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Comparing deliantra/server/common/living.C (file contents):
Revision 1.74 by root, Tue Aug 7 21:58:25 2007 UTC vs.
Revision 1.132 by root, Wed Nov 16 23:41:59 2016 UTC

1/* 1/*
2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * Crossfire TRT is free software: you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation, either version 3 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
20 * 21 *
21 * The authors can be reached via e-mail to <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 23 */
23 24
24#include <global.h> 25#include <global.h>
25#include <funcpoint.h>
26 26
27/* Handy little macro that adds exp and keeps it within bounds. Since 27/* Handy little macro that adds exp and keeps it within bounds. Since
28 * we are now using 64 bit values, I'm not all concerned about overflow issues 28 * we are now using 64 bit values, I'm not all concerned about overflow issues
29 * with exptotal wrapping. exptotal is typically op->exp, or op->perm_exp 29 * with exptotal wrapping. exptotal is typically op->exp, or op->perm_exp
30 */ 30 */
33static const int con_bonus[MAX_STAT + 1] = { 33static const int con_bonus[MAX_STAT + 1] = {
34 -6, -5, -4, -3, -2, -1, -1, 0, 0, 0, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 12, 14, 16, 18, 20, 34 -6, -5, -4, -3, -2, -1, -1, 0, 0, 0, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 12, 14, 16, 18, 20,
35 22, 25, 30, 40, 50 35 22, 25, 30, 40, 50
36}; 36};
37 37
38/* changed the name of this to "sp_bonus" from "int_bonus" 38/* changed the name of this to "sp_bonus" from "int_bonus"
39 * because Pow can now be the stat that controls spellpoint 39 * because Pow can now be the stat that controls spellpoint
40 * advancement. -b.t. 40 * advancement. -b.t.
41 */ 41 */
42static const int sp_bonus[MAX_STAT + 1] = { 42static const int sp_bonus[MAX_STAT + 1] = {
43 -10, -10, -9, -8, -7, -6, -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 12, 15, 20, 25, 43 -10, -10, -9, -8, -7, -6, -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 12, 15, 20, 25,
108 * These limits are probably overly generous, but being there were no values 108 * These limits are probably overly generous, but being there were no values
109 * before, you need to start someplace. 109 * before, you need to start someplace.
110 */ 110 */
111 111
112const uint32 weight_limit[MAX_STAT + 1] = { 112const uint32 weight_limit[MAX_STAT + 1] = {
113 200000, /* 0 */ 113 200000, /* 0 */
114 250000, 300000, 350000, 400000, 500000, /* 5 */ 114 250000, 300000, 350000, 400000, 500000, /* 5 */
115 600000, 700000, 800000, 900000, 1000000, /* 10 */ 115 600000, 700000, 800000, 900000, 1000000, /* 10 */
116 1100000, 1200000, 1300000, 1400000, 1500000, /* 15 */ 116 1100000, 1200000, 1300000, 1400000, 1500000, /* 15 */
117 1650000, 1800000, 1950000, 2100000, 2250000, /* 20 */ 117 1650000, 1800000, 1950000, 2100000, 2250000, /* 20 */
118 2400000, 2550000, 2700000, 2850000, 3000000, /* 25 */ 118 2400000, 2550000, 2700000, 2850000, 3000000, /* 25 */
119 3250000, 3500000, 3750000, 4000000, 4500000 /*30 */ 119 3250000, 3500000, 3750000, 4000000, 4500000 /* 30 */
120}; 120};
121 121
122const int learn_spell[MAX_STAT + 1] = { 122const int learn_spell[MAX_STAT + 1] = {
123 0, 0, 0, 1, 2, 4, 8, 12, 16, 25, 36, 45, 55, 65, 70, 75, 80, 85, 90, 95, 100, 100, 100, 100, 100, 123 0, 0, 0, 1, 2, 4, 8, 12, 16, 25, 36, 45, 55, 65, 70, 75, 80, 85, 90, 95, 100, 100, 100, 100, 100,
124 100, 100, 100, 100, 100, 100 124 100, 100, 100, 100, 100, 100
139/* 139/*
140 Since this is nowhere defined ... 140 Since this is nowhere defined ...
141 Both come in handy at least in function add_exp() 141 Both come in handy at least in function add_exp()
142*/ 142*/
143 143
144#define MAX_EXPERIENCE levels[settings.max_level] 144#define MAX_EXPERIENCE levels [settings.max_level]
145 145
146/* because exp_obj sum to make the total score, 146/* because exp_obj sum to make the total score,
147 * we cannot allow that sum to exceed the maximum 147 * we cannot allow that sum to exceed the maximum
148 * amount of experience a player can gain. Thus 148 * amount of experience a player can gain. Thus
149 * we define MAX_EXP_IN_OBJ. It is important to try 149 * we define MAX_EXP_IN_OBJ. It is important to try
156 * line with progression of previous levels, so 156 * line with progression of previous levels, so
157 * if more levels are desired, this should be fixed. 157 * if more levels are desired, this should be fixed.
158 * -b.t. 158 * -b.t.
159 */ 159 */
160 160
161#define MAX_EXP_IN_OBJ levels[settings.max_level]/(MAX_EXP_CAT - 1) 161#define MAX_EXP_IN_OBJ MAX_EXP_IN_OBJ / (MAX_EXP_CAT - 1)
162
163extern sint64 *levels;
164 162
165#define MAX_SAVE_LEVEL 110 163#define MAX_SAVE_LEVEL 110
166 164
167/* This no longer needs to be changed anytime the number of 165/* This no longer needs to be changed anytime the number of
168 * levels is increased - rather, did_make_save will do the 166 * levels is increased - rather, did_make_save will do the
262/* Rather than having a whole bunch of if (flag) new_draw.. else new_draw, 260/* Rather than having a whole bunch of if (flag) new_draw.. else new_draw,
263 * make this macro to clean those up. Not usuable outside change_abil 261 * make this macro to clean those up. Not usuable outside change_abil
264 * function since some of the values passed to new_draw_info are hardcoded. 262 * function since some of the values passed to new_draw_info are hardcoded.
265 */ 263 */
266#define DIFF_MSG(flag, msg1, msg2) \ 264#define DIFF_MSG(flag, msg1, msg2) \
267 new_draw_info(NDI_UNIQUE, 0, op, (flag>0)?msg1:msg2); 265 new_draw_info (NDI_UNIQUE, 0, op, (flag > 0) ? msg1 : msg2);
268 266
269/* return 1 if we sucessfully changed a stat, 0 if nothing was changed. */ 267/* return 1 if we sucessfully changed a stat, 0 if nothing was changed. */
270 268
271/* flag is set to 1 if we are applying the object, -1 if we are removing 269/* flag is set to 1 if we are applying the object, -1 if we are removing
272 * the object. 270 * the object.
280 * that gives them that ability. 278 * that gives them that ability.
281 */ 279 */
282int 280int
283change_abil (object *op, object *tmp) 281change_abil (object *op, object *tmp)
284{ 282{
285 int flag = QUERY_FLAG (tmp, FLAG_APPLIED) ? 1 : -1, success = 0; 283 int flag = tmp->flag [FLAG_APPLIED] ? 1 : -1;
284 int success = 0;
286 char message[MAX_BUF]; 285 char message[MAX_BUF];
287 int potion_max = 0; 286 int potion_max = 0;
288 287
289 /* remember what object was like before it was changed. note that 288 // keep some stats for comparison purposes
290 * refop is a local copy of op only to be used for detecting changes 289 object::flags_t prev_flag = op->flag;
291 * found by update_stats. refop is not a real object 290 MoveType prev_move_type = op->move_type;
292 */ 291 sint16 prev_resist [NROFATTACKS]; // clumsy
293 object_copy refop = *op; 292 assert (sizeof (prev_resist) == sizeof (op->resist));
293 memcpy (prev_resist, op->resist, sizeof (prev_resist));
294 294
295 if (op->type == PLAYER) 295 if (op->type == PLAYER)
296 { 296 {
297 if (tmp->type == POTION) 297 if (tmp->type == POTION)
298 { 298 {
299 potion_max = 1; 299 potion_max = 1;
300
300 for (int j = 0; j < NUM_STATS; j++) 301 for (int j = 0; j < NUM_STATS; j++)
301 { 302 {
302 int ostat = op->contr->orig_stats.stat (j); 303 int ostat = op->contr->orig_stats.stat (j);
303 int i = tmp->stats.stat (j); 304 int i = tmp->stats.stat (j);
304 305
305 /* nstat is what the stat will be after use of the potion */ 306 /* nstat is what the stat will be after use of the potion */
306 int nstat = flag * i + ostat; 307 int nstat = flag * i + ostat;
307 308
308 /* Do some bounds checking. While I don't think any 309 /* Do some bounds checking. There is the potential for potions
309 * potions do so right now, there is the potential for potions
310 * that adjust that stat by more than one point, so we need 310 * that adjust that stat by more than one point, so we need
311 * to allow for that. 311 * to allow for that.
312 */ 312 */
313 if (nstat < 1 && i * flag < 0) 313 if (nstat < 1 && i * flag < 0)
314 nstat = 1; 314 nstat = 1;
366 { 366 {
367 success = 1; 367 success = 1;
368 DIFF_MSG (flag, "Your hands begin to glow red.", "Your hands stop glowing red."); 368 DIFF_MSG (flag, "Your hands begin to glow red.", "Your hands stop glowing red.");
369 } 369 }
370 370
371 if (QUERY_FLAG (op, FLAG_LIFESAVE) != QUERY_FLAG (&refop, FLAG_LIFESAVE)) 371 if (op->flag [FLAG_LIFESAVE] != prev_flag [FLAG_LIFESAVE])
372 { 372 {
373 success = 1; 373 success = 1;
374 DIFF_MSG (flag, "You feel very protected.", "You don't feel protected anymore."); 374 DIFF_MSG (flag, "You feel very protected.", "You don't feel protected anymore.");
375 } 375 }
376 376
377 if (QUERY_FLAG (op, FLAG_REFL_MISSILE) != QUERY_FLAG (&refop, FLAG_REFL_MISSILE)) 377 if (op->flag [FLAG_REFL_MISSILE] != prev_flag [FLAG_REFL_MISSILE])
378 { 378 {
379 success = 1; 379 success = 1;
380 DIFF_MSG (flag, "A magic force shimmers around you.", "The magic force fades away."); 380 DIFF_MSG (flag, "A magic force shimmers around you.", "The magic force fades away.");
381 } 381 }
382 382
383 if (QUERY_FLAG (op, FLAG_REFL_SPELL) != QUERY_FLAG (&refop, FLAG_REFL_SPELL)) 383 if (op->flag [FLAG_REFL_SPELL] != prev_flag [FLAG_REFL_SPELL])
384 { 384 {
385 success = 1; 385 success = 1;
386 DIFF_MSG (flag, "You feel more safe now, somehow.", "Suddenly you feel less safe, somehow."); 386 DIFF_MSG (flag, "You feel more safe now, somehow.", "Suddenly you feel less safe, somehow.");
387 } 387 }
388 388
390 * user has multiple items giving the same type appled like we 390 * user has multiple items giving the same type appled like we
391 * used to - that is more work than what we gain, plus messages 391 * used to - that is more work than what we gain, plus messages
392 * can be misleading (a little higher could be miscontrued from 392 * can be misleading (a little higher could be miscontrued from
393 * from fly high) 393 * from fly high)
394 */ 394 */
395 if (tmp->move_type && op->move_type != refop.move_type) 395 if (tmp->move_type && op->move_type != prev_move_type)
396 { 396 {
397 success = 1; 397 success = 1;
398 398
399 /* MOVE_FLY_HIGH trumps MOVE_FLY_LOW - changing your move_fly_low 399 /* MOVE_FLY_HIGH trumps MOVE_FLY_LOW - changing your move_fly_low
400 * status doesn't make a difference if you are flying high 400 * status doesn't make a difference if you are flying high
401 */ 401 */
402 if (tmp->move_type & MOVE_FLY_LOW && !(op->move_type & MOVE_FLY_HIGH)) 402 if (tmp->move_type & MOVE_FLY_LOW && !(op->move_type & MOVE_FLY_HIGH))
403 { 403 {
404 DIFF_MSG (flag, "You start to float in the air!.", "You float down to the ground."); 404 DIFF_MSG (flag, "You start to float in the air!", "You float down to the ground.");
405 } 405 }
406 406
407 if (tmp->move_type & MOVE_FLY_HIGH) 407 if (tmp->move_type & MOVE_FLY_HIGH)
408 { 408 {
409 /* double conditional - second case covers if you have move_fly_low - 409 /* double conditional - second case covers if you have move_fly_low -
413 (op->move_type & MOVE_FLY_LOW ? "You fly lower in the air" : "You float down to the ground.")); 413 (op->move_type & MOVE_FLY_LOW ? "You fly lower in the air" : "You float down to the ground."));
414 } 414 }
415 415
416 if (tmp->move_type & MOVE_SWIM) 416 if (tmp->move_type & MOVE_SWIM)
417 DIFF_MSG (flag, "You feel ready for a swim", "You no longer feel like swimming"); 417 DIFF_MSG (flag, "You feel ready for a swim", "You no longer feel like swimming");
418
419 /* Changing move status may mean you are affected by things you weren't before */
420 check_move_on (op, op);
421 } 418 }
422 419
423 /* becoming UNDEAD... a special treatment for this flag. Only those not 420 /* becoming UNDEAD... a special treatment for this flag. Only those not
424 * originally undead may change their status 421 * originally undead may change their status
425 */ 422 */
426 if (!QUERY_FLAG (op->arch, FLAG_UNDEAD)) 423 if (!op->arch->flag [FLAG_UNDEAD])
427 if (QUERY_FLAG (op, FLAG_UNDEAD) != QUERY_FLAG (&refop, FLAG_UNDEAD)) 424 if (op->flag [FLAG_UNDEAD] != prev_flag [FLAG_UNDEAD])
428 { 425 {
429 success = 1; 426 success = 1;
430 if (flag > 0) 427 if (flag > 0)
431 { 428 {
432 op->race = "undead"; 429 op->race = "undead";
437 op->race = op->arch->race; 434 op->race = op->arch->race;
438 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!"); 435 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!");
439 } 436 }
440 } 437 }
441 438
442 if (QUERY_FLAG (op, FLAG_STEALTH) != QUERY_FLAG (&refop, FLAG_STEALTH)) 439 if (op->flag [FLAG_STEALTH] != prev_flag [FLAG_STEALTH])
443 { 440 {
444 success = 1; 441 success = 1;
445 DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily."); 442 DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily.");
446 } 443 }
447 444
448 if (QUERY_FLAG (op, FLAG_MAKE_INVIS) != QUERY_FLAG (&refop, FLAG_MAKE_INVIS)) 445 if (op->flag [FLAG_MAKE_INVIS] != prev_flag [FLAG_MAKE_INVIS])
449 { 446 {
450 success = 1; 447 success = 1;
451 DIFF_MSG (flag, "You become transparent.", "You can see yourself."); 448 DIFF_MSG (flag, "You become transparent.", "You can see yourself.");
452 } 449 }
453 450
454 /* blinded you can tell if more blinded since blinded player has minimal 451 /* blinded you can tell if more blinded since blinded player has minimal
455 * vision 452 * vision
456 */ 453 */
457 if (QUERY_FLAG (tmp, FLAG_BLIND)) 454 if (tmp->flag [FLAG_BLIND])
458 { 455 {
459 success = 1; 456 success = 1;
460 if (flag > 0) 457 if (flag > 0)
461 { 458 {
462 if (QUERY_FLAG (op, FLAG_WIZ)) 459 if (op->flag [FLAG_WIZ])
463 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self is blinded."); 460 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self is blinded.");
464 else 461 else
465 { 462 {
466 new_draw_info (NDI_UNIQUE, 0, op, "You are blinded."); 463 new_draw_info (NDI_UNIQUE, 0, op, "You are blinded.");
467 SET_FLAG (op, FLAG_BLIND); 464 op->set_flag (FLAG_BLIND);
468 if (op->type == PLAYER) 465 if (op->type == PLAYER)
469 op->contr->do_los = 1; 466 op->contr->do_los = 1;
470 } 467 }
471 } 468 }
472 else 469 else
473 { 470 {
474 if (QUERY_FLAG (op, FLAG_WIZ)) 471 if (op->flag [FLAG_WIZ])
475 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self can now see again."); 472 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self can now see again.");
476 else 473 else
477 { 474 {
478 new_draw_info (NDI_UNIQUE, 0, op, "Your vision returns."); 475 new_draw_info (NDI_UNIQUE, 0, op, "Your vision returns.");
479 CLEAR_FLAG (op, FLAG_BLIND); 476 op->clr_flag (FLAG_BLIND);
480 if (op->type == PLAYER) 477 if (op->type == PLAYER)
481 op->contr->do_los = 1; 478 op->contr->do_los = 1;
482 } 479 }
483 } 480 }
484 } 481 }
485 482
486 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK) != QUERY_FLAG (&refop, FLAG_SEE_IN_DARK)) 483 if (op->flag [FLAG_SEE_IN_DARK] != prev_flag [FLAG_SEE_IN_DARK])
487 { 484 {
488 success = 1; 485 success = 1;
489 if (op->type == PLAYER) 486 if (op->type == PLAYER)
490 op->contr->do_los = 1; 487 op->contr->do_los = 1;
491 DIFF_MSG (flag, "Your vision is better in the dark.", "You see less well in the dark."); 488 DIFF_MSG (flag, "Your vision is better in the dark.", "You see less well in the dark.");
492 } 489 }
493 490
494 if (QUERY_FLAG (op, FLAG_XRAYS) != QUERY_FLAG (&refop, FLAG_XRAYS)) 491 if (op->flag [FLAG_XRAYS] != prev_flag [FLAG_XRAYS])
495 { 492 {
496 success = 1; 493 success = 1;
497 if (flag > 0) 494 if (flag > 0)
498 { 495 {
499 if (QUERY_FLAG (op, FLAG_WIZ)) 496 if (op->flag [FLAG_WIZ])
500 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a little clearer."); 497 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a little clearer.");
501 else 498 else
502 { 499 {
503 new_draw_info (NDI_UNIQUE, 0, op, "Everything becomes transparent."); 500 new_draw_info (NDI_UNIQUE, 0, op, "Everything becomes transparent.");
504 if (op->type == PLAYER) 501 if (op->type == PLAYER)
505 op->contr->do_los = 1; 502 op->contr->do_los = 1;
506 } 503 }
507 } 504 }
508 else 505 else
509 { 506 {
510 if (QUERY_FLAG (op, FLAG_WIZ)) 507 if (op->flag [FLAG_WIZ])
511 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a bit out of focus."); 508 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a bit out of focus.");
512 else 509 else
513 { 510 {
514 new_draw_info (NDI_UNIQUE, 0, op, "Everything suddenly looks very solid."); 511 new_draw_info (NDI_UNIQUE, 0, op, "Everything suddenly looks very solid.");
515 if (op->type == PLAYER) 512 if (op->type == PLAYER)
522 { 519 {
523 success = 1; 520 success = 1;
524 DIFF_MSG (flag * tmp->stats.luck, "You feel more lucky.", "You feel less lucky."); 521 DIFF_MSG (flag * tmp->stats.luck, "You feel more lucky.", "You feel less lucky.");
525 } 522 }
526 523
524 if (digest_types [tmp->type])
525 {
527 if (tmp->stats.hp && op->type == PLAYER) 526 if (tmp->stats.hp && op->type == PLAYER)
528 { 527 {
529 success = 1; 528 success = 1;
530 DIFF_MSG (flag * tmp->stats.hp, "You feel much more healthy!", "You feel much less healthy!"); 529 DIFF_MSG (flag * tmp->stats.hp, "You feel much more healthy!", "You feel much less healthy!");
531 } 530 }
532 531
533 if (tmp->stats.sp && op->type == PLAYER && tmp->type != SKILL) 532 if (tmp->stats.sp && op->type == PLAYER
534 { 533 && tmp->type != SKILL && tmp->type != BOW)
534 {
535 success = 1; 535 success = 1;
536 DIFF_MSG (flag * tmp->stats.sp, "You feel one with the powers of magic!", "You suddenly feel very mundane."); 536 DIFF_MSG (flag * tmp->stats.sp, "You feel one with the powers of magic!", "You suddenly feel very mundane.");
537 } 537 }
538 538
539 /* for the future when artifacts set this -b.t. */ 539 /* for the future when artifacts set this -b.t. */
540 if (tmp->stats.grace && op->type == PLAYER) 540 if (tmp->stats.grace && op->type == PLAYER)
541 { 541 {
542 success = 1; 542 success = 1;
543 DIFF_MSG (flag * tmp->stats.grace, "You feel closer to your god!", "You suddenly feel less holy."); 543 DIFF_MSG (flag * tmp->stats.grace, "You feel closer to your god!", "You suddenly feel less holy.");
544 } 544 }
545 545
546 if (tmp->stats.food && op->type == PLAYER) 546 if (tmp->stats.food && op->type == PLAYER)
547 { 547 {
548 success = 1; 548 success = 1;
549 DIFF_MSG (flag * tmp->stats.food, "You feel your digestion slowing down.", "You feel your digestion speeding up."); 549 DIFF_MSG (flag * tmp->stats.food, "You feel your digestion slowing down.", "You feel your digestion speeding up.");
550 }
550 } 551 }
551 552
552 /* Messages for changed resistance */ 553 /* Messages for changed resistance */
553 for (int i = 0; i < NROFATTACKS; i++) 554 for (int i = 0; i < NROFATTACKS; i++)
554 { 555 {
555 if (i == ATNR_PHYSICAL) 556 if (i == ATNR_PHYSICAL)
556 continue; /* Don't display about armour */ 557 continue; /* Don't display about armour */
557 558
558 if (op->resist[i] != refop.resist[i]) 559 if (op->resist [i] != prev_resist [i])
559 { 560 {
560 success = 1; 561 success = 1;
562
561 if (op->resist[i] > refop.resist[i]) 563 if (op->resist [i] > prev_resist [i])
562 sprintf (message, "Your resistance to %s rises to %d%%.", change_resist_msg[i], op->resist[i]); 564 sprintf (message, "Your resistance to %s rises to %d%%.", change_resist_msg [i], op->resist [i]);
563 else 565 else
564 sprintf (message, "Your resistance to %s drops to %d%%.", change_resist_msg[i], op->resist[i]); 566 sprintf (message, "Your resistance to %s drops to %d%%.", change_resist_msg [i], op->resist [i]);
565 567
566 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message); 568 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message);
567 } 569 }
568 } 570 }
569 571
570 if (!potion_max) 572 if (!potion_max)
571 {
572 for (int j = 0; j < NUM_STATS; j++) 573 for (int j = 0; j < NUM_STATS; j++)
573 {
574 if (int i = tmp->stats.stat (j)) 574 if (int i = tmp->stats.stat (j))
575 { 575 {
576 success = 1; 576 success = 1;
577 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]); 577 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]);
578 } 578 }
579 }
580 }
581 579
582 return success; 580 return success;
583} 581}
584 582
585/* 583/*
596object::drain_specific_stat (int deplete_stats) 594object::drain_specific_stat (int deplete_stats)
597{ 595{
598 object *tmp; 596 object *tmp;
599 archetype *at; 597 archetype *at;
600 598
601 at = archetype::find (ARCH_DEPLETION); 599 at = archetype::find (shstr_depletion);
602 if (!at) 600 if (!at)
603 { 601 {
604 LOG (llevError, "Couldn't find archetype depletion.\n"); 602 LOG (llevError, "Couldn't find archetype depletion.\n");
605 return; 603 return;
606 } 604 }
608 { 606 {
609 tmp = present_arch_in_ob (at, this); 607 tmp = present_arch_in_ob (at, this);
610 608
611 if (!tmp) 609 if (!tmp)
612 { 610 {
613 tmp = arch_to_object (at); 611 tmp = at->instance ();
614 tmp = insert_ob_in_ob (tmp, this); 612 tmp = insert_ob_in_ob (tmp, this);
615 SET_FLAG (tmp, FLAG_APPLIED); 613 tmp->set_flag (FLAG_APPLIED);
616 } 614 }
617 } 615 }
618 616
619 new_draw_info (NDI_UNIQUE, 0, this, drain_msg[deplete_stats]); 617 new_draw_info (NDI_UNIQUE, 0, this, drain_msg[deplete_stats]);
620 change_attr_value (&tmp->stats, deplete_stats, -1); 618 change_attr_value (&tmp->stats, deplete_stats, -1);
626 * via an applied bad_luck object. 624 * via an applied bad_luck object.
627 */ 625 */
628void 626void
629object::change_luck (int value) 627object::change_luck (int value)
630{ 628{
631 archetype *at = archetype::find ("luck"); 629 archetype *at = archetype::find (shstr_luck);
632 if (!at) 630 if (!at)
633 LOG (llevError, "Couldn't find archetype luck.\n"); 631 LOG (llevError, "Couldn't find archetype luck.\n");
634 else 632 else
635 { 633 {
636 object *tmp = present_arch_in_ob (at, this); 634 object *tmp = present_arch_in_ob (at, this);
638 if (!tmp) 636 if (!tmp)
639 { 637 {
640 if (!value) 638 if (!value)
641 return; 639 return;
642 640
643 tmp = arch_to_object (at); 641 tmp = at->instance ();
644 tmp = insert_ob_in_ob (tmp, this); 642 tmp = insert_ob_in_ob (tmp, this);
645 SET_FLAG (tmp, FLAG_APPLIED); 643 tmp->set_flag (FLAG_APPLIED);
646 } 644 }
647 645
648 if (value) 646 if (value)
649 { 647 {
650 /* Limit the luck value of the bad luck object to +/-100. This 648 /* Limit the luck value of the bad luck object to +/-100. This
703 sint8 v = arch->stats.stat (i); 701 sint8 v = arch->stats.stat (i);
704 stats.stat (i) += v; 702 stats.stat (i) += v;
705 contr->orig_stats.stat (i) += v; 703 contr->orig_stats.stat (i) += v;
706 } 704 }
707} 705}
708
709/* These are the items that currently can change digestion, regeneration,
710 * spell point recovery and mana point recovery. Seems sort of an arbitary
711 * list, but other items store other info into stats array.
712 */
713static struct digest_types : std::bitset<NUM_TYPES>
714{
715 digest_types ()
716 {
717 set (WEAPON);
718 set (BOW);
719 set (ARMOUR);
720 set (HELMET);
721 set (SHIELD);
722 set (RING);
723 set (BOOTS);
724 set (GLOVES);
725 set (AMULET);
726 set (GIRDLE);
727 set (BRACERS);
728 set (CLOAK);
729 set (DISEASE);
730 set (FORCE);
731 set (SKILL);
732 }
733} digest_types;
734 706
735static struct copy_flags : object::flags_t 707static struct copy_flags : object::flags_t
736{ 708{
737 copy_flags () 709 copy_flags ()
738 { 710 {
757 * spell system split, grace points now added to system --peterm 729 * spell system split, grace points now added to system --peterm
758 */ 730 */
759void 731void
760object::update_stats () 732object::update_stats ()
761{ 733{
762 int i, j;
763 float f, max_speed = 9, added_speed = 0, bonus_speed = 0, speed_reduce_from_disease = 1; 734 float max_speed = 9, added_speed = 0, bonus_speed = 0, speed_reduce_from_disease = 1;
764 int weapon_weight = 0, weapon_speed = 0; 735 weight_t weapon_weight = 0;
736 int weapon_speed = 0;
765 int best_wc = 0, best_ac = 0, wc = 0, ac = 0; 737 int best_wc = 0, best_ac = 0, wc = 0, ac = 0;
766 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; 738 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS];
767 object *grace_obj = NULL, *mana_obj = NULL, *tmp; 739 object *grace_obj = NULL, *mana_obj = NULL, *tmp;
768 float old_speed = speed; 740 float old_speed = speed;
741 int stat_sum [NUM_STATS];
742
743 MoveType move_type; // we use change_move_type to change it, so use a local copy
769 744
770 /* First task is to clear all the values back to their original values */ 745 /* First task is to clear all the values back to their original values */
771 if (type == PLAYER) 746 if (type == PLAYER)
772 { 747 {
748 contr->delayed_update = false;
749
773 for (i = 0; i < NUM_STATS; i++) 750 for (int i = 0; i < NUM_STATS; i++)
774 stats.stat (i) = contr->orig_stats.stat (i); 751 stat_sum [i] = contr->orig_stats.stat (i);
775 752
776 if (settings.spell_encumbrance == TRUE) 753 if (settings.spell_encumbrance == TRUE)
777 contr->encumbrance = 0; 754 contr->encumbrance = 0;
778 755
779 attacktype = 0; 756 attacktype = 0;
789 for (int i = NUM_BODY_LOCATIONS; i--; ) 766 for (int i = NUM_BODY_LOCATIONS; i--; )
790 slot[i].used = slot[i].info; 767 slot[i].used = slot[i].info;
791 768
792 slaying = 0; 769 slaying = 0;
793 770
794 if (!QUERY_FLAG (this, FLAG_WIZ)) 771 if (!this->flag [FLAG_WIZ])
795 {
796 CLEAR_FLAG (this, FLAG_XRAYS);
797 CLEAR_FLAG (this, FLAG_MAKE_INVIS);
798 } 772 {
773 this->clr_flag (FLAG_XRAYS);
774 this->clr_flag (FLAG_MAKE_INVIS);
775 }
799 776
800 CLEAR_FLAG (this, FLAG_LIFESAVE); 777 this->clr_flag (FLAG_LIFESAVE);
801 CLEAR_FLAG (this, FLAG_STEALTH); 778 this->clr_flag (FLAG_STEALTH);
802 CLEAR_FLAG (this, FLAG_BLIND); 779 this->clr_flag (FLAG_BLIND);
803 780
804 if (!QUERY_FLAG (arch, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL); 781 if (!arch->flag [FLAG_REFL_SPELL ]) this->clr_flag (FLAG_REFL_SPELL);
805 if (!QUERY_FLAG (arch, FLAG_REFL_MISSILE)) CLEAR_FLAG (this, FLAG_REFL_MISSILE); 782 if (!arch->flag [FLAG_REFL_MISSILE]) this->clr_flag (FLAG_REFL_MISSILE);
806 if (!QUERY_FLAG (arch, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD); 783 if (!arch->flag [FLAG_UNDEAD ]) this->clr_flag (FLAG_UNDEAD);
807 if (!QUERY_FLAG (arch, FLAG_SEE_IN_DARK )) CLEAR_FLAG (this, FLAG_SEE_IN_DARK); 784 if (!arch->flag [FLAG_SEE_IN_DARK ]) this->clr_flag (FLAG_SEE_IN_DARK);
808 785
809 path_attuned = arch->path_attuned; 786 path_attuned = arch->path_attuned;
810 path_repelled = arch->path_repelled; 787 path_repelled = arch->path_repelled;
811 path_denied = arch->path_denied; 788 path_denied = arch->path_denied;
812 glow_radius = arch->glow_radius; 789 glow_radius = arch->glow_radius;
813 move_type = arch->move_type; 790 move_type = arch->move_type;
814 791
815 chosen_skill = 0;
816
817 /* initializing resistances from the values in player/monster's 792 /* initializing resistances from the values in player/monster's
818 * archetype clone 793 * archetype clone
819 */ 794 */
820 memcpy (&resist, &arch->resist, sizeof (resist)); 795 memcpy (&resist, &arch->resist, sizeof (resist));
821 796
822 for (i = 0; i < NROFATTACKS; i++) 797 for (int i = 0; i < NROFATTACKS; i++)
823 { 798 {
824 if (resist[i] > 0) 799 if (resist[i] > 0)
825 prot[i] = resist[i], vuln[i] = 0; 800 prot[i] = resist[i], vuln[i] = 0;
826 else 801 else
827 vuln[i] = -(resist[i]), prot[i] = 0; 802 vuln[i] = -resist[i], prot[i] = 0;
828 803
829 potion_resist[i] = 0; 804 potion_resist[i] = -1000;
830 } 805 }
831 806
832 wc = arch->stats.wc; 807 wc = arch->stats.wc;
833 stats.dam = arch->stats.dam; 808 stats.dam = arch->stats.dam;
834 809
837 * the fact that maxlevel is factored in could be considered sort of bogus - 812 * the fact that maxlevel is factored in could be considered sort of bogus -
838 * we should probably give them some bonus and cap it off - otherwise, 813 * we should probably give them some bonus and cap it off - otherwise,
839 * basically, if a server updates its max level, these playes may find 814 * basically, if a server updates its max level, these playes may find
840 * that their protection from physical goes down 815 * that their protection from physical goes down
841 */ 816 */
842 if (!QUERY_FLAG (this, FLAG_USE_ARMOUR) && type == PLAYER) 817 if (!this->flag [FLAG_USE_ARMOUR] && type == PLAYER)
843 { 818 {
844 ac = max (-10, arch->stats.ac - level / 3); 819 ac = max (-10, arch->stats.ac - level / 3);
845 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100; 820 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100;
846 } 821 }
847 else 822 else
848 ac = arch->stats.ac; 823 ac = arch->stats.ac;
849 824
850 stats.luck = arch->stats.luck; 825 stats.luck = arch->stats.luck;
851 speed = arch->speed; 826 speed = arch->speed;
827
828 chosen_skill = 0;
852 829
853 /* OK - we've reset most all the objects attributes to sane values. 830 /* OK - we've reset most all the objects attributes to sane values.
854 * now go through and make adjustments for what the player has equipped. 831 * now go through and make adjustments for what the player has equipped.
855 */ 832 */
856 for (tmp = inv; tmp; tmp = tmp->below) 833 for (tmp = inv; tmp; tmp = tmp->below)
857 { 834 {
858 /* This happens because apply_potion calls change_abil with the potion 835 /* This happens because apply_potion calls change_abil with the potion
859 * applied so we can tell the player what changed. But change_abil 836 * applied so we can tell the player what changed. But change_abil
860 * then calls this function. 837 * then calls this function.
861 */ 838 */
862 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION) 839 if (tmp->flag [FLAG_APPLIED] && tmp->type == POTION)
863 continue; 840 continue;
864 841
865 /* See note in map.c:update_position about making this additive
866 * since light sources are never applied, need to put check here.
867 */
868 if (tmp->glow_radius > glow_radius)
869 glow_radius = tmp->glow_radius; 842 glow_radius += tmp->glow_radius;
870 843
871 /* For some things, we don't care what is equipped */ 844 /* For some things, we don't care what is equipped */
872 if (tmp->type == SKILL) 845 if (tmp->type == SKILL)
873 { 846 {
874 /* Want to take the highest skill here. */ 847 /* Want to take the highest skill here. */
887 else if (tmp->level > grace_obj->level) 860 else if (tmp->level > grace_obj->level)
888 grace_obj = tmp; 861 grace_obj = tmp;
889 } 862 }
890 } 863 }
891 864
892 /* Container objects are not meant to adjust a players, but other applied 865 /* Container objects are not meant to adjust players, but other applied
893 * objects need to make adjustments. 866 * objects need to make adjustments.
894 * This block should handle all player specific changes 867 * This block should handle all player specific changes
895 * The check for Praying is a bit of a hack - god given bonuses are put 868 * The check for Praying is a bit of a hack - god given bonuses are put
896 * in the praying skill, and the player should always get those. 869 * in the praying skill, and the player should always get those.
897 * It also means we need to put in additional checks for applied below, 870 * It also means we need to put in additional checks for applied below,
898 * because the skill shouldn't count against body positions being used 871 * because the skill shouldn't count against body positions being used
899 * up, etc. 872 * up, etc.
900 */ 873 */
901 if ((tmp->flag [FLAG_APPLIED] 874 if ((tmp->flag [FLAG_APPLIED]
902 && tmp->type != CONTAINER 875 && tmp->type != CONTAINER
903 && tmp->type != CLOSE_CON) 876 && tmp->type != CLOSE_CON
904 || (tmp->type == SKILL 877 && tmp->type != SPELL)
905 && tmp->subtype == SK_PRAYING)) 878 || (tmp->type == SKILL && tmp->subtype == SK_PRAYING))
906 { 879 {
907 if (type == PLAYER) 880 if (type == PLAYER)
908 { 881 {
909 contr->item_power += tmp->item_power; 882 contr->item_power += tmp->item_power;
910 883
911 if (tmp == contr->combat_ob || tmp == contr->ranged_ob)
912 if (tmp != current_weapon
913 && (tmp->type != SKILL || tmp->subtype != SK_PRAYING)
914 && !tmp->flag [FLAG_CURSED]
915 && !tmp->flag [FLAG_DAMNED])
916 continue;
917
918 for (int i = 0; i < NUM_STATS; i++) 884 for (int i = 0; i < NUM_STATS; i++)
919 if (expect_false (tmp->stats.stat (i))) 885 stat_sum [i] += tmp->stats.stat (i);
920 stats.stat (i) = clamp (stats.stat (i) + tmp->stats.stat (i), MIN_STAT, MAX_STAT);
921 886
922 if (digest_types [tmp->type]) 887 if (digest_types [tmp->type])
923 { 888 {
924 contr->digestion = clamp (int (contr->digestion) + tmp->stats.food, MIN_DIGESTION, MAX_DIGESTION); 889 contr->digestion += tmp->stats.food;
925 contr->gen_hp += tmp->stats.hp; 890 contr->gen_hp += tmp->stats.hp;
891 if (tmp->type != BOW) // ugly exception for bows
926 contr->gen_sp += tmp->stats.sp; 892 contr->gen_sp += tmp->stats.sp;
927 contr->gen_grace += tmp->stats.grace; 893 contr->gen_grace += tmp->stats.grace;
928 contr->gen_sp_armour += tmp->gen_sp_armour; 894 contr->gen_sp_armour += tmp->gen_sp_armour;
929 } 895 }
930 } /* if this is a player */ 896 } /* if this is a player */
931 else 897 else
933 if (tmp->type == WEAPON) 899 if (tmp->type == WEAPON)
934 current_weapon = tmp; 900 current_weapon = tmp;
935 } 901 }
936 902
937 /* Update slots used for items */ 903 /* Update slots used for items */
938 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 904 if (tmp->flag [FLAG_APPLIED]) // exclude praying...
939 for (i = 0; i < NUM_BODY_LOCATIONS; i++) 905 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
940 slot[i].used += tmp->slot[i].info; 906 slot[i].used += tmp->slot[i].info;
941 907
942 if (tmp->type == SYMPTOM) 908 if (tmp->type == SYMPTOM)
943 {
944 speed_reduce_from_disease = tmp->last_sp / 100.f; 909 min_it (speed_reduce_from_disease, tmp->last_sp ? tmp->last_sp / 100.f : 1.f);
945 910
946 if (speed_reduce_from_disease == 0)
947 speed_reduce_from_disease = 1;
948 }
949
950 /* Pos. and neg. protections are counted seperate (-> pro/vuln). 911 /* Pos. and neg. protections are counted separate (-> pro/vuln).
951 * (Negative protections are calculated exactly like positive.) 912 * (Negative protections are calculated exactly like positive.)
952 * Resistance from potions are treated special as well. If there's 913 * Resistance from potions are treated special as well. If there's
953 * more than one potion-effect, the bigger prot.-value is taken. 914 * more than one potion-effect, the bigger prot.-value is taken.
954 */ 915 */
955 if (tmp->type != POTION) 916 if (tmp->type == POTION_EFFECT)
956 {
957 for (i = 0; i < NROFATTACKS; i++) 917 for (int i = 0; i < NROFATTACKS; i++)
958 {
959 /* Potential for cursed potions, in which case we just can use
960 * a straight MAX, as potion_resist is initialised to zero.
961 */
962 if (tmp->type == POTION_EFFECT)
963 {
964 if (potion_resist[i])
965 potion_resist[i] = max (potion_resist[i], tmp->resist[i]);
966 else
967 potion_resist[i] = tmp->resist[i]; 918 max_it (potion_resist[i], tmp->resist[i]);
968 } 919 else if (tmp->type != POTION)
920 for (int i = 0; i < NROFATTACKS; i++)
969 else if (tmp->resist[i] > 0) 921 if (tmp->resist[i] > 0)
970 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100; 922 prot[i] += (100 - prot[i]) * tmp->resist[i] / 100;
971 else if (tmp->resist[i] < 0) 923 else if (tmp->resist[i] < 0)
972 vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100; 924 vuln[i] += (100 - vuln[i]) * -tmp->resist[i] / 100;
973 }
974 }
975 925
976 /* There may be other things that should not adjust the attacktype */ 926 /* There may be other things that should not adjust the attacktype */
977 if (tmp->type != SYMPTOM) 927 if (tmp->type != SYMPTOM)
978 { 928 {
979 attacktype |= tmp->attacktype; 929 attacktype |= tmp->attacktype;
984 stats.luck += tmp->stats.luck; 934 stats.luck += tmp->stats.luck;
985 } 935 }
986 936
987 flag |= tmp->flag & copy_flags; 937 flag |= tmp->flag & copy_flags;
988 938
989 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (arch, FLAG_UNDEAD)) 939 if (tmp->flag [FLAG_UNDEAD] && !arch->flag [FLAG_UNDEAD])
990 SET_FLAG (this, FLAG_UNDEAD); 940 this->set_flag (FLAG_UNDEAD);
991 941
992 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS)) 942 //TODO: copy_flags?
943 if (tmp->flag [FLAG_MAKE_INVIS])
993 { 944 {
994 SET_FLAG (this, FLAG_MAKE_INVIS); 945 set_flag (FLAG_MAKE_INVIS);
995 invisible = 1; 946 invisible = 1;
996 } 947 }
997 948
998 if (tmp->stats.exp && tmp->type != SKILL) 949 if (tmp->stats.exp && tmp->type != SKILL)
999 { 950 {
1006 added_speed += tmp->stats.exp; 957 added_speed += tmp->stats.exp;
1007 } 958 }
1008 959
1009 switch (tmp->type) 960 switch (tmp->type)
1010 { 961 {
1011#if 0
1012 case WAND:
1013 case ROD:
1014 case HORN:
1015 if (type != PLAYER || current_weapon == tmp)
1016 chosen_skill = tmp;
1017 break;
1018#endif
1019
1020 /* skills modifying the character -b.t. */
1021 /* for all skills and skill granting objects */
1022 case SKILL: 962 case SKILL:
1023 { 963 {
964 // some skills will end up here without counting as "applied"
1024 if (!QUERY_FLAG (tmp, FLAG_APPLIED) || skill_flags [tmp->subtype] & SF_APPLY) 965 if (!tmp->flag [FLAG_APPLIED] || skill_flags [tmp->subtype] & SF_AUTARK)
1025 break; 966 break;
1026 967
1027 if (chosen_skill) 968 if (chosen_skill)
1028 { 969 {
1029 LOG (llevDebug, "fix_player, op %s has multiple skills applied (%s and %s)\n", 970 LOG (llevDebug, "fix_player, op %s has multiple skills applied (%s and %s)\n",
1031 972
1032 tmp->flag [FLAG_APPLIED] = false; 973 tmp->flag [FLAG_APPLIED] = false;
1033 update_stats (); 974 update_stats ();
1034 return; 975 return;
1035 } 976 }
1036 else 977
1037 chosen_skill = tmp; 978 chosen_skill = tmp;
1038 979
1039 if (tmp->stats.dam > 0) 980 if (tmp->stats.dam > 0)
1040 { /* skill is a 'weapon' */ 981 { /* skill is a 'weapon' */
1041 if (!QUERY_FLAG (this, FLAG_READY_WEAPON)) 982 if (!this->flag [FLAG_READY_WEAPON])
1042 weapon_speed = WEAPON_SPEED (tmp); 983 weapon_speed = max (0, WEAPON_SPEED (tmp));
1043
1044 if (weapon_speed < 0)
1045 weapon_speed = 0;
1046 984
1047 weapon_weight = tmp->weight; 985 weapon_weight = tmp->weight;
1048 stats.dam += 1 + chosen_skill->level * tmp->stats.dam / 9; 986 stats.dam += 1 + chosen_skill->level * tmp->stats.dam / 9;
1049 987
1050 if (tmp->magic) 988 if (tmp->magic)
1059 997
1060 if (tmp->stats.ac) 998 if (tmp->stats.ac)
1061 ac -= tmp->stats.ac + tmp->magic; 999 ac -= tmp->stats.ac + tmp->magic;
1062 1000
1063 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1001 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1064 contr->encumbrance += (int) 3 *tmp->weight / 1000; 1002 contr->encumbrance += weight_to_kg_approx (3 * tmp->weight);
1065 } 1003 }
1066 1004
1067 break; 1005 break;
1068 1006
1069 case SHIELD: 1007 case SHIELD:
1070 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1008 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1071 contr->encumbrance += (int) tmp->weight / 2000; 1009 contr->encumbrance += weight_to_kg_approx (tmp->weight) >> 1;
1010 //FALLTHROUGH
1072 case RING: 1011 case RING:
1073 case AMULET: 1012 case AMULET:
1074 case GIRDLE: 1013 case GIRDLE:
1075 case HELMET: 1014 case HELMET:
1076 case BOOTS: 1015 case BOOTS:
1085 if (tmp->stats.ac) 1024 if (tmp->stats.ac)
1086 ac -= tmp->stats.ac + tmp->magic; 1025 ac -= tmp->stats.ac + tmp->magic;
1087 1026
1088 break; 1027 break;
1089 1028
1029 case RANGED:
1090 case BOW: 1030 case BOW:
1091 case WEAPON: 1031 case WEAPON:
1092 if (type != PLAYER || current_weapon == tmp)
1093 {
1094 wc -= tmp->stats.wc + tmp->magic; 1032 wc -= tmp->stats.wc + tmp->magic;
1095 1033
1096 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0) 1034 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0)
1097 ac -= tmp->stats.ac + tmp->magic; 1035 ac -= tmp->stats.ac + tmp->magic;
1098 1036
1099 stats.dam += tmp->stats.dam + tmp->magic; 1037 stats.dam += tmp->stats.dam + tmp->magic;
1100 weapon_weight = tmp->weight; 1038 weapon_weight = tmp->weight;
1101 weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2; 1039 weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2;
1102 1040
1103 if (weapon_speed < 0) 1041 if (weapon_speed < 0)
1104 weapon_speed = 0; 1042 weapon_speed = 0;
1105 1043
1106 slaying = tmp->slaying; 1044 slaying = tmp->slaying;
1107 1045
1108 /* If there is desire that two handed weapons should do 1046 /* If there is desire that two handed weapons should do
1109 * extra strength damage, this is where the code should 1047 * extra strength damage, this is where the code should
1110 * go. 1048 * go.
1111 */ 1049 */
1112 1050
1113 if (type == PLAYER) 1051 if (type == PLAYER)
1114 if (settings.spell_encumbrance) 1052 if (settings.spell_encumbrance)
1115 contr->encumbrance += tmp->weight * 3 / 1000; 1053 contr->encumbrance += weight_to_kg_approx (3 * tmp->weight);
1116 }
1117 1054
1118 break; 1055 break;
1119 1056
1120 case ARMOUR: /* Only the best of these three are used: */ 1057 case ARMOUR: /* Only the best of these three are used: */
1121 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1058 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1122 contr->encumbrance += tmp->weight / 1000; 1059 contr->encumbrance += weight_to_kg_approx (tmp->weight);
1123 1060
1124 case BRACERS: 1061 case BRACERS:
1125 case FORCE: 1062 case FORCE:
1126 if (tmp->stats.wc) 1063 if (tmp->stats.wc)
1127 { 1064 {
1144 else /* To nullify the below effect */ 1081 else /* To nullify the below effect */
1145 ac += tmp->stats.ac + tmp->magic; 1082 ac += tmp->stats.ac + tmp->magic;
1146 } 1083 }
1147 1084
1148 if (tmp->stats.wc) 1085 if (tmp->stats.wc)
1149 wc -= (tmp->stats.wc + tmp->magic); 1086 wc -= tmp->stats.wc + tmp->magic;
1150 1087
1151 if (tmp->stats.ac) 1088 if (tmp->stats.ac)
1152 ac -= (tmp->stats.ac + tmp->magic); 1089 ac -= tmp->stats.ac + tmp->magic;
1153 1090
1154 if (ARMOUR_SPEED (tmp)) 1091 if (ARMOUR_SPEED (tmp))
1155 max_speed = min (max_speed, ARMOUR_SPEED (tmp) / 10.f); 1092 min_it (max_speed, ARMOUR_SPEED (tmp) / 10.f);
1156 1093
1157 break; 1094 break;
1158 } /* switch tmp->type */ 1095 } /* switch tmp->type */
1159 } /* item is equipped */ 1096 } /* item is equipped */
1160 } /* for loop of items */ 1097 } /* for loop of items */
1098
1099 min_it (glow_radius, MAX_LIGHT_RADIUS);
1161 1100
1162 /* We've gone through all the objects the player has equipped. For many things, we 1101 /* We've gone through all the objects the player has equipped. For many things, we
1163 * have generated intermediate values which we now need to assign. 1102 * have generated intermediate values which we now need to assign.
1164 */ 1103 */
1165 1104
1167 * If there is an uncursed potion in effect, granting more protection 1106 * If there is an uncursed potion in effect, granting more protection
1168 * than that, we take: 'total resistance = resistance from potion'. 1107 * than that, we take: 'total resistance = resistance from potion'.
1169 * If there is a cursed (and no uncursed) potion in effect, we take 1108 * If there is a cursed (and no uncursed) potion in effect, we take
1170 * 'total resistance = vulnerability from cursed potion'. 1109 * 'total resistance = vulnerability from cursed potion'.
1171 */ 1110 */
1172 for (i = 0; i < NROFATTACKS; i++) 1111 for (int i = 0; i < NROFATTACKS; i++)
1173 { 1112 {
1174 resist[i] = prot[i] - vuln[i]; 1113 resist[i] = prot[i] - vuln[i];
1175 1114
1176 if (potion_resist[i] && ((potion_resist[i] > resist[i]) || (potion_resist[i] < 0))) 1115 if (potion_resist[i] != -1000
1116 && (potion_resist[i] < 0 || potion_resist[i] > resist[i]))
1177 resist[i] = potion_resist[i]; 1117 resist[i] = potion_resist[i];
1178 } 1118 }
1179 1119
1180 /* Figure out the players sp/mana/hp totals. */
1181 if (type == PLAYER) 1120 if (type == PLAYER)
1182 { 1121 {
1122 // clamp various player stats
1123 for (int i = 0; i < NUM_STATS; ++i)
1124 stats.stat (i) = stat_sum [i];
1125
1126 check_stat_bounds (&stats);
1127
1128 contr->digestion = clamp (contr->digestion, MIN_DIGESTION, MAX_DIGESTION);
1129
1130 /* Figure out the players sp/mana/hp totals. */
1183 int pl_level; 1131 int pl_level;
1184 1132
1185 check_stat_bounds (&(stats));
1186 pl_level = level;
1187
1188 if (pl_level < 1)
1189 pl_level = 1; /* safety, we should always get 1 levels worth of hp! */ 1133 pl_level = max (1, level); /* safety, we should always get 1 levels worth of hp! */
1190 1134
1191 /* You basically get half a con bonus/level. But we do take into account rounding, 1135 /* You basically get half a con bonus/level. But we do take into account rounding,
1192 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels. 1136 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels.
1193 */ 1137 */
1194 for (i = 1, stats.maxhp = 0; i <= pl_level && i <= 10; i++) 1138 stats.maxhp = 0;
1139 for (int i = 1; i <= min (10, pl_level); i++)
1195 { 1140 {
1196 j = contr->levhp[i] + con_bonus[stats.Con] / 2; 1141 int j = contr->levhp[i] + con_bonus[stats.Con] / 2;
1197 1142
1198 if (i % 2 && con_bonus[stats.Con] % 2) 1143 if (i % 2 && con_bonus[stats.Con] % 2)
1199 if (con_bonus[stats.Con] > 0) 1144 if (con_bonus[stats.Con] > 0)
1200 j++; 1145 j++;
1201 else 1146 else
1202 j--; 1147 j--;
1203 1148
1204 stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */ 1149 stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */
1205 } 1150 }
1206 1151
1207 for (i = 11; i <= level; i++) 1152 stats.maxhp += 2 * max (0, level - 10);
1208 stats.maxhp += 2;
1209 1153
1210 if (stats.hp > stats.maxhp) 1154 if (stats.hp > stats.maxhp)
1211 stats.hp = stats.maxhp; 1155 stats.hp = stats.maxhp;
1212 1156
1213 /* Sp gain is controlled by the level of the player's 1157 /* Sp gain is controlled by the level of the player's
1228 stats.maxsp = 1; 1172 stats.maxsp = 1;
1229 else 1173 else
1230 { 1174 {
1231 float sp_tmp = 0.f; 1175 float sp_tmp = 0.f;
1232 1176
1233 for (i = 1; i <= min (10, mana_obj->level); i++) 1177 for (int i = 1; i <= min (10, mana_obj->level); i++)
1234 { 1178 {
1235 float stmp; 1179 float stmp;
1236 1180
1237 /* Got some extra bonus at first level */ 1181 /* Got some extra bonus at first level */
1238 if (i < 2) 1182 if (i < 2)
1262 * becomes big jumps when the sums of the bonuses jump to the next 1206 * becomes big jumps when the sums of the bonuses jump to the next
1263 * step of 8 - with floats, even fractional ones are useful. 1207 * step of 8 - with floats, even fractional ones are useful.
1264 */ 1208 */
1265 float sp_tmp = 0.f; 1209 float sp_tmp = 0.f;
1266 1210
1267 for (i = 1; i <= min (10, grace_obj->level); i++) 1211 for (int i = 1; i <= min (10, grace_obj->level); i++)
1268 { 1212 {
1269 float grace_tmp = 0.f; 1213 float grace_tmp = 0.f;
1270 1214
1271 /* Got some extra bonus at first level */ 1215 /* Got some extra bonus at first level */
1272 if (i < 2) 1216 if (i < 2)
1306 1250
1307 if (contr && wc_obj && wc_obj->level > 1) 1251 if (contr && wc_obj && wc_obj->level > 1)
1308 { 1252 {
1309 wc -= wc_obj->level + thaco_bonus[stats.Str]; 1253 wc -= wc_obj->level + thaco_bonus[stats.Str];
1310 1254
1311 for (i = 1; i < wc_obj->level; i++) 1255 for (int i = 1; i < wc_obj->level; i++)
1312 { 1256 {
1313 /* additional wc every 6 levels */ 1257 /* additional wc every 6 levels */
1314 if (!(i % 6)) 1258 if (!(i % 6))
1315 wc--; 1259 wc--;
1316 1260
1329 1273
1330 speed = 1.f + speed_bonus[stats.Dex]; 1274 speed = 1.f + speed_bonus[stats.Dex];
1331 1275
1332 if (settings.search_items && contr->search_str[0]) 1276 if (settings.search_items && contr->search_str[0])
1333 speed -= 1; 1277 speed -= 1;
1334
1335 if (attacktype == 0)
1336 attacktype = arch->attacktype;
1337 } /* End if player */ 1278 } /* End if player */
1338 1279
1339 if (added_speed >= 0) 1280 if (added_speed >= 0)
1340 speed += added_speed / 10.f; 1281 speed += added_speed / 10.f;
1341 else /* Something wrong here...: */ 1282 else /* Something wrong here...: */
1349 /* f is a number the represents the number of kg above (positive num) 1290 /* f is a number the represents the number of kg above (positive num)
1350 * or below (negative number) that the player is carrying. If above 1291 * or below (negative number) that the player is carrying. If above
1351 * weight limit, then player suffers a speed reduction based on how 1292 * weight limit, then player suffers a speed reduction based on how
1352 * much above he is, and what is max carry is 1293 * much above he is, and what is max carry is
1353 */ 1294 */
1354 f = (carrying / 1000) - max_carry[stats.Str]; 1295 float f = (sint32)weight_to_kg_approx (carrying) - max_carry[stats.Str];
1355 if (f > 0) 1296 if (f > 0.f)
1356 speed = speed / (1.f + f / max_carry[stats.Str]); 1297 speed /= (1.f + f / max_carry[stats.Str]);
1357 } 1298 }
1358 1299
1359 speed += bonus_speed / 10.f; /* Not affected by limits */ 1300 speed += bonus_speed / 10.f; /* Not affected by limits */
1301 speed *= speed_reduce_from_disease;
1360 1302
1361 /* Put a lower limit on speed. Note with this speed, you move once every 1303 /* Put a lower limit on speed. Note with this speed, you move once every
1362 * 100 ticks or so. This amounts to once every 12 seconds of realtime. 1304 * 25 ticks or so. This amounts to once every 3 seconds of realtime.
1363 */ 1305 */
1364 speed = speed * speed_reduce_from_disease; 1306 max_it (speed, is_player () ? MIN_PLAYER_SPEED : MIN_ACTIVE_SPEED);
1365 1307
1366 if (speed < 0.01f && type == PLAYER) 1308 if (speed != old_speed)
1367 speed = 0.01f; 1309 set_speed (speed);
1368 1310
1369 if (type == PLAYER) 1311 if (type == PLAYER)
1370 { 1312 {
1371 /* (This formula was made by vidarl@ifi.uio.no) 1313 /* (This formula was made by vidarl@ifi.uio.no)
1372 * Note that we never used these values again - basically 1314 * Note that we never used these values again - basically
1404 if (move_type == 0) 1346 if (move_type == 0)
1405 move_type = MOVE_WALK; 1347 move_type = MOVE_WALK;
1406 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) 1348 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH))
1407 move_type &= ~MOVE_WALK; 1349 move_type &= ~MOVE_WALK;
1408 1350
1409 if (speed != old_speed) 1351 // now apply the new move_type
1410 set_speed (speed); 1352 if (this->move_type != move_type)
1353 change_move_type (move_type);
1411 1354
1412 /* It is quite possible that a player's spell costing might have changed, 1355 /* It is quite possible that a player's spell costing might have changed,
1413 * so we will check that now. 1356 * so we will check that now.
1414 */ 1357 */
1415 if (type == PLAYER) 1358 if (is_player ())
1416 { 1359 contr->update_spells ();
1417 esrv_update_stats (contr);
1418 esrv_update_spells (contr);
1419 }
1420 1360
1421 // update the mapspace, if we are on a map 1361 // update the mapspace, if we are on a map
1422 if (!flag [FLAG_REMOVED] && map) 1362 if (!flag [FLAG_REMOVED] && map)
1423 map->at (x, y).flags_ = 0; 1363 map->at (x, y).flags_ = 0;
1424} 1364}
1425 1365
1426/* 1366void
1427 * Returns true if the given player is a legal class. 1367object::set_glow_radius (sint8 rad)
1428 * The function to add and remove class-bonuses to the stats doesn't
1429 * check if the stat becomes negative, thus this function
1430 * merely checks that all stats are 1 or more, and returns
1431 * false otherwise.
1432 */
1433int
1434allowed_class (const object *op)
1435{ 1368{
1436 return op->stats.Dex > 0 1369 glow_radius = rad;
1437 && op->stats.Str > 0 1370
1438 && op->stats.Con > 0 1371 if (is_on_map ())
1439 && op->stats.Int > 0 1372 update_all_los (map, x, y);
1440 && op->stats.Wis > 0 1373 else if (object *env = outer_env ())
1441 && op->stats.Pow > 0 1374 {
1442 && op->stats.Cha > 0; 1375 env->update_stats ();
1376
1377 if (env->is_on_map ())
1378 update_all_los (env->map, env->x, env->y);
1379 }
1443} 1380}
1444 1381
1445/* 1382/*
1446 * set the new dragon name after gaining levels or 1383 * set the new dragon name after gaining levels or
1447 * changing ability focus (later this can be extended to 1384 * changing ability focus (later this can be extended to
1448 * eventually change the player's face and animation) 1385 * eventually change the player's face and animation)
1449 *
1450 * Note that the title is written to 'own_title' in the
1451 * player struct. This should be changed to 'ext_title'
1452 * as soon as clients support this!
1453 * Please, anyone, write support for 'ext_title'.
1454 */ 1386 */
1455void 1387void
1456set_dragon_name (object *pl, const object *abil, const object *skin) 1388set_dragon_name (object *pl, const object *abil, const object *skin)
1457{ 1389{
1458 int atnr = -1; /* attacknumber of highest level */ 1390 int atnr = -1; /* attacknumber of highest level */
1476 /* now if there are equals at highest level, pick the one with focus, 1408 /* now if there are equals at highest level, pick the one with focus,
1477 or else at random */ 1409 or else at random */
1478 if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level) 1410 if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level)
1479 atnr = abil->stats.exp; 1411 atnr = abil->stats.exp;
1480 1412
1481 level = (int) (level / 5.);
1482
1483 /* now set the new title */ 1413 /* now set the new title */
1484 if (pl->contr != NULL)
1485 {
1486 if (level == 0)
1487 sprintf (pl->contr->title, "%s hatchling", attacks[atnr]); 1414 if (level < 25) sprintf (pl->contr->title, "%s hatchling", attacks[atnr]);
1488 else if (level == 1)
1489 sprintf (pl->contr->title, "%s wyrm", attacks[atnr]); 1415 else if (level < 50) sprintf (pl->contr->title, "%s wyrm" , attacks[atnr]);
1490 else if (level == 2)
1491 sprintf (pl->contr->title, "%s wyvern", attacks[atnr]); 1416 else if (level < 75) sprintf (pl->contr->title, "%s wyvern" , attacks[atnr]);
1492 else if (level == 3)
1493 sprintf (pl->contr->title, "%s dragon", attacks[atnr]); 1417 else if (level < 100) sprintf (pl->contr->title, "%s dragon" , attacks[atnr]);
1494 else 1418 else
1495 { 1419 {
1496 /* special titles for extra high resistance! */ 1420 /* special titles for extra high resistance! */
1497 if (skin->resist[atnr] > 80)
1498 sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]); 1421 if (skin->resist[atnr] > 80) sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]);
1499 else if (skin->resist[atnr] > 50)
1500 sprintf (pl->contr->title, "ancient %s dragon", attacks[atnr]); 1422 else if (skin->resist[atnr] > 50) sprintf (pl->contr->title, "ancient %s dragon" , attacks[atnr]);
1501 else
1502 sprintf (pl->contr->title, "big %s dragon", attacks[atnr]); 1423 else sprintf (pl->contr->title, "big %s dragon" , attacks[atnr]);
1503 }
1504 } 1424 }
1505 1425
1506 strcpy (pl->contr->own_title, ""); 1426 strcpy (pl->contr->own_title, "");
1507} 1427}
1508 1428
1509/* 1429/*
1510 * This function is called when a dragon-player gains 1430 * This function is called when a dragon-player gains
1511 * an overall level. Here, the dragon might gain new abilities 1431 * an overall level. Here, the dragon might gain new abilities
1512 * or change the ability-focus. 1432 * or change the ability-focus.
1513 */ 1433 */
1514void 1434static void
1515dragon_level_gain (object *who) 1435dragon_level_gain (object *who)
1516{ 1436{
1517 object *abil = NULL; /* pointer to dragon ability force */ 1437 object *abil = NULL; /* pointer to dragon ability force */
1518 object *skin = NULL; /* pointer to dragon skin force */ 1438 object *skin = NULL; /* pointer to dragon skin force */
1519 object *tmp = NULL; /* tmp. object */ 1439 object *tmp = NULL; /* tmp. object */
1575 object *skill_obj; 1495 object *skill_obj;
1576 1496
1577 skill_obj = get_archetype_by_skill_name (skill_name, SKILL); 1497 skill_obj = get_archetype_by_skill_name (skill_name, SKILL);
1578 if (!skill_obj) 1498 if (!skill_obj)
1579 { 1499 {
1580 LOG (llevError, "add_player_exp: couldn't find skill %s\n", skill_name); 1500 LOG (llevError, "give_skill_by_name: couldn't find skill %s\n", skill_name);
1581 return NULL; 1501 return NULL;
1582 } 1502 }
1583 1503
1584 /* clear the flag - exp goes into this bucket, but player 1504 /* clear the flag - exp goes into this bucket, but player
1585 * still doesn't know it. 1505 * still doesn't know it.
1586 */ 1506 */
1587 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL); 1507 skill_obj->clr_flag (FLAG_CAN_USE_SKILL);
1588 skill_obj->stats.exp = 0; 1508 skill_obj->stats.exp = 0;
1589 skill_obj->level = 1; 1509 skill_obj->level = 1;
1590 insert_ob_in_ob (skill_obj, op); 1510 op->insert (skill_obj);
1591 1511
1592 if (player *pl = op->contr) 1512 if (player *pl = op->contr)
1593 { 1513 pl->link_skills ();
1594 pl->last_skill_ob [skill_obj->subtype] = skill_obj;
1595 if (pl->ns)
1596 pl->ns->last_skill_exp[skill_obj->subtype] = -1;//TODO: should be made superfluous
1597 }
1598 1514
1599 return skill_obj; 1515 return skill_obj;
1600} 1516}
1601 1517
1602/* player_lvl_adj() - for the new exp system. we are concerned with 1518/* player_lvl_adj() - for the new exp system. we are concerned with
1619 { 1535 {
1620 changed = true; 1536 changed = true;
1621 1537
1622 op->level++; 1538 op->level++;
1623 1539
1624 if (op && op == who && op->stats.exp > 1 && is_dragon_pl (who)) 1540 if (op && op == who && op->stats.exp > 1 && who->is_dragon ())
1625 dragon_level_gain (who); 1541 dragon_level_gain (who);
1626 1542
1627 /* Only roll these if it is the player (who) that gained the level */ 1543 /* Only roll these if it is the player (who) that gained the level */
1628 if (op == who && (who->level < 11) && who->type == PLAYER) 1544 if (op == who && (who->level < 11) && who->type == PLAYER)
1629 { 1545 {
1662 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); 1578 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1663 } 1579 }
1664 } 1580 }
1665 1581
1666 if (changed) 1582 if (changed)
1667 { 1583 who->update_stats (); // should cause esrv_update_stats and esrv_update_spells
1668 who->update_stats ();
1669 esrv_update_stats (who->contr);
1670 /* check if the spell data has changed */
1671 esrv_update_spells (who->contr);
1672 }
1673} 1584}
1674 1585
1675/* 1586/*
1676 * Returns how much experience is needed for a player to become 1587 * Returns how much experience is needed for a player to become
1677 * the given level. level should really never exceed max_level 1588 * the given level. level should really never exceed max_level
1678 */ 1589 */
1679 1590
1680sint64 1591sint64
1681level_exp (int level, double expmul) 1592level_exp (int level, double expmul)
1682{ 1593{
1683 if (level > settings.max_level) 1594 return expmul * level_to_min_exp (level);
1684 return (sint64) (expmul * levels[settings.max_level]);
1685
1686 return (sint64) (expmul * levels[level]);
1687} 1595}
1688 1596
1689/* 1597/*
1690 * Ensure that the permanent experience requirements in an exp object are met. 1598 * Ensure that the permanent experience requirements in an exp object are met.
1691 * This really just checks 'op to make sure the perm_exp value is within 1599 * This really just checks 'op to make sure the perm_exp value is within
1719 * NULL, in which case exp increases the players general 1627 * NULL, in which case exp increases the players general
1720 * total, but not any particular skill. 1628 * total, but not any particular skill.
1721 * flag is what to do if the player doesn't have the skill: 1629 * flag is what to do if the player doesn't have the skill:
1722 */ 1630 */
1723static void 1631static void
1724add_player_exp (object *op, sint64 exp, const char *skill_name, int flag) 1632add_player_exp (object *op, sint64 exp, shstr_tmp skill_name, int flag)
1725{ 1633{
1726 object *skill_obj = NULL; 1634 object *skill_obj;
1727 sint64 limit, exp_to_add; 1635 sint64 limit, exp_to_add;
1728 int i;
1729 1636
1730 /* prevents some forms of abuse. */ 1637 /* prevents some forms of abuse. */
1731 if (op->contr->braced) 1638 if (op->contr->braced)
1732 exp /= 5; 1639 exp /= 5;
1733 1640
1734 /* Try to find the matching skill. 1641 /* Try to find the matching skill.
1735 * We do a shortcut/time saving mechanism first - see if it matches 1642 * We do a shortcut/time saving mechanism first - see if it matches
1736 * chosen_skill. This means we don't need to search through 1643 * chosen_skill. This means we don't need to search through
1737 * the players inventory. 1644 * the players inventory.
1738 */ 1645 */
1646 skill_obj = 0;
1647
1739 if (skill_name) 1648 if (skill_name)
1740 { 1649 {
1741 if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill)) 1650 skill_obj = op->contr->find_skill (skill_name);
1742 skill_obj = op->chosen_skill;
1743 else
1744 {
1745 for (i = 0; i < NUM_SKILLS; i++)
1746 if (op->contr->last_skill_ob[i] && !strcmp (op->contr->last_skill_ob[i]->skill, skill_name))
1747 {
1748 skill_obj = op->contr->last_skill_ob[i];
1749 break;
1750 }
1751 1651
1752 /* Player doesn't have the skill. Check to see what to do, and give 1652 /* Player doesn't have the skill. Check to see what to do, and give
1753 * it to the player if necessary 1653 * it to the player if necessary
1754 */ 1654 */
1755 if (!skill_obj) 1655 if (!skill_obj)
1756 { 1656 {
1757 if (flag == SK_EXP_NONE) 1657 if (flag == SK_EXP_NONE)
1758 return; 1658 return;
1659
1759 else if (flag == SK_EXP_ADD_SKILL) 1660 if (flag == SK_EXP_ADD_SKILL)
1760 give_skill_by_name (op, skill_name); 1661 skill_obj = give_skill_by_name (op, skill_name);
1761 }
1762 } 1662 }
1763 } 1663 }
1764 1664
1765 if (flag != SK_EXP_SKILL_ONLY) 1665 if (flag != SK_EXP_SKILL_ONLY)
1766 { 1666 {
1767 /* Basically, you can never gain more experience in one shot 1667 /* Basically, you can never gain more experience in one shot
1768 * than half what you need to gain for next level. 1668 * than half what you need to gain for next level.
1769 */ 1669 */
1770 exp_to_add = exp; 1670 exp_to_add = exp;
1771 limit = (levels[op->level + 1] - levels[op->level]) / 2; 1671 limit = (levels [op->level + 1] - levels [op->level]) / 2;
1772 if (exp_to_add > limit) 1672 if (exp_to_add > limit)
1773 exp_to_add = limit; 1673 exp_to_add = limit;
1774 1674
1775 ADD_EXP (op->stats.exp, (sint64) ((float) exp_to_add * (skill_obj ? skill_obj->expmul : 1))); 1675 ADD_EXP (op->stats.exp, (sint64) ((float) exp_to_add * (skill_obj ? skill_obj->expmul : 1)));
1776 if (settings.permanent_exp_ratio) 1676 if (settings.permanent_exp_ratio)
1783 } 1683 }
1784 1684
1785 if (skill_obj) 1685 if (skill_obj)
1786 { 1686 {
1787 exp_to_add = exp; 1687 exp_to_add = exp;
1788 limit = (levels[skill_obj->level + 1] - levels[skill_obj->level]) / 2; 1688 limit = (levels [skill_obj->level + 1] - levels [skill_obj->level]) / 2;
1789 if (exp_to_add > limit) 1689 if (exp_to_add > limit)
1790 exp_to_add = limit; 1690 exp_to_add = limit;
1791 1691
1792 ADD_EXP (skill_obj->stats.exp, exp_to_add); 1692 ADD_EXP (skill_obj->stats.exp, exp_to_add);
1793 if (settings.permanent_exp_ratio) 1693 if (settings.permanent_exp_ratio)
1799 player_lvl_adj (op, skill_obj); 1699 player_lvl_adj (op, skill_obj);
1800 } 1700 }
1801} 1701}
1802 1702
1803/* This function checks to make sure that object 'op' can 1703/* This function checks to make sure that object 'op' can
1804 * lost 'exp' experience. It returns the amount of exp 1704 * lose 'exp' experience. It returns the amount of exp
1805 * object 'op' can in fact lose - it basically makes 1705 * object 'op' can in fact lose - it basically makes
1806 * adjustments based on permanent exp and the like. 1706 * adjustments based on permanent exp and the like.
1807 * This function should always be used for losing experience - 1707 * This function should always be used for losing experience -
1808 * the 'exp' value passed should be positive - this is the 1708 * the 'exp' value passed should be positive - this is the
1809 * amount that should get subtract from the player. 1709 * amount that should get subtract from the player.
1810 */ 1710 */
1811sint64 1711static sint64
1812check_exp_loss (const object *op, sint64 exp) 1712check_exp_loss (const object *op, sint64 exp)
1813{ 1713{
1814 sint64 del_exp; 1714 sint64 del_exp;
1815 1715
1816 if (exp > op->stats.exp) 1716 if (exp > op->stats.exp)
1817 exp = op->stats.exp; 1717 exp = op->stats.exp;
1718
1818 if (settings.permanent_exp_ratio) 1719 if (settings.permanent_exp_ratio)
1819 { 1720 {
1820 del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO); 1721 del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO);
1722
1821 if (del_exp < 0) 1723 if (del_exp < 0)
1822 del_exp = 0; 1724 del_exp = 0;
1725
1823 if (exp > del_exp) 1726 if (exp > del_exp)
1824 exp = del_exp; 1727 exp = del_exp;
1825 } 1728 }
1729
1826 return exp; 1730 return exp;
1827} 1731}
1828 1732
1829sint64 1733sint64
1830check_exp_adjust (const object *op, sint64 exp) 1734check_exp_adjust (const object *op, sint64 exp)
1831{ 1735{
1832 if (exp < 0) 1736 if (exp < 0)
1833 return check_exp_loss (op, exp); 1737 return check_exp_loss (op, exp);
1834 else 1738 else
1835 return MIN (exp, (sint64) MAX_EXPERIENCE - op->stats.exp); 1739 return min (exp, (sint64)MAX_EXPERIENCE - op->stats.exp);
1836} 1740}
1837
1838 1741
1839/* Subtracts experience from player. 1742/* Subtracts experience from player.
1840 * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we 1743 * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we
1841 * only subtract from the matching skill. Otherwise, 1744 * only subtract from the matching skill. Otherwise,
1842 * this subtracts a portion from all 1745 * this subtracts a portion from all
1847 * where everything is at the minimum perm exp, he would lose nothing. 1750 * where everything is at the minimum perm exp, he would lose nothing.
1848 * exp is the amount of exp to subtract - thus, it should be 1751 * exp is the amount of exp to subtract - thus, it should be
1849 * a postive number. 1752 * a postive number.
1850 */ 1753 */
1851static void 1754static void
1852subtract_player_exp (object *op, sint64 exp, const char *skill, int flag) 1755subtract_player_exp (object *op, sint64 exp, shstr_tmp skill, int flag)
1853{ 1756{
1854 float fraction = (float) exp / (float) op->stats.exp; 1757 float fraction = (float) exp / (float) op->stats.exp;
1855 object *tmp; 1758 object *tmp;
1856 sint64 del_exp; 1759 sint64 del_exp;
1857 1760
1858 for (tmp = op->inv; tmp; tmp = tmp->below) 1761 for (tmp = op->inv; tmp; tmp = tmp->below)
1859 if (tmp->type == SKILL && tmp->stats.exp) 1762 if (tmp->type == SKILL && tmp->stats.exp)
1860 { 1763 {
1861 if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (tmp->skill, skill)) 1764 if (flag == SK_SUBTRACT_SKILL_EXP && skill && tmp->skill == skill)
1862 { 1765 {
1863 del_exp = check_exp_loss (tmp, exp); 1766 del_exp = check_exp_loss (tmp, exp);
1864 tmp->stats.exp -= del_exp; 1767 tmp->stats.exp -= del_exp;
1865 player_lvl_adj (op, tmp); 1768 player_lvl_adj (op, tmp);
1866 } 1769 }
1867 else if (flag != SK_SUBTRACT_SKILL_EXP) 1770 else if (flag != SK_SUBTRACT_SKILL_EXP)
1868 { 1771 {
1869 /* only want to process other skills if we are not trying 1772 /* only want to process other skills if we are not trying
1870 * to match a specific skill. 1773 * to match a specific skill.
1871 */ 1774 */
1872 del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction)); 1775 del_exp = check_exp_loss (tmp, tmp->stats.exp * fraction);
1873 tmp->stats.exp -= del_exp; 1776 tmp->stats.exp -= del_exp;
1874 player_lvl_adj (op, tmp); 1777 player_lvl_adj (op, tmp);
1875 } 1778 }
1876 } 1779 }
1877 1780
1891 * skill_name is the skill that should get the exp added. 1794 * skill_name is the skill that should get the exp added.
1892 * flag is what to do if player doesn't have the skill. 1795 * flag is what to do if player doesn't have the skill.
1893 * these last two values are only used for players. 1796 * these last two values are only used for players.
1894 */ 1797 */
1895void 1798void
1896change_exp (object *op, sint64 exp, const char *skill_name, int flag) 1799change_exp (object *op, sint64 exp, shstr_tmp skill_name, int flag)
1897{ 1800{
1898#ifdef EXP_DEBUG 1801#ifdef EXP_DEBUG
1899 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp); 1802 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp);
1900#endif 1803#endif
1901 1804
1918 * worth. 1821 * worth.
1919 */ 1822 */
1920 if (op->type != PLAYER) 1823 if (op->type != PLAYER)
1921 { 1824 {
1922 /* Sanity check */ 1825 /* Sanity check */
1923 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1826 if (!op->flag [FLAG_ALIVE])
1924 return; 1827 return;
1925 1828
1926 /* reset exp to max allowed value. We subtract from 1829 /* reset exp to max allowed value. We subtract from
1927 * MAX_EXPERIENCE to prevent overflows. If the player somehow has 1830 * MAX_EXPERIENCE to prevent overflows. If the player somehow has
1928 * more than max exp, just return. 1831 * more than max exp, just return.
1954 * amount of permenent experience, whichever gives the lowest loss. 1857 * amount of permenent experience, whichever gives the lowest loss.
1955 */ 1858 */
1956void 1859void
1957apply_death_exp_penalty (object *op) 1860apply_death_exp_penalty (object *op)
1958{ 1861{
1959 object *tmp;
1960 sint64 loss; 1862 sint64 loss;
1961 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */ 1863 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */
1962 sint64 level_loss; /* defined by the setting 'death_penalty_levels */ 1864 sint64 level_loss; /* defined by the setting 'death_penalty_levels */
1963 1865
1964 for (tmp = op->inv; tmp; tmp = tmp->below) 1866 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1965 if (tmp->type == SKILL && tmp->stats.exp) 1867 if (tmp->type == SKILL && tmp->stats.exp)
1966 { 1868 {
1967
1968 percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100; 1869 percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100;
1969 level_loss = tmp->stats.exp - levels[MAX (0, tmp->level - settings.death_penalty_level)]; 1870 level_loss = tmp->stats.exp - levels [max (0, tmp->level - settings.death_penalty_level)];
1970 1871
1971 /* With the revised exp system, you can get cases where 1872 /* With the revised exp system, you can get cases where
1972 * losing several levels would still require that you have more 1873 * losing several levels would still require that you have more
1973 * exp than you currently have - this is true if the levels 1874 * exp than you currently have - this is true if the levels
1974 * tables is a lot harder. 1875 * tables is a lot harder.
1975 */ 1876 */
1976 if (level_loss < 0) 1877 if (level_loss < 0)
1977 level_loss = 0; 1878 level_loss = 0;
1978 1879
1979 loss = check_exp_loss (tmp, MIN (level_loss, percentage_loss)); 1880 loss = check_exp_loss (tmp, min (level_loss, percentage_loss));
1980 1881
1981 tmp->stats.exp -= loss; 1882 tmp->stats.exp -= loss;
1982 player_lvl_adj (op, tmp); 1883 player_lvl_adj (op, tmp);
1983 } 1884 }
1984 1885
1985 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100; 1886 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100;
1986 level_loss = op->stats.exp - levels[MAX (0, op->level - settings.death_penalty_level)]; 1887 level_loss = op->stats.exp - levels [max (0, op->level - settings.death_penalty_level)];
1987 1888
1988 if (level_loss < 0) 1889 if (level_loss < 0)
1989 level_loss = 0; 1890 level_loss = 0;
1891
1990 loss = check_exp_loss (op, MIN (level_loss, percentage_loss)); 1892 loss = check_exp_loss (op, min (level_loss, percentage_loss));
1991 1893
1992 op->stats.exp -= loss; 1894 op->stats.exp -= loss;
1993 player_lvl_adj (op, NULL); 1895 player_lvl_adj (op, NULL);
1994} 1896}
1995 1897

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