->level; i++) 1300 for (i = 1; i < wc_obj->level; i++)
1390 { 1301 {
1391 /* addtional wc every 6 levels */ 1302 /* additional wc every 6 levels */
1392 if (!(i % 6)) 1303 if (!(i % 6))
1393 wc--; 1304 wc--;
1305
1394 /* addtional dam every 4 levels. */ 1306 /* additional dam every 4 levels. */
1395 if (!(i % 4) && (dam_bonus[op->stats.Str] >= 0)) 1307 if (!(i % 4) && dam_bonus[stats.Str] >= 0)
1396 op->stats.dam += (1 + (dam_bonus[op->stats.Str] / 5)); 1308 stats.dam += 1 + dam_bonus[stats.Str] / 5;
1397 } 1309 }
1398 } 1310 }
1399 else 1311 else
1400 wc -= (op->level + thaco_bonus[op->stats.Str]); 1312 wc -= level + thaco_bonus[stats.Str];
1401 1313
1402 op->stats.dam += dam_bonus[op->stats.Str]; 1314 stats.dam += dam_bonus[stats.Str];
1403 1315
1404 if (op->stats.dam < 1) 1316 if (stats.dam < 1)
1405 op->stats.dam = 1; 1317 stats.dam = 1;
1406 1318
1407 op->speed = 1.0 + speed_bonus[op->stats.Dex]; 1319 speed = 1.f + speed_bonus[stats.Dex];
1320
1408 if (settings.search_items && op->contr->search_str[0]) 1321 if (settings.search_items && contr->search_str[0])
1409 op->speed -= 1; 1322 speed -= 1;
1323
1410 if (op->attacktype == 0) 1324 if (attacktype == 0)
1411 op->attacktype = op->arch->clone.attacktype; 1325 attacktype = arch->attacktype;
1412
1413 } /* End if player */ 1326 } /* End if player */
1414 1327
1415 if (added_speed >= 0) 1328 if (added_speed >= 0)
1416 op->speed += added_speed / 10.0; 1329 speed += added_speed / 10.f;
1417 else /* Something wrong here...: */ 1330 else /* Something wrong here...: */
1418 op->speed /= (float) (1.0 - added_speed); 1331 speed /= 1.f - added_speed;
1419 1332
1420 /* Max is determined by armour */ 1333 /* Max is determined by armour */
1421 if (op->speed > max) 1334 if (speed > max)
1422 op->speed = max; 1335 speed = max;
1423 1336
1424 if (op->type == PLAYER) 1337 if (type == PLAYER)
1425 { 1338 {
1426 /* f is a number the represents the number of kg above (positive num) 1339 /* f is a number the represents the number of kg above (positive num)
1427 * or below (negative number) that the player is carrying. If above 1340 * or below (negative number) that the player is carrying. If above
1428 * weight limit, then player suffers a speed reduction based on how 1341 * weight limit, then player suffers a speed reduction based on how
1429 * much above he is, and what is max carry is 1342 * much above he is, and what is max carry is
1430 */ 1343 */
1431 f = (op->carrying / 1000) - max_carry[op->stats.Str]; 1344 f = (carrying / 1000) - max_carry[stats.Str];
1432 if (f > 0) 1345 if (f > 0)
1433 op->speed = op->speed / (1.0 + f / max_carry[op->stats.Str]); 1346 speed = speed / (1.f + f / max_carry[stats.Str]);
1434 } 1347 }
1435 1348
1436 op->speed += bonus_speed / 10.0; /* Not affected by limits */ 1349 speed += bonus_speed / 10.f; /* Not affected by limits */
1437 1350
1438 /* Put a lower limit on speed. Note with this speed, you move once every 1351 /* Put a lower limit on speed. Note with this speed, you move once every
1439 * 100 ticks or so. This amounts to once every 12 seconds of realtime. 1352 * 100 ticks or so. This amounts to once every 12 seconds of realtime.
1440 */ 1353 */
1441 op->speed = op->speed * speed_reduce_from_disease; 1354 speed = speed * speed_reduce_from_disease;
1442 1355
1443 if (op->speed < 0.01 && op->type == PLAYER) 1356 if (speed < 0.01f && type == PLAYER)
1444 op->speed = 0.01; 1357 speed = 0.01f;
1445 1358
1446 if (op->type == PLAYER) 1359 if (type == PLAYER)
1447 { 1360 {
1448 float M, W, s, D, K, S, M2;
1449
1450 /* (This formula was made by vidarl@ifi.uio.no) 1361 /* (This formula was made by vidarl@ifi.uio.no)
1451 * Note that we never used these values again - basically 1362 * Note that we never used these values again - basically
1452 * all of these could be subbed into one big equation, but 1363 * all of these could be subbed into one big equation, but
1453 * that would just be a real pain to read. 1364 * that would just be a real pain to read.
1454 */ 1365 */
1455 M = (max_carry[op->stats.Str] - 121) / 121.0; 1366 float M = (max_carry[stats.Str] - 121) / 121.f;
1456 M2 = max_carry[op->stats.Str] / 100.0; 1367 float M2 = max_carry[stats.Str] / 100.f;
1457 W = weapon_weight / 20000.0; 1368 float W = weapon_weight / 20000.f;
1458 s = 2 - weapon_speed / 10.0; 1369 float s = (20 - weapon_speed) / 10.f;
1459 D = (op->stats.Dex - 14) / 14.0; 1370 float D = (stats.Dex - 14) / 14.f;
1460 K = 1 + M / 3.0 - W / (3 * M2) + op->speed / 5.0 + D / 2.0; 1371 float K = 1 + M / 3.f - W / (3 * M2) + speed / 5.f + D / 2.f;
1461 K *= (4 + op->level) / (float) (6 + op->level) * 1.2; 1372
1373 K *= (4 + level) * 1.2f / (6 + level);
1374
1462 if (K <= 0) 1375 if (K <= 0.01f)
1463 K = 0.01; 1376 K = 0.01f;
1464 S = op->speed / (K * s); 1377
1465 op->contr->weapon_sp = S; 1378 contr->weapon_sp = K * s * .5f; //TODO: balance the .5
1466 } 1379 }
1380
1467 /* I want to limit the power of small monsters with big weapons: */ 1381 /* I want to limit the power of small monsters with big weapons: */
1468 if (op->type != PLAYER && op->arch != NULL && op->stats.dam > op->arch->clone.stats.dam * 3) 1382 if (type != PLAYER && arch && stats.dam > arch->stats.dam * 3)
1469 op->stats.dam = op->arch->clone.stats.dam * 3; 1383 stats.dam = arch->stats.dam * 3;
1470 1384
1471 /* Prevent overflows of wc - best you can get is ABS(120) - this 1385 stats.wc = clamp (wc, MIN_WC, MAX_WC);
1472 * should be more than enough - remember, AC is also in 8 bits, 1386 stats.ac = clamp (ac, MIN_AC, MAX_AC);
1473 * so its value is the same.
1474 */
1475 if (wc > 120)
1476 wc = 120;
1477 else if (wc < -120)
1478 wc = -120;
1479 op->stats.wc = wc;
1480
1481 if (ac > 120)
1482 ac = 120;
1483 else if (ac < -120)
1484 ac = -120;
1485 op->stats.ac = ac;
1486 1387
1487 /* if for some reason the creature doesn't have any move type, 1388 /* if for some reason the creature doesn't have any move type,
1488 * give them walking as a default. 1389 * give them walking as a default.
1489 * The second case is a special case - to more closely mimic the 1390 * The second case is a special case - to more closely mimic the
1490 * old behaviour - if your flying, your not walking - just 1391 * old behaviour - if your flying, your not walking - just
1491 * one or the other. 1392 * one or the other.
1492 */ 1393 */
1493 if (op->move_type == 0) 1394 if (move_type == 0)
1494 op->move_type = MOVE_WALK; 1395 move_type = MOVE_WALK;
1495 else if (op->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) 1396 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH))
1496 op->move_type &= ~MOVE_WALK; 1397 move_type &= ~MOVE_WALK;
1497 1398
1498 update_ob_speed (op); 1399 if (speed != old_speed)
1400 set_speed (speed);
1499 1401
1500 /* It is quite possible that a player's spell costing might have changed, 1402 /* It is quite possible that a player's spell costing might have changed,
1501 * so we will check that now. 1403 * so we will check that now.
1502 */ 1404 */
1503 if (op->type == PLAYER) 1405 if (type == PLAYER)
1406 {
1407 esrv_update_stats (contr);
1504 esrv_update_spells (op->contr); 1408 esrv_update_spells (contr);
1409 }
1410
1411 // update the mapspace, if we are on a map
1412 if (!flag [FLAG_REMOVED] && map)
1413 map->at (x, y).flags_ = 0;
1505} 1414}
1506 1415
1507/* 1416/*
1508 * Returns true if the given player is a legal class. 1417 * Returns true if the given player is a legal class.
1509 * The function to add and remove class-bonuses to the stats doesn't 1418 * The function to add and remove class-bonuses to the stats doesn't
1510 * check if the stat becomes negative, thus this function 1419 * check if the stat becomes negative, thus this function
1511 * merely checks that all stats are 1 or more, and returns 1420 * merely checks that all stats are 1 or more, and returns
1512 * false otherwise. 1421 * false otherwise.
1513 */ 1422 */
1514
1515int 1423int
1516allowed_class (const object *op) 1424allowed_class (const object *op)
1517{ 1425{
1518 return op->stats.Dex > 0 && op->stats.Str > 0 && op->stats.Con > 0 && 1426 return op->stats.Dex > 0
1519 op->stats.Int > 0 && op->stats.Wis > 0 && op->stats.Pow > 0 && op->stats.Cha > 0; 1427 && op->stats.Str > 0
1428 && op->stats.Con > 0
1429 && op->stats.Int > 0
1430 && op->stats.Wis > 0
1431 && op->stats.Pow > 0
1432 && op->stats.Cha > 0;
1520} 1433}
1521 1434
1522/* 1435/*
1523 * set the new dragon name after gaining levels or 1436 * set the new dragon name after gaining levels or
1524 * changing ability focus (later this can be extended to 1437 * changing ability focus (later this can be extended to
1595 object *skin = NULL; /* pointer to dragon skin force */ 1508 object *skin = NULL; /* pointer to dragon skin force */
1596 object *tmp = NULL; /* tmp. object */ 1509 object *tmp = NULL; /* tmp. object */
1597 char buf[MAX_BUF]; /* tmp. string buffer */ 1510 char buf[MAX_BUF]; /* tmp. string buffer */
1598 1511
1599 /* now grab the 'dragon_ability'-forces from the player's inventory */ 1512 /* now grab the 'dragon_ability'-forces from the player's inventory */
1513 shstr_cmp dragon_ability_force ("dragon_ability_force");
1514 shstr_cmp dragon_skin_force ("dragon_skin_force");
1515
1600 for (tmp = who->inv; tmp != NULL; tmp = tmp->below) 1516 for (tmp = who->inv; tmp; tmp = tmp->below)
1601 {
1602 if (tmp->type == FORCE) 1517 if (tmp->type == FORCE)
1603 {
1604 if (strcmp (tmp->arch->name, "dragon_ability_force") == 0) 1518 if (tmp->arch->archname == dragon_ability_force)
1605 abil = tmp; 1519 abil = tmp;
1606 if (strcmp (tmp->arch->name, "dragon_skin_force") == 0) 1520 else if (tmp->arch->archname == dragon_skin_force)
1607 skin = tmp; 1521 skin = tmp;
1608 } 1522
1609 }
1610 /* if the force is missing -> bail out */ 1523 /* if the force is missing -> bail out */
1611 if (abil == NULL) 1524 if (abil == NULL)
1612 return; 1525 return;
1613 1526
1614 /* The ability_force keeps track of maximum level ever achieved. 1527 /* The ability_force keeps track of maximum level ever achieved.
1658 if (!skill_obj) 1571 if (!skill_obj)
1659 { 1572 {
1660 LOG (llevError, "add_player_exp: couldn't find skill %s\n", skill_name); 1573 LOG (llevError, "add_player_exp: couldn't find skill %s\n", skill_name);
1661 return NULL; 1574 return NULL;
1662 } 1575 }
1576
1663 /* clear the flag - exp goes into this bucket, but player 1577 /* clear the flag - exp goes into this bucket, but player
1664 * still doesn't know it. 1578 * still doesn't know it.
1665 */ 1579 */
1666 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL); 1580 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL);
1667 skill_obj->stats.exp = 0; 1581 skill_obj->stats.exp = 0;
1668 skill_obj->level = 1; 1582 skill_obj->level = 1;
1669 insert_ob_in_ob (skill_obj, op); 1583 insert_ob_in_ob (skill_obj, op);
1670 if (op->contr) 1584
1585 if (player *pl = op->contr)
1671 { 1586 {
1672 op->contr->last_skill_ob[skill_obj->subtype] = skill_obj; 1587 pl->last_skill_ob [skill_obj->subtype] = skill_obj;
1673 op->contr->last_skill_exp[skill_obj->subtype] = -1; 1588 if (pl->ns)
1589 pl->ns->last_skill_exp[skill_obj->subtype] = -1;//TODO: should be made superfluous
1674 } 1590 }
1591
1675 return skill_obj; 1592 return skill_obj;
1676} 1593}
1677
1678 1594
1679/* player_lvl_adj() - for the new exp system. we are concerned with 1595/* player_lvl_adj() - for the new exp system. we are concerned with
1680 * whether the player gets more hp, sp and new levels. 1596 * whether the player gets more hp, sp and new levels.
1681 * Note this this function should only be called for players. Monstes 1597 * Note this this function should only be called for players. Monstes
1682 * don't really gain levels 1598 * don't really gain levels
1693 1609
1694 if (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul)) 1610 if (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul))
1695 { 1611 {
1696 op->level++; 1612 op->level++;
1697 1613
1698 if (op != NULL && op == who && op->stats.exp > 1 && is_dragon_pl (who)) 1614 if (op && op == who && op->stats.exp > 1 && is_dragon_pl (who))
1699 dragon_level_gain (who); 1615 dragon_level_gain (who);
1700 1616
1701 /* Only roll these if it is the player (who) that gained the level */ 1617 /* Only roll these if it is the player (who) that gained the level */
1702 if (op == who && (who->level < 11) && who->type == PLAYER) 1618 if (op == who && (who->level < 11) && who->type == PLAYER)
1703 { 1619 {
1704 who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1; 1620 who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1;
1705 who->contr->levsp[who->level] = die_roll (2, 3, who, PREFER_HIGH); 1621 who->contr->levsp[who->level] = die_roll (2, 3, who, PREFER_HIGH);
1706 who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1; 1622 who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1;
1707 } 1623 }
1708 1624
1709 fix_player (who); 1625 who->update_stats ();
1710 if (op->level > 1) 1626 if (op->level > 1)
1711 { 1627 {
1712 if (op->type != PLAYER) 1628 if (op->type != PLAYER)
1713 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);
1714 else 1630 else
1715 sprintf (buf, "You are now level %d.", op->level); 1631 sprintf (buf, "You are now level %d.", op->level);
1632
1716 if (who) 1633 if (who)
1717 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); 1634 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1718 } 1635 }
1636
1719 player_lvl_adj (who, op); /* To increase more levels */ 1637 player_lvl_adj (who, op); /* To increase more levels */
1720 } 1638 }
1721 else if (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul)) 1639 else if (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul))
1722 { 1640 {
1723 op->level--; 1641 op->level--;
1724 fix_player (who); 1642 who->update_stats ();
1643
1725 if (op->type != PLAYER) 1644 if (op->type != PLAYER)
1726 { 1645 {
1727 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); 1646 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1728 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); 1647 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1729 } 1648 }
1649
1730 player_lvl_adj (who, op); /* To decrease more levels */ 1650 player_lvl_adj (who, op); /* To decrease more levels */
1731 } 1651 }
1652
1732 /* check if the spell data has changed */ 1653 /* check if the spell data has changed */
1654 esrv_update_stats (who->contr);
1733 esrv_update_spells (who->contr); 1655 esrv_update_spells (who->contr);
1734} 1656}
1735 1657
1736/* 1658/*
1737 * Returns how much experience is needed for a player to become 1659 * Returns how much experience is needed for a player to become
1741sint64 1663sint64
1742level_exp (int level, double expmul) 1664level_exp (int level, double expmul)
1743{ 1665{
1744 if (level > settings.max_level) 1666 if (level > settings.max_level)
1745 return (sint64) (expmul * levels[settings.max_level]); 1667 return (sint64) (expmul * levels[settings.max_level]);
1668
1746 return (sint64) (expmul * levels[level]); 1669 return (sint64) (expmul * levels[level]);
1747} 1670}
1748 1671
1749/* 1672/*
1750 * Ensure that the permanent experience requirements in an exp object are met. 1673 * Ensure that the permanent experience requirements in an exp object are met.
1771 op->perm_exp = 0; 1694 op->perm_exp = 0;
1772 else if (op->perm_exp > (sint64) MAX_EXPERIENCE) 1695 else if (op->perm_exp > (sint64) MAX_EXPERIENCE)
1773 op->perm_exp = MAX_EXPERIENCE; 1696 op->perm_exp = MAX_EXPERIENCE;
1774} 1697}
1775 1698
1776
1777/* Add experience to a player - exp should only be positive. 1699/* Add experience to a player - exp should only be positive.
1778 * Updates permanent exp for the skill we are adding to. 1700 * Updates permanent exp for the skill we are adding to.
1779 * skill_name is the skill to add exp to. Skill name can be 1701 * skill_name is the skill to add exp to. Skill name can be
1780 * NULL, in which case exp increases the players general 1702 * NULL, in which case exp increases the players general
1781 * total, but not any particular skill. 1703 * total, but not any particular skill.
1782 * flag is what to do if the player doesn't have the skill: 1704 * flag is what to do if the player doesn't have the skill:
1783 */ 1705 */
1784
1785static void 1706static void
1786add_player_exp (object *op, sint64 exp, const char *skill_name, int flag) 1707add_player_exp (object *op, sint64 exp, const char *skill_name, int flag)
1787{ 1708{
1788 object *skill_obj = NULL; 1709 object *skill_obj = NULL;
1789 sint64 limit, exp_to_add; 1710 sint64 limit, exp_to_add;
1790 int i; 1711 int i;
1791 1712
1792 /* prevents some forms of abuse. */ 1713 /* prevents some forms of abuse. */
1793 if (op->contr->braced) 1714 if (op->contr->braced)
1794 exp = exp / 5; 1715 exp /= 5;
1795 1716
1796 /* Try to find the matching skill. 1717 /* Try to find the matching skill.
1797 * We do a shortcut/time saving mechanism first - see if it matches 1718 * We do a shortcut/time saving mechanism first - see if it matches
1798 * chosen_skill. This means we don't need to search through 1719 * chosen_skill. This means we don't need to search through
1799 * the players inventory. 1720 * the players inventory.
1800 */ 1721 */
1801 if (skill_name) 1722 if (skill_name)
1802 { 1723 {
1803 if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill)) 1724 if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill))
1934 del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction)); 1855 del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction));
1935 tmp->stats.exp -= del_exp; 1856 tmp->stats.exp -= del_exp;
1936 player_lvl_adj (op, tmp); 1857 player_lvl_adj (op, tmp);
1937 } 1858 }
1938 } 1859 }
1860
1939 if (flag != SK_SUBTRACT_SKILL_EXP) 1861 if (flag != SK_SUBTRACT_SKILL_EXP)
1940 { 1862 {
1941 del_exp = check_exp_loss (op, exp); 1863 del_exp = check_exp_loss (op, exp);
1942 op->stats.exp -= del_exp; 1864 op->stats.exp -= del_exp;
1943 player_lvl_adj (op, NULL); 1865 player_lvl_adj (op, NULL);
1944 } 1866 }
1945} 1867}
1946
1947
1948 1868
1949/* change_exp() - changes experience to a player/monster. This 1869/* change_exp() - changes experience to a player/monster. This
1950 * does bounds checking to make sure we don't overflow the max exp. 1870 * does bounds checking to make sure we don't overflow the max exp.
1951 * 1871 *
1952 * The exp passed is typically not modified much by this function - 1872 * The exp passed is typically not modified much by this function -
1953 * it is assumed the caller has modified the exp as needed. 1873 * it is assumed the caller has modified the exp as needed.
1954 * skill_name is the skill that should get the exp added. 1874 * skill_name is the skill that should get the exp added.
1955 * flag is what to do if player doesn't have the skill. 1875 * flag is what to do if player doesn't have the skill.
1956 * these last two values are only used for players. 1876 * these last two values are only used for players.
1957 */ 1877 */
1958
1959void 1878void
1960change_exp (object *op, sint64 exp, const char *skill_name, int flag) 1879change_exp (object *op, sint64 exp, const char *skill_name, int flag)
1961{ 1880{
1962
1963#ifdef EXP_DEBUG 1881#ifdef EXP_DEBUG
1964# ifndef WIN32
1965 LOG (llevDebug, "change_exp() called for %s, exp = %lld\n", query_name (op), exp);
1966# else
1967 LOG (llevDebug, "change_exp() called for %s, exp = %I64d\n", query_name (op), exp); 1882 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp);
1968# endif
1969#endif 1883#endif
1970 1884
1971 /* safety */ 1885 /* safety */
1972 if (!op) 1886 if (!op)
1973 { 1887 {
2012 else 1926 else
2013 /* note that when you lose exp, it doesn't go against 1927 /* note that when you lose exp, it doesn't go against
2014 * a particular skill, so we don't need to pass that 1928 * a particular skill, so we don't need to pass that
2015 * along. 1929 * along.
2016 */ 1930 */
2017 subtract_player_exp (op, FABS (exp), skill_name, flag); 1931 subtract_player_exp (op, abs (exp), skill_name, flag);
2018
2019 } 1932 }
2020} 1933}
2021 1934
2022/* Applies a death penalty experience, the size of this is defined by the 1935/* Applies a death penalty experience, the size of this is defined by the
2023 * settings death_penalty_percentage and death_penalty_levels, and by the 1936 * settings death_penalty_percentage and death_penalty_levels, and by the
2024 * amount of permenent experience, whichever gives the lowest loss. 1937 * amount of permenent experience, whichever gives the lowest loss.
2025 */ 1938 */
2026
2027void 1939void
2028apply_death_exp_penalty (object *op) 1940apply_death_exp_penalty (object *op)
2029{ 1941{
2030 object *tmp; 1942 object *tmp;
2031 sint64 loss; 1943 sint64 loss;
2053 player_lvl_adj (op, tmp); 1965 player_lvl_adj (op, tmp);
2054 } 1966 }
2055 1967
2056 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100; 1968 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100;
2057 level_loss = op->stats.exp - levels[MAX (0, op->level - settings.death_penalty_level)]; 1969 level_loss = op->stats.exp - levels[MAX (0, op->level - settings.death_penalty_level)];
1970
2058 if (level_loss < 0) 1971 if (level_loss < 0)
2059 level_loss = 0; 1972 level_loss = 0;
2060 loss = check_exp_loss (op, MIN (level_loss, percentage_loss)); 1973 loss = check_exp_loss (op, MIN (level_loss, percentage_loss));
2061 1974
2062 op->stats.exp -= loss; 1975 op->stats.exp -= loss;
2076 if (level > MAX_SAVE_LEVEL) 1989 if (level > MAX_SAVE_LEVEL)
2077 level = MAX_SAVE_LEVEL; 1990 level = MAX_SAVE_LEVEL;
2078 1991
2079 if ((random_roll (1, 20, op, PREFER_HIGH) + bonus) < savethrow[level]) 1992 if ((random_roll (1, 20, op, PREFER_HIGH) + bonus) < savethrow[level])
2080 return 0; 1993 return 0;
1994
2081 return 1; 1995 return 1;
2082} 1996}

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