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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 1.74 by root, Tue Aug 7 21:58:25 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}
708
709/* These are the items that currently can change digestion, regeneration,
710 * spell point recovery and mana point recovery. Seems sort of an arbitary
711 * list, but other items store other info into stats array.
712 */
713static struct digest_types : std::bitset<NUM_TYPES>
714{
715 digest_types ()
716 {
717 set (WEAPON);
718 set (BOW);
719 set (ARMOUR);
720 set (HELMET);
721 set (SHIELD);
722 set (RING);
723 set (BOOTS);
724 set (GLOVES);
725 set (AMULET);
726 set (GIRDLE);
727 set (BRACERS);
728 set (CLOAK);
729 set (DISEASE);
730 set (FORCE);
731 set (SKILL);
732 }
733} digest_types;
734
735static struct copy_flags : object::flags_t
736{
737 copy_flags ()
738 {
739 set (FLAG_LIFESAVE);
740 set (FLAG_REFL_SPELL);
741 set (FLAG_REFL_MISSILE);
742 set (FLAG_STEALTH);
743 set (FLAG_XRAYS);
744 set (FLAG_BLIND);
745 set (FLAG_SEE_IN_DARK);
746 }
747} copy_flags;
813 748
814/* 749/*
815 * Updates all abilities given by applied objects in the inventory 750 * Updates all abilities given by applied objects in the inventory
816 * of the given object. Note: This function works for both monsters 751 * of the given object. Note: This function works for both monsters
817 * and players; the "player" in the name is purely an archaic inheritance. 752 * and players; the "player" in the name is purely an archaic inheritance.
818 * This functions starts from base values (archetype or player object) 753 * This functions starts from base values (archetype or player object)
819 * and then adjusts them according to what the player has equipped. 754 * and then adjusts them according to what the player has equipped.
820 */ 755 *
821
822/* July 95 - inserted stuff to handle new skills/exp system - b.t. 756 * July 95 - inserted stuff to handle new skills/exp system - b.t.
823 spell system split, grace points now added to system --peterm 757 * spell system split, grace points now added to system --peterm
824 */ 758 */
825
826void 759void
827fix_player (object *op) 760object::update_stats ()
828{ 761{
829 int i, j; 762 int i, j;
830 float f, max = 9, added_speed = 0, bonus_speed = 0, sp_tmp, speed_reduce_from_disease = 1; 763 float f, max_speed = 9, added_speed = 0, bonus_speed = 0, speed_reduce_from_disease = 1;
831 int weapon_weight = 0, weapon_speed = 0; 764 int weapon_weight = 0, weapon_speed = 0;
832 int best_wc = 0, best_ac = 0, wc = 0, ac = 0; 765 int best_wc = 0, best_ac = 0, wc = 0, ac = 0;
833 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; 766 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS];
834 object *grace_obj = NULL, *mana_obj = NULL, *wc_obj = NULL, *tmp; 767 object *grace_obj = NULL, *mana_obj = NULL, *tmp;
768 float old_speed = speed;
835 769
836 /* First task is to clear all the values back to their original values */ 770 /* First task is to clear all the values back to their original values */
837 if (op->type == PLAYER) 771 if (type == PLAYER)
838 { 772 {
839 for (i = 0; i < NUM_STATS; i++) 773 for (i = 0; i < NUM_STATS; i++)
840 { 774 stats.stat (i) = contr->orig_stats.stat (i);
841 set_attr_value (&(op->stats), i, get_attr_value (&(op->contr->orig_stats), i)); 775
842 }
843 if (settings.spell_encumbrance == TRUE) 776 if (settings.spell_encumbrance == TRUE)
844 op->contr->encumbrance = 0; 777 contr->encumbrance = 0;
845 778
846 op->attacktype = 0; 779 attacktype = 0;
780
847 op->contr->digestion = 0; 781 contr->digestion = 0;
848 op->contr->gen_hp = 0; 782 contr->gen_hp = 0;
849 op->contr->gen_sp = 0; 783 contr->gen_sp = 0;
850 op->contr->gen_grace = 0; 784 contr->gen_grace = 0;
851 op->contr->gen_sp_armour = 10; 785 contr->gen_sp_armour = 10;
852 op->contr->item_power = 0; 786 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 } 787 }
863 memcpy (op->body_used, op->body_info, sizeof (op->body_info));
864 788
789 for (int i = NUM_BODY_LOCATIONS; i--; )
790 slot[i].used = slot[i].info;
791
865 op->slaying = 0; 792 slaying = 0;
866 793
867 if (!QUERY_FLAG (op, FLAG_WIZ)) 794 if (!QUERY_FLAG (this, FLAG_WIZ))
868 { 795 {
869 CLEAR_FLAG (op, FLAG_XRAYS); 796 CLEAR_FLAG (this, FLAG_XRAYS);
870 CLEAR_FLAG (op, FLAG_MAKE_INVIS); 797 CLEAR_FLAG (this, FLAG_MAKE_INVIS);
871 } 798 }
872 799
873 CLEAR_FLAG (op, FLAG_LIFESAVE); 800 CLEAR_FLAG (this, FLAG_LIFESAVE);
874 CLEAR_FLAG (op, FLAG_STEALTH); 801 CLEAR_FLAG (this, FLAG_STEALTH);
875 CLEAR_FLAG (op, FLAG_BLIND); 802 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);
884 803
885 op->path_attuned = op->arch->clone.path_attuned; 804 if (!QUERY_FLAG (arch, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL);
886 op->path_repelled = op->arch->clone.path_repelled; 805 if (!QUERY_FLAG (arch, FLAG_REFL_MISSILE)) CLEAR_FLAG (this, FLAG_REFL_MISSILE);
887 op->path_denied = op->arch->clone.path_denied; 806 if (!QUERY_FLAG (arch, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD);
888 op->glow_radius = op->arch->clone.glow_radius; 807 if (!QUERY_FLAG (arch, FLAG_SEE_IN_DARK )) CLEAR_FLAG (this, FLAG_SEE_IN_DARK);
889 op->move_type = op->arch->clone.move_type; 808
809 path_attuned = arch->path_attuned;
810 path_repelled = arch->path_repelled;
811 path_denied = arch->path_denied;
812 glow_radius = arch->glow_radius;
813 move_type = arch->move_type;
814
890 op->chosen_skill = NULL; 815 chosen_skill = 0;
891 816
892 /* initializing resistances from the values in player/monster's 817 /* initializing resistances from the values in player/monster's
893 * archetype clone 818 * archetype clone
894 */ 819 */
895 memcpy (&op->resist, &op->arch->clone.resist, sizeof (op->resist)); 820 memcpy (&resist, &arch->resist, sizeof (resist));
896 821
897 for (i = 0; i < NROFATTACKS; i++) 822 for (i = 0; i < NROFATTACKS; i++)
898 { 823 {
899 if (op->resist[i] > 0) 824 if (resist[i] > 0)
900 prot[i] = op->resist[i], vuln[i] = 0; 825 prot[i] = resist[i], vuln[i] = 0;
901 else 826 else
902 vuln[i] = -(op->resist[i]), prot[i] = 0; 827 vuln[i] = -(resist[i]), prot[i] = 0;
828
903 potion_resist[i] = 0; 829 potion_resist[i] = 0;
904 } 830 }
905 831
906 wc = op->arch->clone.stats.wc; 832 wc = arch->stats.wc;
907 op->stats.dam = op->arch->clone.stats.dam; 833 stats.dam = arch->stats.dam;
908 834
909 /* for players which cannot use armour, they gain AC -1 per 3 levels, 835 /* for players which cannot use armour, they gain AC -1 per 3 levels,
910 * plus a small amount of physical resist, those poor suckers. ;) 836 * plus a small amount of physical resist, those poor suckers. ;)
911 * the fact that maxlevel is factored in could be considered sort of bogus - 837 * 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, 838 * 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 839 * basically, if a server updates its max level, these playes may find
914 * that their protection from physical goes down 840 * that their protection from physical goes down
915 */ 841 */
916 if (!QUERY_FLAG (op, FLAG_USE_ARMOUR) && op->type == PLAYER) 842 if (!QUERY_FLAG (this, FLAG_USE_ARMOUR) && type == PLAYER)
917 { 843 {
918 ac = MAX (-10, op->arch->clone.stats.ac - op->level / 3); 844 ac = max (-10, arch->stats.ac - level / 3);
919 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * op->level / settings.max_level)) / 100; 845 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100;
920 } 846 }
921 else 847 else
922 ac = op->arch->clone.stats.ac; 848 ac = arch->stats.ac;
923 849
924 op->stats.luck = op->arch->clone.stats.luck; 850 stats.luck = arch->stats.luck;
925 op->speed = op->arch->clone.speed; 851 speed = arch->speed;
926 852
927 /* OK - we've reset most all the objects attributes to sane values. 853 /* 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. 854 * now go through and make adjustments for what the player has equipped.
929 */ 855 */
930
931 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 856 for (tmp = inv; tmp; tmp = tmp->below)
932 { 857 {
858 /* This happens because apply_potion calls change_abil with the potion
859 * applied so we can tell the player what changed. But change_abil
860 * then calls this function.
861 */
862 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION)
863 continue;
864
933 /* See note in map.c:update_position about making this additive 865 /* See note in map.c:update_position about making this additive
934 * since light sources are never applied, need to put check here. 866 * since light sources are never applied, need to put check here.
935 */ 867 */
936 if (tmp->glow_radius > op->glow_radius) 868 if (tmp->glow_radius > glow_radius)
937 op->glow_radius = tmp->glow_radius; 869 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 }
947 870
948 /* For some things, we don't care what is equipped */ 871 /* For some things, we don't care what is equipped */
949 if (tmp->type == SKILL) 872 if (tmp->type == SKILL)
950 { 873 {
951 /* Want to take the highest skill here. */ 874 /* Want to take the highest skill here. */
954 if (!mana_obj) 877 if (!mana_obj)
955 mana_obj = tmp; 878 mana_obj = tmp;
956 else if (tmp->level > mana_obj->level) 879 else if (tmp->level > mana_obj->level)
957 mana_obj = tmp; 880 mana_obj = tmp;
958 } 881 }
882
959 if (IS_GRACE_SKILL (tmp->subtype)) 883 if (IS_GRACE_SKILL (tmp->subtype))
960 { 884 {
961 if (!grace_obj) 885 if (!grace_obj)
962 grace_obj = tmp; 886 grace_obj = tmp;
963 else if (tmp->level > grace_obj->level) 887 else if (tmp->level > grace_obj->level)
972 * in the praying skill, and the player should always get those. 896 * 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, 897 * 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 898 * because the skill shouldn't count against body positions being used
975 * up, etc. 899 * up, etc.
976 */ 900 */
977 if ((QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type != CONTAINER && tmp->type != CLOSE_CON) || 901 if ((tmp->flag [FLAG_APPLIED]
902 && tmp->type != CONTAINER
903 && tmp->type != CLOSE_CON)
904 || (tmp->type == SKILL
978 (tmp->type == SKILL && tmp->subtype == SK_PRAYING)) 905 && tmp->subtype == SK_PRAYING))
979 { 906 {
980 if (op->type == PLAYER) 907 if (type == PLAYER)
981 { 908 {
982 if (tmp->type == BOW) 909 contr->item_power += tmp->item_power;
983 op->contr->ranges[range_bow] = tmp;
984 910
985 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 911 if (tmp == contr->combat_ob || tmp == contr->ranged_ob)
986 op->contr->ranges[range_misc] = tmp; 912 if (tmp != current_weapon
913 && (tmp->type != SKILL || tmp->subtype != SK_PRAYING)
914 && !tmp->flag [FLAG_CURSED]
915 && !tmp->flag [FLAG_DAMNED])
916 continue;
987 917
988 for (i = 0; i < NUM_STATS; i++) 918 for (int i = 0; i < NUM_STATS; i++)
989 change_attr_value (&(op->stats), i, get_attr_value (&(tmp->stats), i)); 919 if (expect_false (tmp->stats.stat (i)))
920 stats.stat (i) = clamp (stats.stat (i) + tmp->stats.stat (i), MIN_STAT, MAX_STAT);
990 921
991 /* these are the items that currently can change digestion, regeneration, 922 if (digest_types [tmp->type])
992 * spell point recovery and mana point recovery. Seems sort of an arbitary
993 * list, but other items store other info into stats array.
994 */
995 if ((tmp->type == EXPERIENCE) || (tmp->type == WEAPON) ||
996 (tmp->type == ARMOUR) || (tmp->type == HELMET) ||
997 (tmp->type == SHIELD) || (tmp->type == RING) ||
998 (tmp->type == BOOTS) || (tmp->type == GLOVES) ||
999 (tmp->type == AMULET) || (tmp->type == GIRDLE) ||
1000 (tmp->type == BRACERS) || (tmp->type == CLOAK) || (tmp->type == DISEASE) || (tmp->type == FORCE) || (tmp->type == SKILL))
1001 { 923 {
1002 op->contr->digestion += tmp->stats.food; 924 contr->digestion = clamp (int (contr->digestion) + tmp->stats.food, MIN_DIGESTION, MAX_DIGESTION);
1003 op->contr->gen_hp += tmp->stats.hp; 925 contr->gen_hp += tmp->stats.hp;
1004 op->contr->gen_sp += tmp->stats.sp; 926 contr->gen_sp += tmp->stats.sp;
1005 op->contr->gen_grace += tmp->stats.grace; 927 contr->gen_grace += tmp->stats.grace;
1006 op->contr->gen_sp_armour += tmp->gen_sp_armour; 928 contr->gen_sp_armour += tmp->gen_sp_armour;
1007 op->contr->item_power += tmp->item_power;
1008 } 929 }
1009 } /* if this is a player */ 930 } /* if this is a player */
931 else
932 {
933 if (tmp->type == WEAPON)
934 current_weapon = tmp;
935 }
1010 936
1011 /* Update slots used for items */ 937 /* Update slots used for items */
1012 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 938 if (QUERY_FLAG (tmp, FLAG_APPLIED))
1013 {
1014 for (i = 0; i < NUM_BODY_LOCATIONS; i++) 939 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
1015 op->body_used[i] += tmp->body_info[i]; 940 slot[i].used += tmp->slot[i].info;
1016 }
1017 941
1018 if (tmp->type == SYMPTOM) 942 if (tmp->type == SYMPTOM)
1019 { 943 {
1020 speed_reduce_from_disease = tmp->last_sp / 100.0; 944 speed_reduce_from_disease = tmp->last_sp / 100.f;
945
1021 if (speed_reduce_from_disease == 0) 946 if (speed_reduce_from_disease == 0)
1022 speed_reduce_from_disease = 1; 947 speed_reduce_from_disease = 1;
1023 } 948 }
1024 949
1025 /* Pos. and neg. protections are counted seperate (-> pro/vuln). 950 /* Pos. and neg. protections are counted seperate (-> pro/vuln).
1026 * (Negative protections are calculated extactly like positive.) 951 * (Negative protections are calculated exactly like positive.)
1027 * Resistance from potions are treated special as well. If there's 952 * Resistance from potions are treated special as well. If there's
1028 * more than one potion-effect, the bigger prot.-value is taken. 953 * more than one potion-effect, the bigger prot.-value is taken.
1029 */ 954 */
1030 if (tmp->type != POTION) 955 if (tmp->type != POTION)
1031 { 956 {
1032 for (i = 0; i < NROFATTACKS; i++) 957 for (i = 0; i < NROFATTACKS; i++)
1033 { 958 {
1034 /* Potential for cursed potions, in which case we just can use 959 /* Potential for cursed potions, in which case we just can use
1035 * a straight MAX, as potion_resist is initialized to zero. 960 * a straight MAX, as potion_resist is initialised to zero.
1036 */ 961 */
1037 if (tmp->type == POTION_EFFECT) 962 if (tmp->type == POTION_EFFECT)
1038 { 963 {
1039 if (potion_resist[i]) 964 if (potion_resist[i])
1040 potion_resist[i] = MAX (potion_resist[i], tmp->resist[i]); 965 potion_resist[i] = max (potion_resist[i], tmp->resist[i]);
1041 else 966 else
1042 potion_resist[i] = tmp->resist[i]; 967 potion_resist[i] = tmp->resist[i];
1043 } 968 }
1044 else if (tmp->resist[i] > 0) 969 else if (tmp->resist[i] > 0)
1045 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100; 970 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100;
1046 else if (tmp->resist[i] < 0) 971 else if (tmp->resist[i] < 0)
1047 vuln[i] += ((100 - vuln[i]) * (-tmp->resist[i])) / 100; 972 vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100;
1048 } 973 }
1049 } 974 }
1050 975
1051 /* There may be other things that should not adjust the attacktype */ 976 /* There may be other things that should not adjust the attacktype */
1052 if (tmp->type != BOW && tmp->type != SYMPTOM) 977 if (tmp->type != SYMPTOM)
978 {
1053 op->attacktype |= tmp->attacktype; 979 attacktype |= tmp->attacktype;
1054
1055 op->path_attuned |= tmp->path_attuned; 980 path_attuned |= tmp->path_attuned;
1056 op->path_repelled |= tmp->path_repelled; 981 path_repelled |= tmp->path_repelled;
1057 op->path_denied |= tmp->path_denied; 982 path_denied |= tmp->path_denied;
983 move_type |= tmp->move_type;
1058 op->stats.luck += tmp->stats.luck; 984 stats.luck += tmp->stats.luck;
1059 op->move_type |= tmp->move_type; 985 }
1060 986
1061 if (QUERY_FLAG (tmp, FLAG_LIFESAVE)) 987 flag |= tmp->flag & copy_flags;
1062 SET_FLAG (op, FLAG_LIFESAVE);
1063 if (QUERY_FLAG (tmp, FLAG_REFL_SPELL))
1064 SET_FLAG (op, FLAG_REFL_SPELL);
1065 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE))
1066 SET_FLAG (op, FLAG_REFL_MISSILE);
1067 if (QUERY_FLAG (tmp, FLAG_STEALTH))
1068 SET_FLAG (op, FLAG_STEALTH);
1069 if (QUERY_FLAG (tmp, FLAG_XRAYS))
1070 SET_FLAG (op, FLAG_XRAYS);
1071 if (QUERY_FLAG (tmp, FLAG_BLIND))
1072 SET_FLAG (op, FLAG_BLIND);
1073 if (QUERY_FLAG (tmp, FLAG_SEE_IN_DARK))
1074 SET_FLAG (op, FLAG_SEE_IN_DARK);
1075 988
1076 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 989 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (arch, FLAG_UNDEAD))
1077 SET_FLAG (op, FLAG_UNDEAD); 990 SET_FLAG (this, FLAG_UNDEAD);
1078 991
1079 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS)) 992 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS))
1080 { 993 {
1081 SET_FLAG (op, FLAG_MAKE_INVIS); 994 SET_FLAG (this, FLAG_MAKE_INVIS);
1082 op->invisible = 1; 995 invisible = 1;
1083 } 996 }
1084 997
1085 if (tmp->stats.exp && tmp->type != SKILL) 998 if (tmp->stats.exp && tmp->type != SKILL)
1086 { 999 {
1087 if (tmp->stats.exp > 0) 1000 if (tmp->stats.exp > 0)
1088 { 1001 {
1089 added_speed += (float) tmp->stats.exp / 3.0; 1002 added_speed += tmp->stats.exp / 3.f;
1090 bonus_speed += 1.0 + (float) tmp->stats.exp / 3.0; 1003 bonus_speed += tmp->stats.exp / 3.f + 1.f;
1091 } 1004 }
1092 else 1005 else
1093 added_speed += (float) tmp->stats.exp; 1006 added_speed += tmp->stats.exp;
1094 } 1007 }
1095 1008
1096 switch (tmp->type) 1009 switch (tmp->type)
1097 { 1010 {
1011#if 0
1012 case WAND:
1013 case ROD:
1014 case HORN:
1015 if (type != PLAYER || current_weapon == tmp)
1016 chosen_skill = tmp;
1017 break;
1018#endif
1019
1098 /* skills modifying the character -b.t. */ 1020 /* skills modifying the character -b.t. */
1099 /* for all skills and skill granting objects */ 1021 /* for all skills and skill granting objects */
1100 case SKILL: 1022 case SKILL:
1101 if (!QUERY_FLAG (tmp, FLAG_APPLIED)) 1023 {
1024 if (!QUERY_FLAG (tmp, FLAG_APPLIED) || skill_flags [tmp->subtype] & SF_APPLY)
1102 break; 1025 break;
1103 1026
1104 if (IS_COMBAT_SKILL (tmp->subtype))
1105 wc_obj = tmp;
1106
1107 if (op->chosen_skill) 1027 if (chosen_skill)
1028 {
1108 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &op->name); 1029 LOG (llevDebug, "fix_player, op %s has multiple skills applied (%s and %s)\n",
1030 &name, &chosen_skill->name, &tmp->name);
1109 1031
1032 tmp->flag [FLAG_APPLIED] = false;
1033 update_stats ();
1034 return;
1035 }
1036 else
1110 op->chosen_skill = tmp; 1037 chosen_skill = tmp;
1111 1038
1112 if (tmp->stats.dam > 0) 1039 if (tmp->stats.dam > 0)
1113 { /* skill is a 'weapon' */ 1040 { /* skill is a 'weapon' */
1114 if (!QUERY_FLAG (op, FLAG_READY_WEAPON)) 1041 if (!QUERY_FLAG (this, FLAG_READY_WEAPON))
1115 weapon_speed = (int) WEAPON_SPEED (tmp); 1042 weapon_speed = WEAPON_SPEED (tmp);
1043
1116 if (weapon_speed < 0) 1044 if (weapon_speed < 0)
1117 weapon_speed = 0; 1045 weapon_speed = 0;
1046
1118 weapon_weight = tmp->weight; 1047 weapon_weight = tmp->weight;
1119 op->stats.dam += tmp->stats.dam * (1 + (op->chosen_skill->level / 9)); 1048 stats.dam += 1 + chosen_skill->level * tmp->stats.dam / 9;
1049
1120 if (tmp->magic) 1050 if (tmp->magic)
1121 op->stats.dam += tmp->magic; 1051 stats.dam += tmp->magic;
1122 } 1052 }
1123 1053
1124 if (tmp->stats.wc) 1054 if (tmp->stats.wc)
1125 wc -= (tmp->stats.wc + tmp->magic); 1055 wc -= tmp->stats.wc + tmp->magic;
1126 1056
1127 if (tmp->slaying != NULL) 1057 if (tmp->slaying)
1128 op->slaying = tmp->slaying; 1058 slaying = tmp->slaying;
1129 1059
1130 if (tmp->stats.ac) 1060 if (tmp->stats.ac)
1131 ac -= (tmp->stats.ac + tmp->magic); 1061 ac -= tmp->stats.ac + tmp->magic;
1062
1132 if (settings.spell_encumbrance == TRUE && op->type == PLAYER) 1063 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1133 op->contr->encumbrance += (int) 3 *tmp->weight / 1000; 1064 contr->encumbrance += (int) 3 *tmp->weight / 1000;
1065 }
1134 1066
1135 if (op->type == PLAYER)
1136 op->contr->ranges[range_skill] = op;
1137 break; 1067 break;
1138 1068
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: 1069 case SHIELD:
1150 if (settings.spell_encumbrance == TRUE && op->type == PLAYER) 1070 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1151 op->contr->encumbrance += (int) tmp->weight / 2000; 1071 contr->encumbrance += (int) tmp->weight / 2000;
1152 case RING: 1072 case RING:
1153 case AMULET: 1073 case AMULET:
1154 case GIRDLE: 1074 case GIRDLE:
1155 case HELMET: 1075 case HELMET:
1156 case BOOTS: 1076 case BOOTS:
1157 case GLOVES: 1077 case GLOVES:
1158 case CLOAK: 1078 case CLOAK:
1159 if (tmp->stats.wc) 1079 if (tmp->stats.wc)
1160 wc -= (tmp->stats.wc + tmp->magic); 1080 wc -= tmp->stats.wc + tmp->magic;
1081
1161 if (tmp->stats.dam) 1082 if (tmp->stats.dam)
1162 op->stats.dam += (tmp->stats.dam + tmp->magic); 1083 stats.dam += tmp->stats.dam + tmp->magic;
1084
1163 if (tmp->stats.ac) 1085 if (tmp->stats.ac)
1164 ac -= (tmp->stats.ac + tmp->magic); 1086 ac -= tmp->stats.ac + tmp->magic;
1087
1165 break; 1088 break;
1166 1089
1090 case BOW:
1167 case WEAPON: 1091 case WEAPON:
1092 if (type != PLAYER || current_weapon == tmp)
1093 {
1168 wc -= (tmp->stats.wc + tmp->magic); 1094 wc -= tmp->stats.wc + tmp->magic;
1095
1169 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0) 1096 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0)
1170 ac -= tmp->stats.ac + tmp->magic; 1097 ac -= tmp->stats.ac + tmp->magic;
1098
1171 op->stats.dam += (tmp->stats.dam + tmp->magic); 1099 stats.dam += tmp->stats.dam + tmp->magic;
1172 weapon_weight = tmp->weight; 1100 weapon_weight = tmp->weight;
1173 weapon_speed = ((int) WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2; 1101 weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2;
1102
1174 if (weapon_speed < 0) 1103 if (weapon_speed < 0)
1175 weapon_speed = 0; 1104 weapon_speed = 0;
1105
1176 op->slaying = tmp->slaying; 1106 slaying = tmp->slaying;
1107
1177 /* If there is desire that two handed weapons should do 1108 /* If there is desire that two handed weapons should do
1178 * extra strength damage, this is where the code should 1109 * extra strength damage, this is where the code should
1179 * go. 1110 * go.
1180 */ 1111 */
1181 op->current_weapon = tmp; 1112
1182 if (settings.spell_encumbrance == TRUE && op->type == PLAYER) 1113 if (type == PLAYER)
1114 if (settings.spell_encumbrance)
1183 op->contr->encumbrance += (int) 3 *tmp->weight / 1000; 1115 contr->encumbrance += tmp->weight * 3 / 1000;
1116 }
1184 1117
1185 break; 1118 break;
1186 1119
1187 case ARMOUR: /* Only the best of these three are used: */ 1120 case ARMOUR: /* Only the best of these three are used: */
1188 if (settings.spell_encumbrance == TRUE && op->type == PLAYER) 1121 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1189 op->contr->encumbrance += (int) tmp->weight / 1000; 1122 contr->encumbrance += tmp->weight / 1000;
1190 1123
1191 case BRACERS: 1124 case BRACERS:
1192 case FORCE: 1125 case FORCE:
1193 if (tmp->stats.wc) 1126 if (tmp->stats.wc)
1194 { 1127 {
1198 best_wc = tmp->stats.wc + tmp->magic; 1131 best_wc = tmp->stats.wc + tmp->magic;
1199 } 1132 }
1200 else 1133 else
1201 wc += tmp->stats.wc + tmp->magic; 1134 wc += tmp->stats.wc + tmp->magic;
1202 } 1135 }
1136
1203 if (tmp->stats.ac) 1137 if (tmp->stats.ac)
1204 { 1138 {
1205 if (best_ac < tmp->stats.ac + tmp->magic) 1139 if (best_ac < tmp->stats.ac + tmp->magic)
1206 { 1140 {
1207 ac += best_ac; /* Remove last bonus */ 1141 ac += best_ac; /* Remove last bonus */
1208 best_ac = tmp->stats.ac + tmp->magic; 1142 best_ac = tmp->stats.ac + tmp->magic;
1209 } 1143 }
1210 else /* To nullify the below effect */ 1144 else /* To nullify the below effect */
1211 ac += tmp->stats.ac + tmp->magic; 1145 ac += tmp->stats.ac + tmp->magic;
1212 } 1146 }
1147
1213 if (tmp->stats.wc) 1148 if (tmp->stats.wc)
1214 wc -= (tmp->stats.wc + tmp->magic); 1149 wc -= (tmp->stats.wc + tmp->magic);
1150
1215 if (tmp->stats.ac) 1151 if (tmp->stats.ac)
1216 ac -= (tmp->stats.ac + tmp->magic); 1152 ac -= (tmp->stats.ac + tmp->magic);
1217 if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.0 < max) 1153
1154 if (ARMOUR_SPEED (tmp))
1218 max = ARMOUR_SPEED (tmp) / 10.0; 1155 max_speed = min (max_speed, ARMOUR_SPEED (tmp) / 10.f);
1156
1219 break; 1157 break;
1220 } /* switch tmp->type */ 1158 } /* switch tmp->type */
1221 } /* item is equipped */ 1159 } /* item is equipped */
1222 } /* for loop of items */ 1160 } /* for loop of items */
1223 1161
1231 * If there is a cursed (and no uncursed) potion in effect, we take 1169 * If there is a cursed (and no uncursed) potion in effect, we take
1232 * 'total resistance = vulnerability from cursed potion'. 1170 * 'total resistance = vulnerability from cursed potion'.
1233 */ 1171 */
1234 for (i = 0; i < NROFATTACKS; i++) 1172 for (i = 0; i < NROFATTACKS; i++)
1235 { 1173 {
1236 op->resist[i] = prot[i] - vuln[i]; 1174 resist[i] = prot[i] - vuln[i];
1175
1237 if (potion_resist[i] && ((potion_resist[i] > op->resist[i]) || (potion_resist[i] < 0))) 1176 if (potion_resist[i] && ((potion_resist[i] > resist[i]) || (potion_resist[i] < 0)))
1238 op->resist[i] = potion_resist[i]; 1177 resist[i] = potion_resist[i];
1239 } 1178 }
1240 1179
1241 /* Figure out the players sp/mana/hp totals. */ 1180 /* Figure out the players sp/mana/hp totals. */
1242 if (op->type == PLAYER) 1181 if (type == PLAYER)
1243 { 1182 {
1244 int pl_level; 1183 int pl_level;
1245 1184
1246 check_stat_bounds (&(op->stats)); 1185 check_stat_bounds (&(stats));
1247 pl_level = op->level; 1186 pl_level = level;
1248 1187
1249 if (pl_level < 1) 1188 if (pl_level < 1)
1250 pl_level = 1; /* safety, we should always get 1 levels worth of hp! */ 1189 pl_level = 1; /* safety, we should always get 1 levels worth of hp! */
1251 1190
1252 /* You basically get half a con bonus/level. But we do take into account rounding, 1191 /* 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. 1192 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels.
1254 */ 1193 */
1255 for (i = 1, op->stats.maxhp = 0; i <= pl_level && i <= 10; i++) 1194 for (i = 1, stats.maxhp = 0; i <= pl_level && i <= 10; i++)
1256 { 1195 {
1257 j = op->contr->levhp[i] + con_bonus[op->stats.Con] / 2; 1196 j = contr->levhp[i] + con_bonus[stats.Con] / 2;
1197
1258 if (i % 2 && con_bonus[op->stats.Con] % 2) 1198 if (i % 2 && con_bonus[stats.Con] % 2)
1259 {
1260 if (con_bonus[op->stats.Con] > 0) 1199 if (con_bonus[stats.Con] > 0)
1261 j++; 1200 j++;
1262 else 1201 else
1263 j--; 1202 j--;
1264 } 1203
1265 op->stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */ 1204 stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */
1266 } 1205 }
1267 1206
1268 for (i = 11; i <= op->level; i++) 1207 for (i = 11; i <= level; i++)
1269 op->stats.maxhp += 2; 1208 stats.maxhp += 2;
1270 1209
1271 if (op->stats.hp > op->stats.maxhp) 1210 if (stats.hp > stats.maxhp)
1272 op->stats.hp = op->stats.maxhp; 1211 stats.hp = stats.maxhp;
1273 1212
1274 /* Sp gain is controlled by the level of the player's 1213 /* Sp gain is controlled by the level of the player's
1275 * relevant experience object (mana_obj, see above) 1214 * relevant experience object (mana_obj, see above)
1276 */ 1215 */
1277 /* following happen when skills system is not used */ 1216 /* following happen when skills system is not used */
1278 if (!mana_obj) 1217 if (!mana_obj)
1279 mana_obj = op; 1218 mana_obj = this;
1219
1280 if (!grace_obj) 1220 if (!grace_obj)
1281 grace_obj = op; 1221 grace_obj = this;
1222
1282 /* set maxsp */ 1223 /* set maxsp */
1283 if (!mana_obj || !mana_obj->level || op->type != PLAYER) 1224 if (!mana_obj || !mana_obj->level || type != PLAYER)
1284 mana_obj = op; 1225 mana_obj = this;
1285 1226
1286 if (mana_obj == op && op->type == PLAYER) 1227 if (mana_obj == this && type == PLAYER)
1287 {
1288 op->stats.maxsp = 1; 1228 stats.maxsp = 1;
1289 }
1290 else 1229 else
1291 { 1230 {
1292 sp_tmp = 0.0; 1231 float sp_tmp = 0.f;
1232
1293 for (i = 1; i <= mana_obj->level && i <= 10; i++) 1233 for (i = 1; i <= min (10, mana_obj->level); i++)
1294 { 1234 {
1295 float stmp; 1235 float stmp;
1296 1236
1297 /* Got some extra bonus at first level */ 1237 /* Got some extra bonus at first level */
1298 if (i < 2) 1238 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); 1239 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 6.f;
1301 }
1302 else 1240 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; 1241 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 12.f;
1242
1243 sp_tmp += max (1.f, stmp);
1305 } 1244 }
1306 if (stmp < 1.0) 1245
1307 stmp = 1.0; 1246 stats.maxsp = int (sp_tmp) + 2 * max (0, mana_obj->level - 10);
1308 sp_tmp += stmp;
1309 } 1247 }
1310 op->stats.maxsp = (int) sp_tmp;
1311 1248
1312 for (i = 11; i <= mana_obj->level; i++)
1313 op->stats.maxsp += 2;
1314 }
1315 /* Characters can get their sp supercharged via rune of transferrance */ 1249 /* Characters can get their sp supercharged via rune of transferrance */
1316 if (op->stats.sp > op->stats.maxsp * 2) 1250 stats.sp = min (stats.sp, stats.maxsp * 2);
1317 op->stats.sp = op->stats.maxsp * 2;
1318 1251
1319 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */ 1252 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */
1320 if (!grace_obj || !grace_obj->level || op->type != PLAYER) 1253 if (!grace_obj || !grace_obj->level || type != PLAYER)
1321 grace_obj = op; 1254 grace_obj = this;
1322 1255
1323 if (grace_obj == op && op->type == PLAYER) 1256 if (grace_obj == this && type == PLAYER)
1324 {
1325 op->stats.maxgrace = 1; 1257 stats.maxgrace = 1;
1326 }
1327 else 1258 else
1328 { 1259 {
1329 /* store grace in a float - this way, the divisions below don't create 1260 /* 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 1261 * 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 1262 * becomes big jumps when the sums of the bonuses jump to the next
1332 * step of 8 - with floats, even fractional ones are useful. 1263 * step of 8 - with floats, even fractional ones are useful.
1333 */ 1264 */
1334 sp_tmp = 0.0; 1265 float sp_tmp = 0.f;
1335 for (i = 1, op->stats.maxgrace = 0; i <= grace_obj->level && i <= 10; i++) 1266
1267 for (i = 1; i <= min (10, grace_obj->level); i++)
1336 { 1268 {
1337 float grace_tmp = 0.0; 1269 float grace_tmp = 0.f;
1338 1270
1339 /* Got some extra bonus at first level */ 1271 /* Got some extra bonus at first level */
1340 if (i < 2) 1272 if (i < 2)
1341 { 1273 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 1274 else
1346 { 1275 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] 1276
1348 + ((float) grace_bonus[op->stats.Pow] + 2.0 * (float) grace_bonus[op->stats.Wis]) / 12.0; 1277 sp_tmp += max (1.f, grace_tmp);
1349 } 1278 }
1350 if (grace_tmp < 1.0)
1351 grace_tmp = 1.0;
1352 sp_tmp += grace_tmp;
1353 }
1354 op->stats.maxgrace = (int) sp_tmp;
1355 1279
1356 /* two grace points per level after 11 */ 1280 /* two grace points per level after 10 */
1357 for (i = 11; i <= grace_obj->level; i++) 1281 stats.maxgrace = int (sp_tmp) + 2 * max (0, grace_obj->level - 10);
1358 op->stats.maxgrace += 2;
1359 } 1282 }
1283
1360 /* No limit on grace vs maxgrace */ 1284 /* No limit on grace vs maxgrace */
1361 1285
1362 if (op->contr->braced) 1286 if (contr->braced)
1363 { 1287 {
1364 ac += 2; 1288 ac += 2;
1365 wc += 4; 1289 wc += 4;
1366 } 1290 }
1367 else 1291 else
1368 ac -= dex_bonus[op->stats.Dex]; 1292 ac -= dex_bonus[stats.Dex];
1369 1293
1370 /* In new exp/skills system, wc bonuses are related to 1294 /* In new exp/skills system, wc bonuses are related to
1371 * the players level in a relevant exp object (wc_obj) 1295 * the players level in a relevant exp object (wc_obj)
1372 * not the general player level -b.t. 1296 * not the general player level -b.t.
1373 * I changed this slightly so that wc bonuses are better 1297 * I changed this slightly so that wc bonuses are better
1376 * improvement every level, now its fighterlevel/5. So 1300 * improvement every level, now its fighterlevel/5. So
1377 * we give the player a bonus here in wc and dam 1301 * we give the player a bonus here in wc and dam
1378 * to make up for the change. Note that I left the 1302 * to make up for the change. Note that I left the
1379 * monster bonus the same as before. -b.t. 1303 * monster bonus the same as before. -b.t.
1380 */ 1304 */
1305 object *wc_obj = chosen_skill;
1381 1306
1382 if (op->type == PLAYER && wc_obj && wc_obj->level > 1) 1307 if (contr && wc_obj && wc_obj->level > 1)
1383 { 1308 {
1384 wc -= (wc_obj->level + thaco_bonus[op->stats.Str]); 1309 wc -= wc_obj->level + thaco_bonus[stats.Str];
1310
1385 for (i = 1; i < wc_obj->level; i++) 1311 for (i = 1; i < wc_obj->level; i++)
1386 { 1312 {
1387 /* addtional wc every 6 levels */ 1313 /* additional wc every 6 levels */
1388 if (!(i % 6)) 1314 if (!(i % 6))
1389 wc--; 1315 wc--;
1316
1390 /* addtional dam every 4 levels. */ 1317 /* additional dam every 4 levels. */
1391 if (!(i % 4) && (dam_bonus[op->stats.Str] >= 0)) 1318 if (!(i % 4) && dam_bonus[stats.Str] >= 0)
1392 op->stats.dam += (1 + (dam_bonus[op->stats.Str] / 5)); 1319 stats.dam += 1 + dam_bonus[stats.Str] / 5;
1393 } 1320 }
1394 } 1321 }
1395 else 1322 else
1396 wc -= (op->level + thaco_bonus[op->stats.Str]); 1323 wc -= level + thaco_bonus[stats.Str];
1397 1324
1398 op->stats.dam += dam_bonus[op->stats.Str]; 1325 stats.dam += dam_bonus[stats.Str];
1399 1326
1400 if (op->stats.dam < 1) 1327 if (stats.dam < 1)
1401 op->stats.dam = 1; 1328 stats.dam = 1;
1402 1329
1403 op->speed = 1.0 + speed_bonus[op->stats.Dex]; 1330 speed = 1.f + speed_bonus[stats.Dex];
1331
1404 if (settings.search_items && op->contr->search_str[0]) 1332 if (settings.search_items && contr->search_str[0])
1405 op->speed -= 1; 1333 speed -= 1;
1334
1406 if (op->attacktype == 0) 1335 if (attacktype == 0)
1407 op->attacktype = op->arch->clone.attacktype; 1336 attacktype = arch->attacktype;
1408
1409 } /* End if player */ 1337 } /* End if player */
1410 1338
1411 if (added_speed >= 0) 1339 if (added_speed >= 0)
1412 op->speed += added_speed / 10.0; 1340 speed += added_speed / 10.f;
1413 else /* Something wrong here...: */ 1341 else /* Something wrong here...: */
1414 op->speed /= (float) (1.0 - added_speed); 1342 speed /= 1.f - added_speed;
1415 1343
1416 /* Max is determined by armour */ 1344 /* Max is determined by armour */
1417 if (op->speed > max) 1345 speed = min (speed, max_speed);
1418 op->speed = max;
1419 1346
1420 if (op->type == PLAYER) 1347 if (type == PLAYER)
1421 { 1348 {
1422 /* f is a number the represents the number of kg above (positive num) 1349 /* 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 1350 * or below (negative number) that the player is carrying. If above
1424 * weight limit, then player suffers a speed reduction based on how 1351 * weight limit, then player suffers a speed reduction based on how
1425 * much above he is, and what is max carry is 1352 * much above he is, and what is max carry is
1426 */ 1353 */
1427 f = (op->carrying / 1000) - max_carry[op->stats.Str]; 1354 f = (carrying / 1000) - max_carry[stats.Str];
1428 if (f > 0) 1355 if (f > 0)
1429 op->speed = op->speed / (1.0 + f / max_carry[op->stats.Str]); 1356 speed = speed / (1.f + f / max_carry[stats.Str]);
1430 } 1357 }
1431 1358
1432 op->speed += bonus_speed / 10.0; /* Not affected by limits */ 1359 speed += bonus_speed / 10.f; /* Not affected by limits */
1433 1360
1434 /* Put a lower limit on speed. Note with this speed, you move once every 1361 /* 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. 1362 * 100 ticks or so. This amounts to once every 12 seconds of realtime.
1436 */ 1363 */
1437 op->speed = op->speed * speed_reduce_from_disease; 1364 speed = speed * speed_reduce_from_disease;
1438 1365
1439 if (op->speed < 0.01 && op->type == PLAYER) 1366 if (speed < 0.01f && type == PLAYER)
1440 op->speed = 0.01; 1367 speed = 0.01f;
1441 1368
1442 if (op->type == PLAYER) 1369 if (type == PLAYER)
1443 { 1370 {
1444 float M, W, s, D, K, S, M2;
1445
1446 /* (This formula was made by vidarl@ifi.uio.no) 1371 /* (This formula was made by vidarl@ifi.uio.no)
1447 * Note that we never used these values again - basically 1372 * Note that we never used these values again - basically
1448 * all of these could be subbed into one big equation, but 1373 * all of these could be subbed into one big equation, but
1449 * that would just be a real pain to read. 1374 * that would just be a real pain to read.
1450 */ 1375 */
1451 M = (max_carry[op->stats.Str] - 121) / 121.0; 1376 float M = (max_carry[stats.Str] - 121) / 121.f;
1452 M2 = max_carry[op->stats.Str] / 100.0; 1377 float M2 = max_carry[stats.Str] / 100.f;
1453 W = weapon_weight / 20000.0; 1378 float W = weapon_weight / 20000.f;
1454 s = 2 - weapon_speed / 10.0; 1379 float s = (20 - weapon_speed) / 10.f;
1455 D = (op->stats.Dex - 14) / 14.0; 1380 float D = (stats.Dex - 14) / 14.f;
1456 K = 1 + M / 3.0 - W / (3 * M2) + op->speed / 5.0 + D / 2.0; 1381 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; 1382
1383 K *= (4 + level) * 1.2f / (6 + level);
1384
1458 if (K <= 0) 1385 if (K <= 0.01f)
1459 K = 0.01; 1386 K = 0.01f;
1460 S = op->speed / (K * s); 1387
1461 op->contr->weapon_sp = S; 1388 contr->weapon_sp = K * s * .5f; //TODO: balance the .5
1462 } 1389 }
1390
1463 /* I want to limit the power of small monsters with big weapons: */ 1391 /* 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) 1392 if (type != PLAYER && arch && stats.dam > arch->stats.dam * 3)
1465 op->stats.dam = op->arch->clone.stats.dam * 3; 1393 stats.dam = arch->stats.dam * 3;
1466 1394
1467 /* Prevent overflows of wc - best you can get is ABS(120) - this 1395 stats.wc = clamp (wc, MIN_WC, MAX_WC);
1468 * should be more than enough - remember, AC is also in 8 bits, 1396 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 1397
1483 /* if for some reason the creature doesn't have any move type, 1398 /* if for some reason the creature doesn't have any move type,
1484 * give them walking as a default. 1399 * give them walking as a default.
1485 * The second case is a special case - to more closely mimic the 1400 * The second case is a special case - to more closely mimic the
1486 * old behaviour - if your flying, your not walking - just 1401 * old behaviour - if your flying, your not walking - just
1487 * one or the other. 1402 * one or the other.
1488 */ 1403 */
1489 if (op->move_type == 0) 1404 if (move_type == 0)
1490 op->move_type = MOVE_WALK; 1405 move_type = MOVE_WALK;
1491 else if (op->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) 1406 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH))
1492 op->move_type &= ~MOVE_WALK; 1407 move_type &= ~MOVE_WALK;
1493 1408
1494 update_ob_speed (op); 1409 if (speed != old_speed)
1410 set_speed (speed);
1495 1411
1496 /* It is quite possible that a player's spell costing might have changed, 1412 /* It is quite possible that a player's spell costing might have changed,
1497 * so we will check that now. 1413 * so we will check that now.
1498 */ 1414 */
1499 if (op->type == PLAYER) 1415 if (type == PLAYER)
1416 {
1417 esrv_update_stats (contr);
1500 esrv_update_spells (op->contr); 1418 esrv_update_spells (contr);
1419 }
1420
1421 // update the mapspace, if we are on a map
1422 if (!flag [FLAG_REMOVED] && map)
1423 map->at (x, y).flags_ = 0;
1501} 1424}
1502 1425
1503/* 1426/*
1504 * Returns true if the given player is a legal class. 1427 * Returns true if the given player is a legal class.
1505 * The function to add and remove class-bonuses to the stats doesn't 1428 * The function to add and remove class-bonuses to the stats doesn't
1506 * check if the stat becomes negative, thus this function 1429 * check if the stat becomes negative, thus this function
1507 * merely checks that all stats are 1 or more, and returns 1430 * merely checks that all stats are 1 or more, and returns
1508 * false otherwise. 1431 * false otherwise.
1509 */ 1432 */
1510
1511int 1433int
1512allowed_class (const object *op) 1434allowed_class (const object *op)
1513{ 1435{
1514 return op->stats.Dex > 0 && op->stats.Str > 0 && op->stats.Con > 0 && 1436 return op->stats.Dex > 0
1515 op->stats.Int > 0 && op->stats.Wis > 0 && op->stats.Pow > 0 && op->stats.Cha > 0; 1437 && op->stats.Str > 0
1438 && op->stats.Con > 0
1439 && op->stats.Int > 0
1440 && op->stats.Wis > 0
1441 && op->stats.Pow > 0
1442 && op->stats.Cha > 0;
1516} 1443}
1517 1444
1518/* 1445/*
1519 * set the new dragon name after gaining levels or 1446 * set the new dragon name after gaining levels or
1520 * changing ability focus (later this can be extended to 1447 * changing ability focus (later this can be extended to
1591 object *skin = NULL; /* pointer to dragon skin force */ 1518 object *skin = NULL; /* pointer to dragon skin force */
1592 object *tmp = NULL; /* tmp. object */ 1519 object *tmp = NULL; /* tmp. object */
1593 char buf[MAX_BUF]; /* tmp. string buffer */ 1520 char buf[MAX_BUF]; /* tmp. string buffer */
1594 1521
1595 /* now grab the 'dragon_ability'-forces from the player's inventory */ 1522 /* now grab the 'dragon_ability'-forces from the player's inventory */
1596 for (tmp = who->inv; tmp != NULL; tmp = tmp->below) 1523 for (tmp = who->inv; tmp; tmp = tmp->below)
1597 {
1598 if (tmp->type == FORCE) 1524 if (tmp->type == FORCE)
1599 { 1525 if (tmp->arch->archname == shstr_dragon_ability_force)
1600 if (strcmp (tmp->arch->name, "dragon_ability_force") == 0)
1601 abil = tmp; 1526 abil = tmp;
1602 if (strcmp (tmp->arch->name, "dragon_skin_force") == 0) 1527 else if (tmp->arch->archname == shstr_dragon_skin_force)
1603 skin = tmp; 1528 skin = tmp;
1604 } 1529
1605 }
1606 /* if the force is missing -> bail out */ 1530 /* if the force is missing -> bail out */
1607 if (abil == NULL) 1531 if (abil == NULL)
1608 return; 1532 return;
1609 1533
1610 /* The ability_force keeps track of maximum level ever achieved. 1534 /* The ability_force keeps track of maximum level ever achieved.
1654 if (!skill_obj) 1578 if (!skill_obj)
1655 { 1579 {
1656 LOG (llevError, "add_player_exp: couldn't find skill %s\n", skill_name); 1580 LOG (llevError, "add_player_exp: couldn't find skill %s\n", skill_name);
1657 return NULL; 1581 return NULL;
1658 } 1582 }
1583
1659 /* clear the flag - exp goes into this bucket, but player 1584 /* clear the flag - exp goes into this bucket, but player
1660 * still doesn't know it. 1585 * still doesn't know it.
1661 */ 1586 */
1662 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL); 1587 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL);
1663 skill_obj->stats.exp = 0; 1588 skill_obj->stats.exp = 0;
1664 skill_obj->level = 1; 1589 skill_obj->level = 1;
1665 insert_ob_in_ob (skill_obj, op); 1590 insert_ob_in_ob (skill_obj, op);
1666 if (op->contr) 1591
1592 if (player *pl = op->contr)
1667 { 1593 {
1668 op->contr->last_skill_ob[skill_obj->subtype] = skill_obj; 1594 pl->last_skill_ob [skill_obj->subtype] = skill_obj;
1669 op->contr->last_skill_exp[skill_obj->subtype] = -1; 1595 if (pl->ns)
1596 pl->ns->last_skill_exp[skill_obj->subtype] = -1;//TODO: should be made superfluous
1670 } 1597 }
1598
1671 return skill_obj; 1599 return skill_obj;
1672} 1600}
1673
1674 1601
1675/* player_lvl_adj() - for the new exp system. we are concerned with 1602/* player_lvl_adj() - for the new exp system. we are concerned with
1676 * whether the player gets more hp, sp and new levels. 1603 * whether the player gets more hp, sp and new levels.
1677 * Note this this function should only be called for players. Monstes 1604 * Note this this function should only be called for players. Monstes
1678 * don't really gain levels 1605 * don't really gain levels
1681 */ 1608 */
1682void 1609void
1683player_lvl_adj (object *who, object *op) 1610player_lvl_adj (object *who, object *op)
1684{ 1611{
1685 char buf[MAX_BUF]; 1612 char buf[MAX_BUF];
1613 bool changed = false;
1686 1614
1687 if (!op) /* when rolling stats */ 1615 if (!op) /* when rolling stats */
1688 op = who; 1616 op = who;
1689 1617
1690 if (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul)) 1618 while (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul))
1691 { 1619 {
1620 changed = true;
1621
1692 op->level++; 1622 op->level++;
1693 1623
1694 if (op != NULL && op == who && op->stats.exp > 1 && is_dragon_pl (who)) 1624 if (op && op == who && op->stats.exp > 1 && is_dragon_pl (who))
1695 dragon_level_gain (who); 1625 dragon_level_gain (who);
1696 1626
1697 /* Only roll these if it is the player (who) that gained the level */ 1627 /* Only roll these if it is the player (who) that gained the level */
1698 if (op == who && (who->level < 11) && who->type == PLAYER) 1628 if (op == who && (who->level < 11) && who->type == PLAYER)
1699 { 1629 {
1700 who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1; 1630 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); 1631 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; 1632 who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1;
1703 } 1633 }
1704 1634
1705 fix_player (who);
1706 if (op->level > 1) 1635 if (op->level > 1)
1707 { 1636 {
1708 if (op->type != PLAYER) 1637 if (op->type != PLAYER)
1638 {
1639 who->contr->play_sound (sound_find ("skill_up"));
1709 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);
1641 }
1710 else 1642 else
1643 {
1644 who->contr->play_sound (sound_find ("level_up"));
1711 sprintf (buf, "You are now level %d.", op->level); 1645 sprintf (buf, "You are now level %d.", op->level);
1646 }
1647
1712 if (who) 1648 if (who)
1713 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); 1649 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1714 } 1650 }
1715 player_lvl_adj (who, op); /* To increase more levels */
1716 } 1651 }
1652
1717 else if (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul)) 1653 while (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul))
1718 { 1654 {
1655 changed = true;
1656
1719 op->level--; 1657 op->level--;
1720 fix_player (who); 1658
1721 if (op->type != PLAYER) 1659 if (op->type != PLAYER)
1722 { 1660 {
1723 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); 1661 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); 1662 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1725 } 1663 }
1726 player_lvl_adj (who, op); /* To decrease more levels */ 1664 }
1665
1666 if (changed)
1727 } 1667 {
1668 who->update_stats ();
1669 esrv_update_stats (who->contr);
1728 /* check if the spell data has changed */ 1670 /* check if the spell data has changed */
1729 esrv_update_spells (who->contr); 1671 esrv_update_spells (who->contr);
1672 }
1730} 1673}
1731 1674
1732/* 1675/*
1733 * Returns how much experience is needed for a player to become 1676 * Returns how much experience is needed for a player to become
1734 * the given level. level should really never exceed max_level 1677 * the given level. level should really never exceed max_level
1737sint64 1680sint64
1738level_exp (int level, double expmul) 1681level_exp (int level, double expmul)
1739{ 1682{
1740 if (level > settings.max_level) 1683 if (level > settings.max_level)
1741 return (sint64) (expmul * levels[settings.max_level]); 1684 return (sint64) (expmul * levels[settings.max_level]);
1685
1742 return (sint64) (expmul * levels[level]); 1686 return (sint64) (expmul * levels[level]);
1743} 1687}
1744 1688
1745/* 1689/*
1746 * Ensure that the permanent experience requirements in an exp object are met. 1690 * Ensure that the permanent experience requirements in an exp object are met.
1767 op->perm_exp = 0; 1711 op->perm_exp = 0;
1768 else if (op->perm_exp > (sint64) MAX_EXPERIENCE) 1712 else if (op->perm_exp > (sint64) MAX_EXPERIENCE)
1769 op->perm_exp = MAX_EXPERIENCE; 1713 op->perm_exp = MAX_EXPERIENCE;
1770} 1714}
1771 1715
1772
1773/* Add experience to a player - exp should only be positive. 1716/* Add experience to a player - exp should only be positive.
1774 * Updates permanent exp for the skill we are adding to. 1717 * Updates permanent exp for the skill we are adding to.
1775 * skill_name is the skill to add exp to. Skill name can be 1718 * skill_name is the skill to add exp to. Skill name can be
1776 * NULL, in which case exp increases the players general 1719 * NULL, in which case exp increases the players general
1777 * total, but not any particular skill. 1720 * total, but not any particular skill.
1778 * flag is what to do if the player doesn't have the skill: 1721 * flag is what to do if the player doesn't have the skill:
1779 */ 1722 */
1780
1781static void 1723static void
1782add_player_exp (object *op, sint64 exp, const char *skill_name, int flag) 1724add_player_exp (object *op, sint64 exp, const char *skill_name, int flag)
1783{ 1725{
1784 object *skill_obj = NULL; 1726 object *skill_obj = NULL;
1785 sint64 limit, exp_to_add; 1727 sint64 limit, exp_to_add;
1786 int i; 1728 int i;
1787 1729
1788 /* prevents some forms of abuse. */ 1730 /* prevents some forms of abuse. */
1789 if (op->contr->braced) 1731 if (op->contr->braced)
1790 exp = exp / 5; 1732 exp /= 5;
1791 1733
1792 /* Try to find the matching skill. 1734 /* Try to find the matching skill.
1793 * We do a shortcut/time saving mechanism first - see if it matches 1735 * We do a shortcut/time saving mechanism first - see if it matches
1794 * chosen_skill. This means we don't need to search through 1736 * chosen_skill. This means we don't need to search through
1795 * the players inventory. 1737 * the players inventory.
1796 */ 1738 */
1797 if (skill_name) 1739 if (skill_name)
1798 { 1740 {
1799 if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill)) 1741 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)); 1872 del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction));
1931 tmp->stats.exp -= del_exp; 1873 tmp->stats.exp -= del_exp;
1932 player_lvl_adj (op, tmp); 1874 player_lvl_adj (op, tmp);
1933 } 1875 }
1934 } 1876 }
1877
1935 if (flag != SK_SUBTRACT_SKILL_EXP) 1878 if (flag != SK_SUBTRACT_SKILL_EXP)
1936 { 1879 {
1937 del_exp = check_exp_loss (op, exp); 1880 del_exp = check_exp_loss (op, exp);
1938 op->stats.exp -= del_exp; 1881 op->stats.exp -= del_exp;
1939 player_lvl_adj (op, NULL); 1882 player_lvl_adj (op, NULL);
1940 } 1883 }
1941} 1884}
1942
1943
1944 1885
1945/* change_exp() - changes experience to a player/monster. This 1886/* change_exp() - changes experience to a player/monster. This
1946 * does bounds checking to make sure we don't overflow the max exp. 1887 * does bounds checking to make sure we don't overflow the max exp.
1947 * 1888 *
1948 * The exp passed is typically not modified much by this function - 1889 * The exp passed is typically not modified much by this function -
1949 * it is assumed the caller has modified the exp as needed. 1890 * it is assumed the caller has modified the exp as needed.
1950 * skill_name is the skill that should get the exp added. 1891 * skill_name is the skill that should get the exp added.
1951 * flag is what to do if player doesn't have the skill. 1892 * flag is what to do if player doesn't have the skill.
1952 * these last two values are only used for players. 1893 * these last two values are only used for players.
1953 */ 1894 */
1954
1955void 1895void
1956change_exp (object *op, sint64 exp, const char *skill_name, int flag) 1896change_exp (object *op, sint64 exp, const char *skill_name, int flag)
1957{ 1897{
1958
1959#ifdef EXP_DEBUG 1898#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); 1899 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp);
1964# endif
1965#endif 1900#endif
1966 1901
1967 /* safety */ 1902 /* safety */
1968 if (!op) 1903 if (!op)
1969 { 1904 {
2008 else 1943 else
2009 /* note that when you lose exp, it doesn't go against 1944 /* note that when you lose exp, it doesn't go against
2010 * a particular skill, so we don't need to pass that 1945 * a particular skill, so we don't need to pass that
2011 * along. 1946 * along.
2012 */ 1947 */
2013 subtract_player_exp (op, FABS (exp), skill_name, flag); 1948 subtract_player_exp (op, abs (exp), skill_name, flag);
2014
2015 } 1949 }
2016} 1950}
2017 1951
2018/* Applies a death penalty experience, the size of this is defined by the 1952/* 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 1953 * settings death_penalty_percentage and death_penalty_levels, and by the
2020 * amount of permenent experience, whichever gives the lowest loss. 1954 * amount of permenent experience, whichever gives the lowest loss.
2021 */ 1955 */
2022
2023void 1956void
2024apply_death_exp_penalty (object *op) 1957apply_death_exp_penalty (object *op)
2025{ 1958{
2026 object *tmp; 1959 object *tmp;
2027 sint64 loss; 1960 sint64 loss;
2049 player_lvl_adj (op, tmp); 1982 player_lvl_adj (op, tmp);
2050 } 1983 }
2051 1984
2052 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100; 1985 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)]; 1986 level_loss = op->stats.exp - levels[MAX (0, op->level - settings.death_penalty_level)];
1987
2054 if (level_loss < 0) 1988 if (level_loss < 0)
2055 level_loss = 0; 1989 level_loss = 0;
2056 loss = check_exp_loss (op, MIN (level_loss, percentage_loss)); 1990 loss = check_exp_loss (op, MIN (level_loss, percentage_loss));
2057 1991
2058 op->stats.exp -= loss; 1992 op->stats.exp -= loss;
2072 if (level > MAX_SAVE_LEVEL) 2006 if (level > MAX_SAVE_LEVEL)
2073 level = MAX_SAVE_LEVEL; 2007 level = MAX_SAVE_LEVEL;
2074 2008
2075 if ((random_roll (1, 20, op, PREFER_HIGH) + bonus) < savethrow[level]) 2009 if ((random_roll (1, 20, op, PREFER_HIGH) + bonus) < savethrow[level])
2076 return 0; 2010 return 0;
2011
2077 return 1; 2012 return 1;
2078} 2013}

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