ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/common/living.C
(Generate patch)

Comparing deliantra/server/common/living.C (file contents):
Revision 1.13 by pippijn, Mon Dec 4 17:48:35 2006 UTC vs.
Revision 1.122 by root, Fri Apr 30 21:00:39 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@schmorp.de> 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
163extern sint64 *levels;
164 162
165#define MAX_SAVE_LEVEL 110 163#define MAX_SAVE_LEVEL 110
166 164
167/* This no longer needs to be changed anytime the number of 165/* This no longer needs to be changed anytime the number of
168 * levels is increased - rather, did_make_save will do the 166 * levels is increased - rather, did_make_save will do the
191static const char *const drain_msg[NUM_STATS] = { 189static const char *const drain_msg[NUM_STATS] = {
192 "Oh no! You are weakened!", 190 "Oh no! You are weakened!",
193 "You're feeling clumsy!", 191 "You're feeling clumsy!",
194 "You feel less healthy", 192 "You feel less healthy",
195 "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!",
196 "Your face gets distorted!", 196 "Your face gets distorted!",
197 "Watch out, your mind is going!",
198 "Your spirit feels drained!"
199}; 197};
200const char *const restore_msg[NUM_STATS] = { 198const char *const restore_msg[NUM_STATS] = {
201 "You feel your strength return.", 199 "You feel your strength return.",
202 "You feel your agility return.", 200 "You feel your agility return.",
203 "You feel your health return.", 201 "You feel your health return.",
202 "You feel your memory return.",
204 "You feel your wisdom return.", 203 "You feel your wisdom return.",
204 "You feel your spirits return.",
205 "You feel your charisma return.", 205 "You feel your charisma return.",
206 "You feel your memory return.",
207 "You feel your spirits return."
208}; 206};
209const char *const gain_msg[NUM_STATS] = { 207const char *const gain_msg[NUM_STATS] = {
210 "You feel stronger.", 208 "You feel stronger.",
211 "You feel more agile.", 209 "You feel more agile.",
212 "You feel healthy.", 210 "You feel healthy.",
211 "You feel smarter.",
213 "You feel wiser.", 212 "You feel wiser.",
213 "You feel more potent.",
214 "You seem to look better.", 214 "You seem to look better.",
215 "You feel smarter.",
216 "You feel more potent."
217}; 215};
218const char *const lose_msg[NUM_STATS] = { 216const char *const lose_msg[NUM_STATS] = {
219 "You feel weaker!", 217 "You feel weaker!",
220 "You feel clumsy!", 218 "You feel clumsy!",
221 "You feel less healthy!", 219 "You feel less healthy!",
220 "You feel stupid!",
222 "You lose some of your memory!", 221 "You lose some of your memory!",
222 "You feel less potent!",
223 "You look ugly!", 223 "You look ugly!",
224 "You feel stupid!",
225 "You feel less potent!"
226}; 224};
227 225
228const char *const statname[NUM_STATS] = { 226const char *const statname[NUM_STATS] = {
229 "strength", "dexterity", "constitution", "wisdom", "charisma", "intelligence", "power" 227 "strength", "dexterity", "constitution", "intelligence", "wisdom", "power", "charisma"
230}; 228};
231 229
232const char *const short_stat_name[NUM_STATS] = { 230const char *const short_stat_name[NUM_STATS] = {
233 "Str", "Dex", "Con", "Wis", "Cha", "Int", "Pow" 231 "Str", "Dex", "Con", "Int", "Wis", "Pow", "Cha"
234}; 232};
235
236/*
237 * sets Str/Dex/con/Wis/Cha/Int/Pow in stats to value, depending on
238 * what attr is (STR to POW).
239 */
240
241void
242set_attr_value (living * stats, int attr, sint8 value)
243{
244 switch (attr)
245 {
246 case STR:
247 stats->Str = value;
248 break;
249 case DEX:
250 stats->Dex = value;
251 break;
252 case CON:
253 stats->Con = value;
254 break;
255 case WIS:
256 stats->Wis = value;
257 break;
258 case POW:
259 stats->Pow = value;
260 break;
261 case CHA:
262 stats->Cha = value;
263 break;
264 case INT:
265 stats->Int = value;
266 break;
267 }
268}
269 233
270/* 234/*
271 * 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)
272 * is added to the specified stat. 236 * is added to the specified stat.
273 */ 237 */
274
275void 238void
276change_attr_value (living * stats, int attr, sint8 value) 239change_attr_value (living *stats, int attr, sint8 value)
277{ 240{
278 if (value == 0) 241 stats->stat (attr) += value;
279 return;
280 switch (attr)
281 {
282 case STR:
283 stats->Str += value;
284 break;
285 case DEX:
286 stats->Dex += value;
287 break;
288 case CON:
289 stats->Con += value;
290 break;
291 case WIS:
292 stats->Wis += value;
293 break;
294 case POW:
295 stats->Pow += value;
296 break;
297 case CHA:
298 stats->Cha += value;
299 break;
300 case INT:
301 stats->Int += value;
302 break;
303 default:
304 LOG (llevError, "Invalid attribute in change_attr_value: %d\n", attr);
305 }
306}
307
308/*
309 * returns the specified stat. See also set_attr_value().
310 */
311
312sint8
313get_attr_value (const living * stats, int attr)
314{
315 switch (attr)
316 {
317 case STR:
318 return (stats->Str);
319 case DEX:
320 return (stats->Dex);
321 case CON:
322 return (stats->Con);
323 case WIS:
324 return (stats->Wis);
325 case CHA:
326 return (stats->Cha);
327 case INT:
328 return (stats->Int);
329 case POW:
330 return (stats->Pow);
331 }
332 return 0;
333} 242}
334 243
335/* 244/*
336 * 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
337 * 1-30 stat limit. 246 * 1-30 stat limit.
338 */ 247 */
339
340void 248void
341check_stat_bounds (living * stats) 249check_stat_bounds (living *stats)
342{ 250{
343 int i, v;
344
345 for (i = 0; i < NUM_STATS; i++) 251 for (int i = 0; i < NUM_STATS; i++)
346 if ((v = get_attr_value (stats, i)) > MAX_STAT) 252 {
347 set_attr_value (stats, i, MAX_STAT); 253 sint8 &v = stats->stat (i);
348 else if (v < MIN_STAT) 254 v = clamp (v, MIN_STAT, MAX_STAT);
349 set_attr_value (stats, i, MIN_STAT); 255 }
350} 256}
351 257
352#define ORIG_S(xyz,abc) (op->contr->orig_stats.abc) 258#define ORIG_S(xyz,abc) (op->contr->orig_stats.abc)
353 259
354/* 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,
355 * 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
356 * 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.
357 */ 263 */
358#define DIFF_MSG(flag, msg1, msg2) \ 264#define DIFF_MSG(flag, msg1, msg2) \
359 new_draw_info(NDI_UNIQUE, 0, op, (flag>0)?msg1:msg2); 265 new_draw_info (NDI_UNIQUE, 0, op, (flag > 0) ? msg1 : msg2);
360 266
361/* 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. */
362 268
363/* 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
364 * the object. 270 * the object.
365 * 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
366 * can be applied or not. 272 * can be applied or not.
367 * 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
368 * displayed - fix_player should really always be called after this when 274 * displayed - update_stats should really always be called after this when
369 * 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
370 * 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
371 * 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
372 * that gives them that ability. 278 * that gives them that ability.
373 */ 279 */
374int 280int
375change_abil (object *op, object *tmp) 281change_abil (object *op, object *tmp)
376{ 282{
377 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;
378 char message[MAX_BUF]; 285 char message[MAX_BUF];
379 int potion_max = 0; 286 int potion_max = 0;
380 287
381 /* remember what object was like before it was changed. note that 288 // keep some stats for comparison purposes
382 * refop is a local copy of op only to be used for detecting changes 289 object::flags_t prev_flag = op->flag;
383 * found by fix_player. refop is not a real object 290 MoveType prev_move_type = op->move_type;
384 */ 291 sint16 prev_resist [NROFATTACKS]; // clumsy
385 object_pod refop = *op; 292 assert (sizeof (prev_resist) == sizeof (op->resist));
293 memcpy (prev_resist, op->resist, sizeof (prev_resist));
386 294
387 if (op->type == PLAYER) 295 if (op->type == PLAYER)
388 { 296 {
389 if (tmp->type == POTION) 297 if (tmp->type == POTION)
390 { 298 {
391 potion_max = 1; 299 potion_max = 1;
300
392 for (j = 0; j < NUM_STATS; j++) 301 for (int j = 0; j < NUM_STATS; j++)
393 { 302 {
394 int nstat, ostat; 303 int ostat = op->contr->orig_stats.stat (j);
395 304 int i = tmp->stats.stat (j);
396 ostat = get_attr_value (&(op->contr->orig_stats), j);
397 i = get_attr_value (&(tmp->stats), j);
398 305
399 /* 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 */
400 nstat = flag * i + ostat; 307 int nstat = flag * i + ostat;
401 308
402 /* Do some bounds checking. While I don't think any 309 /* Do some bounds checking. There is the potential for potions
403 * potions do so right now, there is the potential for potions
404 * 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
405 * to allow for that. 311 * to allow for that.
406 */ 312 */
407 if (nstat < 1 && i * flag < 0) 313 if (nstat < 1 && i * flag < 0)
408 nstat = 1; 314 nstat = 1;
409 else if (nstat > 20 + get_attr_value (&(op->arch->clone.stats), j)) 315 else if (nstat > 20 + op->arch->stats.stat (j))
410 { 316 nstat = 20 + op->arch->stats.stat (j);
411 nstat = 20 + get_attr_value (&(op->arch->clone.stats), j); 317
412 }
413 if (nstat != ostat) 318 if (nstat != ostat)
414 { 319 {
415 set_attr_value (&(op->contr->orig_stats), j, nstat); 320 op->contr->orig_stats.stat (j) = nstat;
416 potion_max = 0; 321 potion_max = 0;
417 } 322 }
418 else if (i) 323 else if (i)
419 { 324 {
420 /* potion is useless - player has already hit the natural maximum */ 325 /* potion is useless - player has already hit the natural maximum */
421 potion_max = 1; 326 potion_max = 1;
422 } 327 }
423 } 328 }
329
424 /* 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
425 * sure if this is strictly necessary, being that fix_player probably 331 * sure if this is strictly necessary, being that fix_player probably
426 * recalculates this anyway. 332 * recalculates this anyway.
427 */ 333 */
428 for (j = 0; j < NUM_STATS; j++) 334 for (int j = 0; j < NUM_STATS; j++)
429 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
430 check_stat_bounds (&(op->stats)); 337 check_stat_bounds (&op->stats);
431 } /* end of potion handling code */ 338 } /* end of potion handling code */
432 } 339 }
433 340
434 /* 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
435 * everything to set 342 * everything to set
436 */ 343 */
437 if (flag == -1) 344 if (flag == -1)
438 { 345 {
439 op->attacktype &= ~tmp->attacktype; 346 op->attacktype &= ~tmp->attacktype;
440 op->path_attuned &= ~tmp->path_attuned; 347 op->path_attuned &= ~tmp->path_attuned;
441 op->path_repelled &= ~tmp->path_repelled; 348 op->path_repelled &= ~tmp->path_repelled;
442 op->path_denied &= ~tmp->path_denied; 349 op->path_denied &= ~tmp->path_denied;
443 /* Presuming here that creatures only have move_type, 350 /* Presuming here that creatures only have move_type,
444 * and not the other move_ fields. 351 * and not the other move_ fields.
445 */ 352 */
446 op->move_type &= ~tmp->move_type; 353 op->move_type &= ~tmp->move_type;
447 } 354 }
448 355
449 /* call fix_player since op object could have whatever attribute due 356 /* call fix_player since op object could have whatever attribute due
450 * 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
451 * change_ability then might as well call it from here 358 * change_ability then might as well call it from here
452 */ 359 */
453 fix_player (op); 360 op->update_stats ();
454 361
455 /* 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
456 * print out message if this is a bow. 363 * print out message if this is a bow.
457 */ 364 */
458 if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW) 365 if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW)
459 { 366 {
460 success = 1; 367 success = 1;
461 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.");
462 } 369 }
463 if (QUERY_FLAG (op, FLAG_LIFESAVE) != QUERY_FLAG (&refop, FLAG_LIFESAVE)) 370
371 if (op->flag [FLAG_LIFESAVE] != prev_flag [FLAG_LIFESAVE])
464 { 372 {
465 success = 1; 373 success = 1;
466 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.");
467 } 375 }
468 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])
469 { 378 {
470 success = 1; 379 success = 1;
471 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.");
472 } 381 }
473 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])
474 { 384 {
475 success = 1; 385 success = 1;
476 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.");
477 } 387 }
388
478 /* movement type has changed. We don't care about cases where 389 /* movement type has changed. We don't care about cases where
479 * user has multiple items giving the same type appled like we 390 * user has multiple items giving the same type appled like we
480 * 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
481 * can be misleading (a little higher could be miscontrued from 392 * can be misleading (a little higher could be miscontrued from
482 * from fly high) 393 * from fly high)
483 */ 394 */
484 if (tmp->move_type && op->move_type != refop.move_type) 395 if (tmp->move_type && op->move_type != prev_move_type)
485 { 396 {
486 success = 1; 397 success = 1;
487 398
488 /* 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
489 * status doesn't make a difference if you are flying high 400 * status doesn't make a difference if you are flying high
490 */ 401 */
491 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))
492 { 403 {
493 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.");
494 } 405 }
495 406
496 if (tmp->move_type & MOVE_FLY_HIGH) 407 if (tmp->move_type & MOVE_FLY_HIGH)
497 { 408 {
498 /* double conditional - second case covers if you have move_fly_low - 409 /* double conditional - second case covers if you have move_fly_low -
499 * in that case, you don't actually land 410 * in that case, you don't actually land
500 */ 411 */
501 DIFF_MSG (flag, "You soar into the air air!.", 412 DIFF_MSG (flag, "You soar into the air!",
502 (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."));
503 } 414 }
415
504 if (tmp->move_type & MOVE_SWIM) 416 if (tmp->move_type & MOVE_SWIM)
505 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");
506
507 /* Changing move status may mean you are affected by things you weren't before */
508 check_move_on (op, op);
509 } 418 }
510 419
511 /* becoming UNDEAD... a special treatment for this flag. Only those not 420 /* becoming UNDEAD... a special treatment for this flag. Only those not
512 * originally undead may change their status 421 * originally undead may change their status
513 */ 422 */
514 if (!QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 423 if (!op->arch->flag [FLAG_UNDEAD])
515 if (QUERY_FLAG (op, FLAG_UNDEAD) != QUERY_FLAG (&refop, FLAG_UNDEAD)) 424 if (op->flag [FLAG_UNDEAD] != prev_flag [FLAG_UNDEAD])
516 { 425 {
517 success = 1; 426 success = 1;
518 if (flag > 0) 427 if (flag > 0)
519 { 428 {
520 op->race = "undead"; 429 op->race = "undead";
521 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce drains away!"); 430 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce drains away!");
522 } 431 }
523 else 432 else
524 { 433 {
525 op->race = op->arch->clone.race; 434 op->race = op->arch->race;
526 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!"); 435 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!");
527 } 436 }
528 } 437 }
529 438
530 if (QUERY_FLAG (op, FLAG_STEALTH) != QUERY_FLAG (&refop, FLAG_STEALTH)) 439 if (op->flag [FLAG_STEALTH] != prev_flag [FLAG_STEALTH])
531 { 440 {
532 success = 1; 441 success = 1;
533 DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily."); 442 DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily.");
534 } 443 }
535 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])
536 { 446 {
537 success = 1; 447 success = 1;
538 DIFF_MSG (flag, "You become transparent.", "You can see yourself."); 448 DIFF_MSG (flag, "You become transparent.", "You can see yourself.");
539 } 449 }
450
540 /* 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
541 * vision 452 * vision
542 */ 453 */
543 if (QUERY_FLAG (tmp, FLAG_BLIND)) 454 if (tmp->flag [FLAG_BLIND])
544 { 455 {
545 success = 1; 456 success = 1;
546 if (flag > 0) 457 if (flag > 0)
547 { 458 {
548 if (QUERY_FLAG (op, FLAG_WIZ)) 459 if (op->flag [FLAG_WIZ])
549 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.");
550 else 461 else
551 { 462 {
552 new_draw_info (NDI_UNIQUE, 0, op, "You are blinded."); 463 new_draw_info (NDI_UNIQUE, 0, op, "You are blinded.");
553 SET_FLAG (op, FLAG_BLIND); 464 op->set_flag (FLAG_BLIND);
554 if (op->type == PLAYER) 465 if (op->type == PLAYER)
555 op->contr->do_los = 1; 466 op->contr->do_los = 1;
556 } 467 }
557 } 468 }
558 else 469 else
559 { 470 {
560 if (QUERY_FLAG (op, FLAG_WIZ)) 471 if (op->flag [FLAG_WIZ])
561 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.");
562 else 473 else
563 { 474 {
564 new_draw_info (NDI_UNIQUE, 0, op, "Your vision returns."); 475 new_draw_info (NDI_UNIQUE, 0, op, "Your vision returns.");
565 CLEAR_FLAG (op, FLAG_BLIND); 476 op->clr_flag (FLAG_BLIND);
566 if (op->type == PLAYER) 477 if (op->type == PLAYER)
567 op->contr->do_los = 1; 478 op->contr->do_los = 1;
568 } 479 }
569 } 480 }
570 } 481 }
571 482
572 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])
573 { 484 {
574 success = 1; 485 success = 1;
575 if (op->type == PLAYER) 486 if (op->type == PLAYER)
576 op->contr->do_los = 1; 487 op->contr->do_los = 1;
577 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.");
578 } 489 }
579 490
580 if (QUERY_FLAG (op, FLAG_XRAYS) != QUERY_FLAG (&refop, FLAG_XRAYS)) 491 if (op->flag [FLAG_XRAYS] != prev_flag [FLAG_XRAYS])
581 { 492 {
582 success = 1; 493 success = 1;
583 if (flag > 0) 494 if (flag > 0)
584 { 495 {
585 if (QUERY_FLAG (op, FLAG_WIZ)) 496 if (op->flag [FLAG_WIZ])
586 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.");
587 else 498 else
588 { 499 {
589 new_draw_info (NDI_UNIQUE, 0, op, "Everything becomes transparent."); 500 new_draw_info (NDI_UNIQUE, 0, op, "Everything becomes transparent.");
590 if (op->type == PLAYER) 501 if (op->type == PLAYER)
591 op->contr->do_los = 1; 502 op->contr->do_los = 1;
592 } 503 }
593 } 504 }
594 else 505 else
595 { 506 {
596 if (QUERY_FLAG (op, FLAG_WIZ)) 507 if (op->flag [FLAG_WIZ])
597 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.");
598 else 509 else
599 { 510 {
600 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.");
601 if (op->type == PLAYER) 512 if (op->type == PLAYER)
608 { 519 {
609 success = 1; 520 success = 1;
610 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.");
611 } 522 }
612 523
524 if (digest_types [tmp->type])
525 {
613 if (tmp->stats.hp && op->type == PLAYER) 526 if (tmp->stats.hp && op->type == PLAYER)
614 { 527 {
615 success = 1; 528 success = 1;
616 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!");
617 } 530 }
618 531
619 if (tmp->stats.sp && op->type == PLAYER && tmp->type != SKILL) 532 if (tmp->stats.sp && op->type == PLAYER
620 { 533 && tmp->type != SKILL && tmp->type != BOW)
534 {
621 success = 1; 535 success = 1;
622 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.");
623 } 537 }
624 538
625 /* for the future when artifacts set this -b.t. */ 539 /* for the future when artifacts set this -b.t. */
626 if (tmp->stats.grace && op->type == PLAYER) 540 if (tmp->stats.grace && op->type == PLAYER)
627 { 541 {
628 success = 1; 542 success = 1;
629 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.");
630 } 544 }
631 545
632 if (tmp->stats.food && op->type == PLAYER) 546 if (tmp->stats.food && op->type == PLAYER)
633 { 547 {
634 success = 1; 548 success = 1;
635 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 }
636 } 551 }
637 552
638 /* Messages for changed resistance */ 553 /* Messages for changed resistance */
639 for (i = 0; i < NROFATTACKS; i++) 554 for (int i = 0; i < NROFATTACKS; i++)
640 { 555 {
641 if (i == ATNR_PHYSICAL) 556 if (i == ATNR_PHYSICAL)
642 continue; /* Don't display about armour */ 557 continue; /* Don't display about armour */
643 558
644 if (op->resist[i] != refop.resist[i]) 559 if (op->resist [i] != prev_resist [i])
645 { 560 {
646 success = 1; 561 success = 1;
562
647 if (op->resist[i] > refop.resist[i]) 563 if (op->resist [i] > prev_resist [i])
648 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]);
649 else 565 else
650 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]);
651 567
652 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message); 568 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message);
653 } 569 }
654 } 570 }
655 571
656 if (tmp->type != EXPERIENCE && !potion_max) 572 if (!potion_max)
657 {
658 for (j = 0; j < NUM_STATS; j++) 573 for (int j = 0; j < NUM_STATS; j++)
659 { 574 if (int i = tmp->stats.stat (j))
660 if ((i = get_attr_value (&(tmp->stats), j)) != 0)
661 { 575 {
662 success = 1; 576 success = 1;
663 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]); 577 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]);
664 } 578 }
665 } 579
666 }
667 return success; 580 return success;
668} 581}
669 582
670/* 583/*
671 * Stat draining by Vick 930307 584 * Stat draining by Vick 930307
672 * (Feeling evil, I made it work as well now. -Frank 8) 585 * (Feeling evil, I made it work as well now. -Frank 8)
673 */ 586 */
674
675void 587void
676drain_stat (object *op) 588object::drain_stat ()
677{ 589{
678 drain_specific_stat (op, RANDOM () % NUM_STATS); 590 drain_specific_stat (rndm (NUM_STATS));
679} 591}
680 592
681void 593void
682drain_specific_stat (object *op, int deplete_stats) 594object::drain_specific_stat (int deplete_stats)
683{ 595{
684 object *tmp; 596 object *tmp;
685 archetype *at; 597 archetype *at;
686 598
687 at = archetype::find (ARCH_DEPLETION); 599 at = archetype::find (shstr_depletion);
688 if (!at) 600 if (!at)
689 { 601 {
690 LOG (llevError, "Couldn't find archetype depletion.\n"); 602 LOG (llevError, "Couldn't find archetype depletion.\n");
691 return; 603 return;
692 } 604 }
693 else 605 else
694 { 606 {
695 tmp = present_arch_in_ob (at, op); 607 tmp = present_arch_in_ob (at, this);
608
696 if (!tmp) 609 if (!tmp)
697 { 610 {
698 tmp = arch_to_object (at); 611 tmp = at->instance ();
699 tmp = insert_ob_in_ob (tmp, op); 612 tmp = insert_ob_in_ob (tmp, this);
700 SET_FLAG (tmp, FLAG_APPLIED); 613 tmp->set_flag (FLAG_APPLIED);
701 } 614 }
702 } 615 }
703 616
704 new_draw_info (NDI_UNIQUE, 0, op, drain_msg[deplete_stats]); 617 new_draw_info (NDI_UNIQUE, 0, this, drain_msg[deplete_stats]);
705 change_attr_value (&tmp->stats, deplete_stats, -1); 618 change_attr_value (&tmp->stats, deplete_stats, -1);
706 fix_player (op); 619 update_stats ();
707} 620}
708 621
709/* 622/*
710 * 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.
711 * via an applied bad_luck object. 624 * via an applied bad_luck object.
712 */ 625 */
713
714void 626void
715change_luck (object *op, int value) 627object::change_luck (int value)
716{ 628{
717 object *tmp;
718 archetype *at;
719 int new_luck;
720
721 at = archetype::find ("luck"); 629 archetype *at = archetype::find (shstr_luck);
722 if (!at) 630 if (!at)
723 LOG (llevError, "Couldn't find archetype luck.\n"); 631 LOG (llevError, "Couldn't find archetype luck.\n");
724 else 632 else
725 { 633 {
726 tmp = present_arch_in_ob (at, op); 634 object *tmp = present_arch_in_ob (at, this);
635
727 if (!tmp) 636 if (!tmp)
728 { 637 {
729 if (!value) 638 if (!value)
730 return; 639 return;
731 tmp = arch_to_object (at); 640
641 tmp = at->instance ();
732 tmp = insert_ob_in_ob (tmp, op); 642 tmp = insert_ob_in_ob (tmp, this);
733 SET_FLAG (tmp, FLAG_APPLIED); 643 tmp->set_flag (FLAG_APPLIED);
734 } 644 }
645
735 if (value) 646 if (value)
736 { 647 {
737 /* 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
738 * (arbitrary) value prevents overflows (both in the bad luck object and 649 * (arbitrary) value prevents overflows (both in the bad luck object and
739 * in op itself). 650 * in op itself).
740 */ 651 */
741 new_luck = tmp->stats.luck + value; 652 int new_luck = tmp->stats.luck + value;
653
742 if (new_luck >= -100 && new_luck <= 100) 654 if (new_luck >= -100 && new_luck <= 100)
743 { 655 {
744 op->stats.luck += value; 656 stats.luck += value;
745 tmp->stats.luck = new_luck; 657 tmp->stats.luck = new_luck;
746 } 658 }
747 } 659 }
748 else 660 else
749 { 661 {
750 if (!tmp->stats.luck) 662 if (!tmp->stats.luck)
751 {
752 return; 663 return;
753 } 664
754 /* Randomly change the players luck. Basically, we move it 665 /* Randomly change the players luck. Basically, we move it
755 * back neutral (if greater>0, subtract, otherwise add) 666 * back neutral (if greater>0, subtract, otherwise add)
756 */ 667 */
757 if (RANDOM () % (FABS (tmp->stats.luck)) >= RANDOM () % 30) 668 if (rndm (abs (tmp->stats.luck)) >= rndm (30))
758 { 669 {
759 int diff = tmp->stats.luck > 0 ? -1 : 1; 670 int diff = tmp->stats.luck > 0 ? -1 : 1;
760 671
761 op->stats.luck += diff; 672 stats.luck += diff;
762 tmp->stats.luck += diff; 673 tmp->stats.luck += diff;
763 } 674 }
764 } 675 }
765 } 676 }
766} 677}
767 678
768/* 679/*
769 * 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.
770 */ 681 */
771
772void 682void
773remove_statbonus (object *op) 683object::remove_statbonus ()
774{ 684{
775 op->stats.Str -= op->arch->clone.stats.Str; 685 for (int i = 0; i < NUM_STATS; ++i)
776 op->stats.Dex -= op->arch->clone.stats.Dex; 686 {
777 op->stats.Con -= op->arch->clone.stats.Con; 687 sint8 v = arch->stats.stat (i);
778 op->stats.Wis -= op->arch->clone.stats.Wis; 688 stats.stat (i) -= v;
779 op->stats.Pow -= op->arch->clone.stats.Pow; 689 contr->orig_stats.stat (i) -= v;
780 op->stats.Cha -= op->arch->clone.stats.Cha; 690 }
781 op->stats.Int -= op->arch->clone.stats.Int;
782 op->contr->orig_stats.Str -= op->arch->clone.stats.Str;
783 op->contr->orig_stats.Dex -= op->arch->clone.stats.Dex;
784 op->contr->orig_stats.Con -= op->arch->clone.stats.Con;
785 op->contr->orig_stats.Wis -= op->arch->clone.stats.Wis;
786 op->contr->orig_stats.Pow -= op->arch->clone.stats.Pow;
787 op->contr->orig_stats.Cha -= op->arch->clone.stats.Cha;
788 op->contr->orig_stats.Int -= op->arch->clone.stats.Int;
789} 691}
790 692
791/* 693/*
792 * 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.
793 */ 695 */
794
795void 696void
796add_statbonus (object *op) 697object::add_statbonus ()
797{ 698{
798 op->stats.Str += op->arch->clone.stats.Str; 699 for (int i = 0; i < NUM_STATS; ++i)
799 op->stats.Dex += op->arch->clone.stats.Dex; 700 {
800 op->stats.Con += op->arch->clone.stats.Con; 701 sint8 v = arch->stats.stat (i);
801 op->stats.Wis += op->arch->clone.stats.Wis; 702 stats.stat (i) += v;
802 op->stats.Pow += op->arch->clone.stats.Pow; 703 contr->orig_stats.stat (i) += v;
803 op->stats.Cha += op->arch->clone.stats.Cha; 704 }
804 op->stats.Int += op->arch->clone.stats.Int;
805 op->contr->orig_stats.Str += op->arch->clone.stats.Str;
806 op->contr->orig_stats.Dex += op->arch->clone.stats.Dex;
807 op->contr->orig_stats.Con += op->arch->clone.stats.Con;
808 op->contr->orig_stats.Wis += op->arch->clone.stats.Wis;
809 op->contr->orig_stats.Pow += op->arch->clone.stats.Pow;
810 op->contr->orig_stats.Cha += op->arch->clone.stats.Cha;
811 op->contr->orig_stats.Int += op->arch->clone.stats.Int;
812} 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;
813 720
814/* 721/*
815 * Updates all abilities given by applied objects in the inventory 722 * Updates all abilities given by applied objects in the inventory
816 * of the given object. Note: This function works for both monsters 723 * of the given object. Note: This function works for both monsters
817 * 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.
818 * This functions starts from base values (archetype or player object) 725 * This functions starts from base values (archetype or player object)
819 * and then adjusts them according to what the player has equipped. 726 * and then adjusts them according to what the player has equipped.
820 */ 727 *
821
822/* 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.
823 spell system split, grace points now added to system --peterm 729 * spell system split, grace points now added to system --peterm
824 */ 730 */
825
826void 731void
827fix_player (object *op) 732object::update_stats ()
828{ 733{
829 int i, j;
830 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;
831 int weapon_weight = 0, weapon_speed = 0; 735 int weapon_weight = 0, weapon_speed = 0;
832 int best_wc = 0, best_ac = 0, wc = 0, ac = 0; 736 int best_wc = 0, best_ac = 0, wc = 0, ac = 0;
833 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; 737 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS];
834 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
835 743
836 /* 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 */
837 if (op->type == PLAYER) 745 if (type == PLAYER)
838 { 746 {
747 contr->delayed_update = false;
748
839 for (i = 0; i < NUM_STATS; i++) 749 for (int i = 0; i < NUM_STATS; i++)
840 { 750 stat_sum [i] = contr->orig_stats.stat (i);
841 set_attr_value (&(op->stats), i, get_attr_value (&(op->contr->orig_stats), i)); 751
842 }
843 if (settings.spell_encumbrance == TRUE) 752 if (settings.spell_encumbrance == TRUE)
844 op->contr->encumbrance = 0; 753 contr->encumbrance = 0;
845 754
846 op->attacktype = 0; 755 attacktype = 0;
756
847 op->contr->digestion = 0; 757 contr->digestion = 0;
848 op->contr->gen_hp = 0; 758 contr->gen_hp = 0;
849 op->contr->gen_sp = 0; 759 contr->gen_sp = 0;
850 op->contr->gen_grace = 0; 760 contr->gen_grace = 0;
851 op->contr->gen_sp_armour = 10; 761 contr->gen_sp_armour = 10;
852 op->contr->item_power = 0; 762 contr->item_power = 0;
853
854 /* Don't clobber all the range_ values. range_golem otherwise
855 * gets reset for no good reason, and we don't want to reset
856 * range_magic (what spell is readied). These three below
857 * well get filled in based on what the player has equipped.
858 */
859 op->contr->ranges[range_bow] = NULL;
860 op->contr->ranges[range_misc] = NULL;
861 op->contr->ranges[range_skill] = NULL;
862 } 763 }
863 memcpy (op->body_used, op->body_info, sizeof (op->body_info));
864 764
765 for (int i = NUM_BODY_LOCATIONS; i--; )
766 slot[i].used = slot[i].info;
767
865 op->slaying = 0; 768 slaying = 0;
866 769
867 if (!QUERY_FLAG (op, FLAG_WIZ)) 770 if (!this->flag [FLAG_WIZ])
868 {
869 CLEAR_FLAG (op, FLAG_XRAYS);
870 CLEAR_FLAG (op, FLAG_MAKE_INVIS);
871 } 771 {
772 this->clr_flag (FLAG_XRAYS);
773 this->clr_flag (FLAG_MAKE_INVIS);
774 }
872 775
873 CLEAR_FLAG (op, FLAG_LIFESAVE); 776 this->clr_flag (FLAG_LIFESAVE);
874 CLEAR_FLAG (op, FLAG_STEALTH); 777 this->clr_flag (FLAG_STEALTH);
875 CLEAR_FLAG (op, FLAG_BLIND); 778 this->clr_flag (FLAG_BLIND);
876 if (!QUERY_FLAG (&op->arch->clone, FLAG_REFL_SPELL))
877 CLEAR_FLAG (op, FLAG_REFL_SPELL);
878 if (!QUERY_FLAG (&op->arch->clone, FLAG_REFL_MISSILE))
879 CLEAR_FLAG (op, FLAG_REFL_MISSILE);
880 if (!QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
881 CLEAR_FLAG (op, FLAG_UNDEAD);
882 if (!QUERY_FLAG (&op->arch->clone, FLAG_SEE_IN_DARK))
883 CLEAR_FLAG (op, FLAG_SEE_IN_DARK);
884 779
885 op->path_attuned = op->arch->clone.path_attuned; 780 if (!arch->flag [FLAG_REFL_SPELL ]) this->clr_flag (FLAG_REFL_SPELL);
886 op->path_repelled = op->arch->clone.path_repelled; 781 if (!arch->flag [FLAG_REFL_MISSILE]) this->clr_flag (FLAG_REFL_MISSILE);
887 op->path_denied = op->arch->clone.path_denied; 782 if (!arch->flag [FLAG_UNDEAD ]) this->clr_flag (FLAG_UNDEAD);
888 op->glow_radius = op->arch->clone.glow_radius; 783 if (!arch->flag [FLAG_SEE_IN_DARK ]) this->clr_flag (FLAG_SEE_IN_DARK);
889 op->move_type = op->arch->clone.move_type; 784
890 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;
891 790
892 /* initializing resistances from the values in player/monster's 791 /* initializing resistances from the values in player/monster's
893 * archetype clone 792 * archetype clone
894 */ 793 */
895 memcpy (&op->resist, &op->arch->clone.resist, sizeof (op->resist)); 794 memcpy (&resist, &arch->resist, sizeof (resist));
896 795
897 for (i = 0; i < NROFATTACKS; i++) 796 for (int i = 0; i < NROFATTACKS; i++)
898 { 797 {
899 if (op->resist[i] > 0) 798 if (resist[i] > 0)
900 prot[i] = op->resist[i], vuln[i] = 0; 799 prot[i] = resist[i], vuln[i] = 0;
901 else 800 else
902 vuln[i] = -(op->resist[i]), prot[i] = 0; 801 vuln[i] = -resist[i], prot[i] = 0;
802
903 potion_resist[i] = 0; 803 potion_resist[i] = -1000;
904 } 804 }
905 805
906 wc = op->arch->clone.stats.wc; 806 wc = arch->stats.wc;
907 op->stats.dam = op->arch->clone.stats.dam; 807 stats.dam = arch->stats.dam;
908 808
909 /* 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,
910 * plus a small amount of physical resist, those poor suckers. ;) 810 * plus a small amount of physical resist, those poor suckers. ;)
911 * 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 -
912 * 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,
913 * 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
914 * that their protection from physical goes down 814 * that their protection from physical goes down
915 */ 815 */
916 if (!QUERY_FLAG (op, FLAG_USE_ARMOUR) && op->type == PLAYER) 816 if (!this->flag [FLAG_USE_ARMOUR] && type == PLAYER)
917 { 817 {
918 ac = MAX (-10, op->arch->clone.stats.ac - op->level / 3); 818 ac = max (-10, arch->stats.ac - level / 3);
919 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;
920 } 820 }
921 else 821 else
922 ac = op->arch->clone.stats.ac; 822 ac = arch->stats.ac;
923 823
924 op->stats.luck = op->arch->clone.stats.luck; 824 stats.luck = arch->stats.luck;
925 op->speed = op->arch->clone.speed; 825 speed = arch->speed;
826
827 chosen_skill = 0;
926 828
927 /* 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.
928 * 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.
929 */ 831 */
930
931 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 832 for (tmp = inv; tmp; tmp = tmp->below)
932 { 833 {
933 /* See note in map.c:update_position about making this additive
934 * since light sources are never applied, need to put check here.
935 */
936 if (tmp->glow_radius > op->glow_radius)
937 op->glow_radius = tmp->glow_radius;
938
939 /* This happens because apply_potion calls change_abil with the potion 834 /* This happens because apply_potion calls change_abil with the potion
940 * 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
941 * then calls this function. 836 * then calls this function.
942 */ 837 */
943 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION) 838 if (tmp->flag [FLAG_APPLIED] && tmp->type == POTION)
944 {
945 continue; 839 continue;
946 } 840
841 glow_radius += tmp->glow_radius;
947 842
948 /* For some things, we don't care what is equipped */ 843 /* For some things, we don't care what is equipped */
949 if (tmp->type == SKILL) 844 if (tmp->type == SKILL)
950 { 845 {
951 /* Want to take the highest skill here. */ 846 /* Want to take the highest skill here. */
954 if (!mana_obj) 849 if (!mana_obj)
955 mana_obj = tmp; 850 mana_obj = tmp;
956 else if (tmp->level > mana_obj->level) 851 else if (tmp->level > mana_obj->level)
957 mana_obj = tmp; 852 mana_obj = tmp;
958 } 853 }
854
959 if (IS_GRACE_SKILL (tmp->subtype)) 855 if (IS_GRACE_SKILL (tmp->subtype))
960 { 856 {
961 if (!grace_obj) 857 if (!grace_obj)
962 grace_obj = tmp; 858 grace_obj = tmp;
963 else if (tmp->level > grace_obj->level) 859 else if (tmp->level > grace_obj->level)
964 grace_obj = tmp; 860 grace_obj = tmp;
965 } 861 }
966 } 862 }
967 863
968 /* Container objects are not meant to adjust a players, but other applied 864 /* Container objects are not meant to adjust players, but other applied
969 * objects need to make adjustments. 865 * objects need to make adjustments.
970 * This block should handle all player specific changes 866 * This block should handle all player specific changes
971 * 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
972 * in the praying skill, and the player should always get those. 868 * in the praying skill, and the player should always get those.
973 * 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,
974 * because the skill shouldn't count against body positions being used 870 * because the skill shouldn't count against body positions being used
975 * up, etc. 871 * up, etc.
976 */ 872 */
977 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
876 && tmp->type != SPELL)
978 (tmp->type == SKILL && tmp->subtype == SK_PRAYING)) 877 || (tmp->type == SKILL && tmp->subtype == SK_PRAYING))
979 { 878 {
980 if (op->type == PLAYER) 879 if (type == PLAYER)
981 { 880 {
982 if (tmp->type == BOW) 881 contr->item_power += tmp->item_power;
983 op->contr->ranges[range_bow] = tmp;
984 882
985 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
986 op->contr->ranges[range_misc] = tmp;
987
988 for (i = 0; i < NUM_STATS; i++) 883 for (int i = 0; i < NUM_STATS; i++)
989 change_attr_value (&(op->stats), i, get_attr_value (&(tmp->stats), i)); 884 stat_sum [i] += tmp->stats.stat (i);
990 885
991 /* these are the items that currently can change digestion, regeneration, 886 if (digest_types [tmp->type])
992 * spell point recovery and mana point recovery. Seems sort of an arbitary
993 * list, but other items store other info into stats array.
994 */
995 if ((tmp->type == EXPERIENCE) || (tmp->type == WEAPON) ||
996 (tmp->type == ARMOUR) || (tmp->type == HELMET) ||
997 (tmp->type == SHIELD) || (tmp->type == RING) ||
998 (tmp->type == BOOTS) || (tmp->type == GLOVES) ||
999 (tmp->type == AMULET) || (tmp->type == GIRDLE) ||
1000 (tmp->type == BRACERS) || (tmp->type == CLOAK) || (tmp->type == DISEASE) || (tmp->type == FORCE) || (tmp->type == SKILL))
1001 { 887 {
1002 op->contr->digestion += tmp->stats.food; 888 contr->digestion += tmp->stats.food;
1003 op->contr->gen_hp += tmp->stats.hp; 889 contr->gen_hp += tmp->stats.hp;
890 if (tmp->type != BOW) // ugly exception for bows
1004 op->contr->gen_sp += tmp->stats.sp; 891 contr->gen_sp += tmp->stats.sp;
1005 op->contr->gen_grace += tmp->stats.grace; 892 contr->gen_grace += tmp->stats.grace;
1006 op->contr->gen_sp_armour += tmp->gen_sp_armour; 893 contr->gen_sp_armour += tmp->gen_sp_armour;
1007 op->contr->item_power += tmp->item_power;
1008 } 894 }
1009 } /* if this is a player */ 895 } /* if this is a player */
896 else
897 {
898 if (tmp->type == WEAPON)
899 current_weapon = tmp;
900 }
1010 901
1011 /* Update slots used for items */ 902 /* Update slots used for items */
1012 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 903 if (tmp->flag [FLAG_APPLIED]) // exclude praying...
1013 {
1014 for (i = 0; i < NUM_BODY_LOCATIONS; i++) 904 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
1015 op->body_used[i] += tmp->body_info[i]; 905 slot[i].used += tmp->slot[i].info;
1016 }
1017 906
1018 if (tmp->type == SYMPTOM) 907 if (tmp->type == SYMPTOM)
1019 {
1020 speed_reduce_from_disease = tmp->last_sp / 100.0; 908 min_it (speed_reduce_from_disease, tmp->last_sp ? tmp->last_sp / 100.f : 1.f);
1021 if (speed_reduce_from_disease == 0)
1022 speed_reduce_from_disease = 1;
1023 }
1024 909
1025 /* Pos. and neg. protections are counted seperate (-> pro/vuln). 910 /* Pos. and neg. protections are counted separate (-> pro/vuln).
1026 * (Negative protections are calculated extactly like positive.) 911 * (Negative protections are calculated exactly like positive.)
1027 * Resistance from potions are treated special as well. If there's 912 * Resistance from potions are treated special as well. If there's
1028 * more than one potion-effect, the bigger prot.-value is taken. 913 * more than one potion-effect, the bigger prot.-value is taken.
1029 */ 914 */
915 if (tmp->type == POTION_EFFECT)
916 for (int i = 0; i < NROFATTACKS; i++)
917 max_it (potion_resist[i], tmp->resist[i]);
1030 if (tmp->type != POTION) 918 else if (tmp->type != POTION)
919 for (int i = 0; i < NROFATTACKS; i++)
920 if (tmp->resist[i] > 0)
921 prot[i] += (100 - prot[i]) * tmp->resist[i] / 100;
922 else if (tmp->resist[i] < 0)
923 vuln[i] += (100 - vuln[i]) * -tmp->resist[i] / 100;
924
925 /* There may be other things that should not adjust the attacktype */
926 if (tmp->type != SYMPTOM)
1031 { 927 {
1032 for (i = 0; i < NROFATTACKS; i++) 928 attacktype |= tmp->attacktype;
1033 { 929 path_attuned |= tmp->path_attuned;
1034 /* Potential for cursed potions, in which case we just can use 930 path_repelled |= tmp->path_repelled;
1035 * a straight MAX, as potion_resist is initialized to zero. 931 path_denied |= tmp->path_denied;
1036 */ 932 move_type |= tmp->move_type;
1037 if (tmp->type == POTION_EFFECT) 933 stats.luck += tmp->stats.luck;
1038 {
1039 if (potion_resist[i])
1040 potion_resist[i] = MAX (potion_resist[i], tmp->resist[i]);
1041 else
1042 potion_resist[i] = tmp->resist[i];
1043 }
1044 else if (tmp->resist[i] > 0)
1045 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100;
1046 else if (tmp->resist[i] < 0)
1047 vuln[i] += ((100 - vuln[i]) * (-tmp->resist[i])) / 100;
1048 }
1049 } 934 }
1050 935
1051 /* There may be other things that should not adjust the attacktype */ 936 flag |= tmp->flag & copy_flags;
1052 if (tmp->type != BOW && tmp->type != SYMPTOM)
1053 op->attacktype |= tmp->attacktype;
1054 937
1055 op->path_attuned |= tmp->path_attuned; 938 if (tmp->flag [FLAG_UNDEAD] && !arch->flag [FLAG_UNDEAD])
1056 op->path_repelled |= tmp->path_repelled; 939 this->set_flag (FLAG_UNDEAD);
1057 op->path_denied |= tmp->path_denied;
1058 op->stats.luck += tmp->stats.luck;
1059 op->move_type |= tmp->move_type;
1060 940
1061 if (QUERY_FLAG (tmp, FLAG_LIFESAVE)) 941 //TODO: copy_flags?
1062 SET_FLAG (op, FLAG_LIFESAVE); 942 if (tmp->flag [FLAG_MAKE_INVIS])
1063 if (QUERY_FLAG (tmp, FLAG_REFL_SPELL))
1064 SET_FLAG (op, FLAG_REFL_SPELL);
1065 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE))
1066 SET_FLAG (op, FLAG_REFL_MISSILE);
1067 if (QUERY_FLAG (tmp, FLAG_STEALTH))
1068 SET_FLAG (op, FLAG_STEALTH);
1069 if (QUERY_FLAG (tmp, FLAG_XRAYS))
1070 SET_FLAG (op, FLAG_XRAYS);
1071 if (QUERY_FLAG (tmp, FLAG_BLIND))
1072 SET_FLAG (op, FLAG_BLIND);
1073 if (QUERY_FLAG (tmp, FLAG_SEE_IN_DARK))
1074 SET_FLAG (op, FLAG_SEE_IN_DARK);
1075
1076 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
1077 SET_FLAG (op, FLAG_UNDEAD);
1078
1079 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS))
1080 { 943 {
1081 SET_FLAG (op, FLAG_MAKE_INVIS); 944 set_flag (FLAG_MAKE_INVIS);
1082 op->invisible = 1; 945 invisible = 1;
1083 } 946 }
1084 947
1085 if (tmp->stats.exp && tmp->type != SKILL) 948 if (tmp->stats.exp && tmp->type != SKILL)
1086 { 949 {
1087 if (tmp->stats.exp > 0) 950 if (tmp->stats.exp > 0)
1088 { 951 {
1089 added_speed += (float) tmp->stats.exp / 3.0; 952 added_speed += tmp->stats.exp / 3.f;
1090 bonus_speed += 1.0 + (float) tmp->stats.exp / 3.0; 953 bonus_speed += tmp->stats.exp / 3.f + 1.f;
1091 } 954 }
1092 else 955 else
1093 added_speed += (float) tmp->stats.exp; 956 added_speed += tmp->stats.exp;
1094 } 957 }
1095 958
1096 switch (tmp->type) 959 switch (tmp->type)
1097 { 960 {
1098 /* skills modifying the character -b.t. */
1099 /* for all skills and skill granting objects */
1100 case SKILL: 961 case SKILL:
1101 if (!QUERY_FLAG (tmp, FLAG_APPLIED)) 962 {
963 // some skills will end up here without counting as "applied"
964 if (!tmp->flag [FLAG_APPLIED] || skill_flags [tmp->subtype] & SF_AUTARK)
1102 break; 965 break;
1103 966
1104 if (IS_COMBAT_SKILL (tmp->subtype))
1105 wc_obj = tmp;
1106
1107 if (op->chosen_skill) 967 if (chosen_skill)
968 {
1108 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &op->name); 969 LOG (llevDebug, "fix_player, op %s has multiple skills applied (%s and %s)\n",
970 &name, &chosen_skill->name, &tmp->name);
1109 971
972 tmp->flag [FLAG_APPLIED] = false;
973 update_stats ();
974 return;
975 }
976
1110 op->chosen_skill = tmp; 977 chosen_skill = tmp;
1111 978
1112 if (tmp->stats.dam > 0) 979 if (tmp->stats.dam > 0)
1113 { /* skill is a 'weapon' */ 980 { /* skill is a 'weapon' */
1114 if (!QUERY_FLAG (op, FLAG_READY_WEAPON)) 981 if (!this->flag [FLAG_READY_WEAPON])
1115 weapon_speed = (int) WEAPON_SPEED (tmp); 982 weapon_speed = max (0, WEAPON_SPEED (tmp));
1116 if (weapon_speed < 0) 983
1117 weapon_speed = 0;
1118 weapon_weight = tmp->weight; 984 weapon_weight = tmp->weight;
1119 op->stats.dam += tmp->stats.dam * (1 + (op->chosen_skill->level / 9)); 985 stats.dam += 1 + chosen_skill->level * tmp->stats.dam / 9;
986
1120 if (tmp->magic) 987 if (tmp->magic)
1121 op->stats.dam += tmp->magic; 988 stats.dam += tmp->magic;
1122 } 989 }
1123 990
1124 if (tmp->stats.wc) 991 if (tmp->stats.wc)
1125 wc -= (tmp->stats.wc + tmp->magic); 992 wc -= tmp->stats.wc + tmp->magic;
1126 993
1127 if (tmp->slaying != NULL) 994 if (tmp->slaying)
1128 op->slaying = tmp->slaying; 995 slaying = tmp->slaying;
1129 996
1130 if (tmp->stats.ac) 997 if (tmp->stats.ac)
1131 ac -= (tmp->stats.ac + tmp->magic); 998 ac -= tmp->stats.ac + tmp->magic;
999
1132 if (settings.spell_encumbrance == TRUE && op->type == PLAYER) 1000 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1133 op->contr->encumbrance += (int) 3 *tmp->weight / 1000; 1001 contr->encumbrance += 3 * tmp->weight / 1000;
1002 }
1134 1003
1135 if (op->type == PLAYER)
1136 op->contr->ranges[range_skill] = op;
1137 break; 1004 break;
1138 1005
1139 case SKILL_TOOL:
1140 if (op->chosen_skill)
1141 {
1142 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &op->name);
1143 }
1144 op->chosen_skill = tmp;
1145 if (op->type == PLAYER)
1146 op->contr->ranges[range_skill] = op;
1147 break;
1148
1149 case SHIELD: 1006 case SHIELD:
1150 if (settings.spell_encumbrance == TRUE && op->type == PLAYER) 1007 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1151 op->contr->encumbrance += (int) tmp->weight / 2000; 1008 contr->encumbrance += tmp->weight / 2000;
1009 //FALLTHROUGH
1152 case RING: 1010 case RING:
1153 case AMULET: 1011 case AMULET:
1154 case GIRDLE: 1012 case GIRDLE:
1155 case HELMET: 1013 case HELMET:
1156 case BOOTS: 1014 case BOOTS:
1157 case GLOVES: 1015 case GLOVES:
1158 case CLOAK: 1016 case CLOAK:
1159 if (tmp->stats.wc) 1017 if (tmp->stats.wc)
1160 wc -= (tmp->stats.wc + tmp->magic); 1018 wc -= tmp->stats.wc + tmp->magic;
1019
1161 if (tmp->stats.dam) 1020 if (tmp->stats.dam)
1162 op->stats.dam += (tmp->stats.dam + tmp->magic); 1021 stats.dam += tmp->stats.dam + tmp->magic;
1022
1163 if (tmp->stats.ac) 1023 if (tmp->stats.ac)
1164 ac -= (tmp->stats.ac + tmp->magic); 1024 ac -= tmp->stats.ac + tmp->magic;
1025
1165 break; 1026 break;
1166 1027
1028 case WAND:
1029 case ROD:
1030 case HORN:
1031 break;
1032
1033 case BOW:
1167 case WEAPON: 1034 case WEAPON:
1168 wc -= (tmp->stats.wc + tmp->magic); 1035 wc -= tmp->stats.wc + tmp->magic;
1036
1169 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0) 1037 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0)
1170 ac -= tmp->stats.ac + tmp->magic; 1038 ac -= tmp->stats.ac + tmp->magic;
1039
1171 op->stats.dam += (tmp->stats.dam + tmp->magic); 1040 stats.dam += tmp->stats.dam + tmp->magic;
1172 weapon_weight = tmp->weight; 1041 weapon_weight = tmp->weight;
1173 weapon_speed = ((int) WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2; 1042 weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2;
1043
1174 if (weapon_speed < 0) 1044 if (weapon_speed < 0)
1175 weapon_speed = 0; 1045 weapon_speed = 0;
1046
1176 op->slaying = tmp->slaying; 1047 slaying = tmp->slaying;
1048
1177 /* If there is desire that two handed weapons should do 1049 /* If there is desire that two handed weapons should do
1178 * extra strength damage, this is where the code should 1050 * extra strength damage, this is where the code should
1179 * go. 1051 * go.
1180 */ 1052 */
1181 op->current_weapon = tmp; 1053
1182 if (settings.spell_encumbrance == TRUE && op->type == PLAYER) 1054 if (type == PLAYER)
1055 if (settings.spell_encumbrance)
1183 op->contr->encumbrance += (int) 3 *tmp->weight / 1000; 1056 contr->encumbrance += tmp->weight * 3 / 1000;
1184 1057
1185 break; 1058 break;
1186 1059
1187 case ARMOUR: /* Only the best of these three are used: */ 1060 case ARMOUR: /* Only the best of these three are used: */
1188 if (settings.spell_encumbrance == TRUE && op->type == PLAYER) 1061 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1189 op->contr->encumbrance += (int) tmp->weight / 1000; 1062 contr->encumbrance += tmp->weight / 1000;
1190 1063
1191 case BRACERS: 1064 case BRACERS:
1192 case FORCE: 1065 case FORCE:
1193 if (tmp->stats.wc) 1066 if (tmp->stats.wc)
1194 { 1067 {
1198 best_wc = tmp->stats.wc + tmp->magic; 1071 best_wc = tmp->stats.wc + tmp->magic;
1199 } 1072 }
1200 else 1073 else
1201 wc += tmp->stats.wc + tmp->magic; 1074 wc += tmp->stats.wc + tmp->magic;
1202 } 1075 }
1076
1203 if (tmp->stats.ac) 1077 if (tmp->stats.ac)
1204 { 1078 {
1205 if (best_ac < tmp->stats.ac + tmp->magic) 1079 if (best_ac < tmp->stats.ac + tmp->magic)
1206 { 1080 {
1207 ac += best_ac; /* Remove last bonus */ 1081 ac += best_ac; /* Remove last bonus */
1208 best_ac = tmp->stats.ac + tmp->magic; 1082 best_ac = tmp->stats.ac + tmp->magic;
1209 } 1083 }
1210 else /* To nullify the below effect */ 1084 else /* To nullify the below effect */
1211 ac += tmp->stats.ac + tmp->magic; 1085 ac += tmp->stats.ac + tmp->magic;
1212 } 1086 }
1087
1213 if (tmp->stats.wc) 1088 if (tmp->stats.wc)
1214 wc -= (tmp->stats.wc + tmp->magic); 1089 wc -= tmp->stats.wc + tmp->magic;
1090
1215 if (tmp->stats.ac) 1091 if (tmp->stats.ac)
1216 ac -= (tmp->stats.ac + tmp->magic); 1092 ac -= tmp->stats.ac + tmp->magic;
1217 if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.0 < max) 1093
1094 if (ARMOUR_SPEED (tmp))
1218 max = ARMOUR_SPEED (tmp) / 10.0; 1095 max_speed = min (max_speed, ARMOUR_SPEED (tmp) / 10.f);
1096
1219 break; 1097 break;
1220 } /* switch tmp->type */ 1098 } /* switch tmp->type */
1221 } /* item is equipped */ 1099 } /* item is equipped */
1222 } /* for loop of items */ 1100 } /* for loop of items */
1101
1102 min_it (glow_radius, MAX_LIGHT_RADIUS);
1223 1103
1224 /* We've gone through all the objects the player has equipped. For many things, we 1104 /* We've gone through all the objects the player has equipped. For many things, we
1225 * have generated intermediate values which we now need to assign. 1105 * have generated intermediate values which we now need to assign.
1226 */ 1106 */
1227 1107
1229 * If there is an uncursed potion in effect, granting more protection 1109 * If there is an uncursed potion in effect, granting more protection
1230 * than that, we take: 'total resistance = resistance from potion'. 1110 * than that, we take: 'total resistance = resistance from potion'.
1231 * If there is a cursed (and no uncursed) potion in effect, we take 1111 * If there is a cursed (and no uncursed) potion in effect, we take
1232 * 'total resistance = vulnerability from cursed potion'. 1112 * 'total resistance = vulnerability from cursed potion'.
1233 */ 1113 */
1234 for (i = 0; i < NROFATTACKS; i++) 1114 for (int i = 0; i < NROFATTACKS; i++)
1235 { 1115 {
1236 op->resist[i] = prot[i] - vuln[i]; 1116 resist[i] = prot[i] - vuln[i];
1237 if (potion_resist[i] && ((potion_resist[i] > op->resist[i]) || (potion_resist[i] < 0))) 1117
1118 if (potion_resist[i] != -1000
1119 && (potion_resist[i] < 0 || potion_resist[i] > resist[i]))
1238 op->resist[i] = potion_resist[i]; 1120 resist[i] = potion_resist[i];
1121 }
1122
1123 if (type == PLAYER)
1239 } 1124 {
1125 // clamp various player stats
1126 for (int i = 0; i < NUM_STATS; ++i)
1127 stats.stat (i) = stat_sum [i];
1240 1128
1129 check_stat_bounds (&stats);
1130
1131 contr->digestion = clamp (contr->digestion, MIN_DIGESTION, MAX_DIGESTION);
1132
1241 /* Figure out the players sp/mana/hp totals. */ 1133 /* Figure out the players sp/mana/hp totals. */
1242 if (op->type == PLAYER)
1243 {
1244 int pl_level; 1134 int pl_level;
1245 1135
1246 check_stat_bounds (&(op->stats));
1247 pl_level = op->level;
1248
1249 if (pl_level < 1)
1250 pl_level = 1; /* safety, we should always get 1 levels worth of hp! */ 1136 pl_level = max (1, level); /* safety, we should always get 1 levels worth of hp! */
1251 1137
1252 /* You basically get half a con bonus/level. But we do take into account rounding, 1138 /* You basically get half a con bonus/level. But we do take into account rounding,
1253 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels. 1139 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels.
1254 */ 1140 */
1255 for (i = 1, op->stats.maxhp = 0; i <= pl_level && i <= 10; i++) 1141 stats.maxhp = 0;
1142 for (int i = 1; i <= min (10, pl_level); i++)
1256 { 1143 {
1257 j = op->contr->levhp[i] + con_bonus[op->stats.Con] / 2; 1144 int j = contr->levhp[i] + con_bonus[stats.Con] / 2;
1145
1258 if (i % 2 && con_bonus[op->stats.Con] % 2) 1146 if (i % 2 && con_bonus[stats.Con] % 2)
1259 {
1260 if (con_bonus[op->stats.Con] > 0) 1147 if (con_bonus[stats.Con] > 0)
1261 j++; 1148 j++;
1262 else 1149 else
1263 j--; 1150 j--;
1264 } 1151
1265 op->stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */ 1152 stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */
1266 } 1153 }
1267 1154
1268 for (i = 11; i <= op->level; i++) 1155 stats.maxhp += 2 * max (0, level - 10);
1269 op->stats.maxhp += 2;
1270 1156
1271 if (op->stats.hp > op->stats.maxhp) 1157 if (stats.hp > stats.maxhp)
1272 op->stats.hp = op->stats.maxhp; 1158 stats.hp = stats.maxhp;
1273 1159
1274 /* Sp gain is controlled by the level of the player's 1160 /* Sp gain is controlled by the level of the player's
1275 * relevant experience object (mana_obj, see above) 1161 * relevant experience object (mana_obj, see above)
1276 */ 1162 */
1277 /* following happen when skills system is not used */ 1163 /* following happen when skills system is not used */
1278 if (!mana_obj) 1164 if (!mana_obj)
1279 mana_obj = op; 1165 mana_obj = this;
1166
1280 if (!grace_obj) 1167 if (!grace_obj)
1281 grace_obj = op; 1168 grace_obj = this;
1169
1282 /* set maxsp */ 1170 /* set maxsp */
1283 if (!mana_obj || !mana_obj->level || op->type != PLAYER) 1171 if (!mana_obj || !mana_obj->level || type != PLAYER)
1284 mana_obj = op; 1172 mana_obj = this;
1285 1173
1286 if (mana_obj == op && op->type == PLAYER) 1174 if (mana_obj == this && type == PLAYER)
1287 {
1288 op->stats.maxsp = 1; 1175 stats.maxsp = 1;
1289 }
1290 else 1176 else
1291 { 1177 {
1292 sp_tmp = 0.0; 1178 float sp_tmp = 0.f;
1179
1293 for (i = 1; i <= mana_obj->level && i <= 10; i++) 1180 for (int i = 1; i <= min (10, mana_obj->level); i++)
1294 { 1181 {
1295 float stmp; 1182 float stmp;
1296 1183
1297 /* Got some extra bonus at first level */ 1184 /* Got some extra bonus at first level */
1298 if (i < 2) 1185 if (i < 2)
1299 {
1300 stmp = op->contr->levsp[i] + ((2.0 * (float) sp_bonus[op->stats.Pow] + (float) sp_bonus[op->stats.Int]) / 6.0); 1186 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 6.f;
1301 }
1302 else 1187 else
1303 {
1304 stmp = (float) op->contr->levsp[i] + (2.0 * (float) sp_bonus[op->stats.Pow] + (float) sp_bonus[op->stats.Int]) / 12.0; 1188 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 12.f;
1305 } 1189
1306 if (stmp < 1.0)
1307 stmp = 1.0;
1308 sp_tmp += stmp; 1190 sp_tmp += max (1.f, stmp);
1309 } 1191 }
1310 op->stats.maxsp = (int) sp_tmp;
1311 1192
1312 for (i = 11; i <= mana_obj->level; i++) 1193 stats.maxsp = int (sp_tmp) + 2 * max (0, mana_obj->level - 10);
1313 op->stats.maxsp += 2;
1314 } 1194 }
1195
1315 /* Characters can get their sp supercharged via rune of transferrance */ 1196 /* Characters can get their sp supercharged via rune of transferrance */
1316 if (op->stats.sp > op->stats.maxsp * 2) 1197 stats.sp = min (stats.sp, stats.maxsp * 2);
1317 op->stats.sp = op->stats.maxsp * 2;
1318 1198
1319 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */ 1199 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */
1320 if (!grace_obj || !grace_obj->level || op->type != PLAYER) 1200 if (!grace_obj || !grace_obj->level || type != PLAYER)
1321 grace_obj = op; 1201 grace_obj = this;
1322 1202
1323 if (grace_obj == op && op->type == PLAYER) 1203 if (grace_obj == this && type == PLAYER)
1324 {
1325 op->stats.maxgrace = 1; 1204 stats.maxgrace = 1;
1326 }
1327 else 1205 else
1328 { 1206 {
1329 /* store grace in a float - this way, the divisions below don't create 1207 /* store grace in a float - this way, the divisions below don't create
1330 * big jumps when you go from level to level - with int's, it then 1208 * big jumps when you go from level to level - with int's, it then
1331 * becomes big jumps when the sums of the bonuses jump to the next 1209 * becomes big jumps when the sums of the bonuses jump to the next
1332 * step of 8 - with floats, even fractional ones are useful. 1210 * step of 8 - with floats, even fractional ones are useful.
1333 */ 1211 */
1334 sp_tmp = 0.0; 1212 float sp_tmp = 0.f;
1335 for (i = 1, op->stats.maxgrace = 0; i <= grace_obj->level && i <= 10; i++) 1213
1214 for (int i = 1; i <= min (10, grace_obj->level); i++)
1336 { 1215 {
1337 float grace_tmp = 0.0; 1216 float grace_tmp = 0.f;
1338 1217
1339 /* Got some extra bonus at first level */ 1218 /* Got some extra bonus at first level */
1340 if (i < 2) 1219 if (i < 2)
1341 { 1220 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 6.f;
1342 grace_tmp = op->contr->levgrace[i] + (((float) grace_bonus[op->stats.Pow] +
1343 2.0 * (float) grace_bonus[op->stats.Wis]) / 6.0);
1344 }
1345 else 1221 else
1346 { 1222 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 12.f;
1347 grace_tmp = (float) op->contr->levgrace[i] 1223
1348 + ((float) grace_bonus[op->stats.Pow] + 2.0 * (float) grace_bonus[op->stats.Wis]) / 12.0;
1349 }
1350 if (grace_tmp < 1.0)
1351 grace_tmp = 1.0;
1352 sp_tmp += grace_tmp; 1224 sp_tmp += max (1.f, grace_tmp);
1353 } 1225 }
1354 op->stats.maxgrace = (int) sp_tmp;
1355 1226
1356 /* two grace points per level after 11 */ 1227 /* two grace points per level after 10 */
1357 for (i = 11; i <= grace_obj->level; i++) 1228 stats.maxgrace = int (sp_tmp) + 2 * max (0, grace_obj->level - 10);
1358 op->stats.maxgrace += 2;
1359 } 1229 }
1230
1360 /* No limit on grace vs maxgrace */ 1231 /* No limit on grace vs maxgrace */
1361 1232
1362 if (op->contr->braced) 1233 if (contr->braced)
1363 { 1234 {
1364 ac += 2; 1235 ac += 2;
1365 wc += 4; 1236 wc += 4;
1366 } 1237 }
1367 else 1238 else
1368 ac -= dex_bonus[op->stats.Dex]; 1239 ac -= dex_bonus[stats.Dex];
1369 1240
1370 /* In new exp/skills system, wc bonuses are related to 1241 /* In new exp/skills system, wc bonuses are related to
1371 * the players level in a relevant exp object (wc_obj) 1242 * the players level in a relevant exp object (wc_obj)
1372 * not the general player level -b.t. 1243 * not the general player level -b.t.
1373 * I changed this slightly so that wc bonuses are better 1244 * I changed this slightly so that wc bonuses are better
1376 * improvement every level, now its fighterlevel/5. So 1247 * improvement every level, now its fighterlevel/5. So
1377 * we give the player a bonus here in wc and dam 1248 * we give the player a bonus here in wc and dam
1378 * to make up for the change. Note that I left the 1249 * to make up for the change. Note that I left the
1379 * monster bonus the same as before. -b.t. 1250 * monster bonus the same as before. -b.t.
1380 */ 1251 */
1252 object *wc_obj = chosen_skill;
1381 1253
1382 if (op->type == PLAYER && wc_obj && wc_obj->level > 1) 1254 if (contr && wc_obj && wc_obj->level > 1)
1383 { 1255 {
1384 wc -= (wc_obj->level + thaco_bonus[op->stats.Str]); 1256 wc -= wc_obj->level + thaco_bonus[stats.Str];
1257
1385 for (i = 1; i < wc_obj->level; i++) 1258 for (int i = 1; i < wc_obj->level; i++)
1386 { 1259 {
1387 /* addtional wc every 6 levels */ 1260 /* additional wc every 6 levels */
1388 if (!(i % 6)) 1261 if (!(i % 6))
1389 wc--; 1262 wc--;
1263
1390 /* addtional dam every 4 levels. */ 1264 /* additional dam every 4 levels. */
1391 if (!(i % 4) && (dam_bonus[op->stats.Str] >= 0)) 1265 if (!(i % 4) && dam_bonus[stats.Str] >= 0)
1392 op->stats.dam += (1 + (dam_bonus[op->stats.Str] / 5)); 1266 stats.dam += 1 + dam_bonus[stats.Str] / 5;
1393 } 1267 }
1394 } 1268 }
1395 else 1269 else
1396 wc -= (op->level + thaco_bonus[op->stats.Str]); 1270 wc -= level + thaco_bonus[stats.Str];
1397 1271
1398 op->stats.dam += dam_bonus[op->stats.Str]; 1272 stats.dam += dam_bonus[stats.Str];
1399 1273
1400 if (op->stats.dam < 1) 1274 if (stats.dam < 1)
1401 op->stats.dam = 1; 1275 stats.dam = 1;
1402 1276
1403 op->speed = 1.0 + speed_bonus[op->stats.Dex]; 1277 speed = 1.f + speed_bonus[stats.Dex];
1278
1404 if (settings.search_items && op->contr->search_str[0]) 1279 if (settings.search_items && contr->search_str[0])
1405 op->speed -= 1; 1280 speed -= 1;
1406 if (op->attacktype == 0)
1407 op->attacktype = op->arch->clone.attacktype;
1408
1409 } /* End if player */ 1281 } /* End if player */
1410 1282
1411 if (added_speed >= 0) 1283 if (added_speed >= 0)
1412 op->speed += added_speed / 10.0; 1284 speed += added_speed / 10.f;
1413 else /* Something wrong here...: */ 1285 else /* Something wrong here...: */
1414 op->speed /= (float) (1.0 - added_speed); 1286 speed /= 1.f - added_speed;
1415 1287
1416 /* Max is determined by armour */ 1288 /* Max is determined by armour */
1417 if (op->speed > max) 1289 speed = min (speed, max_speed);
1418 op->speed = max;
1419 1290
1420 if (op->type == PLAYER) 1291 if (type == PLAYER)
1421 { 1292 {
1422 /* f is a number the represents the number of kg above (positive num) 1293 /* f is a number the represents the number of kg above (positive num)
1423 * or below (negative number) that the player is carrying. If above 1294 * or below (negative number) that the player is carrying. If above
1424 * weight limit, then player suffers a speed reduction based on how 1295 * weight limit, then player suffers a speed reduction based on how
1425 * much above he is, and what is max carry is 1296 * much above he is, and what is max carry is
1426 */ 1297 */
1427 f = (op->carrying / 1000) - max_carry[op->stats.Str]; 1298 float f = (carrying / 1000) - max_carry[stats.Str];
1428 if (f > 0) 1299 if (f > 0.f)
1429 op->speed = op->speed / (1.0 + f / max_carry[op->stats.Str]); 1300 speed = speed / (1.f + f / max_carry[stats.Str]);
1430 } 1301 }
1431 1302
1432 op->speed += bonus_speed / 10.0; /* Not affected by limits */ 1303 speed += bonus_speed / 10.f; /* Not affected by limits */
1304 speed *= speed_reduce_from_disease;
1433 1305
1434 /* Put a lower limit on speed. Note with this speed, you move once every 1306 /* Put a lower limit on speed. Note with this speed, you move once every
1435 * 100 ticks or so. This amounts to once every 12 seconds of realtime. 1307 * 25 ticks or so. This amounts to once every 3 seconds of realtime.
1436 */ 1308 */
1437 op->speed = op->speed * speed_reduce_from_disease; 1309 max_it (speed, is_player () ? MIN_PLAYER_SPEED : MIN_ACTIVE_SPEED);
1438 1310
1439 if (op->speed < 0.01 && op->type == PLAYER) 1311 if (speed != old_speed)
1440 op->speed = 0.01; 1312 set_speed (speed);
1441 1313
1442 if (op->type == PLAYER) 1314 if (type == PLAYER)
1443 { 1315 {
1444 float M, W, s, D, K, S, M2;
1445
1446 /* (This formula was made by vidarl@ifi.uio.no) 1316 /* (This formula was made by vidarl@ifi.uio.no)
1447 * Note that we never used these values again - basically 1317 * Note that we never used these values again - basically
1448 * all of these could be subbed into one big equation, but 1318 * all of these could be subbed into one big equation, but
1449 * that would just be a real pain to read. 1319 * that would just be a real pain to read.
1450 */ 1320 */
1451 M = (max_carry[op->stats.Str] - 121) / 121.0; 1321 float M = (max_carry[stats.Str] - 121) / 121.f;
1452 M2 = max_carry[op->stats.Str] / 100.0; 1322 float M2 = max_carry[stats.Str] / 100.f;
1453 W = weapon_weight / 20000.0; 1323 float W = weapon_weight / 20000.f;
1454 s = 2 - weapon_speed / 10.0; 1324 float s = (20 - weapon_speed) / 10.f;
1455 D = (op->stats.Dex - 14) / 14.0; 1325 float D = (stats.Dex - 14) / 14.f;
1456 K = 1 + M / 3.0 - W / (3 * M2) + op->speed / 5.0 + D / 2.0; 1326 float K = 1 + M / 3.f - W / (3 * M2) + speed / 5.f + D / 2.f;
1457 K *= (4 + op->level) / (float) (6 + op->level) * 1.2; 1327
1328 K *= (4 + level) * 1.2f / (6 + level);
1329
1458 if (K <= 0) 1330 if (K <= 0.01f)
1459 K = 0.01; 1331 K = 0.01f;
1460 S = op->speed / (K * s); 1332
1461 op->contr->weapon_sp = S; 1333 contr->weapon_sp = K * s * .5f; //TODO: balance the .5
1462 } 1334 }
1335
1463 /* I want to limit the power of small monsters with big weapons: */ 1336 /* I want to limit the power of small monsters with big weapons: */
1464 if (op->type != PLAYER && op->arch != NULL && op->stats.dam > op->arch->clone.stats.dam * 3) 1337 if (type != PLAYER && arch && stats.dam > arch->stats.dam * 3)
1465 op->stats.dam = op->arch->clone.stats.dam * 3; 1338 stats.dam = arch->stats.dam * 3;
1466 1339
1467 /* Prevent overflows of wc - best you can get is ABS(120) - this 1340 stats.wc = clamp (wc, MIN_WC, MAX_WC);
1468 * should be more than enough - remember, AC is also in 8 bits, 1341 stats.ac = clamp (ac, MIN_AC, MAX_AC);
1469 * so its value is the same.
1470 */
1471 if (wc > 120)
1472 wc = 120;
1473 else if (wc < -120)
1474 wc = -120;
1475 op->stats.wc = wc;
1476
1477 if (ac > 120)
1478 ac = 120;
1479 else if (ac < -120)
1480 ac = -120;
1481 op->stats.ac = ac;
1482 1342
1483 /* if for some reason the creature doesn't have any move type, 1343 /* if for some reason the creature doesn't have any move type,
1484 * give them walking as a default. 1344 * give them walking as a default.
1485 * The second case is a special case - to more closely mimic the 1345 * The second case is a special case - to more closely mimic the
1486 * old behaviour - if your flying, your not walking - just 1346 * old behaviour - if your flying, your not walking - just
1487 * one or the other. 1347 * one or the other.
1488 */ 1348 */
1489 if (op->move_type == 0) 1349 if (move_type == 0)
1490 op->move_type = MOVE_WALK; 1350 move_type = MOVE_WALK;
1491 else if (op->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) 1351 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH))
1492 op->move_type &= ~MOVE_WALK; 1352 move_type &= ~MOVE_WALK;
1493 1353
1494 update_ob_speed (op); 1354 // now apply the new move_type
1355 if (this->move_type != move_type)
1356 change_move_type (move_type);
1495 1357
1496 /* It is quite possible that a player's spell costing might have changed, 1358 /* It is quite possible that a player's spell costing might have changed,
1497 * so we will check that now. 1359 * so we will check that now.
1498 */ 1360 */
1499 if (op->type == PLAYER) 1361 if (is_player ())
1500 esrv_update_spells (op->contr); 1362 contr->update_spells ();
1363
1364 // update the mapspace, if we are on a map
1365 if (!flag [FLAG_REMOVED] && map)
1366 map->at (x, y).flags_ = 0;
1367}
1368
1369void
1370object::set_glow_radius (sint8 rad)
1371{
1372 glow_radius = rad;
1373
1374 if (is_on_map ())
1375 update_all_los (map, x, y);
1376 else if (object *env = outer_env ())
1377 {
1378 env->update_stats ();
1379
1380 if (env->is_on_map ())
1381 update_all_los (env->map, env->x, env->y);
1382 }
1501} 1383}
1502 1384
1503/* 1385/*
1504 * Returns true if the given player is a legal class. 1386 * Returns true if the given player is a legal class.
1505 * The function to add and remove class-bonuses to the stats doesn't 1387 * The function to add and remove class-bonuses to the stats doesn't
1506 * check if the stat becomes negative, thus this function 1388 * check if the stat becomes negative, thus this function
1507 * merely checks that all stats are 1 or more, and returns 1389 * merely checks that all stats are 1 or more, and returns
1508 * false otherwise. 1390 * false otherwise.
1509 */ 1391 */
1510
1511int 1392int
1512allowed_class (const object *op) 1393allowed_class (const object *op)
1513{ 1394{
1514 return op->stats.Dex > 0 && op->stats.Str > 0 && op->stats.Con > 0 && 1395 return op->stats.Dex > 0
1515 op->stats.Int > 0 && op->stats.Wis > 0 && op->stats.Pow > 0 && op->stats.Cha > 0; 1396 && op->stats.Str > 0
1397 && op->stats.Con > 0
1398 && op->stats.Int > 0
1399 && op->stats.Wis > 0
1400 && op->stats.Pow > 0
1401 && op->stats.Cha > 0;
1516} 1402}
1517 1403
1518/* 1404/*
1519 * set the new dragon name after gaining levels or 1405 * set the new dragon name after gaining levels or
1520 * changing ability focus (later this can be extended to 1406 * changing ability focus (later this can be extended to
1521 * eventually change the player's face and animation) 1407 * eventually change the player's face and animation)
1522 *
1523 * Note that the title is written to 'own_title' in the
1524 * player struct. This should be changed to 'ext_title'
1525 * as soon as clients support this!
1526 * Please, anyone, write support for 'ext_title'.
1527 */ 1408 */
1528void 1409void
1529set_dragon_name (object *pl, const object *abil, const object *skin) 1410set_dragon_name (object *pl, const object *abil, const object *skin)
1530{ 1411{
1531 int atnr = -1; /* attacknumber of highest level */ 1412 int atnr = -1; /* attacknumber of highest level */
1549 /* now if there are equals at highest level, pick the one with focus, 1430 /* now if there are equals at highest level, pick the one with focus,
1550 or else at random */ 1431 or else at random */
1551 if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level) 1432 if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level)
1552 atnr = abil->stats.exp; 1433 atnr = abil->stats.exp;
1553 1434
1554 level = (int) (level / 5.);
1555
1556 /* now set the new title */ 1435 /* now set the new title */
1557 if (pl->contr != NULL)
1558 {
1559 if (level == 0)
1560 sprintf (pl->contr->title, "%s hatchling", attacks[atnr]); 1436 if (level < 25) sprintf (pl->contr->title, "%s hatchling", attacks[atnr]);
1561 else if (level == 1)
1562 sprintf (pl->contr->title, "%s wyrm", attacks[atnr]); 1437 else if (level < 50) sprintf (pl->contr->title, "%s wyrm" , attacks[atnr]);
1563 else if (level == 2)
1564 sprintf (pl->contr->title, "%s wyvern", attacks[atnr]); 1438 else if (level < 75) sprintf (pl->contr->title, "%s wyvern" , attacks[atnr]);
1565 else if (level == 3)
1566 sprintf (pl->contr->title, "%s dragon", attacks[atnr]); 1439 else if (level < 100) sprintf (pl->contr->title, "%s dragon" , attacks[atnr]);
1567 else 1440 else
1568 { 1441 {
1569 /* special titles for extra high resistance! */ 1442 /* special titles for extra high resistance! */
1570 if (skin->resist[atnr] > 80)
1571 sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]); 1443 if (skin->resist[atnr] > 80) sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]);
1572 else if (skin->resist[atnr] > 50)
1573 sprintf (pl->contr->title, "ancient %s dragon", attacks[atnr]); 1444 else if (skin->resist[atnr] > 50) sprintf (pl->contr->title, "ancient %s dragon" , attacks[atnr]);
1574 else
1575 sprintf (pl->contr->title, "big %s dragon", attacks[atnr]); 1445 else sprintf (pl->contr->title, "big %s dragon" , attacks[atnr]);
1576 }
1577 } 1446 }
1578 1447
1579 strcpy (pl->contr->own_title, ""); 1448 strcpy (pl->contr->own_title, "");
1580} 1449}
1581 1450
1582/* 1451/*
1583 * This function is called when a dragon-player gains 1452 * This function is called when a dragon-player gains
1584 * an overall level. Here, the dragon might gain new abilities 1453 * an overall level. Here, the dragon might gain new abilities
1585 * or change the ability-focus. 1454 * or change the ability-focus.
1586 */ 1455 */
1587void 1456static void
1588dragon_level_gain (object *who) 1457dragon_level_gain (object *who)
1589{ 1458{
1590 object *abil = NULL; /* pointer to dragon ability force */ 1459 object *abil = NULL; /* pointer to dragon ability force */
1591 object *skin = NULL; /* pointer to dragon skin force */ 1460 object *skin = NULL; /* pointer to dragon skin force */
1592 object *tmp = NULL; /* tmp. object */ 1461 object *tmp = NULL; /* tmp. object */
1593 char buf[MAX_BUF]; /* tmp. string buffer */ 1462 char buf[MAX_BUF]; /* tmp. string buffer */
1594 1463
1595 /* now grab the 'dragon_ability'-forces from the player's inventory */ 1464 /* now grab the 'dragon_ability'-forces from the player's inventory */
1596 for (tmp = who->inv; tmp != NULL; tmp = tmp->below) 1465 for (tmp = who->inv; tmp; tmp = tmp->below)
1597 {
1598 if (tmp->type == FORCE) 1466 if (tmp->type == FORCE)
1599 { 1467 if (tmp->arch->archname == shstr_dragon_ability_force)
1600 if (strcmp (tmp->arch->name, "dragon_ability_force") == 0)
1601 abil = tmp; 1468 abil = tmp;
1602 if (strcmp (tmp->arch->name, "dragon_skin_force") == 0) 1469 else if (tmp->arch->archname == shstr_dragon_skin_force)
1603 skin = tmp; 1470 skin = tmp;
1604 } 1471
1605 }
1606 /* if the force is missing -> bail out */ 1472 /* if the force is missing -> bail out */
1607 if (abil == NULL) 1473 if (abil == NULL)
1608 return; 1474 return;
1609 1475
1610 /* The ability_force keeps track of maximum level ever achieved. 1476 /* The ability_force keeps track of maximum level ever achieved.
1651 object *skill_obj; 1517 object *skill_obj;
1652 1518
1653 skill_obj = get_archetype_by_skill_name (skill_name, SKILL); 1519 skill_obj = get_archetype_by_skill_name (skill_name, SKILL);
1654 if (!skill_obj) 1520 if (!skill_obj)
1655 { 1521 {
1656 LOG (llevError, "add_player_exp: couldn't find skill %s\n", skill_name); 1522 LOG (llevError, "give_skill_by_name: couldn't find skill %s\n", skill_name);
1657 return NULL; 1523 return NULL;
1658 } 1524 }
1525
1659 /* clear the flag - exp goes into this bucket, but player 1526 /* clear the flag - exp goes into this bucket, but player
1660 * still doesn't know it. 1527 * still doesn't know it.
1661 */ 1528 */
1662 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL); 1529 skill_obj->clr_flag (FLAG_CAN_USE_SKILL);
1663 skill_obj->stats.exp = 0; 1530 skill_obj->stats.exp = 0;
1664 skill_obj->level = 1; 1531 skill_obj->level = 1;
1665 insert_ob_in_ob (skill_obj, op); 1532 op->insert (skill_obj);
1666 if (op->contr) 1533
1667 { 1534 if (player *pl = op->contr)
1668 op->contr->last_skill_ob[skill_obj->subtype] = skill_obj; 1535 pl->link_skills ();
1669 op->contr->last_skill_exp[skill_obj->subtype] = -1; 1536
1670 }
1671 return skill_obj; 1537 return skill_obj;
1672} 1538}
1673
1674 1539
1675/* player_lvl_adj() - for the new exp system. we are concerned with 1540/* player_lvl_adj() - for the new exp system. we are concerned with
1676 * whether the player gets more hp, sp and new levels. 1541 * whether the player gets more hp, sp and new levels.
1677 * Note this this function should only be called for players. Monstes 1542 * Note this this function should only be called for players. Monstes
1678 * don't really gain levels 1543 * don't really gain levels
1681 */ 1546 */
1682void 1547void
1683player_lvl_adj (object *who, object *op) 1548player_lvl_adj (object *who, object *op)
1684{ 1549{
1685 char buf[MAX_BUF]; 1550 char buf[MAX_BUF];
1551 bool changed = false;
1686 1552
1687 if (!op) /* when rolling stats */ 1553 if (!op) /* when rolling stats */
1688 op = who; 1554 op = who;
1689 1555
1690 if (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul)) 1556 while (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul))
1691 { 1557 {
1558 changed = true;
1559
1692 op->level++; 1560 op->level++;
1693 1561
1694 if (op != NULL && op == who && op->stats.exp > 1 && is_dragon_pl (who)) 1562 if (op && op == who && op->stats.exp > 1 && who->is_dragon ())
1695 dragon_level_gain (who); 1563 dragon_level_gain (who);
1696 1564
1697 /* Only roll these if it is the player (who) that gained the level */ 1565 /* Only roll these if it is the player (who) that gained the level */
1698 if (op == who && (who->level < 11) && who->type == PLAYER) 1566 if (op == who && (who->level < 11) && who->type == PLAYER)
1699 { 1567 {
1700 who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1; 1568 who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1;
1701 who->contr->levsp[who->level] = die_roll (2, 3, who, PREFER_HIGH); 1569 who->contr->levsp[who->level] = die_roll (2, 3, who, PREFER_HIGH);
1702 who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1; 1570 who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1;
1703 } 1571 }
1704 1572
1705 fix_player (who);
1706 if (op->level > 1) 1573 if (op->level > 1)
1707 { 1574 {
1708 if (op->type != PLAYER) 1575 if (op->type != PLAYER)
1576 {
1577 who->contr->play_sound (sound_find ("skill_up"));
1709 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); 1578 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1579 }
1710 else 1580 else
1581 {
1582 who->contr->play_sound (sound_find ("level_up"));
1711 sprintf (buf, "You are now level %d.", op->level); 1583 sprintf (buf, "You are now level %d.", op->level);
1584 }
1585
1712 if (who) 1586 if (who)
1713 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); 1587 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1714 } 1588 }
1715 player_lvl_adj (who, op); /* To increase more levels */
1716 } 1589 }
1590
1717 else if (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul)) 1591 while (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul))
1718 { 1592 {
1593 changed = true;
1594
1719 op->level--; 1595 op->level--;
1720 fix_player (who); 1596
1721 if (op->type != PLAYER) 1597 if (op->type != PLAYER)
1722 { 1598 {
1723 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); 1599 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1724 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); 1600 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1725 } 1601 }
1726 player_lvl_adj (who, op); /* To decrease more levels */
1727 } 1602 }
1728 /* check if the spell data has changed */ 1603
1729 esrv_update_spells (who->contr); 1604 if (changed)
1605 who->update_stats (); // should cause esrv_update_stats and esrv_update_spells
1730} 1606}
1731 1607
1732/* 1608/*
1733 * Returns how much experience is needed for a player to become 1609 * Returns how much experience is needed for a player to become
1734 * the given level. level should really never exceed max_level 1610 * the given level. level should really never exceed max_level
1735 */ 1611 */
1736 1612
1737sint64 1613sint64
1738level_exp (int level, double expmul) 1614level_exp (int level, double expmul)
1739{ 1615{
1740 if (level > settings.max_level) 1616 return expmul * level_to_min_exp (level);
1741 return (sint64) (expmul * levels[settings.max_level]);
1742 return (sint64) (expmul * levels[level]);
1743} 1617}
1744 1618
1745/* 1619/*
1746 * Ensure that the permanent experience requirements in an exp object are met. 1620 * Ensure that the permanent experience requirements in an exp object are met.
1747 * This really just checks 'op to make sure the perm_exp value is within 1621 * This really just checks 'op to make sure the perm_exp value is within
1767 op->perm_exp = 0; 1641 op->perm_exp = 0;
1768 else if (op->perm_exp > (sint64) MAX_EXPERIENCE) 1642 else if (op->perm_exp > (sint64) MAX_EXPERIENCE)
1769 op->perm_exp = MAX_EXPERIENCE; 1643 op->perm_exp = MAX_EXPERIENCE;
1770} 1644}
1771 1645
1772
1773/* Add experience to a player - exp should only be positive. 1646/* Add experience to a player - exp should only be positive.
1774 * Updates permanent exp for the skill we are adding to. 1647 * Updates permanent exp for the skill we are adding to.
1775 * skill_name is the skill to add exp to. Skill name can be 1648 * skill_name is the skill to add exp to. Skill name can be
1776 * NULL, in which case exp increases the players general 1649 * NULL, in which case exp increases the players general
1777 * total, but not any particular skill. 1650 * total, but not any particular skill.
1778 * flag is what to do if the player doesn't have the skill: 1651 * flag is what to do if the player doesn't have the skill:
1779 */ 1652 */
1780
1781static void 1653static void
1782add_player_exp (object *op, sint64 exp, const char *skill_name, int flag) 1654add_player_exp (object *op, sint64 exp, shstr_tmp skill_name, int flag)
1783{ 1655{
1784 object *skill_obj = NULL; 1656 object *skill_obj;
1785 sint64 limit, exp_to_add; 1657 sint64 limit, exp_to_add;
1786 int i; 1658 int i;
1787 1659
1788 /* prevents some forms of abuse. */ 1660 /* prevents some forms of abuse. */
1789 if (op->contr->braced) 1661 if (op->contr->braced)
1790 exp = exp / 5; 1662 exp /= 5;
1791 1663
1792 /* Try to find the matching skill. 1664 /* Try to find the matching skill.
1793 * We do a shortcut/time saving mechanism first - see if it matches 1665 * We do a shortcut/time saving mechanism first - see if it matches
1794 * chosen_skill. This means we don't need to search through 1666 * chosen_skill. This means we don't need to search through
1795 * the players inventory. 1667 * the players inventory.
1796 */ 1668 */
1669 skill_obj = 0;
1670
1797 if (skill_name) 1671 if (skill_name)
1798 { 1672 {
1799 if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill)) 1673 skill_obj = op->contr->find_skill (skill_name);
1800 skill_obj = op->chosen_skill;
1801 else
1802 {
1803 for (i = 0; i < NUM_SKILLS; i++)
1804 if (op->contr->last_skill_ob[i] && !strcmp (op->contr->last_skill_ob[i]->skill, skill_name))
1805 {
1806 skill_obj = op->contr->last_skill_ob[i];
1807 break;
1808 }
1809 1674
1810 /* Player doesn't have the skill. Check to see what to do, and give 1675 /* Player doesn't have the skill. Check to see what to do, and give
1811 * it to the player if necessary 1676 * it to the player if necessary
1812 */ 1677 */
1813 if (!skill_obj) 1678 if (!skill_obj)
1814 { 1679 {
1815 if (flag == SK_EXP_NONE) 1680 if (flag == SK_EXP_NONE)
1816 return; 1681 return;
1682
1817 else if (flag == SK_EXP_ADD_SKILL) 1683 if (flag == SK_EXP_ADD_SKILL)
1818 give_skill_by_name (op, skill_name); 1684 skill_obj = give_skill_by_name (op, skill_name);
1819 }
1820 } 1685 }
1821 } 1686 }
1822 1687
1823 if (flag != SK_EXP_SKILL_ONLY) 1688 if (flag != SK_EXP_SKILL_ONLY)
1824 { 1689 {
1825 /* Basically, you can never gain more experience in one shot 1690 /* Basically, you can never gain more experience in one shot
1826 * than half what you need to gain for next level. 1691 * than half what you need to gain for next level.
1827 */ 1692 */
1828 exp_to_add = exp; 1693 exp_to_add = exp;
1829 limit = (levels[op->level + 1] - levels[op->level]) / 2; 1694 limit = (levels [op->level + 1] - levels [op->level]) / 2;
1830 if (exp_to_add > limit) 1695 if (exp_to_add > limit)
1831 exp_to_add = limit; 1696 exp_to_add = limit;
1832 1697
1833 ADD_EXP (op->stats.exp, (sint64) ((float) exp_to_add * (skill_obj ? skill_obj->expmul : 1))); 1698 ADD_EXP (op->stats.exp, (sint64) ((float) exp_to_add * (skill_obj ? skill_obj->expmul : 1)));
1834 if (settings.permanent_exp_ratio) 1699 if (settings.permanent_exp_ratio)
1841 } 1706 }
1842 1707
1843 if (skill_obj) 1708 if (skill_obj)
1844 { 1709 {
1845 exp_to_add = exp; 1710 exp_to_add = exp;
1846 limit = (levels[skill_obj->level + 1] - levels[skill_obj->level]) / 2; 1711 limit = (levels [skill_obj->level + 1] - levels [skill_obj->level]) / 2;
1847 if (exp_to_add > limit) 1712 if (exp_to_add > limit)
1848 exp_to_add = limit; 1713 exp_to_add = limit;
1849 1714
1850 ADD_EXP (skill_obj->stats.exp, exp_to_add); 1715 ADD_EXP (skill_obj->stats.exp, exp_to_add);
1851 if (settings.permanent_exp_ratio) 1716 if (settings.permanent_exp_ratio)
1857 player_lvl_adj (op, skill_obj); 1722 player_lvl_adj (op, skill_obj);
1858 } 1723 }
1859} 1724}
1860 1725
1861/* This function checks to make sure that object 'op' can 1726/* This function checks to make sure that object 'op' can
1862 * lost 'exp' experience. It returns the amount of exp 1727 * lose 'exp' experience. It returns the amount of exp
1863 * object 'op' can in fact lose - it basically makes 1728 * object 'op' can in fact lose - it basically makes
1864 * adjustments based on permanent exp and the like. 1729 * adjustments based on permanent exp and the like.
1865 * This function should always be used for losing experience - 1730 * This function should always be used for losing experience -
1866 * the 'exp' value passed should be positive - this is the 1731 * the 'exp' value passed should be positive - this is the
1867 * amount that should get subtract from the player. 1732 * amount that should get subtract from the player.
1868 */ 1733 */
1869sint64 1734static sint64
1870check_exp_loss (const object *op, sint64 exp) 1735check_exp_loss (const object *op, sint64 exp)
1871{ 1736{
1872 sint64 del_exp; 1737 sint64 del_exp;
1873 1738
1874 if (exp > op->stats.exp) 1739 if (exp > op->stats.exp)
1875 exp = op->stats.exp; 1740 exp = op->stats.exp;
1741
1876 if (settings.permanent_exp_ratio) 1742 if (settings.permanent_exp_ratio)
1877 { 1743 {
1878 del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO); 1744 del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO);
1745
1879 if (del_exp < 0) 1746 if (del_exp < 0)
1880 del_exp = 0; 1747 del_exp = 0;
1748
1881 if (exp > del_exp) 1749 if (exp > del_exp)
1882 exp = del_exp; 1750 exp = del_exp;
1883 } 1751 }
1752
1884 return exp; 1753 return exp;
1885} 1754}
1886 1755
1887sint64 1756sint64
1888check_exp_adjust (const object *op, sint64 exp) 1757check_exp_adjust (const object *op, sint64 exp)
1889{ 1758{
1890 if (exp < 0) 1759 if (exp < 0)
1891 return check_exp_loss (op, exp); 1760 return check_exp_loss (op, exp);
1892 else 1761 else
1893 return MIN (exp, (sint64) MAX_EXPERIENCE - op->stats.exp); 1762 return min (exp, (sint64)MAX_EXPERIENCE - op->stats.exp);
1894} 1763}
1895
1896 1764
1897/* Subtracts experience from player. 1765/* Subtracts experience from player.
1898 * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we 1766 * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we
1899 * only subtract from the matching skill. Otherwise, 1767 * only subtract from the matching skill. Otherwise,
1900 * this subtracts a portion from all 1768 * this subtracts a portion from all
1905 * where everything is at the minimum perm exp, he would lose nothing. 1773 * where everything is at the minimum perm exp, he would lose nothing.
1906 * exp is the amount of exp to subtract - thus, it should be 1774 * exp is the amount of exp to subtract - thus, it should be
1907 * a postive number. 1775 * a postive number.
1908 */ 1776 */
1909static void 1777static void
1910subtract_player_exp (object *op, sint64 exp, const char *skill, int flag) 1778subtract_player_exp (object *op, sint64 exp, shstr_tmp skill, int flag)
1911{ 1779{
1912 float fraction = (float) exp / (float) op->stats.exp; 1780 float fraction = (float) exp / (float) op->stats.exp;
1913 object *tmp; 1781 object *tmp;
1914 sint64 del_exp; 1782 sint64 del_exp;
1915 1783
1916 for (tmp = op->inv; tmp; tmp = tmp->below) 1784 for (tmp = op->inv; tmp; tmp = tmp->below)
1917 if (tmp->type == SKILL && tmp->stats.exp) 1785 if (tmp->type == SKILL && tmp->stats.exp)
1918 { 1786 {
1919 if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (tmp->skill, skill)) 1787 if (flag == SK_SUBTRACT_SKILL_EXP && skill && tmp->skill == skill)
1920 { 1788 {
1921 del_exp = check_exp_loss (tmp, exp); 1789 del_exp = check_exp_loss (tmp, exp);
1922 tmp->stats.exp -= del_exp; 1790 tmp->stats.exp -= del_exp;
1923 player_lvl_adj (op, tmp); 1791 player_lvl_adj (op, tmp);
1924 } 1792 }
1925 else if (flag != SK_SUBTRACT_SKILL_EXP) 1793 else if (flag != SK_SUBTRACT_SKILL_EXP)
1926 { 1794 {
1927 /* only want to process other skills if we are not trying 1795 /* only want to process other skills if we are not trying
1928 * to match a specific skill. 1796 * to match a specific skill.
1929 */ 1797 */
1930 del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction)); 1798 del_exp = check_exp_loss (tmp, tmp->stats.exp * fraction);
1931 tmp->stats.exp -= del_exp; 1799 tmp->stats.exp -= del_exp;
1932 player_lvl_adj (op, tmp); 1800 player_lvl_adj (op, tmp);
1933 } 1801 }
1934 } 1802 }
1803
1935 if (flag != SK_SUBTRACT_SKILL_EXP) 1804 if (flag != SK_SUBTRACT_SKILL_EXP)
1936 { 1805 {
1937 del_exp = check_exp_loss (op, exp); 1806 del_exp = check_exp_loss (op, exp);
1938 op->stats.exp -= del_exp; 1807 op->stats.exp -= del_exp;
1939 player_lvl_adj (op, NULL); 1808 player_lvl_adj (op, NULL);
1940 } 1809 }
1941} 1810}
1942
1943
1944 1811
1945/* change_exp() - changes experience to a player/monster. This 1812/* change_exp() - changes experience to a player/monster. This
1946 * does bounds checking to make sure we don't overflow the max exp. 1813 * does bounds checking to make sure we don't overflow the max exp.
1947 * 1814 *
1948 * The exp passed is typically not modified much by this function - 1815 * The exp passed is typically not modified much by this function -
1949 * it is assumed the caller has modified the exp as needed. 1816 * it is assumed the caller has modified the exp as needed.
1950 * skill_name is the skill that should get the exp added. 1817 * skill_name is the skill that should get the exp added.
1951 * flag is what to do if player doesn't have the skill. 1818 * flag is what to do if player doesn't have the skill.
1952 * these last two values are only used for players. 1819 * these last two values are only used for players.
1953 */ 1820 */
1954
1955void 1821void
1956change_exp (object *op, sint64 exp, const char *skill_name, int flag) 1822change_exp (object *op, sint64 exp, shstr_tmp skill_name, int flag)
1957{ 1823{
1958
1959#ifdef EXP_DEBUG 1824#ifdef EXP_DEBUG
1960# ifndef WIN32
1961 LOG (llevDebug, "change_exp() called for %s, exp = %lld\n", query_name (op), exp);
1962# else
1963 LOG (llevDebug, "change_exp() called for %s, exp = %I64d\n", query_name (op), exp); 1825 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp);
1964# endif
1965#endif 1826#endif
1966 1827
1967 /* safety */ 1828 /* safety */
1968 if (!op) 1829 if (!op)
1969 { 1830 {
1983 * worth. 1844 * worth.
1984 */ 1845 */
1985 if (op->type != PLAYER) 1846 if (op->type != PLAYER)
1986 { 1847 {
1987 /* Sanity check */ 1848 /* Sanity check */
1988 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1849 if (!op->flag [FLAG_ALIVE])
1989 return; 1850 return;
1990 1851
1991 /* reset exp to max allowed value. We subtract from 1852 /* reset exp to max allowed value. We subtract from
1992 * MAX_EXPERIENCE to prevent overflows. If the player somehow has 1853 * MAX_EXPERIENCE to prevent overflows. If the player somehow has
1993 * more than max exp, just return. 1854 * more than max exp, just return.
2008 else 1869 else
2009 /* note that when you lose exp, it doesn't go against 1870 /* note that when you lose exp, it doesn't go against
2010 * a particular skill, so we don't need to pass that 1871 * a particular skill, so we don't need to pass that
2011 * along. 1872 * along.
2012 */ 1873 */
2013 subtract_player_exp (op, FABS (exp), skill_name, flag); 1874 subtract_player_exp (op, abs (exp), skill_name, flag);
2014
2015 } 1875 }
2016} 1876}
2017 1877
2018/* Applies a death penalty experience, the size of this is defined by the 1878/* Applies a death penalty experience, the size of this is defined by the
2019 * settings death_penalty_percentage and death_penalty_levels, and by the 1879 * settings death_penalty_percentage and death_penalty_levels, and by the
2020 * amount of permenent experience, whichever gives the lowest loss. 1880 * amount of permenent experience, whichever gives the lowest loss.
2021 */ 1881 */
2022
2023void 1882void
2024apply_death_exp_penalty (object *op) 1883apply_death_exp_penalty (object *op)
2025{ 1884{
2026 object *tmp;
2027 sint64 loss; 1885 sint64 loss;
2028 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */ 1886 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */
2029 sint64 level_loss; /* defined by the setting 'death_penalty_levels */ 1887 sint64 level_loss; /* defined by the setting 'death_penalty_levels */
2030 1888
2031 for (tmp = op->inv; tmp; tmp = tmp->below) 1889 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2032 if (tmp->type == SKILL && tmp->stats.exp) 1890 if (tmp->type == SKILL && tmp->stats.exp)
2033 { 1891 {
2034
2035 percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100; 1892 percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100;
2036 level_loss = tmp->stats.exp - levels[MAX (0, tmp->level - settings.death_penalty_level)]; 1893 level_loss = tmp->stats.exp - levels [max (0, tmp->level - settings.death_penalty_level)];
2037 1894
2038 /* With the revised exp system, you can get cases where 1895 /* With the revised exp system, you can get cases where
2039 * losing several levels would still require that you have more 1896 * losing several levels would still require that you have more
2040 * exp than you currently have - this is true if the levels 1897 * exp than you currently have - this is true if the levels
2041 * tables is a lot harder. 1898 * tables is a lot harder.
2042 */ 1899 */
2043 if (level_loss < 0) 1900 if (level_loss < 0)
2044 level_loss = 0; 1901 level_loss = 0;
2045 1902
2046 loss = check_exp_loss (tmp, MIN (level_loss, percentage_loss)); 1903 loss = check_exp_loss (tmp, min (level_loss, percentage_loss));
2047 1904
2048 tmp->stats.exp -= loss; 1905 tmp->stats.exp -= loss;
2049 player_lvl_adj (op, tmp); 1906 player_lvl_adj (op, tmp);
2050 } 1907 }
2051 1908
2052 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100; 1909 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100;
2053 level_loss = op->stats.exp - levels[MAX (0, op->level - settings.death_penalty_level)]; 1910 level_loss = op->stats.exp - levels[max (0, op->level - settings.death_penalty_level)];
1911
2054 if (level_loss < 0) 1912 if (level_loss < 0)
2055 level_loss = 0; 1913 level_loss = 0;
1914
2056 loss = check_exp_loss (op, MIN (level_loss, percentage_loss)); 1915 loss = check_exp_loss (op, min (level_loss, percentage_loss));
2057 1916
2058 op->stats.exp -= loss; 1917 op->stats.exp -= loss;
2059 player_lvl_adj (op, NULL); 1918 player_lvl_adj (op, NULL);
2060} 1919}
2061 1920
2072 if (level > MAX_SAVE_LEVEL) 1931 if (level > MAX_SAVE_LEVEL)
2073 level = MAX_SAVE_LEVEL; 1932 level = MAX_SAVE_LEVEL;
2074 1933
2075 if ((random_roll (1, 20, op, PREFER_HIGH) + bonus) < savethrow[level]) 1934 if ((random_roll (1, 20, op, PREFER_HIGH) + bonus) < savethrow[level])
2076 return 0; 1935 return 0;
1936
2077 return 1; 1937 return 1;
2078} 1938}

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines