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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 1.72 by root, Sun Jul 22 14:17:56 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Crossfire TRT 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 3 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, see <http://www.gnu.org/licenses/>.
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
20
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <crossfire@schmorp.de>
22*/ 22 */
23 23
24#include <global.h> 24#include <global.h>
25#include <funcpoint.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
191static const char *const drain_msg[NUM_STATS] = { 191static const char *const drain_msg[NUM_STATS] = {
192 "Oh no! You are weakened!", 192 "Oh no! You are weakened!",
193 "You're feeling clumsy!", 193 "You're feeling clumsy!",
194 "You feel less healthy", 194 "You feel less healthy",
195 "You suddenly begin to lose your memory!", 195 "You suddenly begin to lose your memory!",
196 "Watch out, your mind is going!",
197 "Your spirit feels drained!",
196 "Your face gets distorted!", 198 "Your face gets distorted!",
197 "Watch out, your mind is going!",
198 "Your spirit feels drained!"
199}; 199};
200const char *const restore_msg[NUM_STATS] = { 200const char *const restore_msg[NUM_STATS] = {
201 "You feel your strength return.", 201 "You feel your strength return.",
202 "You feel your agility return.", 202 "You feel your agility return.",
203 "You feel your health return.", 203 "You feel your health return.",
204 "You feel your memory return.",
204 "You feel your wisdom return.", 205 "You feel your wisdom return.",
206 "You feel your spirits return.",
205 "You feel your charisma return.", 207 "You feel your charisma return.",
206 "You feel your memory return.",
207 "You feel your spirits return."
208}; 208};
209const char *const gain_msg[NUM_STATS] = { 209const char *const gain_msg[NUM_STATS] = {
210 "You feel stronger.", 210 "You feel stronger.",
211 "You feel more agile.", 211 "You feel more agile.",
212 "You feel healthy.", 212 "You feel healthy.",
213 "You feel smarter.",
213 "You feel wiser.", 214 "You feel wiser.",
215 "You feel more potent.",
214 "You seem to look better.", 216 "You seem to look better.",
215 "You feel smarter.",
216 "You feel more potent."
217}; 217};
218const char *const lose_msg[NUM_STATS] = { 218const char *const lose_msg[NUM_STATS] = {
219 "You feel weaker!", 219 "You feel weaker!",
220 "You feel clumsy!", 220 "You feel clumsy!",
221 "You feel less healthy!", 221 "You feel less healthy!",
222 "You feel stupid!",
222 "You lose some of your memory!", 223 "You lose some of your memory!",
224 "You feel less potent!",
223 "You look ugly!", 225 "You look ugly!",
224 "You feel stupid!",
225 "You feel less potent!"
226}; 226};
227 227
228const char *const statname[NUM_STATS] = { 228const char *const statname[NUM_STATS] = {
229 "strength", "dexterity", "constitution", "wisdom", "charisma", "intelligence", "power" 229 "strength", "dexterity", "constitution", "intelligence", "wisdom", "power", "charisma"
230}; 230};
231 231
232const char *const short_stat_name[NUM_STATS] = { 232const char *const short_stat_name[NUM_STATS] = {
233 "Str", "Dex", "Con", "Wis", "Cha", "Int", "Pow" 233 "Str", "Dex", "Con", "Int", "Wis", "Pow", "Cha"
234}; 234};
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}
269 235
270/* 236/*
271 * Like set_attr_value(), but instead the value (which can be negative) 237 * Like set_attr_value(), but instead the value (which can be negative)
272 * is added to the specified stat. 238 * is added to the specified stat.
273 */ 239 */
274
275void 240void
276change_attr_value (living * stats, int attr, sint8 value) 241change_attr_value (living *stats, int attr, sint8 value)
277{ 242{
278 if (value == 0) 243 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} 244}
334 245
335/* 246/*
336 * Ensures that all stats (str/dex/con/wis/cha/int) are within the 247 * Ensures that all stats (str/dex/con/wis/cha/int) are within the
337 * 1-30 stat limit. 248 * 1-30 stat limit.
338 */ 249 */
339
340void 250void
341check_stat_bounds (living * stats) 251check_stat_bounds (living *stats)
342{ 252{
343 int i, v;
344
345 for (i = 0; i < NUM_STATS; i++) 253 for (int i = 0; i < NUM_STATS; i++)
346 if ((v = get_attr_value (stats, i)) > MAX_STAT) 254 {
347 set_attr_value (stats, i, MAX_STAT); 255 sint8 &v = stats->stat (i);
348 else if (v < MIN_STAT) 256 v = clamp (v, MIN_STAT, MAX_STAT);
349 set_attr_value (stats, i, MIN_STAT); 257 }
350} 258}
351 259
352#define ORIG_S(xyz,abc) (op->contr->orig_stats.abc) 260#define ORIG_S(xyz,abc) (op->contr->orig_stats.abc)
353 261
354/* Rather than having a whole bunch of if (flag) new_draw.. else new_draw, 262/* 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 271/* flag is set to 1 if we are applying the object, -1 if we are removing
364 * the object. 272 * the object.
365 * It is the calling functions responsibilty to check to see if the object 273 * It is the calling functions responsibilty to check to see if the object
366 * can be applied or not. 274 * can be applied or not.
367 * The main purpose of calling this function is the messages that are 275 * The main purpose of calling this function is the messages that are
368 * displayed - fix_player should really always be called after this when 276 * 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 277 * 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 278 * 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 279 * will clear the bits, but the player may still have some other object
372 * that gives them that ability. 280 * that gives them that ability.
373 */ 281 */
374int 282int
375change_abil (object *op, object *tmp) 283change_abil (object *op, object *tmp)
376{ 284{
377 int flag = QUERY_FLAG (tmp, FLAG_APPLIED) ? 1 : -1, i, j, success = 0; 285 int flag = QUERY_FLAG (tmp, FLAG_APPLIED) ? 1 : -1, success = 0;
378 char message[MAX_BUF]; 286 char message[MAX_BUF];
379 int potion_max = 0; 287 int potion_max = 0;
380 288
381 /* remember what object was like before it was changed. note that 289 /* 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 290 * 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 291 * found by update_stats. refop is not a real object
384 */ 292 */
385 object_pod refop = *op; 293 object_copy refop = *op;
386 294
387 if (op->type == PLAYER) 295 if (op->type == PLAYER)
388 { 296 {
389 if (tmp->type == POTION) 297 if (tmp->type == POTION)
390 { 298 {
391 potion_max = 1; 299 potion_max = 1;
392 for (j = 0; j < NUM_STATS; j++) 300 for (int j = 0; j < NUM_STATS; j++)
393 { 301 {
394 int nstat, ostat; 302 int ostat = op->contr->orig_stats.stat (j);
395 303 int i = tmp->stats.stat (j);
396 ostat = get_attr_value (&(op->contr->orig_stats), j);
397 i = get_attr_value (&(tmp->stats), j);
398 304
399 /* nstat is what the stat will be after use of the potion */ 305 /* nstat is what the stat will be after use of the potion */
400 nstat = flag * i + ostat; 306 int nstat = flag * i + ostat;
401 307
402 /* Do some bounds checking. While I don't think any 308 /* Do some bounds checking. While I don't think any
403 * potions do so right now, there is the potential for potions 309 * potions do so right now, there is the potential for potions
404 * that adjust that stat by more than one point, so we need 310 * that adjust that stat by more than one point, so we need
405 * to allow for that. 311 * to allow for that.
406 */ 312 */
407 if (nstat < 1 && i * flag < 0) 313 if (nstat < 1 && i * flag < 0)
408 nstat = 1; 314 nstat = 1;
409 else if (nstat > 20 + get_attr_value (&(op->arch->clone.stats), j)) 315 else if (nstat > 20 + op->arch->stats.stat (j))
410 { 316 nstat = 20 + op->arch->stats.stat (j);
411 nstat = 20 + get_attr_value (&(op->arch->clone.stats), j); 317
412 }
413 if (nstat != ostat) 318 if (nstat != ostat)
414 { 319 {
415 set_attr_value (&(op->contr->orig_stats), j, nstat); 320 op->contr->orig_stats.stat (j) = nstat;
416 potion_max = 0; 321 potion_max = 0;
417 } 322 }
418 else if (i) 323 else if (i)
419 { 324 {
420 /* potion is useless - player has already hit the natural maximum */ 325 /* potion is useless - player has already hit the natural maximum */
421 potion_max = 1; 326 potion_max = 1;
422 } 327 }
423 } 328 }
329
424 /* This section of code ups the characters normal stats also. I am not 330 /* This section of code ups the characters normal stats also. I am not
425 * sure if this is strictly necessary, being that fix_player probably 331 * sure if this is strictly necessary, being that fix_player probably
426 * recalculates this anyway. 332 * recalculates this anyway.
427 */ 333 */
428 for (j = 0; j < NUM_STATS; j++) 334 for (int j = 0; j < NUM_STATS; j++)
429 change_attr_value (&(op->stats), j, flag * get_attr_value (&(tmp->stats), j)); 335 change_attr_value (&op->stats, j, flag * tmp->stats.stat (j));
336
430 check_stat_bounds (&(op->stats)); 337 check_stat_bounds (&op->stats);
431 } /* end of potion handling code */ 338 } /* end of potion handling code */
432 } 339 }
433 340
434 /* reset attributes that fix_player doesn't reset since it doesn't search 341 /* reset attributes that update_stats doesn't reset since it doesn't search
435 * everything to set 342 * everything to set
436 */ 343 */
437 if (flag == -1) 344 if (flag == -1)
438 { 345 {
439 op->attacktype &= ~tmp->attacktype; 346 op->attacktype &= ~tmp->attacktype;
440 op->path_attuned &= ~tmp->path_attuned; 347 op->path_attuned &= ~tmp->path_attuned;
441 op->path_repelled &= ~tmp->path_repelled; 348 op->path_repelled &= ~tmp->path_repelled;
442 op->path_denied &= ~tmp->path_denied; 349 op->path_denied &= ~tmp->path_denied;
443 /* Presuming here that creatures only have move_type, 350 /* Presuming here that creatures only have move_type,
444 * and not the other move_ fields. 351 * and not the other move_ fields.
445 */ 352 */
446 op->move_type &= ~tmp->move_type; 353 op->move_type &= ~tmp->move_type;
447 } 354 }
448 355
449 /* call fix_player since op object could have whatever attribute due 356 /* call fix_player since op object could have whatever attribute due
450 * to multiple items. if fix_player always has to be called after 357 * to multiple items. if update_stats always has to be called after
451 * change_ability then might as well call it from here 358 * change_ability then might as well call it from here
452 */ 359 */
453 fix_player (op); 360 op->update_stats ();
454 361
455 /* Fix player won't add the bows ability to the player, so don't 362 /* update_stats won't add the bows ability to the player, so don't
456 * print out message if this is a bow. 363 * print out message if this is a bow.
457 */ 364 */
458 if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW) 365 if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW)
459 { 366 {
460 success = 1; 367 success = 1;
461 DIFF_MSG (flag, "Your hands begin to glow red.", "Your hands stop glowing red."); 368 DIFF_MSG (flag, "Your hands begin to glow red.", "Your hands stop glowing red.");
462 } 369 }
370
463 if (QUERY_FLAG (op, FLAG_LIFESAVE) != QUERY_FLAG (&refop, FLAG_LIFESAVE)) 371 if (QUERY_FLAG (op, FLAG_LIFESAVE) != QUERY_FLAG (&refop, FLAG_LIFESAVE))
464 { 372 {
465 success = 1; 373 success = 1;
466 DIFF_MSG (flag, "You feel very protected.", "You don't feel protected anymore."); 374 DIFF_MSG (flag, "You feel very protected.", "You don't feel protected anymore.");
467 } 375 }
376
468 if (QUERY_FLAG (op, FLAG_REFL_MISSILE) != QUERY_FLAG (&refop, FLAG_REFL_MISSILE)) 377 if (QUERY_FLAG (op, FLAG_REFL_MISSILE) != QUERY_FLAG (&refop, FLAG_REFL_MISSILE))
469 { 378 {
470 success = 1; 379 success = 1;
471 DIFF_MSG (flag, "A magic force shimmers around you.", "The magic force fades away."); 380 DIFF_MSG (flag, "A magic force shimmers around you.", "The magic force fades away.");
472 } 381 }
382
473 if (QUERY_FLAG (op, FLAG_REFL_SPELL) != QUERY_FLAG (&refop, FLAG_REFL_SPELL)) 383 if (QUERY_FLAG (op, FLAG_REFL_SPELL) != QUERY_FLAG (&refop, FLAG_REFL_SPELL))
474 { 384 {
475 success = 1; 385 success = 1;
476 DIFF_MSG (flag, "You feel more safe now, somehow.", "Suddenly you feel less safe, somehow."); 386 DIFF_MSG (flag, "You feel more safe now, somehow.", "Suddenly you feel less safe, somehow.");
477 } 387 }
388
478 /* movement type has changed. We don't care about cases where 389 /* movement type has changed. We don't care about cases where
479 * user has multiple items giving the same type appled like we 390 * user has multiple items giving the same type appled like we
480 * used to - that is more work than what we gain, plus messages 391 * used to - that is more work than what we gain, plus messages
481 * can be misleading (a little higher could be miscontrued from 392 * can be misleading (a little higher could be miscontrued from
482 * from fly high) 393 * from fly high)
496 if (tmp->move_type & MOVE_FLY_HIGH) 407 if (tmp->move_type & MOVE_FLY_HIGH)
497 { 408 {
498 /* double conditional - second case covers if you have move_fly_low - 409 /* double conditional - second case covers if you have move_fly_low -
499 * in that case, you don't actually land 410 * in that case, you don't actually land
500 */ 411 */
501 DIFF_MSG (flag, "You soar into the air air!.", 412 DIFF_MSG (flag, "You soar into the air!",
502 (op->move_type & MOVE_FLY_LOW ? "You fly lower in the air" : "You float down to the ground.")); 413 (op->move_type & MOVE_FLY_LOW ? "You fly lower in the air" : "You float down to the ground."));
503 } 414 }
415
504 if (tmp->move_type & MOVE_SWIM) 416 if (tmp->move_type & MOVE_SWIM)
505 DIFF_MSG (flag, "You feel ready for a swim", "You no longer feel like swimming"); 417 DIFF_MSG (flag, "You feel ready for a swim", "You no longer feel like swimming");
506 418
507 /* Changing move status may mean you are affected by things you weren't before */ 419 /* Changing move status may mean you are affected by things you weren't before */
508 check_move_on (op, op); 420 check_move_on (op, op);
509 } 421 }
510 422
511 /* becoming UNDEAD... a special treatment for this flag. Only those not 423 /* becoming UNDEAD... a special treatment for this flag. Only those not
512 * originally undead may change their status 424 * originally undead may change their status
513 */ 425 */
514 if (!QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 426 if (!QUERY_FLAG (op->arch, FLAG_UNDEAD))
515 if (QUERY_FLAG (op, FLAG_UNDEAD) != QUERY_FLAG (&refop, FLAG_UNDEAD)) 427 if (QUERY_FLAG (op, FLAG_UNDEAD) != QUERY_FLAG (&refop, FLAG_UNDEAD))
516 { 428 {
517 success = 1; 429 success = 1;
518 if (flag > 0) 430 if (flag > 0)
519 { 431 {
520 op->race = "undead"; 432 op->race = "undead";
521 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce drains away!"); 433 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce drains away!");
522 } 434 }
523 else 435 else
524 { 436 {
525 op->race = op->arch->clone.race; 437 op->race = op->arch->race;
526 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!"); 438 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!");
527 } 439 }
528 } 440 }
529 441
530 if (QUERY_FLAG (op, FLAG_STEALTH) != QUERY_FLAG (&refop, FLAG_STEALTH)) 442 if (QUERY_FLAG (op, FLAG_STEALTH) != QUERY_FLAG (&refop, FLAG_STEALTH))
531 { 443 {
532 success = 1; 444 success = 1;
533 DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily."); 445 DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily.");
534 } 446 }
447
535 if (QUERY_FLAG (op, FLAG_MAKE_INVIS) != QUERY_FLAG (&refop, FLAG_MAKE_INVIS)) 448 if (QUERY_FLAG (op, FLAG_MAKE_INVIS) != QUERY_FLAG (&refop, FLAG_MAKE_INVIS))
536 { 449 {
537 success = 1; 450 success = 1;
538 DIFF_MSG (flag, "You become transparent.", "You can see yourself."); 451 DIFF_MSG (flag, "You become transparent.", "You can see yourself.");
539 } 452 }
453
540 /* blinded you can tell if more blinded since blinded player has minimal 454 /* blinded you can tell if more blinded since blinded player has minimal
541 * vision 455 * vision
542 */ 456 */
543 if (QUERY_FLAG (tmp, FLAG_BLIND)) 457 if (QUERY_FLAG (tmp, FLAG_BLIND))
544 { 458 {
634 success = 1; 548 success = 1;
635 DIFF_MSG (flag * tmp->stats.food, "You feel your digestion slowing down.", "You feel your digestion speeding up."); 549 DIFF_MSG (flag * tmp->stats.food, "You feel your digestion slowing down.", "You feel your digestion speeding up.");
636 } 550 }
637 551
638 /* Messages for changed resistance */ 552 /* Messages for changed resistance */
639 for (i = 0; i < NROFATTACKS; i++) 553 for (int i = 0; i < NROFATTACKS; i++)
640 { 554 {
641 if (i == ATNR_PHYSICAL) 555 if (i == ATNR_PHYSICAL)
642 continue; /* Don't display about armour */ 556 continue; /* Don't display about armour */
643 557
644 if (op->resist[i] != refop.resist[i]) 558 if (op->resist[i] != refop.resist[i])
651 565
652 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message); 566 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message);
653 } 567 }
654 } 568 }
655 569
656 if (tmp->type != EXPERIENCE && !potion_max) 570 if (!potion_max)
657 { 571 {
658 for (j = 0; j < NUM_STATS; j++) 572 for (int j = 0; j < NUM_STATS; j++)
659 { 573 {
660 if ((i = get_attr_value (&(tmp->stats), j)) != 0) 574 if (int i = tmp->stats.stat (j))
661 { 575 {
662 success = 1; 576 success = 1;
663 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]); 577 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]);
664 } 578 }
665 } 579 }
666 } 580 }
581
667 return success; 582 return success;
668} 583}
669 584
670/* 585/*
671 * Stat draining by Vick 930307 586 * Stat draining by Vick 930307
672 * (Feeling evil, I made it work as well now. -Frank 8) 587 * (Feeling evil, I made it work as well now. -Frank 8)
673 */ 588 */
674
675void 589void
676drain_stat (object *op) 590object::drain_stat ()
677{ 591{
678 drain_specific_stat (op, RANDOM () % NUM_STATS); 592 drain_specific_stat (rndm (NUM_STATS));
679} 593}
680 594
681void 595void
682drain_specific_stat (object *op, int deplete_stats) 596object::drain_specific_stat (int deplete_stats)
683{ 597{
684 object *tmp; 598 object *tmp;
685 archetype *at; 599 archetype *at;
686 600
687 at = archetype::find (ARCH_DEPLETION); 601 at = archetype::find (ARCH_DEPLETION);
690 LOG (llevError, "Couldn't find archetype depletion.\n"); 604 LOG (llevError, "Couldn't find archetype depletion.\n");
691 return; 605 return;
692 } 606 }
693 else 607 else
694 { 608 {
695 tmp = present_arch_in_ob (at, op); 609 tmp = present_arch_in_ob (at, this);
610
696 if (!tmp) 611 if (!tmp)
697 { 612 {
698 tmp = arch_to_object (at); 613 tmp = arch_to_object (at);
699 tmp = insert_ob_in_ob (tmp, op); 614 tmp = insert_ob_in_ob (tmp, this);
700 SET_FLAG (tmp, FLAG_APPLIED); 615 SET_FLAG (tmp, FLAG_APPLIED);
701 } 616 }
702 } 617 }
703 618
704 new_draw_info (NDI_UNIQUE, 0, op, drain_msg[deplete_stats]); 619 new_draw_info (NDI_UNIQUE, 0, this, drain_msg[deplete_stats]);
705 change_attr_value (&tmp->stats, deplete_stats, -1); 620 change_attr_value (&tmp->stats, deplete_stats, -1);
706 fix_player (op); 621 update_stats ();
707} 622}
708 623
709/* 624/*
710 * A value of 0 indicates timeout, otherwise change the luck of the object. 625 * A value of 0 indicates timeout, otherwise change the luck of the object.
711 * via an applied bad_luck object. 626 * via an applied bad_luck object.
712 */ 627 */
713
714void 628void
715change_luck (object *op, int value) 629object::change_luck (int value)
716{ 630{
717 object *tmp;
718 archetype *at;
719 int new_luck;
720
721 at = archetype::find ("luck"); 631 archetype *at = archetype::find ("luck");
722 if (!at) 632 if (!at)
723 LOG (llevError, "Couldn't find archetype luck.\n"); 633 LOG (llevError, "Couldn't find archetype luck.\n");
724 else 634 else
725 { 635 {
726 tmp = present_arch_in_ob (at, op); 636 object *tmp = present_arch_in_ob (at, this);
637
727 if (!tmp) 638 if (!tmp)
728 { 639 {
729 if (!value) 640 if (!value)
730 return; 641 return;
642
731 tmp = arch_to_object (at); 643 tmp = arch_to_object (at);
732 tmp = insert_ob_in_ob (tmp, op); 644 tmp = insert_ob_in_ob (tmp, this);
733 SET_FLAG (tmp, FLAG_APPLIED); 645 SET_FLAG (tmp, FLAG_APPLIED);
734 } 646 }
647
735 if (value) 648 if (value)
736 { 649 {
737 /* Limit the luck value of the bad luck object to +/-100. This 650 /* Limit the luck value of the bad luck object to +/-100. This
738 * (arbitrary) value prevents overflows (both in the bad luck object and 651 * (arbitrary) value prevents overflows (both in the bad luck object and
739 * in op itself). 652 * in op itself).
740 */ 653 */
741 new_luck = tmp->stats.luck + value; 654 int new_luck = tmp->stats.luck + value;
655
742 if (new_luck >= -100 && new_luck <= 100) 656 if (new_luck >= -100 && new_luck <= 100)
743 { 657 {
744 op->stats.luck += value; 658 stats.luck += value;
745 tmp->stats.luck = new_luck; 659 tmp->stats.luck = new_luck;
746 } 660 }
747 } 661 }
748 else 662 else
749 { 663 {
750 if (!tmp->stats.luck) 664 if (!tmp->stats.luck)
751 {
752 return; 665 return;
753 } 666
754 /* Randomly change the players luck. Basically, we move it 667 /* Randomly change the players luck. Basically, we move it
755 * back neutral (if greater>0, subtract, otherwise add) 668 * back neutral (if greater>0, subtract, otherwise add)
756 */ 669 */
757 if (RANDOM () % (FABS (tmp->stats.luck)) >= RANDOM () % 30) 670 if (rndm (abs (tmp->stats.luck)) >= rndm (30))
758 { 671 {
759 int diff = tmp->stats.luck > 0 ? -1 : 1; 672 int diff = tmp->stats.luck > 0 ? -1 : 1;
760 673
761 op->stats.luck += diff; 674 stats.luck += diff;
762 tmp->stats.luck += diff; 675 tmp->stats.luck += diff;
763 } 676 }
764 } 677 }
765 } 678 }
766} 679}
767 680
768/* 681/*
769 * Subtracts stat-bonuses given by the class which the player has chosen. 682 * Subtracts stat-bonuses given by the class which the player has chosen.
770 */ 683 */
771
772void 684void
773remove_statbonus (object *op) 685object::remove_statbonus ()
774{ 686{
775 op->stats.Str -= op->arch->clone.stats.Str; 687 for (int i = 0; i < NUM_STATS; ++i)
776 op->stats.Dex -= op->arch->clone.stats.Dex; 688 {
777 op->stats.Con -= op->arch->clone.stats.Con; 689 sint8 v = arch->stats.stat (i);
778 op->stats.Wis -= op->arch->clone.stats.Wis; 690 stats.stat (i) -= v;
779 op->stats.Pow -= op->arch->clone.stats.Pow; 691 contr->orig_stats.stat (i) -= v;
780 op->stats.Cha -= op->arch->clone.stats.Cha; 692 }
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} 693}
790 694
791/* 695/*
792 * Adds stat-bonuses given by the class which the player has chosen. 696 * Adds stat-bonuses given by the class which the player has chosen.
793 */ 697 */
794
795void 698void
796add_statbonus (object *op) 699object::add_statbonus ()
797{ 700{
798 op->stats.Str += op->arch->clone.stats.Str; 701 for (int i = 0; i < NUM_STATS; ++i)
799 op->stats.Dex += op->arch->clone.stats.Dex; 702 {
800 op->stats.Con += op->arch->clone.stats.Con; 703 sint8 v = arch->stats.stat (i);
801 op->stats.Wis += op->arch->clone.stats.Wis; 704 stats.stat (i) += v;
802 op->stats.Pow += op->arch->clone.stats.Pow; 705 contr->orig_stats.stat (i) += v;
803 op->stats.Cha += op->arch->clone.stats.Cha; 706 }
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} 707}
813 708
814/* 709/*
815 * Updates all abilities given by applied objects in the inventory 710 * Updates all abilities given by applied objects in the inventory
816 * of the given object. Note: This function works for both monsters 711 * of the given object. Note: This function works for both monsters
817 * and players; the "player" in the name is purely an archaic inheritance. 712 * and players; the "player" in the name is purely an archaic inheritance.
818 * This functions starts from base values (archetype or player object) 713 * This functions starts from base values (archetype or player object)
819 * and then adjusts them according to what the player has equipped. 714 * and then adjusts them according to what the player has equipped.
820 */ 715 *
821
822/* July 95 - inserted stuff to handle new skills/exp system - b.t. 716 * July 95 - inserted stuff to handle new skills/exp system - b.t.
823 spell system split, grace points now added to system --peterm 717 * spell system split, grace points now added to system --peterm
824 */ 718 */
825
826void 719void
827fix_player (object *op) 720object::update_stats ()
828{ 721{
829 int i, j; 722 int i, j;
830 float f, max = 9, added_speed = 0, bonus_speed = 0, sp_tmp, speed_reduce_from_disease = 1; 723 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; 724 int weapon_weight = 0, weapon_speed = 0;
832 int best_wc = 0, best_ac = 0, wc = 0, ac = 0; 725 int best_wc = 0, best_ac = 0, wc = 0, ac = 0;
833 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; 726 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS];
834 object *grace_obj = NULL, *mana_obj = NULL, *wc_obj = NULL, *tmp; 727 object *grace_obj = NULL, *mana_obj = NULL, *tmp;
728 float old_speed = speed;
835 729
836 /* First task is to clear all the values back to their original values */ 730 /* First task is to clear all the values back to their original values */
837 if (op->type == PLAYER) 731 if (type == PLAYER)
838 { 732 {
839 for (i = 0; i < NUM_STATS; i++) 733 for (i = 0; i < NUM_STATS; i++)
840 { 734 stats.stat (i) = contr->orig_stats.stat (i);
841 set_attr_value (&(op->stats), i, get_attr_value (&(op->contr->orig_stats), i)); 735
842 }
843 if (settings.spell_encumbrance == TRUE) 736 if (settings.spell_encumbrance == TRUE)
844 op->contr->encumbrance = 0; 737 contr->encumbrance = 0;
845 738
846 op->attacktype = 0; 739 attacktype = 0;
740
847 op->contr->digestion = 0; 741 contr->digestion = 0;
848 op->contr->gen_hp = 0; 742 contr->gen_hp = 0;
849 op->contr->gen_sp = 0; 743 contr->gen_sp = 0;
850 op->contr->gen_grace = 0; 744 contr->gen_grace = 0;
851 op->contr->gen_sp_armour = 10; 745 contr->gen_sp_armour = 10;
852 op->contr->item_power = 0; 746 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 } 747 }
863 memcpy (op->body_used, op->body_info, sizeof (op->body_info));
864 748
749 for (int i = NUM_BODY_LOCATIONS; i--; )
750 slot[i].used = slot[i].info;
751
865 op->slaying = 0; 752 slaying = 0;
866 753
867 if (!QUERY_FLAG (op, FLAG_WIZ)) 754 if (!QUERY_FLAG (this, FLAG_WIZ))
868 { 755 {
869 CLEAR_FLAG (op, FLAG_XRAYS); 756 CLEAR_FLAG (this, FLAG_XRAYS);
870 CLEAR_FLAG (op, FLAG_MAKE_INVIS); 757 CLEAR_FLAG (this, FLAG_MAKE_INVIS);
871 } 758 }
872 759
873 CLEAR_FLAG (op, FLAG_LIFESAVE); 760 CLEAR_FLAG (this, FLAG_LIFESAVE);
874 CLEAR_FLAG (op, FLAG_STEALTH); 761 CLEAR_FLAG (this, FLAG_STEALTH);
875 CLEAR_FLAG (op, FLAG_BLIND); 762 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);
884 763
885 op->path_attuned = op->arch->clone.path_attuned; 764 if (!QUERY_FLAG (arch, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL);
886 op->path_repelled = op->arch->clone.path_repelled; 765 if (!QUERY_FLAG (arch, FLAG_REFL_MISSILE)) CLEAR_FLAG (this, FLAG_REFL_MISSILE);
887 op->path_denied = op->arch->clone.path_denied; 766 if (!QUERY_FLAG (arch, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD);
888 op->glow_radius = op->arch->clone.glow_radius; 767 if (!QUERY_FLAG (arch, FLAG_SEE_IN_DARK )) CLEAR_FLAG (this, FLAG_SEE_IN_DARK);
889 op->move_type = op->arch->clone.move_type; 768
769 path_attuned = arch->path_attuned;
770 path_repelled = arch->path_repelled;
771 path_denied = arch->path_denied;
772 glow_radius = arch->glow_radius;
773 move_type = arch->move_type;
774
890 op->chosen_skill = NULL; 775 chosen_skill = 0;
891 776
892 /* initializing resistances from the values in player/monster's 777 /* initializing resistances from the values in player/monster's
893 * archetype clone 778 * archetype clone
894 */ 779 */
895 memcpy (&op->resist, &op->arch->clone.resist, sizeof (op->resist)); 780 memcpy (&resist, &arch->resist, sizeof (resist));
896 781
897 for (i = 0; i < NROFATTACKS; i++) 782 for (i = 0; i < NROFATTACKS; i++)
898 { 783 {
899 if (op->resist[i] > 0) 784 if (resist[i] > 0)
900 prot[i] = op->resist[i], vuln[i] = 0; 785 prot[i] = resist[i], vuln[i] = 0;
901 else 786 else
902 vuln[i] = -(op->resist[i]), prot[i] = 0; 787 vuln[i] = -(resist[i]), prot[i] = 0;
788
903 potion_resist[i] = 0; 789 potion_resist[i] = 0;
904 } 790 }
905 791
906 wc = op->arch->clone.stats.wc; 792 wc = arch->stats.wc;
907 op->stats.dam = op->arch->clone.stats.dam; 793 stats.dam = arch->stats.dam;
908 794
909 /* for players which cannot use armour, they gain AC -1 per 3 levels, 795 /* for players which cannot use armour, they gain AC -1 per 3 levels,
910 * plus a small amount of physical resist, those poor suckers. ;) 796 * plus a small amount of physical resist, those poor suckers. ;)
911 * the fact that maxlevel is factored in could be considered sort of bogus - 797 * 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, 798 * 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 799 * basically, if a server updates its max level, these playes may find
914 * that their protection from physical goes down 800 * that their protection from physical goes down
915 */ 801 */
916 if (!QUERY_FLAG (op, FLAG_USE_ARMOUR) && op->type == PLAYER) 802 if (!QUERY_FLAG (this, FLAG_USE_ARMOUR) && type == PLAYER)
917 { 803 {
918 ac = MAX (-10, op->arch->clone.stats.ac - op->level / 3); 804 ac = MAX (-10, arch->stats.ac - level / 3);
919 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * op->level / settings.max_level)) / 100; 805 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100;
920 } 806 }
921 else 807 else
922 ac = op->arch->clone.stats.ac; 808 ac = arch->stats.ac;
923 809
924 op->stats.luck = op->arch->clone.stats.luck; 810 stats.luck = arch->stats.luck;
925 op->speed = op->arch->clone.speed; 811 speed = arch->speed;
926 812
927 /* OK - we've reset most all the objects attributes to sane values. 813 /* 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. 814 * now go through and make adjustments for what the player has equipped.
929 */ 815 */
930
931 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 816 for (tmp = inv; tmp; tmp = tmp->below)
932 { 817 {
818 /* This happens because apply_potion calls change_abil with the potion
819 * applied so we can tell the player what changed. But change_abil
820 * then calls this function.
821 */
822 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION)
823 continue;
824
933 /* See note in map.c:update_position about making this additive 825 /* See note in map.c:update_position about making this additive
934 * since light sources are never applied, need to put check here. 826 * since light sources are never applied, need to put check here.
935 */ 827 */
936 if (tmp->glow_radius > op->glow_radius) 828 if (tmp->glow_radius > glow_radius)
937 op->glow_radius = tmp->glow_radius; 829 glow_radius = tmp->glow_radius;
938
939 /* This happens because apply_potion calls change_abil with the potion
940 * applied so we can tell the player what chagned. But change_abil
941 * then calls this function.
942 */
943 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION)
944 {
945 continue;
946 }
947 830
948 /* For some things, we don't care what is equipped */ 831 /* For some things, we don't care what is equipped */
949 if (tmp->type == SKILL) 832 if (tmp->type == SKILL)
950 { 833 {
951 /* Want to take the highest skill here. */ 834 /* Want to take the highest skill here. */
954 if (!mana_obj) 837 if (!mana_obj)
955 mana_obj = tmp; 838 mana_obj = tmp;
956 else if (tmp->level > mana_obj->level) 839 else if (tmp->level > mana_obj->level)
957 mana_obj = tmp; 840 mana_obj = tmp;
958 } 841 }
842
959 if (IS_GRACE_SKILL (tmp->subtype)) 843 if (IS_GRACE_SKILL (tmp->subtype))
960 { 844 {
961 if (!grace_obj) 845 if (!grace_obj)
962 grace_obj = tmp; 846 grace_obj = tmp;
963 else if (tmp->level > grace_obj->level) 847 else if (tmp->level > grace_obj->level)
972 * in the praying skill, and the player should always get those. 856 * 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, 857 * 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 858 * because the skill shouldn't count against body positions being used
975 * up, etc. 859 * up, etc.
976 */ 860 */
977 if ((QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type != CONTAINER && tmp->type != CLOSE_CON) || 861 if ((tmp->flag [FLAG_APPLIED]
862 && tmp->type != CONTAINER
863 && tmp->type != CLOSE_CON)
864 || (tmp->type == SKILL
978 (tmp->type == SKILL && tmp->subtype == SK_PRAYING)) 865 && tmp->subtype == SK_PRAYING))
979 { 866 {
980 if (op->type == PLAYER) 867 if (type == PLAYER)
981 { 868 {
982 if (tmp->type == BOW) 869 contr->item_power += tmp->item_power;
983 op->contr->ranges[range_bow] = tmp;
984 870
985 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 871 if (tmp == contr->combat_ob || tmp == contr->ranged_ob)
986 op->contr->ranges[range_misc] = tmp; 872 if (tmp != current_weapon
873 && (tmp->type != SKILL || tmp->subtype != SK_PRAYING)
874 && !tmp->flag [FLAG_CURSED]
875 && !tmp->flag [FLAG_DAMNED])
876 continue;
987 877
988 for (i = 0; i < NUM_STATS; i++) 878 for (i = 0; i < NUM_STATS; i++)
989 change_attr_value (&(op->stats), i, get_attr_value (&(tmp->stats), i)); 879 change_attr_value (&stats, i, tmp->stats.stat (i));
990 880
991 /* these are the items that currently can change digestion, regeneration, 881 /* These are the items that currently can change digestion, regeneration,
992 * spell point recovery and mana point recovery. Seems sort of an arbitary 882 * spell point recovery and mana point recovery. Seems sort of an arbitary
993 * list, but other items store other info into stats array. 883 * list, but other items store other info into stats array.
994 */ 884 */
995 if ((tmp->type == EXPERIENCE) || (tmp->type == WEAPON) || 885 if (tmp->type == WEAPON || tmp->type == BOW ||
996 (tmp->type == ARMOUR) || (tmp->type == HELMET) || 886 tmp->type == ARMOUR || tmp->type == HELMET ||
997 (tmp->type == SHIELD) || (tmp->type == RING) || 887 tmp->type == SHIELD || tmp->type == RING ||
998 (tmp->type == BOOTS) || (tmp->type == GLOVES) || 888 tmp->type == BOOTS || tmp->type == GLOVES ||
999 (tmp->type == AMULET) || (tmp->type == GIRDLE) || 889 tmp->type == AMULET || tmp->type == GIRDLE ||
1000 (tmp->type == BRACERS) || (tmp->type == CLOAK) || (tmp->type == DISEASE) || (tmp->type == FORCE) || (tmp->type == SKILL)) 890 tmp->type == BRACERS || tmp->type == CLOAK ||
891 tmp->type == DISEASE || tmp->type == FORCE ||
892 tmp->type == SKILL)
1001 { 893 {
1002 op->contr->digestion += tmp->stats.food; 894 contr->digestion = clamp (int (contr->digestion) + tmp->stats.food, MIN_DIGESTION, MAX_DIGESTION);
1003 op->contr->gen_hp += tmp->stats.hp; 895 contr->gen_hp += tmp->stats.hp;
1004 op->contr->gen_sp += tmp->stats.sp; 896 contr->gen_sp += tmp->stats.sp;
1005 op->contr->gen_grace += tmp->stats.grace; 897 contr->gen_grace += tmp->stats.grace;
1006 op->contr->gen_sp_armour += tmp->gen_sp_armour; 898 contr->gen_sp_armour += tmp->gen_sp_armour;
1007 op->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, 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 {
1000 if (!QUERY_FLAG (tmp, FLAG_APPLIED) || skill_flags [tmp->subtype] & SF_APPLY)
1102 break; 1001 break;
1103 1002
1104 if (IS_COMBAT_SKILL (tmp->subtype))
1105 wc_obj = tmp;
1106
1107 if (op->chosen_skill) 1003 if (chosen_skill)
1004 {
1108 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &op->name); 1005 LOG (llevDebug, "fix_player, op %s has multiple skills applied (%s and %s)\n",
1006 &name, &chosen_skill->name, &tmp->name);
1109 1007
1008 tmp->flag [FLAG_APPLIED] = false;
1009 update_stats ();
1010 return;
1011 }
1012 else
1110 op->chosen_skill = tmp; 1013 chosen_skill = tmp;
1111 1014
1112 if (tmp->stats.dam > 0) 1015 if (tmp->stats.dam > 0)
1113 { /* skill is a 'weapon' */ 1016 { /* skill is a 'weapon' */
1114 if (!QUERY_FLAG (op, FLAG_READY_WEAPON)) 1017 if (!QUERY_FLAG (this, FLAG_READY_WEAPON))
1115 weapon_speed = (int) WEAPON_SPEED (tmp); 1018 weapon_speed = WEAPON_SPEED (tmp);
1019
1116 if (weapon_speed < 0) 1020 if (weapon_speed < 0)
1117 weapon_speed = 0; 1021 weapon_speed = 0;
1022
1118 weapon_weight = tmp->weight; 1023 weapon_weight = tmp->weight;
1119 op->stats.dam += tmp->stats.dam * (1 + (op->chosen_skill->level / 9)); 1024 stats.dam += 1 + chosen_skill->level * tmp->stats.dam / 9;
1025
1120 if (tmp->magic) 1026 if (tmp->magic)
1121 op->stats.dam += tmp->magic; 1027 stats.dam += tmp->magic;
1122 } 1028 }
1123 1029
1124 if (tmp->stats.wc) 1030 if (tmp->stats.wc)
1125 wc -= (tmp->stats.wc + tmp->magic); 1031 wc -= tmp->stats.wc + tmp->magic;
1126 1032
1127 if (tmp->slaying != NULL) 1033 if (tmp->slaying)
1128 op->slaying = tmp->slaying; 1034 slaying = tmp->slaying;
1129 1035
1130 if (tmp->stats.ac) 1036 if (tmp->stats.ac)
1131 ac -= (tmp->stats.ac + tmp->magic); 1037 ac -= tmp->stats.ac + tmp->magic;
1038
1132 if (settings.spell_encumbrance == TRUE && op->type == PLAYER) 1039 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1133 op->contr->encumbrance += (int) 3 *tmp->weight / 1000; 1040 contr->encumbrance += (int) 3 *tmp->weight / 1000;
1041 }
1134 1042
1135 if (op->type == PLAYER)
1136 op->contr->ranges[range_skill] = op;
1137 break; 1043 break;
1138 1044
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: 1045 case SHIELD:
1150 if (settings.spell_encumbrance == TRUE && op->type == PLAYER) 1046 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1151 op->contr->encumbrance += (int) tmp->weight / 2000; 1047 contr->encumbrance += (int) tmp->weight / 2000;
1152 case RING: 1048 case RING:
1153 case AMULET: 1049 case AMULET:
1154 case GIRDLE: 1050 case GIRDLE:
1155 case HELMET: 1051 case HELMET:
1156 case BOOTS: 1052 case BOOTS:
1157 case GLOVES: 1053 case GLOVES:
1158 case CLOAK: 1054 case CLOAK:
1159 if (tmp->stats.wc) 1055 if (tmp->stats.wc)
1160 wc -= (tmp->stats.wc + tmp->magic); 1056 wc -= tmp->stats.wc + tmp->magic;
1057
1161 if (tmp->stats.dam) 1058 if (tmp->stats.dam)
1162 op->stats.dam += (tmp->stats.dam + tmp->magic); 1059 stats.dam += tmp->stats.dam + tmp->magic;
1060
1163 if (tmp->stats.ac) 1061 if (tmp->stats.ac)
1164 ac -= (tmp->stats.ac + tmp->magic); 1062 ac -= tmp->stats.ac + tmp->magic;
1063
1165 break; 1064 break;
1166 1065
1066 case BOW:
1167 case WEAPON: 1067 case WEAPON:
1068 if (type != PLAYER || current_weapon == tmp)
1069 {
1168 wc -= (tmp->stats.wc + tmp->magic); 1070 wc -= tmp->stats.wc + tmp->magic;
1071
1169 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0) 1072 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0)
1170 ac -= tmp->stats.ac + tmp->magic; 1073 ac -= tmp->stats.ac + tmp->magic;
1074
1171 op->stats.dam += (tmp->stats.dam + tmp->magic); 1075 stats.dam += tmp->stats.dam + tmp->magic;
1172 weapon_weight = tmp->weight; 1076 weapon_weight = tmp->weight;
1173 weapon_speed = ((int) WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2; 1077 weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2;
1078
1174 if (weapon_speed < 0) 1079 if (weapon_speed < 0)
1175 weapon_speed = 0; 1080 weapon_speed = 0;
1081
1176 op->slaying = tmp->slaying; 1082 slaying = tmp->slaying;
1083
1177 /* If there is desire that two handed weapons should do 1084 /* If there is desire that two handed weapons should do
1178 * extra strength damage, this is where the code should 1085 * extra strength damage, this is where the code should
1179 * go. 1086 * go.
1180 */ 1087 */
1181 op->current_weapon = tmp; 1088
1182 if (settings.spell_encumbrance == TRUE && op->type == PLAYER) 1089 if (type == PLAYER)
1090 if (settings.spell_encumbrance)
1183 op->contr->encumbrance += (int) 3 *tmp->weight / 1000; 1091 contr->encumbrance += tmp->weight * 3 / 1000;
1092 }
1184 1093
1185 break; 1094 break;
1186 1095
1187 case ARMOUR: /* Only the best of these three are used: */ 1096 case ARMOUR: /* Only the best of these three are used: */
1188 if (settings.spell_encumbrance == TRUE && op->type == PLAYER) 1097 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1189 op->contr->encumbrance += (int) tmp->weight / 1000; 1098 contr->encumbrance += tmp->weight / 1000;
1190 1099
1191 case BRACERS: 1100 case BRACERS:
1192 case FORCE: 1101 case FORCE:
1193 if (tmp->stats.wc) 1102 if (tmp->stats.wc)
1194 { 1103 {
1198 best_wc = tmp->stats.wc + tmp->magic; 1107 best_wc = tmp->stats.wc + tmp->magic;
1199 } 1108 }
1200 else 1109 else
1201 wc += tmp->stats.wc + tmp->magic; 1110 wc += tmp->stats.wc + tmp->magic;
1202 } 1111 }
1112
1203 if (tmp->stats.ac) 1113 if (tmp->stats.ac)
1204 { 1114 {
1205 if (best_ac < tmp->stats.ac + tmp->magic) 1115 if (best_ac < tmp->stats.ac + tmp->magic)
1206 { 1116 {
1207 ac += best_ac; /* Remove last bonus */ 1117 ac += best_ac; /* Remove last bonus */
1208 best_ac = tmp->stats.ac + tmp->magic; 1118 best_ac = tmp->stats.ac + tmp->magic;
1209 } 1119 }
1210 else /* To nullify the below effect */ 1120 else /* To nullify the below effect */
1211 ac += tmp->stats.ac + tmp->magic; 1121 ac += tmp->stats.ac + tmp->magic;
1212 } 1122 }
1123
1213 if (tmp->stats.wc) 1124 if (tmp->stats.wc)
1214 wc -= (tmp->stats.wc + tmp->magic); 1125 wc -= (tmp->stats.wc + tmp->magic);
1126
1215 if (tmp->stats.ac) 1127 if (tmp->stats.ac)
1216 ac -= (tmp->stats.ac + tmp->magic); 1128 ac -= (tmp->stats.ac + tmp->magic);
1129
1217 if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.0 < max) 1130 if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.f < max)
1218 max = ARMOUR_SPEED (tmp) / 10.0; 1131 max = ARMOUR_SPEED (tmp) / 10.f;
1132
1219 break; 1133 break;
1220 } /* switch tmp->type */ 1134 } /* switch tmp->type */
1221 } /* item is equipped */ 1135 } /* item is equipped */
1222 } /* for loop of items */ 1136 } /* for loop of items */
1223 1137
1231 * If there is a cursed (and no uncursed) potion in effect, we take 1145 * If there is a cursed (and no uncursed) potion in effect, we take
1232 * 'total resistance = vulnerability from cursed potion'. 1146 * 'total resistance = vulnerability from cursed potion'.
1233 */ 1147 */
1234 for (i = 0; i < NROFATTACKS; i++) 1148 for (i = 0; i < NROFATTACKS; i++)
1235 { 1149 {
1236 op->resist[i] = prot[i] - vuln[i]; 1150 resist[i] = prot[i] - vuln[i];
1151
1237 if (potion_resist[i] && ((potion_resist[i] > op->resist[i]) || (potion_resist[i] < 0))) 1152 if (potion_resist[i] && ((potion_resist[i] > resist[i]) || (potion_resist[i] < 0)))
1238 op->resist[i] = potion_resist[i]; 1153 resist[i] = potion_resist[i];
1239 } 1154 }
1240 1155
1241 /* Figure out the players sp/mana/hp totals. */ 1156 /* Figure out the players sp/mana/hp totals. */
1242 if (op->type == PLAYER) 1157 if (type == PLAYER)
1243 { 1158 {
1244 int pl_level; 1159 int pl_level;
1245 1160
1246 check_stat_bounds (&(op->stats)); 1161 check_stat_bounds (&(stats));
1247 pl_level = op->level; 1162 pl_level = level;
1248 1163
1249 if (pl_level < 1) 1164 if (pl_level < 1)
1250 pl_level = 1; /* safety, we should always get 1 levels worth of hp! */ 1165 pl_level = 1; /* safety, we should always get 1 levels worth of hp! */
1251 1166
1252 /* You basically get half a con bonus/level. But we do take into account rounding, 1167 /* 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. 1168 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels.
1254 */ 1169 */
1255 for (i = 1, op->stats.maxhp = 0; i <= pl_level && i <= 10; i++) 1170 for (i = 1, stats.maxhp = 0; i <= pl_level && i <= 10; i++)
1256 { 1171 {
1257 j = op->contr->levhp[i] + con_bonus[op->stats.Con] / 2; 1172 j = contr->levhp[i] + con_bonus[stats.Con] / 2;
1173
1258 if (i % 2 && con_bonus[op->stats.Con] % 2) 1174 if (i % 2 && con_bonus[stats.Con] % 2)
1259 { 1175 {
1260 if (con_bonus[op->stats.Con] > 0) 1176 if (con_bonus[stats.Con] > 0)
1261 j++; 1177 j++;
1262 else 1178 else
1263 j--; 1179 j--;
1264 } 1180 }
1181
1265 op->stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */ 1182 stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */
1266 } 1183 }
1267 1184
1268 for (i = 11; i <= op->level; i++) 1185 for (i = 11; i <= level; i++)
1269 op->stats.maxhp += 2; 1186 stats.maxhp += 2;
1270 1187
1271 if (op->stats.hp > op->stats.maxhp) 1188 if (stats.hp > stats.maxhp)
1272 op->stats.hp = op->stats.maxhp; 1189 stats.hp = stats.maxhp;
1273 1190
1274 /* Sp gain is controlled by the level of the player's 1191 /* Sp gain is controlled by the level of the player's
1275 * relevant experience object (mana_obj, see above) 1192 * relevant experience object (mana_obj, see above)
1276 */ 1193 */
1277 /* following happen when skills system is not used */ 1194 /* following happen when skills system is not used */
1278 if (!mana_obj) 1195 if (!mana_obj)
1279 mana_obj = op; 1196 mana_obj = this;
1197
1280 if (!grace_obj) 1198 if (!grace_obj)
1281 grace_obj = op; 1199 grace_obj = this;
1200
1282 /* set maxsp */ 1201 /* set maxsp */
1283 if (!mana_obj || !mana_obj->level || op->type != PLAYER) 1202 if (!mana_obj || !mana_obj->level || type != PLAYER)
1284 mana_obj = op; 1203 mana_obj = this;
1285 1204
1286 if (mana_obj == op && op->type == PLAYER) 1205 if (mana_obj == this && type == PLAYER)
1287 {
1288 op->stats.maxsp = 1; 1206 stats.maxsp = 1;
1289 }
1290 else 1207 else
1291 { 1208 {
1292 sp_tmp = 0.0; 1209 sp_tmp = 0.f;
1210
1293 for (i = 1; i <= mana_obj->level && i <= 10; i++) 1211 for (i = 1; i <= mana_obj->level && i <= 10; i++)
1294 { 1212 {
1295 float stmp; 1213 float stmp;
1296 1214
1297 /* Got some extra bonus at first level */ 1215 /* Got some extra bonus at first level */
1298 if (i < 2) 1216 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); 1217 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 6.f;
1301 }
1302 else 1218 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; 1219 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 12.f;
1305 } 1220
1306 if (stmp < 1.0) 1221 if (stmp < 1.f)
1307 stmp = 1.0; 1222 stmp = 1.f;
1223
1308 sp_tmp += stmp; 1224 sp_tmp += stmp;
1309 } 1225 }
1226
1310 op->stats.maxsp = (int) sp_tmp; 1227 stats.maxsp = (sint16)sp_tmp;
1311 1228
1312 for (i = 11; i <= mana_obj->level; i++) 1229 for (i = 11; i <= mana_obj->level; i++)
1313 op->stats.maxsp += 2; 1230 stats.maxsp += 2;
1314 } 1231 }
1232
1315 /* Characters can get their sp supercharged via rune of transferrance */ 1233 /* Characters can get their sp supercharged via rune of transferrance */
1316 if (op->stats.sp > op->stats.maxsp * 2) 1234 if (stats.sp > stats.maxsp * 2)
1317 op->stats.sp = op->stats.maxsp * 2; 1235 stats.sp = stats.maxsp * 2;
1318 1236
1319 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */ 1237 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */
1320 if (!grace_obj || !grace_obj->level || op->type != PLAYER) 1238 if (!grace_obj || !grace_obj->level || type != PLAYER)
1321 grace_obj = op; 1239 grace_obj = this;
1322 1240
1323 if (grace_obj == op && op->type == PLAYER) 1241 if (grace_obj == this && type == PLAYER)
1324 {
1325 op->stats.maxgrace = 1; 1242 stats.maxgrace = 1;
1326 }
1327 else 1243 else
1328 { 1244 {
1329 /* store grace in a float - this way, the divisions below don't create 1245 /* 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 1246 * 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 1247 * becomes big jumps when the sums of the bonuses jump to the next
1332 * step of 8 - with floats, even fractional ones are useful. 1248 * step of 8 - with floats, even fractional ones are useful.
1333 */ 1249 */
1334 sp_tmp = 0.0; 1250 sp_tmp = 0.f;
1335 for (i = 1, op->stats.maxgrace = 0; i <= grace_obj->level && i <= 10; i++) 1251 for (i = 1, stats.maxgrace = 0; i <= grace_obj->level && i <= 10; i++)
1336 { 1252 {
1337 float grace_tmp = 0.0; 1253 float grace_tmp = 0.f;
1338 1254
1339 /* Got some extra bonus at first level */ 1255 /* Got some extra bonus at first level */
1340 if (i < 2) 1256 if (i < 2)
1341 { 1257 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 1258 else
1346 { 1259 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] 1260
1348 + ((float) grace_bonus[op->stats.Pow] + 2.0 * (float) grace_bonus[op->stats.Wis]) / 12.0;
1349 }
1350 if (grace_tmp < 1.0) 1261 if (grace_tmp < 1.f)
1351 grace_tmp = 1.0; 1262 grace_tmp = 1.f;
1263
1352 sp_tmp += grace_tmp; 1264 sp_tmp += grace_tmp;
1353 } 1265 }
1266
1354 op->stats.maxgrace = (int) sp_tmp; 1267 stats.maxgrace = (sint16)sp_tmp;
1355 1268
1356 /* two grace points per level after 11 */ 1269 /* two grace points per level after 11 */
1357 for (i = 11; i <= grace_obj->level; i++) 1270 for (i = 11; i <= grace_obj->level; i++)
1358 op->stats.maxgrace += 2; 1271 stats.maxgrace += 2;
1359 } 1272 }
1273
1360 /* No limit on grace vs maxgrace */ 1274 /* No limit on grace vs maxgrace */
1361 1275
1362 if (op->contr->braced) 1276 if (contr->braced)
1363 { 1277 {
1364 ac += 2; 1278 ac += 2;
1365 wc += 4; 1279 wc += 4;
1366 } 1280 }
1367 else 1281 else
1368 ac -= dex_bonus[op->stats.Dex]; 1282 ac -= dex_bonus[stats.Dex];
1369 1283
1370 /* In new exp/skills system, wc bonuses are related to 1284 /* In new exp/skills system, wc bonuses are related to
1371 * the players level in a relevant exp object (wc_obj) 1285 * the players level in a relevant exp object (wc_obj)
1372 * not the general player level -b.t. 1286 * not the general player level -b.t.
1373 * I changed this slightly so that wc bonuses are better 1287 * I changed this slightly so that wc bonuses are better
1376 * improvement every level, now its fighterlevel/5. So 1290 * improvement every level, now its fighterlevel/5. So
1377 * we give the player a bonus here in wc and dam 1291 * we give the player a bonus here in wc and dam
1378 * to make up for the change. Note that I left the 1292 * to make up for the change. Note that I left the
1379 * monster bonus the same as before. -b.t. 1293 * monster bonus the same as before. -b.t.
1380 */ 1294 */
1295 object *wc_obj = chosen_skill;
1381 1296
1382 if (op->type == PLAYER && wc_obj && wc_obj->level > 1) 1297 if (contr && wc_obj && wc_obj->level > 1)
1383 { 1298 {
1384 wc -= (wc_obj->level + thaco_bonus[op->stats.Str]); 1299 wc -= wc_obj->level + thaco_bonus[stats.Str];
1300
1385 for (i = 1; i < wc_obj->level; i++) 1301 for (i = 1; i < wc_obj->level; i++)
1386 { 1302 {
1387 /* addtional wc every 6 levels */ 1303 /* additional wc every 6 levels */
1388 if (!(i % 6)) 1304 if (!(i % 6))
1389 wc--; 1305 wc--;
1306
1390 /* addtional dam every 4 levels. */ 1307 /* additional dam every 4 levels. */
1391 if (!(i % 4) && (dam_bonus[op->stats.Str] >= 0)) 1308 if (!(i % 4) && dam_bonus[stats.Str] >= 0)
1392 op->stats.dam += (1 + (dam_bonus[op->stats.Str] / 5)); 1309 stats.dam += 1 + dam_bonus[stats.Str] / 5;
1393 } 1310 }
1394 } 1311 }
1395 else 1312 else
1396 wc -= (op->level + thaco_bonus[op->stats.Str]); 1313 wc -= level + thaco_bonus[stats.Str];
1397 1314
1398 op->stats.dam += dam_bonus[op->stats.Str]; 1315 stats.dam += dam_bonus[stats.Str];
1399 1316
1400 if (op->stats.dam < 1) 1317 if (stats.dam < 1)
1401 op->stats.dam = 1; 1318 stats.dam = 1;
1402 1319
1403 op->speed = 1.0 + speed_bonus[op->stats.Dex]; 1320 speed = 1.f + speed_bonus[stats.Dex];
1321
1404 if (settings.search_items && op->contr->search_str[0]) 1322 if (settings.search_items && contr->search_str[0])
1405 op->speed -= 1; 1323 speed -= 1;
1324
1406 if (op->attacktype == 0) 1325 if (attacktype == 0)
1407 op->attacktype = op->arch->clone.attacktype; 1326 attacktype = arch->attacktype;
1408
1409 } /* End if player */ 1327 } /* End if player */
1410 1328
1411 if (added_speed >= 0) 1329 if (added_speed >= 0)
1412 op->speed += added_speed / 10.0; 1330 speed += added_speed / 10.f;
1413 else /* Something wrong here...: */ 1331 else /* Something wrong here...: */
1414 op->speed /= (float) (1.0 - added_speed); 1332 speed /= 1.f - added_speed;
1415 1333
1416 /* Max is determined by armour */ 1334 /* Max is determined by armour */
1417 if (op->speed > max) 1335 if (speed > max)
1418 op->speed = max; 1336 speed = max;
1419 1337
1420 if (op->type == PLAYER) 1338 if (type == PLAYER)
1421 { 1339 {
1422 /* f is a number the represents the number of kg above (positive num) 1340 /* 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 1341 * or below (negative number) that the player is carrying. If above
1424 * weight limit, then player suffers a speed reduction based on how 1342 * weight limit, then player suffers a speed reduction based on how
1425 * much above he is, and what is max carry is 1343 * much above he is, and what is max carry is
1426 */ 1344 */
1427 f = (op->carrying / 1000) - max_carry[op->stats.Str]; 1345 f = (carrying / 1000) - max_carry[stats.Str];
1428 if (f > 0) 1346 if (f > 0)
1429 op->speed = op->speed / (1.0 + f / max_carry[op->stats.Str]); 1347 speed = speed / (1.f + f / max_carry[stats.Str]);
1430 } 1348 }
1431 1349
1432 op->speed += bonus_speed / 10.0; /* Not affected by limits */ 1350 speed += bonus_speed / 10.f; /* Not affected by limits */
1433 1351
1434 /* Put a lower limit on speed. Note with this speed, you move once every 1352 /* 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. 1353 * 100 ticks or so. This amounts to once every 12 seconds of realtime.
1436 */ 1354 */
1437 op->speed = op->speed * speed_reduce_from_disease; 1355 speed = speed * speed_reduce_from_disease;
1438 1356
1439 if (op->speed < 0.01 && op->type == PLAYER) 1357 if (speed < 0.01f && type == PLAYER)
1440 op->speed = 0.01; 1358 speed = 0.01f;
1441 1359
1442 if (op->type == PLAYER) 1360 if (type == PLAYER)
1443 { 1361 {
1444 float M, W, s, D, K, S, M2;
1445
1446 /* (This formula was made by vidarl@ifi.uio.no) 1362 /* (This formula was made by vidarl@ifi.uio.no)
1447 * Note that we never used these values again - basically 1363 * Note that we never used these values again - basically
1448 * all of these could be subbed into one big equation, but 1364 * all of these could be subbed into one big equation, but
1449 * that would just be a real pain to read. 1365 * that would just be a real pain to read.
1450 */ 1366 */
1451 M = (max_carry[op->stats.Str] - 121) / 121.0; 1367 float M = (max_carry[stats.Str] - 121) / 121.f;
1452 M2 = max_carry[op->stats.Str] / 100.0; 1368 float M2 = max_carry[stats.Str] / 100.f;
1453 W = weapon_weight / 20000.0; 1369 float W = weapon_weight / 20000.f;
1454 s = 2 - weapon_speed / 10.0; 1370 float s = (20 - weapon_speed) / 10.f;
1455 D = (op->stats.Dex - 14) / 14.0; 1371 float D = (stats.Dex - 14) / 14.f;
1456 K = 1 + M / 3.0 - W / (3 * M2) + op->speed / 5.0 + D / 2.0; 1372 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; 1373
1374 K *= (4 + level) * 1.2f / (6 + level);
1375
1458 if (K <= 0) 1376 if (K <= 0.01f)
1459 K = 0.01; 1377 K = 0.01f;
1460 S = op->speed / (K * s); 1378
1461 op->contr->weapon_sp = S; 1379 contr->weapon_sp = K * s * .5f; //TODO: balance the .5
1462 } 1380 }
1381
1463 /* I want to limit the power of small monsters with big weapons: */ 1382 /* 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) 1383 if (type != PLAYER && arch && stats.dam > arch->stats.dam * 3)
1465 op->stats.dam = op->arch->clone.stats.dam * 3; 1384 stats.dam = arch->stats.dam * 3;
1466 1385
1467 /* Prevent overflows of wc - best you can get is ABS(120) - this 1386 stats.wc = clamp (wc, MIN_WC, MAX_WC);
1468 * should be more than enough - remember, AC is also in 8 bits, 1387 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 1388
1483 /* if for some reason the creature doesn't have any move type, 1389 /* if for some reason the creature doesn't have any move type,
1484 * give them walking as a default. 1390 * give them walking as a default.
1485 * The second case is a special case - to more closely mimic the 1391 * The second case is a special case - to more closely mimic the
1486 * old behaviour - if your flying, your not walking - just 1392 * old behaviour - if your flying, your not walking - just
1487 * one or the other. 1393 * one or the other.
1488 */ 1394 */
1489 if (op->move_type == 0) 1395 if (move_type == 0)
1490 op->move_type = MOVE_WALK; 1396 move_type = MOVE_WALK;
1491 else if (op->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) 1397 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH))
1492 op->move_type &= ~MOVE_WALK; 1398 move_type &= ~MOVE_WALK;
1493 1399
1494 update_ob_speed (op); 1400 if (speed != old_speed)
1401 set_speed (speed);
1495 1402
1496 /* It is quite possible that a player's spell costing might have changed, 1403 /* It is quite possible that a player's spell costing might have changed,
1497 * so we will check that now. 1404 * so we will check that now.
1498 */ 1405 */
1499 if (op->type == PLAYER) 1406 if (type == PLAYER)
1407 {
1408 esrv_update_stats (contr);
1500 esrv_update_spells (op->contr); 1409 esrv_update_spells (contr);
1410 }
1411
1412 // update the mapspace, if we are on a map
1413 if (!flag [FLAG_REMOVED] && map)
1414 map->at (x, y).flags_ = 0;
1501} 1415}
1502 1416
1503/* 1417/*
1504 * Returns true if the given player is a legal class. 1418 * Returns true if the given player is a legal class.
1505 * The function to add and remove class-bonuses to the stats doesn't 1419 * The function to add and remove class-bonuses to the stats doesn't
1506 * check if the stat becomes negative, thus this function 1420 * check if the stat becomes negative, thus this function
1507 * merely checks that all stats are 1 or more, and returns 1421 * merely checks that all stats are 1 or more, and returns
1508 * false otherwise. 1422 * false otherwise.
1509 */ 1423 */
1510
1511int 1424int
1512allowed_class (const object *op) 1425allowed_class (const object *op)
1513{ 1426{
1514 return op->stats.Dex > 0 && op->stats.Str > 0 && op->stats.Con > 0 && 1427 return op->stats.Dex > 0
1515 op->stats.Int > 0 && op->stats.Wis > 0 && op->stats.Pow > 0 && op->stats.Cha > 0; 1428 && op->stats.Str > 0
1429 && op->stats.Con > 0
1430 && op->stats.Int > 0
1431 && op->stats.Wis > 0
1432 && op->stats.Pow > 0
1433 && op->stats.Cha > 0;
1516} 1434}
1517 1435
1518/* 1436/*
1519 * set the new dragon name after gaining levels or 1437 * set the new dragon name after gaining levels or
1520 * changing ability focus (later this can be extended to 1438 * changing ability focus (later this can be extended to
1591 object *skin = NULL; /* pointer to dragon skin force */ 1509 object *skin = NULL; /* pointer to dragon skin force */
1592 object *tmp = NULL; /* tmp. object */ 1510 object *tmp = NULL; /* tmp. object */
1593 char buf[MAX_BUF]; /* tmp. string buffer */ 1511 char buf[MAX_BUF]; /* tmp. string buffer */
1594 1512
1595 /* now grab the 'dragon_ability'-forces from the player's inventory */ 1513 /* now grab the 'dragon_ability'-forces from the player's inventory */
1596 for (tmp = who->inv; tmp != NULL; tmp = tmp->below) 1514 for (tmp = who->inv; tmp; tmp = tmp->below)
1597 {
1598 if (tmp->type == FORCE) 1515 if (tmp->type == FORCE)
1599 { 1516 if (tmp->arch->archname == shstr_dragon_ability_force)
1600 if (strcmp (tmp->arch->name, "dragon_ability_force") == 0)
1601 abil = tmp; 1517 abil = tmp;
1602 if (strcmp (tmp->arch->name, "dragon_skin_force") == 0) 1518 else if (tmp->arch->archname == shstr_dragon_skin_force)
1603 skin = tmp; 1519 skin = tmp;
1604 } 1520
1605 }
1606 /* if the force is missing -> bail out */ 1521 /* if the force is missing -> bail out */
1607 if (abil == NULL) 1522 if (abil == NULL)
1608 return; 1523 return;
1609 1524
1610 /* The ability_force keeps track of maximum level ever achieved. 1525 /* The ability_force keeps track of maximum level ever achieved.
1654 if (!skill_obj) 1569 if (!skill_obj)
1655 { 1570 {
1656 LOG (llevError, "add_player_exp: couldn't find skill %s\n", skill_name); 1571 LOG (llevError, "add_player_exp: couldn't find skill %s\n", skill_name);
1657 return NULL; 1572 return NULL;
1658 } 1573 }
1574
1659 /* clear the flag - exp goes into this bucket, but player 1575 /* clear the flag - exp goes into this bucket, but player
1660 * still doesn't know it. 1576 * still doesn't know it.
1661 */ 1577 */
1662 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL); 1578 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL);
1663 skill_obj->stats.exp = 0; 1579 skill_obj->stats.exp = 0;
1664 skill_obj->level = 1; 1580 skill_obj->level = 1;
1665 insert_ob_in_ob (skill_obj, op); 1581 insert_ob_in_ob (skill_obj, op);
1666 if (op->contr) 1582
1583 if (player *pl = op->contr)
1667 { 1584 {
1668 op->contr->last_skill_ob[skill_obj->subtype] = skill_obj; 1585 pl->last_skill_ob [skill_obj->subtype] = skill_obj;
1669 op->contr->last_skill_exp[skill_obj->subtype] = -1; 1586 if (pl->ns)
1587 pl->ns->last_skill_exp[skill_obj->subtype] = -1;//TODO: should be made superfluous
1670 } 1588 }
1589
1671 return skill_obj; 1590 return skill_obj;
1672} 1591}
1673
1674 1592
1675/* player_lvl_adj() - for the new exp system. we are concerned with 1593/* player_lvl_adj() - for the new exp system. we are concerned with
1676 * whether the player gets more hp, sp and new levels. 1594 * whether the player gets more hp, sp and new levels.
1677 * Note this this function should only be called for players. Monstes 1595 * Note this this function should only be called for players. Monstes
1678 * don't really gain levels 1596 * don't really gain levels
1689 1607
1690 if (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul)) 1608 if (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul))
1691 { 1609 {
1692 op->level++; 1610 op->level++;
1693 1611
1694 if (op != NULL && op == who && op->stats.exp > 1 && is_dragon_pl (who)) 1612 if (op && op == who && op->stats.exp > 1 && is_dragon_pl (who))
1695 dragon_level_gain (who); 1613 dragon_level_gain (who);
1696 1614
1697 /* Only roll these if it is the player (who) that gained the level */ 1615 /* Only roll these if it is the player (who) that gained the level */
1698 if (op == who && (who->level < 11) && who->type == PLAYER) 1616 if (op == who && (who->level < 11) && who->type == PLAYER)
1699 { 1617 {
1700 who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1; 1618 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); 1619 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; 1620 who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1;
1703 } 1621 }
1704 1622
1705 fix_player (who); 1623 who->update_stats ();
1706 if (op->level > 1) 1624 if (op->level > 1)
1707 { 1625 {
1708 if (op->type != PLAYER) 1626 if (op->type != PLAYER)
1709 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); 1627 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1710 else 1628 else
1711 sprintf (buf, "You are now level %d.", op->level); 1629 sprintf (buf, "You are now level %d.", op->level);
1630
1712 if (who) 1631 if (who)
1713 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); 1632 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1714 } 1633 }
1634
1715 player_lvl_adj (who, op); /* To increase more levels */ 1635 player_lvl_adj (who, op); /* To increase more levels */
1716 } 1636 }
1717 else if (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul)) 1637 else if (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul))
1718 { 1638 {
1719 op->level--; 1639 op->level--;
1720 fix_player (who); 1640 who->update_stats ();
1641
1721 if (op->type != PLAYER) 1642 if (op->type != PLAYER)
1722 { 1643 {
1723 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); 1644 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); 1645 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1725 } 1646 }
1647
1726 player_lvl_adj (who, op); /* To decrease more levels */ 1648 player_lvl_adj (who, op); /* To decrease more levels */
1727 } 1649 }
1650
1728 /* check if the spell data has changed */ 1651 /* check if the spell data has changed */
1652 esrv_update_stats (who->contr);
1729 esrv_update_spells (who->contr); 1653 esrv_update_spells (who->contr);
1730} 1654}
1731 1655
1732/* 1656/*
1733 * Returns how much experience is needed for a player to become 1657 * Returns how much experience is needed for a player to become
1737sint64 1661sint64
1738level_exp (int level, double expmul) 1662level_exp (int level, double expmul)
1739{ 1663{
1740 if (level > settings.max_level) 1664 if (level > settings.max_level)
1741 return (sint64) (expmul * levels[settings.max_level]); 1665 return (sint64) (expmul * levels[settings.max_level]);
1666
1742 return (sint64) (expmul * levels[level]); 1667 return (sint64) (expmul * levels[level]);
1743} 1668}
1744 1669
1745/* 1670/*
1746 * Ensure that the permanent experience requirements in an exp object are met. 1671 * Ensure that the permanent experience requirements in an exp object are met.
1767 op->perm_exp = 0; 1692 op->perm_exp = 0;
1768 else if (op->perm_exp > (sint64) MAX_EXPERIENCE) 1693 else if (op->perm_exp > (sint64) MAX_EXPERIENCE)
1769 op->perm_exp = MAX_EXPERIENCE; 1694 op->perm_exp = MAX_EXPERIENCE;
1770} 1695}
1771 1696
1772
1773/* Add experience to a player - exp should only be positive. 1697/* Add experience to a player - exp should only be positive.
1774 * Updates permanent exp for the skill we are adding to. 1698 * Updates permanent exp for the skill we are adding to.
1775 * skill_name is the skill to add exp to. Skill name can be 1699 * skill_name is the skill to add exp to. Skill name can be
1776 * NULL, in which case exp increases the players general 1700 * NULL, in which case exp increases the players general
1777 * total, but not any particular skill. 1701 * total, but not any particular skill.
1778 * flag is what to do if the player doesn't have the skill: 1702 * flag is what to do if the player doesn't have the skill:
1779 */ 1703 */
1780
1781static void 1704static void
1782add_player_exp (object *op, sint64 exp, const char *skill_name, int flag) 1705add_player_exp (object *op, sint64 exp, const char *skill_name, int flag)
1783{ 1706{
1784 object *skill_obj = NULL; 1707 object *skill_obj = NULL;
1785 sint64 limit, exp_to_add; 1708 sint64 limit, exp_to_add;
1786 int i; 1709 int i;
1787 1710
1788 /* prevents some forms of abuse. */ 1711 /* prevents some forms of abuse. */
1789 if (op->contr->braced) 1712 if (op->contr->braced)
1790 exp = exp / 5; 1713 exp /= 5;
1791 1714
1792 /* Try to find the matching skill. 1715 /* Try to find the matching skill.
1793 * We do a shortcut/time saving mechanism first - see if it matches 1716 * We do a shortcut/time saving mechanism first - see if it matches
1794 * chosen_skill. This means we don't need to search through 1717 * chosen_skill. This means we don't need to search through
1795 * the players inventory. 1718 * the players inventory.
1796 */ 1719 */
1797 if (skill_name) 1720 if (skill_name)
1798 { 1721 {
1799 if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill)) 1722 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)); 1853 del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction));
1931 tmp->stats.exp -= del_exp; 1854 tmp->stats.exp -= del_exp;
1932 player_lvl_adj (op, tmp); 1855 player_lvl_adj (op, tmp);
1933 } 1856 }
1934 } 1857 }
1858
1935 if (flag != SK_SUBTRACT_SKILL_EXP) 1859 if (flag != SK_SUBTRACT_SKILL_EXP)
1936 { 1860 {
1937 del_exp = check_exp_loss (op, exp); 1861 del_exp = check_exp_loss (op, exp);
1938 op->stats.exp -= del_exp; 1862 op->stats.exp -= del_exp;
1939 player_lvl_adj (op, NULL); 1863 player_lvl_adj (op, NULL);
1940 } 1864 }
1941} 1865}
1942
1943
1944 1866
1945/* change_exp() - changes experience to a player/monster. This 1867/* change_exp() - changes experience to a player/monster. This
1946 * does bounds checking to make sure we don't overflow the max exp. 1868 * does bounds checking to make sure we don't overflow the max exp.
1947 * 1869 *
1948 * The exp passed is typically not modified much by this function - 1870 * The exp passed is typically not modified much by this function -
1949 * it is assumed the caller has modified the exp as needed. 1871 * it is assumed the caller has modified the exp as needed.
1950 * skill_name is the skill that should get the exp added. 1872 * skill_name is the skill that should get the exp added.
1951 * flag is what to do if player doesn't have the skill. 1873 * flag is what to do if player doesn't have the skill.
1952 * these last two values are only used for players. 1874 * these last two values are only used for players.
1953 */ 1875 */
1954
1955void 1876void
1956change_exp (object *op, sint64 exp, const char *skill_name, int flag) 1877change_exp (object *op, sint64 exp, const char *skill_name, int flag)
1957{ 1878{
1958
1959#ifdef EXP_DEBUG 1879#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); 1880 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp);
1964# endif
1965#endif 1881#endif
1966 1882
1967 /* safety */ 1883 /* safety */
1968 if (!op) 1884 if (!op)
1969 { 1885 {
2008 else 1924 else
2009 /* note that when you lose exp, it doesn't go against 1925 /* note that when you lose exp, it doesn't go against
2010 * a particular skill, so we don't need to pass that 1926 * a particular skill, so we don't need to pass that
2011 * along. 1927 * along.
2012 */ 1928 */
2013 subtract_player_exp (op, FABS (exp), skill_name, flag); 1929 subtract_player_exp (op, abs (exp), skill_name, flag);
2014
2015 } 1930 }
2016} 1931}
2017 1932
2018/* Applies a death penalty experience, the size of this is defined by the 1933/* 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 1934 * settings death_penalty_percentage and death_penalty_levels, and by the
2020 * amount of permenent experience, whichever gives the lowest loss. 1935 * amount of permenent experience, whichever gives the lowest loss.
2021 */ 1936 */
2022
2023void 1937void
2024apply_death_exp_penalty (object *op) 1938apply_death_exp_penalty (object *op)
2025{ 1939{
2026 object *tmp; 1940 object *tmp;
2027 sint64 loss; 1941 sint64 loss;
2049 player_lvl_adj (op, tmp); 1963 player_lvl_adj (op, tmp);
2050 } 1964 }
2051 1965
2052 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100; 1966 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)]; 1967 level_loss = op->stats.exp - levels[MAX (0, op->level - settings.death_penalty_level)];
1968
2054 if (level_loss < 0) 1969 if (level_loss < 0)
2055 level_loss = 0; 1970 level_loss = 0;
2056 loss = check_exp_loss (op, MIN (level_loss, percentage_loss)); 1971 loss = check_exp_loss (op, MIN (level_loss, percentage_loss));
2057 1972
2058 op->stats.exp -= loss; 1973 op->stats.exp -= loss;
2072 if (level > MAX_SAVE_LEVEL) 1987 if (level > MAX_SAVE_LEVEL)
2073 level = MAX_SAVE_LEVEL; 1988 level = MAX_SAVE_LEVEL;
2074 1989
2075 if ((random_roll (1, 20, op, PREFER_HIGH) + bonus) < savethrow[level]) 1990 if ((random_roll (1, 20, op, PREFER_HIGH) + bonus) < savethrow[level])
2076 return 0; 1991 return 0;
1992
2077 return 1; 1993 return 1;
2078} 1994}

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