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Comparing deliantra/server/common/living.C (file contents):
Revision 1.13 by pippijn, Mon Dec 4 17:48:35 2006 UTC vs.
Revision 1.58 by root, Wed May 16 23:40:06 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game
3 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * This program is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20 21 *
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail at <crossfire@schmorp.de>
22*/ 23 */
23 24
24#include <global.h> 25#include <global.h>
25#include <funcpoint.h> 26#include <funcpoint.h>
26 27
27/* Handy little macro that adds exp and keeps it within bounds. Since 28/* Handy little macro that adds exp and keeps it within bounds. Since
191static const char *const drain_msg[NUM_STATS] = { 192static const char *const drain_msg[NUM_STATS] = {
192 "Oh no! You are weakened!", 193 "Oh no! You are weakened!",
193 "You're feeling clumsy!", 194 "You're feeling clumsy!",
194 "You feel less healthy", 195 "You feel less healthy",
195 "You suddenly begin to lose your memory!", 196 "You suddenly begin to lose your memory!",
197 "Watch out, your mind is going!",
198 "Your spirit feels drained!",
196 "Your face gets distorted!", 199 "Your face gets distorted!",
197 "Watch out, your mind is going!",
198 "Your spirit feels drained!"
199}; 200};
200const char *const restore_msg[NUM_STATS] = { 201const char *const restore_msg[NUM_STATS] = {
201 "You feel your strength return.", 202 "You feel your strength return.",
202 "You feel your agility return.", 203 "You feel your agility return.",
203 "You feel your health return.", 204 "You feel your health return.",
205 "You feel your memory return.",
204 "You feel your wisdom return.", 206 "You feel your wisdom return.",
207 "You feel your spirits return.",
205 "You feel your charisma return.", 208 "You feel your charisma return.",
206 "You feel your memory return.",
207 "You feel your spirits return."
208}; 209};
209const char *const gain_msg[NUM_STATS] = { 210const char *const gain_msg[NUM_STATS] = {
210 "You feel stronger.", 211 "You feel stronger.",
211 "You feel more agile.", 212 "You feel more agile.",
212 "You feel healthy.", 213 "You feel healthy.",
214 "You feel smarter.",
213 "You feel wiser.", 215 "You feel wiser.",
216 "You feel more potent.",
214 "You seem to look better.", 217 "You seem to look better.",
215 "You feel smarter.",
216 "You feel more potent."
217}; 218};
218const char *const lose_msg[NUM_STATS] = { 219const char *const lose_msg[NUM_STATS] = {
219 "You feel weaker!", 220 "You feel weaker!",
220 "You feel clumsy!", 221 "You feel clumsy!",
221 "You feel less healthy!", 222 "You feel less healthy!",
223 "You feel stupid!",
222 "You lose some of your memory!", 224 "You lose some of your memory!",
225 "You feel less potent!",
223 "You look ugly!", 226 "You look ugly!",
224 "You feel stupid!",
225 "You feel less potent!"
226}; 227};
227 228
228const char *const statname[NUM_STATS] = { 229const char *const statname[NUM_STATS] = {
229 "strength", "dexterity", "constitution", "wisdom", "charisma", "intelligence", "power" 230 "strength", "dexterity", "constitution", "intelligence", "wisdom", "power", "charisma"
230}; 231};
231 232
232const char *const short_stat_name[NUM_STATS] = { 233const char *const short_stat_name[NUM_STATS] = {
233 "Str", "Dex", "Con", "Wis", "Cha", "Int", "Pow" 234 "Str", "Dex", "Con", "Int", "Wis", "Pow", "Cha"
234}; 235};
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}
269 236
270/* 237/*
271 * Like set_attr_value(), but instead the value (which can be negative) 238 * Like set_attr_value(), but instead the value (which can be negative)
272 * is added to the specified stat. 239 * is added to the specified stat.
273 */ 240 */
274
275void 241void
276change_attr_value (living * stats, int attr, sint8 value) 242change_attr_value (living *stats, int attr, sint8 value)
277{ 243{
278 if (value == 0) 244 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} 245}
334 246
335/* 247/*
336 * Ensures that all stats (str/dex/con/wis/cha/int) are within the 248 * Ensures that all stats (str/dex/con/wis/cha/int) are within the
337 * 1-30 stat limit. 249 * 1-30 stat limit.
338 */ 250 */
339
340void 251void
341check_stat_bounds (living * stats) 252check_stat_bounds (living *stats)
342{ 253{
343 int i, v;
344
345 for (i = 0; i < NUM_STATS; i++) 254 for (int i = 0; i < NUM_STATS; i++)
346 if ((v = get_attr_value (stats, i)) > MAX_STAT) 255 {
347 set_attr_value (stats, i, MAX_STAT); 256 sint8 &v = stats->stat (i);
348 else if (v < MIN_STAT) 257 v = clamp (v, MIN_STAT, MAX_STAT);
349 set_attr_value (stats, i, MIN_STAT); 258 }
350} 259}
351 260
352#define ORIG_S(xyz,abc) (op->contr->orig_stats.abc) 261#define ORIG_S(xyz,abc) (op->contr->orig_stats.abc)
353 262
354/* Rather than having a whole bunch of if (flag) new_draw.. else new_draw, 263/* Rather than having a whole bunch of if (flag) new_draw.. else new_draw,
363/* flag is set to 1 if we are applying the object, -1 if we are removing 272/* flag is set to 1 if we are applying the object, -1 if we are removing
364 * the object. 273 * the object.
365 * It is the calling functions responsibilty to check to see if the object 274 * It is the calling functions responsibilty to check to see if the object
366 * can be applied or not. 275 * can be applied or not.
367 * The main purpose of calling this function is the messages that are 276 * The main purpose of calling this function is the messages that are
368 * displayed - fix_player should really always be called after this when 277 * 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 278 * 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 279 * 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 280 * will clear the bits, but the player may still have some other object
372 * that gives them that ability. 281 * that gives them that ability.
373 */ 282 */
374int 283int
375change_abil (object *op, object *tmp) 284change_abil (object *op, object *tmp)
376{ 285{
377 int flag = QUERY_FLAG (tmp, FLAG_APPLIED) ? 1 : -1, i, j, success = 0; 286 int flag = QUERY_FLAG (tmp, FLAG_APPLIED) ? 1 : -1, success = 0;
378 char message[MAX_BUF]; 287 char message[MAX_BUF];
379 int potion_max = 0; 288 int potion_max = 0;
380 289
381 /* remember what object was like before it was changed. note that 290 /* remember what object was like before it was changed. note that
382 * refop is a local copy of op only to be used for detecting changes 291 * refop is a local copy of op only to be used for detecting changes
383 * found by fix_player. refop is not a real object 292 * found by update_stats. refop is not a real object
384 */ 293 */
385 object_pod refop = *op; 294 object_copy refop = *op;
386 295
387 if (op->type == PLAYER) 296 if (op->type == PLAYER)
388 { 297 {
389 if (tmp->type == POTION) 298 if (tmp->type == POTION)
390 { 299 {
391 potion_max = 1; 300 potion_max = 1;
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. While I don't think any
403 * potions do so right now, there is the potential for potions 310 * potions do so right now, there is the potential for potions
404 * that adjust that stat by more than one point, so we need 311 * that adjust that stat by more than one point, so we need
405 * to allow for that. 312 * to allow for that.
406 */ 313 */
407 if (nstat < 1 && i * flag < 0) 314 if (nstat < 1 && i * flag < 0)
408 nstat = 1; 315 nstat = 1;
409 else if (nstat > 20 + get_attr_value (&(op->arch->clone.stats), j)) 316 else if (nstat > 20 + op->arch->clone.stats.stat (j))
410 {
411 nstat = 20 + get_attr_value (&(op->arch->clone.stats), j); 317 nstat = 20 + op->arch->clone.stats.stat (j);
412 } 318
413 if (nstat != ostat) 319 if (nstat != ostat)
414 { 320 {
415 set_attr_value (&(op->contr->orig_stats), j, nstat); 321 op->contr->orig_stats.stat (j) = nstat;
416 potion_max = 0; 322 potion_max = 0;
417 } 323 }
418 else if (i) 324 else if (i)
419 { 325 {
420 /* potion is useless - player has already hit the natural maximum */ 326 /* potion is useless - player has already hit the natural maximum */
421 potion_max = 1; 327 potion_max = 1;
422 } 328 }
423 } 329 }
330
424 /* This section of code ups the characters normal stats also. I am not 331 /* 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 332 * sure if this is strictly necessary, being that fix_player probably
426 * recalculates this anyway. 333 * recalculates this anyway.
427 */ 334 */
428 for (j = 0; j < NUM_STATS; j++) 335 for (int j = 0; j < NUM_STATS; j++)
429 change_attr_value (&(op->stats), j, flag * get_attr_value (&(tmp->stats), j)); 336 change_attr_value (&op->stats, j, flag * tmp->stats.stat (j));
337
430 check_stat_bounds (&(op->stats)); 338 check_stat_bounds (&op->stats);
431 } /* end of potion handling code */ 339 } /* end of potion handling code */
432 } 340 }
433 341
434 /* reset attributes that fix_player doesn't reset since it doesn't search 342 /* reset attributes that update_stats doesn't reset since it doesn't search
435 * everything to set 343 * everything to set
436 */ 344 */
437 if (flag == -1) 345 if (flag == -1)
438 { 346 {
439 op->attacktype &= ~tmp->attacktype; 347 op->attacktype &= ~tmp->attacktype;
440 op->path_attuned &= ~tmp->path_attuned; 348 op->path_attuned &= ~tmp->path_attuned;
441 op->path_repelled &= ~tmp->path_repelled; 349 op->path_repelled &= ~tmp->path_repelled;
442 op->path_denied &= ~tmp->path_denied; 350 op->path_denied &= ~tmp->path_denied;
443 /* Presuming here that creatures only have move_type, 351 /* Presuming here that creatures only have move_type,
444 * and not the other move_ fields. 352 * and not the other move_ fields.
445 */ 353 */
446 op->move_type &= ~tmp->move_type; 354 op->move_type &= ~tmp->move_type;
447 } 355 }
448 356
449 /* call fix_player since op object could have whatever attribute due 357 /* call fix_player since op object could have whatever attribute due
450 * to multiple items. if fix_player always has to be called after 358 * to multiple items. if update_stats always has to be called after
451 * change_ability then might as well call it from here 359 * change_ability then might as well call it from here
452 */ 360 */
453 fix_player (op); 361 op->update_stats ();
454 362
455 /* Fix player won't add the bows ability to the player, so don't 363 /* update_stats won't add the bows ability to the player, so don't
456 * print out message if this is a bow. 364 * print out message if this is a bow.
457 */ 365 */
458 if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW) 366 if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW)
459 { 367 {
460 success = 1; 368 success = 1;
461 DIFF_MSG (flag, "Your hands begin to glow red.", "Your hands stop glowing red."); 369 DIFF_MSG (flag, "Your hands begin to glow red.", "Your hands stop glowing red.");
462 } 370 }
371
463 if (QUERY_FLAG (op, FLAG_LIFESAVE) != QUERY_FLAG (&refop, FLAG_LIFESAVE)) 372 if (QUERY_FLAG (op, FLAG_LIFESAVE) != QUERY_FLAG (&refop, FLAG_LIFESAVE))
464 { 373 {
465 success = 1; 374 success = 1;
466 DIFF_MSG (flag, "You feel very protected.", "You don't feel protected anymore."); 375 DIFF_MSG (flag, "You feel very protected.", "You don't feel protected anymore.");
467 } 376 }
377
468 if (QUERY_FLAG (op, FLAG_REFL_MISSILE) != QUERY_FLAG (&refop, FLAG_REFL_MISSILE)) 378 if (QUERY_FLAG (op, FLAG_REFL_MISSILE) != QUERY_FLAG (&refop, FLAG_REFL_MISSILE))
469 { 379 {
470 success = 1; 380 success = 1;
471 DIFF_MSG (flag, "A magic force shimmers around you.", "The magic force fades away."); 381 DIFF_MSG (flag, "A magic force shimmers around you.", "The magic force fades away.");
472 } 382 }
383
473 if (QUERY_FLAG (op, FLAG_REFL_SPELL) != QUERY_FLAG (&refop, FLAG_REFL_SPELL)) 384 if (QUERY_FLAG (op, FLAG_REFL_SPELL) != QUERY_FLAG (&refop, FLAG_REFL_SPELL))
474 { 385 {
475 success = 1; 386 success = 1;
476 DIFF_MSG (flag, "You feel more safe now, somehow.", "Suddenly you feel less safe, somehow."); 387 DIFF_MSG (flag, "You feel more safe now, somehow.", "Suddenly you feel less safe, somehow.");
477 } 388 }
389
478 /* movement type has changed. We don't care about cases where 390 /* movement type has changed. We don't care about cases where
479 * user has multiple items giving the same type appled like we 391 * user has multiple items giving the same type appled like we
480 * used to - that is more work than what we gain, plus messages 392 * used to - that is more work than what we gain, plus messages
481 * can be misleading (a little higher could be miscontrued from 393 * can be misleading (a little higher could be miscontrued from
482 * from fly high) 394 * from fly high)
496 if (tmp->move_type & MOVE_FLY_HIGH) 408 if (tmp->move_type & MOVE_FLY_HIGH)
497 { 409 {
498 /* double conditional - second case covers if you have move_fly_low - 410 /* double conditional - second case covers if you have move_fly_low -
499 * in that case, you don't actually land 411 * in that case, you don't actually land
500 */ 412 */
501 DIFF_MSG (flag, "You soar into the air air!.", 413 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.")); 414 (op->move_type & MOVE_FLY_LOW ? "You fly lower in the air" : "You float down to the ground."));
503 } 415 }
416
504 if (tmp->move_type & MOVE_SWIM) 417 if (tmp->move_type & MOVE_SWIM)
505 DIFF_MSG (flag, "You feel ready for a swim", "You no longer feel like swimming"); 418 DIFF_MSG (flag, "You feel ready for a swim", "You no longer feel like swimming");
506 419
507 /* Changing move status may mean you are affected by things you weren't before */ 420 /* Changing move status may mean you are affected by things you weren't before */
508 check_move_on (op, op); 421 check_move_on (op, op);
530 if (QUERY_FLAG (op, FLAG_STEALTH) != QUERY_FLAG (&refop, FLAG_STEALTH)) 443 if (QUERY_FLAG (op, FLAG_STEALTH) != QUERY_FLAG (&refop, FLAG_STEALTH))
531 { 444 {
532 success = 1; 445 success = 1;
533 DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily."); 446 DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily.");
534 } 447 }
448
535 if (QUERY_FLAG (op, FLAG_MAKE_INVIS) != QUERY_FLAG (&refop, FLAG_MAKE_INVIS)) 449 if (QUERY_FLAG (op, FLAG_MAKE_INVIS) != QUERY_FLAG (&refop, FLAG_MAKE_INVIS))
536 { 450 {
537 success = 1; 451 success = 1;
538 DIFF_MSG (flag, "You become transparent.", "You can see yourself."); 452 DIFF_MSG (flag, "You become transparent.", "You can see yourself.");
539 } 453 }
454
540 /* blinded you can tell if more blinded since blinded player has minimal 455 /* blinded you can tell if more blinded since blinded player has minimal
541 * vision 456 * vision
542 */ 457 */
543 if (QUERY_FLAG (tmp, FLAG_BLIND)) 458 if (QUERY_FLAG (tmp, FLAG_BLIND))
544 { 459 {
634 success = 1; 549 success = 1;
635 DIFF_MSG (flag * tmp->stats.food, "You feel your digestion slowing down.", "You feel your digestion speeding up."); 550 DIFF_MSG (flag * tmp->stats.food, "You feel your digestion slowing down.", "You feel your digestion speeding up.");
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] != refop.resist[i])
651 566
652 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message); 567 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message);
653 } 568 }
654 } 569 }
655 570
656 if (tmp->type != EXPERIENCE && !potion_max) 571 if (!potion_max)
657 { 572 {
658 for (j = 0; j < NUM_STATS; j++) 573 for (int j = 0; j < NUM_STATS; j++)
659 { 574 {
660 if ((i = get_attr_value (&(tmp->stats), j)) != 0) 575 if (int i = tmp->stats.stat (j))
661 { 576 {
662 success = 1; 577 success = 1;
663 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]); 578 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]);
664 } 579 }
665 } 580 }
666 } 581 }
582
667 return success; 583 return success;
668} 584}
669 585
670/* 586/*
671 * Stat draining by Vick 930307 587 * Stat draining by Vick 930307
672 * (Feeling evil, I made it work as well now. -Frank 8) 588 * (Feeling evil, I made it work as well now. -Frank 8)
673 */ 589 */
674
675void 590void
676drain_stat (object *op) 591object::drain_stat ()
677{ 592{
678 drain_specific_stat (op, RANDOM () % NUM_STATS); 593 drain_specific_stat (rndm (NUM_STATS));
679} 594}
680 595
681void 596void
682drain_specific_stat (object *op, int deplete_stats) 597object::drain_specific_stat (int deplete_stats)
683{ 598{
684 object *tmp; 599 object *tmp;
685 archetype *at; 600 archetype *at;
686 601
687 at = archetype::find (ARCH_DEPLETION); 602 at = archetype::find (ARCH_DEPLETION);
690 LOG (llevError, "Couldn't find archetype depletion.\n"); 605 LOG (llevError, "Couldn't find archetype depletion.\n");
691 return; 606 return;
692 } 607 }
693 else 608 else
694 { 609 {
695 tmp = present_arch_in_ob (at, op); 610 tmp = present_arch_in_ob (at, this);
611
696 if (!tmp) 612 if (!tmp)
697 { 613 {
698 tmp = arch_to_object (at); 614 tmp = arch_to_object (at);
699 tmp = insert_ob_in_ob (tmp, op); 615 tmp = insert_ob_in_ob (tmp, this);
700 SET_FLAG (tmp, FLAG_APPLIED); 616 SET_FLAG (tmp, FLAG_APPLIED);
701 } 617 }
702 } 618 }
703 619
704 new_draw_info (NDI_UNIQUE, 0, op, drain_msg[deplete_stats]); 620 new_draw_info (NDI_UNIQUE, 0, this, drain_msg[deplete_stats]);
705 change_attr_value (&tmp->stats, deplete_stats, -1); 621 change_attr_value (&tmp->stats, deplete_stats, -1);
706 fix_player (op); 622 update_stats ();
707} 623}
708 624
709/* 625/*
710 * A value of 0 indicates timeout, otherwise change the luck of the object. 626 * A value of 0 indicates timeout, otherwise change the luck of the object.
711 * via an applied bad_luck object. 627 * via an applied bad_luck object.
712 */ 628 */
713
714void 629void
715change_luck (object *op, int value) 630object::change_luck (int value)
716{ 631{
717 object *tmp;
718 archetype *at;
719 int new_luck;
720
721 at = archetype::find ("luck"); 632 archetype *at = archetype::find ("luck");
722 if (!at) 633 if (!at)
723 LOG (llevError, "Couldn't find archetype luck.\n"); 634 LOG (llevError, "Couldn't find archetype luck.\n");
724 else 635 else
725 { 636 {
726 tmp = present_arch_in_ob (at, op); 637 object *tmp = present_arch_in_ob (at, this);
638
727 if (!tmp) 639 if (!tmp)
728 { 640 {
729 if (!value) 641 if (!value)
730 return; 642 return;
643
731 tmp = arch_to_object (at); 644 tmp = arch_to_object (at);
732 tmp = insert_ob_in_ob (tmp, op); 645 tmp = insert_ob_in_ob (tmp, this);
733 SET_FLAG (tmp, FLAG_APPLIED); 646 SET_FLAG (tmp, FLAG_APPLIED);
734 } 647 }
648
735 if (value) 649 if (value)
736 { 650 {
737 /* Limit the luck value of the bad luck object to +/-100. This 651 /* Limit the luck value of the bad luck object to +/-100. This
738 * (arbitrary) value prevents overflows (both in the bad luck object and 652 * (arbitrary) value prevents overflows (both in the bad luck object and
739 * in op itself). 653 * in op itself).
740 */ 654 */
741 new_luck = tmp->stats.luck + value; 655 int new_luck = tmp->stats.luck + value;
656
742 if (new_luck >= -100 && new_luck <= 100) 657 if (new_luck >= -100 && new_luck <= 100)
743 { 658 {
744 op->stats.luck += value; 659 stats.luck += value;
745 tmp->stats.luck = new_luck; 660 tmp->stats.luck = new_luck;
746 } 661 }
747 } 662 }
748 else 663 else
749 { 664 {
750 if (!tmp->stats.luck) 665 if (!tmp->stats.luck)
751 {
752 return; 666 return;
753 } 667
754 /* Randomly change the players luck. Basically, we move it 668 /* Randomly change the players luck. Basically, we move it
755 * back neutral (if greater>0, subtract, otherwise add) 669 * back neutral (if greater>0, subtract, otherwise add)
756 */ 670 */
757 if (RANDOM () % (FABS (tmp->stats.luck)) >= RANDOM () % 30) 671 if (rndm (abs (tmp->stats.luck)) >= rndm (30))
758 { 672 {
759 int diff = tmp->stats.luck > 0 ? -1 : 1; 673 int diff = tmp->stats.luck > 0 ? -1 : 1;
760 674
761 op->stats.luck += diff; 675 stats.luck += diff;
762 tmp->stats.luck += diff; 676 tmp->stats.luck += diff;
763 } 677 }
764 } 678 }
765 } 679 }
766} 680}
767 681
768/* 682/*
769 * Subtracts stat-bonuses given by the class which the player has chosen. 683 * Subtracts stat-bonuses given by the class which the player has chosen.
770 */ 684 */
771
772void 685void
773remove_statbonus (object *op) 686object::remove_statbonus ()
774{ 687{
775 op->stats.Str -= op->arch->clone.stats.Str; 688 for (int i = 0; i < NUM_STATS; ++i)
776 op->stats.Dex -= op->arch->clone.stats.Dex; 689 {
777 op->stats.Con -= op->arch->clone.stats.Con; 690 sint8 v = arch->clone.stats.stat (i);
778 op->stats.Wis -= op->arch->clone.stats.Wis; 691 stats.stat (i) -= v;
779 op->stats.Pow -= op->arch->clone.stats.Pow; 692 contr->orig_stats.stat (i) -= v;
780 op->stats.Cha -= op->arch->clone.stats.Cha; 693 }
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} 694}
790 695
791/* 696/*
792 * Adds stat-bonuses given by the class which the player has chosen. 697 * Adds stat-bonuses given by the class which the player has chosen.
793 */ 698 */
794
795void 699void
796add_statbonus (object *op) 700object::add_statbonus ()
797{ 701{
798 op->stats.Str += op->arch->clone.stats.Str; 702 for (int i = 0; i < NUM_STATS; ++i)
799 op->stats.Dex += op->arch->clone.stats.Dex; 703 {
800 op->stats.Con += op->arch->clone.stats.Con; 704 sint8 v = arch->clone.stats.stat (i);
801 op->stats.Wis += op->arch->clone.stats.Wis; 705 stats.stat (i) += v;
802 op->stats.Pow += op->arch->clone.stats.Pow; 706 contr->orig_stats.stat (i) += v;
803 op->stats.Cha += op->arch->clone.stats.Cha; 707 }
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} 708}
813 709
814/* 710/*
815 * Updates all abilities given by applied objects in the inventory 711 * Updates all abilities given by applied objects in the inventory
816 * of the given object. Note: This function works for both monsters 712 * of the given object. Note: This function works for both monsters
817 * and players; the "player" in the name is purely an archaic inheritance. 713 * and players; the "player" in the name is purely an archaic inheritance.
818 * This functions starts from base values (archetype or player object) 714 * This functions starts from base values (archetype or player object)
819 * and then adjusts them according to what the player has equipped. 715 * and then adjusts them according to what the player has equipped.
820 */ 716 *
821
822/* July 95 - inserted stuff to handle new skills/exp system - b.t. 717 * July 95 - inserted stuff to handle new skills/exp system - b.t.
823 spell system split, grace points now added to system --peterm 718 * spell system split, grace points now added to system --peterm
824 */ 719 */
825
826void 720void
827fix_player (object *op) 721object::update_stats ()
828{ 722{
829 int i, j; 723 int i, j;
830 float f, max = 9, added_speed = 0, bonus_speed = 0, sp_tmp, speed_reduce_from_disease = 1; 724 float f, max = 9, added_speed = 0, bonus_speed = 0, sp_tmp, speed_reduce_from_disease = 1;
831 int weapon_weight = 0, weapon_speed = 0; 725 int weapon_weight = 0, weapon_speed = 0;
832 int best_wc = 0, best_ac = 0, wc = 0, ac = 0; 726 int best_wc = 0, best_ac = 0, wc = 0, ac = 0;
833 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; 727 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS];
834 object *grace_obj = NULL, *mana_obj = NULL, *wc_obj = NULL, *tmp; 728 object *grace_obj = NULL, *mana_obj = NULL, *tmp;
729 float old_speed = speed;
835 730
836 /* First task is to clear all the values back to their original values */ 731 /* First task is to clear all the values back to their original values */
837 if (op->type == PLAYER) 732 if (type == PLAYER)
838 { 733 {
839 for (i = 0; i < NUM_STATS; i++) 734 for (i = 0; i < NUM_STATS; i++)
840 { 735 stats.stat (i) = contr->orig_stats.stat (i);
841 set_attr_value (&(op->stats), i, get_attr_value (&(op->contr->orig_stats), i)); 736
842 }
843 if (settings.spell_encumbrance == TRUE) 737 if (settings.spell_encumbrance == TRUE)
844 op->contr->encumbrance = 0; 738 contr->encumbrance = 0;
845 739
846 op->attacktype = 0; 740 attacktype = 0;
741
847 op->contr->digestion = 0; 742 contr->digestion = 0;
848 op->contr->gen_hp = 0; 743 contr->gen_hp = 0;
849 op->contr->gen_sp = 0; 744 contr->gen_sp = 0;
850 op->contr->gen_grace = 0; 745 contr->gen_grace = 0;
851 op->contr->gen_sp_armour = 10; 746 contr->gen_sp_armour = 10;
852 op->contr->item_power = 0; 747 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 } 748 }
863 memcpy (op->body_used, op->body_info, sizeof (op->body_info));
864 749
750 for (int i = NUM_BODY_LOCATIONS; i--; )
751 slot[i].used = slot[i].info;
752
865 op->slaying = 0; 753 slaying = 0;
866 754
867 if (!QUERY_FLAG (op, FLAG_WIZ)) 755 if (!QUERY_FLAG (this, FLAG_WIZ))
868 { 756 {
869 CLEAR_FLAG (op, FLAG_XRAYS); 757 CLEAR_FLAG (this, FLAG_XRAYS);
870 CLEAR_FLAG (op, FLAG_MAKE_INVIS); 758 CLEAR_FLAG (this, FLAG_MAKE_INVIS);
871 } 759 }
872 760
873 CLEAR_FLAG (op, FLAG_LIFESAVE); 761 CLEAR_FLAG (this, FLAG_LIFESAVE);
874 CLEAR_FLAG (op, FLAG_STEALTH); 762 CLEAR_FLAG (this, FLAG_STEALTH);
875 CLEAR_FLAG (op, FLAG_BLIND); 763 CLEAR_FLAG (this, 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);
884 764
765 if (!QUERY_FLAG (&arch->clone, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL);
766 if (!QUERY_FLAG (&arch->clone, FLAG_REFL_MISSILE)) CLEAR_FLAG (this, FLAG_REFL_MISSILE);
767 if (!QUERY_FLAG (&arch->clone, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD);
768 if (!QUERY_FLAG (&arch->clone, FLAG_SEE_IN_DARK )) CLEAR_FLAG (this, FLAG_SEE_IN_DARK);
769
885 op->path_attuned = op->arch->clone.path_attuned; 770 path_attuned = arch->clone.path_attuned;
886 op->path_repelled = op->arch->clone.path_repelled; 771 path_repelled = arch->clone.path_repelled;
887 op->path_denied = op->arch->clone.path_denied; 772 path_denied = arch->clone.path_denied;
888 op->glow_radius = op->arch->clone.glow_radius; 773 glow_radius = arch->clone.glow_radius;
889 op->move_type = op->arch->clone.move_type; 774 move_type = arch->clone.move_type;
775
890 op->chosen_skill = NULL; 776 chosen_skill = 0;
891 777
892 /* initializing resistances from the values in player/monster's 778 /* initializing resistances from the values in player/monster's
893 * archetype clone 779 * archetype clone
894 */ 780 */
895 memcpy (&op->resist, &op->arch->clone.resist, sizeof (op->resist)); 781 memcpy (&resist, &arch->clone.resist, sizeof (resist));
896 782
897 for (i = 0; i < NROFATTACKS; i++) 783 for (i = 0; i < NROFATTACKS; i++)
898 { 784 {
899 if (op->resist[i] > 0) 785 if (resist[i] > 0)
900 prot[i] = op->resist[i], vuln[i] = 0; 786 prot[i] = resist[i], vuln[i] = 0;
901 else 787 else
902 vuln[i] = -(op->resist[i]), prot[i] = 0; 788 vuln[i] = -(resist[i]), prot[i] = 0;
789
903 potion_resist[i] = 0; 790 potion_resist[i] = 0;
904 } 791 }
905 792
906 wc = op->arch->clone.stats.wc; 793 wc = arch->clone.stats.wc;
907 op->stats.dam = op->arch->clone.stats.dam; 794 stats.dam = arch->clone.stats.dam;
908 795
909 /* for players which cannot use armour, they gain AC -1 per 3 levels, 796 /* for players which cannot use armour, they gain AC -1 per 3 levels,
910 * plus a small amount of physical resist, those poor suckers. ;) 797 * plus a small amount of physical resist, those poor suckers. ;)
911 * the fact that maxlevel is factored in could be considered sort of bogus - 798 * 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, 799 * 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 800 * basically, if a server updates its max level, these playes may find
914 * that their protection from physical goes down 801 * that their protection from physical goes down
915 */ 802 */
916 if (!QUERY_FLAG (op, FLAG_USE_ARMOUR) && op->type == PLAYER) 803 if (!QUERY_FLAG (this, FLAG_USE_ARMOUR) && type == PLAYER)
917 { 804 {
918 ac = MAX (-10, op->arch->clone.stats.ac - op->level / 3); 805 ac = MAX (-10, arch->clone.stats.ac - level / 3);
919 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * op->level / settings.max_level)) / 100; 806 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100;
920 } 807 }
921 else 808 else
922 ac = op->arch->clone.stats.ac; 809 ac = arch->clone.stats.ac;
923 810
924 op->stats.luck = op->arch->clone.stats.luck; 811 stats.luck = arch->clone.stats.luck;
925 op->speed = op->arch->clone.speed; 812 speed = arch->clone.speed;
926 813
927 /* OK - we've reset most all the objects attributes to sane values. 814 /* 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. 815 * now go through and make adjustments for what the player has equipped.
929 */ 816 */
930
931 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 817 for (tmp = inv; tmp; tmp = tmp->below)
932 { 818 {
933 /* See note in map.c:update_position about making this additive 819 /* See note in map.c:update_position about making this additive
934 * since light sources are never applied, need to put check here. 820 * since light sources are never applied, need to put check here.
935 */ 821 */
936 if (tmp->glow_radius > op->glow_radius) 822 if (tmp->glow_radius > glow_radius)
937 op->glow_radius = tmp->glow_radius; 823 glow_radius = tmp->glow_radius;
938 824
939 /* This happens because apply_potion calls change_abil with the potion 825 /* This happens because apply_potion calls change_abil with the potion
940 * applied so we can tell the player what chagned. But change_abil 826 * applied so we can tell the player what changed. But change_abil
941 * then calls this function. 827 * then calls this function.
942 */ 828 */
943 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION) 829 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION)
944 {
945 continue; 830 continue;
946 }
947 831
948 /* For some things, we don't care what is equipped */ 832 /* For some things, we don't care what is equipped */
949 if (tmp->type == SKILL) 833 if (tmp->type == SKILL)
950 { 834 {
951 /* Want to take the highest skill here. */ 835 /* Want to take the highest skill here. */
954 if (!mana_obj) 838 if (!mana_obj)
955 mana_obj = tmp; 839 mana_obj = tmp;
956 else if (tmp->level > mana_obj->level) 840 else if (tmp->level > mana_obj->level)
957 mana_obj = tmp; 841 mana_obj = tmp;
958 } 842 }
843
959 if (IS_GRACE_SKILL (tmp->subtype)) 844 if (IS_GRACE_SKILL (tmp->subtype))
960 { 845 {
961 if (!grace_obj) 846 if (!grace_obj)
962 grace_obj = tmp; 847 grace_obj = tmp;
963 else if (tmp->level > grace_obj->level) 848 else if (tmp->level > grace_obj->level)
972 * in the praying skill, and the player should always get those. 857 * 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, 858 * 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 859 * because the skill shouldn't count against body positions being used
975 * up, etc. 860 * up, etc.
976 */ 861 */
977 if ((QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type != CONTAINER && tmp->type != CLOSE_CON) || 862 if ((tmp->flag [FLAG_APPLIED]
863 && tmp->type != CONTAINER
864 && tmp->type != CLOSE_CON)
865 || (tmp->type == SKILL
978 (tmp->type == SKILL && tmp->subtype == SK_PRAYING)) 866 && tmp->subtype == SK_PRAYING))
979 { 867 {
980 if (op->type == PLAYER) 868 if (type == PLAYER)
981 { 869 {
982 if (tmp->type == BOW) 870 if (tmp == contr->combat_ob || tmp == contr->ranged_ob)
983 op->contr->ranges[range_bow] = tmp; 871 if (tmp != current_weapon
984 872 && (tmp->type != SKILL || tmp->subtype != SK_PRAYING)
985 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 873 && !tmp->flag [FLAG_CURSED]
986 op->contr->ranges[range_misc] = tmp; 874 && !tmp->flag [FLAG_DAMNED])
875 continue;
987 876
988 for (i = 0; i < NUM_STATS; i++) 877 for (i = 0; i < NUM_STATS; i++)
989 change_attr_value (&(op->stats), i, get_attr_value (&(tmp->stats), i)); 878 change_attr_value (&stats, i, tmp->stats.stat (i));
990 879
991 /* these are the items that currently can change digestion, regeneration, 880 /* these are the items that currently can change digestion, regeneration,
992 * spell point recovery and mana point recovery. Seems sort of an arbitary 881 * spell point recovery and mana point recovery. Seems sort of an arbitary
993 * list, but other items store other info into stats array. 882 * list, but other items store other info into stats array.
994 */ 883 */
995 if ((tmp->type == EXPERIENCE) || (tmp->type == WEAPON) || 884 if (tmp->type == WEAPON || tmp->type == BOW ||
996 (tmp->type == ARMOUR) || (tmp->type == HELMET) || 885 tmp->type == ARMOUR || tmp->type == HELMET ||
997 (tmp->type == SHIELD) || (tmp->type == RING) || 886 tmp->type == SHIELD || tmp->type == RING ||
998 (tmp->type == BOOTS) || (tmp->type == GLOVES) || 887 tmp->type == BOOTS || tmp->type == GLOVES ||
999 (tmp->type == AMULET) || (tmp->type == GIRDLE) || 888 tmp->type == AMULET || tmp->type == GIRDLE ||
1000 (tmp->type == BRACERS) || (tmp->type == CLOAK) || (tmp->type == DISEASE) || (tmp->type == FORCE) || (tmp->type == SKILL)) 889 tmp->type == BRACERS || tmp->type == CLOAK ||
890 tmp->type == DISEASE || tmp->type == FORCE ||
891 tmp->type == SKILL)
1001 { 892 {
1002 op->contr->digestion += tmp->stats.food; 893 contr->digestion += tmp->stats.food;
1003 op->contr->gen_hp += tmp->stats.hp; 894 contr->gen_hp += tmp->stats.hp;
1004 op->contr->gen_sp += tmp->stats.sp; 895 contr->gen_sp += tmp->stats.sp;
1005 op->contr->gen_grace += tmp->stats.grace; 896 contr->gen_grace += tmp->stats.grace;
1006 op->contr->gen_sp_armour += tmp->gen_sp_armour; 897 contr->gen_sp_armour += tmp->gen_sp_armour;
1007 op->contr->item_power += tmp->item_power; 898 contr->item_power += tmp->item_power;
1008 } 899 }
1009 } /* if this is a player */ 900 } /* if this is a player */
901 else
902 {
903 if (tmp->type == WEAPON)
904 current_weapon = tmp;
905 }
1010 906
1011 /* Update slots used for items */ 907 /* Update slots used for items */
1012 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 908 if (QUERY_FLAG (tmp, FLAG_APPLIED))
1013 {
1014 for (i = 0; i < NUM_BODY_LOCATIONS; i++) 909 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
1015 op->body_used[i] += tmp->body_info[i]; 910 slot[i].used += tmp->slot[i].info;
1016 }
1017 911
1018 if (tmp->type == SYMPTOM) 912 if (tmp->type == SYMPTOM)
1019 { 913 {
1020 speed_reduce_from_disease = tmp->last_sp / 100.0; 914 speed_reduce_from_disease = tmp->last_sp / 100.f;
915
1021 if (speed_reduce_from_disease == 0) 916 if (speed_reduce_from_disease == 0)
1022 speed_reduce_from_disease = 1; 917 speed_reduce_from_disease = 1;
1023 } 918 }
1024 919
1025 /* Pos. and neg. protections are counted seperate (-> pro/vuln). 920 /* Pos. and neg. protections are counted seperate (-> pro/vuln).
1026 * (Negative protections are calculated extactly like positive.) 921 * (Negative protections are calculated exactly like positive.)
1027 * Resistance from potions are treated special as well. If there's 922 * Resistance from potions are treated special as well. If there's
1028 * more than one potion-effect, the bigger prot.-value is taken. 923 * more than one potion-effect, the bigger prot.-value is taken.
1029 */ 924 */
1030 if (tmp->type != POTION) 925 if (tmp->type != POTION)
1031 { 926 {
1032 for (i = 0; i < NROFATTACKS; i++) 927 for (i = 0; i < NROFATTACKS; i++)
1033 { 928 {
1034 /* Potential for cursed potions, in which case we just can use 929 /* Potential for cursed potions, in which case we just can use
1035 * a straight MAX, as potion_resist is initialized to zero. 930 * a straight MAX, as potion_resist is initialised to zero.
1036 */ 931 */
1037 if (tmp->type == POTION_EFFECT) 932 if (tmp->type == POTION_EFFECT)
1038 { 933 {
1039 if (potion_resist[i]) 934 if (potion_resist[i])
1040 potion_resist[i] = MAX (potion_resist[i], tmp->resist[i]); 935 potion_resist[i] = MAX (potion_resist[i], tmp->resist[i]);
1041 else 936 else
1042 potion_resist[i] = tmp->resist[i]; 937 potion_resist[i] = tmp->resist[i];
1043 } 938 }
1044 else if (tmp->resist[i] > 0) 939 else if (tmp->resist[i] > 0)
1045 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100; 940 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100;
1046 else if (tmp->resist[i] < 0) 941 else if (tmp->resist[i] < 0)
1047 vuln[i] += ((100 - vuln[i]) * (-tmp->resist[i])) / 100; 942 vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100;
1048 } 943 }
1049 } 944 }
1050 945
1051 /* There may be other things that should not adjust the attacktype */ 946 /* There may be other things that should not adjust the attacktype */
1052 if (tmp->type != BOW && tmp->type != SYMPTOM) 947 if (tmp->type != SYMPTOM)
948 {
1053 op->attacktype |= tmp->attacktype; 949 attacktype |= tmp->attacktype;
1054
1055 op->path_attuned |= tmp->path_attuned; 950 path_attuned |= tmp->path_attuned;
1056 op->path_repelled |= tmp->path_repelled; 951 path_repelled |= tmp->path_repelled;
1057 op->path_denied |= tmp->path_denied; 952 path_denied |= tmp->path_denied;
953 move_type |= tmp->move_type;
1058 op->stats.luck += tmp->stats.luck; 954 stats.luck += tmp->stats.luck;
1059 op->move_type |= tmp->move_type; 955 }
1060 956
1061 if (QUERY_FLAG (tmp, FLAG_LIFESAVE)) 957 if (QUERY_FLAG (tmp, FLAG_LIFESAVE )) SET_FLAG (this, FLAG_LIFESAVE);
1062 SET_FLAG (op, FLAG_LIFESAVE); 958 if (QUERY_FLAG (tmp, FLAG_REFL_SPELL )) SET_FLAG (this, FLAG_REFL_SPELL);
1063 if (QUERY_FLAG (tmp, FLAG_REFL_SPELL)) 959 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE)) SET_FLAG (this, FLAG_REFL_MISSILE);
1064 SET_FLAG (op, FLAG_REFL_SPELL); 960 if (QUERY_FLAG (tmp, FLAG_STEALTH )) SET_FLAG (this, FLAG_STEALTH);
1065 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE)) 961 if (QUERY_FLAG (tmp, FLAG_XRAYS )) SET_FLAG (this, FLAG_XRAYS);
1066 SET_FLAG (op, FLAG_REFL_MISSILE); 962 if (QUERY_FLAG (tmp, FLAG_BLIND )) SET_FLAG (this, FLAG_BLIND);
1067 if (QUERY_FLAG (tmp, FLAG_STEALTH)) 963 if (QUERY_FLAG (tmp, FLAG_SEE_IN_DARK )) SET_FLAG (this, FLAG_SEE_IN_DARK);
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 964
1076 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 965 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (&arch->clone, FLAG_UNDEAD))
1077 SET_FLAG (op, FLAG_UNDEAD); 966 SET_FLAG (this, FLAG_UNDEAD);
1078 967
1079 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS)) 968 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS))
1080 { 969 {
1081 SET_FLAG (op, FLAG_MAKE_INVIS); 970 SET_FLAG (this, FLAG_MAKE_INVIS);
1082 op->invisible = 1; 971 invisible = 1;
1083 } 972 }
1084 973
1085 if (tmp->stats.exp && tmp->type != SKILL) 974 if (tmp->stats.exp && tmp->type != SKILL)
1086 { 975 {
1087 if (tmp->stats.exp > 0) 976 if (tmp->stats.exp > 0)
1088 { 977 {
1089 added_speed += (float) tmp->stats.exp / 3.0; 978 added_speed += tmp->stats.exp / 3.f;
1090 bonus_speed += 1.0 + (float) tmp->stats.exp / 3.0; 979 bonus_speed += tmp->stats.exp / 3.f + 1.f;
1091 } 980 }
1092 else 981 else
1093 added_speed += (float) tmp->stats.exp; 982 added_speed += tmp->stats.exp;
1094 } 983 }
1095 984
1096 switch (tmp->type) 985 switch (tmp->type)
1097 { 986 {
987#if 0
988 case WAND:
989 case ROD:
990 case HORN:
991 if (type != PLAYER || current_weapon == tmp)
992 chosen_skill = tmp;
993 break;
994#endif
995
1098 /* skills modifying the character -b.t. */ 996 /* skills modifying the character -b.t. */
1099 /* for all skills and skill granting objects */ 997 /* for all skills and skill granting objects */
1100 case SKILL: 998 case SKILL:
1101 if (!QUERY_FLAG (tmp, FLAG_APPLIED)) 999 if (!QUERY_FLAG (tmp, FLAG_APPLIED))
1102 break; 1000 break;
1103 1001
1104 if (IS_COMBAT_SKILL (tmp->subtype))
1105 wc_obj = tmp;
1106
1107 if (op->chosen_skill) 1002 if (chosen_skill)
1108 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &op->name); 1003 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name);
1109 1004
1110 op->chosen_skill = tmp; 1005 chosen_skill = tmp;
1111 1006
1112 if (tmp->stats.dam > 0) 1007 if (tmp->stats.dam > 0)
1113 { /* skill is a 'weapon' */ 1008 { /* skill is a 'weapon' */
1114 if (!QUERY_FLAG (op, FLAG_READY_WEAPON)) 1009 if (!QUERY_FLAG (this, FLAG_READY_WEAPON))
1115 weapon_speed = (int) WEAPON_SPEED (tmp); 1010 weapon_speed = WEAPON_SPEED (tmp);
1011
1116 if (weapon_speed < 0) 1012 if (weapon_speed < 0)
1117 weapon_speed = 0; 1013 weapon_speed = 0;
1014
1118 weapon_weight = tmp->weight; 1015 weapon_weight = tmp->weight;
1119 op->stats.dam += tmp->stats.dam * (1 + (op->chosen_skill->level / 9)); 1016 stats.dam += 1 + (chosen_skill->level * tmp->stats.dam / 9);
1017
1120 if (tmp->magic) 1018 if (tmp->magic)
1121 op->stats.dam += tmp->magic; 1019 stats.dam += tmp->magic;
1122 } 1020 }
1123 1021
1124 if (tmp->stats.wc) 1022 if (tmp->stats.wc)
1125 wc -= (tmp->stats.wc + tmp->magic); 1023 wc -= tmp->stats.wc + tmp->magic;
1126 1024
1127 if (tmp->slaying != NULL) 1025 if (tmp->slaying)
1128 op->slaying = tmp->slaying; 1026 slaying = tmp->slaying;
1129 1027
1130 if (tmp->stats.ac) 1028 if (tmp->stats.ac)
1131 ac -= (tmp->stats.ac + tmp->magic); 1029 ac -= tmp->stats.ac + tmp->magic;
1030
1132 if (settings.spell_encumbrance == TRUE && op->type == PLAYER) 1031 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1133 op->contr->encumbrance += (int) 3 *tmp->weight / 1000; 1032 contr->encumbrance += (int) 3 *tmp->weight / 1000;
1134 1033
1135 if (op->type == PLAYER)
1136 op->contr->ranges[range_skill] = op;
1137 break; 1034 break;
1138 1035
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: 1036 case SHIELD:
1150 if (settings.spell_encumbrance == TRUE && op->type == PLAYER) 1037 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1151 op->contr->encumbrance += (int) tmp->weight / 2000; 1038 contr->encumbrance += (int) tmp->weight / 2000;
1152 case RING: 1039 case RING:
1153 case AMULET: 1040 case AMULET:
1154 case GIRDLE: 1041 case GIRDLE:
1155 case HELMET: 1042 case HELMET:
1156 case BOOTS: 1043 case BOOTS:
1157 case GLOVES: 1044 case GLOVES:
1158 case CLOAK: 1045 case CLOAK:
1159 if (tmp->stats.wc) 1046 if (tmp->stats.wc)
1160 wc -= (tmp->stats.wc + tmp->magic); 1047 wc -= tmp->stats.wc + tmp->magic;
1048
1161 if (tmp->stats.dam) 1049 if (tmp->stats.dam)
1162 op->stats.dam += (tmp->stats.dam + tmp->magic); 1050 stats.dam += tmp->stats.dam + tmp->magic;
1051
1163 if (tmp->stats.ac) 1052 if (tmp->stats.ac)
1164 ac -= (tmp->stats.ac + tmp->magic); 1053 ac -= tmp->stats.ac + tmp->magic;
1054
1165 break; 1055 break;
1166 1056
1057 case BOW:
1167 case WEAPON: 1058 case WEAPON:
1059 if (type != PLAYER || current_weapon == tmp)
1060 {
1168 wc -= (tmp->stats.wc + tmp->magic); 1061 wc -= tmp->stats.wc + tmp->magic;
1062
1169 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0) 1063 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0)
1170 ac -= tmp->stats.ac + tmp->magic; 1064 ac -= tmp->stats.ac + tmp->magic;
1065
1171 op->stats.dam += (tmp->stats.dam + tmp->magic); 1066 stats.dam += tmp->stats.dam + tmp->magic;
1172 weapon_weight = tmp->weight; 1067 weapon_weight = tmp->weight;
1173 weapon_speed = ((int) WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2; 1068 weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2;
1069
1174 if (weapon_speed < 0) 1070 if (weapon_speed < 0)
1175 weapon_speed = 0; 1071 weapon_speed = 0;
1072
1176 op->slaying = tmp->slaying; 1073 slaying = tmp->slaying;
1074
1177 /* If there is desire that two handed weapons should do 1075 /* If there is desire that two handed weapons should do
1178 * extra strength damage, this is where the code should 1076 * extra strength damage, this is where the code should
1179 * go. 1077 * go.
1180 */ 1078 */
1181 op->current_weapon = tmp; 1079
1182 if (settings.spell_encumbrance == TRUE && op->type == PLAYER) 1080 if (type == PLAYER)
1081 if (settings.spell_encumbrance)
1183 op->contr->encumbrance += (int) 3 *tmp->weight / 1000; 1082 contr->encumbrance += tmp->weight * 3 / 1000;
1083 }
1184 1084
1185 break; 1085 break;
1186 1086
1187 case ARMOUR: /* Only the best of these three are used: */ 1087 case ARMOUR: /* Only the best of these three are used: */
1188 if (settings.spell_encumbrance == TRUE && op->type == PLAYER) 1088 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1189 op->contr->encumbrance += (int) tmp->weight / 1000; 1089 contr->encumbrance += tmp->weight / 1000;
1190 1090
1191 case BRACERS: 1091 case BRACERS:
1192 case FORCE: 1092 case FORCE:
1193 if (tmp->stats.wc) 1093 if (tmp->stats.wc)
1194 { 1094 {
1198 best_wc = tmp->stats.wc + tmp->magic; 1098 best_wc = tmp->stats.wc + tmp->magic;
1199 } 1099 }
1200 else 1100 else
1201 wc += tmp->stats.wc + tmp->magic; 1101 wc += tmp->stats.wc + tmp->magic;
1202 } 1102 }
1103
1203 if (tmp->stats.ac) 1104 if (tmp->stats.ac)
1204 { 1105 {
1205 if (best_ac < tmp->stats.ac + tmp->magic) 1106 if (best_ac < tmp->stats.ac + tmp->magic)
1206 { 1107 {
1207 ac += best_ac; /* Remove last bonus */ 1108 ac += best_ac; /* Remove last bonus */
1208 best_ac = tmp->stats.ac + tmp->magic; 1109 best_ac = tmp->stats.ac + tmp->magic;
1209 } 1110 }
1210 else /* To nullify the below effect */ 1111 else /* To nullify the below effect */
1211 ac += tmp->stats.ac + tmp->magic; 1112 ac += tmp->stats.ac + tmp->magic;
1212 } 1113 }
1114
1213 if (tmp->stats.wc) 1115 if (tmp->stats.wc)
1214 wc -= (tmp->stats.wc + tmp->magic); 1116 wc -= (tmp->stats.wc + tmp->magic);
1117
1215 if (tmp->stats.ac) 1118 if (tmp->stats.ac)
1216 ac -= (tmp->stats.ac + tmp->magic); 1119 ac -= (tmp->stats.ac + tmp->magic);
1120
1217 if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.0 < max) 1121 if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.f < max)
1218 max = ARMOUR_SPEED (tmp) / 10.0; 1122 max = ARMOUR_SPEED (tmp) / 10.f;
1123
1219 break; 1124 break;
1220 } /* switch tmp->type */ 1125 } /* switch tmp->type */
1221 } /* item is equipped */ 1126 } /* item is equipped */
1222 } /* for loop of items */ 1127 } /* for loop of items */
1223 1128
1231 * If there is a cursed (and no uncursed) potion in effect, we take 1136 * If there is a cursed (and no uncursed) potion in effect, we take
1232 * 'total resistance = vulnerability from cursed potion'. 1137 * 'total resistance = vulnerability from cursed potion'.
1233 */ 1138 */
1234 for (i = 0; i < NROFATTACKS; i++) 1139 for (i = 0; i < NROFATTACKS; i++)
1235 { 1140 {
1236 op->resist[i] = prot[i] - vuln[i]; 1141 resist[i] = prot[i] - vuln[i];
1142
1237 if (potion_resist[i] && ((potion_resist[i] > op->resist[i]) || (potion_resist[i] < 0))) 1143 if (potion_resist[i] && ((potion_resist[i] > resist[i]) || (potion_resist[i] < 0)))
1238 op->resist[i] = potion_resist[i]; 1144 resist[i] = potion_resist[i];
1239 } 1145 }
1240 1146
1241 /* Figure out the players sp/mana/hp totals. */ 1147 /* Figure out the players sp/mana/hp totals. */
1242 if (op->type == PLAYER) 1148 if (type == PLAYER)
1243 { 1149 {
1244 int pl_level; 1150 int pl_level;
1245 1151
1246 check_stat_bounds (&(op->stats)); 1152 check_stat_bounds (&(stats));
1247 pl_level = op->level; 1153 pl_level = level;
1248 1154
1249 if (pl_level < 1) 1155 if (pl_level < 1)
1250 pl_level = 1; /* safety, we should always get 1 levels worth of hp! */ 1156 pl_level = 1; /* safety, we should always get 1 levels worth of hp! */
1251 1157
1252 /* You basically get half a con bonus/level. But we do take into account rounding, 1158 /* 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. 1159 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels.
1254 */ 1160 */
1255 for (i = 1, op->stats.maxhp = 0; i <= pl_level && i <= 10; i++) 1161 for (i = 1, stats.maxhp = 0; i <= pl_level && i <= 10; i++)
1256 { 1162 {
1257 j = op->contr->levhp[i] + con_bonus[op->stats.Con] / 2; 1163 j = contr->levhp[i] + con_bonus[stats.Con] / 2;
1164
1258 if (i % 2 && con_bonus[op->stats.Con] % 2) 1165 if (i % 2 && con_bonus[stats.Con] % 2)
1259 { 1166 {
1260 if (con_bonus[op->stats.Con] > 0) 1167 if (con_bonus[stats.Con] > 0)
1261 j++; 1168 j++;
1262 else 1169 else
1263 j--; 1170 j--;
1264 } 1171 }
1172
1265 op->stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */ 1173 stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */
1266 } 1174 }
1267 1175
1268 for (i = 11; i <= op->level; i++) 1176 for (i = 11; i <= level; i++)
1269 op->stats.maxhp += 2; 1177 stats.maxhp += 2;
1270 1178
1271 if (op->stats.hp > op->stats.maxhp) 1179 if (stats.hp > stats.maxhp)
1272 op->stats.hp = op->stats.maxhp; 1180 stats.hp = stats.maxhp;
1273 1181
1274 /* Sp gain is controlled by the level of the player's 1182 /* Sp gain is controlled by the level of the player's
1275 * relevant experience object (mana_obj, see above) 1183 * relevant experience object (mana_obj, see above)
1276 */ 1184 */
1277 /* following happen when skills system is not used */ 1185 /* following happen when skills system is not used */
1278 if (!mana_obj) 1186 if (!mana_obj)
1279 mana_obj = op; 1187 mana_obj = this;
1188
1280 if (!grace_obj) 1189 if (!grace_obj)
1281 grace_obj = op; 1190 grace_obj = this;
1191
1282 /* set maxsp */ 1192 /* set maxsp */
1283 if (!mana_obj || !mana_obj->level || op->type != PLAYER) 1193 if (!mana_obj || !mana_obj->level || type != PLAYER)
1284 mana_obj = op; 1194 mana_obj = this;
1285 1195
1286 if (mana_obj == op && op->type == PLAYER) 1196 if (mana_obj == this && type == PLAYER)
1287 {
1288 op->stats.maxsp = 1; 1197 stats.maxsp = 1;
1289 }
1290 else 1198 else
1291 { 1199 {
1292 sp_tmp = 0.0; 1200 sp_tmp = 0.f;
1201
1293 for (i = 1; i <= mana_obj->level && i <= 10; i++) 1202 for (i = 1; i <= mana_obj->level && i <= 10; i++)
1294 { 1203 {
1295 float stmp; 1204 float stmp;
1296 1205
1297 /* Got some extra bonus at first level */ 1206 /* Got some extra bonus at first level */
1298 if (i < 2) 1207 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); 1208 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 6.f;
1301 }
1302 else 1209 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; 1210 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 12.f;
1305 } 1211
1306 if (stmp < 1.0) 1212 if (stmp < 1.f)
1307 stmp = 1.0; 1213 stmp = 1.f;
1214
1308 sp_tmp += stmp; 1215 sp_tmp += stmp;
1309 } 1216 }
1217
1310 op->stats.maxsp = (int) sp_tmp; 1218 stats.maxsp = (sint16)sp_tmp;
1311 1219
1312 for (i = 11; i <= mana_obj->level; i++) 1220 for (i = 11; i <= mana_obj->level; i++)
1313 op->stats.maxsp += 2; 1221 stats.maxsp += 2;
1314 } 1222 }
1223
1315 /* Characters can get their sp supercharged via rune of transferrance */ 1224 /* Characters can get their sp supercharged via rune of transferrance */
1316 if (op->stats.sp > op->stats.maxsp * 2) 1225 if (stats.sp > stats.maxsp * 2)
1317 op->stats.sp = op->stats.maxsp * 2; 1226 stats.sp = stats.maxsp * 2;
1318 1227
1319 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */ 1228 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */
1320 if (!grace_obj || !grace_obj->level || op->type != PLAYER) 1229 if (!grace_obj || !grace_obj->level || type != PLAYER)
1321 grace_obj = op; 1230 grace_obj = this;
1322 1231
1323 if (grace_obj == op && op->type == PLAYER) 1232 if (grace_obj == this && type == PLAYER)
1324 {
1325 op->stats.maxgrace = 1; 1233 stats.maxgrace = 1;
1326 }
1327 else 1234 else
1328 { 1235 {
1329 /* store grace in a float - this way, the divisions below don't create 1236 /* 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 1237 * 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 1238 * becomes big jumps when the sums of the bonuses jump to the next
1332 * step of 8 - with floats, even fractional ones are useful. 1239 * step of 8 - with floats, even fractional ones are useful.
1333 */ 1240 */
1334 sp_tmp = 0.0; 1241 sp_tmp = 0.f;
1335 for (i = 1, op->stats.maxgrace = 0; i <= grace_obj->level && i <= 10; i++) 1242 for (i = 1, stats.maxgrace = 0; i <= grace_obj->level && i <= 10; i++)
1336 { 1243 {
1337 float grace_tmp = 0.0; 1244 float grace_tmp = 0.f;
1338 1245
1339 /* Got some extra bonus at first level */ 1246 /* Got some extra bonus at first level */
1340 if (i < 2) 1247 if (i < 2)
1341 { 1248 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 1249 else
1346 { 1250 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] 1251
1348 + ((float) grace_bonus[op->stats.Pow] + 2.0 * (float) grace_bonus[op->stats.Wis]) / 12.0;
1349 }
1350 if (grace_tmp < 1.0) 1252 if (grace_tmp < 1.f)
1351 grace_tmp = 1.0; 1253 grace_tmp = 1.f;
1254
1352 sp_tmp += grace_tmp; 1255 sp_tmp += grace_tmp;
1353 } 1256 }
1257
1354 op->stats.maxgrace = (int) sp_tmp; 1258 stats.maxgrace = (sint16)sp_tmp;
1355 1259
1356 /* two grace points per level after 11 */ 1260 /* two grace points per level after 11 */
1357 for (i = 11; i <= grace_obj->level; i++) 1261 for (i = 11; i <= grace_obj->level; i++)
1358 op->stats.maxgrace += 2; 1262 stats.maxgrace += 2;
1359 } 1263 }
1264
1360 /* No limit on grace vs maxgrace */ 1265 /* No limit on grace vs maxgrace */
1361 1266
1362 if (op->contr->braced) 1267 if (contr->braced)
1363 { 1268 {
1364 ac += 2; 1269 ac += 2;
1365 wc += 4; 1270 wc += 4;
1366 } 1271 }
1367 else 1272 else
1368 ac -= dex_bonus[op->stats.Dex]; 1273 ac -= dex_bonus[stats.Dex];
1369 1274
1370 /* In new exp/skills system, wc bonuses are related to 1275 /* In new exp/skills system, wc bonuses are related to
1371 * the players level in a relevant exp object (wc_obj) 1276 * the players level in a relevant exp object (wc_obj)
1372 * not the general player level -b.t. 1277 * not the general player level -b.t.
1373 * I changed this slightly so that wc bonuses are better 1278 * I changed this slightly so that wc bonuses are better
1376 * improvement every level, now its fighterlevel/5. So 1281 * improvement every level, now its fighterlevel/5. So
1377 * we give the player a bonus here in wc and dam 1282 * we give the player a bonus here in wc and dam
1378 * to make up for the change. Note that I left the 1283 * to make up for the change. Note that I left the
1379 * monster bonus the same as before. -b.t. 1284 * monster bonus the same as before. -b.t.
1380 */ 1285 */
1286 object *wc_obj = chosen_skill;
1381 1287
1382 if (op->type == PLAYER && wc_obj && wc_obj->level > 1) 1288 if (contr && wc_obj && wc_obj->level > 1)
1383 { 1289 {
1384 wc -= (wc_obj->level + thaco_bonus[op->stats.Str]); 1290 wc -= wc_obj->level + thaco_bonus[stats.Str];
1291
1385 for (i = 1; i < wc_obj->level; i++) 1292 for (i = 1; i < wc_obj->level; i++)
1386 { 1293 {
1387 /* addtional wc every 6 levels */ 1294 /* additional wc every 6 levels */
1388 if (!(i % 6)) 1295 if (!(i % 6))
1389 wc--; 1296 wc--;
1297
1390 /* addtional dam every 4 levels. */ 1298 /* additional dam every 4 levels. */
1391 if (!(i % 4) && (dam_bonus[op->stats.Str] >= 0)) 1299 if (!(i % 4) && dam_bonus[stats.Str] >= 0)
1392 op->stats.dam += (1 + (dam_bonus[op->stats.Str] / 5)); 1300 stats.dam += 1 + dam_bonus[stats.Str] / 5;
1393 } 1301 }
1394 } 1302 }
1395 else 1303 else
1396 wc -= (op->level + thaco_bonus[op->stats.Str]); 1304 wc -= level + thaco_bonus[stats.Str];
1397 1305
1398 op->stats.dam += dam_bonus[op->stats.Str]; 1306 stats.dam += dam_bonus[stats.Str];
1399 1307
1400 if (op->stats.dam < 1) 1308 if (stats.dam < 1)
1401 op->stats.dam = 1; 1309 stats.dam = 1;
1402 1310
1403 op->speed = 1.0 + speed_bonus[op->stats.Dex]; 1311 speed = 1.f + speed_bonus[stats.Dex];
1312
1404 if (settings.search_items && op->contr->search_str[0]) 1313 if (settings.search_items && contr->search_str[0])
1405 op->speed -= 1; 1314 speed -= 1;
1315
1406 if (op->attacktype == 0) 1316 if (attacktype == 0)
1407 op->attacktype = op->arch->clone.attacktype; 1317 attacktype = arch->clone.attacktype;
1408
1409 } /* End if player */ 1318 } /* End if player */
1410 1319
1411 if (added_speed >= 0) 1320 if (added_speed >= 0)
1412 op->speed += added_speed / 10.0; 1321 speed += added_speed / 10.f;
1413 else /* Something wrong here...: */ 1322 else /* Something wrong here...: */
1414 op->speed /= (float) (1.0 - added_speed); 1323 speed /= 1.f - added_speed;
1415 1324
1416 /* Max is determined by armour */ 1325 /* Max is determined by armour */
1417 if (op->speed > max) 1326 if (speed > max)
1418 op->speed = max; 1327 speed = max;
1419 1328
1420 if (op->type == PLAYER) 1329 if (type == PLAYER)
1421 { 1330 {
1422 /* f is a number the represents the number of kg above (positive num) 1331 /* 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 1332 * or below (negative number) that the player is carrying. If above
1424 * weight limit, then player suffers a speed reduction based on how 1333 * weight limit, then player suffers a speed reduction based on how
1425 * much above he is, and what is max carry is 1334 * much above he is, and what is max carry is
1426 */ 1335 */
1427 f = (op->carrying / 1000) - max_carry[op->stats.Str]; 1336 f = (carrying / 1000) - max_carry[stats.Str];
1428 if (f > 0) 1337 if (f > 0)
1429 op->speed = op->speed / (1.0 + f / max_carry[op->stats.Str]); 1338 speed = speed / (1.f + f / max_carry[stats.Str]);
1430 } 1339 }
1431 1340
1432 op->speed += bonus_speed / 10.0; /* Not affected by limits */ 1341 speed += bonus_speed / 10.f; /* Not affected by limits */
1433 1342
1434 /* Put a lower limit on speed. Note with this speed, you move once every 1343 /* 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. 1344 * 100 ticks or so. This amounts to once every 12 seconds of realtime.
1436 */ 1345 */
1437 op->speed = op->speed * speed_reduce_from_disease; 1346 speed = speed * speed_reduce_from_disease;
1438 1347
1439 if (op->speed < 0.01 && op->type == PLAYER) 1348 if (speed < 0.01f && type == PLAYER)
1440 op->speed = 0.01; 1349 speed = 0.01f;
1441 1350
1442 if (op->type == PLAYER) 1351 if (type == PLAYER)
1443 { 1352 {
1444 float M, W, s, D, K, S, M2;
1445
1446 /* (This formula was made by vidarl@ifi.uio.no) 1353 /* (This formula was made by vidarl@ifi.uio.no)
1447 * Note that we never used these values again - basically 1354 * Note that we never used these values again - basically
1448 * all of these could be subbed into one big equation, but 1355 * all of these could be subbed into one big equation, but
1449 * that would just be a real pain to read. 1356 * that would just be a real pain to read.
1450 */ 1357 */
1451 M = (max_carry[op->stats.Str] - 121) / 121.0; 1358 float M = (max_carry[stats.Str] - 121) / 121.f;
1452 M2 = max_carry[op->stats.Str] / 100.0; 1359 float M2 = max_carry[stats.Str] / 100.f;
1453 W = weapon_weight / 20000.0; 1360 float W = weapon_weight / 20000.f;
1454 s = 2 - weapon_speed / 10.0; 1361 float s = (20 - weapon_speed) / 10.f;
1455 D = (op->stats.Dex - 14) / 14.0; 1362 float D = (stats.Dex - 14) / 14.f;
1456 K = 1 + M / 3.0 - W / (3 * M2) + op->speed / 5.0 + D / 2.0; 1363 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; 1364
1365 K *= (4 + level) * 1.2f / (6 + level);
1366
1458 if (K <= 0) 1367 if (K <= 0.01f)
1459 K = 0.01; 1368 K = 0.01f;
1369
1460 S = op->speed / (K * s); 1370 float S = speed / (K * s);
1371
1461 op->contr->weapon_sp = S; 1372 contr->weapon_sp = S;
1462 } 1373 }
1374
1463 /* I want to limit the power of small monsters with big weapons: */ 1375 /* 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) 1376 if (type != PLAYER && arch && stats.dam > arch->clone.stats.dam * 3)
1465 op->stats.dam = op->arch->clone.stats.dam * 3; 1377 stats.dam = arch->clone.stats.dam * 3;
1466 1378
1467 /* Prevent overflows of wc - best you can get is ABS(120) - this 1379 stats.wc = clamp (wc, MIN_WC, MAX_WC);
1468 * should be more than enough - remember, AC is also in 8 bits, 1380 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 1381
1483 /* if for some reason the creature doesn't have any move type, 1382 /* if for some reason the creature doesn't have any move type,
1484 * give them walking as a default. 1383 * give them walking as a default.
1485 * The second case is a special case - to more closely mimic the 1384 * The second case is a special case - to more closely mimic the
1486 * old behaviour - if your flying, your not walking - just 1385 * old behaviour - if your flying, your not walking - just
1487 * one or the other. 1386 * one or the other.
1488 */ 1387 */
1489 if (op->move_type == 0) 1388 if (move_type == 0)
1490 op->move_type = MOVE_WALK; 1389 move_type = MOVE_WALK;
1491 else if (op->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) 1390 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH))
1492 op->move_type &= ~MOVE_WALK; 1391 move_type &= ~MOVE_WALK;
1493 1392
1494 update_ob_speed (op); 1393 if (speed != old_speed)
1394 set_speed (speed);
1495 1395
1496 /* It is quite possible that a player's spell costing might have changed, 1396 /* It is quite possible that a player's spell costing might have changed,
1497 * so we will check that now. 1397 * so we will check that now.
1498 */ 1398 */
1499 if (op->type == PLAYER) 1399 if (type == PLAYER)
1400 {
1401 esrv_update_stats (contr);
1500 esrv_update_spells (op->contr); 1402 esrv_update_spells (contr);
1403 }
1404
1405 // update the mapspace, if we are on a map
1406 if (!flag [FLAG_REMOVED] && map)
1407 map->at (x, y).flags_ = 0;
1501} 1408}
1502 1409
1503/* 1410/*
1504 * Returns true if the given player is a legal class. 1411 * Returns true if the given player is a legal class.
1505 * The function to add and remove class-bonuses to the stats doesn't 1412 * The function to add and remove class-bonuses to the stats doesn't
1506 * check if the stat becomes negative, thus this function 1413 * check if the stat becomes negative, thus this function
1507 * merely checks that all stats are 1 or more, and returns 1414 * merely checks that all stats are 1 or more, and returns
1508 * false otherwise. 1415 * false otherwise.
1509 */ 1416 */
1510
1511int 1417int
1512allowed_class (const object *op) 1418allowed_class (const object *op)
1513{ 1419{
1514 return op->stats.Dex > 0 && op->stats.Str > 0 && op->stats.Con > 0 && 1420 return op->stats.Dex > 0
1515 op->stats.Int > 0 && op->stats.Wis > 0 && op->stats.Pow > 0 && op->stats.Cha > 0; 1421 && op->stats.Str > 0
1422 && op->stats.Con > 0
1423 && op->stats.Int > 0
1424 && op->stats.Wis > 0
1425 && op->stats.Pow > 0
1426 && op->stats.Cha > 0;
1516} 1427}
1517 1428
1518/* 1429/*
1519 * set the new dragon name after gaining levels or 1430 * set the new dragon name after gaining levels or
1520 * changing ability focus (later this can be extended to 1431 * changing ability focus (later this can be extended to
1591 object *skin = NULL; /* pointer to dragon skin force */ 1502 object *skin = NULL; /* pointer to dragon skin force */
1592 object *tmp = NULL; /* tmp. object */ 1503 object *tmp = NULL; /* tmp. object */
1593 char buf[MAX_BUF]; /* tmp. string buffer */ 1504 char buf[MAX_BUF]; /* tmp. string buffer */
1594 1505
1595 /* now grab the 'dragon_ability'-forces from the player's inventory */ 1506 /* now grab the 'dragon_ability'-forces from the player's inventory */
1507 shstr_cmp dragon_ability_force ("dragon_ability_force");
1508 shstr_cmp dragon_skin_force ("dragon_skin_force");
1509
1596 for (tmp = who->inv; tmp != NULL; tmp = tmp->below) 1510 for (tmp = who->inv; tmp; tmp = tmp->below)
1597 {
1598 if (tmp->type == FORCE) 1511 if (tmp->type == FORCE)
1599 {
1600 if (strcmp (tmp->arch->name, "dragon_ability_force") == 0) 1512 if (tmp->arch->name == dragon_ability_force)
1601 abil = tmp; 1513 abil = tmp;
1602 if (strcmp (tmp->arch->name, "dragon_skin_force") == 0) 1514 else if (tmp->arch->name == dragon_skin_force)
1603 skin = tmp; 1515 skin = tmp;
1604 } 1516
1605 }
1606 /* if the force is missing -> bail out */ 1517 /* if the force is missing -> bail out */
1607 if (abil == NULL) 1518 if (abil == NULL)
1608 return; 1519 return;
1609 1520
1610 /* The ability_force keeps track of maximum level ever achieved. 1521 /* The ability_force keeps track of maximum level ever achieved.
1654 if (!skill_obj) 1565 if (!skill_obj)
1655 { 1566 {
1656 LOG (llevError, "add_player_exp: couldn't find skill %s\n", skill_name); 1567 LOG (llevError, "add_player_exp: couldn't find skill %s\n", skill_name);
1657 return NULL; 1568 return NULL;
1658 } 1569 }
1570
1659 /* clear the flag - exp goes into this bucket, but player 1571 /* clear the flag - exp goes into this bucket, but player
1660 * still doesn't know it. 1572 * still doesn't know it.
1661 */ 1573 */
1662 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL); 1574 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL);
1663 skill_obj->stats.exp = 0; 1575 skill_obj->stats.exp = 0;
1664 skill_obj->level = 1; 1576 skill_obj->level = 1;
1665 insert_ob_in_ob (skill_obj, op); 1577 insert_ob_in_ob (skill_obj, op);
1666 if (op->contr) 1578
1579 if (player *pl = op->contr)
1667 { 1580 {
1668 op->contr->last_skill_ob[skill_obj->subtype] = skill_obj; 1581 pl->last_skill_ob [skill_obj->subtype] = skill_obj;
1669 op->contr->last_skill_exp[skill_obj->subtype] = -1; 1582 if (pl->ns)
1583 pl->ns->last_skill_exp[skill_obj->subtype] = -1;//TODO: should be made superfluous
1670 } 1584 }
1585
1671 return skill_obj; 1586 return skill_obj;
1672} 1587}
1673
1674 1588
1675/* player_lvl_adj() - for the new exp system. we are concerned with 1589/* player_lvl_adj() - for the new exp system. we are concerned with
1676 * whether the player gets more hp, sp and new levels. 1590 * whether the player gets more hp, sp and new levels.
1677 * Note this this function should only be called for players. Monstes 1591 * Note this this function should only be called for players. Monstes
1678 * don't really gain levels 1592 * don't really gain levels
1689 1603
1690 if (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul)) 1604 if (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul))
1691 { 1605 {
1692 op->level++; 1606 op->level++;
1693 1607
1694 if (op != NULL && op == who && op->stats.exp > 1 && is_dragon_pl (who)) 1608 if (op && op == who && op->stats.exp > 1 && is_dragon_pl (who))
1695 dragon_level_gain (who); 1609 dragon_level_gain (who);
1696 1610
1697 /* Only roll these if it is the player (who) that gained the level */ 1611 /* Only roll these if it is the player (who) that gained the level */
1698 if (op == who && (who->level < 11) && who->type == PLAYER) 1612 if (op == who && (who->level < 11) && who->type == PLAYER)
1699 { 1613 {
1700 who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1; 1614 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); 1615 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; 1616 who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1;
1703 } 1617 }
1704 1618
1705 fix_player (who); 1619 who->update_stats ();
1706 if (op->level > 1) 1620 if (op->level > 1)
1707 { 1621 {
1708 if (op->type != PLAYER) 1622 if (op->type != PLAYER)
1709 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); 1623 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1710 else 1624 else
1711 sprintf (buf, "You are now level %d.", op->level); 1625 sprintf (buf, "You are now level %d.", op->level);
1626
1712 if (who) 1627 if (who)
1713 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); 1628 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1714 } 1629 }
1630
1715 player_lvl_adj (who, op); /* To increase more levels */ 1631 player_lvl_adj (who, op); /* To increase more levels */
1716 } 1632 }
1717 else if (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul)) 1633 else if (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul))
1718 { 1634 {
1719 op->level--; 1635 op->level--;
1720 fix_player (who); 1636 who->update_stats ();
1637
1721 if (op->type != PLAYER) 1638 if (op->type != PLAYER)
1722 { 1639 {
1723 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); 1640 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); 1641 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1725 } 1642 }
1643
1726 player_lvl_adj (who, op); /* To decrease more levels */ 1644 player_lvl_adj (who, op); /* To decrease more levels */
1727 } 1645 }
1646
1728 /* check if the spell data has changed */ 1647 /* check if the spell data has changed */
1648 esrv_update_stats (who->contr);
1729 esrv_update_spells (who->contr); 1649 esrv_update_spells (who->contr);
1730} 1650}
1731 1651
1732/* 1652/*
1733 * Returns how much experience is needed for a player to become 1653 * Returns how much experience is needed for a player to become
1737sint64 1657sint64
1738level_exp (int level, double expmul) 1658level_exp (int level, double expmul)
1739{ 1659{
1740 if (level > settings.max_level) 1660 if (level > settings.max_level)
1741 return (sint64) (expmul * levels[settings.max_level]); 1661 return (sint64) (expmul * levels[settings.max_level]);
1662
1742 return (sint64) (expmul * levels[level]); 1663 return (sint64) (expmul * levels[level]);
1743} 1664}
1744 1665
1745/* 1666/*
1746 * Ensure that the permanent experience requirements in an exp object are met. 1667 * Ensure that the permanent experience requirements in an exp object are met.
1767 op->perm_exp = 0; 1688 op->perm_exp = 0;
1768 else if (op->perm_exp > (sint64) MAX_EXPERIENCE) 1689 else if (op->perm_exp > (sint64) MAX_EXPERIENCE)
1769 op->perm_exp = MAX_EXPERIENCE; 1690 op->perm_exp = MAX_EXPERIENCE;
1770} 1691}
1771 1692
1772
1773/* Add experience to a player - exp should only be positive. 1693/* Add experience to a player - exp should only be positive.
1774 * Updates permanent exp for the skill we are adding to. 1694 * Updates permanent exp for the skill we are adding to.
1775 * skill_name is the skill to add exp to. Skill name can be 1695 * skill_name is the skill to add exp to. Skill name can be
1776 * NULL, in which case exp increases the players general 1696 * NULL, in which case exp increases the players general
1777 * total, but not any particular skill. 1697 * total, but not any particular skill.
1778 * flag is what to do if the player doesn't have the skill: 1698 * flag is what to do if the player doesn't have the skill:
1779 */ 1699 */
1780
1781static void 1700static void
1782add_player_exp (object *op, sint64 exp, const char *skill_name, int flag) 1701add_player_exp (object *op, sint64 exp, const char *skill_name, int flag)
1783{ 1702{
1784 object *skill_obj = NULL; 1703 object *skill_obj = NULL;
1785 sint64 limit, exp_to_add; 1704 sint64 limit, exp_to_add;
1786 int i; 1705 int i;
1787 1706
1788 /* prevents some forms of abuse. */ 1707 /* prevents some forms of abuse. */
1789 if (op->contr->braced) 1708 if (op->contr->braced)
1790 exp = exp / 5; 1709 exp /= 5;
1791 1710
1792 /* Try to find the matching skill. 1711 /* Try to find the matching skill.
1793 * We do a shortcut/time saving mechanism first - see if it matches 1712 * We do a shortcut/time saving mechanism first - see if it matches
1794 * chosen_skill. This means we don't need to search through 1713 * chosen_skill. This means we don't need to search through
1795 * the players inventory. 1714 * the players inventory.
1796 */ 1715 */
1797 if (skill_name) 1716 if (skill_name)
1798 { 1717 {
1799 if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill)) 1718 if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill))
1930 del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction)); 1849 del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction));
1931 tmp->stats.exp -= del_exp; 1850 tmp->stats.exp -= del_exp;
1932 player_lvl_adj (op, tmp); 1851 player_lvl_adj (op, tmp);
1933 } 1852 }
1934 } 1853 }
1854
1935 if (flag != SK_SUBTRACT_SKILL_EXP) 1855 if (flag != SK_SUBTRACT_SKILL_EXP)
1936 { 1856 {
1937 del_exp = check_exp_loss (op, exp); 1857 del_exp = check_exp_loss (op, exp);
1938 op->stats.exp -= del_exp; 1858 op->stats.exp -= del_exp;
1939 player_lvl_adj (op, NULL); 1859 player_lvl_adj (op, NULL);
1940 } 1860 }
1941} 1861}
1942
1943
1944 1862
1945/* change_exp() - changes experience to a player/monster. This 1863/* change_exp() - changes experience to a player/monster. This
1946 * does bounds checking to make sure we don't overflow the max exp. 1864 * does bounds checking to make sure we don't overflow the max exp.
1947 * 1865 *
1948 * The exp passed is typically not modified much by this function - 1866 * The exp passed is typically not modified much by this function -
1949 * it is assumed the caller has modified the exp as needed. 1867 * it is assumed the caller has modified the exp as needed.
1950 * skill_name is the skill that should get the exp added. 1868 * skill_name is the skill that should get the exp added.
1951 * flag is what to do if player doesn't have the skill. 1869 * flag is what to do if player doesn't have the skill.
1952 * these last two values are only used for players. 1870 * these last two values are only used for players.
1953 */ 1871 */
1954
1955void 1872void
1956change_exp (object *op, sint64 exp, const char *skill_name, int flag) 1873change_exp (object *op, sint64 exp, const char *skill_name, int flag)
1957{ 1874{
1958
1959#ifdef EXP_DEBUG 1875#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); 1876 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp);
1964# endif
1965#endif 1877#endif
1966 1878
1967 /* safety */ 1879 /* safety */
1968 if (!op) 1880 if (!op)
1969 { 1881 {
2008 else 1920 else
2009 /* note that when you lose exp, it doesn't go against 1921 /* note that when you lose exp, it doesn't go against
2010 * a particular skill, so we don't need to pass that 1922 * a particular skill, so we don't need to pass that
2011 * along. 1923 * along.
2012 */ 1924 */
2013 subtract_player_exp (op, FABS (exp), skill_name, flag); 1925 subtract_player_exp (op, abs (exp), skill_name, flag);
2014
2015 } 1926 }
2016} 1927}
2017 1928
2018/* Applies a death penalty experience, the size of this is defined by the 1929/* 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 1930 * settings death_penalty_percentage and death_penalty_levels, and by the
2020 * amount of permenent experience, whichever gives the lowest loss. 1931 * amount of permenent experience, whichever gives the lowest loss.
2021 */ 1932 */
2022
2023void 1933void
2024apply_death_exp_penalty (object *op) 1934apply_death_exp_penalty (object *op)
2025{ 1935{
2026 object *tmp; 1936 object *tmp;
2027 sint64 loss; 1937 sint64 loss;
2049 player_lvl_adj (op, tmp); 1959 player_lvl_adj (op, tmp);
2050 } 1960 }
2051 1961
2052 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100; 1962 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)]; 1963 level_loss = op->stats.exp - levels[MAX (0, op->level - settings.death_penalty_level)];
1964
2054 if (level_loss < 0) 1965 if (level_loss < 0)
2055 level_loss = 0; 1966 level_loss = 0;
2056 loss = check_exp_loss (op, MIN (level_loss, percentage_loss)); 1967 loss = check_exp_loss (op, MIN (level_loss, percentage_loss));
2057 1968
2058 op->stats.exp -= loss; 1969 op->stats.exp -= loss;
2072 if (level > MAX_SAVE_LEVEL) 1983 if (level > MAX_SAVE_LEVEL)
2073 level = MAX_SAVE_LEVEL; 1984 level = MAX_SAVE_LEVEL;
2074 1985
2075 if ((random_roll (1, 20, op, PREFER_HIGH) + bonus) < savethrow[level]) 1986 if ((random_roll (1, 20, op, PREFER_HIGH) + bonus) < savethrow[level])
2076 return 0; 1987 return 0;
1988
2077 return 1; 1989 return 1;
2078} 1990}

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