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Comparing deliantra/server/common/living.C (file contents):
Revision 1.17 by root, Mon Dec 11 21:32:16 2006 UTC vs.
Revision 1.64 by root, Sat May 26 15:44:02 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game
3 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * This program is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20 21 *
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail at <crossfire@schmorp.de>
22*/ 23 */
23 24
24#include <global.h> 25#include <global.h>
25#include <funcpoint.h> 26#include <funcpoint.h>
26 27
27/* Handy little macro that adds exp and keeps it within bounds. Since 28/* Handy little macro that adds exp and keeps it within bounds. Since
191static const char *const drain_msg[NUM_STATS] = { 192static const char *const drain_msg[NUM_STATS] = {
192 "Oh no! You are weakened!", 193 "Oh no! You are weakened!",
193 "You're feeling clumsy!", 194 "You're feeling clumsy!",
194 "You feel less healthy", 195 "You feel less healthy",
195 "You suddenly begin to lose your memory!", 196 "You suddenly begin to lose your memory!",
197 "Watch out, your mind is going!",
198 "Your spirit feels drained!",
196 "Your face gets distorted!", 199 "Your face gets distorted!",
197 "Watch out, your mind is going!",
198 "Your spirit feels drained!"
199}; 200};
200const char *const restore_msg[NUM_STATS] = { 201const char *const restore_msg[NUM_STATS] = {
201 "You feel your strength return.", 202 "You feel your strength return.",
202 "You feel your agility return.", 203 "You feel your agility return.",
203 "You feel your health return.", 204 "You feel your health return.",
205 "You feel your memory return.",
204 "You feel your wisdom return.", 206 "You feel your wisdom return.",
207 "You feel your spirits return.",
205 "You feel your charisma return.", 208 "You feel your charisma return.",
206 "You feel your memory return.",
207 "You feel your spirits return."
208}; 209};
209const char *const gain_msg[NUM_STATS] = { 210const char *const gain_msg[NUM_STATS] = {
210 "You feel stronger.", 211 "You feel stronger.",
211 "You feel more agile.", 212 "You feel more agile.",
212 "You feel healthy.", 213 "You feel healthy.",
214 "You feel smarter.",
213 "You feel wiser.", 215 "You feel wiser.",
216 "You feel more potent.",
214 "You seem to look better.", 217 "You seem to look better.",
215 "You feel smarter.",
216 "You feel more potent."
217}; 218};
218const char *const lose_msg[NUM_STATS] = { 219const char *const lose_msg[NUM_STATS] = {
219 "You feel weaker!", 220 "You feel weaker!",
220 "You feel clumsy!", 221 "You feel clumsy!",
221 "You feel less healthy!", 222 "You feel less healthy!",
223 "You feel stupid!",
222 "You lose some of your memory!", 224 "You lose some of your memory!",
225 "You feel less potent!",
223 "You look ugly!", 226 "You look ugly!",
224 "You feel stupid!",
225 "You feel less potent!"
226}; 227};
227 228
228const char *const statname[NUM_STATS] = { 229const char *const statname[NUM_STATS] = {
229 "strength", "dexterity", "constitution", "wisdom", "charisma", "intelligence", "power" 230 "strength", "dexterity", "constitution", "intelligence", "wisdom", "power", "charisma"
230}; 231};
231 232
232const char *const short_stat_name[NUM_STATS] = { 233const char *const short_stat_name[NUM_STATS] = {
233 "Str", "Dex", "Con", "Wis", "Cha", "Int", "Pow" 234 "Str", "Dex", "Con", "Int", "Wis", "Pow", "Cha"
234}; 235};
235
236/*
237 * sets Str/Dex/con/Wis/Cha/Int/Pow in stats to value, depending on
238 * what attr is (STR to POW).
239 */
240
241void
242set_attr_value (living * stats, int attr, sint8 value)
243{
244 switch (attr)
245 {
246 case STR:
247 stats->Str = value;
248 break;
249 case DEX:
250 stats->Dex = value;
251 break;
252 case CON:
253 stats->Con = value;
254 break;
255 case WIS:
256 stats->Wis = value;
257 break;
258 case POW:
259 stats->Pow = value;
260 break;
261 case CHA:
262 stats->Cha = value;
263 break;
264 case INT:
265 stats->Int = value;
266 break;
267 }
268}
269 236
270/* 237/*
271 * Like set_attr_value(), but instead the value (which can be negative) 238 * Like set_attr_value(), but instead the value (which can be negative)
272 * is added to the specified stat. 239 * is added to the specified stat.
273 */ 240 */
274
275void 241void
276change_attr_value (living * stats, int attr, sint8 value) 242change_attr_value (living *stats, int attr, sint8 value)
277{ 243{
278 if (value == 0) 244 stats->stat (attr) += value;
279 return;
280 switch (attr)
281 {
282 case STR:
283 stats->Str += value;
284 break;
285 case DEX:
286 stats->Dex += value;
287 break;
288 case CON:
289 stats->Con += value;
290 break;
291 case WIS:
292 stats->Wis += value;
293 break;
294 case POW:
295 stats->Pow += value;
296 break;
297 case CHA:
298 stats->Cha += value;
299 break;
300 case INT:
301 stats->Int += value;
302 break;
303 default:
304 LOG (llevError, "Invalid attribute in change_attr_value: %d\n", attr);
305 }
306}
307
308/*
309 * returns the specified stat. See also set_attr_value().
310 */
311
312sint8
313get_attr_value (const living * stats, int attr)
314{
315 switch (attr)
316 {
317 case STR:
318 return (stats->Str);
319 case DEX:
320 return (stats->Dex);
321 case CON:
322 return (stats->Con);
323 case WIS:
324 return (stats->Wis);
325 case CHA:
326 return (stats->Cha);
327 case INT:
328 return (stats->Int);
329 case POW:
330 return (stats->Pow);
331 }
332 return 0;
333} 245}
334 246
335/* 247/*
336 * Ensures that all stats (str/dex/con/wis/cha/int) are within the 248 * Ensures that all stats (str/dex/con/wis/cha/int) are within the
337 * 1-30 stat limit. 249 * 1-30 stat limit.
338 */ 250 */
339
340void 251void
341check_stat_bounds (living * stats) 252check_stat_bounds (living *stats)
342{ 253{
343 int i, v;
344
345 for (i = 0; i < NUM_STATS; i++) 254 for (int i = 0; i < NUM_STATS; i++)
346 if ((v = get_attr_value (stats, i)) > MAX_STAT) 255 {
347 set_attr_value (stats, i, MAX_STAT); 256 sint8 &v = stats->stat (i);
348 else if (v < MIN_STAT) 257 v = clamp (v, MIN_STAT, MAX_STAT);
349 set_attr_value (stats, i, MIN_STAT); 258 }
350} 259}
351 260
352#define ORIG_S(xyz,abc) (op->contr->orig_stats.abc) 261#define ORIG_S(xyz,abc) (op->contr->orig_stats.abc)
353 262
354/* Rather than having a whole bunch of if (flag) new_draw.. else new_draw, 263/* Rather than having a whole bunch of if (flag) new_draw.. else new_draw,
363/* flag is set to 1 if we are applying the object, -1 if we are removing 272/* flag is set to 1 if we are applying the object, -1 if we are removing
364 * the object. 273 * the object.
365 * It is the calling functions responsibilty to check to see if the object 274 * It is the calling functions responsibilty to check to see if the object
366 * can be applied or not. 275 * can be applied or not.
367 * The main purpose of calling this function is the messages that are 276 * The main purpose of calling this function is the messages that are
368 * displayed - fix_player should really always be called after this when 277 * displayed - update_stats should really always be called after this when
369 * removing an object - that is because it is impossible to know if some object 278 * removing an object - that is because it is impossible to know if some object
370 * is the only source of an attacktype or spell attunement, so this function 279 * is the only source of an attacktype or spell attunement, so this function
371 * will clear the bits, but the player may still have some other object 280 * will clear the bits, but the player may still have some other object
372 * that gives them that ability. 281 * that gives them that ability.
373 */ 282 */
374int 283int
375change_abil (object *op, object *tmp) 284change_abil (object *op, object *tmp)
376{ 285{
377 int flag = QUERY_FLAG (tmp, FLAG_APPLIED) ? 1 : -1, i, j, success = 0; 286 int flag = QUERY_FLAG (tmp, FLAG_APPLIED) ? 1 : -1, success = 0;
378 char message[MAX_BUF]; 287 char message[MAX_BUF];
379 int potion_max = 0; 288 int potion_max = 0;
380 289
381 /* remember what object was like before it was changed. note that 290 /* remember what object was like before it was changed. note that
382 * refop is a local copy of op only to be used for detecting changes 291 * refop is a local copy of op only to be used for detecting changes
383 * found by fix_player. refop is not a real object 292 * found by update_stats. refop is not a real object
384 */ 293 */
385 object_pod refop = *op; 294 object_copy refop = *op;
386 295
387 if (op->type == PLAYER) 296 if (op->type == PLAYER)
388 { 297 {
389 if (tmp->type == POTION) 298 if (tmp->type == POTION)
390 { 299 {
391 potion_max = 1; 300 potion_max = 1;
392 for (j = 0; j < NUM_STATS; j++) 301 for (int j = 0; j < NUM_STATS; j++)
393 { 302 {
394 int nstat, ostat; 303 int ostat = op->contr->orig_stats.stat (j);
395 304 int i = tmp->stats.stat (j);
396 ostat = get_attr_value (&(op->contr->orig_stats), j);
397 i = get_attr_value (&(tmp->stats), j);
398 305
399 /* nstat is what the stat will be after use of the potion */ 306 /* nstat is what the stat will be after use of the potion */
400 nstat = flag * i + ostat; 307 int nstat = flag * i + ostat;
401 308
402 /* Do some bounds checking. While I don't think any 309 /* Do some bounds checking. While I don't think any
403 * potions do so right now, there is the potential for potions 310 * potions do so right now, there is the potential for potions
404 * that adjust that stat by more than one point, so we need 311 * that adjust that stat by more than one point, so we need
405 * to allow for that. 312 * to allow for that.
406 */ 313 */
407 if (nstat < 1 && i * flag < 0) 314 if (nstat < 1 && i * flag < 0)
408 nstat = 1; 315 nstat = 1;
409 else if (nstat > 20 + get_attr_value (&(op->arch->clone.stats), j)) 316 else if (nstat > 20 + op->arch->clone.stats.stat (j))
410 {
411 nstat = 20 + get_attr_value (&(op->arch->clone.stats), j); 317 nstat = 20 + op->arch->clone.stats.stat (j);
412 } 318
413 if (nstat != ostat) 319 if (nstat != ostat)
414 { 320 {
415 set_attr_value (&(op->contr->orig_stats), j, nstat); 321 op->contr->orig_stats.stat (j) = nstat;
416 potion_max = 0; 322 potion_max = 0;
417 } 323 }
418 else if (i) 324 else if (i)
419 { 325 {
420 /* potion is useless - player has already hit the natural maximum */ 326 /* potion is useless - player has already hit the natural maximum */
421 potion_max = 1; 327 potion_max = 1;
422 } 328 }
423 } 329 }
330
424 /* This section of code ups the characters normal stats also. I am not 331 /* This section of code ups the characters normal stats also. I am not
425 * sure if this is strictly necessary, being that fix_player probably 332 * sure if this is strictly necessary, being that fix_player probably
426 * recalculates this anyway. 333 * recalculates this anyway.
427 */ 334 */
428 for (j = 0; j < NUM_STATS; j++) 335 for (int j = 0; j < NUM_STATS; j++)
429 change_attr_value (&(op->stats), j, flag * get_attr_value (&(tmp->stats), j)); 336 change_attr_value (&op->stats, j, flag * tmp->stats.stat (j));
337
430 check_stat_bounds (&(op->stats)); 338 check_stat_bounds (&op->stats);
431 } /* end of potion handling code */ 339 } /* end of potion handling code */
432 } 340 }
433 341
434 /* reset attributes that fix_player doesn't reset since it doesn't search 342 /* reset attributes that update_stats doesn't reset since it doesn't search
435 * everything to set 343 * everything to set
436 */ 344 */
437 if (flag == -1) 345 if (flag == -1)
438 { 346 {
439 op->attacktype &= ~tmp->attacktype; 347 op->attacktype &= ~tmp->attacktype;
440 op->path_attuned &= ~tmp->path_attuned; 348 op->path_attuned &= ~tmp->path_attuned;
441 op->path_repelled &= ~tmp->path_repelled; 349 op->path_repelled &= ~tmp->path_repelled;
442 op->path_denied &= ~tmp->path_denied; 350 op->path_denied &= ~tmp->path_denied;
443 /* Presuming here that creatures only have move_type, 351 /* Presuming here that creatures only have move_type,
444 * and not the other move_ fields. 352 * and not the other move_ fields.
445 */ 353 */
446 op->move_type &= ~tmp->move_type; 354 op->move_type &= ~tmp->move_type;
447 } 355 }
448 356
449 /* call fix_player since op object could have whatever attribute due 357 /* call fix_player since op object could have whatever attribute due
450 * to multiple items. if fix_player always has to be called after 358 * to multiple items. if update_stats always has to be called after
451 * change_ability then might as well call it from here 359 * change_ability then might as well call it from here
452 */ 360 */
453 fix_player (op); 361 op->update_stats ();
454 362
455 /* Fix player won't add the bows ability to the player, so don't 363 /* update_stats won't add the bows ability to the player, so don't
456 * print out message if this is a bow. 364 * print out message if this is a bow.
457 */ 365 */
458 if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW) 366 if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW)
459 { 367 {
460 success = 1; 368 success = 1;
461 DIFF_MSG (flag, "Your hands begin to glow red.", "Your hands stop glowing red."); 369 DIFF_MSG (flag, "Your hands begin to glow red.", "Your hands stop glowing red.");
462 } 370 }
371
463 if (QUERY_FLAG (op, FLAG_LIFESAVE) != QUERY_FLAG (&refop, FLAG_LIFESAVE)) 372 if (QUERY_FLAG (op, FLAG_LIFESAVE) != QUERY_FLAG (&refop, FLAG_LIFESAVE))
464 { 373 {
465 success = 1; 374 success = 1;
466 DIFF_MSG (flag, "You feel very protected.", "You don't feel protected anymore."); 375 DIFF_MSG (flag, "You feel very protected.", "You don't feel protected anymore.");
467 } 376 }
377
468 if (QUERY_FLAG (op, FLAG_REFL_MISSILE) != QUERY_FLAG (&refop, FLAG_REFL_MISSILE)) 378 if (QUERY_FLAG (op, FLAG_REFL_MISSILE) != QUERY_FLAG (&refop, FLAG_REFL_MISSILE))
469 { 379 {
470 success = 1; 380 success = 1;
471 DIFF_MSG (flag, "A magic force shimmers around you.", "The magic force fades away."); 381 DIFF_MSG (flag, "A magic force shimmers around you.", "The magic force fades away.");
472 } 382 }
383
473 if (QUERY_FLAG (op, FLAG_REFL_SPELL) != QUERY_FLAG (&refop, FLAG_REFL_SPELL)) 384 if (QUERY_FLAG (op, FLAG_REFL_SPELL) != QUERY_FLAG (&refop, FLAG_REFL_SPELL))
474 { 385 {
475 success = 1; 386 success = 1;
476 DIFF_MSG (flag, "You feel more safe now, somehow.", "Suddenly you feel less safe, somehow."); 387 DIFF_MSG (flag, "You feel more safe now, somehow.", "Suddenly you feel less safe, somehow.");
477 } 388 }
389
478 /* movement type has changed. We don't care about cases where 390 /* movement type has changed. We don't care about cases where
479 * user has multiple items giving the same type appled like we 391 * user has multiple items giving the same type appled like we
480 * used to - that is more work than what we gain, plus messages 392 * used to - that is more work than what we gain, plus messages
481 * can be misleading (a little higher could be miscontrued from 393 * can be misleading (a little higher could be miscontrued from
482 * from fly high) 394 * from fly high)
496 if (tmp->move_type & MOVE_FLY_HIGH) 408 if (tmp->move_type & MOVE_FLY_HIGH)
497 { 409 {
498 /* double conditional - second case covers if you have move_fly_low - 410 /* double conditional - second case covers if you have move_fly_low -
499 * in that case, you don't actually land 411 * in that case, you don't actually land
500 */ 412 */
501 DIFF_MSG (flag, "You soar into the air air!.", 413 DIFF_MSG (flag, "You soar into the air!",
502 (op->move_type & MOVE_FLY_LOW ? "You fly lower in the air" : "You float down to the ground.")); 414 (op->move_type & MOVE_FLY_LOW ? "You fly lower in the air" : "You float down to the ground."));
503 } 415 }
416
504 if (tmp->move_type & MOVE_SWIM) 417 if (tmp->move_type & MOVE_SWIM)
505 DIFF_MSG (flag, "You feel ready for a swim", "You no longer feel like swimming"); 418 DIFF_MSG (flag, "You feel ready for a swim", "You no longer feel like swimming");
506 419
507 /* Changing move status may mean you are affected by things you weren't before */ 420 /* Changing move status may mean you are affected by things you weren't before */
508 check_move_on (op, op); 421 check_move_on (op, op);
530 if (QUERY_FLAG (op, FLAG_STEALTH) != QUERY_FLAG (&refop, FLAG_STEALTH)) 443 if (QUERY_FLAG (op, FLAG_STEALTH) != QUERY_FLAG (&refop, FLAG_STEALTH))
531 { 444 {
532 success = 1; 445 success = 1;
533 DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily."); 446 DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily.");
534 } 447 }
448
535 if (QUERY_FLAG (op, FLAG_MAKE_INVIS) != QUERY_FLAG (&refop, FLAG_MAKE_INVIS)) 449 if (QUERY_FLAG (op, FLAG_MAKE_INVIS) != QUERY_FLAG (&refop, FLAG_MAKE_INVIS))
536 { 450 {
537 success = 1; 451 success = 1;
538 DIFF_MSG (flag, "You become transparent.", "You can see yourself."); 452 DIFF_MSG (flag, "You become transparent.", "You can see yourself.");
539 } 453 }
454
540 /* blinded you can tell if more blinded since blinded player has minimal 455 /* blinded you can tell if more blinded since blinded player has minimal
541 * vision 456 * vision
542 */ 457 */
543 if (QUERY_FLAG (tmp, FLAG_BLIND)) 458 if (QUERY_FLAG (tmp, FLAG_BLIND))
544 { 459 {
634 success = 1; 549 success = 1;
635 DIFF_MSG (flag * tmp->stats.food, "You feel your digestion slowing down.", "You feel your digestion speeding up."); 550 DIFF_MSG (flag * tmp->stats.food, "You feel your digestion slowing down.", "You feel your digestion speeding up.");
636 } 551 }
637 552
638 /* Messages for changed resistance */ 553 /* Messages for changed resistance */
639 for (i = 0; i < NROFATTACKS; i++) 554 for (int i = 0; i < NROFATTACKS; i++)
640 { 555 {
641 if (i == ATNR_PHYSICAL) 556 if (i == ATNR_PHYSICAL)
642 continue; /* Don't display about armour */ 557 continue; /* Don't display about armour */
643 558
644 if (op->resist[i] != refop.resist[i]) 559 if (op->resist[i] != refop.resist[i])
651 566
652 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message); 567 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message);
653 } 568 }
654 } 569 }
655 570
656 if (tmp->type != EXPERIENCE && !potion_max) 571 if (!potion_max)
657 { 572 {
658 for (j = 0; j < NUM_STATS; j++) 573 for (int j = 0; j < NUM_STATS; j++)
659 { 574 {
660 if ((i = get_attr_value (&(tmp->stats), j)) != 0) 575 if (int i = tmp->stats.stat (j))
661 { 576 {
662 success = 1; 577 success = 1;
663 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]); 578 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]);
664 } 579 }
665 } 580 }
666 } 581 }
582
667 return success; 583 return success;
668} 584}
669 585
670/* 586/*
671 * Stat draining by Vick 930307 587 * Stat draining by Vick 930307
672 * (Feeling evil, I made it work as well now. -Frank 8) 588 * (Feeling evil, I made it work as well now. -Frank 8)
673 */ 589 */
674
675void 590void
676drain_stat (object *op) 591object::drain_stat ()
677{ 592{
678 drain_specific_stat (op, RANDOM () % NUM_STATS); 593 drain_specific_stat (rndm (NUM_STATS));
679} 594}
680 595
681void 596void
682drain_specific_stat (object *op, int deplete_stats) 597object::drain_specific_stat (int deplete_stats)
683{ 598{
684 object *tmp; 599 object *tmp;
685 archetype *at; 600 archetype *at;
686 601
687 at = archetype::find (ARCH_DEPLETION); 602 at = archetype::find (ARCH_DEPLETION);
690 LOG (llevError, "Couldn't find archetype depletion.\n"); 605 LOG (llevError, "Couldn't find archetype depletion.\n");
691 return; 606 return;
692 } 607 }
693 else 608 else
694 { 609 {
695 tmp = present_arch_in_ob (at, op); 610 tmp = present_arch_in_ob (at, this);
611
696 if (!tmp) 612 if (!tmp)
697 { 613 {
698 tmp = arch_to_object (at); 614 tmp = arch_to_object (at);
699 tmp = insert_ob_in_ob (tmp, op); 615 tmp = insert_ob_in_ob (tmp, this);
700 SET_FLAG (tmp, FLAG_APPLIED); 616 SET_FLAG (tmp, FLAG_APPLIED);
701 } 617 }
702 } 618 }
703 619
704 new_draw_info (NDI_UNIQUE, 0, op, drain_msg[deplete_stats]); 620 new_draw_info (NDI_UNIQUE, 0, this, drain_msg[deplete_stats]);
705 change_attr_value (&tmp->stats, deplete_stats, -1); 621 change_attr_value (&tmp->stats, deplete_stats, -1);
706 fix_player (op); 622 update_stats ();
707} 623}
708 624
709/* 625/*
710 * A value of 0 indicates timeout, otherwise change the luck of the object. 626 * A value of 0 indicates timeout, otherwise change the luck of the object.
711 * via an applied bad_luck object. 627 * via an applied bad_luck object.
712 */ 628 */
713
714void 629void
715change_luck (object *op, int value) 630object::change_luck (int value)
716{ 631{
717 object *tmp;
718 archetype *at;
719 int new_luck;
720
721 at = archetype::find ("luck"); 632 archetype *at = archetype::find ("luck");
722 if (!at) 633 if (!at)
723 LOG (llevError, "Couldn't find archetype luck.\n"); 634 LOG (llevError, "Couldn't find archetype luck.\n");
724 else 635 else
725 { 636 {
726 tmp = present_arch_in_ob (at, op); 637 object *tmp = present_arch_in_ob (at, this);
638
727 if (!tmp) 639 if (!tmp)
728 { 640 {
729 if (!value) 641 if (!value)
730 return; 642 return;
643
731 tmp = arch_to_object (at); 644 tmp = arch_to_object (at);
732 tmp = insert_ob_in_ob (tmp, op); 645 tmp = insert_ob_in_ob (tmp, this);
733 SET_FLAG (tmp, FLAG_APPLIED); 646 SET_FLAG (tmp, FLAG_APPLIED);
734 } 647 }
648
735 if (value) 649 if (value)
736 { 650 {
737 /* Limit the luck value of the bad luck object to +/-100. This 651 /* Limit the luck value of the bad luck object to +/-100. This
738 * (arbitrary) value prevents overflows (both in the bad luck object and 652 * (arbitrary) value prevents overflows (both in the bad luck object and
739 * in op itself). 653 * in op itself).
740 */ 654 */
741 new_luck = tmp->stats.luck + value; 655 int new_luck = tmp->stats.luck + value;
656
742 if (new_luck >= -100 && new_luck <= 100) 657 if (new_luck >= -100 && new_luck <= 100)
743 { 658 {
744 op->stats.luck += value; 659 stats.luck += value;
745 tmp->stats.luck = new_luck; 660 tmp->stats.luck = new_luck;
746 } 661 }
747 } 662 }
748 else 663 else
749 { 664 {
750 if (!tmp->stats.luck) 665 if (!tmp->stats.luck)
751 {
752 return; 666 return;
753 } 667
754 /* Randomly change the players luck. Basically, we move it 668 /* Randomly change the players luck. Basically, we move it
755 * back neutral (if greater>0, subtract, otherwise add) 669 * back neutral (if greater>0, subtract, otherwise add)
756 */ 670 */
757 if (RANDOM () % (FABS (tmp->stats.luck)) >= RANDOM () % 30) 671 if (rndm (abs (tmp->stats.luck)) >= rndm (30))
758 { 672 {
759 int diff = tmp->stats.luck > 0 ? -1 : 1; 673 int diff = tmp->stats.luck > 0 ? -1 : 1;
760 674
761 op->stats.luck += diff; 675 stats.luck += diff;
762 tmp->stats.luck += diff; 676 tmp->stats.luck += diff;
763 } 677 }
764 } 678 }
765 } 679 }
766} 680}
767 681
768/* 682/*
769 * Subtracts stat-bonuses given by the class which the player has chosen. 683 * Subtracts stat-bonuses given by the class which the player has chosen.
770 */ 684 */
771
772void 685void
773remove_statbonus (object *op) 686object::remove_statbonus ()
774{ 687{
775 op->stats.Str -= op->arch->clone.stats.Str; 688 for (int i = 0; i < NUM_STATS; ++i)
776 op->stats.Dex -= op->arch->clone.stats.Dex; 689 {
777 op->stats.Con -= op->arch->clone.stats.Con; 690 sint8 v = arch->clone.stats.stat (i);
778 op->stats.Wis -= op->arch->clone.stats.Wis; 691 stats.stat (i) -= v;
779 op->stats.Pow -= op->arch->clone.stats.Pow; 692 contr->orig_stats.stat (i) -= v;
780 op->stats.Cha -= op->arch->clone.stats.Cha; 693 }
781 op->stats.Int -= op->arch->clone.stats.Int;
782 op->contr->orig_stats.Str -= op->arch->clone.stats.Str;
783 op->contr->orig_stats.Dex -= op->arch->clone.stats.Dex;
784 op->contr->orig_stats.Con -= op->arch->clone.stats.Con;
785 op->contr->orig_stats.Wis -= op->arch->clone.stats.Wis;
786 op->contr->orig_stats.Pow -= op->arch->clone.stats.Pow;
787 op->contr->orig_stats.Cha -= op->arch->clone.stats.Cha;
788 op->contr->orig_stats.Int -= op->arch->clone.stats.Int;
789} 694}
790 695
791/* 696/*
792 * Adds stat-bonuses given by the class which the player has chosen. 697 * Adds stat-bonuses given by the class which the player has chosen.
793 */ 698 */
794
795void 699void
796add_statbonus (object *op) 700object::add_statbonus ()
797{ 701{
798 op->stats.Str += op->arch->clone.stats.Str; 702 for (int i = 0; i < NUM_STATS; ++i)
799 op->stats.Dex += op->arch->clone.stats.Dex; 703 {
800 op->stats.Con += op->arch->clone.stats.Con; 704 sint8 v = arch->clone.stats.stat (i);
801 op->stats.Wis += op->arch->clone.stats.Wis; 705 stats.stat (i) += v;
802 op->stats.Pow += op->arch->clone.stats.Pow; 706 contr->orig_stats.stat (i) += v;
803 op->stats.Cha += op->arch->clone.stats.Cha; 707 }
804 op->stats.Int += op->arch->clone.stats.Int;
805 op->contr->orig_stats.Str += op->arch->clone.stats.Str;
806 op->contr->orig_stats.Dex += op->arch->clone.stats.Dex;
807 op->contr->orig_stats.Con += op->arch->clone.stats.Con;
808 op->contr->orig_stats.Wis += op->arch->clone.stats.Wis;
809 op->contr->orig_stats.Pow += op->arch->clone.stats.Pow;
810 op->contr->orig_stats.Cha += op->arch->clone.stats.Cha;
811 op->contr->orig_stats.Int += op->arch->clone.stats.Int;
812} 708}
813 709
814/* 710/*
815 * Updates all abilities given by applied objects in the inventory 711 * Updates all abilities given by applied objects in the inventory
816 * of the given object. Note: This function works for both monsters 712 * of the given object. Note: This function works for both monsters
817 * and players; the "player" in the name is purely an archaic inheritance. 713 * and players; the "player" in the name is purely an archaic inheritance.
818 * This functions starts from base values (archetype or player object) 714 * This functions starts from base values (archetype or player object)
819 * and then adjusts them according to what the player has equipped. 715 * and then adjusts them according to what the player has equipped.
820 */ 716 *
821
822/* July 95 - inserted stuff to handle new skills/exp system - b.t. 717 * July 95 - inserted stuff to handle new skills/exp system - b.t.
823 spell system split, grace points now added to system --peterm 718 * spell system split, grace points now added to system --peterm
824 */ 719 */
825
826void 720void
827fix_player (object *op) 721object::update_stats ()
828{ 722{
829 int i, j; 723 int i, j;
830 float f, max = 9, added_speed = 0, bonus_speed = 0, sp_tmp, speed_reduce_from_disease = 1; 724 float f, max = 9, added_speed = 0, bonus_speed = 0, sp_tmp, speed_reduce_from_disease = 1;
831 int weapon_weight = 0, weapon_speed = 0; 725 int weapon_weight = 0, weapon_speed = 0;
832 int best_wc = 0, best_ac = 0, wc = 0, ac = 0; 726 int best_wc = 0, best_ac = 0, wc = 0, ac = 0;
833 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; 727 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS];
834 object *grace_obj = NULL, *mana_obj = NULL, *wc_obj = NULL, *tmp; 728 object *grace_obj = NULL, *mana_obj = NULL, *tmp;
729 float old_speed = speed;
835 730
836 /* First task is to clear all the values back to their original values */ 731 /* First task is to clear all the values back to their original values */
837 if (op->type == PLAYER) 732 if (type == PLAYER)
838 { 733 {
839 for (i = 0; i < NUM_STATS; i++) 734 for (i = 0; i < NUM_STATS; i++)
840 { 735 stats.stat (i) = contr->orig_stats.stat (i);
841 set_attr_value (&(op->stats), i, get_attr_value (&(op->contr->orig_stats), i)); 736
842 }
843 if (settings.spell_encumbrance == TRUE) 737 if (settings.spell_encumbrance == TRUE)
844 op->contr->encumbrance = 0; 738 contr->encumbrance = 0;
845 739
846 op->attacktype = 0; 740 attacktype = 0;
741
847 op->contr->digestion = 0; 742 contr->digestion = 0;
848 op->contr->gen_hp = 0; 743 contr->gen_hp = 0;
849 op->contr->gen_sp = 0; 744 contr->gen_sp = 0;
850 op->contr->gen_grace = 0; 745 contr->gen_grace = 0;
851 op->contr->gen_sp_armour = 10; 746 contr->gen_sp_armour = 10;
852 op->contr->item_power = 0; 747 contr->item_power = 0;
853
854 /* Don't clobber all the range_ values. range_golem otherwise
855 * gets reset for no good reason, and we don't want to reset
856 * range_magic (what spell is readied). These three below
857 * well get filled in based on what the player has equipped.
858 */
859 op->contr->ranges[range_bow] = NULL;
860 op->contr->ranges[range_misc] = NULL;
861 op->contr->ranges[range_skill] = NULL;
862 } 748 }
863 memcpy (op->body_used, op->body_info, sizeof (op->body_info));
864 749
750 for (int i = NUM_BODY_LOCATIONS; i--; )
751 slot[i].used = slot[i].info;
752
865 op->slaying = 0; 753 slaying = 0;
866 754
867 if (!QUERY_FLAG (op, FLAG_WIZ)) 755 if (!QUERY_FLAG (this, FLAG_WIZ))
868 { 756 {
869 CLEAR_FLAG (op, FLAG_XRAYS); 757 CLEAR_FLAG (this, FLAG_XRAYS);
870 CLEAR_FLAG (op, FLAG_MAKE_INVIS); 758 CLEAR_FLAG (this, FLAG_MAKE_INVIS);
871 } 759 }
872 760
873 CLEAR_FLAG (op, FLAG_LIFESAVE); 761 CLEAR_FLAG (this, FLAG_LIFESAVE);
874 CLEAR_FLAG (op, FLAG_STEALTH); 762 CLEAR_FLAG (this, FLAG_STEALTH);
875 CLEAR_FLAG (op, FLAG_BLIND); 763 CLEAR_FLAG (this, FLAG_BLIND);
876 if (!QUERY_FLAG (&op->arch->clone, FLAG_REFL_SPELL))
877 CLEAR_FLAG (op, FLAG_REFL_SPELL);
878 if (!QUERY_FLAG (&op->arch->clone, FLAG_REFL_MISSILE))
879 CLEAR_FLAG (op, FLAG_REFL_MISSILE);
880 if (!QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
881 CLEAR_FLAG (op, FLAG_UNDEAD);
882 if (!QUERY_FLAG (&op->arch->clone, FLAG_SEE_IN_DARK))
883 CLEAR_FLAG (op, FLAG_SEE_IN_DARK);
884 764
765 if (!QUERY_FLAG (&arch->clone, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL);
766 if (!QUERY_FLAG (&arch->clone, FLAG_REFL_MISSILE)) CLEAR_FLAG (this, FLAG_REFL_MISSILE);
767 if (!QUERY_FLAG (&arch->clone, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD);
768 if (!QUERY_FLAG (&arch->clone, FLAG_SEE_IN_DARK )) CLEAR_FLAG (this, FLAG_SEE_IN_DARK);
769
885 op->path_attuned = op->arch->clone.path_attuned; 770 path_attuned = arch->clone.path_attuned;
886 op->path_repelled = op->arch->clone.path_repelled; 771 path_repelled = arch->clone.path_repelled;
887 op->path_denied = op->arch->clone.path_denied; 772 path_denied = arch->clone.path_denied;
888 op->glow_radius = op->arch->clone.glow_radius; 773 glow_radius = arch->clone.glow_radius;
889 op->move_type = op->arch->clone.move_type; 774 move_type = arch->clone.move_type;
775
890 op->chosen_skill = NULL; 776 chosen_skill = 0;
891 777
892 /* initializing resistances from the values in player/monster's 778 /* initializing resistances from the values in player/monster's
893 * archetype clone 779 * archetype clone
894 */ 780 */
895 memcpy (&op->resist, &op->arch->clone.resist, sizeof (op->resist)); 781 memcpy (&resist, &arch->clone.resist, sizeof (resist));
896 782
897 for (i = 0; i < NROFATTACKS; i++) 783 for (i = 0; i < NROFATTACKS; i++)
898 { 784 {
899 if (op->resist[i] > 0) 785 if (resist[i] > 0)
900 prot[i] = op->resist[i], vuln[i] = 0; 786 prot[i] = resist[i], vuln[i] = 0;
901 else 787 else
902 vuln[i] = -(op->resist[i]), prot[i] = 0; 788 vuln[i] = -(resist[i]), prot[i] = 0;
789
903 potion_resist[i] = 0; 790 potion_resist[i] = 0;
904 } 791 }
905 792
906 wc = op->arch->clone.stats.wc; 793 wc = arch->clone.stats.wc;
907 op->stats.dam = op->arch->clone.stats.dam; 794 stats.dam = arch->clone.stats.dam;
908 795
909 /* for players which cannot use armour, they gain AC -1 per 3 levels, 796 /* for players which cannot use armour, they gain AC -1 per 3 levels,
910 * plus a small amount of physical resist, those poor suckers. ;) 797 * plus a small amount of physical resist, those poor suckers. ;)
911 * the fact that maxlevel is factored in could be considered sort of bogus - 798 * the fact that maxlevel is factored in could be considered sort of bogus -
912 * we should probably give them some bonus and cap it off - otherwise, 799 * we should probably give them some bonus and cap it off - otherwise,
913 * basically, if a server updates its max level, these playes may find 800 * basically, if a server updates its max level, these playes may find
914 * that their protection from physical goes down 801 * that their protection from physical goes down
915 */ 802 */
916 if (!QUERY_FLAG (op, FLAG_USE_ARMOUR) && op->type == PLAYER) 803 if (!QUERY_FLAG (this, FLAG_USE_ARMOUR) && type == PLAYER)
917 { 804 {
918 ac = MAX (-10, op->arch->clone.stats.ac - op->level / 3); 805 ac = MAX (-10, arch->clone.stats.ac - level / 3);
919 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * op->level / settings.max_level)) / 100; 806 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100;
920 } 807 }
921 else 808 else
922 ac = op->arch->clone.stats.ac; 809 ac = arch->clone.stats.ac;
923 810
924 op->stats.luck = op->arch->clone.stats.luck; 811 stats.luck = arch->clone.stats.luck;
925 op->speed = op->arch->clone.speed; 812 speed = arch->clone.speed;
926 813
927 /* OK - we've reset most all the objects attributes to sane values. 814 /* OK - we've reset most all the objects attributes to sane values.
928 * now go through and make adjustments for what the player has equipped. 815 * now go through and make adjustments for what the player has equipped.
929 */ 816 */
930
931 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 817 for (tmp = inv; tmp; tmp = tmp->below)
932 { 818 {
819 /* This happens because apply_potion calls change_abil with the potion
820 * applied so we can tell the player what changed. But change_abil
821 * then calls this function.
822 */
823 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION)
824 continue;
825
933 /* See note in map.c:update_position about making this additive 826 /* See note in map.c:update_position about making this additive
934 * since light sources are never applied, need to put check here. 827 * since light sources are never applied, need to put check here.
935 */ 828 */
936 if (tmp->glow_radius > op->glow_radius) 829 if (tmp->glow_radius > glow_radius)
937 op->glow_radius = tmp->glow_radius; 830 glow_radius = tmp->glow_radius;
938
939 /* This happens because apply_potion calls change_abil with the potion
940 * applied so we can tell the player what chagned. But change_abil
941 * then calls this function.
942 */
943 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION)
944 {
945 continue;
946 }
947 831
948 /* For some things, we don't care what is equipped */ 832 /* For some things, we don't care what is equipped */
949 if (tmp->type == SKILL) 833 if (tmp->type == SKILL)
950 { 834 {
951 /* Want to take the highest skill here. */ 835 /* Want to take the highest skill here. */
954 if (!mana_obj) 838 if (!mana_obj)
955 mana_obj = tmp; 839 mana_obj = tmp;
956 else if (tmp->level > mana_obj->level) 840 else if (tmp->level > mana_obj->level)
957 mana_obj = tmp; 841 mana_obj = tmp;
958 } 842 }
843
959 if (IS_GRACE_SKILL (tmp->subtype)) 844 if (IS_GRACE_SKILL (tmp->subtype))
960 { 845 {
961 if (!grace_obj) 846 if (!grace_obj)
962 grace_obj = tmp; 847 grace_obj = tmp;
963 else if (tmp->level > grace_obj->level) 848 else if (tmp->level > grace_obj->level)
972 * in the praying skill, and the player should always get those. 857 * in the praying skill, and the player should always get those.
973 * It also means we need to put in additional checks for applied below, 858 * It also means we need to put in additional checks for applied below,
974 * because the skill shouldn't count against body positions being used 859 * because the skill shouldn't count against body positions being used
975 * up, etc. 860 * up, etc.
976 */ 861 */
977 if ((QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type != CONTAINER && tmp->type != CLOSE_CON) || 862 if ((tmp->flag [FLAG_APPLIED]
863 && tmp->type != CONTAINER
864 && tmp->type != CLOSE_CON)
865 || (tmp->type == SKILL
978 (tmp->type == SKILL && tmp->subtype == SK_PRAYING)) 866 && tmp->subtype == SK_PRAYING))
979 { 867 {
980 if (op->type == PLAYER) 868 if (type == PLAYER)
981 { 869 {
982 if (tmp->type == BOW) 870 if (tmp == contr->combat_ob || tmp == contr->ranged_ob)
983 op->contr->ranges[range_bow] = tmp; 871 if (tmp != current_weapon
984 872 && (tmp->type != SKILL || tmp->subtype != SK_PRAYING)
985 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 873 && !tmp->flag [FLAG_CURSED]
986 op->contr->ranges[range_misc] = tmp; 874 && !tmp->flag [FLAG_DAMNED])
875 continue;
987 876
988 for (i = 0; i < NUM_STATS; i++) 877 for (i = 0; i < NUM_STATS; i++)
989 change_attr_value (&(op->stats), i, get_attr_value (&(tmp->stats), i)); 878 change_attr_value (&stats, i, tmp->stats.stat (i));
990 879
991 /* these are the items that currently can change digestion, regeneration, 880 /* These are the items that currently can change digestion, regeneration,
992 * spell point recovery and mana point recovery. Seems sort of an arbitary 881 * spell point recovery and mana point recovery. Seems sort of an arbitary
993 * list, but other items store other info into stats array. 882 * list, but other items store other info into stats array.
994 */ 883 */
995 if ((tmp->type == EXPERIENCE) || (tmp->type == WEAPON) || 884 if (tmp->type == WEAPON || tmp->type == BOW ||
996 (tmp->type == ARMOUR) || (tmp->type == HELMET) || 885 tmp->type == ARMOUR || tmp->type == HELMET ||
997 (tmp->type == SHIELD) || (tmp->type == RING) || 886 tmp->type == SHIELD || tmp->type == RING ||
998 (tmp->type == BOOTS) || (tmp->type == GLOVES) || 887 tmp->type == BOOTS || tmp->type == GLOVES ||
999 (tmp->type == AMULET) || (tmp->type == GIRDLE) || 888 tmp->type == AMULET || tmp->type == GIRDLE ||
1000 (tmp->type == BRACERS) || (tmp->type == CLOAK) || 889 tmp->type == BRACERS || tmp->type == CLOAK ||
1001 (tmp->type == DISEASE) || (tmp->type == FORCE) || 890 tmp->type == DISEASE || tmp->type == FORCE ||
1002 (tmp->type == SKILL)) 891 tmp->type == SKILL)
1003 { 892 {
1004 op->contr->digestion += tmp->stats.food; 893 contr->digestion += tmp->stats.food;
1005 op->contr->gen_hp += tmp->stats.hp; 894 contr->gen_hp += tmp->stats.hp;
1006 op->contr->gen_sp += tmp->stats.sp; 895 contr->gen_sp += tmp->stats.sp;
1007 op->contr->gen_grace += tmp->stats.grace; 896 contr->gen_grace += tmp->stats.grace;
1008 op->contr->gen_sp_armour += tmp->gen_sp_armour; 897 contr->gen_sp_armour += tmp->gen_sp_armour;
1009 op->contr->item_power += tmp->item_power; 898 contr->item_power += tmp->item_power;
1010 } 899 }
1011 } /* if this is a player */ 900 } /* if this is a player */
901 else
902 {
903 if (tmp->type == WEAPON)
904 current_weapon = tmp;
905 }
1012 906
1013 /* Update slots used for items */ 907 /* Update slots used for items */
1014 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 908 if (QUERY_FLAG (tmp, FLAG_APPLIED))
1015 {
1016 for (i = 0; i < NUM_BODY_LOCATIONS; i++) 909 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
1017 op->body_used[i] += tmp->body_info[i]; 910 slot[i].used += tmp->slot[i].info;
1018 }
1019 911
1020 if (tmp->type == SYMPTOM) 912 if (tmp->type == SYMPTOM)
1021 { 913 {
1022 speed_reduce_from_disease = tmp->last_sp / 100.0; 914 speed_reduce_from_disease = tmp->last_sp / 100.f;
915
1023 if (speed_reduce_from_disease == 0) 916 if (speed_reduce_from_disease == 0)
1024 speed_reduce_from_disease = 1; 917 speed_reduce_from_disease = 1;
1025 } 918 }
1026 919
1027 /* Pos. and neg. protections are counted seperate (-> pro/vuln). 920 /* Pos. and neg. protections are counted seperate (-> pro/vuln).
1028 * (Negative protections are calculated extactly like positive.) 921 * (Negative protections are calculated exactly like positive.)
1029 * Resistance from potions are treated special as well. If there's 922 * Resistance from potions are treated special as well. If there's
1030 * more than one potion-effect, the bigger prot.-value is taken. 923 * more than one potion-effect, the bigger prot.-value is taken.
1031 */ 924 */
1032 if (tmp->type != POTION) 925 if (tmp->type != POTION)
1033 { 926 {
1034 for (i = 0; i < NROFATTACKS; i++) 927 for (i = 0; i < NROFATTACKS; i++)
1035 { 928 {
1036 /* Potential for cursed potions, in which case we just can use 929 /* Potential for cursed potions, in which case we just can use
1037 * a straight MAX, as potion_resist is initialized to zero. 930 * a straight MAX, as potion_resist is initialised to zero.
1038 */ 931 */
1039 if (tmp->type == POTION_EFFECT) 932 if (tmp->type == POTION_EFFECT)
1040 { 933 {
1041 if (potion_resist[i]) 934 if (potion_resist[i])
1042 potion_resist[i] = MAX (potion_resist[i], tmp->resist[i]); 935 potion_resist[i] = MAX (potion_resist[i], tmp->resist[i]);
1043 else 936 else
1044 potion_resist[i] = tmp->resist[i]; 937 potion_resist[i] = tmp->resist[i];
1045 } 938 }
1046 else if (tmp->resist[i] > 0) 939 else if (tmp->resist[i] > 0)
1047 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100; 940 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100;
1048 else if (tmp->resist[i] < 0) 941 else if (tmp->resist[i] < 0)
1049 vuln[i] += ((100 - vuln[i]) * (-tmp->resist[i])) / 100; 942 vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100;
1050 } 943 }
1051 } 944 }
1052 945
1053 /* There may be other things that should not adjust the attacktype */ 946 /* There may be other things that should not adjust the attacktype */
1054 if (tmp->type != BOW && tmp->type != SYMPTOM) 947 if (tmp->type != SYMPTOM)
948 {
1055 op->attacktype |= tmp->attacktype; 949 attacktype |= tmp->attacktype;
1056
1057 op->path_attuned |= tmp->path_attuned; 950 path_attuned |= tmp->path_attuned;
1058 op->path_repelled |= tmp->path_repelled; 951 path_repelled |= tmp->path_repelled;
1059 op->path_denied |= tmp->path_denied; 952 path_denied |= tmp->path_denied;
953 move_type |= tmp->move_type;
1060 op->stats.luck += tmp->stats.luck; 954 stats.luck += tmp->stats.luck;
1061 op->move_type |= tmp->move_type; 955 }
1062 956
1063 if (QUERY_FLAG (tmp, FLAG_LIFESAVE)) 957 if (QUERY_FLAG (tmp, FLAG_LIFESAVE )) SET_FLAG (this, FLAG_LIFESAVE);
1064 SET_FLAG (op, FLAG_LIFESAVE); 958 if (QUERY_FLAG (tmp, FLAG_REFL_SPELL )) SET_FLAG (this, FLAG_REFL_SPELL);
1065 if (QUERY_FLAG (tmp, FLAG_REFL_SPELL)) 959 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE)) SET_FLAG (this, FLAG_REFL_MISSILE);
1066 SET_FLAG (op, FLAG_REFL_SPELL); 960 if (QUERY_FLAG (tmp, FLAG_STEALTH )) SET_FLAG (this, FLAG_STEALTH);
1067 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE)) 961 if (QUERY_FLAG (tmp, FLAG_XRAYS )) SET_FLAG (this, FLAG_XRAYS);
1068 SET_FLAG (op, FLAG_REFL_MISSILE); 962 if (QUERY_FLAG (tmp, FLAG_BLIND )) SET_FLAG (this, FLAG_BLIND);
1069 if (QUERY_FLAG (tmp, FLAG_STEALTH)) 963 if (QUERY_FLAG (tmp, FLAG_SEE_IN_DARK )) SET_FLAG (this, FLAG_SEE_IN_DARK);
1070 SET_FLAG (op, FLAG_STEALTH);
1071 if (QUERY_FLAG (tmp, FLAG_XRAYS))
1072 SET_FLAG (op, FLAG_XRAYS);
1073 if (QUERY_FLAG (tmp, FLAG_BLIND))
1074 SET_FLAG (op, FLAG_BLIND);
1075 if (QUERY_FLAG (tmp, FLAG_SEE_IN_DARK))
1076 SET_FLAG (op, FLAG_SEE_IN_DARK);
1077 964
1078 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 965 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (&arch->clone, FLAG_UNDEAD))
1079 SET_FLAG (op, FLAG_UNDEAD); 966 SET_FLAG (this, FLAG_UNDEAD);
1080 967
1081 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS)) 968 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS))
1082 { 969 {
1083 SET_FLAG (op, FLAG_MAKE_INVIS); 970 SET_FLAG (this, FLAG_MAKE_INVIS);
1084 op->invisible = 1; 971 invisible = 1;
1085 } 972 }
1086 973
1087 if (tmp->stats.exp && tmp->type != SKILL) 974 if (tmp->stats.exp && tmp->type != SKILL)
1088 { 975 {
1089 if (tmp->stats.exp > 0) 976 if (tmp->stats.exp > 0)
1090 { 977 {
1091 added_speed += (float) tmp->stats.exp / 3.0; 978 added_speed += tmp->stats.exp / 3.f;
1092 bonus_speed += 1.0 + (float) tmp->stats.exp / 3.0; 979 bonus_speed += tmp->stats.exp / 3.f + 1.f;
1093 } 980 }
1094 else 981 else
1095 added_speed += (float) tmp->stats.exp; 982 added_speed += tmp->stats.exp;
1096 } 983 }
1097 984
1098 switch (tmp->type) 985 switch (tmp->type)
1099 { 986 {
987#if 0
988 case WAND:
989 case ROD:
990 case HORN:
991 if (type != PLAYER || current_weapon == tmp)
992 chosen_skill = tmp;
993 break;
994#endif
995
1100 /* skills modifying the character -b.t. */ 996 /* skills modifying the character -b.t. */
1101 /* for all skills and skill granting objects */ 997 /* for all skills and skill granting objects */
1102 case SKILL: 998 case SKILL:
1103 if (!QUERY_FLAG (tmp, FLAG_APPLIED)) 999 {
1000 if (!QUERY_FLAG (tmp, FLAG_APPLIED) || skill_flags [tmp->subtype] & SF_APPLY)
1104 break; 1001 break;
1105 1002
1106 if (IS_COMBAT_SKILL (tmp->subtype))
1107 wc_obj = tmp;
1108
1109 if (op->chosen_skill) 1003 if (chosen_skill)
1004 {
1110 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &op->name); 1005 LOG (llevDebug, "fix_player, op %s has multiple skills applied (%s and %s)\n",
1006 &name, &chosen_skill->name, &tmp->name);
1111 1007
1008 tmp->flag [FLAG_APPLIED] = false;
1009 update_stats ();
1010 return;
1011 }
1012 else
1112 op->chosen_skill = tmp; 1013 chosen_skill = tmp;
1113 1014
1114 if (tmp->stats.dam > 0) 1015 if (tmp->stats.dam > 0)
1115 { /* skill is a 'weapon' */ 1016 { /* skill is a 'weapon' */
1116 if (!QUERY_FLAG (op, FLAG_READY_WEAPON)) 1017 if (!QUERY_FLAG (this, FLAG_READY_WEAPON))
1117 weapon_speed = (int) WEAPON_SPEED (tmp); 1018 weapon_speed = WEAPON_SPEED (tmp);
1019
1118 if (weapon_speed < 0) 1020 if (weapon_speed < 0)
1119 weapon_speed = 0; 1021 weapon_speed = 0;
1022
1120 weapon_weight = tmp->weight; 1023 weapon_weight = tmp->weight;
1121 op->stats.dam += tmp->stats.dam * (1 + (op->chosen_skill->level / 9)); 1024 stats.dam += 1 + chosen_skill->level * tmp->stats.dam / 9;
1025
1122 if (tmp->magic) 1026 if (tmp->magic)
1123 op->stats.dam += tmp->magic; 1027 stats.dam += tmp->magic;
1124 } 1028 }
1125 1029
1126 if (tmp->stats.wc) 1030 if (tmp->stats.wc)
1127 wc -= (tmp->stats.wc + tmp->magic); 1031 wc -= tmp->stats.wc + tmp->magic;
1128 1032
1129 if (tmp->slaying != NULL) 1033 if (tmp->slaying)
1130 op->slaying = tmp->slaying; 1034 slaying = tmp->slaying;
1131 1035
1132 if (tmp->stats.ac) 1036 if (tmp->stats.ac)
1133 ac -= (tmp->stats.ac + tmp->magic); 1037 ac -= tmp->stats.ac + tmp->magic;
1038
1134 if (settings.spell_encumbrance == TRUE && op->type == PLAYER) 1039 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1135 op->contr->encumbrance += (int) 3 *tmp->weight / 1000; 1040 contr->encumbrance += (int) 3 *tmp->weight / 1000;
1041 }
1136 1042
1137 if (op->type == PLAYER)
1138 op->contr->ranges[range_skill] = op;
1139 break; 1043 break;
1140 1044
1141 case SKILL_TOOL:
1142 if (op->chosen_skill)
1143 {
1144 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &op->name);
1145 }
1146 op->chosen_skill = tmp;
1147 if (op->type == PLAYER)
1148 op->contr->ranges[range_skill] = op;
1149 break;
1150
1151 case SHIELD: 1045 case SHIELD:
1152 if (settings.spell_encumbrance == TRUE && op->type == PLAYER) 1046 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1153 op->contr->encumbrance += (int) tmp->weight / 2000; 1047 contr->encumbrance += (int) tmp->weight / 2000;
1154 case RING: 1048 case RING:
1155 case AMULET: 1049 case AMULET:
1156 case GIRDLE: 1050 case GIRDLE:
1157 case HELMET: 1051 case HELMET:
1158 case BOOTS: 1052 case BOOTS:
1159 case GLOVES: 1053 case GLOVES:
1160 case CLOAK: 1054 case CLOAK:
1161 if (tmp->stats.wc) 1055 if (tmp->stats.wc)
1162 wc -= (tmp->stats.wc + tmp->magic); 1056 wc -= tmp->stats.wc + tmp->magic;
1057
1163 if (tmp->stats.dam) 1058 if (tmp->stats.dam)
1164 op->stats.dam += (tmp->stats.dam + tmp->magic); 1059 stats.dam += tmp->stats.dam + tmp->magic;
1060
1165 if (tmp->stats.ac) 1061 if (tmp->stats.ac)
1166 ac -= (tmp->stats.ac + tmp->magic); 1062 ac -= tmp->stats.ac + tmp->magic;
1063
1167 break; 1064 break;
1168 1065
1066 case BOW:
1169 case WEAPON: 1067 case WEAPON:
1068 if (type != PLAYER || current_weapon == tmp)
1069 {
1170 wc -= (tmp->stats.wc + tmp->magic); 1070 wc -= tmp->stats.wc + tmp->magic;
1071
1171 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0) 1072 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0)
1172 ac -= tmp->stats.ac + tmp->magic; 1073 ac -= tmp->stats.ac + tmp->magic;
1074
1173 op->stats.dam += (tmp->stats.dam + tmp->magic); 1075 stats.dam += tmp->stats.dam + tmp->magic;
1174 weapon_weight = tmp->weight; 1076 weapon_weight = tmp->weight;
1175 weapon_speed = ((int) WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2; 1077 weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2;
1078
1176 if (weapon_speed < 0) 1079 if (weapon_speed < 0)
1177 weapon_speed = 0; 1080 weapon_speed = 0;
1081
1178 op->slaying = tmp->slaying; 1082 slaying = tmp->slaying;
1083
1179 /* If there is desire that two handed weapons should do 1084 /* If there is desire that two handed weapons should do
1180 * extra strength damage, this is where the code should 1085 * extra strength damage, this is where the code should
1181 * go. 1086 * go.
1182 */ 1087 */
1183 op->current_weapon = tmp; 1088
1184 if (settings.spell_encumbrance == TRUE && op->type == PLAYER) 1089 if (type == PLAYER)
1090 if (settings.spell_encumbrance)
1185 op->contr->encumbrance += (int) 3 *tmp->weight / 1000; 1091 contr->encumbrance += tmp->weight * 3 / 1000;
1092 }
1186 1093
1187 break; 1094 break;
1188 1095
1189 case ARMOUR: /* Only the best of these three are used: */ 1096 case ARMOUR: /* Only the best of these three are used: */
1190 if (settings.spell_encumbrance == TRUE && op->type == PLAYER) 1097 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1191 op->contr->encumbrance += (int) tmp->weight / 1000; 1098 contr->encumbrance += tmp->weight / 1000;
1192 1099
1193 case BRACERS: 1100 case BRACERS:
1194 case FORCE: 1101 case FORCE:
1195 if (tmp->stats.wc) 1102 if (tmp->stats.wc)
1196 { 1103 {
1200 best_wc = tmp->stats.wc + tmp->magic; 1107 best_wc = tmp->stats.wc + tmp->magic;
1201 } 1108 }
1202 else 1109 else
1203 wc += tmp->stats.wc + tmp->magic; 1110 wc += tmp->stats.wc + tmp->magic;
1204 } 1111 }
1112
1205 if (tmp->stats.ac) 1113 if (tmp->stats.ac)
1206 { 1114 {
1207 if (best_ac < tmp->stats.ac + tmp->magic) 1115 if (best_ac < tmp->stats.ac + tmp->magic)
1208 { 1116 {
1209 ac += best_ac; /* Remove last bonus */ 1117 ac += best_ac; /* Remove last bonus */
1210 best_ac = tmp->stats.ac + tmp->magic; 1118 best_ac = tmp->stats.ac + tmp->magic;
1211 } 1119 }
1212 else /* To nullify the below effect */ 1120 else /* To nullify the below effect */
1213 ac += tmp->stats.ac + tmp->magic; 1121 ac += tmp->stats.ac + tmp->magic;
1214 } 1122 }
1123
1215 if (tmp->stats.wc) 1124 if (tmp->stats.wc)
1216 wc -= (tmp->stats.wc + tmp->magic); 1125 wc -= (tmp->stats.wc + tmp->magic);
1126
1217 if (tmp->stats.ac) 1127 if (tmp->stats.ac)
1218 ac -= (tmp->stats.ac + tmp->magic); 1128 ac -= (tmp->stats.ac + tmp->magic);
1129
1219 if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.0 < max) 1130 if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.f < max)
1220 max = ARMOUR_SPEED (tmp) / 10.0; 1131 max = ARMOUR_SPEED (tmp) / 10.f;
1132
1221 break; 1133 break;
1222 } /* switch tmp->type */ 1134 } /* switch tmp->type */
1223 } /* item is equipped */ 1135 } /* item is equipped */
1224 } /* for loop of items */ 1136 } /* for loop of items */
1225 1137
1233 * If there is a cursed (and no uncursed) potion in effect, we take 1145 * If there is a cursed (and no uncursed) potion in effect, we take
1234 * 'total resistance = vulnerability from cursed potion'. 1146 * 'total resistance = vulnerability from cursed potion'.
1235 */ 1147 */
1236 for (i = 0; i < NROFATTACKS; i++) 1148 for (i = 0; i < NROFATTACKS; i++)
1237 { 1149 {
1238 op->resist[i] = prot[i] - vuln[i]; 1150 resist[i] = prot[i] - vuln[i];
1151
1239 if (potion_resist[i] && ((potion_resist[i] > op->resist[i]) || (potion_resist[i] < 0))) 1152 if (potion_resist[i] && ((potion_resist[i] > resist[i]) || (potion_resist[i] < 0)))
1240 op->resist[i] = potion_resist[i]; 1153 resist[i] = potion_resist[i];
1241 } 1154 }
1242 1155
1243 /* Figure out the players sp/mana/hp totals. */ 1156 /* Figure out the players sp/mana/hp totals. */
1244 if (op->type == PLAYER) 1157 if (type == PLAYER)
1245 { 1158 {
1246 int pl_level; 1159 int pl_level;
1247 1160
1248 check_stat_bounds (&(op->stats)); 1161 check_stat_bounds (&(stats));
1249 pl_level = op->level; 1162 pl_level = level;
1250 1163
1251 if (pl_level < 1) 1164 if (pl_level < 1)
1252 pl_level = 1; /* safety, we should always get 1 levels worth of hp! */ 1165 pl_level = 1; /* safety, we should always get 1 levels worth of hp! */
1253 1166
1254 /* You basically get half a con bonus/level. But we do take into account rounding, 1167 /* You basically get half a con bonus/level. But we do take into account rounding,
1255 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels. 1168 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels.
1256 */ 1169 */
1257 for (i = 1, op->stats.maxhp = 0; i <= pl_level && i <= 10; i++) 1170 for (i = 1, stats.maxhp = 0; i <= pl_level && i <= 10; i++)
1258 { 1171 {
1259 j = op->contr->levhp[i] + con_bonus[op->stats.Con] / 2; 1172 j = contr->levhp[i] + con_bonus[stats.Con] / 2;
1173
1260 if (i % 2 && con_bonus[op->stats.Con] % 2) 1174 if (i % 2 && con_bonus[stats.Con] % 2)
1261 { 1175 {
1262 if (con_bonus[op->stats.Con] > 0) 1176 if (con_bonus[stats.Con] > 0)
1263 j++; 1177 j++;
1264 else 1178 else
1265 j--; 1179 j--;
1266 } 1180 }
1181
1267 op->stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */ 1182 stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */
1268 } 1183 }
1269 1184
1270 for (i = 11; i <= op->level; i++) 1185 for (i = 11; i <= level; i++)
1271 op->stats.maxhp += 2; 1186 stats.maxhp += 2;
1272 1187
1273 if (op->stats.hp > op->stats.maxhp) 1188 if (stats.hp > stats.maxhp)
1274 op->stats.hp = op->stats.maxhp; 1189 stats.hp = stats.maxhp;
1275 1190
1276 /* Sp gain is controlled by the level of the player's 1191 /* Sp gain is controlled by the level of the player's
1277 * relevant experience object (mana_obj, see above) 1192 * relevant experience object (mana_obj, see above)
1278 */ 1193 */
1279 /* following happen when skills system is not used */ 1194 /* following happen when skills system is not used */
1280 if (!mana_obj) 1195 if (!mana_obj)
1281 mana_obj = op; 1196 mana_obj = this;
1197
1282 if (!grace_obj) 1198 if (!grace_obj)
1283 grace_obj = op; 1199 grace_obj = this;
1200
1284 /* set maxsp */ 1201 /* set maxsp */
1285 if (!mana_obj || !mana_obj->level || op->type != PLAYER) 1202 if (!mana_obj || !mana_obj->level || type != PLAYER)
1286 mana_obj = op; 1203 mana_obj = this;
1287 1204
1288 if (mana_obj == op && op->type == PLAYER) 1205 if (mana_obj == this && type == PLAYER)
1289 {
1290 op->stats.maxsp = 1; 1206 stats.maxsp = 1;
1291 }
1292 else 1207 else
1293 { 1208 {
1294 sp_tmp = 0.0; 1209 sp_tmp = 0.f;
1210
1295 for (i = 1; i <= mana_obj->level && i <= 10; i++) 1211 for (i = 1; i <= mana_obj->level && i <= 10; i++)
1296 { 1212 {
1297 float stmp; 1213 float stmp;
1298 1214
1299 /* Got some extra bonus at first level */ 1215 /* Got some extra bonus at first level */
1300 if (i < 2) 1216 if (i < 2)
1301 {
1302 stmp = op->contr->levsp[i] + ((2.0 * (float) sp_bonus[op->stats.Pow] + (float) sp_bonus[op->stats.Int]) / 6.0); 1217 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 6.f;
1303 }
1304 else 1218 else
1305 {
1306 stmp = (float) op->contr->levsp[i] + (2.0 * (float) sp_bonus[op->stats.Pow] + (float) sp_bonus[op->stats.Int]) / 12.0; 1219 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 12.f;
1307 } 1220
1308 if (stmp < 1.0) 1221 if (stmp < 1.f)
1309 stmp = 1.0; 1222 stmp = 1.f;
1223
1310 sp_tmp += stmp; 1224 sp_tmp += stmp;
1311 } 1225 }
1226
1312 op->stats.maxsp = (int) sp_tmp; 1227 stats.maxsp = (sint16)sp_tmp;
1313 1228
1314 for (i = 11; i <= mana_obj->level; i++) 1229 for (i = 11; i <= mana_obj->level; i++)
1315 op->stats.maxsp += 2; 1230 stats.maxsp += 2;
1316 } 1231 }
1232
1317 /* Characters can get their sp supercharged via rune of transferrance */ 1233 /* Characters can get their sp supercharged via rune of transferrance */
1318 if (op->stats.sp > op->stats.maxsp * 2) 1234 if (stats.sp > stats.maxsp * 2)
1319 op->stats.sp = op->stats.maxsp * 2; 1235 stats.sp = stats.maxsp * 2;
1320 1236
1321 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */ 1237 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */
1322 if (!grace_obj || !grace_obj->level || op->type != PLAYER) 1238 if (!grace_obj || !grace_obj->level || type != PLAYER)
1323 grace_obj = op; 1239 grace_obj = this;
1324 1240
1325 if (grace_obj == op && op->type == PLAYER) 1241 if (grace_obj == this && type == PLAYER)
1326 {
1327 op->stats.maxgrace = 1; 1242 stats.maxgrace = 1;
1328 }
1329 else 1243 else
1330 { 1244 {
1331 /* store grace in a float - this way, the divisions below don't create 1245 /* store grace in a float - this way, the divisions below don't create
1332 * big jumps when you go from level to level - with int's, it then 1246 * big jumps when you go from level to level - with int's, it then
1333 * becomes big jumps when the sums of the bonuses jump to the next 1247 * becomes big jumps when the sums of the bonuses jump to the next
1334 * step of 8 - with floats, even fractional ones are useful. 1248 * step of 8 - with floats, even fractional ones are useful.
1335 */ 1249 */
1336 sp_tmp = 0.0; 1250 sp_tmp = 0.f;
1337 for (i = 1, op->stats.maxgrace = 0; i <= grace_obj->level && i <= 10; i++) 1251 for (i = 1, stats.maxgrace = 0; i <= grace_obj->level && i <= 10; i++)
1338 { 1252 {
1339 float grace_tmp = 0.0; 1253 float grace_tmp = 0.f;
1340 1254
1341 /* Got some extra bonus at first level */ 1255 /* Got some extra bonus at first level */
1342 if (i < 2) 1256 if (i < 2)
1343 { 1257 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 6.f;
1344 grace_tmp = op->contr->levgrace[i] + (((float) grace_bonus[op->stats.Pow] +
1345 2.0 * (float) grace_bonus[op->stats.Wis]) / 6.0);
1346 }
1347 else 1258 else
1348 { 1259 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 12.f;
1349 grace_tmp = (float) op->contr->levgrace[i] 1260
1350 + ((float) grace_bonus[op->stats.Pow] + 2.0 * (float) grace_bonus[op->stats.Wis]) / 12.0;
1351 }
1352 if (grace_tmp < 1.0) 1261 if (grace_tmp < 1.f)
1353 grace_tmp = 1.0; 1262 grace_tmp = 1.f;
1263
1354 sp_tmp += grace_tmp; 1264 sp_tmp += grace_tmp;
1355 } 1265 }
1266
1356 op->stats.maxgrace = (int) sp_tmp; 1267 stats.maxgrace = (sint16)sp_tmp;
1357 1268
1358 /* two grace points per level after 11 */ 1269 /* two grace points per level after 11 */
1359 for (i = 11; i <= grace_obj->level; i++) 1270 for (i = 11; i <= grace_obj->level; i++)
1360 op->stats.maxgrace += 2; 1271 stats.maxgrace += 2;
1361 } 1272 }
1273
1362 /* No limit on grace vs maxgrace */ 1274 /* No limit on grace vs maxgrace */
1363 1275
1364 if (op->contr->braced) 1276 if (contr->braced)
1365 { 1277 {
1366 ac += 2; 1278 ac += 2;
1367 wc += 4; 1279 wc += 4;
1368 } 1280 }
1369 else 1281 else
1370 ac -= dex_bonus[op->stats.Dex]; 1282 ac -= dex_bonus[stats.Dex];
1371 1283
1372 /* In new exp/skills system, wc bonuses are related to 1284 /* In new exp/skills system, wc bonuses are related to
1373 * the players level in a relevant exp object (wc_obj) 1285 * the players level in a relevant exp object (wc_obj)
1374 * not the general player level -b.t. 1286 * not the general player level -b.t.
1375 * I changed this slightly so that wc bonuses are better 1287 * I changed this slightly so that wc bonuses are better
1378 * improvement every level, now its fighterlevel/5. So 1290 * improvement every level, now its fighterlevel/5. So
1379 * we give the player a bonus here in wc and dam 1291 * we give the player a bonus here in wc and dam
1380 * to make up for the change. Note that I left the 1292 * to make up for the change. Note that I left the
1381 * monster bonus the same as before. -b.t. 1293 * monster bonus the same as before. -b.t.
1382 */ 1294 */
1295 object *wc_obj = chosen_skill;
1383 1296
1384 if (op->type == PLAYER && wc_obj && wc_obj->level > 1) 1297 if (contr && wc_obj && wc_obj->level > 1)
1385 { 1298 {
1386 wc -= (wc_obj->level + thaco_bonus[op->stats.Str]); 1299 wc -= wc_obj->level + thaco_bonus[stats.Str];
1300
1387 for (i = 1; i < wc_obj->level; i++) 1301 for (i = 1; i < wc_obj->level; i++)
1388 { 1302 {
1389 /* addtional wc every 6 levels */ 1303 /* additional wc every 6 levels */
1390 if (!(i % 6)) 1304 if (!(i % 6))
1391 wc--; 1305 wc--;
1306
1392 /* addtional dam every 4 levels. */ 1307 /* additional dam every 4 levels. */
1393 if (!(i % 4) && (dam_bonus[op->stats.Str] >= 0)) 1308 if (!(i % 4) && dam_bonus[stats.Str] >= 0)
1394 op->stats.dam += (1 + (dam_bonus[op->stats.Str] / 5)); 1309 stats.dam += 1 + dam_bonus[stats.Str] / 5;
1395 } 1310 }
1396 } 1311 }
1397 else 1312 else
1398 wc -= (op->level + thaco_bonus[op->stats.Str]); 1313 wc -= level + thaco_bonus[stats.Str];
1399 1314
1400 op->stats.dam += dam_bonus[op->stats.Str]; 1315 stats.dam += dam_bonus[stats.Str];
1401 1316
1402 if (op->stats.dam < 1) 1317 if (stats.dam < 1)
1403 op->stats.dam = 1; 1318 stats.dam = 1;
1404 1319
1405 op->speed = 1.0 + speed_bonus[op->stats.Dex]; 1320 speed = 1.f + speed_bonus[stats.Dex];
1321
1406 if (settings.search_items && op->contr->search_str[0]) 1322 if (settings.search_items && contr->search_str[0])
1407 op->speed -= 1; 1323 speed -= 1;
1324
1408 if (op->attacktype == 0) 1325 if (attacktype == 0)
1409 op->attacktype = op->arch->clone.attacktype; 1326 attacktype = arch->clone.attacktype;
1410
1411 } /* End if player */ 1327 } /* End if player */
1412 1328
1413 if (added_speed >= 0) 1329 if (added_speed >= 0)
1414 op->speed += added_speed / 10.0; 1330 speed += added_speed / 10.f;
1415 else /* Something wrong here...: */ 1331 else /* Something wrong here...: */
1416 op->speed /= (float) (1.0 - added_speed); 1332 speed /= 1.f - added_speed;
1417 1333
1418 /* Max is determined by armour */ 1334 /* Max is determined by armour */
1419 if (op->speed > max) 1335 if (speed > max)
1420 op->speed = max; 1336 speed = max;
1421 1337
1422 if (op->type == PLAYER) 1338 if (type == PLAYER)
1423 { 1339 {
1424 /* f is a number the represents the number of kg above (positive num) 1340 /* f is a number the represents the number of kg above (positive num)
1425 * or below (negative number) that the player is carrying. If above 1341 * or below (negative number) that the player is carrying. If above
1426 * weight limit, then player suffers a speed reduction based on how 1342 * weight limit, then player suffers a speed reduction based on how
1427 * much above he is, and what is max carry is 1343 * much above he is, and what is max carry is
1428 */ 1344 */
1429 f = (op->carrying / 1000) - max_carry[op->stats.Str]; 1345 f = (carrying / 1000) - max_carry[stats.Str];
1430 if (f > 0) 1346 if (f > 0)
1431 op->speed = op->speed / (1.0 + f / max_carry[op->stats.Str]); 1347 speed = speed / (1.f + f / max_carry[stats.Str]);
1432 } 1348 }
1433 1349
1434 op->speed += bonus_speed / 10.0; /* Not affected by limits */ 1350 speed += bonus_speed / 10.f; /* Not affected by limits */
1435 1351
1436 /* Put a lower limit on speed. Note with this speed, you move once every 1352 /* Put a lower limit on speed. Note with this speed, you move once every
1437 * 100 ticks or so. This amounts to once every 12 seconds of realtime. 1353 * 100 ticks or so. This amounts to once every 12 seconds of realtime.
1438 */ 1354 */
1439 op->speed = op->speed * speed_reduce_from_disease; 1355 speed = speed * speed_reduce_from_disease;
1440 1356
1441 if (op->speed < 0.01 && op->type == PLAYER) 1357 if (speed < 0.01f && type == PLAYER)
1442 op->speed = 0.01; 1358 speed = 0.01f;
1443 1359
1444 if (op->type == PLAYER) 1360 if (type == PLAYER)
1445 { 1361 {
1446 float M, W, s, D, K, S, M2;
1447
1448 /* (This formula was made by vidarl@ifi.uio.no) 1362 /* (This formula was made by vidarl@ifi.uio.no)
1449 * Note that we never used these values again - basically 1363 * Note that we never used these values again - basically
1450 * all of these could be subbed into one big equation, but 1364 * all of these could be subbed into one big equation, but
1451 * that would just be a real pain to read. 1365 * that would just be a real pain to read.
1452 */ 1366 */
1453 M = (max_carry[op->stats.Str] - 121) / 121.0; 1367 float M = (max_carry[stats.Str] - 121) / 121.f;
1454 M2 = max_carry[op->stats.Str] / 100.0; 1368 float M2 = max_carry[stats.Str] / 100.f;
1455 W = weapon_weight / 20000.0; 1369 float W = weapon_weight / 20000.f;
1456 s = 2 - weapon_speed / 10.0; 1370 float s = (20 - weapon_speed) / 10.f;
1457 D = (op->stats.Dex - 14) / 14.0; 1371 float D = (stats.Dex - 14) / 14.f;
1458 K = 1 + M / 3.0 - W / (3 * M2) + op->speed / 5.0 + D / 2.0; 1372 float K = 1 + M / 3.f - W / (3 * M2) + speed / 5.f + D / 2.f;
1459 K *= (4 + op->level) / (float) (6 + op->level) * 1.2; 1373
1374 K *= (4 + level) * 1.2f / (6 + level);
1375
1460 if (K <= 0) 1376 if (K <= 0.01f)
1461 K = 0.01; 1377 K = 0.01f;
1462 S = op->speed / (K * s); 1378
1463 op->contr->weapon_sp = S; 1379 contr->weapon_sp = K * s * .5f; //TODO: balance the .5
1464 } 1380 }
1381
1465 /* I want to limit the power of small monsters with big weapons: */ 1382 /* I want to limit the power of small monsters with big weapons: */
1466 if (op->type != PLAYER && op->arch != NULL && op->stats.dam > op->arch->clone.stats.dam * 3) 1383 if (type != PLAYER && arch && stats.dam > arch->clone.stats.dam * 3)
1467 op->stats.dam = op->arch->clone.stats.dam * 3; 1384 stats.dam = arch->clone.stats.dam * 3;
1468 1385
1469 /* Prevent overflows of wc - best you can get is ABS(120) - this 1386 stats.wc = clamp (wc, MIN_WC, MAX_WC);
1470 * should be more than enough - remember, AC is also in 8 bits, 1387 stats.ac = clamp (ac, MIN_AC, MAX_AC);
1471 * so its value is the same.
1472 */
1473 if (wc > 120)
1474 wc = 120;
1475 else if (wc < -120)
1476 wc = -120;
1477 op->stats.wc = wc;
1478
1479 if (ac > 120)
1480 ac = 120;
1481 else if (ac < -120)
1482 ac = -120;
1483 op->stats.ac = ac;
1484 1388
1485 /* if for some reason the creature doesn't have any move type, 1389 /* if for some reason the creature doesn't have any move type,
1486 * give them walking as a default. 1390 * give them walking as a default.
1487 * The second case is a special case - to more closely mimic the 1391 * The second case is a special case - to more closely mimic the
1488 * old behaviour - if your flying, your not walking - just 1392 * old behaviour - if your flying, your not walking - just
1489 * one or the other. 1393 * one or the other.
1490 */ 1394 */
1491 if (op->move_type == 0) 1395 if (move_type == 0)
1492 op->move_type = MOVE_WALK; 1396 move_type = MOVE_WALK;
1493 else if (op->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) 1397 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH))
1494 op->move_type &= ~MOVE_WALK; 1398 move_type &= ~MOVE_WALK;
1495 1399
1496 update_ob_speed (op); 1400 if (speed != old_speed)
1401 set_speed (speed);
1497 1402
1498 /* It is quite possible that a player's spell costing might have changed, 1403 /* It is quite possible that a player's spell costing might have changed,
1499 * so we will check that now. 1404 * so we will check that now.
1500 */ 1405 */
1501 if (op->type == PLAYER) 1406 if (type == PLAYER)
1407 {
1408 esrv_update_stats (contr);
1502 esrv_update_spells (op->contr); 1409 esrv_update_spells (contr);
1410 }
1411
1412 // update the mapspace, if we are on a map
1413 if (!flag [FLAG_REMOVED] && map)
1414 map->at (x, y).flags_ = 0;
1503} 1415}
1504 1416
1505/* 1417/*
1506 * Returns true if the given player is a legal class. 1418 * Returns true if the given player is a legal class.
1507 * The function to add and remove class-bonuses to the stats doesn't 1419 * The function to add and remove class-bonuses to the stats doesn't
1508 * check if the stat becomes negative, thus this function 1420 * check if the stat becomes negative, thus this function
1509 * merely checks that all stats are 1 or more, and returns 1421 * merely checks that all stats are 1 or more, and returns
1510 * false otherwise. 1422 * false otherwise.
1511 */ 1423 */
1512
1513int 1424int
1514allowed_class (const object *op) 1425allowed_class (const object *op)
1515{ 1426{
1516 return op->stats.Dex > 0 && op->stats.Str > 0 && op->stats.Con > 0 && 1427 return op->stats.Dex > 0
1517 op->stats.Int > 0 && op->stats.Wis > 0 && op->stats.Pow > 0 && op->stats.Cha > 0; 1428 && op->stats.Str > 0
1429 && op->stats.Con > 0
1430 && op->stats.Int > 0
1431 && op->stats.Wis > 0
1432 && op->stats.Pow > 0
1433 && op->stats.Cha > 0;
1518} 1434}
1519 1435
1520/* 1436/*
1521 * set the new dragon name after gaining levels or 1437 * set the new dragon name after gaining levels or
1522 * changing ability focus (later this can be extended to 1438 * changing ability focus (later this can be extended to
1593 object *skin = NULL; /* pointer to dragon skin force */ 1509 object *skin = NULL; /* pointer to dragon skin force */
1594 object *tmp = NULL; /* tmp. object */ 1510 object *tmp = NULL; /* tmp. object */
1595 char buf[MAX_BUF]; /* tmp. string buffer */ 1511 char buf[MAX_BUF]; /* tmp. string buffer */
1596 1512
1597 /* now grab the 'dragon_ability'-forces from the player's inventory */ 1513 /* now grab the 'dragon_ability'-forces from the player's inventory */
1514 shstr_cmp dragon_ability_force ("dragon_ability_force");
1515 shstr_cmp dragon_skin_force ("dragon_skin_force");
1516
1598 for (tmp = who->inv; tmp != NULL; tmp = tmp->below) 1517 for (tmp = who->inv; tmp; tmp = tmp->below)
1599 {
1600 if (tmp->type == FORCE) 1518 if (tmp->type == FORCE)
1601 {
1602 if (strcmp (tmp->arch->name, "dragon_ability_force") == 0) 1519 if (tmp->arch->name == dragon_ability_force)
1603 abil = tmp; 1520 abil = tmp;
1604 if (strcmp (tmp->arch->name, "dragon_skin_force") == 0) 1521 else if (tmp->arch->name == dragon_skin_force)
1605 skin = tmp; 1522 skin = tmp;
1606 } 1523
1607 }
1608 /* if the force is missing -> bail out */ 1524 /* if the force is missing -> bail out */
1609 if (abil == NULL) 1525 if (abil == NULL)
1610 return; 1526 return;
1611 1527
1612 /* The ability_force keeps track of maximum level ever achieved. 1528 /* The ability_force keeps track of maximum level ever achieved.
1656 if (!skill_obj) 1572 if (!skill_obj)
1657 { 1573 {
1658 LOG (llevError, "add_player_exp: couldn't find skill %s\n", skill_name); 1574 LOG (llevError, "add_player_exp: couldn't find skill %s\n", skill_name);
1659 return NULL; 1575 return NULL;
1660 } 1576 }
1577
1661 /* clear the flag - exp goes into this bucket, but player 1578 /* clear the flag - exp goes into this bucket, but player
1662 * still doesn't know it. 1579 * still doesn't know it.
1663 */ 1580 */
1664 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL); 1581 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL);
1665 skill_obj->stats.exp = 0; 1582 skill_obj->stats.exp = 0;
1666 skill_obj->level = 1; 1583 skill_obj->level = 1;
1667 insert_ob_in_ob (skill_obj, op); 1584 insert_ob_in_ob (skill_obj, op);
1668 if (op->contr) 1585
1586 if (player *pl = op->contr)
1669 { 1587 {
1670 op->contr->last_skill_ob[skill_obj->subtype] = skill_obj; 1588 pl->last_skill_ob [skill_obj->subtype] = skill_obj;
1671 op->contr->last_skill_exp[skill_obj->subtype] = -1; 1589 if (pl->ns)
1590 pl->ns->last_skill_exp[skill_obj->subtype] = -1;//TODO: should be made superfluous
1672 } 1591 }
1592
1673 return skill_obj; 1593 return skill_obj;
1674} 1594}
1675
1676 1595
1677/* player_lvl_adj() - for the new exp system. we are concerned with 1596/* player_lvl_adj() - for the new exp system. we are concerned with
1678 * whether the player gets more hp, sp and new levels. 1597 * whether the player gets more hp, sp and new levels.
1679 * Note this this function should only be called for players. Monstes 1598 * Note this this function should only be called for players. Monstes
1680 * don't really gain levels 1599 * don't really gain levels
1691 1610
1692 if (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul)) 1611 if (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul))
1693 { 1612 {
1694 op->level++; 1613 op->level++;
1695 1614
1696 if (op != NULL && op == who && op->stats.exp > 1 && is_dragon_pl (who)) 1615 if (op && op == who && op->stats.exp > 1 && is_dragon_pl (who))
1697 dragon_level_gain (who); 1616 dragon_level_gain (who);
1698 1617
1699 /* Only roll these if it is the player (who) that gained the level */ 1618 /* Only roll these if it is the player (who) that gained the level */
1700 if (op == who && (who->level < 11) && who->type == PLAYER) 1619 if (op == who && (who->level < 11) && who->type == PLAYER)
1701 { 1620 {
1702 who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1; 1621 who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1;
1703 who->contr->levsp[who->level] = die_roll (2, 3, who, PREFER_HIGH); 1622 who->contr->levsp[who->level] = die_roll (2, 3, who, PREFER_HIGH);
1704 who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1; 1623 who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1;
1705 } 1624 }
1706 1625
1707 fix_player (who); 1626 who->update_stats ();
1708 if (op->level > 1) 1627 if (op->level > 1)
1709 { 1628 {
1710 if (op->type != PLAYER) 1629 if (op->type != PLAYER)
1711 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); 1630 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1712 else 1631 else
1713 sprintf (buf, "You are now level %d.", op->level); 1632 sprintf (buf, "You are now level %d.", op->level);
1633
1714 if (who) 1634 if (who)
1715 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); 1635 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1716 } 1636 }
1637
1717 player_lvl_adj (who, op); /* To increase more levels */ 1638 player_lvl_adj (who, op); /* To increase more levels */
1718 } 1639 }
1719 else if (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul)) 1640 else if (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul))
1720 { 1641 {
1721 op->level--; 1642 op->level--;
1722 fix_player (who); 1643 who->update_stats ();
1644
1723 if (op->type != PLAYER) 1645 if (op->type != PLAYER)
1724 { 1646 {
1725 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); 1647 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1726 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); 1648 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1727 } 1649 }
1650
1728 player_lvl_adj (who, op); /* To decrease more levels */ 1651 player_lvl_adj (who, op); /* To decrease more levels */
1729 } 1652 }
1653
1730 /* check if the spell data has changed */ 1654 /* check if the spell data has changed */
1655 esrv_update_stats (who->contr);
1731 esrv_update_spells (who->contr); 1656 esrv_update_spells (who->contr);
1732} 1657}
1733 1658
1734/* 1659/*
1735 * Returns how much experience is needed for a player to become 1660 * Returns how much experience is needed for a player to become
1739sint64 1664sint64
1740level_exp (int level, double expmul) 1665level_exp (int level, double expmul)
1741{ 1666{
1742 if (level > settings.max_level) 1667 if (level > settings.max_level)
1743 return (sint64) (expmul * levels[settings.max_level]); 1668 return (sint64) (expmul * levels[settings.max_level]);
1669
1744 return (sint64) (expmul * levels[level]); 1670 return (sint64) (expmul * levels[level]);
1745} 1671}
1746 1672
1747/* 1673/*
1748 * Ensure that the permanent experience requirements in an exp object are met. 1674 * Ensure that the permanent experience requirements in an exp object are met.
1769 op->perm_exp = 0; 1695 op->perm_exp = 0;
1770 else if (op->perm_exp > (sint64) MAX_EXPERIENCE) 1696 else if (op->perm_exp > (sint64) MAX_EXPERIENCE)
1771 op->perm_exp = MAX_EXPERIENCE; 1697 op->perm_exp = MAX_EXPERIENCE;
1772} 1698}
1773 1699
1774
1775/* Add experience to a player - exp should only be positive. 1700/* Add experience to a player - exp should only be positive.
1776 * Updates permanent exp for the skill we are adding to. 1701 * Updates permanent exp for the skill we are adding to.
1777 * skill_name is the skill to add exp to. Skill name can be 1702 * skill_name is the skill to add exp to. Skill name can be
1778 * NULL, in which case exp increases the players general 1703 * NULL, in which case exp increases the players general
1779 * total, but not any particular skill. 1704 * total, but not any particular skill.
1780 * flag is what to do if the player doesn't have the skill: 1705 * flag is what to do if the player doesn't have the skill:
1781 */ 1706 */
1782
1783static void 1707static void
1784add_player_exp (object *op, sint64 exp, const char *skill_name, int flag) 1708add_player_exp (object *op, sint64 exp, const char *skill_name, int flag)
1785{ 1709{
1786 object *skill_obj = NULL; 1710 object *skill_obj = NULL;
1787 sint64 limit, exp_to_add; 1711 sint64 limit, exp_to_add;
1788 int i; 1712 int i;
1789 1713
1790 /* prevents some forms of abuse. */ 1714 /* prevents some forms of abuse. */
1791 if (op->contr->braced) 1715 if (op->contr->braced)
1792 exp = exp / 5; 1716 exp /= 5;
1793 1717
1794 /* Try to find the matching skill. 1718 /* Try to find the matching skill.
1795 * We do a shortcut/time saving mechanism first - see if it matches 1719 * We do a shortcut/time saving mechanism first - see if it matches
1796 * chosen_skill. This means we don't need to search through 1720 * chosen_skill. This means we don't need to search through
1797 * the players inventory. 1721 * the players inventory.
1798 */ 1722 */
1799 if (skill_name) 1723 if (skill_name)
1800 { 1724 {
1801 if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill)) 1725 if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill))
1932 del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction)); 1856 del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction));
1933 tmp->stats.exp -= del_exp; 1857 tmp->stats.exp -= del_exp;
1934 player_lvl_adj (op, tmp); 1858 player_lvl_adj (op, tmp);
1935 } 1859 }
1936 } 1860 }
1861
1937 if (flag != SK_SUBTRACT_SKILL_EXP) 1862 if (flag != SK_SUBTRACT_SKILL_EXP)
1938 { 1863 {
1939 del_exp = check_exp_loss (op, exp); 1864 del_exp = check_exp_loss (op, exp);
1940 op->stats.exp -= del_exp; 1865 op->stats.exp -= del_exp;
1941 player_lvl_adj (op, NULL); 1866 player_lvl_adj (op, NULL);
1942 } 1867 }
1943} 1868}
1944
1945
1946 1869
1947/* change_exp() - changes experience to a player/monster. This 1870/* change_exp() - changes experience to a player/monster. This
1948 * does bounds checking to make sure we don't overflow the max exp. 1871 * does bounds checking to make sure we don't overflow the max exp.
1949 * 1872 *
1950 * The exp passed is typically not modified much by this function - 1873 * The exp passed is typically not modified much by this function -
1951 * it is assumed the caller has modified the exp as needed. 1874 * it is assumed the caller has modified the exp as needed.
1952 * skill_name is the skill that should get the exp added. 1875 * skill_name is the skill that should get the exp added.
1953 * flag is what to do if player doesn't have the skill. 1876 * flag is what to do if player doesn't have the skill.
1954 * these last two values are only used for players. 1877 * these last two values are only used for players.
1955 */ 1878 */
1956
1957void 1879void
1958change_exp (object *op, sint64 exp, const char *skill_name, int flag) 1880change_exp (object *op, sint64 exp, const char *skill_name, int flag)
1959{ 1881{
1960
1961#ifdef EXP_DEBUG 1882#ifdef EXP_DEBUG
1962 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp); 1883 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp);
1963#endif 1884#endif
1964 1885
1965 /* safety */ 1886 /* safety */
2006 else 1927 else
2007 /* note that when you lose exp, it doesn't go against 1928 /* note that when you lose exp, it doesn't go against
2008 * a particular skill, so we don't need to pass that 1929 * a particular skill, so we don't need to pass that
2009 * along. 1930 * along.
2010 */ 1931 */
2011 subtract_player_exp (op, FABS (exp), skill_name, flag); 1932 subtract_player_exp (op, abs (exp), skill_name, flag);
2012
2013 } 1933 }
2014} 1934}
2015 1935
2016/* Applies a death penalty experience, the size of this is defined by the 1936/* Applies a death penalty experience, the size of this is defined by the
2017 * settings death_penalty_percentage and death_penalty_levels, and by the 1937 * settings death_penalty_percentage and death_penalty_levels, and by the
2018 * amount of permenent experience, whichever gives the lowest loss. 1938 * amount of permenent experience, whichever gives the lowest loss.
2019 */ 1939 */
2020
2021void 1940void
2022apply_death_exp_penalty (object *op) 1941apply_death_exp_penalty (object *op)
2023{ 1942{
2024 object *tmp; 1943 object *tmp;
2025 sint64 loss; 1944 sint64 loss;
2047 player_lvl_adj (op, tmp); 1966 player_lvl_adj (op, tmp);
2048 } 1967 }
2049 1968
2050 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100; 1969 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100;
2051 level_loss = op->stats.exp - levels[MAX (0, op->level - settings.death_penalty_level)]; 1970 level_loss = op->stats.exp - levels[MAX (0, op->level - settings.death_penalty_level)];
1971
2052 if (level_loss < 0) 1972 if (level_loss < 0)
2053 level_loss = 0; 1973 level_loss = 0;
2054 loss = check_exp_loss (op, MIN (level_loss, percentage_loss)); 1974 loss = check_exp_loss (op, MIN (level_loss, percentage_loss));
2055 1975
2056 op->stats.exp -= loss; 1976 op->stats.exp -= loss;
2070 if (level > MAX_SAVE_LEVEL) 1990 if (level > MAX_SAVE_LEVEL)
2071 level = MAX_SAVE_LEVEL; 1991 level = MAX_SAVE_LEVEL;
2072 1992
2073 if ((random_roll (1, 20, op, PREFER_HIGH) + bonus) < savethrow[level]) 1993 if ((random_roll (1, 20, op, PREFER_HIGH) + bonus) < savethrow[level])
2074 return 0; 1994 return 0;
1995
2075 return 1; 1996 return 1;
2076} 1997}

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