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Comparing deliantra/server/common/living.C (file contents):
Revision 1.110 by root, Sun Mar 28 16:17:27 2010 UTC vs.
Revision 1.134 by root, Sat Nov 17 22:02:14 2018 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * Deliantra is free software: you can redistribute it and/or modify it under 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * the terms of the Affero GNU General Public License as published by the 9 * the terms of the Affero GNU General Public License as published by the
10 * Free Software Foundation, either version 3 of the License, or (at your 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the Affero GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * and the GNU General Public License along with this program. If not, see 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>. 20 * <http://www.gnu.org/licenses/>.
21 * 21 *
22 * The authors can be reached via e-mail to <support@deliantra.net> 22 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 23 */
24 24
25#include <global.h> 25#include <global.h>
26 26
33static const int con_bonus[MAX_STAT + 1] = { 33static const int con_bonus[MAX_STAT + 1] = {
34 -6, -5, -4, -3, -2, -1, -1, 0, 0, 0, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 12, 14, 16, 18, 20, 34 -6, -5, -4, -3, -2, -1, -1, 0, 0, 0, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 12, 14, 16, 18, 20,
35 22, 25, 30, 40, 50 35 22, 25, 30, 40, 50
36}; 36};
37 37
38/* changed the name of this to "sp_bonus" from "int_bonus" 38/* changed the name of this to "sp_bonus" from "int_bonus"
39 * because Pow can now be the stat that controls spellpoint 39 * because Pow can now be the stat that controls spellpoint
40 * advancement. -b.t. 40 * advancement. -b.t.
41 */ 41 */
42static const int sp_bonus[MAX_STAT + 1] = { 42static const int sp_bonus[MAX_STAT + 1] = {
43 -10, -10, -9, -8, -7, -6, -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 12, 15, 20, 25, 43 -10, -10, -9, -8, -7, -6, -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 12, 15, 20, 25,
47static const int grace_bonus[MAX_STAT + 1] = { 47static const int grace_bonus[MAX_STAT + 1] = {
48 -10, -10, -9, -8, -7, -6, -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 12, 15, 20, 25, 48 -10, -10, -9, -8, -7, -6, -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 12, 15, 20, 25,
49 30, 40, 50, 70, 100 49 30, 40, 50, 70, 100
50}; 50};
51 51
52/* 0.92.7 Changed way charisma works. Values now 52/* 0.92.7 Changed way charisma works. Values now
53 * represent how much more it costs to buy something than to sell it 53 * represent how much more it costs to buy something than to sell it
54 * (10, a value of 10 means it is that if it costs 50 gp to buy, you 54 * (10, a value of 10 means it is that if it costs 50 gp to buy, you
55 * would only get 5 gp when you sell.) Let query_cost do the calculations 55 * would only get 5 gp when you sell.) Let query_cost do the calculations
56 * on how to really do this. Buy keeping it this simple number, it is 56 * on how to really do this. Buy keeping it this simple number, it is
57 * much easier to know how things will be influenced. A value of '1' means 57 * much easier to know how things will be influenced. A value of '1' means
58 * buying and selling is both the same value - any value less than or equal 58 * buying and selling is both the same value - any value less than or equal
59 * to 1 should not be used. 59 * to 1 should not be used.
60 * At least as of now, the only place that uses this code is query_cost, 60 * At least as of now, the only place that uses this code is query_cost,
61 * in server/shop.c. This bonus is split evenly between buying and selling 61 * in server/shop.c. This bonus is split evenly between buying and selling
62 * (ie, if the bonus is 2.0, then items are bought for 1.33 list, and sold 62 * (ie, if the bonus is 2.0, then items are bought for 1.33 list, and sold
63 * at .667 63 * at .667
64 * This is figured by diff=(y-1)/(1+y), and for buy, it is 1+diff, for sell 64 * This is figured by diff=(y-1)/(1+y), and for buy, it is 1+diff, for sell
108 * These limits are probably overly generous, but being there were no values 108 * These limits are probably overly generous, but being there were no values
109 * before, you need to start someplace. 109 * before, you need to start someplace.
110 */ 110 */
111 111
112const uint32 weight_limit[MAX_STAT + 1] = { 112const uint32 weight_limit[MAX_STAT + 1] = {
113 200000, /* 0 */ 113 200000, /* 0 */
114 250000, 300000, 350000, 400000, 500000, /* 5 */ 114 250000, 300000, 350000, 400000, 500000, /* 5 */
115 600000, 700000, 800000, 900000, 1000000, /* 10 */ 115 600000, 700000, 800000, 900000, 1000000, /* 10 */
116 1100000, 1200000, 1300000, 1400000, 1500000, /* 15 */ 116 1100000, 1200000, 1300000, 1400000, 1500000, /* 15 */
117 1650000, 1800000, 1950000, 2100000, 2250000, /* 20 */ 117 1650000, 1800000, 1950000, 2100000, 2250000, /* 20 */
118 2400000, 2550000, 2700000, 2850000, 3000000, /* 25 */ 118 2400000, 2550000, 2700000, 2850000, 3000000, /* 25 */
119 3250000, 3500000, 3750000, 4000000, 4500000 /*30 */ 119 3250000, 3500000, 3750000, 4000000, 4500000 /* 30 */
120}; 120};
121 121
122const int learn_spell[MAX_STAT + 1] = { 122const int learn_spell[MAX_STAT + 1] = {
123 0, 0, 0, 1, 2, 4, 8, 12, 16, 25, 36, 45, 55, 65, 70, 75, 80, 85, 90, 95, 100, 100, 100, 100, 100, 123 0, 0, 0, 1, 2, 4, 8, 12, 16, 25, 36, 45, 55, 65, 70, 75, 80, 85, 90, 95, 100, 100, 100, 100, 100,
124 100, 100, 100, 100, 100, 100 124 100, 100, 100, 100, 100, 100
139/* 139/*
140 Since this is nowhere defined ... 140 Since this is nowhere defined ...
141 Both come in handy at least in function add_exp() 141 Both come in handy at least in function add_exp()
142*/ 142*/
143 143
144#define MAX_EXPERIENCE levels[settings.max_level] 144#define MAX_EXPERIENCE levels [settings.max_level]
145 145
146/* because exp_obj sum to make the total score, 146/* because exp_obj sum to make the total score,
147 * we cannot allow that sum to exceed the maximum 147 * we cannot allow that sum to exceed the maximum
148 * amount of experience a player can gain. Thus 148 * amount of experience a player can gain. Thus
149 * we define MAX_EXP_IN_OBJ. It is important to try 149 * we define MAX_EXP_IN_OBJ. It is important to try
150 * to make the value of MAX_EXP_CAT close to the 150 * to make the value of MAX_EXP_CAT close to the
151 * actual number of experience objects in the game, 151 * actual number of experience objects in the game,
152 * otherwise the maximum level in any experience 152 * otherwise the maximum level in any experience
153 * category could be quite low. To help the situation 153 * category could be quite low. To help the situation
154 * out a little I added 10 more levels, and jacked 154 * out a little I added 10 more levels, and jacked
155 * up the last level experience value. Its out of 155 * up the last level experience value. Its out of
156 * line with progression of previous levels, so 156 * line with progression of previous levels, so
157 * if more levels are desired, this should be fixed. 157 * if more levels are desired, this should be fixed.
158 * -b.t. 158 * -b.t.
159 */ 159 */
160 160
161#define MAX_EXP_IN_OBJ levels[settings.max_level]/(MAX_EXP_CAT - 1) 161#define MAX_EXP_IN_OBJ MAX_EXP_IN_OBJ / (MAX_EXP_CAT - 1)
162
163extern sint64 *levels;
164 162
165#define MAX_SAVE_LEVEL 110 163#define MAX_SAVE_LEVEL 110
166 164
167/* This no longer needs to be changed anytime the number of 165/* This no longer needs to be changed anytime the number of
168 * levels is increased - rather, did_make_save will do the 166 * levels is increased - rather, did_make_save will do the
339 check_stat_bounds (&op->stats); 337 check_stat_bounds (&op->stats);
340 } /* end of potion handling code */ 338 } /* end of potion handling code */
341 } 339 }
342 340
343 /* reset attributes that update_stats doesn't reset since it doesn't search 341 /* reset attributes that update_stats doesn't reset since it doesn't search
344 * everything to set 342 * everything to set
345 */ 343 */
346 if (flag == -1) 344 if (flag == -1)
347 { 345 {
348 op->attacktype &= ~tmp->attacktype; 346 op->attacktype &= ~tmp->attacktype;
349 op->path_attuned &= ~tmp->path_attuned; 347 op->path_attuned &= ~tmp->path_attuned;
418 if (tmp->move_type & MOVE_SWIM) 416 if (tmp->move_type & MOVE_SWIM)
419 DIFF_MSG (flag, "You feel ready for a swim", "You no longer feel like swimming"); 417 DIFF_MSG (flag, "You feel ready for a swim", "You no longer feel like swimming");
420 } 418 }
421 419
422 /* becoming UNDEAD... a special treatment for this flag. Only those not 420 /* becoming UNDEAD... a special treatment for this flag. Only those not
423 * originally undead may change their status 421 * originally undead may change their status
424 */ 422 */
425 if (!op->arch->flag [FLAG_UNDEAD]) 423 if (!op->arch->flag [FLAG_UNDEAD])
426 if (op->flag [FLAG_UNDEAD] != prev_flag [FLAG_UNDEAD]) 424 if (op->flag [FLAG_UNDEAD] != prev_flag [FLAG_UNDEAD])
427 { 425 {
428 success = 1; 426 success = 1;
449 success = 1; 447 success = 1;
450 DIFF_MSG (flag, "You become transparent.", "You can see yourself."); 448 DIFF_MSG (flag, "You become transparent.", "You can see yourself.");
451 } 449 }
452 450
453 /* blinded you can tell if more blinded since blinded player has minimal 451 /* blinded you can tell if more blinded since blinded player has minimal
454 * vision 452 * vision
455 */ 453 */
456 if (tmp->flag [FLAG_BLIND]) 454 if (tmp->flag [FLAG_BLIND])
457 { 455 {
458 success = 1; 456 success = 1;
459 if (flag > 0) 457 if (flag > 0)
461 if (op->flag [FLAG_WIZ]) 459 if (op->flag [FLAG_WIZ])
462 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self is blinded."); 460 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self is blinded.");
463 else 461 else
464 { 462 {
465 new_draw_info (NDI_UNIQUE, 0, op, "You are blinded."); 463 new_draw_info (NDI_UNIQUE, 0, op, "You are blinded.");
466 SET_FLAG (op, FLAG_BLIND); 464 op->set_flag (FLAG_BLIND);
467 if (op->type == PLAYER) 465 if (op->type == PLAYER)
468 op->contr->do_los = 1; 466 op->contr->do_los = 1;
469 } 467 }
470 } 468 }
471 else 469 else
473 if (op->flag [FLAG_WIZ]) 471 if (op->flag [FLAG_WIZ])
474 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self can now see again."); 472 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self can now see again.");
475 else 473 else
476 { 474 {
477 new_draw_info (NDI_UNIQUE, 0, op, "Your vision returns."); 475 new_draw_info (NDI_UNIQUE, 0, op, "Your vision returns.");
478 CLEAR_FLAG (op, FLAG_BLIND); 476 op->clr_flag (FLAG_BLIND);
479 if (op->type == PLAYER) 477 if (op->type == PLAYER)
480 op->contr->do_los = 1; 478 op->contr->do_los = 1;
481 } 479 }
482 } 480 }
483 } 481 }
521 { 519 {
522 success = 1; 520 success = 1;
523 DIFF_MSG (flag * tmp->stats.luck, "You feel more lucky.", "You feel less lucky."); 521 DIFF_MSG (flag * tmp->stats.luck, "You feel more lucky.", "You feel less lucky.");
524 } 522 }
525 523
524 if (digest_types [tmp->type])
525 {
526 if (tmp->stats.hp && op->type == PLAYER) 526 if (tmp->stats.hp && op->type == PLAYER)
527 { 527 {
528 success = 1; 528 success = 1;
529 DIFF_MSG (flag * tmp->stats.hp, "You feel much more healthy!", "You feel much less healthy!"); 529 DIFF_MSG (flag * tmp->stats.hp, "You feel much more healthy!", "You feel much less healthy!");
530 } 530 }
531 531
532 if (tmp->stats.sp && op->type == PLAYER && tmp->type != SKILL) 532 if (tmp->stats.sp && op->type == PLAYER
533 { 533 && tmp->type != SKILL && tmp->type != BOW)
534 {
534 success = 1; 535 success = 1;
535 DIFF_MSG (flag * tmp->stats.sp, "You feel one with the powers of magic!", "You suddenly feel very mundane."); 536 DIFF_MSG (flag * tmp->stats.sp, "You feel one with the powers of magic!", "You suddenly feel very mundane.");
536 } 537 }
537 538
538 /* for the future when artifacts set this -b.t. */ 539 /* for the future when artifacts set this -b.t. */
539 if (tmp->stats.grace && op->type == PLAYER) 540 if (tmp->stats.grace && op->type == PLAYER)
540 { 541 {
541 success = 1; 542 success = 1;
542 DIFF_MSG (flag * tmp->stats.grace, "You feel closer to your god!", "You suddenly feel less holy."); 543 DIFF_MSG (flag * tmp->stats.grace, "You feel closer to your god!", "You suddenly feel less holy.");
543 } 544 }
544 545
545 if (tmp->stats.food && op->type == PLAYER) 546 if (tmp->stats.food && op->type == PLAYER)
546 { 547 {
547 success = 1; 548 success = 1;
548 DIFF_MSG (flag * tmp->stats.food, "You feel your digestion slowing down.", "You feel your digestion speeding up."); 549 DIFF_MSG (flag * tmp->stats.food, "You feel your digestion slowing down.", "You feel your digestion speeding up.");
550 }
549 } 551 }
550 552
551 /* Messages for changed resistance */ 553 /* Messages for changed resistance */
552 for (int i = 0; i < NROFATTACKS; i++) 554 for (int i = 0; i < NROFATTACKS; i++)
553 { 555 {
606 608
607 if (!tmp) 609 if (!tmp)
608 { 610 {
609 tmp = at->instance (); 611 tmp = at->instance ();
610 tmp = insert_ob_in_ob (tmp, this); 612 tmp = insert_ob_in_ob (tmp, this);
611 SET_FLAG (tmp, FLAG_APPLIED); 613 tmp->set_flag (FLAG_APPLIED);
612 } 614 }
613 } 615 }
614 616
615 new_draw_info (NDI_UNIQUE, 0, this, drain_msg[deplete_stats]); 617 new_draw_info (NDI_UNIQUE, 0, this, drain_msg[deplete_stats]);
616 change_attr_value (&tmp->stats, deplete_stats, -1); 618 change_attr_value (&tmp->stats, deplete_stats, -1);
636 if (!value) 638 if (!value)
637 return; 639 return;
638 640
639 tmp = at->instance (); 641 tmp = at->instance ();
640 tmp = insert_ob_in_ob (tmp, this); 642 tmp = insert_ob_in_ob (tmp, this);
641 SET_FLAG (tmp, FLAG_APPLIED); 643 tmp->set_flag (FLAG_APPLIED);
642 } 644 }
643 645
644 if (value) 646 if (value)
645 { 647 {
646 /* Limit the luck value of the bad luck object to +/-100. This 648 /* Limit the luck value of the bad luck object to +/-100. This
699 sint8 v = arch->stats.stat (i); 701 sint8 v = arch->stats.stat (i);
700 stats.stat (i) += v; 702 stats.stat (i) += v;
701 contr->orig_stats.stat (i) += v; 703 contr->orig_stats.stat (i) += v;
702 } 704 }
703} 705}
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;
730 706
731static struct copy_flags : object::flags_t 707static struct copy_flags : object::flags_t
732{ 708{
733 copy_flags () 709 copy_flags ()
734 { 710 {
753 * spell system split, grace points now added to system --peterm 729 * spell system split, grace points now added to system --peterm
754 */ 730 */
755void 731void
756object::update_stats () 732object::update_stats ()
757{ 733{
758 float f, max_speed = 9, added_speed = 0, bonus_speed = 0, speed_reduce_from_disease = 1; 734 float max_speed = 9, added_speed = 0, bonus_speed = 0, speed_reduce_from_disease = 1;
759 int weapon_weight = 0, weapon_speed = 0; 735 weight_t weapon_weight = 0;
736 int weapon_speed = 0;
760 int best_wc = 0, best_ac = 0, wc = 0, ac = 0; 737 int best_wc = 0, best_ac = 0, wc = 0, ac = 0;
761 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; 738 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS];
762 object *grace_obj = NULL, *mana_obj = NULL, *tmp; 739 object *grace_obj = NULL, *mana_obj = NULL, *tmp;
763 float old_speed = speed; 740 float old_speed = speed;
764 int stat_sum [NUM_STATS]; 741 int stat_sum [NUM_STATS];
784 contr->gen_grace = 0; 761 contr->gen_grace = 0;
785 contr->gen_sp_armour = 10; 762 contr->gen_sp_armour = 10;
786 contr->item_power = 0; 763 contr->item_power = 0;
787 } 764 }
788 765
789 for (int i = NUM_BODY_LOCATIONS; i--; ) 766 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
790 slot[i].used = slot[i].info; 767 slot[i].used = slot[i].info;
791 768
792 slaying = 0; 769 slaying = 0;
793 770
794 if (!QUERY_FLAG (this, FLAG_WIZ)) 771 if (!this->flag [FLAG_WIZ])
795 {
796 CLEAR_FLAG (this, FLAG_XRAYS);
797 CLEAR_FLAG (this, FLAG_MAKE_INVIS);
798 } 772 {
773 this->clr_flag (FLAG_XRAYS);
774 this->clr_flag (FLAG_MAKE_INVIS);
775 }
799 776
800 CLEAR_FLAG (this, FLAG_LIFESAVE); 777 this->clr_flag (FLAG_LIFESAVE);
801 CLEAR_FLAG (this, FLAG_STEALTH); 778 this->clr_flag (FLAG_STEALTH);
802 CLEAR_FLAG (this, FLAG_BLIND); 779 this->clr_flag (FLAG_BLIND);
803 780
804 if (!QUERY_FLAG (arch, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL); 781 if (!arch->flag [FLAG_REFL_SPELL ]) this->clr_flag (FLAG_REFL_SPELL);
805 if (!QUERY_FLAG (arch, FLAG_REFL_MISSILE)) CLEAR_FLAG (this, FLAG_REFL_MISSILE); 782 if (!arch->flag [FLAG_REFL_MISSILE]) this->clr_flag (FLAG_REFL_MISSILE);
806 if (!QUERY_FLAG (arch, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD); 783 if (!arch->flag [FLAG_UNDEAD ]) this->clr_flag (FLAG_UNDEAD);
807 if (!QUERY_FLAG (arch, FLAG_SEE_IN_DARK )) CLEAR_FLAG (this, FLAG_SEE_IN_DARK); 784 if (!arch->flag [FLAG_SEE_IN_DARK ]) this->clr_flag (FLAG_SEE_IN_DARK);
808 785
809 path_attuned = arch->path_attuned; 786 path_attuned = arch->path_attuned;
810 path_repelled = arch->path_repelled; 787 path_repelled = arch->path_repelled;
811 path_denied = arch->path_denied; 788 path_denied = arch->path_denied;
812 glow_radius = arch->glow_radius; 789 glow_radius = arch->glow_radius;
813 move_type = arch->move_type; 790 move_type = arch->move_type;
814 791
815 object *chosen_skill = 0;
816
817 /* initializing resistances from the values in player/monster's 792 /* initializing resistances from the values in player/monster's
818 * archetype clone 793 * archetype clone
819 */ 794 */
820 memcpy (&resist, &arch->resist, sizeof (resist)); 795 memcpy (&resist, &arch->resist, sizeof (resist));
821 796
822 for (int i = 0; i < NROFATTACKS; i++) 797 for (int i = 0; i < NROFATTACKS; i++)
823 { 798 {
824 if (resist[i] > 0) 799 if (resist[i] > 0)
825 prot[i] = resist[i], vuln[i] = 0; 800 prot[i] = resist[i], vuln[i] = 0;
826 else 801 else
827 vuln[i] = -(resist[i]), prot[i] = 0; 802 vuln[i] = -resist[i], prot[i] = 0;
828 803
829 potion_resist[i] = 0; 804 potion_resist[i] = -1000;
830 } 805 }
831 806
832 wc = arch->stats.wc; 807 wc = arch->stats.wc;
833 stats.dam = arch->stats.dam; 808 stats.dam = arch->stats.dam;
834 809
835 /* for players which cannot use armour, they gain AC -1 per 3 levels, 810 /* for players which cannot use armour, they gain AC -1 per 3 levels,
836 * plus a small amount of physical resist, those poor suckers. ;) 811 * plus a small amount of physical resist, those poor suckers. ;)
837 * the fact that maxlevel is factored in could be considered sort of bogus - 812 * the fact that maxlevel is factored in could be considered sort of bogus -
838 * we should probably give them some bonus and cap it off - otherwise, 813 * we should probably give them some bonus and cap it off - otherwise,
839 * basically, if a server updates its max level, these playes may find 814 * basically, if a server updates its max level, these playes may find
840 * that their protection from physical goes down 815 * that their protection from physical goes down
841 */ 816 */
842 if (!QUERY_FLAG (this, FLAG_USE_ARMOUR) && type == PLAYER) 817 if (!this->flag [FLAG_USE_ARMOUR] && type == PLAYER)
843 { 818 {
844 ac = max (-10, arch->stats.ac - level / 3); 819 ac = max (-10, arch->stats.ac - level / 3);
845 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100; 820 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100;
846 } 821 }
847 else 822 else
848 ac = arch->stats.ac; 823 ac = arch->stats.ac;
849 824
850 stats.luck = arch->stats.luck; 825 stats.luck = arch->stats.luck;
851 speed = arch->speed; 826 speed = arch->speed;
827
828 chosen_skill = 0;
852 829
853 /* OK - we've reset most all the objects attributes to sane values. 830 /* OK - we've reset most all the objects attributes to sane values.
854 * now go through and make adjustments for what the player has equipped. 831 * now go through and make adjustments for what the player has equipped.
855 */ 832 */
856 for (tmp = inv; tmp; tmp = tmp->below) 833 for (tmp = inv; tmp; tmp = tmp->below)
857 { 834 {
858 /* This happens because apply_potion calls change_abil with the potion 835 /* This happens because apply_potion calls change_abil with the potion
859 * applied so we can tell the player what changed. But change_abil 836 * applied so we can tell the player what changed. But change_abil
860 * then calls this function. 837 * then calls this function.
861 */ 838 */
862 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION) 839 if (tmp->flag [FLAG_APPLIED] && tmp->type == POTION)
863 continue; 840 continue;
864 841
865 glow_radius += tmp->glow_radius; 842 glow_radius += tmp->glow_radius;
866 843
867 /* For some things, we don't care what is equipped */ 844 /* For some things, we don't care what is equipped */
885 } 862 }
886 } 863 }
887 864
888 /* Container objects are not meant to adjust players, but other applied 865 /* Container objects are not meant to adjust players, but other applied
889 * objects need to make adjustments. 866 * objects need to make adjustments.
890 * This block should handle all player specific changes 867 * This block should handle all player specific changes
891 * The check for Praying is a bit of a hack - god given bonuses are put 868 * The check for Praying is a bit of a hack - god given bonuses are put
892 * in the praying skill, and the player should always get those. 869 * in the praying skill, and the player should always get those.
893 * It also means we need to put in additional checks for applied below, 870 * It also means we need to put in additional checks for applied below,
894 * because the skill shouldn't count against body positions being used 871 * because the skill shouldn't count against body positions being used
895 * up, etc. 872 * up, etc.
896 */ 873 */
897 if ((tmp->flag [FLAG_APPLIED] 874 if ((tmp->flag [FLAG_APPLIED]
898 && tmp->type != CONTAINER 875 && tmp->type != CONTAINER
899 && tmp->type != CLOSE_CON) 876 && tmp->type != CLOSE_CON
877 && tmp->type != SPELL)
900 || (tmp->type == SKILL && tmp->subtype == SK_PRAYING)) 878 || (tmp->type == SKILL && tmp->subtype == SK_PRAYING))
901 { 879 {
902 if (type == PLAYER) 880 if (type == PLAYER)
903 { 881 {
904 contr->item_power += tmp->item_power; 882 contr->item_power += tmp->item_power;
905
906 if (tmp == contr->combat_ob || tmp == contr->ranged_ob)
907 if (tmp != current_weapon
908 && (tmp->type != SKILL || tmp->subtype != SK_PRAYING)
909 && !tmp->flag [FLAG_CURSED]
910 && !tmp->flag [FLAG_DAMNED])
911 continue;
912 883
913 for (int i = 0; i < NUM_STATS; i++) 884 for (int i = 0; i < NUM_STATS; i++)
914 stat_sum [i] += tmp->stats.stat (i); 885 stat_sum [i] += tmp->stats.stat (i);
915 886
916 if (digest_types [tmp->type]) 887 if (digest_types [tmp->type])
928 if (tmp->type == WEAPON) 899 if (tmp->type == WEAPON)
929 current_weapon = tmp; 900 current_weapon = tmp;
930 } 901 }
931 902
932 /* Update slots used for items */ 903 /* Update slots used for items */
933 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 904 if (tmp->flag [FLAG_APPLIED]) // exclude praying...
934 for (int i = 0; i < NUM_BODY_LOCATIONS; i++) 905 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
935 slot[i].used += tmp->slot[i].info; 906 slot[i].used += tmp->slot[i].info;
936 907
937 if (tmp->type == SYMPTOM) 908 if (tmp->type == SYMPTOM)
938 min_it (speed_reduce_from_disease, tmp->last_sp ? tmp->last_sp / 100.f : 1.f); 909 min_it (speed_reduce_from_disease, tmp->last_sp ? tmp->last_sp / 100.f : 1.f);
939 910
940 /* Pos. and neg. protections are counted separate (-> pro/vuln). 911 /* Pos. and neg. protections are counted separate (-> pro/vuln).
941 * (Negative protections are calculated exactly like positive.) 912 * (Negative protections are calculated exactly like positive.)
942 * Resistance from potions are treated special as well. If there's 913 * Resistance from potions are treated special as well. If there's
943 * more than one potion-effect, the bigger prot.-value is taken. 914 * more than one potion-effect, the bigger prot.-value is taken.
944 */ 915 */
945 if (tmp->type != POTION) 916 if (tmp->type == POTION_EFFECT)
946 {
947 for (int i = 0; i < NROFATTACKS; i++) 917 for (int i = 0; i < NROFATTACKS; i++)
948 {
949 /* Potential for cursed potions, in which case we just can use
950 * a straight MAX, as potion_resist is initialised to zero.
951 */
952 if (tmp->type == POTION_EFFECT)
953 {
954 if (potion_resist[i])
955 potion_resist[i] = max (potion_resist[i], tmp->resist[i]);
956 else
957 potion_resist[i] = tmp->resist[i]; 918 max_it (potion_resist[i], tmp->resist[i]);
958 } 919 else if (tmp->type != POTION)
920 for (int i = 0; i < NROFATTACKS; i++)
959 else if (tmp->resist[i] > 0) 921 if (tmp->resist[i] > 0)
960 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100; 922 prot[i] += (100 - prot[i]) * tmp->resist[i] / 100;
961 else if (tmp->resist[i] < 0) 923 else if (tmp->resist[i] < 0)
962 vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100; 924 vuln[i] += (100 - vuln[i]) * -tmp->resist[i] / 100;
963 }
964 }
965 925
966 /* There may be other things that should not adjust the attacktype */ 926 /* There may be other things that should not adjust the attacktype */
967 if (tmp->type != SYMPTOM) 927 if (tmp->type != SYMPTOM)
968 { 928 {
969 attacktype |= tmp->attacktype; 929 attacktype |= tmp->attacktype;
974 stats.luck += tmp->stats.luck; 934 stats.luck += tmp->stats.luck;
975 } 935 }
976 936
977 flag |= tmp->flag & copy_flags; 937 flag |= tmp->flag & copy_flags;
978 938
979 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (arch, FLAG_UNDEAD)) 939 if (tmp->flag [FLAG_UNDEAD] && !arch->flag [FLAG_UNDEAD])
980 SET_FLAG (this, FLAG_UNDEAD); 940 this->set_flag (FLAG_UNDEAD);
981 941
982 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS)) 942 //TODO: copy_flags?
943 if (tmp->flag [FLAG_MAKE_INVIS])
983 { 944 {
984 SET_FLAG (this, FLAG_MAKE_INVIS); 945 set_flag (FLAG_MAKE_INVIS);
985 invisible = 1; 946 invisible = 1;
986 } 947 }
987 948
988 if (tmp->stats.exp && tmp->type != SKILL) 949 if (tmp->stats.exp && tmp->type != SKILL)
989 { 950 {
996 added_speed += tmp->stats.exp; 957 added_speed += tmp->stats.exp;
997 } 958 }
998 959
999 switch (tmp->type) 960 switch (tmp->type)
1000 { 961 {
1001 /* skills modifying the character -b.t. */
1002 /* for all skills and skill granting objects */
1003 case SKILL: 962 case SKILL:
1004 { 963 {
964 // some skills will end up here without counting as "applied"
1005 if (!QUERY_FLAG (tmp, FLAG_APPLIED) || skill_flags [tmp->subtype] & SF_APPLY) 965 if (!tmp->flag [FLAG_APPLIED] || skill_flags [tmp->subtype] & SF_AUTARK)
1006 break; 966 break;
1007 967
1008 if (chosen_skill) 968 if (chosen_skill)
1009 { 969 {
1010 LOG (llevDebug, "fix_player, op %s has multiple skills applied (%s and %s)\n", 970 LOG (llevDebug, "fix_player, op %s has multiple skills applied (%s and %s)\n",
1012 972
1013 tmp->flag [FLAG_APPLIED] = false; 973 tmp->flag [FLAG_APPLIED] = false;
1014 update_stats (); 974 update_stats ();
1015 return; 975 return;
1016 } 976 }
1017 else 977
1018 chosen_skill = tmp; 978 chosen_skill = tmp;
1019 979
1020 if (tmp->stats.dam > 0) 980 if (tmp->stats.dam > 0)
1021 { /* skill is a 'weapon' */ 981 { /* skill is a 'weapon' */
1022 if (!QUERY_FLAG (this, FLAG_READY_WEAPON)) 982 if (!this->flag [FLAG_READY_WEAPON])
1023 weapon_speed = WEAPON_SPEED (tmp); 983 weapon_speed = max (0, WEAPON_SPEED (tmp));
1024
1025 if (weapon_speed < 0)
1026 weapon_speed = 0;
1027 984
1028 weapon_weight = tmp->weight; 985 weapon_weight = tmp->weight;
1029 stats.dam += 1 + chosen_skill->level * tmp->stats.dam / 9; 986 stats.dam += 1 + chosen_skill->level * tmp->stats.dam / 9;
1030 987
1031 if (tmp->magic) 988 if (tmp->magic)
1040 997
1041 if (tmp->stats.ac) 998 if (tmp->stats.ac)
1042 ac -= tmp->stats.ac + tmp->magic; 999 ac -= tmp->stats.ac + tmp->magic;
1043 1000
1044 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1001 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1045 contr->encumbrance += 3 * tmp->weight / 1000; 1002 contr->encumbrance += weight_to_kg_approx (3 * tmp->weight);
1046 } 1003 }
1047 1004
1048 break; 1005 break;
1049 1006
1050 case SHIELD: 1007 case SHIELD:
1051 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1008 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1052 contr->encumbrance += tmp->weight / 2000; 1009 contr->encumbrance += weight_to_kg_approx (tmp->weight) >> 1;
1053 //FALLTHROUGH 1010 //FALLTHROUGH
1054 case RING: 1011 case RING:
1055 case AMULET: 1012 case AMULET:
1056 case GIRDLE: 1013 case GIRDLE:
1057 case HELMET: 1014 case HELMET:
1067 if (tmp->stats.ac) 1024 if (tmp->stats.ac)
1068 ac -= tmp->stats.ac + tmp->magic; 1025 ac -= tmp->stats.ac + tmp->magic;
1069 1026
1070 break; 1027 break;
1071 1028
1072 case WAND: 1029 case RANGED:
1073 case ROD:
1074 case HORN:
1075 case SKILL_TOOL:
1076 if (type != PLAYER)
1077 chosen_skill = find_skill_by_name (this, tmp->skill);
1078 break;
1079
1080 case BOW: 1030 case BOW:
1081 case WEAPON: 1031 case WEAPON:
1082 if (type != PLAYER || current_weapon == tmp)
1083 {
1084 chosen_skill = find_skill_by_name (this, tmp->skill);
1085
1086 wc -= tmp->stats.wc + tmp->magic; 1032 wc -= tmp->stats.wc + tmp->magic;
1087 1033
1088 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0) 1034 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0)
1089 ac -= tmp->stats.ac + tmp->magic; 1035 ac -= tmp->stats.ac + tmp->magic;
1090 1036
1091 stats.dam += tmp->stats.dam + tmp->magic; 1037 stats.dam += tmp->stats.dam + tmp->magic;
1092 weapon_weight = tmp->weight; 1038 weapon_weight = tmp->weight;
1093 weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2; 1039 weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2;
1094 1040
1095 if (weapon_speed < 0) 1041 if (weapon_speed < 0)
1096 weapon_speed = 0; 1042 weapon_speed = 0;
1097 1043
1098 slaying = tmp->slaying; 1044 slaying = tmp->slaying;
1099 1045
1100 /* If there is desire that two handed weapons should do 1046 /* If there is desire that two handed weapons should do
1101 * extra strength damage, this is where the code should 1047 * extra strength damage, this is where the code should
1102 * go. 1048 * go.
1103 */ 1049 */
1104 1050
1105 if (type == PLAYER) 1051 if (type == PLAYER)
1106 if (settings.spell_encumbrance) 1052 if (settings.spell_encumbrance)
1107 contr->encumbrance += tmp->weight * 3 / 1000; 1053 contr->encumbrance += weight_to_kg_approx (3 * tmp->weight);
1108 }
1109 1054
1110 break; 1055 break;
1111 1056
1112 case ARMOUR: /* Only the best of these three are used: */ 1057 case ARMOUR: /* Only the best of these three are used: */
1113 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1058 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1114 contr->encumbrance += tmp->weight / 1000; 1059 contr->encumbrance += weight_to_kg_approx (tmp->weight);
1115 1060
1116 case BRACERS: 1061 case BRACERS:
1117 case FORCE: 1062 case FORCE:
1118 if (tmp->stats.wc) 1063 if (tmp->stats.wc)
1119 { 1064 {
1142 1087
1143 if (tmp->stats.ac) 1088 if (tmp->stats.ac)
1144 ac -= tmp->stats.ac + tmp->magic; 1089 ac -= tmp->stats.ac + tmp->magic;
1145 1090
1146 if (ARMOUR_SPEED (tmp)) 1091 if (ARMOUR_SPEED (tmp))
1147 max_speed = min (max_speed, ARMOUR_SPEED (tmp) / 10.f); 1092 min_it (max_speed, ARMOUR_SPEED (tmp) / 10.f);
1148 1093
1149 break; 1094 break;
1150 } /* switch tmp->type */ 1095 } /* switch tmp->type */
1151 } /* item is equipped */ 1096 } /* item is equipped */
1152 } /* for loop of items */ 1097 } /* for loop of items */
1153 1098
1154 if (type != PLAYER)
1155 this->chosen_skill = chosen_skill;
1156
1157 glow_radius = min (glow_radius, MAX_LIGHT_RADIUS); 1099 min_it (glow_radius, MAX_LIGHT_RADIUS);
1158 1100
1159 /* We've gone through all the objects the player has equipped. For many things, we 1101 /* We've gone through all the objects the player has equipped. For many things, we
1160 * have generated intermediate values which we now need to assign. 1102 * have generated intermediate values which we now need to assign.
1161 */ 1103 */
1162 1104
1163 /* 'total resistance = total protections - total vulnerabilities'. 1105 /* 'total resistance = total protections - total vulnerabilities'.
1164 * If there is an uncursed potion in effect, granting more protection 1106 * If there is an uncursed potion in effect, granting more protection
1165 * than that, we take: 'total resistance = resistance from potion'. 1107 * than that, we take: 'total resistance = resistance from potion'.
1166 * If there is a cursed (and no uncursed) potion in effect, we take 1108 * If there is a cursed (and no uncursed) potion in effect, we take
1167 * 'total resistance = vulnerability from cursed potion'. 1109 * 'total resistance = vulnerability from cursed potion'.
1168 */ 1110 */
1169 for (int i = 0; i < NROFATTACKS; i++) 1111 for (int i = 0; i < NROFATTACKS; i++)
1170 { 1112 {
1171 resist[i] = prot[i] - vuln[i]; 1113 resist[i] = prot[i] - vuln[i];
1172 1114
1173 if (potion_resist[i] && ((potion_resist[i] > resist[i]) || (potion_resist[i] < 0))) 1115 if (potion_resist[i] != -1000
1116 && (potion_resist[i] < 0 || potion_resist[i] > resist[i]))
1174 resist[i] = potion_resist[i]; 1117 resist[i] = potion_resist[i];
1175 } 1118 }
1176 1119
1177 if (type == PLAYER) 1120 if (type == PLAYER)
1178 { 1121 {
1209 stats.maxhp += 2 * max (0, level - 10); 1152 stats.maxhp += 2 * max (0, level - 10);
1210 1153
1211 if (stats.hp > stats.maxhp) 1154 if (stats.hp > stats.maxhp)
1212 stats.hp = stats.maxhp; 1155 stats.hp = stats.maxhp;
1213 1156
1214 /* Sp gain is controlled by the level of the player's 1157 /* Sp gain is controlled by the level of the player's
1215 * relevant experience object (mana_obj, see above) 1158 * relevant experience object (mana_obj, see above)
1216 */ 1159 */
1217 /* following happen when skills system is not used */ 1160 /* following happen when skills system is not used */
1218 if (!mana_obj) 1161 if (!mana_obj)
1219 mana_obj = this; 1162 mana_obj = this;
1220 1163
1290 wc += 4; 1233 wc += 4;
1291 } 1234 }
1292 else 1235 else
1293 ac -= dex_bonus[stats.Dex]; 1236 ac -= dex_bonus[stats.Dex];
1294 1237
1295 /* In new exp/skills system, wc bonuses are related to 1238 /* In new exp/skills system, wc bonuses are related to
1296 * the players level in a relevant exp object (wc_obj) 1239 * the players level in a relevant exp object (wc_obj)
1297 * not the general player level -b.t. 1240 * not the general player level -b.t.
1298 * I changed this slightly so that wc bonuses are better 1241 * I changed this slightly so that wc bonuses are better
1299 * than before. This is to balance out the fact that 1242 * than before. This is to balance out the fact that
1300 * the player no longer gets a personal weapon w/ 1 1243 * the player no longer gets a personal weapon w/ 1
1301 * improvement every level, now its fighterlevel/5. So 1244 * improvement every level, now its fighterlevel/5. So
1302 * we give the player a bonus here in wc and dam 1245 * we give the player a bonus here in wc and dam
1303 * to make up for the change. Note that I left the 1246 * to make up for the change. Note that I left the
1304 * monster bonus the same as before. -b.t. 1247 * monster bonus the same as before. -b.t.
1305 */ 1248 */
1306 object *wc_obj = chosen_skill; 1249 object *wc_obj = chosen_skill;
1307 1250
1308 if (contr && wc_obj && wc_obj->level > 1) 1251 if (contr && wc_obj && wc_obj->level > 1)
1347 /* f is a number the represents the number of kg above (positive num) 1290 /* f is a number the represents the number of kg above (positive num)
1348 * or below (negative number) that the player is carrying. If above 1291 * or below (negative number) that the player is carrying. If above
1349 * weight limit, then player suffers a speed reduction based on how 1292 * weight limit, then player suffers a speed reduction based on how
1350 * much above he is, and what is max carry is 1293 * much above he is, and what is max carry is
1351 */ 1294 */
1352 float f = (carrying / 1000) - max_carry[stats.Str]; 1295 float f = (sint32)weight_to_kg_approx (carrying) - max_carry[stats.Str];
1353 if (f > 0.f) 1296 if (f > 0.f)
1354 speed = speed / (1.f + f / max_carry[stats.Str]); 1297 speed /= (1.f + f / max_carry[stats.Str]);
1355 } 1298 }
1356 1299
1357 speed += bonus_speed / 10.f; /* Not affected by limits */ 1300 speed += bonus_speed / 10.f; /* Not affected by limits */
1358 speed *= speed_reduce_from_disease; 1301 speed *= speed_reduce_from_disease;
1359 1302
1435 update_all_los (env->map, env->x, env->y); 1378 update_all_los (env->map, env->x, env->y);
1436 } 1379 }
1437} 1380}
1438 1381
1439/* 1382/*
1440 * Returns true if the given player is a legal class.
1441 * The function to add and remove class-bonuses to the stats doesn't
1442 * check if the stat becomes negative, thus this function
1443 * merely checks that all stats are 1 or more, and returns
1444 * false otherwise.
1445 */
1446int
1447allowed_class (const object *op)
1448{
1449 return op->stats.Dex > 0
1450 && op->stats.Str > 0
1451 && op->stats.Con > 0
1452 && op->stats.Int > 0
1453 && op->stats.Wis > 0
1454 && op->stats.Pow > 0
1455 && op->stats.Cha > 0;
1456}
1457
1458/*
1459 * set the new dragon name after gaining levels or 1383 * set the new dragon name after gaining levels or
1460 * changing ability focus (later this can be extended to 1384 * changing ability focus (later this can be extended to
1461 * eventually change the player's face and animation) 1385 * eventually change the player's face and animation)
1462 */ 1386 */
1463void 1387void
1526 /* if the force is missing -> bail out */ 1450 /* if the force is missing -> bail out */
1527 if (abil == NULL) 1451 if (abil == NULL)
1528 return; 1452 return;
1529 1453
1530 /* The ability_force keeps track of maximum level ever achieved. 1454 /* The ability_force keeps track of maximum level ever achieved.
1531 * New abilties can only be gained by surpassing this max level 1455 * New abilties can only be gained by surpassing this max level
1532 */ 1456 */
1533 if (who->level > abil->level) 1457 if (who->level > abil->level)
1534 { 1458 {
1535 /* increase our focused ability */ 1459 /* increase our focused ability */
1536 abil->resist[abil->stats.exp]++; 1460 abil->resist[abil->stats.exp]++;
1578 } 1502 }
1579 1503
1580 /* clear the flag - exp goes into this bucket, but player 1504 /* clear the flag - exp goes into this bucket, but player
1581 * still doesn't know it. 1505 * still doesn't know it.
1582 */ 1506 */
1583 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL); 1507 skill_obj->clr_flag (FLAG_CAN_USE_SKILL);
1584 skill_obj->stats.exp = 0; 1508 skill_obj->stats.exp = 0;
1585 skill_obj->level = 1; 1509 skill_obj->level = 1;
1586 op->insert (skill_obj); 1510 op->insert (skill_obj);
1587 1511
1588 if (player *pl = op->contr) 1512 if (player *pl = op->contr)
1665 */ 1589 */
1666 1590
1667sint64 1591sint64
1668level_exp (int level, double expmul) 1592level_exp (int level, double expmul)
1669{ 1593{
1670 if (level > settings.max_level) 1594 return expmul * level_to_min_exp (level);
1671 return (sint64) (expmul * levels[settings.max_level]);
1672
1673 return (sint64) (expmul * levels[level]);
1674} 1595}
1675 1596
1676/* 1597/*
1677 * Ensure that the permanent experience requirements in an exp object are met. 1598 * Ensure that the permanent experience requirements in an exp object are met.
1678 * This really just checks 'op to make sure the perm_exp value is within 1599 * This really just checks 'op to make sure the perm_exp value is within
1684calc_perm_exp (object *op) 1605calc_perm_exp (object *op)
1685{ 1606{
1686 int p_exp_min; 1607 int p_exp_min;
1687 1608
1688 /* Ensure that our permanent experience minimum is met. 1609 /* Ensure that our permanent experience minimum is met.
1689 * permenent_exp_ratio is an integer percentage, we divide by 100 1610 * permenent_exp_ratio is an integer percentage, we divide by 100
1690 * to get the fraction */ 1611 * to get the fraction */
1691 p_exp_min = (int) (settings.permanent_exp_ratio * (float) (op->stats.exp) / 100); 1612 p_exp_min = (int) (settings.permanent_exp_ratio * (float) (op->stats.exp) / 100);
1692 1613
1693 if (op->perm_exp < p_exp_min) 1614 if (op->perm_exp < p_exp_min)
1694 op->perm_exp = p_exp_min; 1615 op->perm_exp = p_exp_min;
1706 * NULL, in which case exp increases the players general 1627 * NULL, in which case exp increases the players general
1707 * total, but not any particular skill. 1628 * total, but not any particular skill.
1708 * flag is what to do if the player doesn't have the skill: 1629 * flag is what to do if the player doesn't have the skill:
1709 */ 1630 */
1710static void 1631static void
1711add_player_exp (object *op, sint64 exp, const char *skill_name, int flag) 1632add_player_exp (object *op, sint64 exp, shstr_tmp skill_name, int flag)
1712{ 1633{
1713 object *skill_obj; 1634 object *skill_obj;
1714 sint64 limit, exp_to_add; 1635 sint64 limit, exp_to_add;
1715 int i;
1716 1636
1717 /* prevents some forms of abuse. */ 1637 /* prevents some forms of abuse. */
1718 if (op->contr->braced) 1638 if (op->contr->braced)
1719 exp /= 5; 1639 exp /= 5;
1720 1640
1746 { 1666 {
1747 /* Basically, you can never gain more experience in one shot 1667 /* Basically, you can never gain more experience in one shot
1748 * than half what you need to gain for next level. 1668 * than half what you need to gain for next level.
1749 */ 1669 */
1750 exp_to_add = exp; 1670 exp_to_add = exp;
1751 limit = (levels[op->level + 1] - levels[op->level]) / 2; 1671 limit = (levels [op->level + 1] - levels [op->level]) / 2;
1752 if (exp_to_add > limit) 1672 if (exp_to_add > limit)
1753 exp_to_add = limit; 1673 exp_to_add = limit;
1754 1674
1755 ADD_EXP (op->stats.exp, (sint64) ((float) exp_to_add * (skill_obj ? skill_obj->expmul : 1))); 1675 ADD_EXP (op->stats.exp, (sint64) ((float) exp_to_add * (skill_obj ? skill_obj->expmul : 1)));
1756 if (settings.permanent_exp_ratio) 1676 if (settings.permanent_exp_ratio)
1763 } 1683 }
1764 1684
1765 if (skill_obj) 1685 if (skill_obj)
1766 { 1686 {
1767 exp_to_add = exp; 1687 exp_to_add = exp;
1768 limit = (levels[skill_obj->level + 1] - levels[skill_obj->level]) / 2; 1688 limit = (levels [skill_obj->level + 1] - levels [skill_obj->level]) / 2;
1769 if (exp_to_add > limit) 1689 if (exp_to_add > limit)
1770 exp_to_add = limit; 1690 exp_to_add = limit;
1771 1691
1772 ADD_EXP (skill_obj->stats.exp, exp_to_add); 1692 ADD_EXP (skill_obj->stats.exp, exp_to_add);
1773 if (settings.permanent_exp_ratio) 1693 if (settings.permanent_exp_ratio)
1830 * where everything is at the minimum perm exp, he would lose nothing. 1750 * where everything is at the minimum perm exp, he would lose nothing.
1831 * exp is the amount of exp to subtract - thus, it should be 1751 * exp is the amount of exp to subtract - thus, it should be
1832 * a postive number. 1752 * a postive number.
1833 */ 1753 */
1834static void 1754static void
1835subtract_player_exp (object *op, sint64 exp, const char *skill, int flag) 1755subtract_player_exp (object *op, sint64 exp, shstr_tmp skill, int flag)
1836{ 1756{
1837 float fraction = (float) exp / (float) op->stats.exp; 1757 float fraction = (float) exp / (float) op->stats.exp;
1838 object *tmp; 1758 object *tmp;
1839 sint64 del_exp; 1759 sint64 del_exp;
1840 1760
1841 for (tmp = op->inv; tmp; tmp = tmp->below) 1761 for (tmp = op->inv; tmp; tmp = tmp->below)
1842 if (tmp->type == SKILL && tmp->stats.exp) 1762 if (tmp->type == SKILL && tmp->stats.exp)
1843 { 1763 {
1844 if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (&tmp->skill, skill)) 1764 if (flag == SK_SUBTRACT_SKILL_EXP && skill && tmp->skill == skill)
1845 { 1765 {
1846 del_exp = check_exp_loss (tmp, exp); 1766 del_exp = check_exp_loss (tmp, exp);
1847 tmp->stats.exp -= del_exp; 1767 tmp->stats.exp -= del_exp;
1848 player_lvl_adj (op, tmp); 1768 player_lvl_adj (op, tmp);
1849 } 1769 }
1850 else if (flag != SK_SUBTRACT_SKILL_EXP) 1770 else if (flag != SK_SUBTRACT_SKILL_EXP)
1851 { 1771 {
1852 /* only want to process other skills if we are not trying 1772 /* only want to process other skills if we are not trying
1853 * to match a specific skill. 1773 * to match a specific skill.
1854 */ 1774 */
1855 del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction)); 1775 del_exp = check_exp_loss (tmp, tmp->stats.exp * fraction);
1856 tmp->stats.exp -= del_exp; 1776 tmp->stats.exp -= del_exp;
1857 player_lvl_adj (op, tmp); 1777 player_lvl_adj (op, tmp);
1858 } 1778 }
1859 } 1779 }
1860 1780
1874 * skill_name is the skill that should get the exp added. 1794 * skill_name is the skill that should get the exp added.
1875 * flag is what to do if player doesn't have the skill. 1795 * flag is what to do if player doesn't have the skill.
1876 * these last two values are only used for players. 1796 * these last two values are only used for players.
1877 */ 1797 */
1878void 1798void
1879change_exp (object *op, sint64 exp, const char *skill_name, int flag) 1799change_exp (object *op, sint64 exp, shstr_tmp skill_name, int flag)
1880{ 1800{
1881#ifdef EXP_DEBUG 1801#ifdef EXP_DEBUG
1882 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp); 1802 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp);
1883#endif 1803#endif
1884 1804
1893 * won't do anything if the value is 0 anyways. 1813 * won't do anything if the value is 0 anyways.
1894 */ 1814 */
1895 if (exp == 0) 1815 if (exp == 0)
1896 return; 1816 return;
1897 1817
1898 /* Monsters are easy - we just adjust their exp - we 1818 /* Monsters are easy - we just adjust their exp - we
1899 * don't adjust level, since in most cases it is unrelated to 1819 * don't adjust level, since in most cases it is unrelated to
1900 * the exp they have - the monsters exp represents what its 1820 * the exp they have - the monsters exp represents what its
1901 * worth. 1821 * worth.
1902 */ 1822 */
1903 if (op->type != PLAYER) 1823 if (op->type != PLAYER)
1904 { 1824 {
1905 /* Sanity check */ 1825 /* Sanity check */
1906 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1826 if (!op->flag [FLAG_ALIVE])
1907 return; 1827 return;
1908 1828
1909 /* reset exp to max allowed value. We subtract from 1829 /* reset exp to max allowed value. We subtract from
1910 * MAX_EXPERIENCE to prevent overflows. If the player somehow has 1830 * MAX_EXPERIENCE to prevent overflows. If the player somehow has
1911 * more than max exp, just return. 1831 * more than max exp, just return.
1930 */ 1850 */
1931 subtract_player_exp (op, abs (exp), skill_name, flag); 1851 subtract_player_exp (op, abs (exp), skill_name, flag);
1932 } 1852 }
1933} 1853}
1934 1854
1935/* Applies a death penalty experience, the size of this is defined by the 1855/* Applies a death penalty experience, the size of this is defined by the
1936 * settings death_penalty_percentage and death_penalty_levels, and by the 1856 * settings death_penalty_percentage and death_penalty_levels, and by the
1937 * amount of permenent experience, whichever gives the lowest loss. 1857 * amount of permenent experience, whichever gives the lowest loss.
1938 */ 1858 */
1939void 1859void
1940apply_death_exp_penalty (object *op) 1860apply_death_exp_penalty (object *op)
1962 tmp->stats.exp -= loss; 1882 tmp->stats.exp -= loss;
1963 player_lvl_adj (op, tmp); 1883 player_lvl_adj (op, tmp);
1964 } 1884 }
1965 1885
1966 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100; 1886 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100;
1967 level_loss = op->stats.exp - levels[max (0, op->level - settings.death_penalty_level)]; 1887 level_loss = op->stats.exp - levels [max (0, op->level - settings.death_penalty_level)];
1968 1888
1969 if (level_loss < 0) 1889 if (level_loss < 0)
1970 level_loss = 0; 1890 level_loss = 0;
1971 1891
1972 loss = check_exp_loss (op, min (level_loss, percentage_loss)); 1892 loss = check_exp_loss (op, min (level_loss, percentage_loss));

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