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Comparing deliantra/server/common/living.C (file contents):
Revision 1.10 by root, Tue Sep 12 02:06:19 2006 UTC vs.
Revision 1.120 by root, Fri Apr 30 09:36:32 2010 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
8 it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
9 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
10 (at your option) any later version. 11 * option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
18 along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
20 21 *
21 The authors can be reached via e-mail at crossfire-devel@real-time.com 22 * The authors can be reached via e-mail to <support@deliantra.net>
22*/ 23 */
23 24
24#include <global.h> 25#include <global.h>
25#include <funcpoint.h>
26 26
27/* Handy little macro that adds exp and keeps it within bounds. Since 27/* Handy little macro that adds exp and keeps it within bounds. Since
28 * we are now using 64 bit values, I'm not all concerned about overflow issues 28 * we are now using 64 bit values, I'm not all concerned about overflow issues
29 * with exptotal wrapping. exptotal is typically op->exp, or op->perm_exp 29 * with exptotal wrapping. exptotal is typically op->exp, or op->perm_exp
30 */ 30 */
139/* 139/*
140 Since this is nowhere defined ... 140 Since this is nowhere defined ...
141 Both come in handy at least in function add_exp() 141 Both come in handy at least in function add_exp()
142*/ 142*/
143 143
144#define MAX_EXPERIENCE levels[settings.max_level] 144#define MAX_EXPERIENCE levels [settings.max_level]
145 145
146/* because exp_obj sum to make the total score, 146/* because exp_obj sum to make the total score,
147 * we cannot allow that sum to exceed the maximum 147 * we cannot allow that sum to exceed the maximum
148 * amount of experience a player can gain. Thus 148 * amount of experience a player can gain. Thus
149 * we define MAX_EXP_IN_OBJ. It is important to try 149 * we define MAX_EXP_IN_OBJ. It is important to try
156 * line with progression of previous levels, so 156 * line with progression of previous levels, so
157 * if more levels are desired, this should be fixed. 157 * if more levels are desired, this should be fixed.
158 * -b.t. 158 * -b.t.
159 */ 159 */
160 160
161#define MAX_EXP_IN_OBJ levels[settings.max_level]/(MAX_EXP_CAT - 1) 161#define MAX_EXP_IN_OBJ MAX_EXP_IN_OBJ / (MAX_EXP_CAT - 1)
162
163#ifndef WIN32
164extern uint64 *levels;
165#else
166extern sint64 *levels;
167#endif
168 162
169#define MAX_SAVE_LEVEL 110 163#define MAX_SAVE_LEVEL 110
170 164
171/* This no longer needs to be changed anytime the number of 165/* This no longer needs to be changed anytime the number of
172 * levels is increased - rather, did_make_save will do the 166 * levels is increased - rather, did_make_save will do the
195static const char *const drain_msg[NUM_STATS] = { 189static const char *const drain_msg[NUM_STATS] = {
196 "Oh no! You are weakened!", 190 "Oh no! You are weakened!",
197 "You're feeling clumsy!", 191 "You're feeling clumsy!",
198 "You feel less healthy", 192 "You feel less healthy",
199 "You suddenly begin to lose your memory!", 193 "You suddenly begin to lose your memory!",
194 "Watch out, your mind is going!",
195 "Your spirit feels drained!",
200 "Your face gets distorted!", 196 "Your face gets distorted!",
201 "Watch out, your mind is going!",
202 "Your spirit feels drained!"
203}; 197};
204const char *const restore_msg[NUM_STATS] = { 198const char *const restore_msg[NUM_STATS] = {
205 "You feel your strength return.", 199 "You feel your strength return.",
206 "You feel your agility return.", 200 "You feel your agility return.",
207 "You feel your health return.", 201 "You feel your health return.",
202 "You feel your memory return.",
208 "You feel your wisdom return.", 203 "You feel your wisdom return.",
204 "You feel your spirits return.",
209 "You feel your charisma return.", 205 "You feel your charisma return.",
210 "You feel your memory return.",
211 "You feel your spirits return."
212}; 206};
213const char *const gain_msg[NUM_STATS] = { 207const char *const gain_msg[NUM_STATS] = {
214 "You feel stronger.", 208 "You feel stronger.",
215 "You feel more agile.", 209 "You feel more agile.",
216 "You feel healthy.", 210 "You feel healthy.",
211 "You feel smarter.",
217 "You feel wiser.", 212 "You feel wiser.",
213 "You feel more potent.",
218 "You seem to look better.", 214 "You seem to look better.",
219 "You feel smarter.",
220 "You feel more potent."
221}; 215};
222const char *const lose_msg[NUM_STATS] = { 216const char *const lose_msg[NUM_STATS] = {
223 "You feel weaker!", 217 "You feel weaker!",
224 "You feel clumsy!", 218 "You feel clumsy!",
225 "You feel less healthy!", 219 "You feel less healthy!",
220 "You feel stupid!",
226 "You lose some of your memory!", 221 "You lose some of your memory!",
222 "You feel less potent!",
227 "You look ugly!", 223 "You look ugly!",
228 "You feel stupid!",
229 "You feel less potent!"
230}; 224};
231 225
232const char *const statname[NUM_STATS] = { 226const char *const statname[NUM_STATS] = {
233 "strength", "dexterity", "constitution", "wisdom", "charisma", "intelligence", "power" 227 "strength", "dexterity", "constitution", "intelligence", "wisdom", "power", "charisma"
234}; 228};
235 229
236const char *const short_stat_name[NUM_STATS] = { 230const char *const short_stat_name[NUM_STATS] = {
237 "Str", "Dex", "Con", "Wis", "Cha", "Int", "Pow" 231 "Str", "Dex", "Con", "Int", "Wis", "Pow", "Cha"
238}; 232};
239
240/*
241 * sets Str/Dex/con/Wis/Cha/Int/Pow in stats to value, depending on
242 * what attr is (STR to POW).
243 */
244
245void
246set_attr_value (living * stats, int attr, sint8 value)
247{
248 switch (attr)
249 {
250 case STR:
251 stats->Str = value;
252 break;
253 case DEX:
254 stats->Dex = value;
255 break;
256 case CON:
257 stats->Con = value;
258 break;
259 case WIS:
260 stats->Wis = value;
261 break;
262 case POW:
263 stats->Pow = value;
264 break;
265 case CHA:
266 stats->Cha = value;
267 break;
268 case INT:
269 stats->Int = value;
270 break;
271 }
272}
273 233
274/* 234/*
275 * Like set_attr_value(), but instead the value (which can be negative) 235 * Like set_attr_value(), but instead the value (which can be negative)
276 * is added to the specified stat. 236 * is added to the specified stat.
277 */ 237 */
278
279void 238void
280change_attr_value (living * stats, int attr, sint8 value) 239change_attr_value (living *stats, int attr, sint8 value)
281{ 240{
282 if (value == 0) 241 stats->stat (attr) += value;
283 return;
284 switch (attr)
285 {
286 case STR:
287 stats->Str += value;
288 break;
289 case DEX:
290 stats->Dex += value;
291 break;
292 case CON:
293 stats->Con += value;
294 break;
295 case WIS:
296 stats->Wis += value;
297 break;
298 case POW:
299 stats->Pow += value;
300 break;
301 case CHA:
302 stats->Cha += value;
303 break;
304 case INT:
305 stats->Int += value;
306 break;
307 default:
308 LOG (llevError, "Invalid attribute in change_attr_value: %d\n", attr);
309 }
310}
311
312/*
313 * returns the specified stat. See also set_attr_value().
314 */
315
316sint8
317get_attr_value (const living * stats, int attr)
318{
319 switch (attr)
320 {
321 case STR:
322 return (stats->Str);
323 case DEX:
324 return (stats->Dex);
325 case CON:
326 return (stats->Con);
327 case WIS:
328 return (stats->Wis);
329 case CHA:
330 return (stats->Cha);
331 case INT:
332 return (stats->Int);
333 case POW:
334 return (stats->Pow);
335 }
336 return 0;
337} 242}
338 243
339/* 244/*
340 * Ensures that all stats (str/dex/con/wis/cha/int) are within the 245 * Ensures that all stats (str/dex/con/wis/cha/int) are within the
341 * 1-30 stat limit. 246 * 1-30 stat limit.
342 */ 247 */
343
344void 248void
345check_stat_bounds (living * stats) 249check_stat_bounds (living *stats)
346{ 250{
347 int i, v;
348
349 for (i = 0; i < NUM_STATS; i++) 251 for (int i = 0; i < NUM_STATS; i++)
350 if ((v = get_attr_value (stats, i)) > MAX_STAT) 252 {
351 set_attr_value (stats, i, MAX_STAT); 253 sint8 &v = stats->stat (i);
352 else if (v < MIN_STAT) 254 v = clamp (v, MIN_STAT, MAX_STAT);
353 set_attr_value (stats, i, MIN_STAT); 255 }
354} 256}
355 257
356#define ORIG_S(xyz,abc) (op->contr->orig_stats.abc) 258#define ORIG_S(xyz,abc) (op->contr->orig_stats.abc)
357 259
358/* Rather than having a whole bunch of if (flag) new_draw.. else new_draw, 260/* Rather than having a whole bunch of if (flag) new_draw.. else new_draw,
359 * make this macro to clean those up. Not usuable outside change_abil 261 * make this macro to clean those up. Not usuable outside change_abil
360 * function since some of the values passed to new_draw_info are hardcoded. 262 * function since some of the values passed to new_draw_info are hardcoded.
361 */ 263 */
362#define DIFF_MSG(flag, msg1, msg2) \ 264#define DIFF_MSG(flag, msg1, msg2) \
363 new_draw_info(NDI_UNIQUE, 0, op, (flag>0)?msg1:msg2); 265 new_draw_info (NDI_UNIQUE, 0, op, (flag > 0) ? msg1 : msg2);
364 266
365/* return 1 if we sucessfully changed a stat, 0 if nothing was changed. */ 267/* return 1 if we sucessfully changed a stat, 0 if nothing was changed. */
366 268
367/* flag is set to 1 if we are applying the object, -1 if we are removing 269/* flag is set to 1 if we are applying the object, -1 if we are removing
368 * the object. 270 * the object.
369 * It is the calling functions responsibilty to check to see if the object 271 * It is the calling functions responsibilty to check to see if the object
370 * can be applied or not. 272 * can be applied or not.
371 * The main purpose of calling this function is the messages that are 273 * The main purpose of calling this function is the messages that are
372 * displayed - fix_player should really always be called after this when 274 * displayed - update_stats should really always be called after this when
373 * removing an object - that is because it is impossible to know if some object 275 * removing an object - that is because it is impossible to know if some object
374 * is the only source of an attacktype or spell attunement, so this function 276 * is the only source of an attacktype or spell attunement, so this function
375 * will clear the bits, but the player may still have some other object 277 * will clear the bits, but the player may still have some other object
376 * that gives them that ability. 278 * that gives them that ability.
377 */ 279 */
378int 280int
379change_abil (object *op, object *tmp) 281change_abil (object *op, object *tmp)
380{ 282{
381 int flag = QUERY_FLAG (tmp, FLAG_APPLIED) ? 1 : -1, i, j, success = 0; 283 int flag = tmp->flag [FLAG_APPLIED] ? 1 : -1;
284 int success = 0;
382 char message[MAX_BUF]; 285 char message[MAX_BUF];
383 int potion_max = 0; 286 int potion_max = 0;
384 287
385 /* remember what object was like before it was changed. note that 288 // keep some stats for comparison purposes
386 * refop is a local copy of op only to be used for detecting changes 289 object::flags_t prev_flag = op->flag;
387 * found by fix_player. refop is not a real object 290 MoveType prev_move_type = op->move_type;
388 */ 291 sint16 prev_resist [NROFATTACKS]; // clumsy
389 object_pod refop = *op; 292 assert (sizeof (prev_resist) == sizeof (op->resist));
293 memcpy (prev_resist, op->resist, sizeof (prev_resist));
390 294
391 if (op->type == PLAYER) 295 if (op->type == PLAYER)
392 { 296 {
393 if (tmp->type == POTION) 297 if (tmp->type == POTION)
394 { 298 {
395 potion_max = 1; 299 potion_max = 1;
300
396 for (j = 0; j < NUM_STATS; j++) 301 for (int j = 0; j < NUM_STATS; j++)
397 { 302 {
398 int nstat, ostat; 303 int ostat = op->contr->orig_stats.stat (j);
399 304 int i = tmp->stats.stat (j);
400 ostat = get_attr_value (&(op->contr->orig_stats), j);
401 i = get_attr_value (&(tmp->stats), j);
402 305
403 /* nstat is what the stat will be after use of the potion */ 306 /* nstat is what the stat will be after use of the potion */
404 nstat = flag * i + ostat; 307 int nstat = flag * i + ostat;
405 308
406 /* Do some bounds checking. While I don't think any 309 /* Do some bounds checking. There is the potential for potions
407 * potions do so right now, there is the potential for potions
408 * that adjust that stat by more than one point, so we need 310 * that adjust that stat by more than one point, so we need
409 * to allow for that. 311 * to allow for that.
410 */ 312 */
411 if (nstat < 1 && i * flag < 0) 313 if (nstat < 1 && i * flag < 0)
412 nstat = 1; 314 nstat = 1;
413 else if (nstat > 20 + get_attr_value (&(op->arch->clone.stats), j)) 315 else if (nstat > 20 + op->arch->stats.stat (j))
414 { 316 nstat = 20 + op->arch->stats.stat (j);
415 nstat = 20 + get_attr_value (&(op->arch->clone.stats), j); 317
416 }
417 if (nstat != ostat) 318 if (nstat != ostat)
418 { 319 {
419 set_attr_value (&(op->contr->orig_stats), j, nstat); 320 op->contr->orig_stats.stat (j) = nstat;
420 potion_max = 0; 321 potion_max = 0;
421 } 322 }
422 else if (i) 323 else if (i)
423 { 324 {
424 /* potion is useless - player has already hit the natural maximum */ 325 /* potion is useless - player has already hit the natural maximum */
425 potion_max = 1; 326 potion_max = 1;
426 } 327 }
427 } 328 }
329
428 /* This section of code ups the characters normal stats also. I am not 330 /* This section of code ups the characters normal stats also. I am not
429 * sure if this is strictly necessary, being that fix_player probably 331 * sure if this is strictly necessary, being that fix_player probably
430 * recalculates this anyway. 332 * recalculates this anyway.
431 */ 333 */
432 for (j = 0; j < NUM_STATS; j++) 334 for (int j = 0; j < NUM_STATS; j++)
433 change_attr_value (&(op->stats), j, flag * get_attr_value (&(tmp->stats), j)); 335 change_attr_value (&op->stats, j, flag * tmp->stats.stat (j));
336
434 check_stat_bounds (&(op->stats)); 337 check_stat_bounds (&op->stats);
435 } /* end of potion handling code */ 338 } /* end of potion handling code */
436 } 339 }
437 340
438 /* reset attributes that fix_player doesn't reset since it doesn't search 341 /* reset attributes that update_stats doesn't reset since it doesn't search
439 * everything to set 342 * everything to set
440 */ 343 */
441 if (flag == -1) 344 if (flag == -1)
442 { 345 {
443 op->attacktype &= ~tmp->attacktype; 346 op->attacktype &= ~tmp->attacktype;
444 op->path_attuned &= ~tmp->path_attuned; 347 op->path_attuned &= ~tmp->path_attuned;
445 op->path_repelled &= ~tmp->path_repelled; 348 op->path_repelled &= ~tmp->path_repelled;
446 op->path_denied &= ~tmp->path_denied; 349 op->path_denied &= ~tmp->path_denied;
447 /* Presuming here that creatures only have move_type, 350 /* Presuming here that creatures only have move_type,
448 * and not the other move_ fields. 351 * and not the other move_ fields.
449 */ 352 */
450 op->move_type &= ~tmp->move_type; 353 op->move_type &= ~tmp->move_type;
451 } 354 }
452 355
453 /* call fix_player since op object could have whatever attribute due 356 /* call fix_player since op object could have whatever attribute due
454 * to multiple items. if fix_player always has to be called after 357 * to multiple items. if update_stats always has to be called after
455 * change_ability then might as well call it from here 358 * change_ability then might as well call it from here
456 */ 359 */
457 fix_player (op); 360 op->update_stats ();
458 361
459 /* Fix player won't add the bows ability to the player, so don't 362 /* update_stats won't add the bows ability to the player, so don't
460 * print out message if this is a bow. 363 * print out message if this is a bow.
461 */ 364 */
462 if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW) 365 if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW)
463 { 366 {
464 success = 1; 367 success = 1;
465 DIFF_MSG (flag, "Your hands begin to glow red.", "Your hands stop glowing red."); 368 DIFF_MSG (flag, "Your hands begin to glow red.", "Your hands stop glowing red.");
466 } 369 }
467 if (QUERY_FLAG (op, FLAG_LIFESAVE) != QUERY_FLAG (&refop, FLAG_LIFESAVE)) 370
371 if (op->flag [FLAG_LIFESAVE] != prev_flag [FLAG_LIFESAVE])
468 { 372 {
469 success = 1; 373 success = 1;
470 DIFF_MSG (flag, "You feel very protected.", "You don't feel protected anymore."); 374 DIFF_MSG (flag, "You feel very protected.", "You don't feel protected anymore.");
471 } 375 }
472 if (QUERY_FLAG (op, FLAG_REFL_MISSILE) != QUERY_FLAG (&refop, FLAG_REFL_MISSILE)) 376
377 if (op->flag [FLAG_REFL_MISSILE] != prev_flag [FLAG_REFL_MISSILE])
473 { 378 {
474 success = 1; 379 success = 1;
475 DIFF_MSG (flag, "A magic force shimmers around you.", "The magic force fades away."); 380 DIFF_MSG (flag, "A magic force shimmers around you.", "The magic force fades away.");
476 } 381 }
477 if (QUERY_FLAG (op, FLAG_REFL_SPELL) != QUERY_FLAG (&refop, FLAG_REFL_SPELL)) 382
383 if (op->flag [FLAG_REFL_SPELL] != prev_flag [FLAG_REFL_SPELL])
478 { 384 {
479 success = 1; 385 success = 1;
480 DIFF_MSG (flag, "You feel more safe now, somehow.", "Suddenly you feel less safe, somehow."); 386 DIFF_MSG (flag, "You feel more safe now, somehow.", "Suddenly you feel less safe, somehow.");
481 } 387 }
388
482 /* movement type has changed. We don't care about cases where 389 /* movement type has changed. We don't care about cases where
483 * user has multiple items giving the same type appled like we 390 * user has multiple items giving the same type appled like we
484 * used to - that is more work than what we gain, plus messages 391 * used to - that is more work than what we gain, plus messages
485 * can be misleading (a little higher could be miscontrued from 392 * can be misleading (a little higher could be miscontrued from
486 * from fly high) 393 * from fly high)
487 */ 394 */
488 if (tmp->move_type && op->move_type != refop.move_type) 395 if (tmp->move_type && op->move_type != prev_move_type)
489 { 396 {
490 success = 1; 397 success = 1;
491 398
492 /* MOVE_FLY_HIGH trumps MOVE_FLY_LOW - changing your move_fly_low 399 /* MOVE_FLY_HIGH trumps MOVE_FLY_LOW - changing your move_fly_low
493 * status doesn't make a difference if you are flying high 400 * status doesn't make a difference if you are flying high
494 */ 401 */
495 if (tmp->move_type & MOVE_FLY_LOW && !(op->move_type & MOVE_FLY_HIGH)) 402 if (tmp->move_type & MOVE_FLY_LOW && !(op->move_type & MOVE_FLY_HIGH))
496 { 403 {
497 DIFF_MSG (flag, "You start to float in the air!.", "You float down to the ground."); 404 DIFF_MSG (flag, "You start to float in the air!", "You float down to the ground.");
498 } 405 }
499 406
500 if (tmp->move_type & MOVE_FLY_HIGH) 407 if (tmp->move_type & MOVE_FLY_HIGH)
501 { 408 {
502 /* double conditional - second case covers if you have move_fly_low - 409 /* double conditional - second case covers if you have move_fly_low -
503 * in that case, you don't actually land 410 * in that case, you don't actually land
504 */ 411 */
505 DIFF_MSG (flag, "You soar into the air air!.", 412 DIFF_MSG (flag, "You soar into the air!",
506 (op->move_type & MOVE_FLY_LOW ? "You fly lower in the air" : "You float down to the ground.")); 413 (op->move_type & MOVE_FLY_LOW ? "You fly lower in the air" : "You float down to the ground."));
507 } 414 }
415
508 if (tmp->move_type & MOVE_SWIM) 416 if (tmp->move_type & MOVE_SWIM)
509 DIFF_MSG (flag, "You feel ready for a swim", "You no longer feel like swimming"); 417 DIFF_MSG (flag, "You feel ready for a swim", "You no longer feel like swimming");
510
511 /* Changing move status may mean you are affected by things you weren't before */
512 check_move_on (op, op);
513 } 418 }
514 419
515 /* becoming UNDEAD... a special treatment for this flag. Only those not 420 /* becoming UNDEAD... a special treatment for this flag. Only those not
516 * originally undead may change their status 421 * originally undead may change their status
517 */ 422 */
518 if (!QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 423 if (!op->arch->flag [FLAG_UNDEAD])
519 if (QUERY_FLAG (op, FLAG_UNDEAD) != QUERY_FLAG (&refop, FLAG_UNDEAD)) 424 if (op->flag [FLAG_UNDEAD] != prev_flag [FLAG_UNDEAD])
520 { 425 {
521 success = 1; 426 success = 1;
522 if (flag > 0) 427 if (flag > 0)
523 { 428 {
524 op->race = "undead"; 429 op->race = "undead";
525 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce drains away!"); 430 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce drains away!");
526 } 431 }
527 else 432 else
528 { 433 {
529 op->race = op->arch->clone.race; 434 op->race = op->arch->race;
530 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!"); 435 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!");
531 } 436 }
532 } 437 }
533 438
534 if (QUERY_FLAG (op, FLAG_STEALTH) != QUERY_FLAG (&refop, FLAG_STEALTH)) 439 if (op->flag [FLAG_STEALTH] != prev_flag [FLAG_STEALTH])
535 { 440 {
536 success = 1; 441 success = 1;
537 DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily."); 442 DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily.");
538 } 443 }
539 if (QUERY_FLAG (op, FLAG_MAKE_INVIS) != QUERY_FLAG (&refop, FLAG_MAKE_INVIS)) 444
445 if (op->flag [FLAG_MAKE_INVIS] != prev_flag [FLAG_MAKE_INVIS])
540 { 446 {
541 success = 1; 447 success = 1;
542 DIFF_MSG (flag, "You become transparent.", "You can see yourself."); 448 DIFF_MSG (flag, "You become transparent.", "You can see yourself.");
543 } 449 }
450
544 /* blinded you can tell if more blinded since blinded player has minimal 451 /* blinded you can tell if more blinded since blinded player has minimal
545 * vision 452 * vision
546 */ 453 */
547 if (QUERY_FLAG (tmp, FLAG_BLIND)) 454 if (tmp->flag [FLAG_BLIND])
548 { 455 {
549 success = 1; 456 success = 1;
550 if (flag > 0) 457 if (flag > 0)
551 { 458 {
552 if (QUERY_FLAG (op, FLAG_WIZ)) 459 if (op->flag [FLAG_WIZ])
553 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self is blinded."); 460 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self is blinded.");
554 else 461 else
555 { 462 {
556 new_draw_info (NDI_UNIQUE, 0, op, "You are blinded."); 463 new_draw_info (NDI_UNIQUE, 0, op, "You are blinded.");
557 SET_FLAG (op, FLAG_BLIND); 464 op->set_flag (FLAG_BLIND);
558 if (op->type == PLAYER) 465 if (op->type == PLAYER)
559 op->contr->do_los = 1; 466 op->contr->do_los = 1;
560 } 467 }
561 } 468 }
562 else 469 else
563 { 470 {
564 if (QUERY_FLAG (op, FLAG_WIZ)) 471 if (op->flag [FLAG_WIZ])
565 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self can now see again."); 472 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self can now see again.");
566 else 473 else
567 { 474 {
568 new_draw_info (NDI_UNIQUE, 0, op, "Your vision returns."); 475 new_draw_info (NDI_UNIQUE, 0, op, "Your vision returns.");
569 CLEAR_FLAG (op, FLAG_BLIND); 476 op->clr_flag (FLAG_BLIND);
570 if (op->type == PLAYER) 477 if (op->type == PLAYER)
571 op->contr->do_los = 1; 478 op->contr->do_los = 1;
572 } 479 }
573 } 480 }
574 } 481 }
575 482
576 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK) != QUERY_FLAG (&refop, FLAG_SEE_IN_DARK)) 483 if (op->flag [FLAG_SEE_IN_DARK] != prev_flag [FLAG_SEE_IN_DARK])
577 { 484 {
578 success = 1; 485 success = 1;
579 if (op->type == PLAYER) 486 if (op->type == PLAYER)
580 op->contr->do_los = 1; 487 op->contr->do_los = 1;
581 DIFF_MSG (flag, "Your vision is better in the dark.", "You see less well in the dark."); 488 DIFF_MSG (flag, "Your vision is better in the dark.", "You see less well in the dark.");
582 } 489 }
583 490
584 if (QUERY_FLAG (op, FLAG_XRAYS) != QUERY_FLAG (&refop, FLAG_XRAYS)) 491 if (op->flag [FLAG_XRAYS] != prev_flag [FLAG_XRAYS])
585 { 492 {
586 success = 1; 493 success = 1;
587 if (flag > 0) 494 if (flag > 0)
588 { 495 {
589 if (QUERY_FLAG (op, FLAG_WIZ)) 496 if (op->flag [FLAG_WIZ])
590 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a little clearer."); 497 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a little clearer.");
591 else 498 else
592 { 499 {
593 new_draw_info (NDI_UNIQUE, 0, op, "Everything becomes transparent."); 500 new_draw_info (NDI_UNIQUE, 0, op, "Everything becomes transparent.");
594 if (op->type == PLAYER) 501 if (op->type == PLAYER)
595 op->contr->do_los = 1; 502 op->contr->do_los = 1;
596 } 503 }
597 } 504 }
598 else 505 else
599 { 506 {
600 if (QUERY_FLAG (op, FLAG_WIZ)) 507 if (op->flag [FLAG_WIZ])
601 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a bit out of focus."); 508 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a bit out of focus.");
602 else 509 else
603 { 510 {
604 new_draw_info (NDI_UNIQUE, 0, op, "Everything suddenly looks very solid."); 511 new_draw_info (NDI_UNIQUE, 0, op, "Everything suddenly looks very solid.");
605 if (op->type == PLAYER) 512 if (op->type == PLAYER)
612 { 519 {
613 success = 1; 520 success = 1;
614 DIFF_MSG (flag * tmp->stats.luck, "You feel more lucky.", "You feel less lucky."); 521 DIFF_MSG (flag * tmp->stats.luck, "You feel more lucky.", "You feel less lucky.");
615 } 522 }
616 523
524 if (digest_types [tmp->type])
525 {
617 if (tmp->stats.hp && op->type == PLAYER) 526 if (tmp->stats.hp && op->type == PLAYER)
618 { 527 {
619 success = 1; 528 success = 1;
620 DIFF_MSG (flag * tmp->stats.hp, "You feel much more healthy!", "You feel much less healthy!"); 529 DIFF_MSG (flag * tmp->stats.hp, "You feel much more healthy!", "You feel much less healthy!");
621 } 530 }
622 531
623 if (tmp->stats.sp && op->type == PLAYER && tmp->type != SKILL) 532 if (tmp->stats.sp && op->type == PLAYER
624 { 533 && tmp->type != SKILL && tmp->type != BOW)
534 {
625 success = 1; 535 success = 1;
626 DIFF_MSG (flag * tmp->stats.sp, "You feel one with the powers of magic!", "You suddenly feel very mundane."); 536 DIFF_MSG (flag * tmp->stats.sp, "You feel one with the powers of magic!", "You suddenly feel very mundane.");
627 } 537 }
628 538
629 /* for the future when artifacts set this -b.t. */ 539 /* for the future when artifacts set this -b.t. */
630 if (tmp->stats.grace && op->type == PLAYER) 540 if (tmp->stats.grace && op->type == PLAYER)
631 { 541 {
632 success = 1; 542 success = 1;
633 DIFF_MSG (flag * tmp->stats.grace, "You feel closer to your god!", "You suddenly feel less holy."); 543 DIFF_MSG (flag * tmp->stats.grace, "You feel closer to your god!", "You suddenly feel less holy.");
634 } 544 }
635 545
636 if (tmp->stats.food && op->type == PLAYER) 546 if (tmp->stats.food && op->type == PLAYER)
637 { 547 {
638 success = 1; 548 success = 1;
639 DIFF_MSG (flag * tmp->stats.food, "You feel your digestion slowing down.", "You feel your digestion speeding up."); 549 DIFF_MSG (flag * tmp->stats.food, "You feel your digestion slowing down.", "You feel your digestion speeding up.");
550 }
640 } 551 }
641 552
642 /* Messages for changed resistance */ 553 /* Messages for changed resistance */
643 for (i = 0; i < NROFATTACKS; i++) 554 for (int i = 0; i < NROFATTACKS; i++)
644 { 555 {
645 if (i == ATNR_PHYSICAL) 556 if (i == ATNR_PHYSICAL)
646 continue; /* Don't display about armour */ 557 continue; /* Don't display about armour */
647 558
648 if (op->resist[i] != refop.resist[i]) 559 if (op->resist [i] != prev_resist [i])
649 { 560 {
650 success = 1; 561 success = 1;
562
651 if (op->resist[i] > refop.resist[i]) 563 if (op->resist [i] > prev_resist [i])
652 sprintf (message, "Your resistance to %s rises to %d%%.", change_resist_msg[i], op->resist[i]); 564 sprintf (message, "Your resistance to %s rises to %d%%.", change_resist_msg [i], op->resist [i]);
653 else 565 else
654 sprintf (message, "Your resistance to %s drops to %d%%.", change_resist_msg[i], op->resist[i]); 566 sprintf (message, "Your resistance to %s drops to %d%%.", change_resist_msg [i], op->resist [i]);
655 567
656 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message); 568 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message);
657 } 569 }
658 } 570 }
659 571
660 if (tmp->type != EXPERIENCE && !potion_max) 572 if (!potion_max)
661 {
662 for (j = 0; j < NUM_STATS; j++) 573 for (int j = 0; j < NUM_STATS; j++)
663 { 574 if (int i = tmp->stats.stat (j))
664 if ((i = get_attr_value (&(tmp->stats), j)) != 0)
665 { 575 {
666 success = 1; 576 success = 1;
667 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]); 577 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]);
668 } 578 }
669 } 579
670 }
671 return success; 580 return success;
672} 581}
673 582
674/* 583/*
675 * Stat draining by Vick 930307 584 * Stat draining by Vick 930307
676 * (Feeling evil, I made it work as well now. -Frank 8) 585 * (Feeling evil, I made it work as well now. -Frank 8)
677 */ 586 */
678
679void 587void
680drain_stat (object *op) 588object::drain_stat ()
681{ 589{
682 drain_specific_stat (op, RANDOM () % NUM_STATS); 590 drain_specific_stat (rndm (NUM_STATS));
683} 591}
684 592
685void 593void
686drain_specific_stat (object *op, int deplete_stats) 594object::drain_specific_stat (int deplete_stats)
687{ 595{
688 object *tmp; 596 object *tmp;
689 archetype *at; 597 archetype *at;
690 598
691 at = find_archetype (ARCH_DEPLETION); 599 at = archetype::find (shstr_depletion);
692 if (!at) 600 if (!at)
693 { 601 {
694 LOG (llevError, "Couldn't find archetype depletion.\n"); 602 LOG (llevError, "Couldn't find archetype depletion.\n");
695 return; 603 return;
696 } 604 }
697 else 605 else
698 { 606 {
699 tmp = present_arch_in_ob (at, op); 607 tmp = present_arch_in_ob (at, this);
608
700 if (!tmp) 609 if (!tmp)
701 { 610 {
702 tmp = arch_to_object (at); 611 tmp = at->instance ();
703 tmp = insert_ob_in_ob (tmp, op); 612 tmp = insert_ob_in_ob (tmp, this);
704 SET_FLAG (tmp, FLAG_APPLIED); 613 tmp->set_flag (FLAG_APPLIED);
705 } 614 }
706 } 615 }
707 616
708 new_draw_info (NDI_UNIQUE, 0, op, drain_msg[deplete_stats]); 617 new_draw_info (NDI_UNIQUE, 0, this, drain_msg[deplete_stats]);
709 change_attr_value (&tmp->stats, deplete_stats, -1); 618 change_attr_value (&tmp->stats, deplete_stats, -1);
710 fix_player (op); 619 update_stats ();
711} 620}
712 621
713/* 622/*
714 * A value of 0 indicates timeout, otherwise change the luck of the object. 623 * A value of 0 indicates timeout, otherwise change the luck of the object.
715 * via an applied bad_luck object. 624 * via an applied bad_luck object.
716 */ 625 */
717
718void 626void
719change_luck (object *op, int value) 627object::change_luck (int value)
720{ 628{
721 object *tmp; 629 archetype *at = archetype::find (shstr_luck);
722 archetype *at;
723 int new_luck;
724
725 at = find_archetype ("luck");
726 if (!at) 630 if (!at)
727 LOG (llevError, "Couldn't find archetype luck.\n"); 631 LOG (llevError, "Couldn't find archetype luck.\n");
728 else 632 else
729 { 633 {
730 tmp = present_arch_in_ob (at, op); 634 object *tmp = present_arch_in_ob (at, this);
635
731 if (!tmp) 636 if (!tmp)
732 { 637 {
733 if (!value) 638 if (!value)
734 return; 639 return;
735 tmp = arch_to_object (at); 640
641 tmp = at->instance ();
736 tmp = insert_ob_in_ob (tmp, op); 642 tmp = insert_ob_in_ob (tmp, this);
737 SET_FLAG (tmp, FLAG_APPLIED); 643 tmp->set_flag (FLAG_APPLIED);
738 } 644 }
645
739 if (value) 646 if (value)
740 { 647 {
741 /* Limit the luck value of the bad luck object to +/-100. This 648 /* Limit the luck value of the bad luck object to +/-100. This
742 * (arbitrary) value prevents overflows (both in the bad luck object and 649 * (arbitrary) value prevents overflows (both in the bad luck object and
743 * in op itself). 650 * in op itself).
744 */ 651 */
745 new_luck = tmp->stats.luck + value; 652 int new_luck = tmp->stats.luck + value;
653
746 if (new_luck >= -100 && new_luck <= 100) 654 if (new_luck >= -100 && new_luck <= 100)
747 { 655 {
748 op->stats.luck += value; 656 stats.luck += value;
749 tmp->stats.luck = new_luck; 657 tmp->stats.luck = new_luck;
750 } 658 }
751 } 659 }
752 else 660 else
753 { 661 {
754 if (!tmp->stats.luck) 662 if (!tmp->stats.luck)
755 {
756 return; 663 return;
757 } 664
758 /* Randomly change the players luck. Basically, we move it 665 /* Randomly change the players luck. Basically, we move it
759 * back neutral (if greater>0, subtract, otherwise add) 666 * back neutral (if greater>0, subtract, otherwise add)
760 */ 667 */
761 if (RANDOM () % (FABS (tmp->stats.luck)) >= RANDOM () % 30) 668 if (rndm (abs (tmp->stats.luck)) >= rndm (30))
762 { 669 {
763 int diff = tmp->stats.luck > 0 ? -1 : 1; 670 int diff = tmp->stats.luck > 0 ? -1 : 1;
764 671
765 op->stats.luck += diff; 672 stats.luck += diff;
766 tmp->stats.luck += diff; 673 tmp->stats.luck += diff;
767 } 674 }
768 } 675 }
769 } 676 }
770} 677}
771 678
772/* 679/*
773 * Subtracts stat-bonuses given by the class which the player has chosen. 680 * Subtracts stat-bonuses given by the class which the player has chosen.
774 */ 681 */
775
776void 682void
777remove_statbonus (object *op) 683object::remove_statbonus ()
778{ 684{
779 op->stats.Str -= op->arch->clone.stats.Str; 685 for (int i = 0; i < NUM_STATS; ++i)
780 op->stats.Dex -= op->arch->clone.stats.Dex; 686 {
781 op->stats.Con -= op->arch->clone.stats.Con; 687 sint8 v = arch->stats.stat (i);
782 op->stats.Wis -= op->arch->clone.stats.Wis; 688 stats.stat (i) -= v;
783 op->stats.Pow -= op->arch->clone.stats.Pow; 689 contr->orig_stats.stat (i) -= v;
784 op->stats.Cha -= op->arch->clone.stats.Cha; 690 }
785 op->stats.Int -= op->arch->clone.stats.Int;
786 op->contr->orig_stats.Str -= op->arch->clone.stats.Str;
787 op->contr->orig_stats.Dex -= op->arch->clone.stats.Dex;
788 op->contr->orig_stats.Con -= op->arch->clone.stats.Con;
789 op->contr->orig_stats.Wis -= op->arch->clone.stats.Wis;
790 op->contr->orig_stats.Pow -= op->arch->clone.stats.Pow;
791 op->contr->orig_stats.Cha -= op->arch->clone.stats.Cha;
792 op->contr->orig_stats.Int -= op->arch->clone.stats.Int;
793} 691}
794 692
795/* 693/*
796 * Adds stat-bonuses given by the class which the player has chosen. 694 * Adds stat-bonuses given by the class which the player has chosen.
797 */ 695 */
798
799void 696void
800add_statbonus (object *op) 697object::add_statbonus ()
801{ 698{
802 op->stats.Str += op->arch->clone.stats.Str; 699 for (int i = 0; i < NUM_STATS; ++i)
803 op->stats.Dex += op->arch->clone.stats.Dex; 700 {
804 op->stats.Con += op->arch->clone.stats.Con; 701 sint8 v = arch->stats.stat (i);
805 op->stats.Wis += op->arch->clone.stats.Wis; 702 stats.stat (i) += v;
806 op->stats.Pow += op->arch->clone.stats.Pow; 703 contr->orig_stats.stat (i) += v;
807 op->stats.Cha += op->arch->clone.stats.Cha; 704 }
808 op->stats.Int += op->arch->clone.stats.Int;
809 op->contr->orig_stats.Str += op->arch->clone.stats.Str;
810 op->contr->orig_stats.Dex += op->arch->clone.stats.Dex;
811 op->contr->orig_stats.Con += op->arch->clone.stats.Con;
812 op->contr->orig_stats.Wis += op->arch->clone.stats.Wis;
813 op->contr->orig_stats.Pow += op->arch->clone.stats.Pow;
814 op->contr->orig_stats.Cha += op->arch->clone.stats.Cha;
815 op->contr->orig_stats.Int += op->arch->clone.stats.Int;
816} 705}
706
707static struct copy_flags : object::flags_t
708{
709 copy_flags ()
710 {
711 set (FLAG_LIFESAVE);
712 set (FLAG_REFL_SPELL);
713 set (FLAG_REFL_MISSILE);
714 set (FLAG_STEALTH);
715 set (FLAG_XRAYS);
716 set (FLAG_BLIND);
717 set (FLAG_SEE_IN_DARK);
718 }
719} copy_flags;
817 720
818/* 721/*
819 * Updates all abilities given by applied objects in the inventory 722 * Updates all abilities given by applied objects in the inventory
820 * of the given object. Note: This function works for both monsters 723 * of the given object. Note: This function works for both monsters
821 * and players; the "player" in the name is purely an archaic inheritance. 724 * and players; the "player" in the name is purely an archaic inheritance.
822 * This functions starts from base values (archetype or player object) 725 * This functions starts from base values (archetype or player object)
823 * and then adjusts them according to what the player has equipped. 726 * and then adjusts them according to what the player has equipped.
824 */ 727 *
825
826/* July 95 - inserted stuff to handle new skills/exp system - b.t. 728 * July 95 - inserted stuff to handle new skills/exp system - b.t.
827 spell system split, grace points now added to system --peterm 729 * spell system split, grace points now added to system --peterm
828 */ 730 */
829
830void 731void
831fix_player (object *op) 732object::update_stats ()
832{ 733{
833 int i, j;
834 float f, max = 9, added_speed = 0, bonus_speed = 0, sp_tmp, speed_reduce_from_disease = 1; 734 float f, max_speed = 9, added_speed = 0, bonus_speed = 0, speed_reduce_from_disease = 1;
835 int weapon_weight = 0, weapon_speed = 0; 735 int weapon_weight = 0, weapon_speed = 0;
836 int best_wc = 0, best_ac = 0, wc = 0, ac = 0; 736 int best_wc = 0, best_ac = 0, wc = 0, ac = 0;
837 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; 737 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS];
838 object *grace_obj = NULL, *mana_obj = NULL, *wc_obj = NULL, *tmp; 738 object *grace_obj = NULL, *mana_obj = NULL, *tmp;
739 float old_speed = speed;
740 int stat_sum [NUM_STATS];
741
742 MoveType move_type; // we use change_move_type to change it, so use a local copy
839 743
840 /* First task is to clear all the values back to their original values */ 744 /* First task is to clear all the values back to their original values */
841 if (op->type == PLAYER) 745 if (type == PLAYER)
842 { 746 {
747 contr->delayed_update = false;
748
843 for (i = 0; i < NUM_STATS; i++) 749 for (int i = 0; i < NUM_STATS; i++)
844 { 750 stat_sum [i] = contr->orig_stats.stat (i);
845 set_attr_value (&(op->stats), i, get_attr_value (&(op->contr->orig_stats), i)); 751
846 }
847 if (settings.spell_encumbrance == TRUE) 752 if (settings.spell_encumbrance == TRUE)
848 op->contr->encumbrance = 0; 753 contr->encumbrance = 0;
849 754
850 op->attacktype = 0; 755 attacktype = 0;
756
851 op->contr->digestion = 0; 757 contr->digestion = 0;
852 op->contr->gen_hp = 0; 758 contr->gen_hp = 0;
853 op->contr->gen_sp = 0; 759 contr->gen_sp = 0;
854 op->contr->gen_grace = 0; 760 contr->gen_grace = 0;
855 op->contr->gen_sp_armour = 10; 761 contr->gen_sp_armour = 10;
856 op->contr->item_power = 0; 762 contr->item_power = 0;
857
858 /* Don't clobber all the range_ values. range_golem otherwise
859 * gets reset for no good reason, and we don't want to reset
860 * range_magic (what spell is readied). These three below
861 * well get filled in based on what the player has equipped.
862 */
863 op->contr->ranges[range_bow] = NULL;
864 op->contr->ranges[range_misc] = NULL;
865 op->contr->ranges[range_skill] = NULL;
866 } 763 }
867 memcpy (op->body_used, op->body_info, sizeof (op->body_info));
868 764
765 for (int i = NUM_BODY_LOCATIONS; i--; )
766 slot[i].used = slot[i].info;
767
869 op->slaying = 0; 768 slaying = 0;
870 769
871 if (!QUERY_FLAG (op, FLAG_WIZ)) 770 if (!this->flag [FLAG_WIZ])
872 {
873 CLEAR_FLAG (op, FLAG_XRAYS);
874 CLEAR_FLAG (op, FLAG_MAKE_INVIS);
875 } 771 {
772 this->clr_flag (FLAG_XRAYS);
773 this->clr_flag (FLAG_MAKE_INVIS);
774 }
876 775
877 CLEAR_FLAG (op, FLAG_LIFESAVE); 776 this->clr_flag (FLAG_LIFESAVE);
878 CLEAR_FLAG (op, FLAG_STEALTH); 777 this->clr_flag (FLAG_STEALTH);
879 CLEAR_FLAG (op, FLAG_BLIND); 778 this->clr_flag (FLAG_BLIND);
880 if (!QUERY_FLAG (&op->arch->clone, FLAG_REFL_SPELL))
881 CLEAR_FLAG (op, FLAG_REFL_SPELL);
882 if (!QUERY_FLAG (&op->arch->clone, FLAG_REFL_MISSILE))
883 CLEAR_FLAG (op, FLAG_REFL_MISSILE);
884 if (!QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
885 CLEAR_FLAG (op, FLAG_UNDEAD);
886 if (!QUERY_FLAG (&op->arch->clone, FLAG_SEE_IN_DARK))
887 CLEAR_FLAG (op, FLAG_SEE_IN_DARK);
888 779
889 op->path_attuned = op->arch->clone.path_attuned; 780 if (!arch->flag [FLAG_REFL_SPELL ]) this->clr_flag (FLAG_REFL_SPELL);
890 op->path_repelled = op->arch->clone.path_repelled; 781 if (!arch->flag [FLAG_REFL_MISSILE]) this->clr_flag (FLAG_REFL_MISSILE);
891 op->path_denied = op->arch->clone.path_denied; 782 if (!arch->flag [FLAG_UNDEAD ]) this->clr_flag (FLAG_UNDEAD);
892 op->glow_radius = op->arch->clone.glow_radius; 783 if (!arch->flag [FLAG_SEE_IN_DARK ]) this->clr_flag (FLAG_SEE_IN_DARK);
893 op->move_type = op->arch->clone.move_type; 784
894 op->chosen_skill = NULL; 785 path_attuned = arch->path_attuned;
786 path_repelled = arch->path_repelled;
787 path_denied = arch->path_denied;
788 glow_radius = arch->glow_radius;
789 move_type = arch->move_type;
895 790
896 /* initializing resistances from the values in player/monster's 791 /* initializing resistances from the values in player/monster's
897 * archetype clone 792 * archetype clone
898 */ 793 */
899 memcpy (&op->resist, &op->arch->clone.resist, sizeof (op->resist)); 794 memcpy (&resist, &arch->resist, sizeof (resist));
900 795
901 for (i = 0; i < NROFATTACKS; i++) 796 for (int i = 0; i < NROFATTACKS; i++)
902 { 797 {
903 if (op->resist[i] > 0) 798 if (resist[i] > 0)
904 prot[i] = op->resist[i], vuln[i] = 0; 799 prot[i] = resist[i], vuln[i] = 0;
905 else 800 else
906 vuln[i] = -(op->resist[i]), prot[i] = 0; 801 vuln[i] = -resist[i], prot[i] = 0;
802
907 potion_resist[i] = 0; 803 potion_resist[i] = -1000;
908 } 804 }
909 805
910 wc = op->arch->clone.stats.wc; 806 wc = arch->stats.wc;
911 op->stats.dam = op->arch->clone.stats.dam; 807 stats.dam = arch->stats.dam;
912 808
913 /* for players which cannot use armour, they gain AC -1 per 3 levels, 809 /* for players which cannot use armour, they gain AC -1 per 3 levels,
914 * plus a small amount of physical resist, those poor suckers. ;) 810 * plus a small amount of physical resist, those poor suckers. ;)
915 * the fact that maxlevel is factored in could be considered sort of bogus - 811 * the fact that maxlevel is factored in could be considered sort of bogus -
916 * we should probably give them some bonus and cap it off - otherwise, 812 * we should probably give them some bonus and cap it off - otherwise,
917 * basically, if a server updates its max level, these playes may find 813 * basically, if a server updates its max level, these playes may find
918 * that their protection from physical goes down 814 * that their protection from physical goes down
919 */ 815 */
920 if (!QUERY_FLAG (op, FLAG_USE_ARMOUR) && op->type == PLAYER) 816 if (!this->flag [FLAG_USE_ARMOUR] && type == PLAYER)
921 { 817 {
922 ac = MAX (-10, op->arch->clone.stats.ac - op->level / 3); 818 ac = max (-10, arch->stats.ac - level / 3);
923 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * op->level / settings.max_level)) / 100; 819 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100;
924 } 820 }
925 else 821 else
926 ac = op->arch->clone.stats.ac; 822 ac = arch->stats.ac;
927 823
928 op->stats.luck = op->arch->clone.stats.luck; 824 stats.luck = arch->stats.luck;
929 op->speed = op->arch->clone.speed; 825 speed = arch->speed;
826
827 chosen_skill = 0;
930 828
931 /* OK - we've reset most all the objects attributes to sane values. 829 /* OK - we've reset most all the objects attributes to sane values.
932 * now go through and make adjustments for what the player has equipped. 830 * now go through and make adjustments for what the player has equipped.
933 */ 831 */
934
935 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 832 for (tmp = inv; tmp; tmp = tmp->below)
936 { 833 {
937 /* See note in map.c:update_position about making this additive
938 * since light sources are never applied, need to put check here.
939 */
940 if (tmp->glow_radius > op->glow_radius)
941 op->glow_radius = tmp->glow_radius;
942
943 /* This happens because apply_potion calls change_abil with the potion 834 /* This happens because apply_potion calls change_abil with the potion
944 * applied so we can tell the player what chagned. But change_abil 835 * applied so we can tell the player what changed. But change_abil
945 * then calls this function. 836 * then calls this function.
946 */ 837 */
947 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION) 838 if (tmp->flag [FLAG_APPLIED] && tmp->type == POTION)
948 {
949 continue; 839 continue;
950 } 840
841 glow_radius += tmp->glow_radius;
951 842
952 /* For some things, we don't care what is equipped */ 843 /* For some things, we don't care what is equipped */
953 if (tmp->type == SKILL) 844 if (tmp->type == SKILL)
954 { 845 {
955 /* Want to take the highest skill here. */ 846 /* Want to take the highest skill here. */
958 if (!mana_obj) 849 if (!mana_obj)
959 mana_obj = tmp; 850 mana_obj = tmp;
960 else if (tmp->level > mana_obj->level) 851 else if (tmp->level > mana_obj->level)
961 mana_obj = tmp; 852 mana_obj = tmp;
962 } 853 }
854
963 if (IS_GRACE_SKILL (tmp->subtype)) 855 if (IS_GRACE_SKILL (tmp->subtype))
964 { 856 {
965 if (!grace_obj) 857 if (!grace_obj)
966 grace_obj = tmp; 858 grace_obj = tmp;
967 else if (tmp->level > grace_obj->level) 859 else if (tmp->level > grace_obj->level)
968 grace_obj = tmp; 860 grace_obj = tmp;
969 } 861 }
970 } 862 }
971 863
972 /* Container objects are not meant to adjust a players, but other applied 864 /* Container objects are not meant to adjust players, but other applied
973 * objects need to make adjustments. 865 * objects need to make adjustments.
974 * This block should handle all player specific changes 866 * This block should handle all player specific changes
975 * The check for Praying is a bit of a hack - god given bonuses are put 867 * The check for Praying is a bit of a hack - god given bonuses are put
976 * in the praying skill, and the player should always get those. 868 * in the praying skill, and the player should always get those.
977 * It also means we need to put in additional checks for applied below, 869 * It also means we need to put in additional checks for applied below,
978 * because the skill shouldn't count against body positions being used 870 * because the skill shouldn't count against body positions being used
979 * up, etc. 871 * up, etc.
980 */ 872 */
981 if ((QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type != CONTAINER && tmp->type != CLOSE_CON) || 873 if ((tmp->flag [FLAG_APPLIED]
874 && tmp->type != CONTAINER
875 && tmp->type != CLOSE_CON)
982 (tmp->type == SKILL && tmp->subtype == SK_PRAYING)) 876 || (tmp->type == SKILL && tmp->subtype == SK_PRAYING))
983 { 877 {
984 if (op->type == PLAYER) 878 if (type == PLAYER)
985 { 879 {
986 if (tmp->type == BOW) 880 contr->item_power += tmp->item_power;
987 op->contr->ranges[range_bow] = tmp;
988 881
989 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
990 op->contr->ranges[range_misc] = tmp;
991
992 for (i = 0; i < NUM_STATS; i++) 882 for (int i = 0; i < NUM_STATS; i++)
993 change_attr_value (&(op->stats), i, get_attr_value (&(tmp->stats), i)); 883 stat_sum [i] += tmp->stats.stat (i);
994 884
995 /* these are the items that currently can change digestion, regeneration, 885 if (digest_types [tmp->type])
996 * spell point recovery and mana point recovery. Seems sort of an arbitary
997 * list, but other items store other info into stats array.
998 */
999 if ((tmp->type == EXPERIENCE) || (tmp->type == WEAPON) ||
1000 (tmp->type == ARMOUR) || (tmp->type == HELMET) ||
1001 (tmp->type == SHIELD) || (tmp->type == RING) ||
1002 (tmp->type == BOOTS) || (tmp->type == GLOVES) ||
1003 (tmp->type == AMULET) || (tmp->type == GIRDLE) ||
1004 (tmp->type == BRACERS) || (tmp->type == CLOAK) || (tmp->type == DISEASE) || (tmp->type == FORCE) || (tmp->type == SKILL))
1005 { 886 {
1006 op->contr->digestion += tmp->stats.food; 887 contr->digestion += tmp->stats.food;
1007 op->contr->gen_hp += tmp->stats.hp; 888 contr->gen_hp += tmp->stats.hp;
889 if (tmp->type != BOW) // ugly exception for bows
1008 op->contr->gen_sp += tmp->stats.sp; 890 contr->gen_sp += tmp->stats.sp;
1009 op->contr->gen_grace += tmp->stats.grace; 891 contr->gen_grace += tmp->stats.grace;
1010 op->contr->gen_sp_armour += tmp->gen_sp_armour; 892 contr->gen_sp_armour += tmp->gen_sp_armour;
1011 op->contr->item_power += tmp->item_power;
1012 } 893 }
1013 } /* if this is a player */ 894 } /* if this is a player */
895 else
896 {
897 if (tmp->type == WEAPON)
898 current_weapon = tmp;
899 }
1014 900
1015 /* Update slots used for items */ 901 /* Update slots used for items */
1016 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 902 if (tmp->flag [FLAG_APPLIED]) // exclude praying...
1017 {
1018 for (i = 0; i < NUM_BODY_LOCATIONS; i++) 903 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
1019 op->body_used[i] += tmp->body_info[i]; 904 slot[i].used += tmp->slot[i].info;
1020 }
1021 905
1022 if (tmp->type == SYMPTOM) 906 if (tmp->type == SYMPTOM)
1023 {
1024 speed_reduce_from_disease = tmp->last_sp / 100.0; 907 min_it (speed_reduce_from_disease, tmp->last_sp ? tmp->last_sp / 100.f : 1.f);
1025 if (speed_reduce_from_disease == 0)
1026 speed_reduce_from_disease = 1;
1027 }
1028 908
1029 /* Pos. and neg. protections are counted seperate (-> pro/vuln). 909 /* Pos. and neg. protections are counted separate (-> pro/vuln).
1030 * (Negative protections are calculated extactly like positive.) 910 * (Negative protections are calculated exactly like positive.)
1031 * Resistance from potions are treated special as well. If there's 911 * Resistance from potions are treated special as well. If there's
1032 * more than one potion-effect, the bigger prot.-value is taken. 912 * more than one potion-effect, the bigger prot.-value is taken.
1033 */ 913 */
914 if (tmp->type == POTION_EFFECT)
915 for (int i = 0; i < NROFATTACKS; i++)
916 max_it (potion_resist[i], tmp->resist[i]);
1034 if (tmp->type != POTION) 917 else if (tmp->type != POTION)
918 for (int i = 0; i < NROFATTACKS; i++)
919 if (tmp->resist[i] > 0)
920 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100;
921 else if (tmp->resist[i] < 0)
922 vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100;
923
924 /* There may be other things that should not adjust the attacktype */
925 if (tmp->type != SYMPTOM)
1035 { 926 {
1036 for (i = 0; i < NROFATTACKS; i++) 927 attacktype |= tmp->attacktype;
1037 { 928 path_attuned |= tmp->path_attuned;
1038 /* Potential for cursed potions, in which case we just can use 929 path_repelled |= tmp->path_repelled;
1039 * a straight MAX, as potion_resist is initialized to zero. 930 path_denied |= tmp->path_denied;
1040 */ 931 move_type |= tmp->move_type;
1041 if (tmp->type == POTION_EFFECT) 932 stats.luck += tmp->stats.luck;
1042 {
1043 if (potion_resist[i])
1044 potion_resist[i] = MAX (potion_resist[i], tmp->resist[i]);
1045 else
1046 potion_resist[i] = tmp->resist[i];
1047 }
1048 else if (tmp->resist[i] > 0)
1049 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100;
1050 else if (tmp->resist[i] < 0)
1051 vuln[i] += ((100 - vuln[i]) * (-tmp->resist[i])) / 100;
1052 }
1053 } 933 }
1054 934
1055 /* There may be other things that should not adjust the attacktype */ 935 flag |= tmp->flag & copy_flags;
1056 if (tmp->type != BOW && tmp->type != SYMPTOM)
1057 op->attacktype |= tmp->attacktype;
1058 936
1059 op->path_attuned |= tmp->path_attuned; 937 if (tmp->flag [FLAG_UNDEAD] && !arch->flag [FLAG_UNDEAD])
1060 op->path_repelled |= tmp->path_repelled; 938 this->set_flag (FLAG_UNDEAD);
1061 op->path_denied |= tmp->path_denied;
1062 op->stats.luck += tmp->stats.luck;
1063 op->move_type |= tmp->move_type;
1064 939
1065 if (QUERY_FLAG (tmp, FLAG_LIFESAVE)) 940 //TODO: copy_flags?
1066 SET_FLAG (op, FLAG_LIFESAVE); 941 if (tmp->flag [FLAG_MAKE_INVIS])
1067 if (QUERY_FLAG (tmp, FLAG_REFL_SPELL))
1068 SET_FLAG (op, FLAG_REFL_SPELL);
1069 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE))
1070 SET_FLAG (op, FLAG_REFL_MISSILE);
1071 if (QUERY_FLAG (tmp, FLAG_STEALTH))
1072 SET_FLAG (op, FLAG_STEALTH);
1073 if (QUERY_FLAG (tmp, FLAG_XRAYS))
1074 SET_FLAG (op, FLAG_XRAYS);
1075 if (QUERY_FLAG (tmp, FLAG_BLIND))
1076 SET_FLAG (op, FLAG_BLIND);
1077 if (QUERY_FLAG (tmp, FLAG_SEE_IN_DARK))
1078 SET_FLAG (op, FLAG_SEE_IN_DARK);
1079
1080 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
1081 SET_FLAG (op, FLAG_UNDEAD);
1082
1083 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS))
1084 { 942 {
1085 SET_FLAG (op, FLAG_MAKE_INVIS); 943 set_flag (FLAG_MAKE_INVIS);
1086 op->invisible = 1; 944 invisible = 1;
1087 } 945 }
1088 946
1089 if (tmp->stats.exp && tmp->type != SKILL) 947 if (tmp->stats.exp && tmp->type != SKILL)
1090 { 948 {
1091 if (tmp->stats.exp > 0) 949 if (tmp->stats.exp > 0)
1092 { 950 {
1093 added_speed += (float) tmp->stats.exp / 3.0; 951 added_speed += tmp->stats.exp / 3.f;
1094 bonus_speed += 1.0 + (float) tmp->stats.exp / 3.0; 952 bonus_speed += tmp->stats.exp / 3.f + 1.f;
1095 } 953 }
1096 else 954 else
1097 added_speed += (float) tmp->stats.exp; 955 added_speed += tmp->stats.exp;
1098 } 956 }
1099 957
1100 switch (tmp->type) 958 switch (tmp->type)
1101 { 959 {
1102 /* skills modifying the character -b.t. */
1103 /* for all skills and skill granting objects */
1104 case SKILL: 960 case SKILL:
1105 if (!QUERY_FLAG (tmp, FLAG_APPLIED)) 961 {
962 // some skills will end up here without counting as "applied"
963 if (!tmp->flag [FLAG_APPLIED] || skill_flags [tmp->subtype] & SF_AUTARK)
1106 break; 964 break;
1107 965
1108 if (IS_COMBAT_SKILL (tmp->subtype))
1109 wc_obj = tmp;
1110
1111 if (op->chosen_skill) 966 if (chosen_skill)
967 {
1112 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &op->name); 968 LOG (llevDebug, "fix_player, op %s has multiple skills applied (%s and %s)\n",
969 &name, &chosen_skill->name, &tmp->name);
1113 970
971 tmp->flag [FLAG_APPLIED] = false;
972 update_stats ();
973 return;
974 }
975
1114 op->chosen_skill = tmp; 976 chosen_skill = tmp;
1115 977
1116 if (tmp->stats.dam > 0) 978 if (tmp->stats.dam > 0)
1117 { /* skill is a 'weapon' */ 979 { /* skill is a 'weapon' */
1118 if (!QUERY_FLAG (op, FLAG_READY_WEAPON)) 980 if (!this->flag [FLAG_READY_WEAPON])
1119 weapon_speed = (int) WEAPON_SPEED (tmp); 981 weapon_speed = max (0, WEAPON_SPEED (tmp));
1120 if (weapon_speed < 0) 982
1121 weapon_speed = 0;
1122 weapon_weight = tmp->weight; 983 weapon_weight = tmp->weight;
1123 op->stats.dam += tmp->stats.dam * (1 + (op->chosen_skill->level / 9)); 984 stats.dam += 1 + chosen_skill->level * tmp->stats.dam / 9;
985
1124 if (tmp->magic) 986 if (tmp->magic)
1125 op->stats.dam += tmp->magic; 987 stats.dam += tmp->magic;
1126 } 988 }
1127 989
1128 if (tmp->stats.wc) 990 if (tmp->stats.wc)
1129 wc -= (tmp->stats.wc + tmp->magic); 991 wc -= tmp->stats.wc + tmp->magic;
1130 992
1131 if (tmp->slaying != NULL) 993 if (tmp->slaying)
1132 op->slaying = tmp->slaying; 994 slaying = tmp->slaying;
1133 995
1134 if (tmp->stats.ac) 996 if (tmp->stats.ac)
1135 ac -= (tmp->stats.ac + tmp->magic); 997 ac -= tmp->stats.ac + tmp->magic;
998
1136 if (settings.spell_encumbrance == TRUE && op->type == PLAYER) 999 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1137 op->contr->encumbrance += (int) 3 *tmp->weight / 1000; 1000 contr->encumbrance += 3 * tmp->weight / 1000;
1001 }
1138 1002
1139 if (op->type == PLAYER)
1140 op->contr->ranges[range_skill] = op;
1141 break; 1003 break;
1142 1004
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: 1005 case SHIELD:
1154 if (settings.spell_encumbrance == TRUE && op->type == PLAYER) 1006 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1155 op->contr->encumbrance += (int) tmp->weight / 2000; 1007 contr->encumbrance += tmp->weight / 2000;
1008 //FALLTHROUGH
1156 case RING: 1009 case RING:
1157 case AMULET: 1010 case AMULET:
1158 case GIRDLE: 1011 case GIRDLE:
1159 case HELMET: 1012 case HELMET:
1160 case BOOTS: 1013 case BOOTS:
1161 case GLOVES: 1014 case GLOVES:
1162 case CLOAK: 1015 case CLOAK:
1163 if (tmp->stats.wc) 1016 if (tmp->stats.wc)
1164 wc -= (tmp->stats.wc + tmp->magic); 1017 wc -= tmp->stats.wc + tmp->magic;
1018
1165 if (tmp->stats.dam) 1019 if (tmp->stats.dam)
1166 op->stats.dam += (tmp->stats.dam + tmp->magic); 1020 stats.dam += tmp->stats.dam + tmp->magic;
1021
1167 if (tmp->stats.ac) 1022 if (tmp->stats.ac)
1168 ac -= (tmp->stats.ac + tmp->magic); 1023 ac -= tmp->stats.ac + tmp->magic;
1024
1169 break; 1025 break;
1170 1026
1027 case WAND:
1028 case ROD:
1029 case HORN:
1030 break;
1031
1032 case BOW:
1171 case WEAPON: 1033 case WEAPON:
1172 wc -= (tmp->stats.wc + tmp->magic); 1034 wc -= tmp->stats.wc + tmp->magic;
1035
1173 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0) 1036 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0)
1174 ac -= tmp->stats.ac + tmp->magic; 1037 ac -= tmp->stats.ac + tmp->magic;
1038
1175 op->stats.dam += (tmp->stats.dam + tmp->magic); 1039 stats.dam += tmp->stats.dam + tmp->magic;
1176 weapon_weight = tmp->weight; 1040 weapon_weight = tmp->weight;
1177 weapon_speed = ((int) WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2; 1041 weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2;
1042
1178 if (weapon_speed < 0) 1043 if (weapon_speed < 0)
1179 weapon_speed = 0; 1044 weapon_speed = 0;
1045
1180 op->slaying = tmp->slaying; 1046 slaying = tmp->slaying;
1047
1181 /* If there is desire that two handed weapons should do 1048 /* If there is desire that two handed weapons should do
1182 * extra strength damage, this is where the code should 1049 * extra strength damage, this is where the code should
1183 * go. 1050 * go.
1184 */ 1051 */
1185 op->current_weapon = tmp; 1052
1186 if (settings.spell_encumbrance == TRUE && op->type == PLAYER) 1053 if (type == PLAYER)
1054 if (settings.spell_encumbrance)
1187 op->contr->encumbrance += (int) 3 *tmp->weight / 1000; 1055 contr->encumbrance += tmp->weight * 3 / 1000;
1188 1056
1189 break; 1057 break;
1190 1058
1191 case ARMOUR: /* Only the best of these three are used: */ 1059 case ARMOUR: /* Only the best of these three are used: */
1192 if (settings.spell_encumbrance == TRUE && op->type == PLAYER) 1060 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1193 op->contr->encumbrance += (int) tmp->weight / 1000; 1061 contr->encumbrance += tmp->weight / 1000;
1194 1062
1195 case BRACERS: 1063 case BRACERS:
1196 case FORCE: 1064 case FORCE:
1197 if (tmp->stats.wc) 1065 if (tmp->stats.wc)
1198 { 1066 {
1202 best_wc = tmp->stats.wc + tmp->magic; 1070 best_wc = tmp->stats.wc + tmp->magic;
1203 } 1071 }
1204 else 1072 else
1205 wc += tmp->stats.wc + tmp->magic; 1073 wc += tmp->stats.wc + tmp->magic;
1206 } 1074 }
1075
1207 if (tmp->stats.ac) 1076 if (tmp->stats.ac)
1208 { 1077 {
1209 if (best_ac < tmp->stats.ac + tmp->magic) 1078 if (best_ac < tmp->stats.ac + tmp->magic)
1210 { 1079 {
1211 ac += best_ac; /* Remove last bonus */ 1080 ac += best_ac; /* Remove last bonus */
1212 best_ac = tmp->stats.ac + tmp->magic; 1081 best_ac = tmp->stats.ac + tmp->magic;
1213 } 1082 }
1214 else /* To nullify the below effect */ 1083 else /* To nullify the below effect */
1215 ac += tmp->stats.ac + tmp->magic; 1084 ac += tmp->stats.ac + tmp->magic;
1216 } 1085 }
1086
1217 if (tmp->stats.wc) 1087 if (tmp->stats.wc)
1218 wc -= (tmp->stats.wc + tmp->magic); 1088 wc -= tmp->stats.wc + tmp->magic;
1089
1219 if (tmp->stats.ac) 1090 if (tmp->stats.ac)
1220 ac -= (tmp->stats.ac + tmp->magic); 1091 ac -= tmp->stats.ac + tmp->magic;
1221 if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.0 < max) 1092
1093 if (ARMOUR_SPEED (tmp))
1222 max = ARMOUR_SPEED (tmp) / 10.0; 1094 max_speed = min (max_speed, ARMOUR_SPEED (tmp) / 10.f);
1095
1223 break; 1096 break;
1224 } /* switch tmp->type */ 1097 } /* switch tmp->type */
1225 } /* item is equipped */ 1098 } /* item is equipped */
1226 } /* for loop of items */ 1099 } /* for loop of items */
1100
1101 min_it (glow_radius, MAX_LIGHT_RADIUS);
1227 1102
1228 /* We've gone through all the objects the player has equipped. For many things, we 1103 /* We've gone through all the objects the player has equipped. For many things, we
1229 * have generated intermediate values which we now need to assign. 1104 * have generated intermediate values which we now need to assign.
1230 */ 1105 */
1231 1106
1233 * If there is an uncursed potion in effect, granting more protection 1108 * If there is an uncursed potion in effect, granting more protection
1234 * than that, we take: 'total resistance = resistance from potion'. 1109 * than that, we take: 'total resistance = resistance from potion'.
1235 * If there is a cursed (and no uncursed) potion in effect, we take 1110 * If there is a cursed (and no uncursed) potion in effect, we take
1236 * 'total resistance = vulnerability from cursed potion'. 1111 * 'total resistance = vulnerability from cursed potion'.
1237 */ 1112 */
1238 for (i = 0; i < NROFATTACKS; i++) 1113 for (int i = 0; i < NROFATTACKS; i++)
1239 { 1114 {
1240 op->resist[i] = prot[i] - vuln[i]; 1115 resist[i] = prot[i] - vuln[i];
1241 if (potion_resist[i] && ((potion_resist[i] > op->resist[i]) || (potion_resist[i] < 0))) 1116
1117 if (potion_resist[i] != -1000
1118 && (potion_resist[i] < 0 || potion_resist[i] > resist[i]))
1242 op->resist[i] = potion_resist[i]; 1119 resist[i] = potion_resist[i];
1120 }
1121
1122 if (type == PLAYER)
1243 } 1123 {
1124 // clamp various player stats
1125 for (int i = 0; i < NUM_STATS; ++i)
1126 stats.stat (i) = stat_sum [i];
1244 1127
1128 check_stat_bounds (&stats);
1129
1130 contr->digestion = clamp (contr->digestion, MIN_DIGESTION, MAX_DIGESTION);
1131
1245 /* Figure out the players sp/mana/hp totals. */ 1132 /* Figure out the players sp/mana/hp totals. */
1246 if (op->type == PLAYER)
1247 {
1248 int pl_level; 1133 int pl_level;
1249 1134
1250 check_stat_bounds (&(op->stats));
1251 pl_level = op->level;
1252
1253 if (pl_level < 1)
1254 pl_level = 1; /* safety, we should always get 1 levels worth of hp! */ 1135 pl_level = max (1, level); /* safety, we should always get 1 levels worth of hp! */
1255 1136
1256 /* You basically get half a con bonus/level. But we do take into account rounding, 1137 /* 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. 1138 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels.
1258 */ 1139 */
1259 for (i = 1, op->stats.maxhp = 0; i <= pl_level && i <= 10; i++) 1140 stats.maxhp = 0;
1141 for (int i = 1; i <= min (10, pl_level); i++)
1260 { 1142 {
1261 j = op->contr->levhp[i] + con_bonus[op->stats.Con] / 2; 1143 int j = contr->levhp[i] + con_bonus[stats.Con] / 2;
1144
1262 if (i % 2 && con_bonus[op->stats.Con] % 2) 1145 if (i % 2 && con_bonus[stats.Con] % 2)
1263 {
1264 if (con_bonus[op->stats.Con] > 0) 1146 if (con_bonus[stats.Con] > 0)
1265 j++; 1147 j++;
1266 else 1148 else
1267 j--; 1149 j--;
1268 } 1150
1269 op->stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */ 1151 stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */
1270 } 1152 }
1271 1153
1272 for (i = 11; i <= op->level; i++) 1154 stats.maxhp += 2 * max (0, level - 10);
1273 op->stats.maxhp += 2;
1274 1155
1275 if (op->stats.hp > op->stats.maxhp) 1156 if (stats.hp > stats.maxhp)
1276 op->stats.hp = op->stats.maxhp; 1157 stats.hp = stats.maxhp;
1277 1158
1278 /* Sp gain is controlled by the level of the player's 1159 /* Sp gain is controlled by the level of the player's
1279 * relevant experience object (mana_obj, see above) 1160 * relevant experience object (mana_obj, see above)
1280 */ 1161 */
1281 /* following happen when skills system is not used */ 1162 /* following happen when skills system is not used */
1282 if (!mana_obj) 1163 if (!mana_obj)
1283 mana_obj = op; 1164 mana_obj = this;
1165
1284 if (!grace_obj) 1166 if (!grace_obj)
1285 grace_obj = op; 1167 grace_obj = this;
1168
1286 /* set maxsp */ 1169 /* set maxsp */
1287 if (!mana_obj || !mana_obj->level || op->type != PLAYER) 1170 if (!mana_obj || !mana_obj->level || type != PLAYER)
1288 mana_obj = op; 1171 mana_obj = this;
1289 1172
1290 if (mana_obj == op && op->type == PLAYER) 1173 if (mana_obj == this && type == PLAYER)
1291 {
1292 op->stats.maxsp = 1; 1174 stats.maxsp = 1;
1293 }
1294 else 1175 else
1295 { 1176 {
1296 sp_tmp = 0.0; 1177 float sp_tmp = 0.f;
1178
1297 for (i = 1; i <= mana_obj->level && i <= 10; i++) 1179 for (int i = 1; i <= min (10, mana_obj->level); i++)
1298 { 1180 {
1299 float stmp; 1181 float stmp;
1300 1182
1301 /* Got some extra bonus at first level */ 1183 /* Got some extra bonus at first level */
1302 if (i < 2) 1184 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); 1185 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 6.f;
1305 }
1306 else 1186 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; 1187 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 12.f;
1309 } 1188
1310 if (stmp < 1.0)
1311 stmp = 1.0;
1312 sp_tmp += stmp; 1189 sp_tmp += max (1.f, stmp);
1313 } 1190 }
1314 op->stats.maxsp = (int) sp_tmp;
1315 1191
1316 for (i = 11; i <= mana_obj->level; i++) 1192 stats.maxsp = int (sp_tmp) + 2 * max (0, mana_obj->level - 10);
1317 op->stats.maxsp += 2;
1318 } 1193 }
1194
1319 /* Characters can get their sp supercharged via rune of transferrance */ 1195 /* Characters can get their sp supercharged via rune of transferrance */
1320 if (op->stats.sp > op->stats.maxsp * 2) 1196 stats.sp = min (stats.sp, stats.maxsp * 2);
1321 op->stats.sp = op->stats.maxsp * 2;
1322 1197
1323 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */ 1198 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */
1324 if (!grace_obj || !grace_obj->level || op->type != PLAYER) 1199 if (!grace_obj || !grace_obj->level || type != PLAYER)
1325 grace_obj = op; 1200 grace_obj = this;
1326 1201
1327 if (grace_obj == op && op->type == PLAYER) 1202 if (grace_obj == this && type == PLAYER)
1328 {
1329 op->stats.maxgrace = 1; 1203 stats.maxgrace = 1;
1330 }
1331 else 1204 else
1332 { 1205 {
1333 /* store grace in a float - this way, the divisions below don't create 1206 /* 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 1207 * 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 1208 * becomes big jumps when the sums of the bonuses jump to the next
1336 * step of 8 - with floats, even fractional ones are useful. 1209 * step of 8 - with floats, even fractional ones are useful.
1337 */ 1210 */
1338 sp_tmp = 0.0; 1211 float sp_tmp = 0.f;
1339 for (i = 1, op->stats.maxgrace = 0; i <= grace_obj->level && i <= 10; i++) 1212
1213 for (int i = 1; i <= min (10, grace_obj->level); i++)
1340 { 1214 {
1341 float grace_tmp = 0.0; 1215 float grace_tmp = 0.f;
1342 1216
1343 /* Got some extra bonus at first level */ 1217 /* Got some extra bonus at first level */
1344 if (i < 2) 1218 if (i < 2)
1345 { 1219 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 1220 else
1350 { 1221 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] 1222
1352 + ((float) grace_bonus[op->stats.Pow] + 2.0 * (float) grace_bonus[op->stats.Wis]) / 12.0;
1353 }
1354 if (grace_tmp < 1.0)
1355 grace_tmp = 1.0;
1356 sp_tmp += grace_tmp; 1223 sp_tmp += max (1.f, grace_tmp);
1357 } 1224 }
1358 op->stats.maxgrace = (int) sp_tmp;
1359 1225
1360 /* two grace points per level after 11 */ 1226 /* two grace points per level after 10 */
1361 for (i = 11; i <= grace_obj->level; i++) 1227 stats.maxgrace = int (sp_tmp) + 2 * max (0, grace_obj->level - 10);
1362 op->stats.maxgrace += 2;
1363 } 1228 }
1229
1364 /* No limit on grace vs maxgrace */ 1230 /* No limit on grace vs maxgrace */
1365 1231
1366 if (op->contr->braced) 1232 if (contr->braced)
1367 { 1233 {
1368 ac += 2; 1234 ac += 2;
1369 wc += 4; 1235 wc += 4;
1370 } 1236 }
1371 else 1237 else
1372 ac -= dex_bonus[op->stats.Dex]; 1238 ac -= dex_bonus[stats.Dex];
1373 1239
1374 /* In new exp/skills system, wc bonuses are related to 1240 /* In new exp/skills system, wc bonuses are related to
1375 * the players level in a relevant exp object (wc_obj) 1241 * the players level in a relevant exp object (wc_obj)
1376 * not the general player level -b.t. 1242 * not the general player level -b.t.
1377 * I changed this slightly so that wc bonuses are better 1243 * I changed this slightly so that wc bonuses are better
1380 * improvement every level, now its fighterlevel/5. So 1246 * improvement every level, now its fighterlevel/5. So
1381 * we give the player a bonus here in wc and dam 1247 * we give the player a bonus here in wc and dam
1382 * to make up for the change. Note that I left the 1248 * to make up for the change. Note that I left the
1383 * monster bonus the same as before. -b.t. 1249 * monster bonus the same as before. -b.t.
1384 */ 1250 */
1251 object *wc_obj = chosen_skill;
1385 1252
1386 if (op->type == PLAYER && wc_obj && wc_obj->level > 1) 1253 if (contr && wc_obj && wc_obj->level > 1)
1387 { 1254 {
1388 wc -= (wc_obj->level + thaco_bonus[op->stats.Str]); 1255 wc -= wc_obj->level + thaco_bonus[stats.Str];
1256
1389 for (i = 1; i < wc_obj->level; i++) 1257 for (int i = 1; i < wc_obj->level; i++)
1390 { 1258 {
1391 /* addtional wc every 6 levels */ 1259 /* additional wc every 6 levels */
1392 if (!(i % 6)) 1260 if (!(i % 6))
1393 wc--; 1261 wc--;
1262
1394 /* addtional dam every 4 levels. */ 1263 /* additional dam every 4 levels. */
1395 if (!(i % 4) && (dam_bonus[op->stats.Str] >= 0)) 1264 if (!(i % 4) && dam_bonus[stats.Str] >= 0)
1396 op->stats.dam += (1 + (dam_bonus[op->stats.Str] / 5)); 1265 stats.dam += 1 + dam_bonus[stats.Str] / 5;
1397 } 1266 }
1398 } 1267 }
1399 else 1268 else
1400 wc -= (op->level + thaco_bonus[op->stats.Str]); 1269 wc -= level + thaco_bonus[stats.Str];
1401 1270
1402 op->stats.dam += dam_bonus[op->stats.Str]; 1271 stats.dam += dam_bonus[stats.Str];
1403 1272
1404 if (op->stats.dam < 1) 1273 if (stats.dam < 1)
1405 op->stats.dam = 1; 1274 stats.dam = 1;
1406 1275
1407 op->speed = 1.0 + speed_bonus[op->stats.Dex]; 1276 speed = 1.f + speed_bonus[stats.Dex];
1277
1408 if (settings.search_items && op->contr->search_str[0]) 1278 if (settings.search_items && contr->search_str[0])
1409 op->speed -= 1; 1279 speed -= 1;
1410 if (op->attacktype == 0)
1411 op->attacktype = op->arch->clone.attacktype;
1412
1413 } /* End if player */ 1280 } /* End if player */
1414 1281
1415 if (added_speed >= 0) 1282 if (added_speed >= 0)
1416 op->speed += added_speed / 10.0; 1283 speed += added_speed / 10.f;
1417 else /* Something wrong here...: */ 1284 else /* Something wrong here...: */
1418 op->speed /= (float) (1.0 - added_speed); 1285 speed /= 1.f - added_speed;
1419 1286
1420 /* Max is determined by armour */ 1287 /* Max is determined by armour */
1421 if (op->speed > max) 1288 speed = min (speed, max_speed);
1422 op->speed = max;
1423 1289
1424 if (op->type == PLAYER) 1290 if (type == PLAYER)
1425 { 1291 {
1426 /* f is a number the represents the number of kg above (positive num) 1292 /* 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 1293 * or below (negative number) that the player is carrying. If above
1428 * weight limit, then player suffers a speed reduction based on how 1294 * weight limit, then player suffers a speed reduction based on how
1429 * much above he is, and what is max carry is 1295 * much above he is, and what is max carry is
1430 */ 1296 */
1431 f = (op->carrying / 1000) - max_carry[op->stats.Str]; 1297 float f = (carrying / 1000) - max_carry[stats.Str];
1432 if (f > 0) 1298 if (f > 0.f)
1433 op->speed = op->speed / (1.0 + f / max_carry[op->stats.Str]); 1299 speed = speed / (1.f + f / max_carry[stats.Str]);
1434 } 1300 }
1435 1301
1436 op->speed += bonus_speed / 10.0; /* Not affected by limits */ 1302 speed += bonus_speed / 10.f; /* Not affected by limits */
1303 speed *= speed_reduce_from_disease;
1437 1304
1438 /* Put a lower limit on speed. Note with this speed, you move once every 1305 /* 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. 1306 * 25 ticks or so. This amounts to once every 3 seconds of realtime.
1440 */ 1307 */
1441 op->speed = op->speed * speed_reduce_from_disease; 1308 max_it (speed, is_player () ? MIN_PLAYER_SPEED : MIN_ACTIVE_SPEED);
1442 1309
1443 if (op->speed < 0.01 && op->type == PLAYER) 1310 if (speed != old_speed)
1444 op->speed = 0.01; 1311 set_speed (speed);
1445 1312
1446 if (op->type == PLAYER) 1313 if (type == PLAYER)
1447 { 1314 {
1448 float M, W, s, D, K, S, M2;
1449
1450 /* (This formula was made by vidarl@ifi.uio.no) 1315 /* (This formula was made by vidarl@ifi.uio.no)
1451 * Note that we never used these values again - basically 1316 * Note that we never used these values again - basically
1452 * all of these could be subbed into one big equation, but 1317 * all of these could be subbed into one big equation, but
1453 * that would just be a real pain to read. 1318 * that would just be a real pain to read.
1454 */ 1319 */
1455 M = (max_carry[op->stats.Str] - 121) / 121.0; 1320 float M = (max_carry[stats.Str] - 121) / 121.f;
1456 M2 = max_carry[op->stats.Str] / 100.0; 1321 float M2 = max_carry[stats.Str] / 100.f;
1457 W = weapon_weight / 20000.0; 1322 float W = weapon_weight / 20000.f;
1458 s = 2 - weapon_speed / 10.0; 1323 float s = (20 - weapon_speed) / 10.f;
1459 D = (op->stats.Dex - 14) / 14.0; 1324 float D = (stats.Dex - 14) / 14.f;
1460 K = 1 + M / 3.0 - W / (3 * M2) + op->speed / 5.0 + D / 2.0; 1325 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; 1326
1327 K *= (4 + level) * 1.2f / (6 + level);
1328
1462 if (K <= 0) 1329 if (K <= 0.01f)
1463 K = 0.01; 1330 K = 0.01f;
1464 S = op->speed / (K * s); 1331
1465 op->contr->weapon_sp = S; 1332 contr->weapon_sp = K * s * .5f; //TODO: balance the .5
1466 } 1333 }
1334
1467 /* I want to limit the power of small monsters with big weapons: */ 1335 /* 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) 1336 if (type != PLAYER && arch && stats.dam > arch->stats.dam * 3)
1469 op->stats.dam = op->arch->clone.stats.dam * 3; 1337 stats.dam = arch->stats.dam * 3;
1470 1338
1471 /* Prevent overflows of wc - best you can get is ABS(120) - this 1339 stats.wc = clamp (wc, MIN_WC, MAX_WC);
1472 * should be more than enough - remember, AC is also in 8 bits, 1340 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 1341
1487 /* if for some reason the creature doesn't have any move type, 1342 /* if for some reason the creature doesn't have any move type,
1488 * give them walking as a default. 1343 * give them walking as a default.
1489 * The second case is a special case - to more closely mimic the 1344 * The second case is a special case - to more closely mimic the
1490 * old behaviour - if your flying, your not walking - just 1345 * old behaviour - if your flying, your not walking - just
1491 * one or the other. 1346 * one or the other.
1492 */ 1347 */
1493 if (op->move_type == 0) 1348 if (move_type == 0)
1494 op->move_type = MOVE_WALK; 1349 move_type = MOVE_WALK;
1495 else if (op->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) 1350 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH))
1496 op->move_type &= ~MOVE_WALK; 1351 move_type &= ~MOVE_WALK;
1497 1352
1498 update_ob_speed (op); 1353 // now apply the new move_type
1354 if (this->move_type != move_type)
1355 change_move_type (move_type);
1499 1356
1500 /* It is quite possible that a player's spell costing might have changed, 1357 /* It is quite possible that a player's spell costing might have changed,
1501 * so we will check that now. 1358 * so we will check that now.
1502 */ 1359 */
1503 if (op->type == PLAYER) 1360 if (is_player ())
1504 esrv_update_spells (op->contr); 1361 contr->update_spells ();
1362
1363 // update the mapspace, if we are on a map
1364 if (!flag [FLAG_REMOVED] && map)
1365 map->at (x, y).flags_ = 0;
1366}
1367
1368void
1369object::set_glow_radius (sint8 rad)
1370{
1371 glow_radius = rad;
1372
1373 if (is_on_map ())
1374 update_all_los (map, x, y);
1375 else if (object *env = outer_env ())
1376 {
1377 env->update_stats ();
1378
1379 if (env->is_on_map ())
1380 update_all_los (env->map, env->x, env->y);
1381 }
1505} 1382}
1506 1383
1507/* 1384/*
1508 * Returns true if the given player is a legal class. 1385 * Returns true if the given player is a legal class.
1509 * The function to add and remove class-bonuses to the stats doesn't 1386 * The function to add and remove class-bonuses to the stats doesn't
1510 * check if the stat becomes negative, thus this function 1387 * check if the stat becomes negative, thus this function
1511 * merely checks that all stats are 1 or more, and returns 1388 * merely checks that all stats are 1 or more, and returns
1512 * false otherwise. 1389 * false otherwise.
1513 */ 1390 */
1514
1515int 1391int
1516allowed_class (const object *op) 1392allowed_class (const object *op)
1517{ 1393{
1518 return op->stats.Dex > 0 && op->stats.Str > 0 && op->stats.Con > 0 && 1394 return op->stats.Dex > 0
1519 op->stats.Int > 0 && op->stats.Wis > 0 && op->stats.Pow > 0 && op->stats.Cha > 0; 1395 && op->stats.Str > 0
1396 && op->stats.Con > 0
1397 && op->stats.Int > 0
1398 && op->stats.Wis > 0
1399 && op->stats.Pow > 0
1400 && op->stats.Cha > 0;
1520} 1401}
1521 1402
1522/* 1403/*
1523 * set the new dragon name after gaining levels or 1404 * set the new dragon name after gaining levels or
1524 * changing ability focus (later this can be extended to 1405 * changing ability focus (later this can be extended to
1525 * eventually change the player's face and animation) 1406 * eventually change the player's face and animation)
1526 *
1527 * Note that the title is written to 'own_title' in the
1528 * player struct. This should be changed to 'ext_title'
1529 * as soon as clients support this!
1530 * Please, anyone, write support for 'ext_title'.
1531 */ 1407 */
1532void 1408void
1533set_dragon_name (object *pl, const object *abil, const object *skin) 1409set_dragon_name (object *pl, const object *abil, const object *skin)
1534{ 1410{
1535 int atnr = -1; /* attacknumber of highest level */ 1411 int atnr = -1; /* attacknumber of highest level */
1553 /* now if there are equals at highest level, pick the one with focus, 1429 /* now if there are equals at highest level, pick the one with focus,
1554 or else at random */ 1430 or else at random */
1555 if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level) 1431 if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level)
1556 atnr = abil->stats.exp; 1432 atnr = abil->stats.exp;
1557 1433
1558 level = (int) (level / 5.);
1559
1560 /* now set the new title */ 1434 /* now set the new title */
1561 if (pl->contr != NULL)
1562 {
1563 if (level == 0)
1564 sprintf (pl->contr->title, "%s hatchling", attacks[atnr]); 1435 if (level < 25) sprintf (pl->contr->title, "%s hatchling", attacks[atnr]);
1565 else if (level == 1)
1566 sprintf (pl->contr->title, "%s wyrm", attacks[atnr]); 1436 else if (level < 50) sprintf (pl->contr->title, "%s wyrm" , attacks[atnr]);
1567 else if (level == 2)
1568 sprintf (pl->contr->title, "%s wyvern", attacks[atnr]); 1437 else if (level < 75) sprintf (pl->contr->title, "%s wyvern" , attacks[atnr]);
1569 else if (level == 3)
1570 sprintf (pl->contr->title, "%s dragon", attacks[atnr]); 1438 else if (level < 100) sprintf (pl->contr->title, "%s dragon" , attacks[atnr]);
1571 else 1439 else
1572 { 1440 {
1573 /* special titles for extra high resistance! */ 1441 /* special titles for extra high resistance! */
1574 if (skin->resist[atnr] > 80)
1575 sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]); 1442 if (skin->resist[atnr] > 80) sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]);
1576 else if (skin->resist[atnr] > 50)
1577 sprintf (pl->contr->title, "ancient %s dragon", attacks[atnr]); 1443 else if (skin->resist[atnr] > 50) sprintf (pl->contr->title, "ancient %s dragon" , attacks[atnr]);
1578 else
1579 sprintf (pl->contr->title, "big %s dragon", attacks[atnr]); 1444 else sprintf (pl->contr->title, "big %s dragon" , attacks[atnr]);
1580 }
1581 } 1445 }
1582 1446
1583 strcpy (pl->contr->own_title, ""); 1447 strcpy (pl->contr->own_title, "");
1584} 1448}
1585 1449
1586/* 1450/*
1587 * This function is called when a dragon-player gains 1451 * This function is called when a dragon-player gains
1588 * an overall level. Here, the dragon might gain new abilities 1452 * an overall level. Here, the dragon might gain new abilities
1589 * or change the ability-focus. 1453 * or change the ability-focus.
1590 */ 1454 */
1591void 1455static void
1592dragon_level_gain (object *who) 1456dragon_level_gain (object *who)
1593{ 1457{
1594 object *abil = NULL; /* pointer to dragon ability force */ 1458 object *abil = NULL; /* pointer to dragon ability force */
1595 object *skin = NULL; /* pointer to dragon skin force */ 1459 object *skin = NULL; /* pointer to dragon skin force */
1596 object *tmp = NULL; /* tmp. object */ 1460 object *tmp = NULL; /* tmp. object */
1597 char buf[MAX_BUF]; /* tmp. string buffer */ 1461 char buf[MAX_BUF]; /* tmp. string buffer */
1598 1462
1599 /* now grab the 'dragon_ability'-forces from the player's inventory */ 1463 /* now grab the 'dragon_ability'-forces from the player's inventory */
1600 for (tmp = who->inv; tmp != NULL; tmp = tmp->below) 1464 for (tmp = who->inv; tmp; tmp = tmp->below)
1601 {
1602 if (tmp->type == FORCE) 1465 if (tmp->type == FORCE)
1603 { 1466 if (tmp->arch->archname == shstr_dragon_ability_force)
1604 if (strcmp (tmp->arch->name, "dragon_ability_force") == 0)
1605 abil = tmp; 1467 abil = tmp;
1606 if (strcmp (tmp->arch->name, "dragon_skin_force") == 0) 1468 else if (tmp->arch->archname == shstr_dragon_skin_force)
1607 skin = tmp; 1469 skin = tmp;
1608 } 1470
1609 }
1610 /* if the force is missing -> bail out */ 1471 /* if the force is missing -> bail out */
1611 if (abil == NULL) 1472 if (abil == NULL)
1612 return; 1473 return;
1613 1474
1614 /* The ability_force keeps track of maximum level ever achieved. 1475 /* The ability_force keeps track of maximum level ever achieved.
1655 object *skill_obj; 1516 object *skill_obj;
1656 1517
1657 skill_obj = get_archetype_by_skill_name (skill_name, SKILL); 1518 skill_obj = get_archetype_by_skill_name (skill_name, SKILL);
1658 if (!skill_obj) 1519 if (!skill_obj)
1659 { 1520 {
1660 LOG (llevError, "add_player_exp: couldn't find skill %s\n", skill_name); 1521 LOG (llevError, "give_skill_by_name: couldn't find skill %s\n", skill_name);
1661 return NULL; 1522 return NULL;
1662 } 1523 }
1524
1663 /* clear the flag - exp goes into this bucket, but player 1525 /* clear the flag - exp goes into this bucket, but player
1664 * still doesn't know it. 1526 * still doesn't know it.
1665 */ 1527 */
1666 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL); 1528 skill_obj->clr_flag (FLAG_CAN_USE_SKILL);
1667 skill_obj->stats.exp = 0; 1529 skill_obj->stats.exp = 0;
1668 skill_obj->level = 1; 1530 skill_obj->level = 1;
1669 insert_ob_in_ob (skill_obj, op); 1531 op->insert (skill_obj);
1670 if (op->contr) 1532
1671 { 1533 if (player *pl = op->contr)
1672 op->contr->last_skill_ob[skill_obj->subtype] = skill_obj; 1534 pl->link_skills ();
1673 op->contr->last_skill_exp[skill_obj->subtype] = -1; 1535
1674 }
1675 return skill_obj; 1536 return skill_obj;
1676} 1537}
1677
1678 1538
1679/* player_lvl_adj() - for the new exp system. we are concerned with 1539/* player_lvl_adj() - for the new exp system. we are concerned with
1680 * whether the player gets more hp, sp and new levels. 1540 * whether the player gets more hp, sp and new levels.
1681 * Note this this function should only be called for players. Monstes 1541 * Note this this function should only be called for players. Monstes
1682 * don't really gain levels 1542 * don't really gain levels
1685 */ 1545 */
1686void 1546void
1687player_lvl_adj (object *who, object *op) 1547player_lvl_adj (object *who, object *op)
1688{ 1548{
1689 char buf[MAX_BUF]; 1549 char buf[MAX_BUF];
1550 bool changed = false;
1690 1551
1691 if (!op) /* when rolling stats */ 1552 if (!op) /* when rolling stats */
1692 op = who; 1553 op = who;
1693 1554
1694 if (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul)) 1555 while (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul))
1695 { 1556 {
1557 changed = true;
1558
1696 op->level++; 1559 op->level++;
1697 1560
1698 if (op != NULL && op == who && op->stats.exp > 1 && is_dragon_pl (who)) 1561 if (op && op == who && op->stats.exp > 1 && who->is_dragon ())
1699 dragon_level_gain (who); 1562 dragon_level_gain (who);
1700 1563
1701 /* Only roll these if it is the player (who) that gained the level */ 1564 /* Only roll these if it is the player (who) that gained the level */
1702 if (op == who && (who->level < 11) && who->type == PLAYER) 1565 if (op == who && (who->level < 11) && who->type == PLAYER)
1703 { 1566 {
1704 who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1; 1567 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); 1568 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; 1569 who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1;
1707 } 1570 }
1708 1571
1709 fix_player (who);
1710 if (op->level > 1) 1572 if (op->level > 1)
1711 { 1573 {
1712 if (op->type != PLAYER) 1574 if (op->type != PLAYER)
1575 {
1576 who->contr->play_sound (sound_find ("skill_up"));
1713 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); 1577 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1578 }
1714 else 1579 else
1580 {
1581 who->contr->play_sound (sound_find ("level_up"));
1715 sprintf (buf, "You are now level %d.", op->level); 1582 sprintf (buf, "You are now level %d.", op->level);
1583 }
1584
1716 if (who) 1585 if (who)
1717 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); 1586 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1718 } 1587 }
1719 player_lvl_adj (who, op); /* To increase more levels */
1720 } 1588 }
1589
1721 else if (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul)) 1590 while (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul))
1722 { 1591 {
1592 changed = true;
1593
1723 op->level--; 1594 op->level--;
1724 fix_player (who); 1595
1725 if (op->type != PLAYER) 1596 if (op->type != PLAYER)
1726 { 1597 {
1727 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); 1598 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); 1599 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1729 } 1600 }
1730 player_lvl_adj (who, op); /* To decrease more levels */
1731 } 1601 }
1732 /* check if the spell data has changed */ 1602
1733 esrv_update_spells (who->contr); 1603 if (changed)
1604 who->update_stats (); // should cause esrv_update_stats and esrv_update_spells
1734} 1605}
1735 1606
1736/* 1607/*
1737 * Returns how much experience is needed for a player to become 1608 * Returns how much experience is needed for a player to become
1738 * the given level. level should really never exceed max_level 1609 * the given level. level should really never exceed max_level
1739 */ 1610 */
1740 1611
1741sint64 1612sint64
1742level_exp (int level, double expmul) 1613level_exp (int level, double expmul)
1743{ 1614{
1744 if (level > settings.max_level) 1615 return expmul * level_to_min_exp (level);
1745 return (sint64) (expmul * levels[settings.max_level]);
1746 return (sint64) (expmul * levels[level]);
1747} 1616}
1748 1617
1749/* 1618/*
1750 * Ensure that the permanent experience requirements in an exp object are met. 1619 * Ensure that the permanent experience requirements in an exp object are met.
1751 * This really just checks 'op to make sure the perm_exp value is within 1620 * This really just checks 'op to make sure the perm_exp value is within
1771 op->perm_exp = 0; 1640 op->perm_exp = 0;
1772 else if (op->perm_exp > (sint64) MAX_EXPERIENCE) 1641 else if (op->perm_exp > (sint64) MAX_EXPERIENCE)
1773 op->perm_exp = MAX_EXPERIENCE; 1642 op->perm_exp = MAX_EXPERIENCE;
1774} 1643}
1775 1644
1776
1777/* Add experience to a player - exp should only be positive. 1645/* Add experience to a player - exp should only be positive.
1778 * Updates permanent exp for the skill we are adding to. 1646 * Updates permanent exp for the skill we are adding to.
1779 * skill_name is the skill to add exp to. Skill name can be 1647 * skill_name is the skill to add exp to. Skill name can be
1780 * NULL, in which case exp increases the players general 1648 * NULL, in which case exp increases the players general
1781 * total, but not any particular skill. 1649 * total, but not any particular skill.
1782 * flag is what to do if the player doesn't have the skill: 1650 * flag is what to do if the player doesn't have the skill:
1783 */ 1651 */
1784
1785static void 1652static void
1786add_player_exp (object *op, sint64 exp, const char *skill_name, int flag) 1653add_player_exp (object *op, sint64 exp, const char *skill_name, int flag)
1787{ 1654{
1788 object *skill_obj = NULL; 1655 object *skill_obj;
1789 sint64 limit, exp_to_add; 1656 sint64 limit, exp_to_add;
1790 int i; 1657 int i;
1791 1658
1792 /* prevents some forms of abuse. */ 1659 /* prevents some forms of abuse. */
1793 if (op->contr->braced) 1660 if (op->contr->braced)
1794 exp = exp / 5; 1661 exp /= 5;
1795 1662
1796 /* Try to find the matching skill. 1663 /* Try to find the matching skill.
1797 * We do a shortcut/time saving mechanism first - see if it matches 1664 * We do a shortcut/time saving mechanism first - see if it matches
1798 * chosen_skill. This means we don't need to search through 1665 * chosen_skill. This means we don't need to search through
1799 * the players inventory. 1666 * the players inventory.
1800 */ 1667 */
1668 skill_obj = 0;
1669
1801 if (skill_name) 1670 if (skill_name)
1802 { 1671 {
1803 if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill)) 1672 skill_obj = op->contr->find_skill (skill_name);
1804 skill_obj = op->chosen_skill;
1805 else
1806 {
1807 for (i = 0; i < NUM_SKILLS; i++)
1808 if (op->contr->last_skill_ob[i] && !strcmp (op->contr->last_skill_ob[i]->skill, skill_name))
1809 {
1810 skill_obj = op->contr->last_skill_ob[i];
1811 break;
1812 }
1813 1673
1814 /* Player doesn't have the skill. Check to see what to do, and give 1674 /* Player doesn't have the skill. Check to see what to do, and give
1815 * it to the player if necessary 1675 * it to the player if necessary
1816 */ 1676 */
1817 if (!skill_obj) 1677 if (!skill_obj)
1818 { 1678 {
1819 if (flag == SK_EXP_NONE) 1679 if (flag == SK_EXP_NONE)
1820 return; 1680 return;
1681
1821 else if (flag == SK_EXP_ADD_SKILL) 1682 if (flag == SK_EXP_ADD_SKILL)
1822 give_skill_by_name (op, skill_name); 1683 skill_obj = give_skill_by_name (op, skill_name);
1823 }
1824 } 1684 }
1825 } 1685 }
1826 1686
1827 if (flag != SK_EXP_SKILL_ONLY) 1687 if (flag != SK_EXP_SKILL_ONLY)
1828 { 1688 {
1829 /* Basically, you can never gain more experience in one shot 1689 /* Basically, you can never gain more experience in one shot
1830 * than half what you need to gain for next level. 1690 * than half what you need to gain for next level.
1831 */ 1691 */
1832 exp_to_add = exp; 1692 exp_to_add = exp;
1833 limit = (levels[op->level + 1] - levels[op->level]) / 2; 1693 limit = (levels [op->level + 1] - levels [op->level]) / 2;
1834 if (exp_to_add > limit) 1694 if (exp_to_add > limit)
1835 exp_to_add = limit; 1695 exp_to_add = limit;
1836 1696
1837 ADD_EXP (op->stats.exp, (sint64) ((float) exp_to_add * (skill_obj ? skill_obj->expmul : 1))); 1697 ADD_EXP (op->stats.exp, (sint64) ((float) exp_to_add * (skill_obj ? skill_obj->expmul : 1)));
1838 if (settings.permanent_exp_ratio) 1698 if (settings.permanent_exp_ratio)
1845 } 1705 }
1846 1706
1847 if (skill_obj) 1707 if (skill_obj)
1848 { 1708 {
1849 exp_to_add = exp; 1709 exp_to_add = exp;
1850 limit = (levels[skill_obj->level + 1] - levels[skill_obj->level]) / 2; 1710 limit = (levels [skill_obj->level + 1] - levels [skill_obj->level]) / 2;
1851 if (exp_to_add > limit) 1711 if (exp_to_add > limit)
1852 exp_to_add = limit; 1712 exp_to_add = limit;
1853 1713
1854 ADD_EXP (skill_obj->stats.exp, exp_to_add); 1714 ADD_EXP (skill_obj->stats.exp, exp_to_add);
1855 if (settings.permanent_exp_ratio) 1715 if (settings.permanent_exp_ratio)
1861 player_lvl_adj (op, skill_obj); 1721 player_lvl_adj (op, skill_obj);
1862 } 1722 }
1863} 1723}
1864 1724
1865/* This function checks to make sure that object 'op' can 1725/* This function checks to make sure that object 'op' can
1866 * lost 'exp' experience. It returns the amount of exp 1726 * lose 'exp' experience. It returns the amount of exp
1867 * object 'op' can in fact lose - it basically makes 1727 * object 'op' can in fact lose - it basically makes
1868 * adjustments based on permanent exp and the like. 1728 * adjustments based on permanent exp and the like.
1869 * This function should always be used for losing experience - 1729 * This function should always be used for losing experience -
1870 * the 'exp' value passed should be positive - this is the 1730 * the 'exp' value passed should be positive - this is the
1871 * amount that should get subtract from the player. 1731 * amount that should get subtract from the player.
1872 */ 1732 */
1873sint64 1733static sint64
1874check_exp_loss (const object *op, sint64 exp) 1734check_exp_loss (const object *op, sint64 exp)
1875{ 1735{
1876 sint64 del_exp; 1736 sint64 del_exp;
1877 1737
1878 if (exp > op->stats.exp) 1738 if (exp > op->stats.exp)
1879 exp = op->stats.exp; 1739 exp = op->stats.exp;
1740
1880 if (settings.permanent_exp_ratio) 1741 if (settings.permanent_exp_ratio)
1881 { 1742 {
1882 del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO); 1743 del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO);
1744
1883 if (del_exp < 0) 1745 if (del_exp < 0)
1884 del_exp = 0; 1746 del_exp = 0;
1747
1885 if (exp > del_exp) 1748 if (exp > del_exp)
1886 exp = del_exp; 1749 exp = del_exp;
1887 } 1750 }
1751
1888 return exp; 1752 return exp;
1889} 1753}
1890 1754
1891sint64 1755sint64
1892check_exp_adjust (const object *op, sint64 exp) 1756check_exp_adjust (const object *op, sint64 exp)
1893{ 1757{
1894 if (exp < 0) 1758 if (exp < 0)
1895 return check_exp_loss (op, exp); 1759 return check_exp_loss (op, exp);
1896 else 1760 else
1897 return MIN (exp, (sint64) MAX_EXPERIENCE - op->stats.exp); 1761 return min (exp, (sint64)MAX_EXPERIENCE - op->stats.exp);
1898} 1762}
1899
1900 1763
1901/* Subtracts experience from player. 1764/* Subtracts experience from player.
1902 * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we 1765 * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we
1903 * only subtract from the matching skill. Otherwise, 1766 * only subtract from the matching skill. Otherwise,
1904 * this subtracts a portion from all 1767 * this subtracts a portion from all
1918 sint64 del_exp; 1781 sint64 del_exp;
1919 1782
1920 for (tmp = op->inv; tmp; tmp = tmp->below) 1783 for (tmp = op->inv; tmp; tmp = tmp->below)
1921 if (tmp->type == SKILL && tmp->stats.exp) 1784 if (tmp->type == SKILL && tmp->stats.exp)
1922 { 1785 {
1923 if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (tmp->skill, skill)) 1786 if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (&tmp->skill, skill))
1924 { 1787 {
1925 del_exp = check_exp_loss (tmp, exp); 1788 del_exp = check_exp_loss (tmp, exp);
1926 tmp->stats.exp -= del_exp; 1789 tmp->stats.exp -= del_exp;
1927 player_lvl_adj (op, tmp); 1790 player_lvl_adj (op, tmp);
1928 } 1791 }
1934 del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction)); 1797 del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction));
1935 tmp->stats.exp -= del_exp; 1798 tmp->stats.exp -= del_exp;
1936 player_lvl_adj (op, tmp); 1799 player_lvl_adj (op, tmp);
1937 } 1800 }
1938 } 1801 }
1802
1939 if (flag != SK_SUBTRACT_SKILL_EXP) 1803 if (flag != SK_SUBTRACT_SKILL_EXP)
1940 { 1804 {
1941 del_exp = check_exp_loss (op, exp); 1805 del_exp = check_exp_loss (op, exp);
1942 op->stats.exp -= del_exp; 1806 op->stats.exp -= del_exp;
1943 player_lvl_adj (op, NULL); 1807 player_lvl_adj (op, NULL);
1944 } 1808 }
1945} 1809}
1946
1947
1948 1810
1949/* change_exp() - changes experience to a player/monster. This 1811/* change_exp() - changes experience to a player/monster. This
1950 * does bounds checking to make sure we don't overflow the max exp. 1812 * does bounds checking to make sure we don't overflow the max exp.
1951 * 1813 *
1952 * The exp passed is typically not modified much by this function - 1814 * The exp passed is typically not modified much by this function -
1953 * it is assumed the caller has modified the exp as needed. 1815 * it is assumed the caller has modified the exp as needed.
1954 * skill_name is the skill that should get the exp added. 1816 * skill_name is the skill that should get the exp added.
1955 * flag is what to do if player doesn't have the skill. 1817 * flag is what to do if player doesn't have the skill.
1956 * these last two values are only used for players. 1818 * these last two values are only used for players.
1957 */ 1819 */
1958
1959void 1820void
1960change_exp (object *op, sint64 exp, const char *skill_name, int flag) 1821change_exp (object *op, sint64 exp, const char *skill_name, int flag)
1961{ 1822{
1962
1963#ifdef EXP_DEBUG 1823#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); 1824 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp);
1968# endif
1969#endif 1825#endif
1970 1826
1971 /* safety */ 1827 /* safety */
1972 if (!op) 1828 if (!op)
1973 { 1829 {
1987 * worth. 1843 * worth.
1988 */ 1844 */
1989 if (op->type != PLAYER) 1845 if (op->type != PLAYER)
1990 { 1846 {
1991 /* Sanity check */ 1847 /* Sanity check */
1992 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1848 if (!op->flag [FLAG_ALIVE])
1993 return; 1849 return;
1994 1850
1995 /* reset exp to max allowed value. We subtract from 1851 /* reset exp to max allowed value. We subtract from
1996 * MAX_EXPERIENCE to prevent overflows. If the player somehow has 1852 * MAX_EXPERIENCE to prevent overflows. If the player somehow has
1997 * more than max exp, just return. 1853 * more than max exp, just return.
2012 else 1868 else
2013 /* note that when you lose exp, it doesn't go against 1869 /* note that when you lose exp, it doesn't go against
2014 * a particular skill, so we don't need to pass that 1870 * a particular skill, so we don't need to pass that
2015 * along. 1871 * along.
2016 */ 1872 */
2017 subtract_player_exp (op, FABS (exp), skill_name, flag); 1873 subtract_player_exp (op, abs (exp), skill_name, flag);
2018
2019 } 1874 }
2020} 1875}
2021 1876
2022/* Applies a death penalty experience, the size of this is defined by the 1877/* 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 1878 * settings death_penalty_percentage and death_penalty_levels, and by the
2024 * amount of permenent experience, whichever gives the lowest loss. 1879 * amount of permenent experience, whichever gives the lowest loss.
2025 */ 1880 */
2026
2027void 1881void
2028apply_death_exp_penalty (object *op) 1882apply_death_exp_penalty (object *op)
2029{ 1883{
2030 object *tmp;
2031 sint64 loss; 1884 sint64 loss;
2032 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */ 1885 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */
2033 sint64 level_loss; /* defined by the setting 'death_penalty_levels */ 1886 sint64 level_loss; /* defined by the setting 'death_penalty_levels */
2034 1887
2035 for (tmp = op->inv; tmp; tmp = tmp->below) 1888 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2036 if (tmp->type == SKILL && tmp->stats.exp) 1889 if (tmp->type == SKILL && tmp->stats.exp)
2037 { 1890 {
2038
2039 percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100; 1891 percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100;
2040 level_loss = tmp->stats.exp - levels[MAX (0, tmp->level - settings.death_penalty_level)]; 1892 level_loss = tmp->stats.exp - levels [max (0, tmp->level - settings.death_penalty_level)];
2041 1893
2042 /* With the revised exp system, you can get cases where 1894 /* With the revised exp system, you can get cases where
2043 * losing several levels would still require that you have more 1895 * losing several levels would still require that you have more
2044 * exp than you currently have - this is true if the levels 1896 * exp than you currently have - this is true if the levels
2045 * tables is a lot harder. 1897 * tables is a lot harder.
2046 */ 1898 */
2047 if (level_loss < 0) 1899 if (level_loss < 0)
2048 level_loss = 0; 1900 level_loss = 0;
2049 1901
2050 loss = check_exp_loss (tmp, MIN (level_loss, percentage_loss)); 1902 loss = check_exp_loss (tmp, min (level_loss, percentage_loss));
2051 1903
2052 tmp->stats.exp -= loss; 1904 tmp->stats.exp -= loss;
2053 player_lvl_adj (op, tmp); 1905 player_lvl_adj (op, tmp);
2054 } 1906 }
2055 1907
2056 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100; 1908 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)]; 1909 level_loss = op->stats.exp - levels[max (0, op->level - settings.death_penalty_level)];
1910
2058 if (level_loss < 0) 1911 if (level_loss < 0)
2059 level_loss = 0; 1912 level_loss = 0;
1913
2060 loss = check_exp_loss (op, MIN (level_loss, percentage_loss)); 1914 loss = check_exp_loss (op, min (level_loss, percentage_loss));
2061 1915
2062 op->stats.exp -= loss; 1916 op->stats.exp -= loss;
2063 player_lvl_adj (op, NULL); 1917 player_lvl_adj (op, NULL);
2064} 1918}
2065 1919
2076 if (level > MAX_SAVE_LEVEL) 1930 if (level > MAX_SAVE_LEVEL)
2077 level = MAX_SAVE_LEVEL; 1931 level = MAX_SAVE_LEVEL;
2078 1932
2079 if ((random_roll (1, 20, op, PREFER_HIGH) + bonus) < savethrow[level]) 1933 if ((random_roll (1, 20, op, PREFER_HIGH) + bonus) < savethrow[level])
2080 return 0; 1934 return 0;
1935
2081 return 1; 1936 return 1;
2082} 1937}

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