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Comparing deliantra/server/common/living.C (file contents):
Revision 1.21 by root, Mon Dec 25 06:53:39 2006 UTC vs.
Revision 1.133 by root, Sun Jan 29 02:47:04 2017 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
8 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
9 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
10 (at your option) any later version. 11 * 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 Affero GNU General Public License
18 along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
20 21 *
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22*/ 23 */
23 24
24#include <global.h> 25#include <global.h>
25#include <funcpoint.h>
26 26
27/* Handy little macro that adds exp and keeps it within bounds. Since 27/* Handy little macro that adds exp and keeps it within bounds. Since
28 * we are now using 64 bit values, I'm not all concerned about overflow issues 28 * we are now using 64 bit values, I'm not all concerned about overflow issues
29 * with exptotal wrapping. exptotal is typically op->exp, or op->perm_exp 29 * with exptotal wrapping. exptotal is typically op->exp, or op->perm_exp
30 */ 30 */
33static const int con_bonus[MAX_STAT + 1] = { 33static const int con_bonus[MAX_STAT + 1] = {
34 -6, -5, -4, -3, -2, -1, -1, 0, 0, 0, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 12, 14, 16, 18, 20, 34 -6, -5, -4, -3, -2, -1, -1, 0, 0, 0, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 12, 14, 16, 18, 20,
35 22, 25, 30, 40, 50 35 22, 25, 30, 40, 50
36}; 36};
37 37
38/* changed the name of this to "sp_bonus" from "int_bonus" 38/* changed the name of this to "sp_bonus" from "int_bonus"
39 * because Pow can now be the stat that controls spellpoint 39 * because Pow can now be the stat that controls spellpoint
40 * advancement. -b.t. 40 * advancement. -b.t.
41 */ 41 */
42static const int sp_bonus[MAX_STAT + 1] = { 42static const int sp_bonus[MAX_STAT + 1] = {
43 -10, -10, -9, -8, -7, -6, -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 12, 15, 20, 25, 43 -10, -10, -9, -8, -7, -6, -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 12, 15, 20, 25,
47static const int grace_bonus[MAX_STAT + 1] = { 47static const int grace_bonus[MAX_STAT + 1] = {
48 -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, 48 -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,
49 30, 40, 50, 70, 100 49 30, 40, 50, 70, 100
50}; 50};
51 51
52/* 0.92.7 Changed way charisma works. Values now 52/* 0.92.7 Changed way charisma works. Values now
53 * represent how much more it costs to buy something than to sell it 53 * represent how much more it costs to buy something than to sell it
54 * (10, a value of 10 means it is that if it costs 50 gp to buy, you 54 * (10, a value of 10 means it is that if it costs 50 gp to buy, you
55 * would only get 5 gp when you sell.) Let query_cost do the calculations 55 * would only get 5 gp when you sell.) Let query_cost do the calculations
56 * on how to really do this. Buy keeping it this simple number, it is 56 * on how to really do this. Buy keeping it this simple number, it is
57 * much easier to know how things will be influenced. A value of '1' means 57 * much easier to know how things will be influenced. A value of '1' means
58 * buying and selling is both the same value - any value less than or equal 58 * buying and selling is both the same value - any value less than or equal
59 * to 1 should not be used. 59 * to 1 should not be used.
60 * At least as of now, the only place that uses this code is query_cost, 60 * At least as of now, the only place that uses this code is query_cost,
61 * in server/shop.c. This bonus is split evenly between buying and selling 61 * in server/shop.c. This bonus is split evenly between buying and selling
62 * (ie, if the bonus is 2.0, then items are bought for 1.33 list, and sold 62 * (ie, if the bonus is 2.0, then items are bought for 1.33 list, and sold
63 * at .667 63 * at .667
64 * This is figured by diff=(y-1)/(1+y), and for buy, it is 1+diff, for sell 64 * This is figured by diff=(y-1)/(1+y), and for buy, it is 1+diff, for sell
108 * These limits are probably overly generous, but being there were no values 108 * These limits are probably overly generous, but being there were no values
109 * before, you need to start someplace. 109 * before, you need to start someplace.
110 */ 110 */
111 111
112const uint32 weight_limit[MAX_STAT + 1] = { 112const uint32 weight_limit[MAX_STAT + 1] = {
113 200000, /* 0 */ 113 200000, /* 0 */
114 250000, 300000, 350000, 400000, 500000, /* 5 */ 114 250000, 300000, 350000, 400000, 500000, /* 5 */
115 600000, 700000, 800000, 900000, 1000000, /* 10 */ 115 600000, 700000, 800000, 900000, 1000000, /* 10 */
116 1100000, 1200000, 1300000, 1400000, 1500000, /* 15 */ 116 1100000, 1200000, 1300000, 1400000, 1500000, /* 15 */
117 1650000, 1800000, 1950000, 2100000, 2250000, /* 20 */ 117 1650000, 1800000, 1950000, 2100000, 2250000, /* 20 */
118 2400000, 2550000, 2700000, 2850000, 3000000, /* 25 */ 118 2400000, 2550000, 2700000, 2850000, 3000000, /* 25 */
119 3250000, 3500000, 3750000, 4000000, 4500000 /*30 */ 119 3250000, 3500000, 3750000, 4000000, 4500000 /* 30 */
120}; 120};
121 121
122const int learn_spell[MAX_STAT + 1] = { 122const int learn_spell[MAX_STAT + 1] = {
123 0, 0, 0, 1, 2, 4, 8, 12, 16, 25, 36, 45, 55, 65, 70, 75, 80, 85, 90, 95, 100, 100, 100, 100, 100, 123 0, 0, 0, 1, 2, 4, 8, 12, 16, 25, 36, 45, 55, 65, 70, 75, 80, 85, 90, 95, 100, 100, 100, 100, 100,
124 100, 100, 100, 100, 100, 100 124 100, 100, 100, 100, 100, 100
139/* 139/*
140 Since this is nowhere defined ... 140 Since this is nowhere defined ...
141 Both come in handy at least in function add_exp() 141 Both come in handy at least in function add_exp()
142*/ 142*/
143 143
144#define MAX_EXPERIENCE levels[settings.max_level] 144#define MAX_EXPERIENCE levels [settings.max_level]
145 145
146/* because exp_obj sum to make the total score, 146/* because exp_obj sum to make the total score,
147 * we cannot allow that sum to exceed the maximum 147 * we cannot allow that sum to exceed the maximum
148 * amount of experience a player can gain. Thus 148 * amount of experience a player can gain. Thus
149 * we define MAX_EXP_IN_OBJ. It is important to try 149 * we define MAX_EXP_IN_OBJ. It is important to try
150 * to make the value of MAX_EXP_CAT close to the 150 * to make the value of MAX_EXP_CAT close to the
151 * actual number of experience objects in the game, 151 * actual number of experience objects in the game,
152 * otherwise the maximum level in any experience 152 * otherwise the maximum level in any experience
153 * category could be quite low. To help the situation 153 * category could be quite low. To help the situation
154 * out a little I added 10 more levels, and jacked 154 * out a little I added 10 more levels, and jacked
155 * up the last level experience value. Its out of 155 * up the last level experience value. Its out of
156 * line with progression of previous levels, so 156 * line with progression of previous levels, so
157 * if more levels are desired, this should be fixed. 157 * if more levels are desired, this should be fixed.
158 * -b.t. 158 * -b.t.
159 */ 159 */
160 160
161#define MAX_EXP_IN_OBJ levels[settings.max_level]/(MAX_EXP_CAT - 1) 161#define MAX_EXP_IN_OBJ MAX_EXP_IN_OBJ / (MAX_EXP_CAT - 1)
162
163extern sint64 *levels;
164 162
165#define MAX_SAVE_LEVEL 110 163#define MAX_SAVE_LEVEL 110
166 164
167/* This no longer needs to be changed anytime the number of 165/* This no longer needs to be changed anytime the number of
168 * levels is increased - rather, did_make_save will do the 166 * levels is increased - rather, did_make_save will do the
191static const char *const drain_msg[NUM_STATS] = { 189static const char *const drain_msg[NUM_STATS] = {
192 "Oh no! You are weakened!", 190 "Oh no! You are weakened!",
193 "You're feeling clumsy!", 191 "You're feeling clumsy!",
194 "You feel less healthy", 192 "You feel less healthy",
195 "You suddenly begin to lose your memory!", 193 "You suddenly begin to lose your memory!",
194 "Watch out, your mind is going!",
195 "Your spirit feels drained!",
196 "Your face gets distorted!", 196 "Your face gets distorted!",
197 "Watch out, your mind is going!",
198 "Your spirit feels drained!"
199}; 197};
200const char *const restore_msg[NUM_STATS] = { 198const char *const restore_msg[NUM_STATS] = {
201 "You feel your strength return.", 199 "You feel your strength return.",
202 "You feel your agility return.", 200 "You feel your agility return.",
203 "You feel your health return.", 201 "You feel your health return.",
202 "You feel your memory return.",
204 "You feel your wisdom return.", 203 "You feel your wisdom return.",
204 "You feel your spirits return.",
205 "You feel your charisma return.", 205 "You feel your charisma return.",
206 "You feel your memory return.",
207 "You feel your spirits return."
208}; 206};
209const char *const gain_msg[NUM_STATS] = { 207const char *const gain_msg[NUM_STATS] = {
210 "You feel stronger.", 208 "You feel stronger.",
211 "You feel more agile.", 209 "You feel more agile.",
212 "You feel healthy.", 210 "You feel healthy.",
211 "You feel smarter.",
213 "You feel wiser.", 212 "You feel wiser.",
213 "You feel more potent.",
214 "You seem to look better.", 214 "You seem to look better.",
215 "You feel smarter.",
216 "You feel more potent."
217}; 215};
218const char *const lose_msg[NUM_STATS] = { 216const char *const lose_msg[NUM_STATS] = {
219 "You feel weaker!", 217 "You feel weaker!",
220 "You feel clumsy!", 218 "You feel clumsy!",
221 "You feel less healthy!", 219 "You feel less healthy!",
220 "You feel stupid!",
222 "You lose some of your memory!", 221 "You lose some of your memory!",
222 "You feel less potent!",
223 "You look ugly!", 223 "You look ugly!",
224 "You feel stupid!",
225 "You feel less potent!"
226}; 224};
227 225
228const char *const statname[NUM_STATS] = { 226const char *const statname[NUM_STATS] = {
229 "strength", "dexterity", "constitution", "intelligence", "wisdom", "power", "charisma" 227 "strength", "dexterity", "constitution", "intelligence", "wisdom", "power", "charisma"
230}; 228};
231 229
232const char *const short_stat_name[NUM_STATS] = { 230const char *const short_stat_name[NUM_STATS] = {
233 "Str", "Dex", "Con", "Int", "Wis", "Pow", "Cha" 231 "Str", "Dex", "Con", "Int", "Wis", "Pow", "Cha"
234}; 232};
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 */
240void
241set_attr_value (living *stats, int attr, sint8 value)
242{
243 switch (attr)
244 {
245 case STR:
246 stats->Str = value;
247 break;
248 case DEX:
249 stats->Dex = value;
250 break;
251 case CON:
252 stats->Con = value;
253 break;
254 case WIS:
255 stats->Wis = value;
256 break;
257 case POW:
258 stats->Pow = value;
259 break;
260 case CHA:
261 stats->Cha = value;
262 break;
263 case INT:
264 stats->Int = value;
265 break;
266 }
267}
268 233
269/* 234/*
270 * Like set_attr_value(), but instead the value (which can be negative) 235 * Like set_attr_value(), but instead the value (which can be negative)
271 * is added to the specified stat. 236 * is added to the specified stat.
272 */ 237 */
273void 238void
274change_attr_value (living *stats, int attr, sint8 value) 239change_attr_value (living *stats, int attr, sint8 value)
275{ 240{
276 if (value == 0) 241 stats->stat (attr) += value;
277 return;
278
279 switch (attr)
280 {
281 case STR:
282 stats->Str += value;
283 break;
284 case DEX:
285 stats->Dex += value;
286 break;
287 case CON:
288 stats->Con += value;
289 break;
290 case WIS:
291 stats->Wis += value;
292 break;
293 case POW:
294 stats->Pow += value;
295 break;
296 case CHA:
297 stats->Cha += value;
298 break;
299 case INT:
300 stats->Int += value;
301 break;
302 default:
303 LOG (llevError, "Invalid attribute in change_attr_value: %d\n", attr);
304 }
305}
306
307/*
308 * returns the specified stat. See also set_attr_value().
309 */
310
311sint8
312get_attr_value (const living *stats, int attr)
313{
314 switch (attr)
315 {
316 case STR: return stats->Str;
317 case DEX: return stats->Dex;
318 case CON: return stats->Con;
319 case WIS: return stats->Wis;
320 case CHA: return stats->Cha;
321 case INT: return stats->Int;
322 case POW: return stats->Pow;
323 }
324
325 return 0;
326} 242}
327 243
328/* 244/*
329 * Ensures that all stats (str/dex/con/wis/cha/int) are within the 245 * Ensures that all stats (str/dex/con/wis/cha/int) are within the
330 * 1-30 stat limit. 246 * 1-30 stat limit.
331 */ 247 */
332
333void 248void
334check_stat_bounds (living *stats) 249check_stat_bounds (living *stats)
335{ 250{
336 int i, v;
337
338 for (i = 0; i < NUM_STATS; i++) 251 for (int i = 0; i < NUM_STATS; i++)
339 if ((v = get_attr_value (stats, i)) > MAX_STAT) 252 {
340 set_attr_value (stats, i, MAX_STAT); 253 sint8 &v = stats->stat (i);
341 else if (v < MIN_STAT) 254 v = clamp (v, MIN_STAT, MAX_STAT);
342 set_attr_value (stats, i, MIN_STAT); 255 }
343} 256}
344 257
345#define ORIG_S(xyz,abc) (op->contr->orig_stats.abc) 258#define ORIG_S(xyz,abc) (op->contr->orig_stats.abc)
346 259
347/* 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,
348 * 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
349 * 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.
350 */ 263 */
351#define DIFF_MSG(flag, msg1, msg2) \ 264#define DIFF_MSG(flag, msg1, msg2) \
352 new_draw_info(NDI_UNIQUE, 0, op, (flag>0)?msg1:msg2); 265 new_draw_info (NDI_UNIQUE, 0, op, (flag > 0) ? msg1 : msg2);
353 266
354/* 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. */
355 268
356/* 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
357 * the object. 270 * the object.
358 * It is the calling functions responsibilty to check to see if the object 271 * It is the calling functions responsibilty to check to see if the object
359 * can be applied or not. 272 * can be applied or not.
360 * The main purpose of calling this function is the messages that are 273 * The main purpose of calling this function is the messages that are
361 * displayed - fix_player should really always be called after this when 274 * displayed - update_stats should really always be called after this when
362 * removing an object - that is because it is impossible to know if some object 275 * removing an object - that is because it is impossible to know if some object
363 * is the only source of an attacktype or spell attunement, so this function 276 * is the only source of an attacktype or spell attunement, so this function
364 * will clear the bits, but the player may still have some other object 277 * will clear the bits, but the player may still have some other object
365 * that gives them that ability. 278 * that gives them that ability.
366 */ 279 */
367int 280int
368change_abil (object *op, object *tmp) 281change_abil (object *op, object *tmp)
369{ 282{
370 int flag = QUERY_FLAG (tmp, FLAG_APPLIED) ? 1 : -1, i, j, success = 0; 283 int flag = tmp->flag [FLAG_APPLIED] ? 1 : -1;
284 int success = 0;
371 char message[MAX_BUF]; 285 char message[MAX_BUF];
372 int potion_max = 0; 286 int potion_max = 0;
373 287
374 /* remember what object was like before it was changed. note that 288 // keep some stats for comparison purposes
375 * refop is a local copy of op only to be used for detecting changes 289 object::flags_t prev_flag = op->flag;
376 * found by update_stats. refop is not a real object 290 MoveType prev_move_type = op->move_type;
377 */ 291 sint16 prev_resist [NROFATTACKS]; // clumsy
378 object_copy refop = *op; 292 assert (sizeof (prev_resist) == sizeof (op->resist));
293 memcpy (prev_resist, op->resist, sizeof (prev_resist));
379 294
380 if (op->type == PLAYER) 295 if (op->type == PLAYER)
381 { 296 {
382 if (tmp->type == POTION) 297 if (tmp->type == POTION)
383 { 298 {
384 potion_max = 1; 299 potion_max = 1;
300
385 for (j = 0; j < NUM_STATS; j++) 301 for (int j = 0; j < NUM_STATS; j++)
386 { 302 {
387 int nstat, ostat; 303 int ostat = op->contr->orig_stats.stat (j);
388 304 int i = tmp->stats.stat (j);
389 ostat = get_attr_value (&(op->contr->orig_stats), j);
390 i = get_attr_value (&(tmp->stats), j);
391 305
392 /* 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 */
393 nstat = flag * i + ostat; 307 int nstat = flag * i + ostat;
394 308
395 /* Do some bounds checking. While I don't think any 309 /* Do some bounds checking. There is the potential for potions
396 * potions do so right now, there is the potential for potions
397 * 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
398 * to allow for that. 311 * to allow for that.
399 */ 312 */
400 if (nstat < 1 && i * flag < 0) 313 if (nstat < 1 && i * flag < 0)
401 nstat = 1; 314 nstat = 1;
402 else if (nstat > 20 + get_attr_value (&(op->arch->clone.stats), j)) 315 else if (nstat > 20 + op->arch->stats.stat (j))
403 { 316 nstat = 20 + op->arch->stats.stat (j);
404 nstat = 20 + get_attr_value (&(op->arch->clone.stats), j);
405 }
406 317
407 if (nstat != ostat) 318 if (nstat != ostat)
408 { 319 {
409 set_attr_value (&(op->contr->orig_stats), j, nstat); 320 op->contr->orig_stats.stat (j) = nstat;
410 potion_max = 0; 321 potion_max = 0;
411 } 322 }
412 else if (i) 323 else if (i)
413 { 324 {
414 /* potion is useless - player has already hit the natural maximum */ 325 /* potion is useless - player has already hit the natural maximum */
418 329
419 /* This section of code ups the characters normal stats also. I am not 330 /* This section of code ups the characters normal stats also. I am not
420 * sure if this is strictly necessary, being that fix_player probably 331 * sure if this is strictly necessary, being that fix_player probably
421 * recalculates this anyway. 332 * recalculates this anyway.
422 */ 333 */
423 for (j = 0; j < NUM_STATS; j++) 334 for (int j = 0; j < NUM_STATS; j++)
424 change_attr_value (&(op->stats), j, flag * get_attr_value (&(tmp->stats), j)); 335 change_attr_value (&op->stats, j, flag * tmp->stats.stat (j));
425 336
426 check_stat_bounds (&(op->stats)); 337 check_stat_bounds (&op->stats);
427 } /* end of potion handling code */ 338 } /* end of potion handling code */
428 } 339 }
429 340
430 /* reset attributes that fix_player doesn't reset since it doesn't search 341 /* reset attributes that update_stats doesn't reset since it doesn't search
431 * everything to set 342 * everything to set
432 */ 343 */
433 if (flag == -1) 344 if (flag == -1)
434 { 345 {
435 op->attacktype &= ~tmp->attacktype; 346 op->attacktype &= ~tmp->attacktype;
436 op->path_attuned &= ~tmp->path_attuned; 347 op->path_attuned &= ~tmp->path_attuned;
437 op->path_repelled &= ~tmp->path_repelled; 348 op->path_repelled &= ~tmp->path_repelled;
438 op->path_denied &= ~tmp->path_denied; 349 op->path_denied &= ~tmp->path_denied;
439 /* Presuming here that creatures only have move_type, 350 /* Presuming here that creatures only have move_type,
440 * and not the other move_ fields. 351 * and not the other move_ fields.
441 */ 352 */
442 op->move_type &= ~tmp->move_type; 353 op->move_type &= ~tmp->move_type;
443 } 354 }
444 355
445 /* call fix_player since op object could have whatever attribute due 356 /* call fix_player since op object could have whatever attribute due
446 * to multiple items. if fix_player always has to be called after 357 * to multiple items. if update_stats always has to be called after
447 * change_ability then might as well call it from here 358 * change_ability then might as well call it from here
448 */ 359 */
449 op->update_stats (); 360 op->update_stats ();
450 361
451 /* Fix player won't add the bows ability to the player, so don't 362 /* update_stats won't add the bows ability to the player, so don't
452 * print out message if this is a bow. 363 * print out message if this is a bow.
453 */ 364 */
454 if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW) 365 if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW)
455 { 366 {
456 success = 1; 367 success = 1;
457 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.");
458 } 369 }
459 370
460 if (QUERY_FLAG (op, FLAG_LIFESAVE) != QUERY_FLAG (&refop, FLAG_LIFESAVE)) 371 if (op->flag [FLAG_LIFESAVE] != prev_flag [FLAG_LIFESAVE])
461 { 372 {
462 success = 1; 373 success = 1;
463 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.");
464 } 375 }
465 376
466 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])
467 { 378 {
468 success = 1; 379 success = 1;
469 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.");
470 } 381 }
471 382
472 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])
473 { 384 {
474 success = 1; 385 success = 1;
475 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.");
476 } 387 }
477 388
479 * user has multiple items giving the same type appled like we 390 * user has multiple items giving the same type appled like we
480 * used to - that is more work than what we gain, plus messages 391 * used to - that is more work than what we gain, plus messages
481 * can be misleading (a little higher could be miscontrued from 392 * can be misleading (a little higher could be miscontrued from
482 * from fly high) 393 * from fly high)
483 */ 394 */
484 if (tmp->move_type && op->move_type != refop.move_type) 395 if (tmp->move_type && op->move_type != prev_move_type)
485 { 396 {
486 success = 1; 397 success = 1;
487 398
488 /* 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
489 * status doesn't make a difference if you are flying high 400 * status doesn't make a difference if you are flying high
490 */ 401 */
491 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))
492 { 403 {
493 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.");
494 } 405 }
495 406
496 if (tmp->move_type & MOVE_FLY_HIGH) 407 if (tmp->move_type & MOVE_FLY_HIGH)
497 { 408 {
498 /* double conditional - second case covers if you have move_fly_low - 409 /* double conditional - second case covers if you have move_fly_low -
499 * in that case, you don't actually land 410 * in that case, you don't actually land
500 */ 411 */
501 DIFF_MSG (flag, "You soar into the air air!.", 412 DIFF_MSG (flag, "You soar into the air!",
502 (op->move_type & MOVE_FLY_LOW ? "You fly lower in the air" : "You float down to the ground.")); 413 (op->move_type & MOVE_FLY_LOW ? "You fly lower in the air" : "You float down to the ground."));
503 } 414 }
415
504 if (tmp->move_type & MOVE_SWIM) 416 if (tmp->move_type & MOVE_SWIM)
505 DIFF_MSG (flag, "You feel ready for a swim", "You no longer feel like swimming"); 417 DIFF_MSG (flag, "You feel ready for a swim", "You no longer feel like swimming");
506
507 /* Changing move status may mean you are affected by things you weren't before */
508 check_move_on (op, op);
509 } 418 }
510 419
511 /* becoming UNDEAD... a special treatment for this flag. Only those not 420 /* becoming UNDEAD... a special treatment for this flag. Only those not
512 * originally undead may change their status 421 * originally undead may change their status
513 */ 422 */
514 if (!QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 423 if (!op->arch->flag [FLAG_UNDEAD])
515 if (QUERY_FLAG (op, FLAG_UNDEAD) != QUERY_FLAG (&refop, FLAG_UNDEAD)) 424 if (op->flag [FLAG_UNDEAD] != prev_flag [FLAG_UNDEAD])
516 { 425 {
517 success = 1; 426 success = 1;
518 if (flag > 0) 427 if (flag > 0)
519 { 428 {
520 op->race = "undead"; 429 op->race = "undead";
521 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce drains away!"); 430 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce drains away!");
522 } 431 }
523 else 432 else
524 { 433 {
525 op->race = op->arch->clone.race; 434 op->race = op->arch->race;
526 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!"); 435 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!");
527 } 436 }
528 } 437 }
529 438
530 if (QUERY_FLAG (op, FLAG_STEALTH) != QUERY_FLAG (&refop, FLAG_STEALTH)) 439 if (op->flag [FLAG_STEALTH] != prev_flag [FLAG_STEALTH])
531 { 440 {
532 success = 1; 441 success = 1;
533 DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily."); 442 DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily.");
534 } 443 }
535 444
536 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])
537 { 446 {
538 success = 1; 447 success = 1;
539 DIFF_MSG (flag, "You become transparent.", "You can see yourself."); 448 DIFF_MSG (flag, "You become transparent.", "You can see yourself.");
540 } 449 }
541 450
542 /* 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
543 * vision 452 * vision
544 */ 453 */
545 if (QUERY_FLAG (tmp, FLAG_BLIND)) 454 if (tmp->flag [FLAG_BLIND])
546 { 455 {
547 success = 1; 456 success = 1;
548 if (flag > 0) 457 if (flag > 0)
549 { 458 {
550 if (QUERY_FLAG (op, FLAG_WIZ)) 459 if (op->flag [FLAG_WIZ])
551 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.");
552 else 461 else
553 { 462 {
554 new_draw_info (NDI_UNIQUE, 0, op, "You are blinded."); 463 new_draw_info (NDI_UNIQUE, 0, op, "You are blinded.");
555 SET_FLAG (op, FLAG_BLIND); 464 op->set_flag (FLAG_BLIND);
556 if (op->type == PLAYER) 465 if (op->type == PLAYER)
557 op->contr->do_los = 1; 466 op->contr->do_los = 1;
558 } 467 }
559 } 468 }
560 else 469 else
561 { 470 {
562 if (QUERY_FLAG (op, FLAG_WIZ)) 471 if (op->flag [FLAG_WIZ])
563 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.");
564 else 473 else
565 { 474 {
566 new_draw_info (NDI_UNIQUE, 0, op, "Your vision returns."); 475 new_draw_info (NDI_UNIQUE, 0, op, "Your vision returns.");
567 CLEAR_FLAG (op, FLAG_BLIND); 476 op->clr_flag (FLAG_BLIND);
568 if (op->type == PLAYER) 477 if (op->type == PLAYER)
569 op->contr->do_los = 1; 478 op->contr->do_los = 1;
570 } 479 }
571 } 480 }
572 } 481 }
573 482
574 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])
575 { 484 {
576 success = 1; 485 success = 1;
577 if (op->type == PLAYER) 486 if (op->type == PLAYER)
578 op->contr->do_los = 1; 487 op->contr->do_los = 1;
579 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.");
580 } 489 }
581 490
582 if (QUERY_FLAG (op, FLAG_XRAYS) != QUERY_FLAG (&refop, FLAG_XRAYS)) 491 if (op->flag [FLAG_XRAYS] != prev_flag [FLAG_XRAYS])
583 { 492 {
584 success = 1; 493 success = 1;
585 if (flag > 0) 494 if (flag > 0)
586 { 495 {
587 if (QUERY_FLAG (op, FLAG_WIZ)) 496 if (op->flag [FLAG_WIZ])
588 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.");
589 else 498 else
590 { 499 {
591 new_draw_info (NDI_UNIQUE, 0, op, "Everything becomes transparent."); 500 new_draw_info (NDI_UNIQUE, 0, op, "Everything becomes transparent.");
592 if (op->type == PLAYER) 501 if (op->type == PLAYER)
593 op->contr->do_los = 1; 502 op->contr->do_los = 1;
594 } 503 }
595 } 504 }
596 else 505 else
597 { 506 {
598 if (QUERY_FLAG (op, FLAG_WIZ)) 507 if (op->flag [FLAG_WIZ])
599 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.");
600 else 509 else
601 { 510 {
602 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.");
603 if (op->type == PLAYER) 512 if (op->type == PLAYER)
610 { 519 {
611 success = 1; 520 success = 1;
612 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.");
613 } 522 }
614 523
524 if (digest_types [tmp->type])
525 {
615 if (tmp->stats.hp && op->type == PLAYER) 526 if (tmp->stats.hp && op->type == PLAYER)
616 { 527 {
617 success = 1; 528 success = 1;
618 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!");
619 } 530 }
620 531
621 if (tmp->stats.sp && op->type == PLAYER && tmp->type != SKILL) 532 if (tmp->stats.sp && op->type == PLAYER
622 { 533 && tmp->type != SKILL && tmp->type != BOW)
534 {
623 success = 1; 535 success = 1;
624 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.");
625 } 537 }
626 538
627 /* for the future when artifacts set this -b.t. */ 539 /* for the future when artifacts set this -b.t. */
628 if (tmp->stats.grace && op->type == PLAYER) 540 if (tmp->stats.grace && op->type == PLAYER)
629 { 541 {
630 success = 1; 542 success = 1;
631 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.");
632 } 544 }
633 545
634 if (tmp->stats.food && op->type == PLAYER) 546 if (tmp->stats.food && op->type == PLAYER)
635 { 547 {
636 success = 1; 548 success = 1;
637 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 }
638 } 551 }
639 552
640 /* Messages for changed resistance */ 553 /* Messages for changed resistance */
641 for (i = 0; i < NROFATTACKS; i++) 554 for (int i = 0; i < NROFATTACKS; i++)
642 { 555 {
643 if (i == ATNR_PHYSICAL) 556 if (i == ATNR_PHYSICAL)
644 continue; /* Don't display about armour */ 557 continue; /* Don't display about armour */
645 558
646 if (op->resist[i] != refop.resist[i]) 559 if (op->resist [i] != prev_resist [i])
647 { 560 {
648 success = 1; 561 success = 1;
562
649 if (op->resist[i] > refop.resist[i]) 563 if (op->resist [i] > prev_resist [i])
650 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]);
651 else 565 else
652 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]);
653 567
654 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message); 568 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message);
655 } 569 }
656 } 570 }
657 571
658 if (!potion_max) 572 if (!potion_max)
659 {
660 for (j = 0; j < NUM_STATS; j++) 573 for (int j = 0; j < NUM_STATS; j++)
661 { 574 if (int i = tmp->stats.stat (j))
662 if ((i = get_attr_value (&(tmp->stats), j)) != 0)
663 { 575 {
664 success = 1; 576 success = 1;
665 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]); 577 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]);
666 } 578 }
667 }
668 }
669 579
670 return success; 580 return success;
671} 581}
672 582
673/* 583/*
674 * Stat draining by Vick 930307 584 * Stat draining by Vick 930307
675 * (Feeling evil, I made it work as well now. -Frank 8) 585 * (Feeling evil, I made it work as well now. -Frank 8)
676 */ 586 */
677
678void 587void
679object::drain_stat () 588object::drain_stat ()
680{ 589{
681 drain_specific_stat (RANDOM () % NUM_STATS); 590 drain_specific_stat (rndm (NUM_STATS));
682} 591}
683 592
684void 593void
685object::drain_specific_stat (int deplete_stats) 594object::drain_specific_stat (int deplete_stats)
686{ 595{
687 object *tmp; 596 object *tmp;
688 archetype *at; 597 archetype *at;
689 598
690 at = archetype::find (ARCH_DEPLETION); 599 at = archetype::find (shstr_depletion);
691 if (!at) 600 if (!at)
692 { 601 {
693 LOG (llevError, "Couldn't find archetype depletion.\n"); 602 LOG (llevError, "Couldn't find archetype depletion.\n");
694 return; 603 return;
695 } 604 }
697 { 606 {
698 tmp = present_arch_in_ob (at, this); 607 tmp = present_arch_in_ob (at, this);
699 608
700 if (!tmp) 609 if (!tmp)
701 { 610 {
702 tmp = arch_to_object (at); 611 tmp = at->instance ();
703 tmp = insert_ob_in_ob (tmp, this); 612 tmp = insert_ob_in_ob (tmp, this);
704 SET_FLAG (tmp, FLAG_APPLIED); 613 tmp->set_flag (FLAG_APPLIED);
705 } 614 }
706 } 615 }
707 616
708 new_draw_info (NDI_UNIQUE, 0, this, drain_msg[deplete_stats]); 617 new_draw_info (NDI_UNIQUE, 0, this, drain_msg[deplete_stats]);
709 change_attr_value (&tmp->stats, deplete_stats, -1); 618 change_attr_value (&tmp->stats, deplete_stats, -1);
715 * via an applied bad_luck object. 624 * via an applied bad_luck object.
716 */ 625 */
717void 626void
718object::change_luck (int value) 627object::change_luck (int value)
719{ 628{
720 archetype *at = archetype::find ("luck"); 629 archetype *at = archetype::find (shstr_luck);
721 if (!at) 630 if (!at)
722 LOG (llevError, "Couldn't find archetype luck.\n"); 631 LOG (llevError, "Couldn't find archetype luck.\n");
723 else 632 else
724 { 633 {
725 object *tmp = present_arch_in_ob (at, this); 634 object *tmp = present_arch_in_ob (at, this);
727 if (!tmp) 636 if (!tmp)
728 { 637 {
729 if (!value) 638 if (!value)
730 return; 639 return;
731 640
732 tmp = arch_to_object (at); 641 tmp = at->instance ();
733 tmp = insert_ob_in_ob (tmp, this); 642 tmp = insert_ob_in_ob (tmp, this);
734 SET_FLAG (tmp, FLAG_APPLIED); 643 tmp->set_flag (FLAG_APPLIED);
735 } 644 }
736 645
737 if (value) 646 if (value)
738 { 647 {
739 /* 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
754 return; 663 return;
755 664
756 /* Randomly change the players luck. Basically, we move it 665 /* Randomly change the players luck. Basically, we move it
757 * back neutral (if greater>0, subtract, otherwise add) 666 * back neutral (if greater>0, subtract, otherwise add)
758 */ 667 */
759 if (RANDOM () % (FABS (tmp->stats.luck)) >= RANDOM () % 30) 668 if (rndm (abs (tmp->stats.luck)) >= rndm (30))
760 { 669 {
761 int diff = tmp->stats.luck > 0 ? -1 : 1; 670 int diff = tmp->stats.luck > 0 ? -1 : 1;
762 671
763 stats.luck += diff; 672 stats.luck += diff;
764 tmp->stats.luck += diff; 673 tmp->stats.luck += diff;
771 * Subtracts stat-bonuses given by the class which the player has chosen. 680 * Subtracts stat-bonuses given by the class which the player has chosen.
772 */ 681 */
773void 682void
774object::remove_statbonus () 683object::remove_statbonus ()
775{ 684{
776 stats.Str -= arch->clone.stats.Str; 685 for (int i = 0; i < NUM_STATS; ++i)
777 stats.Dex -= arch->clone.stats.Dex; 686 {
778 stats.Con -= arch->clone.stats.Con; 687 sint8 v = arch->stats.stat (i);
779 stats.Wis -= arch->clone.stats.Wis; 688 stats.stat (i) -= v;
780 stats.Pow -= arch->clone.stats.Pow; 689 contr->orig_stats.stat (i) -= v;
781 stats.Cha -= arch->clone.stats.Cha; 690 }
782 stats.Int -= arch->clone.stats.Int;
783
784 contr->orig_stats.Str -= arch->clone.stats.Str;
785 contr->orig_stats.Dex -= arch->clone.stats.Dex;
786 contr->orig_stats.Con -= arch->clone.stats.Con;
787 contr->orig_stats.Wis -= arch->clone.stats.Wis;
788 contr->orig_stats.Pow -= arch->clone.stats.Pow;
789 contr->orig_stats.Cha -= arch->clone.stats.Cha;
790 contr->orig_stats.Int -= arch->clone.stats.Int;
791} 691}
792 692
793/* 693/*
794 * Adds stat-bonuses given by the class which the player has chosen. 694 * Adds stat-bonuses given by the class which the player has chosen.
795 */ 695 */
796void 696void
797object::add_statbonus () 697object::add_statbonus ()
798{ 698{
799 stats.Str += arch->clone.stats.Str; 699 for (int i = 0; i < NUM_STATS; ++i)
800 stats.Dex += arch->clone.stats.Dex; 700 {
801 stats.Con += arch->clone.stats.Con; 701 sint8 v = arch->stats.stat (i);
802 stats.Wis += arch->clone.stats.Wis; 702 stats.stat (i) += v;
803 stats.Pow += arch->clone.stats.Pow; 703 contr->orig_stats.stat (i) += v;
804 stats.Cha += arch->clone.stats.Cha; 704 }
805 stats.Int += arch->clone.stats.Int;
806
807 contr->orig_stats.Str += arch->clone.stats.Str;
808 contr->orig_stats.Dex += arch->clone.stats.Dex;
809 contr->orig_stats.Con += arch->clone.stats.Con;
810 contr->orig_stats.Wis += arch->clone.stats.Wis;
811 contr->orig_stats.Pow += arch->clone.stats.Pow;
812 contr->orig_stats.Cha += arch->clone.stats.Cha;
813 contr->orig_stats.Int += arch->clone.stats.Int;
814} 705}
706
707static struct copy_flags : object::flags_t
708{
709 copy_flags ()
710 {
711 set (FLAG_LIFESAVE);
712 set (FLAG_REFL_SPELL);
713 set (FLAG_REFL_MISSILE);
714 set (FLAG_STEALTH);
715 set (FLAG_XRAYS);
716 set (FLAG_BLIND);
717 set (FLAG_SEE_IN_DARK);
718 }
719} copy_flags;
815 720
816/* 721/*
817 * Updates all abilities given by applied objects in the inventory 722 * Updates all abilities given by applied objects in the inventory
818 * of the given object. Note: This function works for both monsters 723 * of the given object. Note: This function works for both monsters
819 * and players; the "player" in the name is purely an archaic inheritance. 724 * and players; the "player" in the name is purely an archaic inheritance.
820 * This functions starts from base values (archetype or player object) 725 * This functions starts from base values (archetype or player object)
821 * and then adjusts them according to what the player has equipped. 726 * and then adjusts them according to what the player has equipped.
822 */ 727 *
823
824/* July 95 - inserted stuff to handle new skills/exp system - b.t. 728 * July 95 - inserted stuff to handle new skills/exp system - b.t.
825 spell system split, grace points now added to system --peterm 729 * spell system split, grace points now added to system --peterm
826 */ 730 */
827
828void 731void
829object::update_stats () 732object::update_stats ()
830{ 733{
831 int i, j;
832 float f, max = 9, added_speed = 0, bonus_speed = 0, sp_tmp, speed_reduce_from_disease = 1; 734 float max_speed = 9, added_speed = 0, bonus_speed = 0, speed_reduce_from_disease = 1;
833 int weapon_weight = 0, weapon_speed = 0; 735 weight_t weapon_weight = 0;
736 int weapon_speed = 0;
834 int best_wc = 0, best_ac = 0, wc = 0, ac = 0; 737 int best_wc = 0, best_ac = 0, wc = 0, ac = 0;
835 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; 738 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS];
836 object *grace_obj = NULL, *mana_obj = NULL, *wc_obj = NULL, *tmp; 739 object *grace_obj = NULL, *mana_obj = NULL, *tmp;
740 float old_speed = speed;
741 int stat_sum [NUM_STATS];
742
743 MoveType move_type; // we use change_move_type to change it, so use a local copy
837 744
838 /* 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 */
839 if (type == PLAYER) 746 if (type == PLAYER)
840 { 747 {
748 contr->delayed_update = false;
749
841 for (i = 0; i < NUM_STATS; i++) 750 for (int i = 0; i < NUM_STATS; i++)
842 set_attr_value (&(stats), i, get_attr_value (&(contr->orig_stats), i)); 751 stat_sum [i] = contr->orig_stats.stat (i);
843 752
844 if (settings.spell_encumbrance == TRUE) 753 if (settings.spell_encumbrance == TRUE)
845 contr->encumbrance = 0; 754 contr->encumbrance = 0;
846 755
847 attacktype = 0; 756 attacktype = 0;
757
848 contr->digestion = 0; 758 contr->digestion = 0;
849 contr->gen_hp = 0; 759 contr->gen_hp = 0;
850 contr->gen_sp = 0; 760 contr->gen_sp = 0;
851 contr->gen_grace = 0; 761 contr->gen_grace = 0;
852 contr->gen_sp_armour = 10; 762 contr->gen_sp_armour = 10;
853 contr->item_power = 0; 763 contr->item_power = 0;
854
855 /* Don't clobber all the range_ values. range_golem otherwise
856 * gets reset for no good reason, and we don't want to reset
857 * range_magic (what spell is readied). These three below
858 * well get filled in based on what the player has equipped.
859 */
860 contr->ranges[range_bow] = NULL;
861 contr->ranges[range_misc] = NULL;
862 contr->ranges[range_skill] = NULL;
863 } 764 }
864 765
865 memcpy (body_used, body_info, sizeof (body_info)); 766 for (int i = NUM_BODY_LOCATIONS; i--; )
767 slot[i].used = slot[i].info;
866 768
867 slaying = 0; 769 slaying = 0;
868 770
869 if (!QUERY_FLAG (this, FLAG_WIZ)) 771 if (!this->flag [FLAG_WIZ])
870 {
871 CLEAR_FLAG (this, FLAG_XRAYS);
872 CLEAR_FLAG (this, FLAG_MAKE_INVIS);
873 } 772 {
773 this->clr_flag (FLAG_XRAYS);
774 this->clr_flag (FLAG_MAKE_INVIS);
775 }
874 776
875 CLEAR_FLAG (this, FLAG_LIFESAVE); 777 this->clr_flag (FLAG_LIFESAVE);
876 CLEAR_FLAG (this, FLAG_STEALTH); 778 this->clr_flag (FLAG_STEALTH);
877 CLEAR_FLAG (this, FLAG_BLIND); 779 this->clr_flag (FLAG_BLIND);
878 780
879 if (!QUERY_FLAG (&arch->clone, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL); 781 if (!arch->flag [FLAG_REFL_SPELL ]) this->clr_flag (FLAG_REFL_SPELL);
880 if (!QUERY_FLAG (&arch->clone, FLAG_REFL_MISSILE)) CLEAR_FLAG (this, FLAG_REFL_MISSILE); 782 if (!arch->flag [FLAG_REFL_MISSILE]) this->clr_flag (FLAG_REFL_MISSILE);
881 if (!QUERY_FLAG (&arch->clone, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD); 783 if (!arch->flag [FLAG_UNDEAD ]) this->clr_flag (FLAG_UNDEAD);
882 if (!QUERY_FLAG (&arch->clone, 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);
883 785
884 path_attuned = arch->clone.path_attuned; 786 path_attuned = arch->path_attuned;
885 path_repelled = arch->clone.path_repelled; 787 path_repelled = arch->path_repelled;
886 path_denied = arch->clone.path_denied; 788 path_denied = arch->path_denied;
887 glow_radius = arch->clone.glow_radius; 789 glow_radius = arch->glow_radius;
888 move_type = arch->clone.move_type; 790 move_type = arch->move_type;
889 chosen_skill = NULL;
890 791
891 /* initializing resistances from the values in player/monster's 792 /* initializing resistances from the values in player/monster's
892 * archetype clone 793 * archetype clone
893 */ 794 */
894 memcpy (&resist, &arch->clone.resist, sizeof (resist)); 795 memcpy (&resist, &arch->resist, sizeof (resist));
895 796
896 for (i = 0; i < NROFATTACKS; i++) 797 for (int i = 0; i < NROFATTACKS; i++)
897 { 798 {
898 if (resist[i] > 0) 799 if (resist[i] > 0)
899 prot[i] = resist[i], vuln[i] = 0; 800 prot[i] = resist[i], vuln[i] = 0;
900 else 801 else
901 vuln[i] = -(resist[i]), prot[i] = 0; 802 vuln[i] = -resist[i], prot[i] = 0;
803
902 potion_resist[i] = 0; 804 potion_resist[i] = -1000;
903 } 805 }
904 806
905 wc = arch->clone.stats.wc; 807 wc = arch->stats.wc;
906 stats.dam = arch->clone.stats.dam; 808 stats.dam = arch->stats.dam;
907 809
908 /* for players which cannot use armour, they gain AC -1 per 3 levels, 810 /* for players which cannot use armour, they gain AC -1 per 3 levels,
909 * plus a small amount of physical resist, those poor suckers. ;) 811 * plus a small amount of physical resist, those poor suckers. ;)
910 * 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 -
911 * 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,
912 * 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
913 * that their protection from physical goes down 815 * that their protection from physical goes down
914 */ 816 */
915 if (!QUERY_FLAG (this, FLAG_USE_ARMOUR) && type == PLAYER) 817 if (!this->flag [FLAG_USE_ARMOUR] && type == PLAYER)
916 { 818 {
917 ac = MAX (-10, arch->clone.stats.ac - level / 3); 819 ac = max (-10, arch->stats.ac - level / 3);
918 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;
919 } 821 }
920 else 822 else
921 ac = arch->clone.stats.ac; 823 ac = arch->stats.ac;
922 824
923 stats.luck = arch->clone.stats.luck; 825 stats.luck = arch->stats.luck;
924 speed = arch->clone.speed; 826 speed = arch->speed;
827
828 chosen_skill = 0;
925 829
926 /* 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.
927 * 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.
928 */ 832 */
929
930 for (tmp = inv; tmp; tmp = tmp->below) 833 for (tmp = inv; tmp; tmp = tmp->below)
931 { 834 {
932 /* See note in map.c:update_position about making this additive
933 * since light sources are never applied, need to put check here.
934 */
935 if (tmp->glow_radius > glow_radius)
936 glow_radius = tmp->glow_radius;
937
938 /* This happens because apply_potion calls change_abil with the potion 835 /* This happens because apply_potion calls change_abil with the potion
939 * applied so we can tell the player what chagned. But change_abil 836 * applied so we can tell the player what changed. But change_abil
940 * then calls this function. 837 * then calls this function.
941 */ 838 */
942 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION) 839 if (tmp->flag [FLAG_APPLIED] && tmp->type == POTION)
943 continue; 840 continue;
841
842 glow_radius += tmp->glow_radius;
944 843
945 /* For some things, we don't care what is equipped */ 844 /* For some things, we don't care what is equipped */
946 if (tmp->type == SKILL) 845 if (tmp->type == SKILL)
947 { 846 {
948 /* Want to take the highest skill here. */ 847 /* Want to take the highest skill here. */
961 else if (tmp->level > grace_obj->level) 860 else if (tmp->level > grace_obj->level)
962 grace_obj = tmp; 861 grace_obj = tmp;
963 } 862 }
964 } 863 }
965 864
966 /* Container objects are not meant to adjust a players, but other applied 865 /* Container objects are not meant to adjust players, but other applied
967 * objects need to make adjustments. 866 * objects need to make adjustments.
968 * This block should handle all player specific changes 867 * This block should handle all player specific changes
969 * 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
970 * in the praying skill, and the player should always get those. 869 * in the praying skill, and the player should always get those.
971 * 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,
972 * because the skill shouldn't count against body positions being used 871 * because the skill shouldn't count against body positions being used
973 * up, etc. 872 * up, etc.
974 */ 873 */
975 if ((QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type != CONTAINER && tmp->type != CLOSE_CON) || 874 if ((tmp->flag [FLAG_APPLIED]
875 && tmp->type != CONTAINER
876 && tmp->type != CLOSE_CON
877 && tmp->type != SPELL)
976 (tmp->type == SKILL && tmp->subtype == SK_PRAYING)) 878 || (tmp->type == SKILL && tmp->subtype == SK_PRAYING))
977 { 879 {
978 if (type == PLAYER) 880 if (type == PLAYER)
979 { 881 {
980 if (tmp->type == BOW) 882 contr->item_power += tmp->item_power;
981 contr->ranges[range_bow] = tmp;
982 883
983 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
984 contr->ranges[range_misc] = tmp;
985
986 for (i = 0; i < NUM_STATS; i++) 884 for (int i = 0; i < NUM_STATS; i++)
987 change_attr_value (&(stats), i, get_attr_value (&(tmp->stats), i)); 885 stat_sum [i] += tmp->stats.stat (i);
988 886
989 /* these are the items that currently can change digestion, regeneration, 887 if (digest_types [tmp->type])
990 * spell point recovery and mana point recovery. Seems sort of an arbitary
991 * list, but other items store other info into stats array.
992 */
993 if ((tmp->type == WEAPON) ||
994 (tmp->type == ARMOUR) || (tmp->type == HELMET) ||
995 (tmp->type == SHIELD) || (tmp->type == RING) ||
996 (tmp->type == BOOTS) || (tmp->type == GLOVES) ||
997 (tmp->type == AMULET) || (tmp->type == GIRDLE) ||
998 (tmp->type == BRACERS) || (tmp->type == CLOAK) ||
999 (tmp->type == DISEASE) || (tmp->type == FORCE) ||
1000 (tmp->type == SKILL))
1001 { 888 {
1002 contr->digestion += tmp->stats.food; 889 contr->digestion += tmp->stats.food;
1003 contr->gen_hp += tmp->stats.hp; 890 contr->gen_hp += tmp->stats.hp;
891 if (tmp->type != BOW) // ugly exception for bows
1004 contr->gen_sp += tmp->stats.sp; 892 contr->gen_sp += tmp->stats.sp;
1005 contr->gen_grace += tmp->stats.grace; 893 contr->gen_grace += tmp->stats.grace;
1006 contr->gen_sp_armour += tmp->gen_sp_armour; 894 contr->gen_sp_armour += tmp->gen_sp_armour;
1007 contr->item_power += tmp->item_power;
1008 } 895 }
1009 } /* if this is a player */ 896 } /* if this is a player */
897 else
898 {
899 if (tmp->type == WEAPON)
900 current_weapon = tmp;
901 }
1010 902
1011 /* Update slots used for items */ 903 /* Update slots used for items */
1012 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 904 if (tmp->flag [FLAG_APPLIED]) // exclude praying...
1013 for (i = 0; i < NUM_BODY_LOCATIONS; i++) 905 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
1014 body_used[i] += tmp->body_info[i]; 906 slot[i].used += tmp->slot[i].info;
1015 907
1016 if (tmp->type == SYMPTOM) 908 if (tmp->type == SYMPTOM)
909 min_it (speed_reduce_from_disease, tmp->last_sp ? tmp->last_sp / 100.f : 1.f);
910
911 /* Pos. and neg. protections are counted separate (-> pro/vuln).
912 * (Negative protections are calculated exactly like positive.)
913 * Resistance from potions are treated special as well. If there's
914 * more than one potion-effect, the bigger prot.-value is taken.
915 */
916 if (tmp->type == POTION_EFFECT)
917 for (int i = 0; i < NROFATTACKS; i++)
918 max_it (potion_resist[i], tmp->resist[i]);
919 else if (tmp->type != POTION)
920 for (int i = 0; i < NROFATTACKS; i++)
921 if (tmp->resist[i] > 0)
922 prot[i] += (100 - prot[i]) * tmp->resist[i] / 100;
923 else if (tmp->resist[i] < 0)
924 vuln[i] += (100 - vuln[i]) * -tmp->resist[i] / 100;
925
926 /* There may be other things that should not adjust the attacktype */
927 if (tmp->type != SYMPTOM)
1017 { 928 {
1018 speed_reduce_from_disease = tmp->last_sp / 100.0; 929 attacktype |= tmp->attacktype;
1019 if (speed_reduce_from_disease == 0) 930 path_attuned |= tmp->path_attuned;
1020 speed_reduce_from_disease = 1; 931 path_repelled |= tmp->path_repelled;
932 path_denied |= tmp->path_denied;
933 move_type |= tmp->move_type;
934 stats.luck += tmp->stats.luck;
1021 } 935 }
1022 936
1023 /* Pos. and neg. protections are counted seperate (-> pro/vuln). 937 flag |= tmp->flag & copy_flags;
1024 * (Negative protections are calculated extactly like positive.) 938
1025 * Resistance from potions are treated special as well. If there's 939 if (tmp->flag [FLAG_UNDEAD] && !arch->flag [FLAG_UNDEAD])
1026 * more than one potion-effect, the bigger prot.-value is taken. 940 this->set_flag (FLAG_UNDEAD);
1027 */ 941
1028 if (tmp->type != POTION) 942 //TODO: copy_flags?
943 if (tmp->flag [FLAG_MAKE_INVIS])
1029 { 944 {
1030 for (i = 0; i < NROFATTACKS; i++)
1031 {
1032 /* Potential for cursed potions, in which case we just can use
1033 * a straight MAX, as potion_resist is initialized to zero.
1034 */
1035 if (tmp->type == POTION_EFFECT)
1036 {
1037 if (potion_resist[i])
1038 potion_resist[i] = MAX (potion_resist[i], tmp->resist[i]);
1039 else
1040 potion_resist[i] = tmp->resist[i];
1041 }
1042 else if (tmp->resist[i] > 0)
1043 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100;
1044 else if (tmp->resist[i] < 0)
1045 vuln[i] += ((100 - vuln[i]) * (-tmp->resist[i])) / 100;
1046 }
1047 }
1048
1049 /* There may be other things that should not adjust the attacktype */
1050 if (tmp->type != BOW && tmp->type != SYMPTOM)
1051 attacktype |= tmp->attacktype;
1052
1053 path_attuned |= tmp->path_attuned;
1054 path_repelled |= tmp->path_repelled;
1055 path_denied |= tmp->path_denied;
1056 stats.luck += tmp->stats.luck;
1057 move_type |= tmp->move_type;
1058
1059 if (QUERY_FLAG (tmp, FLAG_LIFESAVE )) SET_FLAG (this, FLAG_LIFESAVE);
1060 if (QUERY_FLAG (tmp, FLAG_REFL_SPELL )) SET_FLAG (this, FLAG_REFL_SPELL);
1061 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE)) SET_FLAG (this, FLAG_REFL_MISSILE);
1062 if (QUERY_FLAG (tmp, FLAG_STEALTH )) SET_FLAG (this, FLAG_STEALTH);
1063 if (QUERY_FLAG (tmp, FLAG_XRAYS )) SET_FLAG (this, FLAG_XRAYS);
1064 if (QUERY_FLAG (tmp, FLAG_BLIND )) SET_FLAG (this, FLAG_BLIND);
1065 if (QUERY_FLAG (tmp, FLAG_SEE_IN_DARK )) SET_FLAG (this, FLAG_SEE_IN_DARK);
1066
1067 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (&arch->clone, FLAG_UNDEAD))
1068 SET_FLAG (this, FLAG_UNDEAD);
1069
1070 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS))
1071 {
1072 SET_FLAG (this, FLAG_MAKE_INVIS); 945 set_flag (FLAG_MAKE_INVIS);
1073 invisible = 1; 946 invisible = 1;
1074 } 947 }
1075 948
1076 if (tmp->stats.exp && tmp->type != SKILL) 949 if (tmp->stats.exp && tmp->type != SKILL)
1077 { 950 {
1078 if (tmp->stats.exp > 0) 951 if (tmp->stats.exp > 0)
1079 { 952 {
1080 added_speed += (float) tmp->stats.exp / 3.0; 953 added_speed += tmp->stats.exp / 3.f;
1081 bonus_speed += 1.0 + (float) tmp->stats.exp / 3.0; 954 bonus_speed += tmp->stats.exp / 3.f + 1.f;
1082 } 955 }
1083 else 956 else
1084 added_speed += (float) tmp->stats.exp; 957 added_speed += tmp->stats.exp;
1085 } 958 }
1086 959
1087 switch (tmp->type) 960 switch (tmp->type)
1088 { 961 {
1089 /* skills modifying the character -b.t. */
1090 /* for all skills and skill granting objects */
1091 case SKILL: 962 case SKILL:
1092 if (!QUERY_FLAG (tmp, FLAG_APPLIED)) 963 {
964 // some skills will end up here without counting as "applied"
965 if (!tmp->flag [FLAG_APPLIED] || skill_flags [tmp->subtype] & SF_AUTARK)
1093 break; 966 break;
1094 967
1095 if (IS_COMBAT_SKILL (tmp->subtype))
1096 wc_obj = tmp;
1097
1098 if (chosen_skill) 968 if (chosen_skill)
969 {
1099 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name); 970 LOG (llevDebug, "fix_player, op %s has multiple skills applied (%s and %s)\n",
971 &name, &chosen_skill->name, &tmp->name);
1100 972
973 tmp->flag [FLAG_APPLIED] = false;
974 update_stats ();
975 return;
976 }
977
1101 chosen_skill = tmp; 978 chosen_skill = tmp;
1102 979
1103 if (tmp->stats.dam > 0) 980 if (tmp->stats.dam > 0)
1104 { /* skill is a 'weapon' */ 981 { /* skill is a 'weapon' */
1105 if (!QUERY_FLAG (this, FLAG_READY_WEAPON)) 982 if (!this->flag [FLAG_READY_WEAPON])
1106 weapon_speed = (int) WEAPON_SPEED (tmp); 983 weapon_speed = max (0, WEAPON_SPEED (tmp));
1107 984
1108 if (weapon_speed < 0)
1109 weapon_speed = 0;
1110
1111 weapon_weight = tmp->weight; 985 weapon_weight = tmp->weight;
1112 stats.dam += tmp->stats.dam * (1 + (chosen_skill->level / 9)); 986 stats.dam += 1 + chosen_skill->level * tmp->stats.dam / 9;
1113 987
1114 if (tmp->magic) 988 if (tmp->magic)
1115 stats.dam += tmp->magic; 989 stats.dam += tmp->magic;
1116 } 990 }
1117 991
1118 if (tmp->stats.wc) 992 if (tmp->stats.wc)
1119 wc -= (tmp->stats.wc + tmp->magic); 993 wc -= tmp->stats.wc + tmp->magic;
1120 994
1121 if (tmp->slaying != NULL) 995 if (tmp->slaying)
1122 slaying = tmp->slaying; 996 slaying = tmp->slaying;
1123 997
1124 if (tmp->stats.ac) 998 if (tmp->stats.ac)
1125 ac -= (tmp->stats.ac + tmp->magic); 999 ac -= tmp->stats.ac + tmp->magic;
1126 1000
1127 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1001 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1128 contr->encumbrance += (int) 3 *tmp->weight / 1000; 1002 contr->encumbrance += weight_to_kg_approx (3 * tmp->weight);
1129
1130 if (type == PLAYER)
1131 contr->ranges[range_skill] = this;
1132
1133 break; 1003 }
1134 1004
1135 case SKILL_TOOL:
1136 if (chosen_skill)
1137 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name);
1138
1139 chosen_skill = tmp;
1140
1141 if (type == PLAYER)
1142 contr->ranges[range_skill] = this;
1143 break; 1005 break;
1144 1006
1145 case SHIELD: 1007 case SHIELD:
1146 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1008 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1147 contr->encumbrance += (int) tmp->weight / 2000; 1009 contr->encumbrance += weight_to_kg_approx (tmp->weight) >> 1;
1010 //FALLTHROUGH
1148 case RING: 1011 case RING:
1149 case AMULET: 1012 case AMULET:
1150 case GIRDLE: 1013 case GIRDLE:
1151 case HELMET: 1014 case HELMET:
1152 case BOOTS: 1015 case BOOTS:
1153 case GLOVES: 1016 case GLOVES:
1154 case CLOAK: 1017 case CLOAK:
1155 if (tmp->stats.wc) 1018 if (tmp->stats.wc)
1156 wc -= (tmp->stats.wc + tmp->magic); 1019 wc -= tmp->stats.wc + tmp->magic;
1157 1020
1158 if (tmp->stats.dam) 1021 if (tmp->stats.dam)
1159 stats.dam += (tmp->stats.dam + tmp->magic); 1022 stats.dam += tmp->stats.dam + tmp->magic;
1160 1023
1161 if (tmp->stats.ac) 1024 if (tmp->stats.ac)
1162 ac -= (tmp->stats.ac + tmp->magic); 1025 ac -= tmp->stats.ac + tmp->magic;
1163 1026
1164 break; 1027 break;
1165 1028
1029 case RANGED:
1030 case BOW:
1166 case WEAPON: 1031 case WEAPON:
1167 wc -= (tmp->stats.wc + tmp->magic); 1032 wc -= tmp->stats.wc + tmp->magic;
1168 1033
1169 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0) 1034 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0)
1170 ac -= tmp->stats.ac + tmp->magic; 1035 ac -= tmp->stats.ac + tmp->magic;
1171 1036
1172 stats.dam += (tmp->stats.dam + tmp->magic); 1037 stats.dam += tmp->stats.dam + tmp->magic;
1173 weapon_weight = tmp->weight; 1038 weapon_weight = tmp->weight;
1174 weapon_speed = ((int) WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2; 1039 weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2;
1175 1040
1176 if (weapon_speed < 0) 1041 if (weapon_speed < 0)
1177 weapon_speed = 0; 1042 weapon_speed = 0;
1178 1043
1179 slaying = tmp->slaying; 1044 slaying = tmp->slaying;
1045
1180 /* If there is desire that two handed weapons should do 1046 /* If there is desire that two handed weapons should do
1181 * extra strength damage, this is where the code should 1047 * extra strength damage, this is where the code should
1182 * go. 1048 * go.
1183 */ 1049 */
1184 current_weapon = tmp; 1050
1051 if (type == PLAYER)
1185 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1052 if (settings.spell_encumbrance)
1186 contr->encumbrance += (int) 3 *tmp->weight / 1000; 1053 contr->encumbrance += weight_to_kg_approx (3 * tmp->weight);
1187 1054
1188 break; 1055 break;
1189 1056
1190 case ARMOUR: /* Only the best of these three are used: */ 1057 case ARMOUR: /* Only the best of these three are used: */
1191 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1058 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1192 contr->encumbrance += (int) tmp->weight / 1000; 1059 contr->encumbrance += weight_to_kg_approx (tmp->weight);
1193 1060
1194 case BRACERS: 1061 case BRACERS:
1195 case FORCE: 1062 case FORCE:
1196 if (tmp->stats.wc) 1063 if (tmp->stats.wc)
1197 { 1064 {
1214 else /* To nullify the below effect */ 1081 else /* To nullify the below effect */
1215 ac += tmp->stats.ac + tmp->magic; 1082 ac += tmp->stats.ac + tmp->magic;
1216 } 1083 }
1217 1084
1218 if (tmp->stats.wc) 1085 if (tmp->stats.wc)
1219 wc -= (tmp->stats.wc + tmp->magic); 1086 wc -= tmp->stats.wc + tmp->magic;
1220 1087
1221 if (tmp->stats.ac) 1088 if (tmp->stats.ac)
1222 ac -= (tmp->stats.ac + tmp->magic); 1089 ac -= tmp->stats.ac + tmp->magic;
1223 1090
1224 if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.0 < max) 1091 if (ARMOUR_SPEED (tmp))
1225 max = ARMOUR_SPEED (tmp) / 10.0; 1092 min_it (max_speed, ARMOUR_SPEED (tmp) / 10.f);
1226 1093
1227 break; 1094 break;
1228 } /* switch tmp->type */ 1095 } /* switch tmp->type */
1229 } /* item is equipped */ 1096 } /* item is equipped */
1230 } /* for loop of items */ 1097 } /* for loop of items */
1231 1098
1099 min_it (glow_radius, MAX_LIGHT_RADIUS);
1100
1232 /* 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
1233 * have generated intermediate values which we now need to assign. 1102 * have generated intermediate values which we now need to assign.
1234 */ 1103 */
1235 1104
1236 /* 'total resistance = total protections - total vulnerabilities'. 1105 /* 'total resistance = total protections - total vulnerabilities'.
1237 * If there is an uncursed potion in effect, granting more protection 1106 * If there is an uncursed potion in effect, granting more protection
1238 * than that, we take: 'total resistance = resistance from potion'. 1107 * than that, we take: 'total resistance = resistance from potion'.
1239 * If there is a cursed (and no uncursed) potion in effect, we take 1108 * If there is a cursed (and no uncursed) potion in effect, we take
1240 * 'total resistance = vulnerability from cursed potion'. 1109 * 'total resistance = vulnerability from cursed potion'.
1241 */ 1110 */
1242 for (i = 0; i < NROFATTACKS; i++) 1111 for (int i = 0; i < NROFATTACKS; i++)
1243 { 1112 {
1244 resist[i] = prot[i] - vuln[i]; 1113 resist[i] = prot[i] - vuln[i];
1245 1114
1246 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]))
1247 resist[i] = potion_resist[i]; 1117 resist[i] = potion_resist[i];
1248 } 1118 }
1249 1119
1250 /* Figure out the players sp/mana/hp totals. */
1251 if (type == PLAYER) 1120 if (type == PLAYER)
1252 { 1121 {
1122 // clamp various player stats
1123 for (int i = 0; i < NUM_STATS; ++i)
1124 stats.stat (i) = stat_sum [i];
1125
1126 check_stat_bounds (&stats);
1127
1128 contr->digestion = clamp (contr->digestion, MIN_DIGESTION, MAX_DIGESTION);
1129
1130 /* Figure out the players sp/mana/hp totals. */
1253 int pl_level; 1131 int pl_level;
1254 1132
1255 check_stat_bounds (&(stats));
1256 pl_level = level;
1257
1258 if (pl_level < 1)
1259 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! */
1260 1134
1261 /* 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,
1262 * 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.
1263 */ 1137 */
1264 for (i = 1, stats.maxhp = 0; i <= pl_level && i <= 10; i++) 1138 stats.maxhp = 0;
1139 for (int i = 1; i <= min (10, pl_level); i++)
1265 { 1140 {
1266 j = contr->levhp[i] + con_bonus[stats.Con] / 2; 1141 int j = contr->levhp[i] + con_bonus[stats.Con] / 2;
1267 1142
1268 if (i % 2 && con_bonus[stats.Con] % 2) 1143 if (i % 2 && con_bonus[stats.Con] % 2)
1269 {
1270 if (con_bonus[stats.Con] > 0) 1144 if (con_bonus[stats.Con] > 0)
1271 j++; 1145 j++;
1272 else 1146 else
1273 j--; 1147 j--;
1274 }
1275 1148
1276 stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */ 1149 stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */
1277 } 1150 }
1278 1151
1279 for (i = 11; i <= level; i++) 1152 stats.maxhp += 2 * max (0, level - 10);
1280 stats.maxhp += 2;
1281 1153
1282 if (stats.hp > stats.maxhp) 1154 if (stats.hp > stats.maxhp)
1283 stats.hp = stats.maxhp; 1155 stats.hp = stats.maxhp;
1284 1156
1285 /* Sp gain is controlled by the level of the player's 1157 /* Sp gain is controlled by the level of the player's
1286 * relevant experience object (mana_obj, see above) 1158 * relevant experience object (mana_obj, see above)
1287 */ 1159 */
1288 /* following happen when skills system is not used */ 1160 /* following happen when skills system is not used */
1289 if (!mana_obj) 1161 if (!mana_obj)
1290 mana_obj = this; 1162 mana_obj = this;
1291 1163
1298 1170
1299 if (mana_obj == this && type == PLAYER) 1171 if (mana_obj == this && type == PLAYER)
1300 stats.maxsp = 1; 1172 stats.maxsp = 1;
1301 else 1173 else
1302 { 1174 {
1303 sp_tmp = 0.0; 1175 float sp_tmp = 0.f;
1304 1176
1305 for (i = 1; i <= mana_obj->level && i <= 10; i++) 1177 for (int i = 1; i <= min (10, mana_obj->level); i++)
1306 { 1178 {
1307 float stmp; 1179 float stmp;
1308 1180
1309 /* Got some extra bonus at first level */ 1181 /* Got some extra bonus at first level */
1310 if (i < 2) 1182 if (i < 2)
1311 stmp = contr->levsp[i] + ((2.0 * (float) sp_bonus[stats.Pow] + (float) sp_bonus[stats.Int]) / 6.0); 1183 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 6.f;
1312 else 1184 else
1313 stmp = (float) contr->levsp[i] + (2.0 * (float) sp_bonus[stats.Pow] + (float) sp_bonus[stats.Int]) / 12.0; 1185 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 12.f;
1314 1186
1315 if (stmp < 1.0)
1316 stmp = 1.0;
1317
1318 sp_tmp += stmp; 1187 sp_tmp += max (1.f, stmp);
1319 } 1188 }
1320 1189
1321 stats.maxsp = (int) sp_tmp; 1190 stats.maxsp = int (sp_tmp) + 2 * max (0, mana_obj->level - 10);
1322
1323 for (i = 11; i <= mana_obj->level; i++)
1324 stats.maxsp += 2;
1325 } 1191 }
1192
1326 /* Characters can get their sp supercharged via rune of transferrance */ 1193 /* Characters can get their sp supercharged via rune of transferrance */
1327 if (stats.sp > stats.maxsp * 2) 1194 stats.sp = min (stats.sp, stats.maxsp * 2);
1328 stats.sp = stats.maxsp * 2;
1329 1195
1330 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */ 1196 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */
1331 if (!grace_obj || !grace_obj->level || type != PLAYER) 1197 if (!grace_obj || !grace_obj->level || type != PLAYER)
1332 grace_obj = this; 1198 grace_obj = this;
1333 1199
1338 /* store grace in a float - this way, the divisions below don't create 1204 /* store grace in a float - this way, the divisions below don't create
1339 * big jumps when you go from level to level - with int's, it then 1205 * big jumps when you go from level to level - with int's, it then
1340 * becomes big jumps when the sums of the bonuses jump to the next 1206 * becomes big jumps when the sums of the bonuses jump to the next
1341 * step of 8 - with floats, even fractional ones are useful. 1207 * step of 8 - with floats, even fractional ones are useful.
1342 */ 1208 */
1343 sp_tmp = 0.0; 1209 float sp_tmp = 0.f;
1344 for (i = 1, stats.maxgrace = 0; i <= grace_obj->level && i <= 10; i++) 1210
1211 for (int i = 1; i <= min (10, grace_obj->level); i++)
1345 { 1212 {
1346 float grace_tmp = 0.0; 1213 float grace_tmp = 0.f;
1347 1214
1348 /* Got some extra bonus at first level */ 1215 /* Got some extra bonus at first level */
1349 if (i < 2) 1216 if (i < 2)
1350 grace_tmp = contr->levgrace[i] + (((float) grace_bonus[stats.Pow] + 1217 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 6.f;
1351 2.0 * (float) grace_bonus[stats.Wis]) / 6.0);
1352 else 1218 else
1353 grace_tmp = (float) contr->levgrace[i]
1354 + ((float) grace_bonus[stats.Pow] + 2.0 * (float) grace_bonus[stats.Wis]) / 12.0; 1219 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 12.f;
1355 1220
1356 if (grace_tmp < 1.0)
1357 grace_tmp = 1.0;
1358
1359 sp_tmp += grace_tmp; 1221 sp_tmp += max (1.f, grace_tmp);
1360 } 1222 }
1361 1223
1362 stats.maxgrace = (int) sp_tmp;
1363
1364 /* two grace points per level after 11 */ 1224 /* two grace points per level after 10 */
1365 for (i = 11; i <= grace_obj->level; i++) 1225 stats.maxgrace = int (sp_tmp) + 2 * max (0, grace_obj->level - 10);
1366 stats.maxgrace += 2;
1367 } 1226 }
1227
1368 /* No limit on grace vs maxgrace */ 1228 /* No limit on grace vs maxgrace */
1369 1229
1370 if (contr->braced) 1230 if (contr->braced)
1371 { 1231 {
1372 ac += 2; 1232 ac += 2;
1373 wc += 4; 1233 wc += 4;
1374 } 1234 }
1375 else 1235 else
1376 ac -= dex_bonus[stats.Dex]; 1236 ac -= dex_bonus[stats.Dex];
1377 1237
1378 /* In new exp/skills system, wc bonuses are related to 1238 /* In new exp/skills system, wc bonuses are related to
1379 * the players level in a relevant exp object (wc_obj) 1239 * the players level in a relevant exp object (wc_obj)
1380 * not the general player level -b.t. 1240 * not the general player level -b.t.
1381 * I changed this slightly so that wc bonuses are better 1241 * I changed this slightly so that wc bonuses are better
1382 * than before. This is to balance out the fact that 1242 * than before. This is to balance out the fact that
1383 * the player no longer gets a personal weapon w/ 1 1243 * the player no longer gets a personal weapon w/ 1
1384 * improvement every level, now its fighterlevel/5. So 1244 * improvement every level, now its fighterlevel/5. So
1385 * we give the player a bonus here in wc and dam 1245 * we give the player a bonus here in wc and dam
1386 * to make up for the change. Note that I left the 1246 * to make up for the change. Note that I left the
1387 * monster bonus the same as before. -b.t. 1247 * monster bonus the same as before. -b.t.
1388 */ 1248 */
1249 object *wc_obj = chosen_skill;
1389 1250
1390 if (type == PLAYER && wc_obj && wc_obj->level > 1) 1251 if (contr && wc_obj && wc_obj->level > 1)
1391 { 1252 {
1392 wc -= (wc_obj->level + thaco_bonus[stats.Str]); 1253 wc -= wc_obj->level + thaco_bonus[stats.Str];
1254
1393 for (i = 1; i < wc_obj->level; i++) 1255 for (int i = 1; i < wc_obj->level; i++)
1394 { 1256 {
1395 /* addtional wc every 6 levels */ 1257 /* additional wc every 6 levels */
1396 if (!(i % 6)) 1258 if (!(i % 6))
1397 wc--; 1259 wc--;
1260
1398 /* addtional dam every 4 levels. */ 1261 /* additional dam every 4 levels. */
1399 if (!(i % 4) && (dam_bonus[stats.Str] >= 0)) 1262 if (!(i % 4) && dam_bonus[stats.Str] >= 0)
1400 stats.dam += (1 + (dam_bonus[stats.Str] / 5)); 1263 stats.dam += 1 + dam_bonus[stats.Str] / 5;
1401 } 1264 }
1402 } 1265 }
1403 else 1266 else
1404 wc -= (level + thaco_bonus[stats.Str]); 1267 wc -= level + thaco_bonus[stats.Str];
1405 1268
1406 stats.dam += dam_bonus[stats.Str]; 1269 stats.dam += dam_bonus[stats.Str];
1407 1270
1408 if (stats.dam < 1) 1271 if (stats.dam < 1)
1409 stats.dam = 1; 1272 stats.dam = 1;
1410 1273
1411 speed = 1.0 + speed_bonus[stats.Dex]; 1274 speed = 1.f + speed_bonus[stats.Dex];
1412 1275
1413 if (settings.search_items && contr->search_str[0]) 1276 if (settings.search_items && contr->search_str[0])
1414 speed -= 1; 1277 speed -= 1;
1415
1416 if (attacktype == 0)
1417 attacktype = arch->clone.attacktype;
1418
1419 } /* End if player */ 1278 } /* End if player */
1420 1279
1421 if (added_speed >= 0) 1280 if (added_speed >= 0)
1422 speed += added_speed / 10.0; 1281 speed += added_speed / 10.f;
1423 else /* Something wrong here...: */ 1282 else /* Something wrong here...: */
1424 speed /= (float) (1.0 - added_speed); 1283 speed /= 1.f - added_speed;
1425 1284
1426 /* Max is determined by armour */ 1285 /* Max is determined by armour */
1427 if (speed > max) 1286 speed = min (speed, max_speed);
1428 speed = max;
1429 1287
1430 if (type == PLAYER) 1288 if (type == PLAYER)
1431 { 1289 {
1432 /* 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)
1433 * or below (negative number) that the player is carrying. If above 1291 * or below (negative number) that the player is carrying. If above
1434 * weight limit, then player suffers a speed reduction based on how 1292 * weight limit, then player suffers a speed reduction based on how
1435 * much above he is, and what is max carry is 1293 * much above he is, and what is max carry is
1436 */ 1294 */
1437 f = (carrying / 1000) - max_carry[stats.Str]; 1295 float f = (sint32)weight_to_kg_approx (carrying) - max_carry[stats.Str];
1438 if (f > 0) 1296 if (f > 0.f)
1439 speed = speed / (1.0 + f / max_carry[stats.Str]); 1297 speed /= (1.f + f / max_carry[stats.Str]);
1440 } 1298 }
1441 1299
1442 speed += bonus_speed / 10.0; /* Not affected by limits */ 1300 speed += bonus_speed / 10.f; /* Not affected by limits */
1301 speed *= speed_reduce_from_disease;
1443 1302
1444 /* 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
1445 * 100 ticks or so. This amounts to once every 12 seconds of realtime. 1304 * 25 ticks or so. This amounts to once every 3 seconds of realtime.
1446 */ 1305 */
1447 speed = speed * speed_reduce_from_disease; 1306 max_it (speed, is_player () ? MIN_PLAYER_SPEED : MIN_ACTIVE_SPEED);
1448 1307
1449 if (speed < 0.01 && type == PLAYER) 1308 if (speed != old_speed)
1450 speed = 0.01; 1309 set_speed (speed);
1451 1310
1452 if (type == PLAYER) 1311 if (type == PLAYER)
1453 { 1312 {
1454 float M, W, s, D, K, S, M2;
1455
1456 /* (This formula was made by vidarl@ifi.uio.no) 1313 /* (This formula was made by vidarl@ifi.uio.no)
1457 * Note that we never used these values again - basically 1314 * Note that we never used these values again - basically
1458 * all of these could be subbed into one big equation, but 1315 * all of these could be subbed into one big equation, but
1459 * that would just be a real pain to read. 1316 * that would just be a real pain to read.
1460 */ 1317 */
1461 M = (max_carry[stats.Str] - 121) / 121.0; 1318 float M = (max_carry[stats.Str] - 121) / 121.f;
1462 M2 = max_carry[stats.Str] / 100.0; 1319 float M2 = max_carry[stats.Str] / 100.f;
1463 W = weapon_weight / 20000.0; 1320 float W = weapon_weight / 20000.f;
1464 s = 2 - weapon_speed / 10.0; 1321 float s = (20 - weapon_speed) / 10.f;
1465 D = (stats.Dex - 14) / 14.0; 1322 float D = (stats.Dex - 14) / 14.f;
1466 K = 1 + M / 3.0 - W / (3 * M2) + speed / 5.0 + D / 2.0; 1323 float K = 1 + M / 3.f - W / (3 * M2) + speed / 5.f + D / 2.f;
1324
1467 K *= (4 + level) / (float) (6 + level) * 1.2; 1325 K *= (4 + level) * 1.2f / (6 + level);
1326
1468 if (K <= 0) 1327 if (K <= 0.01f)
1469 K = 0.01; 1328 K = 0.01f;
1470 S = speed / (K * s); 1329
1471 contr->weapon_sp = S; 1330 contr->weapon_sp = K * s * .5f; //TODO: balance the .5
1472 } 1331 }
1473 1332
1474 /* I want to limit the power of small monsters with big weapons: */ 1333 /* I want to limit the power of small monsters with big weapons: */
1475 if (type != PLAYER && arch != NULL && stats.dam > arch->clone.stats.dam * 3) 1334 if (type != PLAYER && arch && stats.dam > arch->stats.dam * 3)
1476 stats.dam = arch->clone.stats.dam * 3; 1335 stats.dam = arch->stats.dam * 3;
1477 1336
1478 /* Prevent overflows of wc - best you can get is ABS(120) - this 1337 stats.wc = clamp (wc, MIN_WC, MAX_WC);
1479 * should be more than enough - remember, AC is also in 8 bits, 1338 stats.ac = clamp (ac, MIN_AC, MAX_AC);
1480 * so its value is the same.
1481 */
1482 if (wc > 120)
1483 wc = 120;
1484 else if (wc < -120)
1485 wc = -120;
1486
1487 stats.wc = wc;
1488
1489 if (ac > 120)
1490 ac = 120;
1491 else if (ac < -120)
1492 ac = -120;
1493
1494 stats.ac = ac;
1495 1339
1496 /* if for some reason the creature doesn't have any move type, 1340 /* if for some reason the creature doesn't have any move type,
1497 * give them walking as a default. 1341 * give them walking as a default.
1498 * The second case is a special case - to more closely mimic the 1342 * The second case is a special case - to more closely mimic the
1499 * old behaviour - if your flying, your not walking - just 1343 * old behaviour - if your flying, your not walking - just
1502 if (move_type == 0) 1346 if (move_type == 0)
1503 move_type = MOVE_WALK; 1347 move_type = MOVE_WALK;
1504 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) 1348 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH))
1505 move_type &= ~MOVE_WALK; 1349 move_type &= ~MOVE_WALK;
1506 1350
1507 update_ob_speed (this); 1351 // now apply the new move_type
1352 if (this->move_type != move_type)
1353 change_move_type (move_type);
1508 1354
1509 /* 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,
1510 * so we will check that now. 1356 * so we will check that now.
1511 */ 1357 */
1512 if (type == PLAYER) 1358 if (is_player ())
1513 { 1359 contr->update_spells ();
1514 esrv_update_stats (contr); 1360
1515 esrv_update_spells (contr); 1361 // update the mapspace, if we are on a map
1362 if (!flag [FLAG_REMOVED] && map)
1363 map->at (x, y).flags_ = 0;
1364}
1365
1366void
1367object::set_glow_radius (sint8 rad)
1368{
1369 glow_radius = rad;
1370
1371 if (is_on_map ())
1372 update_all_los (map, x, y);
1373 else if (object *env = outer_env ())
1516 } 1374 {
1517} 1375 env->update_stats ();
1518 1376
1519/* 1377 if (env->is_on_map ())
1520 * Returns true if the given player is a legal class. 1378 update_all_los (env->map, env->x, env->y);
1521 * The function to add and remove class-bonuses to the stats doesn't 1379 }
1522 * check if the stat becomes negative, thus this function
1523 * merely checks that all stats are 1 or more, and returns
1524 * false otherwise.
1525 */
1526int
1527allowed_class (const object *op)
1528{
1529 return op->stats.Dex > 0 && op->stats.Str > 0 && op->stats.Con > 0 &&
1530 op->stats.Int > 0 && op->stats.Wis > 0 && op->stats.Pow > 0 && op->stats.Cha > 0;
1531} 1380}
1532 1381
1533/* 1382/*
1534 * set the new dragon name after gaining levels or 1383 * set the new dragon name after gaining levels or
1535 * changing ability focus (later this can be extended to 1384 * changing ability focus (later this can be extended to
1536 * eventually change the player's face and animation) 1385 * eventually change the player's face and animation)
1537 *
1538 * Note that the title is written to 'own_title' in the
1539 * player struct. This should be changed to 'ext_title'
1540 * as soon as clients support this!
1541 * Please, anyone, write support for 'ext_title'.
1542 */ 1386 */
1543void 1387void
1544set_dragon_name (object *pl, const object *abil, const object *skin) 1388set_dragon_name (object *pl, const object *abil, const object *skin)
1545{ 1389{
1546 int atnr = -1; /* attacknumber of highest level */ 1390 int atnr = -1; /* attacknumber of highest level */
1564 /* 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,
1565 or else at random */ 1409 or else at random */
1566 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)
1567 atnr = abil->stats.exp; 1411 atnr = abil->stats.exp;
1568 1412
1569 level = (int) (level / 5.);
1570
1571 /* now set the new title */ 1413 /* now set the new title */
1572 if (pl->contr != NULL)
1573 {
1574 if (level == 0)
1575 sprintf (pl->contr->title, "%s hatchling", attacks[atnr]); 1414 if (level < 25) sprintf (pl->contr->title, "%s hatchling", attacks[atnr]);
1576 else if (level == 1)
1577 sprintf (pl->contr->title, "%s wyrm", attacks[atnr]); 1415 else if (level < 50) sprintf (pl->contr->title, "%s wyrm" , attacks[atnr]);
1578 else if (level == 2)
1579 sprintf (pl->contr->title, "%s wyvern", attacks[atnr]); 1416 else if (level < 75) sprintf (pl->contr->title, "%s wyvern" , attacks[atnr]);
1580 else if (level == 3)
1581 sprintf (pl->contr->title, "%s dragon", attacks[atnr]); 1417 else if (level < 100) sprintf (pl->contr->title, "%s dragon" , attacks[atnr]);
1582 else 1418 else
1583 { 1419 {
1584 /* special titles for extra high resistance! */ 1420 /* special titles for extra high resistance! */
1585 if (skin->resist[atnr] > 80)
1586 sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]); 1421 if (skin->resist[atnr] > 80) sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]);
1587 else if (skin->resist[atnr] > 50)
1588 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]);
1589 else
1590 sprintf (pl->contr->title, "big %s dragon", attacks[atnr]); 1423 else sprintf (pl->contr->title, "big %s dragon" , attacks[atnr]);
1591 }
1592 } 1424 }
1593 1425
1594 strcpy (pl->contr->own_title, ""); 1426 strcpy (pl->contr->own_title, "");
1595} 1427}
1596 1428
1597/* 1429/*
1598 * This function is called when a dragon-player gains 1430 * This function is called when a dragon-player gains
1599 * an overall level. Here, the dragon might gain new abilities 1431 * an overall level. Here, the dragon might gain new abilities
1600 * or change the ability-focus. 1432 * or change the ability-focus.
1601 */ 1433 */
1602void 1434static void
1603dragon_level_gain (object *who) 1435dragon_level_gain (object *who)
1604{ 1436{
1605 object *abil = NULL; /* pointer to dragon ability force */ 1437 object *abil = NULL; /* pointer to dragon ability force */
1606 object *skin = NULL; /* pointer to dragon skin force */ 1438 object *skin = NULL; /* pointer to dragon skin force */
1607 object *tmp = NULL; /* tmp. object */ 1439 object *tmp = NULL; /* tmp. object */
1608 char buf[MAX_BUF]; /* tmp. string buffer */ 1440 char buf[MAX_BUF]; /* tmp. string buffer */
1609 1441
1610 /* now grab the 'dragon_ability'-forces from the player's inventory */ 1442 /* now grab the 'dragon_ability'-forces from the player's inventory */
1611 for (tmp = who->inv; tmp != NULL; tmp = tmp->below) 1443 for (tmp = who->inv; tmp; tmp = tmp->below)
1612 {
1613 if (tmp->type == FORCE) 1444 if (tmp->type == FORCE)
1614 { 1445 if (tmp->arch->archname == shstr_dragon_ability_force)
1615 if (strcmp (tmp->arch->name, "dragon_ability_force") == 0)
1616 abil = tmp; 1446 abil = tmp;
1617 if (strcmp (tmp->arch->name, "dragon_skin_force") == 0) 1447 else if (tmp->arch->archname == shstr_dragon_skin_force)
1618 skin = tmp; 1448 skin = tmp;
1619 } 1449
1620 }
1621 /* if the force is missing -> bail out */ 1450 /* if the force is missing -> bail out */
1622 if (abil == NULL) 1451 if (abil == NULL)
1623 return; 1452 return;
1624 1453
1625 /* The ability_force keeps track of maximum level ever achieved. 1454 /* The ability_force keeps track of maximum level ever achieved.
1626 * New abilties can only be gained by surpassing this max level 1455 * New abilties can only be gained by surpassing this max level
1627 */ 1456 */
1628 if (who->level > abil->level) 1457 if (who->level > abil->level)
1629 { 1458 {
1630 /* increase our focused ability */ 1459 /* increase our focused ability */
1631 abil->resist[abil->stats.exp]++; 1460 abil->resist[abil->stats.exp]++;
1666 object *skill_obj; 1495 object *skill_obj;
1667 1496
1668 skill_obj = get_archetype_by_skill_name (skill_name, SKILL); 1497 skill_obj = get_archetype_by_skill_name (skill_name, SKILL);
1669 if (!skill_obj) 1498 if (!skill_obj)
1670 { 1499 {
1671 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);
1672 return NULL; 1501 return NULL;
1673 } 1502 }
1503
1674 /* clear the flag - exp goes into this bucket, but player 1504 /* clear the flag - exp goes into this bucket, but player
1675 * still doesn't know it. 1505 * still doesn't know it.
1676 */ 1506 */
1677 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL); 1507 skill_obj->clr_flag (FLAG_CAN_USE_SKILL);
1678 skill_obj->stats.exp = 0; 1508 skill_obj->stats.exp = 0;
1679 skill_obj->level = 1; 1509 skill_obj->level = 1;
1680 insert_ob_in_ob (skill_obj, op); 1510 op->insert (skill_obj);
1681 if (op->contr) 1511
1682 { 1512 if (player *pl = op->contr)
1683 op->contr->last_skill_ob[skill_obj->subtype] = skill_obj; 1513 pl->link_skills ();
1684 op->contr->last_skill_exp[skill_obj->subtype] = -1; 1514
1685 }
1686 return skill_obj; 1515 return skill_obj;
1687} 1516}
1688
1689 1517
1690/* 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
1691 * whether the player gets more hp, sp and new levels. 1519 * whether the player gets more hp, sp and new levels.
1692 * Note this this function should only be called for players. Monstes 1520 * Note this this function should only be called for players. Monstes
1693 * don't really gain levels 1521 * don't really gain levels
1696 */ 1524 */
1697void 1525void
1698player_lvl_adj (object *who, object *op) 1526player_lvl_adj (object *who, object *op)
1699{ 1527{
1700 char buf[MAX_BUF]; 1528 char buf[MAX_BUF];
1529 bool changed = false;
1701 1530
1702 if (!op) /* when rolling stats */ 1531 if (!op) /* when rolling stats */
1703 op = who; 1532 op = who;
1704 1533
1705 if (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul)) 1534 while (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul))
1706 { 1535 {
1536 changed = true;
1537
1707 op->level++; 1538 op->level++;
1708 1539
1709 if (op != NULL && op == who && op->stats.exp > 1 && is_dragon_pl (who)) 1540 if (op && op == who && op->stats.exp > 1 && who->is_dragon ())
1710 dragon_level_gain (who); 1541 dragon_level_gain (who);
1711 1542
1712 /* 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 */
1713 if (op == who && (who->level < 11) && who->type == PLAYER) 1544 if (op == who && (who->level < 11) && who->type == PLAYER)
1714 { 1545 {
1715 who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1; 1546 who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1;
1716 who->contr->levsp[who->level] = die_roll (2, 3, who, PREFER_HIGH); 1547 who->contr->levsp[who->level] = die_roll (2, 3, who, PREFER_HIGH);
1717 who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1; 1548 who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1;
1718 } 1549 }
1719 1550
1720 who->update_stats ();
1721 if (op->level > 1) 1551 if (op->level > 1)
1722 { 1552 {
1723 if (op->type != PLAYER) 1553 if (op->type != PLAYER)
1554 {
1555 who->contr->play_sound (sound_find ("skill_up"));
1724 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); 1556 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1557 }
1725 else 1558 else
1559 {
1560 who->contr->play_sound (sound_find ("level_up"));
1726 sprintf (buf, "You are now level %d.", op->level); 1561 sprintf (buf, "You are now level %d.", op->level);
1562 }
1563
1727 if (who) 1564 if (who)
1728 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); 1565 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1729 } 1566 }
1730 player_lvl_adj (who, op); /* To increase more levels */
1731 } 1567 }
1568
1732 else if (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul)) 1569 while (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul))
1733 { 1570 {
1571 changed = true;
1572
1734 op->level--; 1573 op->level--;
1735 who->update_stats (); 1574
1736 if (op->type != PLAYER) 1575 if (op->type != PLAYER)
1737 { 1576 {
1738 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); 1577 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1739 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); 1578 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1740 } 1579 }
1741 player_lvl_adj (who, op); /* To decrease more levels */
1742 } 1580 }
1743 1581
1744 /* check if the spell data has changed */ 1582 if (changed)
1745 esrv_update_stats (who->contr); 1583 who->update_stats (); // should cause esrv_update_stats and esrv_update_spells
1746 esrv_update_spells (who->contr);
1747} 1584}
1748 1585
1749/* 1586/*
1750 * Returns how much experience is needed for a player to become 1587 * Returns how much experience is needed for a player to become
1751 * the given level. level should really never exceed max_level 1588 * the given level. level should really never exceed max_level
1752 */ 1589 */
1753 1590
1754sint64 1591sint64
1755level_exp (int level, double expmul) 1592level_exp (int level, double expmul)
1756{ 1593{
1757 if (level > settings.max_level) 1594 return expmul * level_to_min_exp (level);
1758 return (sint64) (expmul * levels[settings.max_level]);
1759 return (sint64) (expmul * levels[level]);
1760} 1595}
1761 1596
1762/* 1597/*
1763 * 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.
1764 * 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
1770calc_perm_exp (object *op) 1605calc_perm_exp (object *op)
1771{ 1606{
1772 int p_exp_min; 1607 int p_exp_min;
1773 1608
1774 /* Ensure that our permanent experience minimum is met. 1609 /* Ensure that our permanent experience minimum is met.
1775 * permenent_exp_ratio is an integer percentage, we divide by 100 1610 * permenent_exp_ratio is an integer percentage, we divide by 100
1776 * to get the fraction */ 1611 * to get the fraction */
1777 p_exp_min = (int) (settings.permanent_exp_ratio * (float) (op->stats.exp) / 100); 1612 p_exp_min = (int) (settings.permanent_exp_ratio * (float) (op->stats.exp) / 100);
1778 1613
1779 if (op->perm_exp < p_exp_min) 1614 if (op->perm_exp < p_exp_min)
1780 op->perm_exp = p_exp_min; 1615 op->perm_exp = p_exp_min;
1792 * NULL, in which case exp increases the players general 1627 * NULL, in which case exp increases the players general
1793 * total, but not any particular skill. 1628 * total, but not any particular skill.
1794 * 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:
1795 */ 1630 */
1796static void 1631static void
1797add_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)
1798{ 1633{
1799 object *skill_obj = NULL; 1634 object *skill_obj;
1800 sint64 limit, exp_to_add; 1635 sint64 limit, exp_to_add;
1801 int i;
1802 1636
1803 /* prevents some forms of abuse. */ 1637 /* prevents some forms of abuse. */
1804 if (op->contr->braced) 1638 if (op->contr->braced)
1805 exp = exp / 5; 1639 exp /= 5;
1806 1640
1807 /* Try to find the matching skill. 1641 /* Try to find the matching skill.
1808 * 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
1809 * chosen_skill. This means we don't need to search through 1643 * chosen_skill. This means we don't need to search through
1810 * the players inventory. 1644 * the players inventory.
1811 */ 1645 */
1646 skill_obj = 0;
1647
1812 if (skill_name) 1648 if (skill_name)
1813 { 1649 {
1814 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);
1815 skill_obj = op->chosen_skill;
1816 else
1817 {
1818 for (i = 0; i < NUM_SKILLS; i++)
1819 if (op->contr->last_skill_ob[i] && !strcmp (op->contr->last_skill_ob[i]->skill, skill_name))
1820 {
1821 skill_obj = op->contr->last_skill_ob[i];
1822 break;
1823 }
1824 1651
1825 /* 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
1826 * it to the player if necessary 1653 * it to the player if necessary
1827 */ 1654 */
1828 if (!skill_obj) 1655 if (!skill_obj)
1829 { 1656 {
1830 if (flag == SK_EXP_NONE) 1657 if (flag == SK_EXP_NONE)
1831 return; 1658 return;
1659
1832 else if (flag == SK_EXP_ADD_SKILL) 1660 if (flag == SK_EXP_ADD_SKILL)
1833 give_skill_by_name (op, skill_name); 1661 skill_obj = give_skill_by_name (op, skill_name);
1834 }
1835 } 1662 }
1836 } 1663 }
1837 1664
1838 if (flag != SK_EXP_SKILL_ONLY) 1665 if (flag != SK_EXP_SKILL_ONLY)
1839 { 1666 {
1840 /* Basically, you can never gain more experience in one shot 1667 /* Basically, you can never gain more experience in one shot
1841 * than half what you need to gain for next level. 1668 * than half what you need to gain for next level.
1842 */ 1669 */
1843 exp_to_add = exp; 1670 exp_to_add = exp;
1844 limit = (levels[op->level + 1] - levels[op->level]) / 2; 1671 limit = (levels [op->level + 1] - levels [op->level]) / 2;
1845 if (exp_to_add > limit) 1672 if (exp_to_add > limit)
1846 exp_to_add = limit; 1673 exp_to_add = limit;
1847 1674
1848 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)));
1849 if (settings.permanent_exp_ratio) 1676 if (settings.permanent_exp_ratio)
1856 } 1683 }
1857 1684
1858 if (skill_obj) 1685 if (skill_obj)
1859 { 1686 {
1860 exp_to_add = exp; 1687 exp_to_add = exp;
1861 limit = (levels[skill_obj->level + 1] - levels[skill_obj->level]) / 2; 1688 limit = (levels [skill_obj->level + 1] - levels [skill_obj->level]) / 2;
1862 if (exp_to_add > limit) 1689 if (exp_to_add > limit)
1863 exp_to_add = limit; 1690 exp_to_add = limit;
1864 1691
1865 ADD_EXP (skill_obj->stats.exp, exp_to_add); 1692 ADD_EXP (skill_obj->stats.exp, exp_to_add);
1866 if (settings.permanent_exp_ratio) 1693 if (settings.permanent_exp_ratio)
1872 player_lvl_adj (op, skill_obj); 1699 player_lvl_adj (op, skill_obj);
1873 } 1700 }
1874} 1701}
1875 1702
1876/* This function checks to make sure that object 'op' can 1703/* This function checks to make sure that object 'op' can
1877 * lost 'exp' experience. It returns the amount of exp 1704 * lose 'exp' experience. It returns the amount of exp
1878 * object 'op' can in fact lose - it basically makes 1705 * object 'op' can in fact lose - it basically makes
1879 * adjustments based on permanent exp and the like. 1706 * adjustments based on permanent exp and the like.
1880 * This function should always be used for losing experience - 1707 * This function should always be used for losing experience -
1881 * the 'exp' value passed should be positive - this is the 1708 * the 'exp' value passed should be positive - this is the
1882 * amount that should get subtract from the player. 1709 * amount that should get subtract from the player.
1883 */ 1710 */
1884sint64 1711static sint64
1885check_exp_loss (const object *op, sint64 exp) 1712check_exp_loss (const object *op, sint64 exp)
1886{ 1713{
1887 sint64 del_exp; 1714 sint64 del_exp;
1888 1715
1889 if (exp > op->stats.exp) 1716 if (exp > op->stats.exp)
1890 exp = op->stats.exp; 1717 exp = op->stats.exp;
1718
1891 if (settings.permanent_exp_ratio) 1719 if (settings.permanent_exp_ratio)
1892 { 1720 {
1893 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
1894 if (del_exp < 0) 1723 if (del_exp < 0)
1895 del_exp = 0; 1724 del_exp = 0;
1725
1896 if (exp > del_exp) 1726 if (exp > del_exp)
1897 exp = del_exp; 1727 exp = del_exp;
1898 } 1728 }
1729
1899 return exp; 1730 return exp;
1900} 1731}
1901 1732
1902sint64 1733sint64
1903check_exp_adjust (const object *op, sint64 exp) 1734check_exp_adjust (const object *op, sint64 exp)
1904{ 1735{
1905 if (exp < 0) 1736 if (exp < 0)
1906 return check_exp_loss (op, exp); 1737 return check_exp_loss (op, exp);
1907 else 1738 else
1908 return MIN (exp, (sint64) MAX_EXPERIENCE - op->stats.exp); 1739 return min (exp, (sint64)MAX_EXPERIENCE - op->stats.exp);
1909} 1740}
1910
1911 1741
1912/* Subtracts experience from player. 1742/* Subtracts experience from player.
1913 * 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
1914 * only subtract from the matching skill. Otherwise, 1744 * only subtract from the matching skill. Otherwise,
1915 * this subtracts a portion from all 1745 * this subtracts a portion from all
1920 * 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.
1921 * 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
1922 * a postive number. 1752 * a postive number.
1923 */ 1753 */
1924static void 1754static void
1925subtract_player_exp (object *op, sint64 exp, const char *skill, int flag) 1755subtract_player_exp (object *op, sint64 exp, shstr_tmp skill, int flag)
1926{ 1756{
1927 float fraction = (float) exp / (float) op->stats.exp; 1757 float fraction = (float) exp / (float) op->stats.exp;
1928 object *tmp; 1758 object *tmp;
1929 sint64 del_exp; 1759 sint64 del_exp;
1930 1760
1931 for (tmp = op->inv; tmp; tmp = tmp->below) 1761 for (tmp = op->inv; tmp; tmp = tmp->below)
1932 if (tmp->type == SKILL && tmp->stats.exp) 1762 if (tmp->type == SKILL && tmp->stats.exp)
1933 { 1763 {
1934 if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (tmp->skill, skill)) 1764 if (flag == SK_SUBTRACT_SKILL_EXP && skill && tmp->skill == skill)
1935 { 1765 {
1936 del_exp = check_exp_loss (tmp, exp); 1766 del_exp = check_exp_loss (tmp, exp);
1937 tmp->stats.exp -= del_exp; 1767 tmp->stats.exp -= del_exp;
1938 player_lvl_adj (op, tmp); 1768 player_lvl_adj (op, tmp);
1939 } 1769 }
1940 else if (flag != SK_SUBTRACT_SKILL_EXP) 1770 else if (flag != SK_SUBTRACT_SKILL_EXP)
1941 { 1771 {
1942 /* only want to process other skills if we are not trying 1772 /* only want to process other skills if we are not trying
1943 * to match a specific skill. 1773 * to match a specific skill.
1944 */ 1774 */
1945 del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction)); 1775 del_exp = check_exp_loss (tmp, tmp->stats.exp * fraction);
1946 tmp->stats.exp -= del_exp; 1776 tmp->stats.exp -= del_exp;
1947 player_lvl_adj (op, tmp); 1777 player_lvl_adj (op, tmp);
1948 } 1778 }
1949 } 1779 }
1780
1950 if (flag != SK_SUBTRACT_SKILL_EXP) 1781 if (flag != SK_SUBTRACT_SKILL_EXP)
1951 { 1782 {
1952 del_exp = check_exp_loss (op, exp); 1783 del_exp = check_exp_loss (op, exp);
1953 op->stats.exp -= del_exp; 1784 op->stats.exp -= del_exp;
1954 player_lvl_adj (op, NULL); 1785 player_lvl_adj (op, NULL);
1955 } 1786 }
1956} 1787}
1957
1958
1959 1788
1960/* change_exp() - changes experience to a player/monster. This 1789/* change_exp() - changes experience to a player/monster. This
1961 * does bounds checking to make sure we don't overflow the max exp. 1790 * does bounds checking to make sure we don't overflow the max exp.
1962 * 1791 *
1963 * The exp passed is typically not modified much by this function - 1792 * The exp passed is typically not modified much by this function -
1964 * it is assumed the caller has modified the exp as needed. 1793 * it is assumed the caller has modified the exp as needed.
1965 * skill_name is the skill that should get the exp added. 1794 * skill_name is the skill that should get the exp added.
1966 * 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.
1967 * these last two values are only used for players. 1796 * these last two values are only used for players.
1968 */ 1797 */
1969
1970void 1798void
1971change_exp (object *op, sint64 exp, const char *skill_name, int flag) 1799change_exp (object *op, sint64 exp, shstr_tmp skill_name, int flag)
1972{ 1800{
1973
1974#ifdef EXP_DEBUG 1801#ifdef EXP_DEBUG
1975 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);
1976#endif 1803#endif
1977 1804
1978 /* safety */ 1805 /* safety */
1986 * won't do anything if the value is 0 anyways. 1813 * won't do anything if the value is 0 anyways.
1987 */ 1814 */
1988 if (exp == 0) 1815 if (exp == 0)
1989 return; 1816 return;
1990 1817
1991 /* Monsters are easy - we just adjust their exp - we 1818 /* Monsters are easy - we just adjust their exp - we
1992 * don't adjust level, since in most cases it is unrelated to 1819 * don't adjust level, since in most cases it is unrelated to
1993 * the exp they have - the monsters exp represents what its 1820 * the exp they have - the monsters exp represents what its
1994 * worth. 1821 * worth.
1995 */ 1822 */
1996 if (op->type != PLAYER) 1823 if (op->type != PLAYER)
1997 { 1824 {
1998 /* Sanity check */ 1825 /* Sanity check */
1999 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1826 if (!op->flag [FLAG_ALIVE])
2000 return; 1827 return;
2001 1828
2002 /* reset exp to max allowed value. We subtract from 1829 /* reset exp to max allowed value. We subtract from
2003 * MAX_EXPERIENCE to prevent overflows. If the player somehow has 1830 * MAX_EXPERIENCE to prevent overflows. If the player somehow has
2004 * more than max exp, just return. 1831 * more than max exp, just return.
2019 else 1846 else
2020 /* note that when you lose exp, it doesn't go against 1847 /* note that when you lose exp, it doesn't go against
2021 * a particular skill, so we don't need to pass that 1848 * a particular skill, so we don't need to pass that
2022 * along. 1849 * along.
2023 */ 1850 */
2024 subtract_player_exp (op, FABS (exp), skill_name, flag); 1851 subtract_player_exp (op, abs (exp), skill_name, flag);
2025
2026 } 1852 }
2027} 1853}
2028 1854
2029/* Applies a death penalty experience, the size of this is defined by the 1855/* Applies a death penalty experience, the size of this is defined by the
2030 * settings death_penalty_percentage and death_penalty_levels, and by the 1856 * settings death_penalty_percentage and death_penalty_levels, and by the
2031 * amount of permenent experience, whichever gives the lowest loss. 1857 * amount of permenent experience, whichever gives the lowest loss.
2032 */ 1858 */
2033
2034void 1859void
2035apply_death_exp_penalty (object *op) 1860apply_death_exp_penalty (object *op)
2036{ 1861{
2037 object *tmp;
2038 sint64 loss; 1862 sint64 loss;
2039 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */ 1863 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */
2040 sint64 level_loss; /* defined by the setting 'death_penalty_levels */ 1864 sint64 level_loss; /* defined by the setting 'death_penalty_levels */
2041 1865
2042 for (tmp = op->inv; tmp; tmp = tmp->below) 1866 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2043 if (tmp->type == SKILL && tmp->stats.exp) 1867 if (tmp->type == SKILL && tmp->stats.exp)
2044 { 1868 {
2045
2046 percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100; 1869 percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100;
2047 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)];
2048 1871
2049 /* With the revised exp system, you can get cases where 1872 /* With the revised exp system, you can get cases where
2050 * losing several levels would still require that you have more 1873 * losing several levels would still require that you have more
2051 * exp than you currently have - this is true if the levels 1874 * exp than you currently have - this is true if the levels
2052 * tables is a lot harder. 1875 * tables is a lot harder.
2053 */ 1876 */
2054 if (level_loss < 0) 1877 if (level_loss < 0)
2055 level_loss = 0; 1878 level_loss = 0;
2056 1879
2057 loss = check_exp_loss (tmp, MIN (level_loss, percentage_loss)); 1880 loss = check_exp_loss (tmp, min (level_loss, percentage_loss));
2058 1881
2059 tmp->stats.exp -= loss; 1882 tmp->stats.exp -= loss;
2060 player_lvl_adj (op, tmp); 1883 player_lvl_adj (op, tmp);
2061 } 1884 }
2062 1885
2063 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100; 1886 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100;
2064 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)];
1888
2065 if (level_loss < 0) 1889 if (level_loss < 0)
2066 level_loss = 0; 1890 level_loss = 0;
1891
2067 loss = check_exp_loss (op, MIN (level_loss, percentage_loss)); 1892 loss = check_exp_loss (op, min (level_loss, percentage_loss));
2068 1893
2069 op->stats.exp -= loss; 1894 op->stats.exp -= loss;
2070 player_lvl_adj (op, NULL); 1895 player_lvl_adj (op, NULL);
2071} 1896}
2072 1897

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