ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/common/living.C
(Generate patch)

Comparing deliantra/server/common/living.C (file contents):
Revision 1.82 by root, Mon Apr 21 23:35:24 2008 UTC vs.
Revision 1.132 by root, Wed Nov 16 23:41:59 2016 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra 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 * Deliantra 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 <support@deliantra.net> 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 26
32static const int con_bonus[MAX_STAT + 1] = { 33static const int con_bonus[MAX_STAT + 1] = {
33 -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,
34 22, 25, 30, 40, 50 35 22, 25, 30, 40, 50
35}; 36};
36 37
37/* changed the name of this to "sp_bonus" from "int_bonus" 38/* changed the name of this to "sp_bonus" from "int_bonus"
38 * because Pow can now be the stat that controls spellpoint 39 * because Pow can now be the stat that controls spellpoint
39 * advancement. -b.t. 40 * advancement. -b.t.
40 */ 41 */
41static const int sp_bonus[MAX_STAT + 1] = { 42static const int sp_bonus[MAX_STAT + 1] = {
42 -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,
107 * 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
108 * before, you need to start someplace. 109 * before, you need to start someplace.
109 */ 110 */
110 111
111const uint32 weight_limit[MAX_STAT + 1] = { 112const uint32 weight_limit[MAX_STAT + 1] = {
112 200000, /* 0 */ 113 200000, /* 0 */
113 250000, 300000, 350000, 400000, 500000, /* 5 */ 114 250000, 300000, 350000, 400000, 500000, /* 5 */
114 600000, 700000, 800000, 900000, 1000000, /* 10 */ 115 600000, 700000, 800000, 900000, 1000000, /* 10 */
115 1100000, 1200000, 1300000, 1400000, 1500000, /* 15 */ 116 1100000, 1200000, 1300000, 1400000, 1500000, /* 15 */
116 1650000, 1800000, 1950000, 2100000, 2250000, /* 20 */ 117 1650000, 1800000, 1950000, 2100000, 2250000, /* 20 */
117 2400000, 2550000, 2700000, 2850000, 3000000, /* 25 */ 118 2400000, 2550000, 2700000, 2850000, 3000000, /* 25 */
118 3250000, 3500000, 3750000, 4000000, 4500000 /*30 */ 119 3250000, 3500000, 3750000, 4000000, 4500000 /* 30 */
119}; 120};
120 121
121const int learn_spell[MAX_STAT + 1] = { 122const int learn_spell[MAX_STAT + 1] = {
122 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,
123 100, 100, 100, 100, 100, 100 124 100, 100, 100, 100, 100, 100
138/* 139/*
139 Since this is nowhere defined ... 140 Since this is nowhere defined ...
140 Both come in handy at least in function add_exp() 141 Both come in handy at least in function add_exp()
141*/ 142*/
142 143
143#define MAX_EXPERIENCE levels[settings.max_level] 144#define MAX_EXPERIENCE levels [settings.max_level]
144 145
145/* because exp_obj sum to make the total score, 146/* because exp_obj sum to make the total score,
146 * we cannot allow that sum to exceed the maximum 147 * we cannot allow that sum to exceed the maximum
147 * amount of experience a player can gain. Thus 148 * amount of experience a player can gain. Thus
148 * we define MAX_EXP_IN_OBJ. It is important to try 149 * we define MAX_EXP_IN_OBJ. It is important to try
155 * line with progression of previous levels, so 156 * line with progression of previous levels, so
156 * if more levels are desired, this should be fixed. 157 * if more levels are desired, this should be fixed.
157 * -b.t. 158 * -b.t.
158 */ 159 */
159 160
160#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)
161
162extern sint64 *levels;
163 162
164#define MAX_SAVE_LEVEL 110 163#define MAX_SAVE_LEVEL 110
165 164
166/* This no longer needs to be changed anytime the number of 165/* This no longer needs to be changed anytime the number of
167 * levels is increased - rather, did_make_save will do the 166 * levels is increased - rather, did_make_save will do the
261/* 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,
262 * 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
263 * 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.
264 */ 263 */
265#define DIFF_MSG(flag, msg1, msg2) \ 264#define DIFF_MSG(flag, msg1, msg2) \
266 new_draw_info(NDI_UNIQUE, 0, op, (flag>0)?msg1:msg2); 265 new_draw_info (NDI_UNIQUE, 0, op, (flag > 0) ? msg1 : msg2);
267 266
268/* 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. */
269 268
270/* 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
271 * the object. 270 * the object.
279 * that gives them that ability. 278 * that gives them that ability.
280 */ 279 */
281int 280int
282change_abil (object *op, object *tmp) 281change_abil (object *op, object *tmp)
283{ 282{
284 int flag = QUERY_FLAG (tmp, FLAG_APPLIED) ? 1 : -1, success = 0; 283 int flag = tmp->flag [FLAG_APPLIED] ? 1 : -1;
284 int success = 0;
285 char message[MAX_BUF]; 285 char message[MAX_BUF];
286 int potion_max = 0; 286 int potion_max = 0;
287 287
288 /* remember what object was like before it was changed. note that 288 // keep some stats for comparison purposes
289 * refop is a local copy of op only to be used for detecting changes 289 object::flags_t prev_flag = op->flag;
290 * found by update_stats. refop is not a real object 290 MoveType prev_move_type = op->move_type;
291 */ 291 sint16 prev_resist [NROFATTACKS]; // clumsy
292 object_copy refop = *op; 292 assert (sizeof (prev_resist) == sizeof (op->resist));
293 memcpy (prev_resist, op->resist, sizeof (prev_resist));
293 294
294 if (op->type == PLAYER) 295 if (op->type == PLAYER)
295 { 296 {
296 if (tmp->type == POTION) 297 if (tmp->type == POTION)
297 { 298 {
298 potion_max = 1; 299 potion_max = 1;
300
299 for (int j = 0; j < NUM_STATS; j++) 301 for (int j = 0; j < NUM_STATS; j++)
300 { 302 {
301 int ostat = op->contr->orig_stats.stat (j); 303 int ostat = op->contr->orig_stats.stat (j);
302 int i = tmp->stats.stat (j); 304 int i = tmp->stats.stat (j);
303 305
304 /* 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 */
305 int nstat = flag * i + ostat; 307 int nstat = flag * i + ostat;
306 308
307 /* Do some bounds checking. While I don't think any 309 /* Do some bounds checking. There is the potential for potions
308 * potions do so right now, there is the potential for potions
309 * 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
310 * to allow for that. 311 * to allow for that.
311 */ 312 */
312 if (nstat < 1 && i * flag < 0) 313 if (nstat < 1 && i * flag < 0)
313 nstat = 1; 314 nstat = 1;
365 { 366 {
366 success = 1; 367 success = 1;
367 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.");
368 } 369 }
369 370
370 if (QUERY_FLAG (op, FLAG_LIFESAVE) != QUERY_FLAG (&refop, FLAG_LIFESAVE)) 371 if (op->flag [FLAG_LIFESAVE] != prev_flag [FLAG_LIFESAVE])
371 { 372 {
372 success = 1; 373 success = 1;
373 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.");
374 } 375 }
375 376
376 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])
377 { 378 {
378 success = 1; 379 success = 1;
379 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.");
380 } 381 }
381 382
382 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])
383 { 384 {
384 success = 1; 385 success = 1;
385 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.");
386 } 387 }
387 388
389 * user has multiple items giving the same type appled like we 390 * user has multiple items giving the same type appled like we
390 * 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
391 * can be misleading (a little higher could be miscontrued from 392 * can be misleading (a little higher could be miscontrued from
392 * from fly high) 393 * from fly high)
393 */ 394 */
394 if (tmp->move_type && op->move_type != refop.move_type) 395 if (tmp->move_type && op->move_type != prev_move_type)
395 { 396 {
396 success = 1; 397 success = 1;
397 398
398 /* 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
399 * status doesn't make a difference if you are flying high 400 * status doesn't make a difference if you are flying high
400 */ 401 */
401 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))
402 { 403 {
403 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.");
404 } 405 }
405 406
406 if (tmp->move_type & MOVE_FLY_HIGH) 407 if (tmp->move_type & MOVE_FLY_HIGH)
407 { 408 {
408 /* double conditional - second case covers if you have move_fly_low - 409 /* double conditional - second case covers if you have move_fly_low -
412 (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."));
413 } 414 }
414 415
415 if (tmp->move_type & MOVE_SWIM) 416 if (tmp->move_type & MOVE_SWIM)
416 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");
417
418 /* Changing move status may mean you are affected by things you weren't before */
419 check_move_on (op, op);
420 } 418 }
421 419
422 /* becoming UNDEAD... a special treatment for this flag. Only those not 420 /* becoming UNDEAD... a special treatment for this flag. Only those not
423 * originally undead may change their status 421 * originally undead may change their status
424 */ 422 */
425 if (!QUERY_FLAG (op->arch, FLAG_UNDEAD)) 423 if (!op->arch->flag [FLAG_UNDEAD])
426 if (QUERY_FLAG (op, FLAG_UNDEAD) != QUERY_FLAG (&refop, FLAG_UNDEAD)) 424 if (op->flag [FLAG_UNDEAD] != prev_flag [FLAG_UNDEAD])
427 { 425 {
428 success = 1; 426 success = 1;
429 if (flag > 0) 427 if (flag > 0)
430 { 428 {
431 op->race = "undead"; 429 op->race = "undead";
436 op->race = op->arch->race; 434 op->race = op->arch->race;
437 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!"); 435 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!");
438 } 436 }
439 } 437 }
440 438
441 if (QUERY_FLAG (op, FLAG_STEALTH) != QUERY_FLAG (&refop, FLAG_STEALTH)) 439 if (op->flag [FLAG_STEALTH] != prev_flag [FLAG_STEALTH])
442 { 440 {
443 success = 1; 441 success = 1;
444 DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily."); 442 DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily.");
445 } 443 }
446 444
447 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])
448 { 446 {
449 success = 1; 447 success = 1;
450 DIFF_MSG (flag, "You become transparent.", "You can see yourself."); 448 DIFF_MSG (flag, "You become transparent.", "You can see yourself.");
451 } 449 }
452 450
453 /* 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
454 * vision 452 * vision
455 */ 453 */
456 if (QUERY_FLAG (tmp, FLAG_BLIND)) 454 if (tmp->flag [FLAG_BLIND])
457 { 455 {
458 success = 1; 456 success = 1;
459 if (flag > 0) 457 if (flag > 0)
460 { 458 {
461 if (QUERY_FLAG (op, FLAG_WIZ)) 459 if (op->flag [FLAG_WIZ])
462 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.");
463 else 461 else
464 { 462 {
465 new_draw_info (NDI_UNIQUE, 0, op, "You are blinded."); 463 new_draw_info (NDI_UNIQUE, 0, op, "You are blinded.");
466 SET_FLAG (op, FLAG_BLIND); 464 op->set_flag (FLAG_BLIND);
467 if (op->type == PLAYER) 465 if (op->type == PLAYER)
468 op->contr->do_los = 1; 466 op->contr->do_los = 1;
469 } 467 }
470 } 468 }
471 else 469 else
472 { 470 {
473 if (QUERY_FLAG (op, FLAG_WIZ)) 471 if (op->flag [FLAG_WIZ])
474 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.");
475 else 473 else
476 { 474 {
477 new_draw_info (NDI_UNIQUE, 0, op, "Your vision returns."); 475 new_draw_info (NDI_UNIQUE, 0, op, "Your vision returns.");
478 CLEAR_FLAG (op, FLAG_BLIND); 476 op->clr_flag (FLAG_BLIND);
479 if (op->type == PLAYER) 477 if (op->type == PLAYER)
480 op->contr->do_los = 1; 478 op->contr->do_los = 1;
481 } 479 }
482 } 480 }
483 } 481 }
484 482
485 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])
486 { 484 {
487 success = 1; 485 success = 1;
488 if (op->type == PLAYER) 486 if (op->type == PLAYER)
489 op->contr->do_los = 1; 487 op->contr->do_los = 1;
490 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.");
491 } 489 }
492 490
493 if (QUERY_FLAG (op, FLAG_XRAYS) != QUERY_FLAG (&refop, FLAG_XRAYS)) 491 if (op->flag [FLAG_XRAYS] != prev_flag [FLAG_XRAYS])
494 { 492 {
495 success = 1; 493 success = 1;
496 if (flag > 0) 494 if (flag > 0)
497 { 495 {
498 if (QUERY_FLAG (op, FLAG_WIZ)) 496 if (op->flag [FLAG_WIZ])
499 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.");
500 else 498 else
501 { 499 {
502 new_draw_info (NDI_UNIQUE, 0, op, "Everything becomes transparent."); 500 new_draw_info (NDI_UNIQUE, 0, op, "Everything becomes transparent.");
503 if (op->type == PLAYER) 501 if (op->type == PLAYER)
504 op->contr->do_los = 1; 502 op->contr->do_los = 1;
505 } 503 }
506 } 504 }
507 else 505 else
508 { 506 {
509 if (QUERY_FLAG (op, FLAG_WIZ)) 507 if (op->flag [FLAG_WIZ])
510 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.");
511 else 509 else
512 { 510 {
513 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.");
514 if (op->type == PLAYER) 512 if (op->type == PLAYER)
521 { 519 {
522 success = 1; 520 success = 1;
523 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.");
524 } 522 }
525 523
524 if (digest_types [tmp->type])
525 {
526 if (tmp->stats.hp && op->type == PLAYER) 526 if (tmp->stats.hp && op->type == PLAYER)
527 { 527 {
528 success = 1; 528 success = 1;
529 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!");
530 } 530 }
531 531
532 if (tmp->stats.sp && op->type == PLAYER && tmp->type != SKILL) 532 if (tmp->stats.sp && op->type == PLAYER
533 { 533 && tmp->type != SKILL && tmp->type != BOW)
534 {
534 success = 1; 535 success = 1;
535 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.");
536 } 537 }
537 538
538 /* for the future when artifacts set this -b.t. */ 539 /* for the future when artifacts set this -b.t. */
539 if (tmp->stats.grace && op->type == PLAYER) 540 if (tmp->stats.grace && op->type == PLAYER)
540 { 541 {
541 success = 1; 542 success = 1;
542 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.");
543 } 544 }
544 545
545 if (tmp->stats.food && op->type == PLAYER) 546 if (tmp->stats.food && op->type == PLAYER)
546 { 547 {
547 success = 1; 548 success = 1;
548 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 }
549 } 551 }
550 552
551 /* Messages for changed resistance */ 553 /* Messages for changed resistance */
552 for (int i = 0; i < NROFATTACKS; i++) 554 for (int i = 0; i < NROFATTACKS; i++)
553 { 555 {
554 if (i == ATNR_PHYSICAL) 556 if (i == ATNR_PHYSICAL)
555 continue; /* Don't display about armour */ 557 continue; /* Don't display about armour */
556 558
557 if (op->resist[i] != refop.resist[i]) 559 if (op->resist [i] != prev_resist [i])
558 { 560 {
559 success = 1; 561 success = 1;
562
560 if (op->resist[i] > refop.resist[i]) 563 if (op->resist [i] > prev_resist [i])
561 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]);
562 else 565 else
563 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]);
564 567
565 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message); 568 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message);
566 } 569 }
567 } 570 }
568 571
569 if (!potion_max) 572 if (!potion_max)
570 {
571 for (int j = 0; j < NUM_STATS; j++) 573 for (int j = 0; j < NUM_STATS; j++)
572 {
573 if (int i = tmp->stats.stat (j)) 574 if (int i = tmp->stats.stat (j))
574 { 575 {
575 success = 1; 576 success = 1;
576 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]); 577 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]);
577 } 578 }
578 }
579 }
580 579
581 return success; 580 return success;
582} 581}
583 582
584/* 583/*
595object::drain_specific_stat (int deplete_stats) 594object::drain_specific_stat (int deplete_stats)
596{ 595{
597 object *tmp; 596 object *tmp;
598 archetype *at; 597 archetype *at;
599 598
600 at = archetype::find (ARCH_DEPLETION); 599 at = archetype::find (shstr_depletion);
601 if (!at) 600 if (!at)
602 { 601 {
603 LOG (llevError, "Couldn't find archetype depletion.\n"); 602 LOG (llevError, "Couldn't find archetype depletion.\n");
604 return; 603 return;
605 } 604 }
607 { 606 {
608 tmp = present_arch_in_ob (at, this); 607 tmp = present_arch_in_ob (at, this);
609 608
610 if (!tmp) 609 if (!tmp)
611 { 610 {
612 tmp = arch_to_object (at); 611 tmp = at->instance ();
613 tmp = insert_ob_in_ob (tmp, this); 612 tmp = insert_ob_in_ob (tmp, this);
614 SET_FLAG (tmp, FLAG_APPLIED); 613 tmp->set_flag (FLAG_APPLIED);
615 } 614 }
616 } 615 }
617 616
618 new_draw_info (NDI_UNIQUE, 0, this, drain_msg[deplete_stats]); 617 new_draw_info (NDI_UNIQUE, 0, this, drain_msg[deplete_stats]);
619 change_attr_value (&tmp->stats, deplete_stats, -1); 618 change_attr_value (&tmp->stats, deplete_stats, -1);
625 * via an applied bad_luck object. 624 * via an applied bad_luck object.
626 */ 625 */
627void 626void
628object::change_luck (int value) 627object::change_luck (int value)
629{ 628{
630 archetype *at = archetype::find ("luck"); 629 archetype *at = archetype::find (shstr_luck);
631 if (!at) 630 if (!at)
632 LOG (llevError, "Couldn't find archetype luck.\n"); 631 LOG (llevError, "Couldn't find archetype luck.\n");
633 else 632 else
634 { 633 {
635 object *tmp = present_arch_in_ob (at, this); 634 object *tmp = present_arch_in_ob (at, this);
637 if (!tmp) 636 if (!tmp)
638 { 637 {
639 if (!value) 638 if (!value)
640 return; 639 return;
641 640
642 tmp = arch_to_object (at); 641 tmp = at->instance ();
643 tmp = insert_ob_in_ob (tmp, this); 642 tmp = insert_ob_in_ob (tmp, this);
644 SET_FLAG (tmp, FLAG_APPLIED); 643 tmp->set_flag (FLAG_APPLIED);
645 } 644 }
646 645
647 if (value) 646 if (value)
648 { 647 {
649 /* 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
702 sint8 v = arch->stats.stat (i); 701 sint8 v = arch->stats.stat (i);
703 stats.stat (i) += v; 702 stats.stat (i) += v;
704 contr->orig_stats.stat (i) += v; 703 contr->orig_stats.stat (i) += v;
705 } 704 }
706} 705}
707
708/* These are the items that currently can change digestion, regeneration,
709 * spell point recovery and mana point recovery. Seems sort of an arbitary
710 * list, but other items store other info into stats array.
711 */
712static struct digest_types : std::bitset<NUM_TYPES>
713{
714 digest_types ()
715 {
716 set (WEAPON);
717 set (BOW);
718 set (ARMOUR);
719 set (HELMET);
720 set (SHIELD);
721 set (RING);
722 set (BOOTS);
723 set (GLOVES);
724 set (AMULET);
725 set (GIRDLE);
726 set (BRACERS);
727 set (CLOAK);
728 set (DISEASE);
729 set (FORCE);
730 set (SKILL);
731 }
732} digest_types;
733 706
734static struct copy_flags : object::flags_t 707static struct copy_flags : object::flags_t
735{ 708{
736 copy_flags () 709 copy_flags ()
737 { 710 {
756 * spell system split, grace points now added to system --peterm 729 * spell system split, grace points now added to system --peterm
757 */ 730 */
758void 731void
759object::update_stats () 732object::update_stats ()
760{ 733{
761 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;
762 int weapon_weight = 0, weapon_speed = 0; 735 weight_t weapon_weight = 0;
736 int weapon_speed = 0;
763 int best_wc = 0, best_ac = 0, wc = 0, ac = 0; 737 int best_wc = 0, best_ac = 0, wc = 0, ac = 0;
764 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; 738 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS];
765 object *grace_obj = NULL, *mana_obj = NULL, *tmp; 739 object *grace_obj = NULL, *mana_obj = NULL, *tmp;
766 float old_speed = speed; 740 float old_speed = speed;
767 int stat_sum [NUM_STATS]; 741 int stat_sum [NUM_STATS];
768 742
743 MoveType move_type; // we use change_move_type to change it, so use a local copy
744
769 /* 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 */
770 if (type == PLAYER) 746 if (type == PLAYER)
771 { 747 {
748 contr->delayed_update = false;
749
772 for (int i = 0; i < NUM_STATS; i++) 750 for (int i = 0; i < NUM_STATS; i++)
773 stat_sum [i] = contr->orig_stats.stat (i); 751 stat_sum [i] = contr->orig_stats.stat (i);
774 752
775 if (settings.spell_encumbrance == TRUE) 753 if (settings.spell_encumbrance == TRUE)
776 contr->encumbrance = 0; 754 contr->encumbrance = 0;
788 for (int i = NUM_BODY_LOCATIONS; i--; ) 766 for (int i = NUM_BODY_LOCATIONS; i--; )
789 slot[i].used = slot[i].info; 767 slot[i].used = slot[i].info;
790 768
791 slaying = 0; 769 slaying = 0;
792 770
793 if (!QUERY_FLAG (this, FLAG_WIZ)) 771 if (!this->flag [FLAG_WIZ])
794 {
795 CLEAR_FLAG (this, FLAG_XRAYS);
796 CLEAR_FLAG (this, FLAG_MAKE_INVIS);
797 } 772 {
773 this->clr_flag (FLAG_XRAYS);
774 this->clr_flag (FLAG_MAKE_INVIS);
775 }
798 776
799 CLEAR_FLAG (this, FLAG_LIFESAVE); 777 this->clr_flag (FLAG_LIFESAVE);
800 CLEAR_FLAG (this, FLAG_STEALTH); 778 this->clr_flag (FLAG_STEALTH);
801 CLEAR_FLAG (this, FLAG_BLIND); 779 this->clr_flag (FLAG_BLIND);
802 780
803 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);
804 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);
805 if (!QUERY_FLAG (arch, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD); 783 if (!arch->flag [FLAG_UNDEAD ]) this->clr_flag (FLAG_UNDEAD);
806 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);
807 785
808 path_attuned = arch->path_attuned; 786 path_attuned = arch->path_attuned;
809 path_repelled = arch->path_repelled; 787 path_repelled = arch->path_repelled;
810 path_denied = arch->path_denied; 788 path_denied = arch->path_denied;
811 glow_radius = arch->glow_radius; 789 glow_radius = arch->glow_radius;
812 move_type = arch->move_type; 790 move_type = arch->move_type;
813 791
814 chosen_skill = 0;
815
816 /* initializing resistances from the values in player/monster's 792 /* initializing resistances from the values in player/monster's
817 * archetype clone 793 * archetype clone
818 */ 794 */
819 memcpy (&resist, &arch->resist, sizeof (resist)); 795 memcpy (&resist, &arch->resist, sizeof (resist));
820 796
821 for (int i = 0; i < NROFATTACKS; i++) 797 for (int i = 0; i < NROFATTACKS; i++)
822 { 798 {
823 if (resist[i] > 0) 799 if (resist[i] > 0)
824 prot[i] = resist[i], vuln[i] = 0; 800 prot[i] = resist[i], vuln[i] = 0;
825 else 801 else
826 vuln[i] = -(resist[i]), prot[i] = 0; 802 vuln[i] = -resist[i], prot[i] = 0;
827 803
828 potion_resist[i] = 0; 804 potion_resist[i] = -1000;
829 } 805 }
830 806
831 wc = arch->stats.wc; 807 wc = arch->stats.wc;
832 stats.dam = arch->stats.dam; 808 stats.dam = arch->stats.dam;
833 809
836 * 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 -
837 * 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,
838 * 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
839 * that their protection from physical goes down 815 * that their protection from physical goes down
840 */ 816 */
841 if (!QUERY_FLAG (this, FLAG_USE_ARMOUR) && type == PLAYER) 817 if (!this->flag [FLAG_USE_ARMOUR] && type == PLAYER)
842 { 818 {
843 ac = max (-10, arch->stats.ac - level / 3); 819 ac = max (-10, arch->stats.ac - level / 3);
844 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;
845 } 821 }
846 else 822 else
847 ac = arch->stats.ac; 823 ac = arch->stats.ac;
848 824
849 stats.luck = arch->stats.luck; 825 stats.luck = arch->stats.luck;
850 speed = arch->speed; 826 speed = arch->speed;
827
828 chosen_skill = 0;
851 829
852 /* 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.
853 * 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.
854 */ 832 */
855 for (tmp = inv; tmp; tmp = tmp->below) 833 for (tmp = inv; tmp; tmp = tmp->below)
856 { 834 {
857 /* This happens because apply_potion calls change_abil with the potion 835 /* This happens because apply_potion calls change_abil with the potion
858 * 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
859 * then calls this function. 837 * then calls this function.
860 */ 838 */
861 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION) 839 if (tmp->flag [FLAG_APPLIED] && tmp->type == POTION)
862 continue; 840 continue;
863 841
864 /* See note in map.c:update_position about making this additive
865 * since light sources are never applied, need to put check here.
866 */
867 if (tmp->glow_radius > glow_radius)
868 glow_radius = tmp->glow_radius; 842 glow_radius += tmp->glow_radius;
869 843
870 /* For some things, we don't care what is equipped */ 844 /* For some things, we don't care what is equipped */
871 if (tmp->type == SKILL) 845 if (tmp->type == SKILL)
872 { 846 {
873 /* Want to take the highest skill here. */ 847 /* Want to take the highest skill here. */
886 else if (tmp->level > grace_obj->level) 860 else if (tmp->level > grace_obj->level)
887 grace_obj = tmp; 861 grace_obj = tmp;
888 } 862 }
889 } 863 }
890 864
891 /* Container objects are not meant to adjust a players, but other applied 865 /* Container objects are not meant to adjust players, but other applied
892 * objects need to make adjustments. 866 * objects need to make adjustments.
893 * This block should handle all player specific changes 867 * This block should handle all player specific changes
894 * 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
895 * in the praying skill, and the player should always get those. 869 * in the praying skill, and the player should always get those.
896 * 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,
897 * because the skill shouldn't count against body positions being used 871 * because the skill shouldn't count against body positions being used
898 * up, etc. 872 * up, etc.
899 */ 873 */
900 if ((tmp->flag [FLAG_APPLIED] 874 if ((tmp->flag [FLAG_APPLIED]
901 && tmp->type != CONTAINER 875 && tmp->type != CONTAINER
902 && tmp->type != CLOSE_CON) 876 && tmp->type != CLOSE_CON
903 || (tmp->type == SKILL 877 && tmp->type != SPELL)
904 && tmp->subtype == SK_PRAYING)) 878 || (tmp->type == SKILL && tmp->subtype == SK_PRAYING))
905 { 879 {
906 if (type == PLAYER) 880 if (type == PLAYER)
907 { 881 {
908 contr->item_power += tmp->item_power; 882 contr->item_power += tmp->item_power;
909 883
910 if (tmp == contr->combat_ob || tmp == contr->ranged_ob)
911 if (tmp != current_weapon
912 && (tmp->type != SKILL || tmp->subtype != SK_PRAYING)
913 && !tmp->flag [FLAG_CURSED]
914 && !tmp->flag [FLAG_DAMNED])
915 continue;
916
917 for (int i = 0; i < NUM_STATS; i++) 884 for (int i = 0; i < NUM_STATS; i++)
918 stat_sum [i] = stat_sum [i] + tmp->stats.stat (i); 885 stat_sum [i] += tmp->stats.stat (i);
919 886
920 if (digest_types [tmp->type]) 887 if (digest_types [tmp->type])
921 { 888 {
922 contr->digestion += tmp->stats.food; 889 contr->digestion += tmp->stats.food;
923 contr->gen_hp += tmp->stats.hp; 890 contr->gen_hp += tmp->stats.hp;
891 if (tmp->type != BOW) // ugly exception for bows
924 contr->gen_sp += tmp->stats.sp; 892 contr->gen_sp += tmp->stats.sp;
925 contr->gen_grace += tmp->stats.grace; 893 contr->gen_grace += tmp->stats.grace;
926 contr->gen_sp_armour += tmp->gen_sp_armour; 894 contr->gen_sp_armour += tmp->gen_sp_armour;
927 } 895 }
928 } /* if this is a player */ 896 } /* if this is a player */
929 else 897 else
931 if (tmp->type == WEAPON) 899 if (tmp->type == WEAPON)
932 current_weapon = tmp; 900 current_weapon = tmp;
933 } 901 }
934 902
935 /* Update slots used for items */ 903 /* Update slots used for items */
936 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 904 if (tmp->flag [FLAG_APPLIED]) // exclude praying...
937 for (int i = 0; i < NUM_BODY_LOCATIONS; i++) 905 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
938 slot[i].used += tmp->slot[i].info; 906 slot[i].used += tmp->slot[i].info;
939 907
940 if (tmp->type == SYMPTOM) 908 if (tmp->type == SYMPTOM)
941 speed_reduce_from_disease =
942 min (speed_reduce_from_disease, tmp->last_sp ? tmp->last_sp / 100.f : 1.f); 909 min_it (speed_reduce_from_disease, tmp->last_sp ? tmp->last_sp / 100.f : 1.f);
943 910
944 /* Pos. and neg. protections are counted seperate (-> pro/vuln). 911 /* Pos. and neg. protections are counted separate (-> pro/vuln).
945 * (Negative protections are calculated exactly like positive.) 912 * (Negative protections are calculated exactly like positive.)
946 * Resistance from potions are treated special as well. If there's 913 * Resistance from potions are treated special as well. If there's
947 * more than one potion-effect, the bigger prot.-value is taken. 914 * more than one potion-effect, the bigger prot.-value is taken.
948 */ 915 */
949 if (tmp->type != POTION) 916 if (tmp->type == POTION_EFFECT)
950 {
951 for (int i = 0; i < NROFATTACKS; i++) 917 for (int i = 0; i < NROFATTACKS; i++)
952 {
953 /* Potential for cursed potions, in which case we just can use
954 * a straight MAX, as potion_resist is initialised to zero.
955 */
956 if (tmp->type == POTION_EFFECT)
957 {
958 if (potion_resist[i])
959 potion_resist[i] = max (potion_resist[i], tmp->resist[i]);
960 else
961 potion_resist[i] = tmp->resist[i]; 918 max_it (potion_resist[i], tmp->resist[i]);
962 } 919 else if (tmp->type != POTION)
920 for (int i = 0; i < NROFATTACKS; i++)
963 else if (tmp->resist[i] > 0) 921 if (tmp->resist[i] > 0)
964 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100; 922 prot[i] += (100 - prot[i]) * tmp->resist[i] / 100;
965 else if (tmp->resist[i] < 0) 923 else if (tmp->resist[i] < 0)
966 vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100; 924 vuln[i] += (100 - vuln[i]) * -tmp->resist[i] / 100;
967 }
968 }
969 925
970 /* There may be other things that should not adjust the attacktype */ 926 /* There may be other things that should not adjust the attacktype */
971 if (tmp->type != SYMPTOM) 927 if (tmp->type != SYMPTOM)
972 { 928 {
973 attacktype |= tmp->attacktype; 929 attacktype |= tmp->attacktype;
978 stats.luck += tmp->stats.luck; 934 stats.luck += tmp->stats.luck;
979 } 935 }
980 936
981 flag |= tmp->flag & copy_flags; 937 flag |= tmp->flag & copy_flags;
982 938
983 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (arch, FLAG_UNDEAD)) 939 if (tmp->flag [FLAG_UNDEAD] && !arch->flag [FLAG_UNDEAD])
984 SET_FLAG (this, FLAG_UNDEAD); 940 this->set_flag (FLAG_UNDEAD);
985 941
986 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS)) 942 //TODO: copy_flags?
943 if (tmp->flag [FLAG_MAKE_INVIS])
987 { 944 {
988 SET_FLAG (this, FLAG_MAKE_INVIS); 945 set_flag (FLAG_MAKE_INVIS);
989 invisible = 1; 946 invisible = 1;
990 } 947 }
991 948
992 if (tmp->stats.exp && tmp->type != SKILL) 949 if (tmp->stats.exp && tmp->type != SKILL)
993 { 950 {
1000 added_speed += tmp->stats.exp; 957 added_speed += tmp->stats.exp;
1001 } 958 }
1002 959
1003 switch (tmp->type) 960 switch (tmp->type)
1004 { 961 {
1005#if 0
1006 case WAND:
1007 case ROD:
1008 case HORN:
1009 if (type != PLAYER || current_weapon == tmp)
1010 chosen_skill = tmp;
1011 break;
1012#endif
1013
1014 /* skills modifying the character -b.t. */
1015 /* for all skills and skill granting objects */
1016 case SKILL: 962 case SKILL:
1017 { 963 {
964 // some skills will end up here without counting as "applied"
1018 if (!QUERY_FLAG (tmp, FLAG_APPLIED) || skill_flags [tmp->subtype] & SF_APPLY) 965 if (!tmp->flag [FLAG_APPLIED] || skill_flags [tmp->subtype] & SF_AUTARK)
1019 break; 966 break;
1020 967
1021 if (chosen_skill) 968 if (chosen_skill)
1022 { 969 {
1023 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",
1025 972
1026 tmp->flag [FLAG_APPLIED] = false; 973 tmp->flag [FLAG_APPLIED] = false;
1027 update_stats (); 974 update_stats ();
1028 return; 975 return;
1029 } 976 }
1030 else 977
1031 chosen_skill = tmp; 978 chosen_skill = tmp;
1032 979
1033 if (tmp->stats.dam > 0) 980 if (tmp->stats.dam > 0)
1034 { /* skill is a 'weapon' */ 981 { /* skill is a 'weapon' */
1035 if (!QUERY_FLAG (this, FLAG_READY_WEAPON)) 982 if (!this->flag [FLAG_READY_WEAPON])
1036 weapon_speed = WEAPON_SPEED (tmp); 983 weapon_speed = max (0, WEAPON_SPEED (tmp));
1037
1038 if (weapon_speed < 0)
1039 weapon_speed = 0;
1040 984
1041 weapon_weight = tmp->weight; 985 weapon_weight = tmp->weight;
1042 stats.dam += 1 + chosen_skill->level * tmp->stats.dam / 9; 986 stats.dam += 1 + chosen_skill->level * tmp->stats.dam / 9;
1043 987
1044 if (tmp->magic) 988 if (tmp->magic)
1053 997
1054 if (tmp->stats.ac) 998 if (tmp->stats.ac)
1055 ac -= tmp->stats.ac + tmp->magic; 999 ac -= tmp->stats.ac + tmp->magic;
1056 1000
1057 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1001 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1058 contr->encumbrance += (int) 3 *tmp->weight / 1000; 1002 contr->encumbrance += weight_to_kg_approx (3 * tmp->weight);
1059 } 1003 }
1060 1004
1061 break; 1005 break;
1062 1006
1063 case SHIELD: 1007 case SHIELD:
1064 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1008 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1065 contr->encumbrance += (int) tmp->weight / 2000; 1009 contr->encumbrance += weight_to_kg_approx (tmp->weight) >> 1;
1010 //FALLTHROUGH
1066 case RING: 1011 case RING:
1067 case AMULET: 1012 case AMULET:
1068 case GIRDLE: 1013 case GIRDLE:
1069 case HELMET: 1014 case HELMET:
1070 case BOOTS: 1015 case BOOTS:
1079 if (tmp->stats.ac) 1024 if (tmp->stats.ac)
1080 ac -= tmp->stats.ac + tmp->magic; 1025 ac -= tmp->stats.ac + tmp->magic;
1081 1026
1082 break; 1027 break;
1083 1028
1029 case RANGED:
1084 case BOW: 1030 case BOW:
1085 case WEAPON: 1031 case WEAPON:
1086 if (type != PLAYER || current_weapon == tmp)
1087 {
1088 wc -= tmp->stats.wc + tmp->magic; 1032 wc -= tmp->stats.wc + tmp->magic;
1089 1033
1090 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0) 1034 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0)
1091 ac -= tmp->stats.ac + tmp->magic; 1035 ac -= tmp->stats.ac + tmp->magic;
1092 1036
1093 stats.dam += tmp->stats.dam + tmp->magic; 1037 stats.dam += tmp->stats.dam + tmp->magic;
1094 weapon_weight = tmp->weight; 1038 weapon_weight = tmp->weight;
1095 weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2; 1039 weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2;
1096 1040
1097 if (weapon_speed < 0) 1041 if (weapon_speed < 0)
1098 weapon_speed = 0; 1042 weapon_speed = 0;
1099 1043
1100 slaying = tmp->slaying; 1044 slaying = tmp->slaying;
1101 1045
1102 /* If there is desire that two handed weapons should do 1046 /* If there is desire that two handed weapons should do
1103 * extra strength damage, this is where the code should 1047 * extra strength damage, this is where the code should
1104 * go. 1048 * go.
1105 */ 1049 */
1106 1050
1107 if (type == PLAYER) 1051 if (type == PLAYER)
1108 if (settings.spell_encumbrance) 1052 if (settings.spell_encumbrance)
1109 contr->encumbrance += tmp->weight * 3 / 1000; 1053 contr->encumbrance += weight_to_kg_approx (3 * tmp->weight);
1110 }
1111 1054
1112 break; 1055 break;
1113 1056
1114 case ARMOUR: /* Only the best of these three are used: */ 1057 case ARMOUR: /* Only the best of these three are used: */
1115 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1058 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1116 contr->encumbrance += tmp->weight / 1000; 1059 contr->encumbrance += weight_to_kg_approx (tmp->weight);
1117 1060
1118 case BRACERS: 1061 case BRACERS:
1119 case FORCE: 1062 case FORCE:
1120 if (tmp->stats.wc) 1063 if (tmp->stats.wc)
1121 { 1064 {
1138 else /* To nullify the below effect */ 1081 else /* To nullify the below effect */
1139 ac += tmp->stats.ac + tmp->magic; 1082 ac += tmp->stats.ac + tmp->magic;
1140 } 1083 }
1141 1084
1142 if (tmp->stats.wc) 1085 if (tmp->stats.wc)
1143 wc -= (tmp->stats.wc + tmp->magic); 1086 wc -= tmp->stats.wc + tmp->magic;
1144 1087
1145 if (tmp->stats.ac) 1088 if (tmp->stats.ac)
1146 ac -= (tmp->stats.ac + tmp->magic); 1089 ac -= tmp->stats.ac + tmp->magic;
1147 1090
1148 if (ARMOUR_SPEED (tmp)) 1091 if (ARMOUR_SPEED (tmp))
1149 max_speed = min (max_speed, ARMOUR_SPEED (tmp) / 10.f); 1092 min_it (max_speed, ARMOUR_SPEED (tmp) / 10.f);
1150 1093
1151 break; 1094 break;
1152 } /* switch tmp->type */ 1095 } /* switch tmp->type */
1153 } /* item is equipped */ 1096 } /* item is equipped */
1154 } /* for loop of items */ 1097 } /* for loop of items */
1098
1099 min_it (glow_radius, MAX_LIGHT_RADIUS);
1155 1100
1156 /* 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
1157 * have generated intermediate values which we now need to assign. 1102 * have generated intermediate values which we now need to assign.
1158 */ 1103 */
1159 1104
1165 */ 1110 */
1166 for (int i = 0; i < NROFATTACKS; i++) 1111 for (int i = 0; i < NROFATTACKS; i++)
1167 { 1112 {
1168 resist[i] = prot[i] - vuln[i]; 1113 resist[i] = prot[i] - vuln[i];
1169 1114
1170 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]))
1171 resist[i] = potion_resist[i]; 1117 resist[i] = potion_resist[i];
1172 } 1118 }
1173 1119
1174 if (type == PLAYER) 1120 if (type == PLAYER)
1175 { 1121 {
1176 // clamp various player stats 1122 // clamp various player stats
1177 for (int i = 0; i < NUM_STATS; ++i) 1123 for (int i = 0; i < NUM_STATS; ++i)
1178 stats.stat (i) = clamp (stat_sum [i], MIN_STAT, MAX_STAT); 1124 stats.stat (i) = stat_sum [i];
1125
1126 check_stat_bounds (&stats);
1179 1127
1180 contr->digestion = clamp (contr->digestion, MIN_DIGESTION, MAX_DIGESTION); 1128 contr->digestion = clamp (contr->digestion, MIN_DIGESTION, MAX_DIGESTION);
1181 1129
1182 /* Figure out the players sp/mana/hp totals. */ 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 stats.maxhp = 0; 1138 stats.maxhp = 0;
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 float f = (carrying / 1000) - max_carry[stats.Str]; 1295 float f = (sint32)weight_to_kg_approx (carrying) - max_carry[stats.Str];
1355 if (f > 0.f) 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 */
1360 speed *= speed_reduce_from_disease; 1301 speed *= speed_reduce_from_disease;
1361 1302
1362 /* 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
1363 * 25 ticks or so. This amounts to once every 3 seconds of realtime. 1304 * 25 ticks or so. This amounts to once every 3 seconds of realtime.
1364 */ 1305 */
1365 if (speed < 0.04f && type == PLAYER) 1306 max_it (speed, is_player () ? MIN_PLAYER_SPEED : MIN_ACTIVE_SPEED);
1366 speed = 0.04f;
1367 1307
1368 if (speed != old_speed) 1308 if (speed != old_speed)
1369 set_speed (speed); 1309 set_speed (speed);
1370 1310
1371 if (type == PLAYER) 1311 if (type == PLAYER)
1406 if (move_type == 0) 1346 if (move_type == 0)
1407 move_type = MOVE_WALK; 1347 move_type = MOVE_WALK;
1408 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) 1348 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH))
1409 move_type &= ~MOVE_WALK; 1349 move_type &= ~MOVE_WALK;
1410 1350
1351 // now apply the new move_type
1352 if (this->move_type != move_type)
1353 change_move_type (move_type);
1354
1411 /* 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,
1412 * so we will check that now. 1356 * so we will check that now.
1413 */ 1357 */
1414 if (type == PLAYER) 1358 if (is_player ())
1415 { 1359 contr->update_spells ();
1416 esrv_update_stats (contr);
1417 esrv_update_spells (contr);
1418 }
1419 1360
1420 // update the mapspace, if we are on a map 1361 // update the mapspace, if we are on a map
1421 if (!flag [FLAG_REMOVED] && map) 1362 if (!flag [FLAG_REMOVED] && map)
1422 map->at (x, y).flags_ = 0; 1363 map->at (x, y).flags_ = 0;
1423} 1364}
1424 1365
1425/* 1366void
1426 * Returns true if the given player is a legal class. 1367object::set_glow_radius (sint8 rad)
1427 * The function to add and remove class-bonuses to the stats doesn't
1428 * check if the stat becomes negative, thus this function
1429 * merely checks that all stats are 1 or more, and returns
1430 * false otherwise.
1431 */
1432int
1433allowed_class (const object *op)
1434{ 1368{
1435 return op->stats.Dex > 0 1369 glow_radius = rad;
1436 && op->stats.Str > 0 1370
1437 && op->stats.Con > 0 1371 if (is_on_map ())
1438 && op->stats.Int > 0 1372 update_all_los (map, x, y);
1439 && op->stats.Wis > 0 1373 else if (object *env = outer_env ())
1440 && op->stats.Pow > 0 1374 {
1441 && 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 }
1442} 1380}
1443 1381
1444/* 1382/*
1445 * set the new dragon name after gaining levels or 1383 * set the new dragon name after gaining levels or
1446 * changing ability focus (later this can be extended to 1384 * changing ability focus (later this can be extended to
1447 * eventually change the player's face and animation) 1385 * eventually change the player's face and animation)
1448 *
1449 * Note that the title is written to 'own_title' in the
1450 * player struct. This should be changed to 'ext_title'
1451 * as soon as clients support this!
1452 * Please, anyone, write support for 'ext_title'.
1453 */ 1386 */
1454void 1387void
1455set_dragon_name (object *pl, const object *abil, const object *skin) 1388set_dragon_name (object *pl, const object *abil, const object *skin)
1456{ 1389{
1457 int atnr = -1; /* attacknumber of highest level */ 1390 int atnr = -1; /* attacknumber of highest level */
1475 /* 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,
1476 or else at random */ 1409 or else at random */
1477 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)
1478 atnr = abil->stats.exp; 1411 atnr = abil->stats.exp;
1479 1412
1480 level = (int) (level / 25.);
1481
1482 /* now set the new title */ 1413 /* now set the new title */
1483 if (pl->contr)
1484 {
1485 if (level == 0)
1486 sprintf (pl->contr->title, "%s hatchling", attacks[atnr]); 1414 if (level < 25) sprintf (pl->contr->title, "%s hatchling", attacks[atnr]);
1487 else if (level == 1)
1488 sprintf (pl->contr->title, "%s wyrm", attacks[atnr]); 1415 else if (level < 50) sprintf (pl->contr->title, "%s wyrm" , attacks[atnr]);
1489 else if (level == 2)
1490 sprintf (pl->contr->title, "%s wyvern", attacks[atnr]); 1416 else if (level < 75) sprintf (pl->contr->title, "%s wyvern" , attacks[atnr]);
1491 else if (level == 3)
1492 sprintf (pl->contr->title, "%s dragon", attacks[atnr]); 1417 else if (level < 100) sprintf (pl->contr->title, "%s dragon" , attacks[atnr]);
1493 else 1418 else
1494 { 1419 {
1495 /* special titles for extra high resistance! */ 1420 /* special titles for extra high resistance! */
1496 if (skin->resist[atnr] > 80)
1497 sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]); 1421 if (skin->resist[atnr] > 80) sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]);
1498 else if (skin->resist[atnr] > 50)
1499 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]);
1500 else
1501 sprintf (pl->contr->title, "big %s dragon", attacks[atnr]); 1423 else sprintf (pl->contr->title, "big %s dragon" , attacks[atnr]);
1502 }
1503 } 1424 }
1504 1425
1505 strcpy (pl->contr->own_title, ""); 1426 strcpy (pl->contr->own_title, "");
1506} 1427}
1507 1428
1508/* 1429/*
1509 * This function is called when a dragon-player gains 1430 * This function is called when a dragon-player gains
1510 * an overall level. Here, the dragon might gain new abilities 1431 * an overall level. Here, the dragon might gain new abilities
1511 * or change the ability-focus. 1432 * or change the ability-focus.
1512 */ 1433 */
1513void 1434static void
1514dragon_level_gain (object *who) 1435dragon_level_gain (object *who)
1515{ 1436{
1516 object *abil = NULL; /* pointer to dragon ability force */ 1437 object *abil = NULL; /* pointer to dragon ability force */
1517 object *skin = NULL; /* pointer to dragon skin force */ 1438 object *skin = NULL; /* pointer to dragon skin force */
1518 object *tmp = NULL; /* tmp. object */ 1439 object *tmp = NULL; /* tmp. object */
1574 object *skill_obj; 1495 object *skill_obj;
1575 1496
1576 skill_obj = get_archetype_by_skill_name (skill_name, SKILL); 1497 skill_obj = get_archetype_by_skill_name (skill_name, SKILL);
1577 if (!skill_obj) 1498 if (!skill_obj)
1578 { 1499 {
1579 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);
1580 return NULL; 1501 return NULL;
1581 } 1502 }
1582 1503
1583 /* clear the flag - exp goes into this bucket, but player 1504 /* clear the flag - exp goes into this bucket, but player
1584 * still doesn't know it. 1505 * still doesn't know it.
1585 */ 1506 */
1586 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL); 1507 skill_obj->clr_flag (FLAG_CAN_USE_SKILL);
1587 skill_obj->stats.exp = 0; 1508 skill_obj->stats.exp = 0;
1588 skill_obj->level = 1; 1509 skill_obj->level = 1;
1589 insert_ob_in_ob (skill_obj, op); 1510 op->insert (skill_obj);
1590 1511
1591 if (player *pl = op->contr) 1512 if (player *pl = op->contr)
1592 { 1513 pl->link_skills ();
1593 pl->last_skill_ob [skill_obj->subtype] = skill_obj;
1594 if (pl->ns)
1595 pl->ns->last_skill_exp[skill_obj->subtype] = -1;//TODO: should be made superfluous
1596 }
1597 1514
1598 return skill_obj; 1515 return skill_obj;
1599} 1516}
1600 1517
1601/* 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
1618 { 1535 {
1619 changed = true; 1536 changed = true;
1620 1537
1621 op->level++; 1538 op->level++;
1622 1539
1623 if (op && op == who && op->stats.exp > 1 && is_dragon_pl (who)) 1540 if (op && op == who && op->stats.exp > 1 && who->is_dragon ())
1624 dragon_level_gain (who); 1541 dragon_level_gain (who);
1625 1542
1626 /* 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 */
1627 if (op == who && (who->level < 11) && who->type == PLAYER) 1544 if (op == who && (who->level < 11) && who->type == PLAYER)
1628 { 1545 {
1661 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); 1578 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1662 } 1579 }
1663 } 1580 }
1664 1581
1665 if (changed) 1582 if (changed)
1666 { 1583 who->update_stats (); // should cause esrv_update_stats and esrv_update_spells
1667 who->update_stats ();
1668 esrv_update_stats (who->contr);
1669 /* check if the spell data has changed */
1670 esrv_update_spells (who->contr);
1671 }
1672} 1584}
1673 1585
1674/* 1586/*
1675 * Returns how much experience is needed for a player to become 1587 * Returns how much experience is needed for a player to become
1676 * the given level. level should really never exceed max_level 1588 * the given level. level should really never exceed max_level
1677 */ 1589 */
1678 1590
1679sint64 1591sint64
1680level_exp (int level, double expmul) 1592level_exp (int level, double expmul)
1681{ 1593{
1682 if (level > settings.max_level) 1594 return expmul * level_to_min_exp (level);
1683 return (sint64) (expmul * levels[settings.max_level]);
1684
1685 return (sint64) (expmul * levels[level]);
1686} 1595}
1687 1596
1688/* 1597/*
1689 * 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.
1690 * 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
1718 * NULL, in which case exp increases the players general 1627 * NULL, in which case exp increases the players general
1719 * total, but not any particular skill. 1628 * total, but not any particular skill.
1720 * 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:
1721 */ 1630 */
1722static void 1631static void
1723add_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)
1724{ 1633{
1725 object *skill_obj = NULL; 1634 object *skill_obj;
1726 sint64 limit, exp_to_add; 1635 sint64 limit, exp_to_add;
1727 int i;
1728 1636
1729 /* prevents some forms of abuse. */ 1637 /* prevents some forms of abuse. */
1730 if (op->contr->braced) 1638 if (op->contr->braced)
1731 exp /= 5; 1639 exp /= 5;
1732 1640
1733 /* Try to find the matching skill. 1641 /* Try to find the matching skill.
1734 * 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
1735 * chosen_skill. This means we don't need to search through 1643 * chosen_skill. This means we don't need to search through
1736 * the players inventory. 1644 * the players inventory.
1737 */ 1645 */
1646 skill_obj = 0;
1647
1738 if (skill_name) 1648 if (skill_name)
1739 { 1649 {
1740 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);
1741 skill_obj = op->chosen_skill;
1742 else
1743 {
1744 for (i = 0; i < NUM_SKILLS; i++)
1745 if (op->contr->last_skill_ob[i] && !strcmp (op->contr->last_skill_ob[i]->skill, skill_name))
1746 {
1747 skill_obj = op->contr->last_skill_ob[i];
1748 break;
1749 }
1750 1651
1751 /* 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
1752 * it to the player if necessary 1653 * it to the player if necessary
1753 */ 1654 */
1754 if (!skill_obj) 1655 if (!skill_obj)
1755 { 1656 {
1756 if (flag == SK_EXP_NONE) 1657 if (flag == SK_EXP_NONE)
1757 return; 1658 return;
1659
1758 else if (flag == SK_EXP_ADD_SKILL) 1660 if (flag == SK_EXP_ADD_SKILL)
1759 give_skill_by_name (op, skill_name); 1661 skill_obj = give_skill_by_name (op, skill_name);
1760 }
1761 } 1662 }
1762 } 1663 }
1763 1664
1764 if (flag != SK_EXP_SKILL_ONLY) 1665 if (flag != SK_EXP_SKILL_ONLY)
1765 { 1666 {
1766 /* Basically, you can never gain more experience in one shot 1667 /* Basically, you can never gain more experience in one shot
1767 * than half what you need to gain for next level. 1668 * than half what you need to gain for next level.
1768 */ 1669 */
1769 exp_to_add = exp; 1670 exp_to_add = exp;
1770 limit = (levels[op->level + 1] - levels[op->level]) / 2; 1671 limit = (levels [op->level + 1] - levels [op->level]) / 2;
1771 if (exp_to_add > limit) 1672 if (exp_to_add > limit)
1772 exp_to_add = limit; 1673 exp_to_add = limit;
1773 1674
1774 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)));
1775 if (settings.permanent_exp_ratio) 1676 if (settings.permanent_exp_ratio)
1782 } 1683 }
1783 1684
1784 if (skill_obj) 1685 if (skill_obj)
1785 { 1686 {
1786 exp_to_add = exp; 1687 exp_to_add = exp;
1787 limit = (levels[skill_obj->level + 1] - levels[skill_obj->level]) / 2; 1688 limit = (levels [skill_obj->level + 1] - levels [skill_obj->level]) / 2;
1788 if (exp_to_add > limit) 1689 if (exp_to_add > limit)
1789 exp_to_add = limit; 1690 exp_to_add = limit;
1790 1691
1791 ADD_EXP (skill_obj->stats.exp, exp_to_add); 1692 ADD_EXP (skill_obj->stats.exp, exp_to_add);
1792 if (settings.permanent_exp_ratio) 1693 if (settings.permanent_exp_ratio)
1798 player_lvl_adj (op, skill_obj); 1699 player_lvl_adj (op, skill_obj);
1799 } 1700 }
1800} 1701}
1801 1702
1802/* This function checks to make sure that object 'op' can 1703/* This function checks to make sure that object 'op' can
1803 * lost 'exp' experience. It returns the amount of exp 1704 * lose 'exp' experience. It returns the amount of exp
1804 * object 'op' can in fact lose - it basically makes 1705 * object 'op' can in fact lose - it basically makes
1805 * adjustments based on permanent exp and the like. 1706 * adjustments based on permanent exp and the like.
1806 * This function should always be used for losing experience - 1707 * This function should always be used for losing experience -
1807 * the 'exp' value passed should be positive - this is the 1708 * the 'exp' value passed should be positive - this is the
1808 * amount that should get subtract from the player. 1709 * amount that should get subtract from the player.
1809 */ 1710 */
1810sint64 1711static sint64
1811check_exp_loss (const object *op, sint64 exp) 1712check_exp_loss (const object *op, sint64 exp)
1812{ 1713{
1813 sint64 del_exp; 1714 sint64 del_exp;
1814 1715
1815 if (exp > op->stats.exp) 1716 if (exp > op->stats.exp)
1816 exp = op->stats.exp; 1717 exp = op->stats.exp;
1718
1817 if (settings.permanent_exp_ratio) 1719 if (settings.permanent_exp_ratio)
1818 { 1720 {
1819 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
1820 if (del_exp < 0) 1723 if (del_exp < 0)
1821 del_exp = 0; 1724 del_exp = 0;
1725
1822 if (exp > del_exp) 1726 if (exp > del_exp)
1823 exp = del_exp; 1727 exp = del_exp;
1824 } 1728 }
1729
1825 return exp; 1730 return exp;
1826} 1731}
1827 1732
1828sint64 1733sint64
1829check_exp_adjust (const object *op, sint64 exp) 1734check_exp_adjust (const object *op, sint64 exp)
1830{ 1735{
1831 if (exp < 0) 1736 if (exp < 0)
1832 return check_exp_loss (op, exp); 1737 return check_exp_loss (op, exp);
1833 else 1738 else
1834 return MIN (exp, (sint64) MAX_EXPERIENCE - op->stats.exp); 1739 return min (exp, (sint64)MAX_EXPERIENCE - op->stats.exp);
1835} 1740}
1836
1837 1741
1838/* Subtracts experience from player. 1742/* Subtracts experience from player.
1839 * 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
1840 * only subtract from the matching skill. Otherwise, 1744 * only subtract from the matching skill. Otherwise,
1841 * this subtracts a portion from all 1745 * this subtracts a portion from all
1846 * 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.
1847 * 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
1848 * a postive number. 1752 * a postive number.
1849 */ 1753 */
1850static void 1754static void
1851subtract_player_exp (object *op, sint64 exp, const char *skill, int flag) 1755subtract_player_exp (object *op, sint64 exp, shstr_tmp skill, int flag)
1852{ 1756{
1853 float fraction = (float) exp / (float) op->stats.exp; 1757 float fraction = (float) exp / (float) op->stats.exp;
1854 object *tmp; 1758 object *tmp;
1855 sint64 del_exp; 1759 sint64 del_exp;
1856 1760
1857 for (tmp = op->inv; tmp; tmp = tmp->below) 1761 for (tmp = op->inv; tmp; tmp = tmp->below)
1858 if (tmp->type == SKILL && tmp->stats.exp) 1762 if (tmp->type == SKILL && tmp->stats.exp)
1859 { 1763 {
1860 if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (tmp->skill, skill)) 1764 if (flag == SK_SUBTRACT_SKILL_EXP && skill && tmp->skill == skill)
1861 { 1765 {
1862 del_exp = check_exp_loss (tmp, exp); 1766 del_exp = check_exp_loss (tmp, exp);
1863 tmp->stats.exp -= del_exp; 1767 tmp->stats.exp -= del_exp;
1864 player_lvl_adj (op, tmp); 1768 player_lvl_adj (op, tmp);
1865 } 1769 }
1866 else if (flag != SK_SUBTRACT_SKILL_EXP) 1770 else if (flag != SK_SUBTRACT_SKILL_EXP)
1867 { 1771 {
1868 /* only want to process other skills if we are not trying 1772 /* only want to process other skills if we are not trying
1869 * to match a specific skill. 1773 * to match a specific skill.
1870 */ 1774 */
1871 del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction)); 1775 del_exp = check_exp_loss (tmp, tmp->stats.exp * fraction);
1872 tmp->stats.exp -= del_exp; 1776 tmp->stats.exp -= del_exp;
1873 player_lvl_adj (op, tmp); 1777 player_lvl_adj (op, tmp);
1874 } 1778 }
1875 } 1779 }
1876 1780
1890 * skill_name is the skill that should get the exp added. 1794 * skill_name is the skill that should get the exp added.
1891 * 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.
1892 * these last two values are only used for players. 1796 * these last two values are only used for players.
1893 */ 1797 */
1894void 1798void
1895change_exp (object *op, sint64 exp, const char *skill_name, int flag) 1799change_exp (object *op, sint64 exp, shstr_tmp skill_name, int flag)
1896{ 1800{
1897#ifdef EXP_DEBUG 1801#ifdef EXP_DEBUG
1898 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);
1899#endif 1803#endif
1900 1804
1917 * worth. 1821 * worth.
1918 */ 1822 */
1919 if (op->type != PLAYER) 1823 if (op->type != PLAYER)
1920 { 1824 {
1921 /* Sanity check */ 1825 /* Sanity check */
1922 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1826 if (!op->flag [FLAG_ALIVE])
1923 return; 1827 return;
1924 1828
1925 /* reset exp to max allowed value. We subtract from 1829 /* reset exp to max allowed value. We subtract from
1926 * MAX_EXPERIENCE to prevent overflows. If the player somehow has 1830 * MAX_EXPERIENCE to prevent overflows. If the player somehow has
1927 * more than max exp, just return. 1831 * more than max exp, just return.
1953 * amount of permenent experience, whichever gives the lowest loss. 1857 * amount of permenent experience, whichever gives the lowest loss.
1954 */ 1858 */
1955void 1859void
1956apply_death_exp_penalty (object *op) 1860apply_death_exp_penalty (object *op)
1957{ 1861{
1958 object *tmp;
1959 sint64 loss; 1862 sint64 loss;
1960 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */ 1863 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */
1961 sint64 level_loss; /* defined by the setting 'death_penalty_levels */ 1864 sint64 level_loss; /* defined by the setting 'death_penalty_levels */
1962 1865
1963 for (tmp = op->inv; tmp; tmp = tmp->below) 1866 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1964 if (tmp->type == SKILL && tmp->stats.exp) 1867 if (tmp->type == SKILL && tmp->stats.exp)
1965 { 1868 {
1966
1967 percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100; 1869 percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100;
1968 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)];
1969 1871
1970 /* With the revised exp system, you can get cases where 1872 /* With the revised exp system, you can get cases where
1971 * losing several levels would still require that you have more 1873 * losing several levels would still require that you have more
1972 * exp than you currently have - this is true if the levels 1874 * exp than you currently have - this is true if the levels
1973 * tables is a lot harder. 1875 * tables is a lot harder.
1974 */ 1876 */
1975 if (level_loss < 0) 1877 if (level_loss < 0)
1976 level_loss = 0; 1878 level_loss = 0;
1977 1879
1978 loss = check_exp_loss (tmp, MIN (level_loss, percentage_loss)); 1880 loss = check_exp_loss (tmp, min (level_loss, percentage_loss));
1979 1881
1980 tmp->stats.exp -= loss; 1882 tmp->stats.exp -= loss;
1981 player_lvl_adj (op, tmp); 1883 player_lvl_adj (op, tmp);
1982 } 1884 }
1983 1885
1984 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100; 1886 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100;
1985 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)];
1986 1888
1987 if (level_loss < 0) 1889 if (level_loss < 0)
1988 level_loss = 0; 1890 level_loss = 0;
1891
1989 loss = check_exp_loss (op, MIN (level_loss, percentage_loss)); 1892 loss = check_exp_loss (op, min (level_loss, percentage_loss));
1990 1893
1991 op->stats.exp -= loss; 1894 op->stats.exp -= loss;
1992 player_lvl_adj (op, NULL); 1895 player_lvl_adj (op, NULL);
1993} 1896}
1994 1897

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines