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Comparing deliantra/server/common/living.C (file contents):
Revision 1.75 by root, Tue Aug 7 22:36:18 2007 UTC vs.
Revision 1.128 by root, Mon Oct 29 23:55:52 2012 UTC

1/* 1/*
2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * Crossfire TRT is free software: you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation, either version 3 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
20 * 21 *
21 * The authors can be reached via e-mail to <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
262/* 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,
263 * 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
264 * 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.
265 */ 263 */
266#define DIFF_MSG(flag, msg1, msg2) \ 264#define DIFF_MSG(flag, msg1, msg2) \
267 new_draw_info(NDI_UNIQUE, 0, op, (flag>0)?msg1:msg2); 265 new_draw_info (NDI_UNIQUE, 0, op, (flag > 0) ? msg1 : msg2);
268 266
269/* 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. */
270 268
271/* 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
272 * the object. 270 * the object.
280 * that gives them that ability. 278 * that gives them that ability.
281 */ 279 */
282int 280int
283change_abil (object *op, object *tmp) 281change_abil (object *op, object *tmp)
284{ 282{
285 int flag = QUERY_FLAG (tmp, FLAG_APPLIED) ? 1 : -1, success = 0; 283 int flag = tmp->flag [FLAG_APPLIED] ? 1 : -1;
284 int success = 0;
286 char message[MAX_BUF]; 285 char message[MAX_BUF];
287 int potion_max = 0; 286 int potion_max = 0;
288 287
289 /* remember what object was like before it was changed. note that 288 // keep some stats for comparison purposes
290 * refop is a local copy of op only to be used for detecting changes 289 object::flags_t prev_flag = op->flag;
291 * found by update_stats. refop is not a real object 290 MoveType prev_move_type = op->move_type;
292 */ 291 sint16 prev_resist [NROFATTACKS]; // clumsy
293 object_copy refop = *op; 292 assert (sizeof (prev_resist) == sizeof (op->resist));
293 memcpy (prev_resist, op->resist, sizeof (prev_resist));
294 294
295 if (op->type == PLAYER) 295 if (op->type == PLAYER)
296 { 296 {
297 if (tmp->type == POTION) 297 if (tmp->type == POTION)
298 { 298 {
299 potion_max = 1; 299 potion_max = 1;
300
300 for (int j = 0; j < NUM_STATS; j++) 301 for (int j = 0; j < NUM_STATS; j++)
301 { 302 {
302 int ostat = op->contr->orig_stats.stat (j); 303 int ostat = op->contr->orig_stats.stat (j);
303 int i = tmp->stats.stat (j); 304 int i = tmp->stats.stat (j);
304 305
305 /* 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 */
306 int nstat = flag * i + ostat; 307 int nstat = flag * i + ostat;
307 308
308 /* Do some bounds checking. While I don't think any 309 /* Do some bounds checking. There is the potential for potions
309 * potions do so right now, there is the potential for potions
310 * 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
311 * to allow for that. 311 * to allow for that.
312 */ 312 */
313 if (nstat < 1 && i * flag < 0) 313 if (nstat < 1 && i * flag < 0)
314 nstat = 1; 314 nstat = 1;
366 { 366 {
367 success = 1; 367 success = 1;
368 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.");
369 } 369 }
370 370
371 if (QUERY_FLAG (op, FLAG_LIFESAVE) != QUERY_FLAG (&refop, FLAG_LIFESAVE)) 371 if (op->flag [FLAG_LIFESAVE] != prev_flag [FLAG_LIFESAVE])
372 { 372 {
373 success = 1; 373 success = 1;
374 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.");
375 } 375 }
376 376
377 if (QUERY_FLAG (op, FLAG_REFL_MISSILE) != QUERY_FLAG (&refop, FLAG_REFL_MISSILE)) 377 if (op->flag [FLAG_REFL_MISSILE] != prev_flag [FLAG_REFL_MISSILE])
378 { 378 {
379 success = 1; 379 success = 1;
380 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.");
381 } 381 }
382 382
383 if (QUERY_FLAG (op, FLAG_REFL_SPELL) != QUERY_FLAG (&refop, FLAG_REFL_SPELL)) 383 if (op->flag [FLAG_REFL_SPELL] != prev_flag [FLAG_REFL_SPELL])
384 { 384 {
385 success = 1; 385 success = 1;
386 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.");
387 } 387 }
388 388
390 * user has multiple items giving the same type appled like we 390 * user has multiple items giving the same type appled like we
391 * 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
392 * can be misleading (a little higher could be miscontrued from 392 * can be misleading (a little higher could be miscontrued from
393 * from fly high) 393 * from fly high)
394 */ 394 */
395 if (tmp->move_type && op->move_type != refop.move_type) 395 if (tmp->move_type && op->move_type != prev_move_type)
396 { 396 {
397 success = 1; 397 success = 1;
398 398
399 /* 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
400 * status doesn't make a difference if you are flying high 400 * status doesn't make a difference if you are flying high
401 */ 401 */
402 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))
403 { 403 {
404 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.");
405 } 405 }
406 406
407 if (tmp->move_type & MOVE_FLY_HIGH) 407 if (tmp->move_type & MOVE_FLY_HIGH)
408 { 408 {
409 /* double conditional - second case covers if you have move_fly_low - 409 /* double conditional - second case covers if you have move_fly_low -
413 (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."));
414 } 414 }
415 415
416 if (tmp->move_type & MOVE_SWIM) 416 if (tmp->move_type & MOVE_SWIM)
417 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");
418
419 /* Changing move status may mean you are affected by things you weren't before */
420 check_move_on (op, op);
421 } 418 }
422 419
423 /* becoming UNDEAD... a special treatment for this flag. Only those not 420 /* becoming UNDEAD... a special treatment for this flag. Only those not
424 * originally undead may change their status 421 * originally undead may change their status
425 */ 422 */
426 if (!QUERY_FLAG (op->arch, FLAG_UNDEAD)) 423 if (!op->arch->flag [FLAG_UNDEAD])
427 if (QUERY_FLAG (op, FLAG_UNDEAD) != QUERY_FLAG (&refop, FLAG_UNDEAD)) 424 if (op->flag [FLAG_UNDEAD] != prev_flag [FLAG_UNDEAD])
428 { 425 {
429 success = 1; 426 success = 1;
430 if (flag > 0) 427 if (flag > 0)
431 { 428 {
432 op->race = "undead"; 429 op->race = "undead";
437 op->race = op->arch->race; 434 op->race = op->arch->race;
438 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!"); 435 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!");
439 } 436 }
440 } 437 }
441 438
442 if (QUERY_FLAG (op, FLAG_STEALTH) != QUERY_FLAG (&refop, FLAG_STEALTH)) 439 if (op->flag [FLAG_STEALTH] != prev_flag [FLAG_STEALTH])
443 { 440 {
444 success = 1; 441 success = 1;
445 DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily."); 442 DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily.");
446 } 443 }
447 444
448 if (QUERY_FLAG (op, FLAG_MAKE_INVIS) != QUERY_FLAG (&refop, FLAG_MAKE_INVIS)) 445 if (op->flag [FLAG_MAKE_INVIS] != prev_flag [FLAG_MAKE_INVIS])
449 { 446 {
450 success = 1; 447 success = 1;
451 DIFF_MSG (flag, "You become transparent.", "You can see yourself."); 448 DIFF_MSG (flag, "You become transparent.", "You can see yourself.");
452 } 449 }
453 450
454 /* 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
455 * vision 452 * vision
456 */ 453 */
457 if (QUERY_FLAG (tmp, FLAG_BLIND)) 454 if (tmp->flag [FLAG_BLIND])
458 { 455 {
459 success = 1; 456 success = 1;
460 if (flag > 0) 457 if (flag > 0)
461 { 458 {
462 if (QUERY_FLAG (op, FLAG_WIZ)) 459 if (op->flag [FLAG_WIZ])
463 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.");
464 else 461 else
465 { 462 {
466 new_draw_info (NDI_UNIQUE, 0, op, "You are blinded."); 463 new_draw_info (NDI_UNIQUE, 0, op, "You are blinded.");
467 SET_FLAG (op, FLAG_BLIND); 464 op->set_flag (FLAG_BLIND);
468 if (op->type == PLAYER) 465 if (op->type == PLAYER)
469 op->contr->do_los = 1; 466 op->contr->do_los = 1;
470 } 467 }
471 } 468 }
472 else 469 else
473 { 470 {
474 if (QUERY_FLAG (op, FLAG_WIZ)) 471 if (op->flag [FLAG_WIZ])
475 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.");
476 else 473 else
477 { 474 {
478 new_draw_info (NDI_UNIQUE, 0, op, "Your vision returns."); 475 new_draw_info (NDI_UNIQUE, 0, op, "Your vision returns.");
479 CLEAR_FLAG (op, FLAG_BLIND); 476 op->clr_flag (FLAG_BLIND);
480 if (op->type == PLAYER) 477 if (op->type == PLAYER)
481 op->contr->do_los = 1; 478 op->contr->do_los = 1;
482 } 479 }
483 } 480 }
484 } 481 }
485 482
486 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])
487 { 484 {
488 success = 1; 485 success = 1;
489 if (op->type == PLAYER) 486 if (op->type == PLAYER)
490 op->contr->do_los = 1; 487 op->contr->do_los = 1;
491 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.");
492 } 489 }
493 490
494 if (QUERY_FLAG (op, FLAG_XRAYS) != QUERY_FLAG (&refop, FLAG_XRAYS)) 491 if (op->flag [FLAG_XRAYS] != prev_flag [FLAG_XRAYS])
495 { 492 {
496 success = 1; 493 success = 1;
497 if (flag > 0) 494 if (flag > 0)
498 { 495 {
499 if (QUERY_FLAG (op, FLAG_WIZ)) 496 if (op->flag [FLAG_WIZ])
500 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.");
501 else 498 else
502 { 499 {
503 new_draw_info (NDI_UNIQUE, 0, op, "Everything becomes transparent."); 500 new_draw_info (NDI_UNIQUE, 0, op, "Everything becomes transparent.");
504 if (op->type == PLAYER) 501 if (op->type == PLAYER)
505 op->contr->do_los = 1; 502 op->contr->do_los = 1;
506 } 503 }
507 } 504 }
508 else 505 else
509 { 506 {
510 if (QUERY_FLAG (op, FLAG_WIZ)) 507 if (op->flag [FLAG_WIZ])
511 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.");
512 else 509 else
513 { 510 {
514 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.");
515 if (op->type == PLAYER) 512 if (op->type == PLAYER)
522 { 519 {
523 success = 1; 520 success = 1;
524 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.");
525 } 522 }
526 523
524 if (digest_types [tmp->type])
525 {
527 if (tmp->stats.hp && op->type == PLAYER) 526 if (tmp->stats.hp && op->type == PLAYER)
528 { 527 {
529 success = 1; 528 success = 1;
530 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!");
531 } 530 }
532 531
533 if (tmp->stats.sp && op->type == PLAYER && tmp->type != SKILL) 532 if (tmp->stats.sp && op->type == PLAYER
534 { 533 && tmp->type != SKILL && tmp->type != BOW)
534 {
535 success = 1; 535 success = 1;
536 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.");
537 } 537 }
538 538
539 /* for the future when artifacts set this -b.t. */ 539 /* for the future when artifacts set this -b.t. */
540 if (tmp->stats.grace && op->type == PLAYER) 540 if (tmp->stats.grace && op->type == PLAYER)
541 { 541 {
542 success = 1; 542 success = 1;
543 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.");
544 } 544 }
545 545
546 if (tmp->stats.food && op->type == PLAYER) 546 if (tmp->stats.food && op->type == PLAYER)
547 { 547 {
548 success = 1; 548 success = 1;
549 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 }
550 } 551 }
551 552
552 /* Messages for changed resistance */ 553 /* Messages for changed resistance */
553 for (int i = 0; i < NROFATTACKS; i++) 554 for (int i = 0; i < NROFATTACKS; i++)
554 { 555 {
555 if (i == ATNR_PHYSICAL) 556 if (i == ATNR_PHYSICAL)
556 continue; /* Don't display about armour */ 557 continue; /* Don't display about armour */
557 558
558 if (op->resist[i] != refop.resist[i]) 559 if (op->resist [i] != prev_resist [i])
559 { 560 {
560 success = 1; 561 success = 1;
562
561 if (op->resist[i] > refop.resist[i]) 563 if (op->resist [i] > prev_resist [i])
562 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]);
563 else 565 else
564 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]);
565 567
566 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message); 568 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message);
567 } 569 }
568 } 570 }
569 571
570 if (!potion_max) 572 if (!potion_max)
571 {
572 for (int j = 0; j < NUM_STATS; j++) 573 for (int j = 0; j < NUM_STATS; j++)
573 {
574 if (int i = tmp->stats.stat (j)) 574 if (int i = tmp->stats.stat (j))
575 { 575 {
576 success = 1; 576 success = 1;
577 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]); 577 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]);
578 } 578 }
579 }
580 }
581 579
582 return success; 580 return success;
583} 581}
584 582
585/* 583/*
596object::drain_specific_stat (int deplete_stats) 594object::drain_specific_stat (int deplete_stats)
597{ 595{
598 object *tmp; 596 object *tmp;
599 archetype *at; 597 archetype *at;
600 598
601 at = archetype::find (ARCH_DEPLETION); 599 at = archetype::find (shstr_depletion);
602 if (!at) 600 if (!at)
603 { 601 {
604 LOG (llevError, "Couldn't find archetype depletion.\n"); 602 LOG (llevError, "Couldn't find archetype depletion.\n");
605 return; 603 return;
606 } 604 }
608 { 606 {
609 tmp = present_arch_in_ob (at, this); 607 tmp = present_arch_in_ob (at, this);
610 608
611 if (!tmp) 609 if (!tmp)
612 { 610 {
613 tmp = arch_to_object (at); 611 tmp = at->instance ();
614 tmp = insert_ob_in_ob (tmp, this); 612 tmp = insert_ob_in_ob (tmp, this);
615 SET_FLAG (tmp, FLAG_APPLIED); 613 tmp->set_flag (FLAG_APPLIED);
616 } 614 }
617 } 615 }
618 616
619 new_draw_info (NDI_UNIQUE, 0, this, drain_msg[deplete_stats]); 617 new_draw_info (NDI_UNIQUE, 0, this, drain_msg[deplete_stats]);
620 change_attr_value (&tmp->stats, deplete_stats, -1); 618 change_attr_value (&tmp->stats, deplete_stats, -1);
626 * via an applied bad_luck object. 624 * via an applied bad_luck object.
627 */ 625 */
628void 626void
629object::change_luck (int value) 627object::change_luck (int value)
630{ 628{
631 archetype *at = archetype::find ("luck"); 629 archetype *at = archetype::find (shstr_luck);
632 if (!at) 630 if (!at)
633 LOG (llevError, "Couldn't find archetype luck.\n"); 631 LOG (llevError, "Couldn't find archetype luck.\n");
634 else 632 else
635 { 633 {
636 object *tmp = present_arch_in_ob (at, this); 634 object *tmp = present_arch_in_ob (at, this);
638 if (!tmp) 636 if (!tmp)
639 { 637 {
640 if (!value) 638 if (!value)
641 return; 639 return;
642 640
643 tmp = arch_to_object (at); 641 tmp = at->instance ();
644 tmp = insert_ob_in_ob (tmp, this); 642 tmp = insert_ob_in_ob (tmp, this);
645 SET_FLAG (tmp, FLAG_APPLIED); 643 tmp->set_flag (FLAG_APPLIED);
646 } 644 }
647 645
648 if (value) 646 if (value)
649 { 647 {
650 /* 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
703 sint8 v = arch->stats.stat (i); 701 sint8 v = arch->stats.stat (i);
704 stats.stat (i) += v; 702 stats.stat (i) += v;
705 contr->orig_stats.stat (i) += v; 703 contr->orig_stats.stat (i) += v;
706 } 704 }
707} 705}
708
709/* These are the items that currently can change digestion, regeneration,
710 * spell point recovery and mana point recovery. Seems sort of an arbitary
711 * list, but other items store other info into stats array.
712 */
713static struct digest_types : std::bitset<NUM_TYPES>
714{
715 digest_types ()
716 {
717 set (WEAPON);
718 set (BOW);
719 set (ARMOUR);
720 set (HELMET);
721 set (SHIELD);
722 set (RING);
723 set (BOOTS);
724 set (GLOVES);
725 set (AMULET);
726 set (GIRDLE);
727 set (BRACERS);
728 set (CLOAK);
729 set (DISEASE);
730 set (FORCE);
731 set (SKILL);
732 }
733} digest_types;
734 706
735static struct copy_flags : object::flags_t 707static struct copy_flags : object::flags_t
736{ 708{
737 copy_flags () 709 copy_flags ()
738 { 710 {
757 * spell system split, grace points now added to system --peterm 729 * spell system split, grace points now added to system --peterm
758 */ 730 */
759void 731void
760object::update_stats () 732object::update_stats ()
761{ 733{
762 float f, max_speed = 9, added_speed = 0, bonus_speed = 0, speed_reduce_from_disease = 1; 734 float max_speed = 9, added_speed = 0, bonus_speed = 0, speed_reduce_from_disease = 1;
763 int weapon_weight = 0, weapon_speed = 0; 735 int weapon_weight = 0, weapon_speed = 0;
764 int best_wc = 0, best_ac = 0, wc = 0, ac = 0; 736 int best_wc = 0, best_ac = 0, wc = 0, ac = 0;
765 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; 737 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS];
766 object *grace_obj = NULL, *mana_obj = NULL, *tmp; 738 object *grace_obj = NULL, *mana_obj = NULL, *tmp;
767 float old_speed = speed; 739 float old_speed = speed;
768 int stat_sum [NUM_STATS]; 740 int stat_sum [NUM_STATS];
769 741
742 MoveType move_type; // we use change_move_type to change it, so use a local copy
743
770 /* 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 */
771 if (type == PLAYER) 745 if (type == PLAYER)
772 { 746 {
747 contr->delayed_update = false;
748
773 for (int i = 0; i < NUM_STATS; i++) 749 for (int i = 0; i < NUM_STATS; i++)
774 stat_sum [i] = contr->orig_stats.stat (i); 750 stat_sum [i] = contr->orig_stats.stat (i);
775 751
776 if (settings.spell_encumbrance == TRUE) 752 if (settings.spell_encumbrance == TRUE)
777 contr->encumbrance = 0; 753 contr->encumbrance = 0;
789 for (int i = NUM_BODY_LOCATIONS; i--; ) 765 for (int i = NUM_BODY_LOCATIONS; i--; )
790 slot[i].used = slot[i].info; 766 slot[i].used = slot[i].info;
791 767
792 slaying = 0; 768 slaying = 0;
793 769
794 if (!QUERY_FLAG (this, FLAG_WIZ)) 770 if (!this->flag [FLAG_WIZ])
795 {
796 CLEAR_FLAG (this, FLAG_XRAYS);
797 CLEAR_FLAG (this, FLAG_MAKE_INVIS);
798 } 771 {
772 this->clr_flag (FLAG_XRAYS);
773 this->clr_flag (FLAG_MAKE_INVIS);
774 }
799 775
800 CLEAR_FLAG (this, FLAG_LIFESAVE); 776 this->clr_flag (FLAG_LIFESAVE);
801 CLEAR_FLAG (this, FLAG_STEALTH); 777 this->clr_flag (FLAG_STEALTH);
802 CLEAR_FLAG (this, FLAG_BLIND); 778 this->clr_flag (FLAG_BLIND);
803 779
804 if (!QUERY_FLAG (arch, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL); 780 if (!arch->flag [FLAG_REFL_SPELL ]) this->clr_flag (FLAG_REFL_SPELL);
805 if (!QUERY_FLAG (arch, FLAG_REFL_MISSILE)) CLEAR_FLAG (this, FLAG_REFL_MISSILE); 781 if (!arch->flag [FLAG_REFL_MISSILE]) this->clr_flag (FLAG_REFL_MISSILE);
806 if (!QUERY_FLAG (arch, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD); 782 if (!arch->flag [FLAG_UNDEAD ]) this->clr_flag (FLAG_UNDEAD);
807 if (!QUERY_FLAG (arch, FLAG_SEE_IN_DARK )) CLEAR_FLAG (this, FLAG_SEE_IN_DARK); 783 if (!arch->flag [FLAG_SEE_IN_DARK ]) this->clr_flag (FLAG_SEE_IN_DARK);
808 784
809 path_attuned = arch->path_attuned; 785 path_attuned = arch->path_attuned;
810 path_repelled = arch->path_repelled; 786 path_repelled = arch->path_repelled;
811 path_denied = arch->path_denied; 787 path_denied = arch->path_denied;
812 glow_radius = arch->glow_radius; 788 glow_radius = arch->glow_radius;
813 move_type = arch->move_type; 789 move_type = arch->move_type;
814 790
815 chosen_skill = 0;
816
817 /* initializing resistances from the values in player/monster's 791 /* initializing resistances from the values in player/monster's
818 * archetype clone 792 * archetype clone
819 */ 793 */
820 memcpy (&resist, &arch->resist, sizeof (resist)); 794 memcpy (&resist, &arch->resist, sizeof (resist));
821 795
822 for (int i = 0; i < NROFATTACKS; i++) 796 for (int i = 0; i < NROFATTACKS; i++)
823 { 797 {
824 if (resist[i] > 0) 798 if (resist[i] > 0)
825 prot[i] = resist[i], vuln[i] = 0; 799 prot[i] = resist[i], vuln[i] = 0;
826 else 800 else
827 vuln[i] = -(resist[i]), prot[i] = 0; 801 vuln[i] = -resist[i], prot[i] = 0;
828 802
829 potion_resist[i] = 0; 803 potion_resist[i] = -1000;
830 } 804 }
831 805
832 wc = arch->stats.wc; 806 wc = arch->stats.wc;
833 stats.dam = arch->stats.dam; 807 stats.dam = arch->stats.dam;
834 808
837 * 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 -
838 * 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,
839 * 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
840 * that their protection from physical goes down 814 * that their protection from physical goes down
841 */ 815 */
842 if (!QUERY_FLAG (this, FLAG_USE_ARMOUR) && type == PLAYER) 816 if (!this->flag [FLAG_USE_ARMOUR] && type == PLAYER)
843 { 817 {
844 ac = max (-10, arch->stats.ac - level / 3); 818 ac = max (-10, arch->stats.ac - level / 3);
845 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100; 819 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100;
846 } 820 }
847 else 821 else
848 ac = arch->stats.ac; 822 ac = arch->stats.ac;
849 823
850 stats.luck = arch->stats.luck; 824 stats.luck = arch->stats.luck;
851 speed = arch->speed; 825 speed = arch->speed;
826
827 chosen_skill = 0;
852 828
853 /* 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.
854 * 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.
855 */ 831 */
856 for (tmp = inv; tmp; tmp = tmp->below) 832 for (tmp = inv; tmp; tmp = tmp->below)
857 { 833 {
858 /* This happens because apply_potion calls change_abil with the potion 834 /* This happens because apply_potion calls change_abil with the potion
859 * applied so we can tell the player what changed. But change_abil 835 * applied so we can tell the player what changed. But change_abil
860 * then calls this function. 836 * then calls this function.
861 */ 837 */
862 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION) 838 if (tmp->flag [FLAG_APPLIED] && tmp->type == POTION)
863 continue; 839 continue;
864 840
865 /* See note in map.c:update_position about making this additive
866 * since light sources are never applied, need to put check here.
867 */
868 if (tmp->glow_radius > glow_radius)
869 glow_radius = tmp->glow_radius; 841 glow_radius += tmp->glow_radius;
870 842
871 /* For some things, we don't care what is equipped */ 843 /* For some things, we don't care what is equipped */
872 if (tmp->type == SKILL) 844 if (tmp->type == SKILL)
873 { 845 {
874 /* Want to take the highest skill here. */ 846 /* Want to take the highest skill here. */
887 else if (tmp->level > grace_obj->level) 859 else if (tmp->level > grace_obj->level)
888 grace_obj = tmp; 860 grace_obj = tmp;
889 } 861 }
890 } 862 }
891 863
892 /* Container objects are not meant to adjust a players, but other applied 864 /* Container objects are not meant to adjust players, but other applied
893 * objects need to make adjustments. 865 * objects need to make adjustments.
894 * This block should handle all player specific changes 866 * This block should handle all player specific changes
895 * 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
896 * in the praying skill, and the player should always get those. 868 * in the praying skill, and the player should always get those.
897 * 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,
898 * because the skill shouldn't count against body positions being used 870 * because the skill shouldn't count against body positions being used
899 * up, etc. 871 * up, etc.
900 */ 872 */
901 if ((tmp->flag [FLAG_APPLIED] 873 if ((tmp->flag [FLAG_APPLIED]
902 && tmp->type != CONTAINER 874 && tmp->type != CONTAINER
903 && tmp->type != CLOSE_CON) 875 && tmp->type != CLOSE_CON
904 || (tmp->type == SKILL 876 && tmp->type != SPELL)
905 && tmp->subtype == SK_PRAYING)) 877 || (tmp->type == SKILL && tmp->subtype == SK_PRAYING))
906 { 878 {
907 if (type == PLAYER) 879 if (type == PLAYER)
908 { 880 {
909 contr->item_power += tmp->item_power; 881 contr->item_power += tmp->item_power;
910 882
911 if (tmp == contr->combat_ob || tmp == contr->ranged_ob)
912 if (tmp != current_weapon
913 && (tmp->type != SKILL || tmp->subtype != SK_PRAYING)
914 && !tmp->flag [FLAG_CURSED]
915 && !tmp->flag [FLAG_DAMNED])
916 continue;
917
918 for (int i = 0; i < NUM_STATS; i++) 883 for (int i = 0; i < NUM_STATS; i++)
919 if (expect_false (tmp->stats.stat (i))) 884 stat_sum [i] += tmp->stats.stat (i);
920 stat_sum [i] = clamp (stat_sum [i] + tmp->stats.stat (i), MIN_STAT, MAX_STAT);
921 885
922 if (digest_types [tmp->type]) 886 if (digest_types [tmp->type])
923 { 887 {
924 contr->digestion += tmp->stats.food; 888 contr->digestion += tmp->stats.food;
925 contr->gen_hp += tmp->stats.hp; 889 contr->gen_hp += tmp->stats.hp;
890 if (tmp->type != BOW) // ugly exception for bows
926 contr->gen_sp += tmp->stats.sp; 891 contr->gen_sp += tmp->stats.sp;
927 contr->gen_grace += tmp->stats.grace; 892 contr->gen_grace += tmp->stats.grace;
928 contr->gen_sp_armour += tmp->gen_sp_armour; 893 contr->gen_sp_armour += tmp->gen_sp_armour;
929 } 894 }
930 } /* if this is a player */ 895 } /* if this is a player */
931 else 896 else
933 if (tmp->type == WEAPON) 898 if (tmp->type == WEAPON)
934 current_weapon = tmp; 899 current_weapon = tmp;
935 } 900 }
936 901
937 /* Update slots used for items */ 902 /* Update slots used for items */
938 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 903 if (tmp->flag [FLAG_APPLIED]) // exclude praying...
939 for (int i = 0; i < NUM_BODY_LOCATIONS; i++) 904 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
940 slot[i].used += tmp->slot[i].info; 905 slot[i].used += tmp->slot[i].info;
941 906
942 if (tmp->type == SYMPTOM) 907 if (tmp->type == SYMPTOM)
943 {
944 speed_reduce_from_disease = tmp->last_sp / 100.f; 908 min_it (speed_reduce_from_disease, tmp->last_sp ? tmp->last_sp / 100.f : 1.f);
945 909
946 if (speed_reduce_from_disease == 0)
947 speed_reduce_from_disease = 1;
948 }
949
950 /* Pos. and neg. protections are counted seperate (-> pro/vuln). 910 /* Pos. and neg. protections are counted separate (-> pro/vuln).
951 * (Negative protections are calculated exactly like positive.) 911 * (Negative protections are calculated exactly like positive.)
952 * Resistance from potions are treated special as well. If there's 912 * Resistance from potions are treated special as well. If there's
953 * more than one potion-effect, the bigger prot.-value is taken. 913 * more than one potion-effect, the bigger prot.-value is taken.
954 */ 914 */
955 if (tmp->type != POTION) 915 if (tmp->type == POTION_EFFECT)
956 {
957 for (int i = 0; i < NROFATTACKS; i++) 916 for (int i = 0; i < NROFATTACKS; i++)
958 {
959 /* Potential for cursed potions, in which case we just can use
960 * a straight MAX, as potion_resist is initialised to zero.
961 */
962 if (tmp->type == POTION_EFFECT)
963 {
964 if (potion_resist[i])
965 potion_resist[i] = max (potion_resist[i], tmp->resist[i]);
966 else
967 potion_resist[i] = tmp->resist[i]; 917 max_it (potion_resist[i], tmp->resist[i]);
968 } 918 else if (tmp->type != POTION)
919 for (int i = 0; i < NROFATTACKS; i++)
969 else if (tmp->resist[i] > 0) 920 if (tmp->resist[i] > 0)
970 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100; 921 prot[i] += (100 - prot[i]) * tmp->resist[i] / 100;
971 else if (tmp->resist[i] < 0) 922 else if (tmp->resist[i] < 0)
972 vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100; 923 vuln[i] += (100 - vuln[i]) * -tmp->resist[i] / 100;
973 }
974 }
975 924
976 /* There may be other things that should not adjust the attacktype */ 925 /* There may be other things that should not adjust the attacktype */
977 if (tmp->type != SYMPTOM) 926 if (tmp->type != SYMPTOM)
978 { 927 {
979 attacktype |= tmp->attacktype; 928 attacktype |= tmp->attacktype;
984 stats.luck += tmp->stats.luck; 933 stats.luck += tmp->stats.luck;
985 } 934 }
986 935
987 flag |= tmp->flag & copy_flags; 936 flag |= tmp->flag & copy_flags;
988 937
989 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (arch, FLAG_UNDEAD)) 938 if (tmp->flag [FLAG_UNDEAD] && !arch->flag [FLAG_UNDEAD])
990 SET_FLAG (this, FLAG_UNDEAD); 939 this->set_flag (FLAG_UNDEAD);
991 940
992 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS)) 941 //TODO: copy_flags?
942 if (tmp->flag [FLAG_MAKE_INVIS])
993 { 943 {
994 SET_FLAG (this, FLAG_MAKE_INVIS); 944 set_flag (FLAG_MAKE_INVIS);
995 invisible = 1; 945 invisible = 1;
996 } 946 }
997 947
998 if (tmp->stats.exp && tmp->type != SKILL) 948 if (tmp->stats.exp && tmp->type != SKILL)
999 { 949 {
1006 added_speed += tmp->stats.exp; 956 added_speed += tmp->stats.exp;
1007 } 957 }
1008 958
1009 switch (tmp->type) 959 switch (tmp->type)
1010 { 960 {
1011#if 0
1012 case WAND:
1013 case ROD:
1014 case HORN:
1015 if (type != PLAYER || current_weapon == tmp)
1016 chosen_skill = tmp;
1017 break;
1018#endif
1019
1020 /* skills modifying the character -b.t. */
1021 /* for all skills and skill granting objects */
1022 case SKILL: 961 case SKILL:
1023 { 962 {
963 // some skills will end up here without counting as "applied"
1024 if (!QUERY_FLAG (tmp, FLAG_APPLIED) || skill_flags [tmp->subtype] & SF_APPLY) 964 if (!tmp->flag [FLAG_APPLIED] || skill_flags [tmp->subtype] & SF_AUTARK)
1025 break; 965 break;
1026 966
1027 if (chosen_skill) 967 if (chosen_skill)
1028 { 968 {
1029 LOG (llevDebug, "fix_player, op %s has multiple skills applied (%s and %s)\n", 969 LOG (llevDebug, "fix_player, op %s has multiple skills applied (%s and %s)\n",
1031 971
1032 tmp->flag [FLAG_APPLIED] = false; 972 tmp->flag [FLAG_APPLIED] = false;
1033 update_stats (); 973 update_stats ();
1034 return; 974 return;
1035 } 975 }
1036 else 976
1037 chosen_skill = tmp; 977 chosen_skill = tmp;
1038 978
1039 if (tmp->stats.dam > 0) 979 if (tmp->stats.dam > 0)
1040 { /* skill is a 'weapon' */ 980 { /* skill is a 'weapon' */
1041 if (!QUERY_FLAG (this, FLAG_READY_WEAPON)) 981 if (!this->flag [FLAG_READY_WEAPON])
1042 weapon_speed = WEAPON_SPEED (tmp); 982 weapon_speed = max (0, WEAPON_SPEED (tmp));
1043
1044 if (weapon_speed < 0)
1045 weapon_speed = 0;
1046 983
1047 weapon_weight = tmp->weight; 984 weapon_weight = tmp->weight;
1048 stats.dam += 1 + chosen_skill->level * tmp->stats.dam / 9; 985 stats.dam += 1 + chosen_skill->level * tmp->stats.dam / 9;
1049 986
1050 if (tmp->magic) 987 if (tmp->magic)
1059 996
1060 if (tmp->stats.ac) 997 if (tmp->stats.ac)
1061 ac -= tmp->stats.ac + tmp->magic; 998 ac -= tmp->stats.ac + tmp->magic;
1062 999
1063 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1000 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1064 contr->encumbrance += (int) 3 *tmp->weight / 1000; 1001 contr->encumbrance += 3 * tmp->weight / 1000;
1065 } 1002 }
1066 1003
1067 break; 1004 break;
1068 1005
1069 case SHIELD: 1006 case SHIELD:
1070 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1007 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1071 contr->encumbrance += (int) tmp->weight / 2000; 1008 contr->encumbrance += tmp->weight / 2000;
1009 //FALLTHROUGH
1072 case RING: 1010 case RING:
1073 case AMULET: 1011 case AMULET:
1074 case GIRDLE: 1012 case GIRDLE:
1075 case HELMET: 1013 case HELMET:
1076 case BOOTS: 1014 case BOOTS:
1085 if (tmp->stats.ac) 1023 if (tmp->stats.ac)
1086 ac -= tmp->stats.ac + tmp->magic; 1024 ac -= tmp->stats.ac + tmp->magic;
1087 1025
1088 break; 1026 break;
1089 1027
1028 case RANGED:
1090 case BOW: 1029 case BOW:
1091 case WEAPON: 1030 case WEAPON:
1092 if (type != PLAYER || current_weapon == tmp)
1093 {
1094 wc -= tmp->stats.wc + tmp->magic; 1031 wc -= tmp->stats.wc + tmp->magic;
1095 1032
1096 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0) 1033 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0)
1097 ac -= tmp->stats.ac + tmp->magic; 1034 ac -= tmp->stats.ac + tmp->magic;
1098 1035
1099 stats.dam += tmp->stats.dam + tmp->magic; 1036 stats.dam += tmp->stats.dam + tmp->magic;
1100 weapon_weight = tmp->weight; 1037 weapon_weight = tmp->weight;
1101 weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2; 1038 weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2;
1102 1039
1103 if (weapon_speed < 0) 1040 if (weapon_speed < 0)
1104 weapon_speed = 0; 1041 weapon_speed = 0;
1105 1042
1106 slaying = tmp->slaying; 1043 slaying = tmp->slaying;
1107 1044
1108 /* If there is desire that two handed weapons should do 1045 /* If there is desire that two handed weapons should do
1109 * extra strength damage, this is where the code should 1046 * extra strength damage, this is where the code should
1110 * go. 1047 * go.
1111 */ 1048 */
1112 1049
1113 if (type == PLAYER) 1050 if (type == PLAYER)
1114 if (settings.spell_encumbrance) 1051 if (settings.spell_encumbrance)
1115 contr->encumbrance += tmp->weight * 3 / 1000; 1052 contr->encumbrance += tmp->weight * 3 / 1000;
1116 }
1117 1053
1118 break; 1054 break;
1119 1055
1120 case ARMOUR: /* Only the best of these three are used: */ 1056 case ARMOUR: /* Only the best of these three are used: */
1121 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1057 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1144 else /* To nullify the below effect */ 1080 else /* To nullify the below effect */
1145 ac += tmp->stats.ac + tmp->magic; 1081 ac += tmp->stats.ac + tmp->magic;
1146 } 1082 }
1147 1083
1148 if (tmp->stats.wc) 1084 if (tmp->stats.wc)
1149 wc -= (tmp->stats.wc + tmp->magic); 1085 wc -= tmp->stats.wc + tmp->magic;
1150 1086
1151 if (tmp->stats.ac) 1087 if (tmp->stats.ac)
1152 ac -= (tmp->stats.ac + tmp->magic); 1088 ac -= tmp->stats.ac + tmp->magic;
1153 1089
1154 if (ARMOUR_SPEED (tmp)) 1090 if (ARMOUR_SPEED (tmp))
1155 max_speed = min (max_speed, ARMOUR_SPEED (tmp) / 10.f); 1091 min_it (max_speed, ARMOUR_SPEED (tmp) / 10.f);
1156 1092
1157 break; 1093 break;
1158 } /* switch tmp->type */ 1094 } /* switch tmp->type */
1159 } /* item is equipped */ 1095 } /* item is equipped */
1160 } /* for loop of items */ 1096 } /* for loop of items */
1097
1098 min_it (glow_radius, MAX_LIGHT_RADIUS);
1161 1099
1162 /* We've gone through all the objects the player has equipped. For many things, we 1100 /* We've gone through all the objects the player has equipped. For many things, we
1163 * have generated intermediate values which we now need to assign. 1101 * have generated intermediate values which we now need to assign.
1164 */ 1102 */
1165 1103
1171 */ 1109 */
1172 for (int i = 0; i < NROFATTACKS; i++) 1110 for (int i = 0; i < NROFATTACKS; i++)
1173 { 1111 {
1174 resist[i] = prot[i] - vuln[i]; 1112 resist[i] = prot[i] - vuln[i];
1175 1113
1176 if (potion_resist[i] && ((potion_resist[i] > resist[i]) || (potion_resist[i] < 0))) 1114 if (potion_resist[i] != -1000
1115 && (potion_resist[i] < 0 || potion_resist[i] > resist[i]))
1177 resist[i] = potion_resist[i]; 1116 resist[i] = potion_resist[i];
1178 } 1117 }
1179 1118
1180 if (type == PLAYER) 1119 if (type == PLAYER)
1181 { 1120 {
1182 // clamp various player stats 1121 // clamp various player stats
1183 for (int i = 0; i < NUM_STATS; ++i) 1122 for (int i = 0; i < NUM_STATS; ++i)
1184 stats.stat (i) = clamp (stat_sum [i], MIN_STAT, MAX_STAT); 1123 stats.stat (i) = stat_sum [i];
1124
1125 check_stat_bounds (&stats);
1185 1126
1186 contr->digestion = clamp (contr->digestion, MIN_DIGESTION, MAX_DIGESTION); 1127 contr->digestion = clamp (contr->digestion, MIN_DIGESTION, MAX_DIGESTION);
1187 1128
1188 /* Figure out the players sp/mana/hp totals. */ 1129 /* Figure out the players sp/mana/hp totals. */
1189 int pl_level; 1130 int pl_level;
1190 1131
1191 check_stat_bounds (&(stats));
1192 pl_level = level;
1193
1194 if (pl_level < 1)
1195 pl_level = 1; /* safety, we should always get 1 levels worth of hp! */ 1132 pl_level = max (1, level); /* safety, we should always get 1 levels worth of hp! */
1196 1133
1197 /* You basically get half a con bonus/level. But we do take into account rounding, 1134 /* You basically get half a con bonus/level. But we do take into account rounding,
1198 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels. 1135 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels.
1199 */ 1136 */
1200 stats.maxhp = 0; 1137 stats.maxhp = 0;
1335 1272
1336 speed = 1.f + speed_bonus[stats.Dex]; 1273 speed = 1.f + speed_bonus[stats.Dex];
1337 1274
1338 if (settings.search_items && contr->search_str[0]) 1275 if (settings.search_items && contr->search_str[0])
1339 speed -= 1; 1276 speed -= 1;
1340
1341 if (attacktype == 0)
1342 attacktype = arch->attacktype;
1343 } /* End if player */ 1277 } /* End if player */
1344 1278
1345 if (added_speed >= 0) 1279 if (added_speed >= 0)
1346 speed += added_speed / 10.f; 1280 speed += added_speed / 10.f;
1347 else /* Something wrong here...: */ 1281 else /* Something wrong here...: */
1355 /* f is a number the represents the number of kg above (positive num) 1289 /* f is a number the represents the number of kg above (positive num)
1356 * or below (negative number) that the player is carrying. If above 1290 * or below (negative number) that the player is carrying. If above
1357 * weight limit, then player suffers a speed reduction based on how 1291 * weight limit, then player suffers a speed reduction based on how
1358 * much above he is, and what is max carry is 1292 * much above he is, and what is max carry is
1359 */ 1293 */
1360 f = (carrying / 1000) - max_carry[stats.Str]; 1294 float f = (carrying / 1000) - max_carry[stats.Str];
1361 if (f > 0) 1295 if (f > 0.f)
1362 speed = speed / (1.f + f / max_carry[stats.Str]); 1296 speed = speed / (1.f + f / max_carry[stats.Str]);
1363 } 1297 }
1364 1298
1365 speed += bonus_speed / 10.f; /* Not affected by limits */ 1299 speed += bonus_speed / 10.f; /* Not affected by limits */
1300 speed *= speed_reduce_from_disease;
1366 1301
1367 /* Put a lower limit on speed. Note with this speed, you move once every 1302 /* Put a lower limit on speed. Note with this speed, you move once every
1368 * 100 ticks or so. This amounts to once every 12 seconds of realtime. 1303 * 25 ticks or so. This amounts to once every 3 seconds of realtime.
1369 */ 1304 */
1370 speed = speed * speed_reduce_from_disease; 1305 max_it (speed, is_player () ? MIN_PLAYER_SPEED : MIN_ACTIVE_SPEED);
1371 1306
1372 if (speed < 0.01f && type == PLAYER) 1307 if (speed != old_speed)
1373 speed = 0.01f; 1308 set_speed (speed);
1374 1309
1375 if (type == PLAYER) 1310 if (type == PLAYER)
1376 { 1311 {
1377 /* (This formula was made by vidarl@ifi.uio.no) 1312 /* (This formula was made by vidarl@ifi.uio.no)
1378 * Note that we never used these values again - basically 1313 * Note that we never used these values again - basically
1410 if (move_type == 0) 1345 if (move_type == 0)
1411 move_type = MOVE_WALK; 1346 move_type = MOVE_WALK;
1412 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) 1347 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH))
1413 move_type &= ~MOVE_WALK; 1348 move_type &= ~MOVE_WALK;
1414 1349
1415 if (speed != old_speed) 1350 // now apply the new move_type
1416 set_speed (speed); 1351 if (this->move_type != move_type)
1352 change_move_type (move_type);
1417 1353
1418 /* It is quite possible that a player's spell costing might have changed, 1354 /* It is quite possible that a player's spell costing might have changed,
1419 * so we will check that now. 1355 * so we will check that now.
1420 */ 1356 */
1421 if (type == PLAYER) 1357 if (is_player ())
1422 { 1358 contr->update_spells ();
1423 esrv_update_stats (contr);
1424 esrv_update_spells (contr);
1425 }
1426 1359
1427 // update the mapspace, if we are on a map 1360 // update the mapspace, if we are on a map
1428 if (!flag [FLAG_REMOVED] && map) 1361 if (!flag [FLAG_REMOVED] && map)
1429 map->at (x, y).flags_ = 0; 1362 map->at (x, y).flags_ = 0;
1363}
1364
1365void
1366object::set_glow_radius (sint8 rad)
1367{
1368 glow_radius = rad;
1369
1370 if (is_on_map ())
1371 update_all_los (map, x, y);
1372 else if (object *env = outer_env ())
1373 {
1374 env->update_stats ();
1375
1376 if (env->is_on_map ())
1377 update_all_los (env->map, env->x, env->y);
1378 }
1430} 1379}
1431 1380
1432/* 1381/*
1433 * Returns true if the given player is a legal class. 1382 * Returns true if the given player is a legal class.
1434 * The function to add and remove class-bonuses to the stats doesn't 1383 * The function to add and remove class-bonuses to the stats doesn't
1450 1399
1451/* 1400/*
1452 * set the new dragon name after gaining levels or 1401 * set the new dragon name after gaining levels or
1453 * changing ability focus (later this can be extended to 1402 * changing ability focus (later this can be extended to
1454 * eventually change the player's face and animation) 1403 * eventually change the player's face and animation)
1455 *
1456 * Note that the title is written to 'own_title' in the
1457 * player struct. This should be changed to 'ext_title'
1458 * as soon as clients support this!
1459 * Please, anyone, write support for 'ext_title'.
1460 */ 1404 */
1461void 1405void
1462set_dragon_name (object *pl, const object *abil, const object *skin) 1406set_dragon_name (object *pl, const object *abil, const object *skin)
1463{ 1407{
1464 int atnr = -1; /* attacknumber of highest level */ 1408 int atnr = -1; /* attacknumber of highest level */
1482 /* now if there are equals at highest level, pick the one with focus, 1426 /* now if there are equals at highest level, pick the one with focus,
1483 or else at random */ 1427 or else at random */
1484 if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level) 1428 if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level)
1485 atnr = abil->stats.exp; 1429 atnr = abil->stats.exp;
1486 1430
1487 level = (int) (level / 5.);
1488
1489 /* now set the new title */ 1431 /* now set the new title */
1490 if (pl->contr != NULL)
1491 {
1492 if (level == 0)
1493 sprintf (pl->contr->title, "%s hatchling", attacks[atnr]); 1432 if (level < 25) sprintf (pl->contr->title, "%s hatchling", attacks[atnr]);
1494 else if (level == 1)
1495 sprintf (pl->contr->title, "%s wyrm", attacks[atnr]); 1433 else if (level < 50) sprintf (pl->contr->title, "%s wyrm" , attacks[atnr]);
1496 else if (level == 2)
1497 sprintf (pl->contr->title, "%s wyvern", attacks[atnr]); 1434 else if (level < 75) sprintf (pl->contr->title, "%s wyvern" , attacks[atnr]);
1498 else if (level == 3)
1499 sprintf (pl->contr->title, "%s dragon", attacks[atnr]); 1435 else if (level < 100) sprintf (pl->contr->title, "%s dragon" , attacks[atnr]);
1500 else 1436 else
1501 { 1437 {
1502 /* special titles for extra high resistance! */ 1438 /* special titles for extra high resistance! */
1503 if (skin->resist[atnr] > 80)
1504 sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]); 1439 if (skin->resist[atnr] > 80) sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]);
1505 else if (skin->resist[atnr] > 50)
1506 sprintf (pl->contr->title, "ancient %s dragon", attacks[atnr]); 1440 else if (skin->resist[atnr] > 50) sprintf (pl->contr->title, "ancient %s dragon" , attacks[atnr]);
1507 else
1508 sprintf (pl->contr->title, "big %s dragon", attacks[atnr]); 1441 else sprintf (pl->contr->title, "big %s dragon" , attacks[atnr]);
1509 }
1510 } 1442 }
1511 1443
1512 strcpy (pl->contr->own_title, ""); 1444 strcpy (pl->contr->own_title, "");
1513} 1445}
1514 1446
1515/* 1447/*
1516 * This function is called when a dragon-player gains 1448 * This function is called when a dragon-player gains
1517 * an overall level. Here, the dragon might gain new abilities 1449 * an overall level. Here, the dragon might gain new abilities
1518 * or change the ability-focus. 1450 * or change the ability-focus.
1519 */ 1451 */
1520void 1452static void
1521dragon_level_gain (object *who) 1453dragon_level_gain (object *who)
1522{ 1454{
1523 object *abil = NULL; /* pointer to dragon ability force */ 1455 object *abil = NULL; /* pointer to dragon ability force */
1524 object *skin = NULL; /* pointer to dragon skin force */ 1456 object *skin = NULL; /* pointer to dragon skin force */
1525 object *tmp = NULL; /* tmp. object */ 1457 object *tmp = NULL; /* tmp. object */
1581 object *skill_obj; 1513 object *skill_obj;
1582 1514
1583 skill_obj = get_archetype_by_skill_name (skill_name, SKILL); 1515 skill_obj = get_archetype_by_skill_name (skill_name, SKILL);
1584 if (!skill_obj) 1516 if (!skill_obj)
1585 { 1517 {
1586 LOG (llevError, "add_player_exp: couldn't find skill %s\n", skill_name); 1518 LOG (llevError, "give_skill_by_name: couldn't find skill %s\n", skill_name);
1587 return NULL; 1519 return NULL;
1588 } 1520 }
1589 1521
1590 /* clear the flag - exp goes into this bucket, but player 1522 /* clear the flag - exp goes into this bucket, but player
1591 * still doesn't know it. 1523 * still doesn't know it.
1592 */ 1524 */
1593 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL); 1525 skill_obj->clr_flag (FLAG_CAN_USE_SKILL);
1594 skill_obj->stats.exp = 0; 1526 skill_obj->stats.exp = 0;
1595 skill_obj->level = 1; 1527 skill_obj->level = 1;
1596 insert_ob_in_ob (skill_obj, op); 1528 op->insert (skill_obj);
1597 1529
1598 if (player *pl = op->contr) 1530 if (player *pl = op->contr)
1599 { 1531 pl->link_skills ();
1600 pl->last_skill_ob [skill_obj->subtype] = skill_obj;
1601 if (pl->ns)
1602 pl->ns->last_skill_exp[skill_obj->subtype] = -1;//TODO: should be made superfluous
1603 }
1604 1532
1605 return skill_obj; 1533 return skill_obj;
1606} 1534}
1607 1535
1608/* player_lvl_adj() - for the new exp system. we are concerned with 1536/* player_lvl_adj() - for the new exp system. we are concerned with
1625 { 1553 {
1626 changed = true; 1554 changed = true;
1627 1555
1628 op->level++; 1556 op->level++;
1629 1557
1630 if (op && op == who && op->stats.exp > 1 && is_dragon_pl (who)) 1558 if (op && op == who && op->stats.exp > 1 && who->is_dragon ())
1631 dragon_level_gain (who); 1559 dragon_level_gain (who);
1632 1560
1633 /* Only roll these if it is the player (who) that gained the level */ 1561 /* Only roll these if it is the player (who) that gained the level */
1634 if (op == who && (who->level < 11) && who->type == PLAYER) 1562 if (op == who && (who->level < 11) && who->type == PLAYER)
1635 { 1563 {
1668 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); 1596 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1669 } 1597 }
1670 } 1598 }
1671 1599
1672 if (changed) 1600 if (changed)
1673 { 1601 who->update_stats (); // should cause esrv_update_stats and esrv_update_spells
1674 who->update_stats ();
1675 esrv_update_stats (who->contr);
1676 /* check if the spell data has changed */
1677 esrv_update_spells (who->contr);
1678 }
1679} 1602}
1680 1603
1681/* 1604/*
1682 * Returns how much experience is needed for a player to become 1605 * Returns how much experience is needed for a player to become
1683 * the given level. level should really never exceed max_level 1606 * the given level. level should really never exceed max_level
1684 */ 1607 */
1685 1608
1686sint64 1609sint64
1687level_exp (int level, double expmul) 1610level_exp (int level, double expmul)
1688{ 1611{
1689 if (level > settings.max_level) 1612 return expmul * level_to_min_exp (level);
1690 return (sint64) (expmul * levels[settings.max_level]);
1691
1692 return (sint64) (expmul * levels[level]);
1693} 1613}
1694 1614
1695/* 1615/*
1696 * Ensure that the permanent experience requirements in an exp object are met. 1616 * Ensure that the permanent experience requirements in an exp object are met.
1697 * This really just checks 'op to make sure the perm_exp value is within 1617 * This really just checks 'op to make sure the perm_exp value is within
1725 * NULL, in which case exp increases the players general 1645 * NULL, in which case exp increases the players general
1726 * total, but not any particular skill. 1646 * total, but not any particular skill.
1727 * flag is what to do if the player doesn't have the skill: 1647 * flag is what to do if the player doesn't have the skill:
1728 */ 1648 */
1729static void 1649static void
1730add_player_exp (object *op, sint64 exp, const char *skill_name, int flag) 1650add_player_exp (object *op, sint64 exp, shstr_tmp skill_name, int flag)
1731{ 1651{
1732 object *skill_obj = NULL; 1652 object *skill_obj;
1733 sint64 limit, exp_to_add; 1653 sint64 limit, exp_to_add;
1734 int i;
1735 1654
1736 /* prevents some forms of abuse. */ 1655 /* prevents some forms of abuse. */
1737 if (op->contr->braced) 1656 if (op->contr->braced)
1738 exp /= 5; 1657 exp /= 5;
1739 1658
1740 /* Try to find the matching skill. 1659 /* Try to find the matching skill.
1741 * We do a shortcut/time saving mechanism first - see if it matches 1660 * We do a shortcut/time saving mechanism first - see if it matches
1742 * chosen_skill. This means we don't need to search through 1661 * chosen_skill. This means we don't need to search through
1743 * the players inventory. 1662 * the players inventory.
1744 */ 1663 */
1664 skill_obj = 0;
1665
1745 if (skill_name) 1666 if (skill_name)
1746 { 1667 {
1747 if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill)) 1668 skill_obj = op->contr->find_skill (skill_name);
1748 skill_obj = op->chosen_skill;
1749 else
1750 {
1751 for (i = 0; i < NUM_SKILLS; i++)
1752 if (op->contr->last_skill_ob[i] && !strcmp (op->contr->last_skill_ob[i]->skill, skill_name))
1753 {
1754 skill_obj = op->contr->last_skill_ob[i];
1755 break;
1756 }
1757 1669
1758 /* Player doesn't have the skill. Check to see what to do, and give 1670 /* Player doesn't have the skill. Check to see what to do, and give
1759 * it to the player if necessary 1671 * it to the player if necessary
1760 */ 1672 */
1761 if (!skill_obj) 1673 if (!skill_obj)
1762 { 1674 {
1763 if (flag == SK_EXP_NONE) 1675 if (flag == SK_EXP_NONE)
1764 return; 1676 return;
1677
1765 else if (flag == SK_EXP_ADD_SKILL) 1678 if (flag == SK_EXP_ADD_SKILL)
1766 give_skill_by_name (op, skill_name); 1679 skill_obj = give_skill_by_name (op, skill_name);
1767 }
1768 } 1680 }
1769 } 1681 }
1770 1682
1771 if (flag != SK_EXP_SKILL_ONLY) 1683 if (flag != SK_EXP_SKILL_ONLY)
1772 { 1684 {
1773 /* Basically, you can never gain more experience in one shot 1685 /* Basically, you can never gain more experience in one shot
1774 * than half what you need to gain for next level. 1686 * than half what you need to gain for next level.
1775 */ 1687 */
1776 exp_to_add = exp; 1688 exp_to_add = exp;
1777 limit = (levels[op->level + 1] - levels[op->level]) / 2; 1689 limit = (levels [op->level + 1] - levels [op->level]) / 2;
1778 if (exp_to_add > limit) 1690 if (exp_to_add > limit)
1779 exp_to_add = limit; 1691 exp_to_add = limit;
1780 1692
1781 ADD_EXP (op->stats.exp, (sint64) ((float) exp_to_add * (skill_obj ? skill_obj->expmul : 1))); 1693 ADD_EXP (op->stats.exp, (sint64) ((float) exp_to_add * (skill_obj ? skill_obj->expmul : 1)));
1782 if (settings.permanent_exp_ratio) 1694 if (settings.permanent_exp_ratio)
1789 } 1701 }
1790 1702
1791 if (skill_obj) 1703 if (skill_obj)
1792 { 1704 {
1793 exp_to_add = exp; 1705 exp_to_add = exp;
1794 limit = (levels[skill_obj->level + 1] - levels[skill_obj->level]) / 2; 1706 limit = (levels [skill_obj->level + 1] - levels [skill_obj->level]) / 2;
1795 if (exp_to_add > limit) 1707 if (exp_to_add > limit)
1796 exp_to_add = limit; 1708 exp_to_add = limit;
1797 1709
1798 ADD_EXP (skill_obj->stats.exp, exp_to_add); 1710 ADD_EXP (skill_obj->stats.exp, exp_to_add);
1799 if (settings.permanent_exp_ratio) 1711 if (settings.permanent_exp_ratio)
1805 player_lvl_adj (op, skill_obj); 1717 player_lvl_adj (op, skill_obj);
1806 } 1718 }
1807} 1719}
1808 1720
1809/* This function checks to make sure that object 'op' can 1721/* This function checks to make sure that object 'op' can
1810 * lost 'exp' experience. It returns the amount of exp 1722 * lose 'exp' experience. It returns the amount of exp
1811 * object 'op' can in fact lose - it basically makes 1723 * object 'op' can in fact lose - it basically makes
1812 * adjustments based on permanent exp and the like. 1724 * adjustments based on permanent exp and the like.
1813 * This function should always be used for losing experience - 1725 * This function should always be used for losing experience -
1814 * the 'exp' value passed should be positive - this is the 1726 * the 'exp' value passed should be positive - this is the
1815 * amount that should get subtract from the player. 1727 * amount that should get subtract from the player.
1816 */ 1728 */
1817sint64 1729static sint64
1818check_exp_loss (const object *op, sint64 exp) 1730check_exp_loss (const object *op, sint64 exp)
1819{ 1731{
1820 sint64 del_exp; 1732 sint64 del_exp;
1821 1733
1822 if (exp > op->stats.exp) 1734 if (exp > op->stats.exp)
1823 exp = op->stats.exp; 1735 exp = op->stats.exp;
1736
1824 if (settings.permanent_exp_ratio) 1737 if (settings.permanent_exp_ratio)
1825 { 1738 {
1826 del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO); 1739 del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO);
1740
1827 if (del_exp < 0) 1741 if (del_exp < 0)
1828 del_exp = 0; 1742 del_exp = 0;
1743
1829 if (exp > del_exp) 1744 if (exp > del_exp)
1830 exp = del_exp; 1745 exp = del_exp;
1831 } 1746 }
1747
1832 return exp; 1748 return exp;
1833} 1749}
1834 1750
1835sint64 1751sint64
1836check_exp_adjust (const object *op, sint64 exp) 1752check_exp_adjust (const object *op, sint64 exp)
1837{ 1753{
1838 if (exp < 0) 1754 if (exp < 0)
1839 return check_exp_loss (op, exp); 1755 return check_exp_loss (op, exp);
1840 else 1756 else
1841 return MIN (exp, (sint64) MAX_EXPERIENCE - op->stats.exp); 1757 return min (exp, (sint64)MAX_EXPERIENCE - op->stats.exp);
1842} 1758}
1843
1844 1759
1845/* Subtracts experience from player. 1760/* Subtracts experience from player.
1846 * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we 1761 * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we
1847 * only subtract from the matching skill. Otherwise, 1762 * only subtract from the matching skill. Otherwise,
1848 * this subtracts a portion from all 1763 * this subtracts a portion from all
1853 * where everything is at the minimum perm exp, he would lose nothing. 1768 * where everything is at the minimum perm exp, he would lose nothing.
1854 * exp is the amount of exp to subtract - thus, it should be 1769 * exp is the amount of exp to subtract - thus, it should be
1855 * a postive number. 1770 * a postive number.
1856 */ 1771 */
1857static void 1772static void
1858subtract_player_exp (object *op, sint64 exp, const char *skill, int flag) 1773subtract_player_exp (object *op, sint64 exp, shstr_tmp skill, int flag)
1859{ 1774{
1860 float fraction = (float) exp / (float) op->stats.exp; 1775 float fraction = (float) exp / (float) op->stats.exp;
1861 object *tmp; 1776 object *tmp;
1862 sint64 del_exp; 1777 sint64 del_exp;
1863 1778
1864 for (tmp = op->inv; tmp; tmp = tmp->below) 1779 for (tmp = op->inv; tmp; tmp = tmp->below)
1865 if (tmp->type == SKILL && tmp->stats.exp) 1780 if (tmp->type == SKILL && tmp->stats.exp)
1866 { 1781 {
1867 if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (tmp->skill, skill)) 1782 if (flag == SK_SUBTRACT_SKILL_EXP && skill && tmp->skill == skill)
1868 { 1783 {
1869 del_exp = check_exp_loss (tmp, exp); 1784 del_exp = check_exp_loss (tmp, exp);
1870 tmp->stats.exp -= del_exp; 1785 tmp->stats.exp -= del_exp;
1871 player_lvl_adj (op, tmp); 1786 player_lvl_adj (op, tmp);
1872 } 1787 }
1873 else if (flag != SK_SUBTRACT_SKILL_EXP) 1788 else if (flag != SK_SUBTRACT_SKILL_EXP)
1874 { 1789 {
1875 /* only want to process other skills if we are not trying 1790 /* only want to process other skills if we are not trying
1876 * to match a specific skill. 1791 * to match a specific skill.
1877 */ 1792 */
1878 del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction)); 1793 del_exp = check_exp_loss (tmp, tmp->stats.exp * fraction);
1879 tmp->stats.exp -= del_exp; 1794 tmp->stats.exp -= del_exp;
1880 player_lvl_adj (op, tmp); 1795 player_lvl_adj (op, tmp);
1881 } 1796 }
1882 } 1797 }
1883 1798
1897 * skill_name is the skill that should get the exp added. 1812 * skill_name is the skill that should get the exp added.
1898 * flag is what to do if player doesn't have the skill. 1813 * flag is what to do if player doesn't have the skill.
1899 * these last two values are only used for players. 1814 * these last two values are only used for players.
1900 */ 1815 */
1901void 1816void
1902change_exp (object *op, sint64 exp, const char *skill_name, int flag) 1817change_exp (object *op, sint64 exp, shstr_tmp skill_name, int flag)
1903{ 1818{
1904#ifdef EXP_DEBUG 1819#ifdef EXP_DEBUG
1905 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp); 1820 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp);
1906#endif 1821#endif
1907 1822
1924 * worth. 1839 * worth.
1925 */ 1840 */
1926 if (op->type != PLAYER) 1841 if (op->type != PLAYER)
1927 { 1842 {
1928 /* Sanity check */ 1843 /* Sanity check */
1929 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1844 if (!op->flag [FLAG_ALIVE])
1930 return; 1845 return;
1931 1846
1932 /* reset exp to max allowed value. We subtract from 1847 /* reset exp to max allowed value. We subtract from
1933 * MAX_EXPERIENCE to prevent overflows. If the player somehow has 1848 * MAX_EXPERIENCE to prevent overflows. If the player somehow has
1934 * more than max exp, just return. 1849 * more than max exp, just return.
1960 * amount of permenent experience, whichever gives the lowest loss. 1875 * amount of permenent experience, whichever gives the lowest loss.
1961 */ 1876 */
1962void 1877void
1963apply_death_exp_penalty (object *op) 1878apply_death_exp_penalty (object *op)
1964{ 1879{
1965 object *tmp;
1966 sint64 loss; 1880 sint64 loss;
1967 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */ 1881 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */
1968 sint64 level_loss; /* defined by the setting 'death_penalty_levels */ 1882 sint64 level_loss; /* defined by the setting 'death_penalty_levels */
1969 1883
1970 for (tmp = op->inv; tmp; tmp = tmp->below) 1884 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1971 if (tmp->type == SKILL && tmp->stats.exp) 1885 if (tmp->type == SKILL && tmp->stats.exp)
1972 { 1886 {
1973
1974 percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100; 1887 percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100;
1975 level_loss = tmp->stats.exp - levels[MAX (0, tmp->level - settings.death_penalty_level)]; 1888 level_loss = tmp->stats.exp - levels [max (0, tmp->level - settings.death_penalty_level)];
1976 1889
1977 /* With the revised exp system, you can get cases where 1890 /* With the revised exp system, you can get cases where
1978 * losing several levels would still require that you have more 1891 * losing several levels would still require that you have more
1979 * exp than you currently have - this is true if the levels 1892 * exp than you currently have - this is true if the levels
1980 * tables is a lot harder. 1893 * tables is a lot harder.
1981 */ 1894 */
1982 if (level_loss < 0) 1895 if (level_loss < 0)
1983 level_loss = 0; 1896 level_loss = 0;
1984 1897
1985 loss = check_exp_loss (tmp, MIN (level_loss, percentage_loss)); 1898 loss = check_exp_loss (tmp, min (level_loss, percentage_loss));
1986 1899
1987 tmp->stats.exp -= loss; 1900 tmp->stats.exp -= loss;
1988 player_lvl_adj (op, tmp); 1901 player_lvl_adj (op, tmp);
1989 } 1902 }
1990 1903
1991 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100; 1904 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100;
1992 level_loss = op->stats.exp - levels[MAX (0, op->level - settings.death_penalty_level)]; 1905 level_loss = op->stats.exp - levels [max (0, op->level - settings.death_penalty_level)];
1993 1906
1994 if (level_loss < 0) 1907 if (level_loss < 0)
1995 level_loss = 0; 1908 level_loss = 0;
1909
1996 loss = check_exp_loss (op, MIN (level_loss, percentage_loss)); 1910 loss = check_exp_loss (op, min (level_loss, percentage_loss));
1997 1911
1998 op->stats.exp -= loss; 1912 op->stats.exp -= loss;
1999 player_lvl_adj (op, NULL); 1913 player_lvl_adj (op, NULL);
2000} 1914}
2001 1915

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