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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 1.136 by root, Sat Nov 17 23:40:00 2018 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 (©) 2017,2018 Marc Alexander Lehmann / the Deliantra team
5 * 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 6 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 7 * Copyright (©) 1992 Frank Tore Johansen
6 8 *
7 This program is free software; you can redistribute it and/or modify 9 * 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 10 * 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 11 * Free Software Foundation, either version 3 of the License, or (at your
10 (at your option) any later version. 12 * option) any later version.
11 13 *
12 This program is distributed in the hope that it will be useful, 14 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 17 * GNU General Public License for more details.
16 18 *
17 You should have received a copy of the GNU General Public License 19 * 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 20 * and the GNU General Public License along with this program. If not, see
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 21 * <http://www.gnu.org/licenses/>.
20 22 *
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 23 * The authors can be reached via e-mail to <support@deliantra.net>
22*/ 24 */
23 25
24#include <global.h> 26#include <global.h>
25#include <funcpoint.h>
26 27
27/* Handy little macro that adds exp and keeps it within bounds. Since 28/* Handy little macro that adds exp and keeps it within bounds. Since
28 * we are now using 64 bit values, I'm not all concerned about overflow issues 29 * 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 30 * with exptotal wrapping. exptotal is typically op->exp, or op->perm_exp
30 */ 31 */
33static const int con_bonus[MAX_STAT + 1] = { 34static 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, 35 -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 36 22, 25, 30, 40, 50
36}; 37};
37 38
38/* changed the name of this to "sp_bonus" from "int_bonus" 39/* changed the name of this to "sp_bonus" from "int_bonus"
39 * because Pow can now be the stat that controls spellpoint 40 * because Pow can now be the stat that controls spellpoint
40 * advancement. -b.t. 41 * advancement. -b.t.
41 */ 42 */
42static const int sp_bonus[MAX_STAT + 1] = { 43static 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, 44 -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] = { 48static 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, 49 -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 50 30, 40, 50, 70, 100
50}; 51};
51 52
52/* 0.92.7 Changed way charisma works. Values now 53/* 0.92.7 Changed way charisma works. Values now
53 * represent how much more it costs to buy something than to sell it 54 * 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 55 * (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 56 * 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 57 * 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 58 * 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 59 * buying and selling is both the same value - any value less than or equal
59 * to 1 should not be used. 60 * to 1 should not be used.
60 * At least as of now, the only place that uses this code is query_cost, 61 * 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 62 * 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 63 * (ie, if the bonus is 2.0, then items are bought for 1.33 list, and sold
63 * at .667 64 * at .667
64 * This is figured by diff=(y-1)/(1+y), and for buy, it is 1+diff, for sell 65 * 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 109 * These limits are probably overly generous, but being there were no values
109 * before, you need to start someplace. 110 * before, you need to start someplace.
110 */ 111 */
111 112
112const uint32 weight_limit[MAX_STAT + 1] = { 113const uint32 weight_limit[MAX_STAT + 1] = {
113 200000, /* 0 */ 114 200000, /* 0 */
114 250000, 300000, 350000, 400000, 500000, /* 5 */ 115 250000, 300000, 350000, 400000, 500000, /* 5 */
115 600000, 700000, 800000, 900000, 1000000, /* 10 */ 116 600000, 700000, 800000, 900000, 1000000, /* 10 */
116 1100000, 1200000, 1300000, 1400000, 1500000, /* 15 */ 117 1100000, 1200000, 1300000, 1400000, 1500000, /* 15 */
117 1650000, 1800000, 1950000, 2100000, 2250000, /* 20 */ 118 1650000, 1800000, 1950000, 2100000, 2250000, /* 20 */
118 2400000, 2550000, 2700000, 2850000, 3000000, /* 25 */ 119 2400000, 2550000, 2700000, 2850000, 3000000, /* 25 */
119 3250000, 3500000, 3750000, 4000000, 4500000 /*30 */ 120 3250000, 3500000, 3750000, 4000000, 4500000 /* 30 */
120}; 121};
121 122
122const int learn_spell[MAX_STAT + 1] = { 123const 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, 124 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, 100 125 100, 100, 100, 100, 100, 100
139/* 140/*
140 Since this is nowhere defined ... 141 Since this is nowhere defined ...
141 Both come in handy at least in function add_exp() 142 Both come in handy at least in function add_exp()
142*/ 143*/
143 144
144#define MAX_EXPERIENCE levels[settings.max_level] 145#define MAX_EXPERIENCE levels [settings.max_level]
145 146
146/* because exp_obj sum to make the total score, 147/* because exp_obj sum to make the total score,
147 * we cannot allow that sum to exceed the maximum 148 * we cannot allow that sum to exceed the maximum
148 * amount of experience a player can gain. Thus 149 * amount of experience a player can gain. Thus
149 * we define MAX_EXP_IN_OBJ. It is important to try 150 * we define MAX_EXP_IN_OBJ. It is important to try
150 * to make the value of MAX_EXP_CAT close to the 151 * to make the value of MAX_EXP_CAT close to the
151 * actual number of experience objects in the game, 152 * actual number of experience objects in the game,
152 * otherwise the maximum level in any experience 153 * otherwise the maximum level in any experience
153 * category could be quite low. To help the situation 154 * category could be quite low. To help the situation
154 * out a little I added 10 more levels, and jacked 155 * out a little I added 10 more levels, and jacked
155 * up the last level experience value. Its out of 156 * up the last level experience value. Its out of
156 * line with progression of previous levels, so 157 * line with progression of previous levels, so
157 * if more levels are desired, this should be fixed. 158 * if more levels are desired, this should be fixed.
158 * -b.t. 159 * -b.t.
159 */ 160 */
160 161
161#define MAX_EXP_IN_OBJ levels[settings.max_level]/(MAX_EXP_CAT - 1) 162#define MAX_EXP_IN_OBJ MAX_EXP_IN_OBJ / (MAX_EXP_CAT - 1)
162
163extern sint64 *levels;
164 163
165#define MAX_SAVE_LEVEL 110 164#define MAX_SAVE_LEVEL 110
166 165
167/* This no longer needs to be changed anytime the number of 166/* This no longer needs to be changed anytime the number of
168 * levels is increased - rather, did_make_save will do the 167 * levels is increased - rather, did_make_save will do the
191static const char *const drain_msg[NUM_STATS] = { 190static const char *const drain_msg[NUM_STATS] = {
192 "Oh no! You are weakened!", 191 "Oh no! You are weakened!",
193 "You're feeling clumsy!", 192 "You're feeling clumsy!",
194 "You feel less healthy", 193 "You feel less healthy",
195 "You suddenly begin to lose your memory!", 194 "You suddenly begin to lose your memory!",
195 "Watch out, your mind is going!",
196 "Your spirit feels drained!",
196 "Your face gets distorted!", 197 "Your face gets distorted!",
197 "Watch out, your mind is going!",
198 "Your spirit feels drained!"
199}; 198};
200const char *const restore_msg[NUM_STATS] = { 199const char *const restore_msg[NUM_STATS] = {
201 "You feel your strength return.", 200 "You feel your strength return.",
202 "You feel your agility return.", 201 "You feel your agility return.",
203 "You feel your health return.", 202 "You feel your health return.",
203 "You feel your memory return.",
204 "You feel your wisdom return.", 204 "You feel your wisdom return.",
205 "You feel your spirits return.",
205 "You feel your charisma return.", 206 "You feel your charisma return.",
206 "You feel your memory return.",
207 "You feel your spirits return."
208}; 207};
209const char *const gain_msg[NUM_STATS] = { 208const char *const gain_msg[NUM_STATS] = {
210 "You feel stronger.", 209 "You feel stronger.",
211 "You feel more agile.", 210 "You feel more agile.",
212 "You feel healthy.", 211 "You feel healthy.",
212 "You feel smarter.",
213 "You feel wiser.", 213 "You feel wiser.",
214 "You feel more potent.",
214 "You seem to look better.", 215 "You seem to look better.",
215 "You feel smarter.",
216 "You feel more potent."
217}; 216};
218const char *const lose_msg[NUM_STATS] = { 217const char *const lose_msg[NUM_STATS] = {
219 "You feel weaker!", 218 "You feel weaker!",
220 "You feel clumsy!", 219 "You feel clumsy!",
221 "You feel less healthy!", 220 "You feel less healthy!",
221 "You feel stupid!",
222 "You lose some of your memory!", 222 "You lose some of your memory!",
223 "You feel less potent!",
223 "You look ugly!", 224 "You look ugly!",
224 "You feel stupid!",
225 "You feel less potent!"
226}; 225};
227 226
228const char *const statname[NUM_STATS] = { 227const char *const statname[NUM_STATS] = {
229 "strength", "dexterity", "constitution", "intelligence", "wisdom", "power", "charisma" 228 "strength", "dexterity", "constitution", "intelligence", "wisdom", "power", "charisma"
230}; 229};
231 230
232const char *const short_stat_name[NUM_STATS] = { 231const char *const short_stat_name[NUM_STATS] = {
233 "Str", "Dex", "Con", "Int", "Wis", "Pow", "Cha" 232 "Str", "Dex", "Con", "Int", "Wis", "Pow", "Cha"
234}; 233};
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}
268 234
269/* 235/*
270 * Like set_attr_value(), but instead the value (which can be negative) 236 * Like set_attr_value(), but instead the value (which can be negative)
271 * is added to the specified stat. 237 * is added to the specified stat.
272 */ 238 */
273void 239void
274change_attr_value (living *stats, int attr, sint8 value) 240change_attr_value (living *stats, int attr, sint8 value)
275{ 241{
276 if (value == 0) 242 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} 243}
327 244
328/* 245/*
329 * Ensures that all stats (str/dex/con/wis/cha/int) are within the 246 * Ensures that all stats (str/dex/con/wis/cha/int) are within the
330 * 1-30 stat limit. 247 * 1-30 stat limit.
331 */ 248 */
332
333void 249void
334check_stat_bounds (living *stats) 250check_stat_bounds (living *stats)
335{ 251{
336 int i, v;
337
338 for (i = 0; i < NUM_STATS; i++) 252 for (int i = 0; i < NUM_STATS; i++)
339 if ((v = get_attr_value (stats, i)) > MAX_STAT) 253 {
340 set_attr_value (stats, i, MAX_STAT); 254 sint8 &v = stats->stat (i);
341 else if (v < MIN_STAT) 255 v = clamp (v, MIN_STAT, MAX_STAT);
342 set_attr_value (stats, i, MIN_STAT); 256 }
343} 257}
344 258
345#define ORIG_S(xyz,abc) (op->contr->orig_stats.abc) 259#define ORIG_S(xyz,abc) (op->contr->orig_stats.abc)
346 260
347/* Rather than having a whole bunch of if (flag) new_draw.. else new_draw, 261/* 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 262 * 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. 263 * function since some of the values passed to new_draw_info are hardcoded.
350 */ 264 */
351#define DIFF_MSG(flag, msg1, msg2) \ 265#define DIFF_MSG(flag, msg1, msg2) \
352 new_draw_info(NDI_UNIQUE, 0, op, (flag>0)?msg1:msg2); 266 new_draw_info (NDI_UNIQUE, 0, op, (flag > 0) ? msg1 : msg2);
353 267
354/* return 1 if we sucessfully changed a stat, 0 if nothing was changed. */ 268/* return 1 if we sucessfully changed a stat, 0 if nothing was changed. */
355 269
356/* flag is set to 1 if we are applying the object, -1 if we are removing 270/* flag is set to 1 if we are applying the object, -1 if we are removing
357 * the object. 271 * the object.
358 * It is the calling functions responsibilty to check to see if the object 272 * It is the calling functions responsibilty to check to see if the object
359 * can be applied or not. 273 * can be applied or not.
360 * The main purpose of calling this function is the messages that are 274 * The main purpose of calling this function is the messages that are
361 * displayed - fix_player should really always be called after this when 275 * 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 276 * 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 277 * 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 278 * will clear the bits, but the player may still have some other object
365 * that gives them that ability. 279 * that gives them that ability.
366 */ 280 */
367int 281int
368change_abil (object *op, object *tmp) 282change_abil (object *op, object *tmp)
369{ 283{
370 int flag = QUERY_FLAG (tmp, FLAG_APPLIED) ? 1 : -1, i, j, success = 0; 284 int flag = tmp->flag [FLAG_APPLIED] ? 1 : -1;
285 int success = 0;
371 char message[MAX_BUF]; 286 char message[MAX_BUF];
372 int potion_max = 0; 287 int potion_max = 0;
373 288
374 /* remember what object was like before it was changed. note that 289 // keep some stats for comparison purposes
375 * refop is a local copy of op only to be used for detecting changes 290 object::flags_t prev_flag = op->flag;
376 * found by update_stats. refop is not a real object 291 MoveType prev_move_type = op->move_type;
377 */ 292 sint16 prev_resist [NROFATTACKS]; // clumsy
378 object_copy refop = *op; 293 assert (sizeof (prev_resist) == sizeof (op->resist));
294 memcpy (prev_resist, op->resist, sizeof (prev_resist));
379 295
380 if (op->type == PLAYER) 296 if (op->type == PLAYER)
381 { 297 {
382 if (tmp->type == POTION) 298 if (tmp->type == POTION)
383 { 299 {
384 potion_max = 1; 300 potion_max = 1;
301
385 for (j = 0; j < NUM_STATS; j++) 302 for (int j = 0; j < NUM_STATS; j++)
386 { 303 {
387 int nstat, ostat; 304 int ostat = op->contr->orig_stats.stat (j);
388 305 int i = tmp->stats.stat (j);
389 ostat = get_attr_value (&(op->contr->orig_stats), j);
390 i = get_attr_value (&(tmp->stats), j);
391 306
392 /* nstat is what the stat will be after use of the potion */ 307 /* nstat is what the stat will be after use of the potion */
393 nstat = flag * i + ostat; 308 int nstat = flag * i + ostat;
394 309
395 /* Do some bounds checking. While I don't think any 310 /* 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 311 * that adjust that stat by more than one point, so we need
398 * to allow for that. 312 * to allow for that.
399 */ 313 */
400 if (nstat < 1 && i * flag < 0) 314 if (nstat < 1 && i * flag < 0)
401 nstat = 1; 315 nstat = 1;
402 else if (nstat > 20 + get_attr_value (&(op->arch->clone.stats), j)) 316 else if (nstat > 20 + op->arch->stats.stat (j))
403 { 317 nstat = 20 + op->arch->stats.stat (j);
404 nstat = 20 + get_attr_value (&(op->arch->clone.stats), j);
405 }
406 318
407 if (nstat != ostat) 319 if (nstat != ostat)
408 { 320 {
409 set_attr_value (&(op->contr->orig_stats), j, nstat); 321 op->contr->orig_stats.stat (j) = nstat;
410 potion_max = 0; 322 potion_max = 0;
411 } 323 }
412 else if (i) 324 else if (i)
413 { 325 {
414 /* potion is useless - player has already hit the natural maximum */ 326 /* potion is useless - player has already hit the natural maximum */
418 330
419 /* This section of code ups the characters normal stats also. I am not 331 /* This section of code ups the characters normal stats also. I am not
420 * sure if this is strictly necessary, being that fix_player probably 332 * sure if this is strictly necessary, being that fix_player probably
421 * recalculates this anyway. 333 * recalculates this anyway.
422 */ 334 */
423 for (j = 0; j < NUM_STATS; j++) 335 for (int j = 0; j < NUM_STATS; j++)
424 change_attr_value (&(op->stats), j, flag * get_attr_value (&(tmp->stats), j)); 336 change_attr_value (&op->stats, j, flag * tmp->stats.stat (j));
425 337
426 check_stat_bounds (&(op->stats)); 338 check_stat_bounds (&op->stats);
427 } /* end of potion handling code */ 339 } /* end of potion handling code */
428 } 340 }
429 341
430 /* reset attributes that fix_player doesn't reset since it doesn't search 342 /* reset attributes that update_stats doesn't reset since it doesn't search
431 * everything to set 343 * everything to set
432 */ 344 */
433 if (flag == -1) 345 if (flag == -1)
434 { 346 {
435 op->attacktype &= ~tmp->attacktype; 347 op->attacktype &= ~tmp->attacktype;
436 op->path_attuned &= ~tmp->path_attuned; 348 op->path_attuned &= ~tmp->path_attuned;
437 op->path_repelled &= ~tmp->path_repelled; 349 op->path_repelled &= ~tmp->path_repelled;
438 op->path_denied &= ~tmp->path_denied; 350 op->path_denied &= ~tmp->path_denied;
439 /* Presuming here that creatures only have move_type, 351 /* Presuming here that creatures only have move_type,
440 * and not the other move_ fields. 352 * and not the other move_ fields.
441 */ 353 */
442 op->move_type &= ~tmp->move_type; 354 op->move_type &= ~tmp->move_type;
443 } 355 }
444 356
445 /* call fix_player since op object could have whatever attribute due 357 /* call fix_player since op object could have whatever attribute due
446 * to multiple items. if fix_player always has to be called after 358 * to multiple items. if update_stats always has to be called after
447 * change_ability then might as well call it from here 359 * change_ability then might as well call it from here
448 */ 360 */
449 op->update_stats (); 361 op->update_stats ();
450 362
451 /* Fix player won't add the bows ability to the player, so don't 363 /* update_stats won't add the bows ability to the player, so don't
452 * print out message if this is a bow. 364 * print out message if this is a bow.
453 */ 365 */
454 if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW) 366 if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW)
455 { 367 {
456 success = 1; 368 success = 1;
457 DIFF_MSG (flag, "Your hands begin to glow red.", "Your hands stop glowing red."); 369 DIFF_MSG (flag, "Your hands begin to glow red.", "Your hands stop glowing red.");
458 } 370 }
459 371
460 if (QUERY_FLAG (op, FLAG_LIFESAVE) != QUERY_FLAG (&refop, FLAG_LIFESAVE)) 372 if (op->flag [FLAG_LIFESAVE] != prev_flag [FLAG_LIFESAVE])
461 { 373 {
462 success = 1; 374 success = 1;
463 DIFF_MSG (flag, "You feel very protected.", "You don't feel protected anymore."); 375 DIFF_MSG (flag, "You feel very protected.", "You don't feel protected anymore.");
464 } 376 }
465 377
466 if (QUERY_FLAG (op, FLAG_REFL_MISSILE) != QUERY_FLAG (&refop, FLAG_REFL_MISSILE)) 378 if (op->flag [FLAG_REFL_MISSILE] != prev_flag [FLAG_REFL_MISSILE])
467 { 379 {
468 success = 1; 380 success = 1;
469 DIFF_MSG (flag, "A magic force shimmers around you.", "The magic force fades away."); 381 DIFF_MSG (flag, "A magic force shimmers around you.", "The magic force fades away.");
470 } 382 }
471 383
472 if (QUERY_FLAG (op, FLAG_REFL_SPELL) != QUERY_FLAG (&refop, FLAG_REFL_SPELL)) 384 if (op->flag [FLAG_REFL_SPELL] != prev_flag [FLAG_REFL_SPELL])
473 { 385 {
474 success = 1; 386 success = 1;
475 DIFF_MSG (flag, "You feel more safe now, somehow.", "Suddenly you feel less safe, somehow."); 387 DIFF_MSG (flag, "You feel more safe now, somehow.", "Suddenly you feel less safe, somehow.");
476 } 388 }
477 389
479 * user has multiple items giving the same type appled like we 391 * user has multiple items giving the same type appled like we
480 * used to - that is more work than what we gain, plus messages 392 * used to - that is more work than what we gain, plus messages
481 * can be misleading (a little higher could be miscontrued from 393 * can be misleading (a little higher could be miscontrued from
482 * from fly high) 394 * from fly high)
483 */ 395 */
484 if (tmp->move_type && op->move_type != refop.move_type) 396 if (tmp->move_type && op->move_type != prev_move_type)
485 { 397 {
486 success = 1; 398 success = 1;
487 399
488 /* MOVE_FLY_HIGH trumps MOVE_FLY_LOW - changing your move_fly_low 400 /* MOVE_FLY_HIGH trumps MOVE_FLY_LOW - changing your move_fly_low
489 * status doesn't make a difference if you are flying high 401 * status doesn't make a difference if you are flying high
490 */ 402 */
491 if (tmp->move_type & MOVE_FLY_LOW && !(op->move_type & MOVE_FLY_HIGH)) 403 if (tmp->move_type & MOVE_FLY_LOW && !(op->move_type & MOVE_FLY_HIGH))
492 { 404 {
493 DIFF_MSG (flag, "You start to float in the air!.", "You float down to the ground."); 405 DIFF_MSG (flag, "You start to float in the air!", "You float down to the ground.");
494 } 406 }
495 407
496 if (tmp->move_type & MOVE_FLY_HIGH) 408 if (tmp->move_type & MOVE_FLY_HIGH)
497 { 409 {
498 /* double conditional - second case covers if you have move_fly_low - 410 /* double conditional - second case covers if you have move_fly_low -
499 * in that case, you don't actually land 411 * in that case, you don't actually land
500 */ 412 */
501 DIFF_MSG (flag, "You soar into the air air!.", 413 DIFF_MSG (flag, "You soar into the air!",
502 (op->move_type & MOVE_FLY_LOW ? "You fly lower in the air" : "You float down to the ground.")); 414 (op->move_type & MOVE_FLY_LOW ? "You fly lower in the air" : "You float down to the ground."));
503 } 415 }
416
504 if (tmp->move_type & MOVE_SWIM) 417 if (tmp->move_type & MOVE_SWIM)
505 DIFF_MSG (flag, "You feel ready for a swim", "You no longer feel like swimming"); 418 DIFF_MSG (flag, "You feel ready for a swim", "You no longer feel like swimming");
506
507 /* Changing move status may mean you are affected by things you weren't before */
508 check_move_on (op, op);
509 } 419 }
510 420
511 /* becoming UNDEAD... a special treatment for this flag. Only those not 421 /* becoming UNDEAD... a special treatment for this flag. Only those not
512 * originally undead may change their status 422 * originally undead may change their status
513 */ 423 */
514 if (!QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 424 if (!op->arch->flag [FLAG_UNDEAD])
515 if (QUERY_FLAG (op, FLAG_UNDEAD) != QUERY_FLAG (&refop, FLAG_UNDEAD)) 425 if (op->flag [FLAG_UNDEAD] != prev_flag [FLAG_UNDEAD])
516 { 426 {
517 success = 1; 427 success = 1;
518 if (flag > 0) 428 if (flag > 0)
519 { 429 {
520 op->race = "undead"; 430 op->race = "undead";
521 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce drains away!"); 431 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce drains away!");
522 } 432 }
523 else 433 else
524 { 434 {
525 op->race = op->arch->clone.race; 435 op->race = op->arch->race;
526 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!"); 436 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!");
527 } 437 }
528 } 438 }
529 439
530 if (QUERY_FLAG (op, FLAG_STEALTH) != QUERY_FLAG (&refop, FLAG_STEALTH)) 440 if (op->flag [FLAG_STEALTH] != prev_flag [FLAG_STEALTH])
531 { 441 {
532 success = 1; 442 success = 1;
533 DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily."); 443 DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily.");
534 } 444 }
535 445
536 if (QUERY_FLAG (op, FLAG_MAKE_INVIS) != QUERY_FLAG (&refop, FLAG_MAKE_INVIS)) 446 if (op->flag [FLAG_MAKE_INVIS] != prev_flag [FLAG_MAKE_INVIS])
537 { 447 {
538 success = 1; 448 success = 1;
539 DIFF_MSG (flag, "You become transparent.", "You can see yourself."); 449 DIFF_MSG (flag, "You become transparent.", "You can see yourself.");
540 } 450 }
541 451
542 /* blinded you can tell if more blinded since blinded player has minimal 452 /* blinded you can tell if more blinded since blinded player has minimal
543 * vision 453 * vision
544 */ 454 */
545 if (QUERY_FLAG (tmp, FLAG_BLIND)) 455 if (tmp->flag [FLAG_BLIND])
546 { 456 {
547 success = 1; 457 success = 1;
548 if (flag > 0) 458 if (flag > 0)
549 { 459 {
550 if (QUERY_FLAG (op, FLAG_WIZ)) 460 if (op->flag [FLAG_WIZ])
551 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self is blinded."); 461 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self is blinded.");
552 else 462 else
553 { 463 {
554 new_draw_info (NDI_UNIQUE, 0, op, "You are blinded."); 464 new_draw_info (NDI_UNIQUE, 0, op, "You are blinded.");
555 SET_FLAG (op, FLAG_BLIND); 465 op->set_flag (FLAG_BLIND);
556 if (op->type == PLAYER) 466 if (op->type == PLAYER)
557 op->contr->do_los = 1; 467 op->contr->do_los = 1;
558 } 468 }
559 } 469 }
560 else 470 else
561 { 471 {
562 if (QUERY_FLAG (op, FLAG_WIZ)) 472 if (op->flag [FLAG_WIZ])
563 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self can now see again."); 473 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self can now see again.");
564 else 474 else
565 { 475 {
566 new_draw_info (NDI_UNIQUE, 0, op, "Your vision returns."); 476 new_draw_info (NDI_UNIQUE, 0, op, "Your vision returns.");
567 CLEAR_FLAG (op, FLAG_BLIND); 477 op->clr_flag (FLAG_BLIND);
568 if (op->type == PLAYER) 478 if (op->type == PLAYER)
569 op->contr->do_los = 1; 479 op->contr->do_los = 1;
570 } 480 }
571 } 481 }
572 } 482 }
573 483
574 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK) != QUERY_FLAG (&refop, FLAG_SEE_IN_DARK)) 484 if (op->flag [FLAG_SEE_IN_DARK] != prev_flag [FLAG_SEE_IN_DARK])
575 { 485 {
576 success = 1; 486 success = 1;
577 if (op->type == PLAYER) 487 if (op->type == PLAYER)
578 op->contr->do_los = 1; 488 op->contr->do_los = 1;
579 DIFF_MSG (flag, "Your vision is better in the dark.", "You see less well in the dark."); 489 DIFF_MSG (flag, "Your vision is better in the dark.", "You see less well in the dark.");
580 } 490 }
581 491
582 if (QUERY_FLAG (op, FLAG_XRAYS) != QUERY_FLAG (&refop, FLAG_XRAYS)) 492 if (op->flag [FLAG_XRAYS] != prev_flag [FLAG_XRAYS])
583 { 493 {
584 success = 1; 494 success = 1;
585 if (flag > 0) 495 if (flag > 0)
586 { 496 {
587 if (QUERY_FLAG (op, FLAG_WIZ)) 497 if (op->flag [FLAG_WIZ])
588 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a little clearer."); 498 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a little clearer.");
589 else 499 else
590 { 500 {
591 new_draw_info (NDI_UNIQUE, 0, op, "Everything becomes transparent."); 501 new_draw_info (NDI_UNIQUE, 0, op, "Everything becomes transparent.");
592 if (op->type == PLAYER) 502 if (op->type == PLAYER)
593 op->contr->do_los = 1; 503 op->contr->do_los = 1;
594 } 504 }
595 } 505 }
596 else 506 else
597 { 507 {
598 if (QUERY_FLAG (op, FLAG_WIZ)) 508 if (op->flag [FLAG_WIZ])
599 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a bit out of focus."); 509 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a bit out of focus.");
600 else 510 else
601 { 511 {
602 new_draw_info (NDI_UNIQUE, 0, op, "Everything suddenly looks very solid."); 512 new_draw_info (NDI_UNIQUE, 0, op, "Everything suddenly looks very solid.");
603 if (op->type == PLAYER) 513 if (op->type == PLAYER)
610 { 520 {
611 success = 1; 521 success = 1;
612 DIFF_MSG (flag * tmp->stats.luck, "You feel more lucky.", "You feel less lucky."); 522 DIFF_MSG (flag * tmp->stats.luck, "You feel more lucky.", "You feel less lucky.");
613 } 523 }
614 524
525 if (digest_types [tmp->type])
526 {
615 if (tmp->stats.hp && op->type == PLAYER) 527 if (tmp->stats.hp && op->type == PLAYER)
616 { 528 {
617 success = 1; 529 success = 1;
618 DIFF_MSG (flag * tmp->stats.hp, "You feel much more healthy!", "You feel much less healthy!"); 530 DIFF_MSG (flag * tmp->stats.hp, "You feel much more healthy!", "You feel much less healthy!");
619 } 531 }
620 532
621 if (tmp->stats.sp && op->type == PLAYER && tmp->type != SKILL) 533 if (tmp->stats.sp && op->type == PLAYER
622 { 534 && tmp->type != SKILL && tmp->type != BOW)
535 {
623 success = 1; 536 success = 1;
624 DIFF_MSG (flag * tmp->stats.sp, "You feel one with the powers of magic!", "You suddenly feel very mundane."); 537 DIFF_MSG (flag * tmp->stats.sp, "You feel one with the powers of magic!", "You suddenly feel very mundane.");
625 } 538 }
626 539
627 /* for the future when artifacts set this -b.t. */ 540 /* for the future when artifacts set this -b.t. */
628 if (tmp->stats.grace && op->type == PLAYER) 541 if (tmp->stats.grace && op->type == PLAYER)
629 { 542 {
630 success = 1; 543 success = 1;
631 DIFF_MSG (flag * tmp->stats.grace, "You feel closer to your god!", "You suddenly feel less holy."); 544 DIFF_MSG (flag * tmp->stats.grace, "You feel closer to your god!", "You suddenly feel less holy.");
632 } 545 }
633 546
634 if (tmp->stats.food && op->type == PLAYER) 547 if (tmp->stats.food && op->type == PLAYER)
635 { 548 {
636 success = 1; 549 success = 1;
637 DIFF_MSG (flag * tmp->stats.food, "You feel your digestion slowing down.", "You feel your digestion speeding up."); 550 DIFF_MSG (flag * tmp->stats.food, "You feel your digestion slowing down.", "You feel your digestion speeding up.");
551 }
638 } 552 }
639 553
640 /* Messages for changed resistance */ 554 /* Messages for changed resistance */
641 for (i = 0; i < NROFATTACKS; i++) 555 for (int i = 0; i < NROFATTACKS; i++)
642 { 556 {
643 if (i == ATNR_PHYSICAL) 557 if (i == ATNR_PHYSICAL)
644 continue; /* Don't display about armour */ 558 continue; /* Don't display about armour */
645 559
646 if (op->resist[i] != refop.resist[i]) 560 if (op->resist [i] != prev_resist [i])
647 { 561 {
648 success = 1; 562 success = 1;
563
649 if (op->resist[i] > refop.resist[i]) 564 if (op->resist [i] > prev_resist [i])
650 sprintf (message, "Your resistance to %s rises to %d%%.", change_resist_msg[i], op->resist[i]); 565 sprintf (message, "Your resistance to %s rises to %d%%.", change_resist_msg [i], op->resist [i]);
651 else 566 else
652 sprintf (message, "Your resistance to %s drops to %d%%.", change_resist_msg[i], op->resist[i]); 567 sprintf (message, "Your resistance to %s drops to %d%%.", change_resist_msg [i], op->resist [i]);
653 568
654 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message); 569 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message);
655 } 570 }
656 } 571 }
657 572
658 if (!potion_max) 573 if (!potion_max)
659 {
660 for (j = 0; j < NUM_STATS; j++) 574 for (int j = 0; j < NUM_STATS; j++)
661 { 575 if (int i = tmp->stats.stat (j))
662 if ((i = get_attr_value (&(tmp->stats), j)) != 0)
663 { 576 {
664 success = 1; 577 success = 1;
665 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]); 578 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]);
666 } 579 }
667 }
668 }
669 580
670 return success; 581 return success;
671} 582}
672 583
673/* 584/*
674 * Stat draining by Vick 930307 585 * Stat draining by Vick 930307
675 * (Feeling evil, I made it work as well now. -Frank 8) 586 * (Feeling evil, I made it work as well now. -Frank 8)
676 */ 587 */
677
678void 588void
679object::drain_stat () 589object::drain_stat ()
680{ 590{
681 drain_specific_stat (RANDOM () % NUM_STATS); 591 drain_specific_stat (rndm (NUM_STATS));
682} 592}
683 593
684void 594void
685object::drain_specific_stat (int deplete_stats) 595object::drain_specific_stat (int deplete_stats)
686{ 596{
687 object *tmp; 597 object *tmp;
688 archetype *at; 598 archetype *at;
689 599
690 at = archetype::find (ARCH_DEPLETION); 600 at = archetype::find (shstr_depletion);
691 if (!at) 601 if (!at)
692 { 602 {
693 LOG (llevError, "Couldn't find archetype depletion.\n"); 603 LOG (llevError, "Couldn't find archetype depletion.\n");
694 return; 604 return;
695 } 605 }
697 { 607 {
698 tmp = present_arch_in_ob (at, this); 608 tmp = present_arch_in_ob (at, this);
699 609
700 if (!tmp) 610 if (!tmp)
701 { 611 {
702 tmp = arch_to_object (at); 612 tmp = at->instance ();
703 tmp = insert_ob_in_ob (tmp, this); 613 tmp = insert_ob_in_ob (tmp, this);
704 SET_FLAG (tmp, FLAG_APPLIED); 614 tmp->set_flag (FLAG_APPLIED);
705 } 615 }
706 } 616 }
707 617
708 new_draw_info (NDI_UNIQUE, 0, this, drain_msg[deplete_stats]); 618 new_draw_info (NDI_UNIQUE, 0, this, drain_msg[deplete_stats]);
709 change_attr_value (&tmp->stats, deplete_stats, -1); 619 change_attr_value (&tmp->stats, deplete_stats, -1);
715 * via an applied bad_luck object. 625 * via an applied bad_luck object.
716 */ 626 */
717void 627void
718object::change_luck (int value) 628object::change_luck (int value)
719{ 629{
720 archetype *at = archetype::find ("luck"); 630 archetype *at = archetype::find (shstr_luck);
721 if (!at) 631 if (!at)
722 LOG (llevError, "Couldn't find archetype luck.\n"); 632 LOG (llevError, "Couldn't find archetype luck.\n");
723 else 633 else
724 { 634 {
725 object *tmp = present_arch_in_ob (at, this); 635 object *tmp = present_arch_in_ob (at, this);
727 if (!tmp) 637 if (!tmp)
728 { 638 {
729 if (!value) 639 if (!value)
730 return; 640 return;
731 641
732 tmp = arch_to_object (at); 642 tmp = at->instance ();
733 tmp = insert_ob_in_ob (tmp, this); 643 tmp = insert_ob_in_ob (tmp, this);
734 SET_FLAG (tmp, FLAG_APPLIED); 644 tmp->set_flag (FLAG_APPLIED);
735 } 645 }
736 646
737 if (value) 647 if (value)
738 { 648 {
739 /* Limit the luck value of the bad luck object to +/-100. This 649 /* Limit the luck value of the bad luck object to +/-100. This
754 return; 664 return;
755 665
756 /* Randomly change the players luck. Basically, we move it 666 /* Randomly change the players luck. Basically, we move it
757 * back neutral (if greater>0, subtract, otherwise add) 667 * back neutral (if greater>0, subtract, otherwise add)
758 */ 668 */
759 if (RANDOM () % (FABS (tmp->stats.luck)) >= RANDOM () % 30) 669 if (rndm (abs (tmp->stats.luck)) >= rndm (30))
760 { 670 {
761 int diff = tmp->stats.luck > 0 ? -1 : 1; 671 int diff = tmp->stats.luck > 0 ? -1 : 1;
762 672
763 stats.luck += diff; 673 stats.luck += diff;
764 tmp->stats.luck += diff; 674 tmp->stats.luck += diff;
771 * Subtracts stat-bonuses given by the class which the player has chosen. 681 * Subtracts stat-bonuses given by the class which the player has chosen.
772 */ 682 */
773void 683void
774object::remove_statbonus () 684object::remove_statbonus ()
775{ 685{
776 stats.Str -= arch->clone.stats.Str; 686 for (int i = 0; i < NUM_STATS; ++i)
777 stats.Dex -= arch->clone.stats.Dex; 687 {
778 stats.Con -= arch->clone.stats.Con; 688 sint8 v = arch->stats.stat (i);
779 stats.Wis -= arch->clone.stats.Wis; 689 stats.stat (i) -= v;
780 stats.Pow -= arch->clone.stats.Pow; 690 contr->orig_stats.stat (i) -= v;
781 stats.Cha -= arch->clone.stats.Cha; 691 }
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} 692}
792 693
793/* 694/*
794 * Adds stat-bonuses given by the class which the player has chosen. 695 * Adds stat-bonuses given by the class which the player has chosen.
795 */ 696 */
796void 697void
797object::add_statbonus () 698object::add_statbonus ()
798{ 699{
799 stats.Str += arch->clone.stats.Str; 700 for (int i = 0; i < NUM_STATS; ++i)
800 stats.Dex += arch->clone.stats.Dex; 701 {
801 stats.Con += arch->clone.stats.Con; 702 sint8 v = arch->stats.stat (i);
802 stats.Wis += arch->clone.stats.Wis; 703 stats.stat (i) += v;
803 stats.Pow += arch->clone.stats.Pow; 704 contr->orig_stats.stat (i) += v;
804 stats.Cha += arch->clone.stats.Cha; 705 }
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} 706}
707
708static struct copy_flags : object::flags_t
709{
710 copy_flags ()
711 {
712 set (FLAG_LIFESAVE);
713 set (FLAG_REFL_SPELL);
714 set (FLAG_REFL_MISSILE);
715 set (FLAG_STEALTH);
716 set (FLAG_XRAYS);
717 set (FLAG_BLIND);
718 set (FLAG_SEE_IN_DARK);
719 }
720} copy_flags;
815 721
816/* 722/*
817 * Updates all abilities given by applied objects in the inventory 723 * Updates all abilities given by applied objects in the inventory
818 * of the given object. Note: This function works for both monsters 724 * of the given object. Note: This function works for both monsters
819 * and players; the "player" in the name is purely an archaic inheritance. 725 * and players; the "player" in the name is purely an archaic inheritance.
820 * This functions starts from base values (archetype or player object) 726 * This functions starts from base values (archetype or player object)
821 * and then adjusts them according to what the player has equipped. 727 * and then adjusts them according to what the player has equipped.
822 */ 728 *
823
824/* July 95 - inserted stuff to handle new skills/exp system - b.t. 729 * July 95 - inserted stuff to handle new skills/exp system - b.t.
825 spell system split, grace points now added to system --peterm 730 * spell system split, grace points now added to system --peterm
826 */ 731 */
827
828void 732void
829object::update_stats () 733object::update_stats ()
830{ 734{
831 int i, j;
832 float f, max = 9, added_speed = 0, bonus_speed = 0, sp_tmp, speed_reduce_from_disease = 1; 735 float max_speed = 9, added_speed = 0, bonus_speed = 0, speed_reduce_from_disease = 1;
833 int weapon_weight = 0, weapon_speed = 0; 736 weight_t weapon_weight = 0;
737 int weapon_speed = 0;
834 int best_wc = 0, best_ac = 0, wc = 0, ac = 0; 738 int best_wc = 0, best_ac = 0, wc = 0, ac = 0;
835 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; 739 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS];
836 object *grace_obj = NULL, *mana_obj = NULL, *wc_obj = NULL, *tmp; 740 object *grace_obj = NULL, *mana_obj = NULL, *tmp;
741 float old_speed = speed;
742 int stat_sum [NUM_STATS];
743
744 MoveType move_type; // we use change_move_type to change it, so use a local copy
837 745
838 /* First task is to clear all the values back to their original values */ 746 /* First task is to clear all the values back to their original values */
839 if (type == PLAYER) 747 if (type == PLAYER)
840 { 748 {
749 contr->delayed_update = false;
750
841 for (i = 0; i < NUM_STATS; i++) 751 for (int i = 0; i < NUM_STATS; i++)
842 set_attr_value (&(stats), i, get_attr_value (&(contr->orig_stats), i)); 752 stat_sum [i] = contr->orig_stats.stat (i);
843 753
844 if (settings.spell_encumbrance == TRUE) 754 if (settings.spell_encumbrance == TRUE)
845 contr->encumbrance = 0; 755 contr->encumbrance = 0;
846 756
847 attacktype = 0; 757 attacktype = 0;
758
848 contr->digestion = 0; 759 contr->digestion = 0;
849 contr->gen_hp = 0; 760 contr->gen_hp = 0;
850 contr->gen_sp = 0; 761 contr->gen_sp = 0;
851 contr->gen_grace = 0; 762 contr->gen_grace = 0;
852 contr->gen_sp_armour = 10; 763 contr->gen_sp_armour = 10;
853 contr->item_power = 0; 764 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 } 765 }
864 766
865 memcpy (body_used, body_info, sizeof (body_info)); 767 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
768 slot[i].used = slot[i].info;
866 769
867 slaying = 0; 770 slaying = 0;
868 771
869 if (!QUERY_FLAG (this, FLAG_WIZ)) 772 if (!this->flag [FLAG_WIZ])
870 {
871 CLEAR_FLAG (this, FLAG_XRAYS);
872 CLEAR_FLAG (this, FLAG_MAKE_INVIS);
873 } 773 {
774 this->clr_flag (FLAG_XRAYS);
775 this->clr_flag (FLAG_MAKE_INVIS);
776 }
874 777
875 CLEAR_FLAG (this, FLAG_LIFESAVE); 778 this->clr_flag (FLAG_LIFESAVE);
876 CLEAR_FLAG (this, FLAG_STEALTH); 779 this->clr_flag (FLAG_STEALTH);
877 CLEAR_FLAG (this, FLAG_BLIND); 780 this->clr_flag (FLAG_BLIND);
878 781
879 if (!QUERY_FLAG (&arch->clone, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL); 782 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); 783 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); 784 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); 785 if (!arch->flag [FLAG_SEE_IN_DARK ]) this->clr_flag (FLAG_SEE_IN_DARK);
883 786
884 path_attuned = arch->clone.path_attuned; 787 path_attuned = arch->path_attuned;
885 path_repelled = arch->clone.path_repelled; 788 path_repelled = arch->path_repelled;
886 path_denied = arch->clone.path_denied; 789 path_denied = arch->path_denied;
887 glow_radius = arch->clone.glow_radius; 790 glow_radius = arch->glow_radius;
888 move_type = arch->clone.move_type; 791 move_type = arch->move_type;
889 chosen_skill = NULL;
890 792
891 /* initializing resistances from the values in player/monster's 793 /* initializing resistances from the values in player/monster's
892 * archetype clone 794 * archetype clone
893 */ 795 */
894 memcpy (&resist, &arch->clone.resist, sizeof (resist)); 796 memcpy (&resist, &arch->resist, sizeof (resist));
895 797
896 for (i = 0; i < NROFATTACKS; i++) 798 for (int i = 0; i < NROFATTACKS; i++)
897 { 799 {
898 if (resist[i] > 0) 800 if (resist[i] > 0)
899 prot[i] = resist[i], vuln[i] = 0; 801 prot[i] = resist[i], vuln[i] = 0;
900 else 802 else
901 vuln[i] = -(resist[i]), prot[i] = 0; 803 vuln[i] = -resist[i], prot[i] = 0;
804
902 potion_resist[i] = 0; 805 potion_resist[i] = -1000;
903 } 806 }
904 807
905 wc = arch->clone.stats.wc; 808 wc = arch->stats.wc;
906 stats.dam = arch->clone.stats.dam; 809 stats.dam = arch->stats.dam;
907 810
908 /* for players which cannot use armour, they gain AC -1 per 3 levels, 811 /* for players which cannot use armour, they gain AC -1 per 3 levels,
909 * plus a small amount of physical resist, those poor suckers. ;) 812 * plus a small amount of physical resist, those poor suckers. ;)
910 * the fact that maxlevel is factored in could be considered sort of bogus - 813 * 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, 814 * 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 815 * basically, if a server updates its max level, these playes may find
913 * that their protection from physical goes down 816 * that their protection from physical goes down
914 */ 817 */
915 if (!QUERY_FLAG (this, FLAG_USE_ARMOUR) && type == PLAYER) 818 if (!this->flag [FLAG_USE_ARMOUR] && type == PLAYER)
916 { 819 {
917 ac = MAX (-10, arch->clone.stats.ac - level / 3); 820 ac = max (-10, arch->stats.ac - level / 3);
918 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100; 821 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100;
919 } 822 }
920 else 823 else
921 ac = arch->clone.stats.ac; 824 ac = arch->stats.ac;
922 825
923 stats.luck = arch->clone.stats.luck; 826 stats.luck = arch->stats.luck;
924 speed = arch->clone.speed; 827 speed = arch->speed;
828
829 chosen_skill = 0;
925 830
926 /* OK - we've reset most all the objects attributes to sane values. 831 /* 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. 832 * now go through and make adjustments for what the player has equipped.
928 */ 833 */
929
930 for (tmp = inv; tmp; tmp = tmp->below) 834 for (tmp = inv; tmp; tmp = tmp->below)
931 { 835 {
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 836 /* This happens because apply_potion calls change_abil with the potion
939 * applied so we can tell the player what chagned. But change_abil 837 * applied so we can tell the player what changed. But change_abil
940 * then calls this function. 838 * then calls this function.
941 */ 839 */
942 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION) 840 if (tmp->flag [FLAG_APPLIED] && tmp->type == POTION)
943 continue; 841 continue;
842
843 glow_radius += tmp->glow_radius;
944 844
945 /* For some things, we don't care what is equipped */ 845 /* For some things, we don't care what is equipped */
946 if (tmp->type == SKILL) 846 if (tmp->type == SKILL)
947 { 847 {
948 /* Want to take the highest skill here. */ 848 /* Want to take the highest skill here. */
961 else if (tmp->level > grace_obj->level) 861 else if (tmp->level > grace_obj->level)
962 grace_obj = tmp; 862 grace_obj = tmp;
963 } 863 }
964 } 864 }
965 865
966 /* Container objects are not meant to adjust a players, but other applied 866 /* Container objects are not meant to adjust players, but other applied
967 * objects need to make adjustments. 867 * objects need to make adjustments.
968 * This block should handle all player specific changes 868 * This block should handle all player specific changes
969 * The check for Praying is a bit of a hack - god given bonuses are put 869 * 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. 870 * 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, 871 * 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 872 * because the skill shouldn't count against body positions being used
973 * up, etc. 873 * up, etc.
974 */ 874 */
975 if ((QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type != CONTAINER && tmp->type != CLOSE_CON) || 875 if ((tmp->flag [FLAG_APPLIED]
876 && tmp->type != CONTAINER
877 && tmp->type != CLOSE_CON
878 && tmp->type != SPELL)
976 (tmp->type == SKILL && tmp->subtype == SK_PRAYING)) 879 || (tmp->type == SKILL && tmp->subtype == SK_PRAYING))
977 { 880 {
978 if (type == PLAYER) 881 if (type == PLAYER)
979 { 882 {
980 if (tmp->type == BOW) 883 contr->item_power += tmp->item_power;
981 contr->ranges[range_bow] = tmp;
982 884
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++) 885 for (int i = 0; i < NUM_STATS; i++)
987 change_attr_value (&(stats), i, get_attr_value (&(tmp->stats), i)); 886 stat_sum [i] += tmp->stats.stat (i);
988 887
989 /* these are the items that currently can change digestion, regeneration, 888 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 { 889 {
1002 contr->digestion += tmp->stats.food; 890 contr->digestion += tmp->stats.food;
1003 contr->gen_hp += tmp->stats.hp; 891 contr->gen_hp += tmp->stats.hp;
892 if (tmp->type != BOW) // ugly exception for bows
1004 contr->gen_sp += tmp->stats.sp; 893 contr->gen_sp += tmp->stats.sp;
1005 contr->gen_grace += tmp->stats.grace; 894 contr->gen_grace += tmp->stats.grace;
1006 contr->gen_sp_armour += tmp->gen_sp_armour; 895 contr->gen_sp_armour += tmp->gen_sp_armour;
1007 contr->item_power += tmp->item_power;
1008 } 896 }
1009 } /* if this is a player */ 897 } /* if this is a player */
898 else
899 {
900 if (tmp->type == WEAPON)
901 current_weapon = tmp;
902 }
1010 903
1011 /* Update slots used for items */ 904 /* Update slots used for items */
1012 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 905 if (tmp->flag [FLAG_APPLIED]) // exclude praying...
1013 for (i = 0; i < NUM_BODY_LOCATIONS; i++) 906 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
1014 body_used[i] += tmp->body_info[i]; 907 slot[i].used += tmp->slot[i].info;
1015 908
1016 if (tmp->type == SYMPTOM) 909 if (tmp->type == SYMPTOM)
910 min_it (speed_reduce_from_disease, tmp->last_sp ? tmp->last_sp / 100.f : 1.f);
911
912 /* Pos. and neg. protections are counted separate (-> pro/vuln).
913 * (Negative protections are calculated exactly like positive.)
914 * Resistance from potions are treated special as well. If there's
915 * more than one potion-effect, the bigger prot.-value is taken.
916 */
917 if (tmp->type == POTION_EFFECT)
918 for (int i = 0; i < NROFATTACKS; i++)
919 max_it (potion_resist[i], tmp->resist[i]);
920 else if (tmp->type != POTION)
921 for (int i = 0; i < NROFATTACKS; i++)
922 if (tmp->resist[i] > 0)
923 prot[i] += (100 - prot[i]) * tmp->resist[i] / 100;
924 else if (tmp->resist[i] < 0)
925 vuln[i] += (100 - vuln[i]) * -tmp->resist[i] / 100;
926
927 /* There may be other things that should not adjust the attacktype */
928 if (tmp->type != SYMPTOM)
1017 { 929 {
1018 speed_reduce_from_disease = tmp->last_sp / 100.0; 930 attacktype |= tmp->attacktype;
1019 if (speed_reduce_from_disease == 0) 931 path_attuned |= tmp->path_attuned;
1020 speed_reduce_from_disease = 1; 932 path_repelled |= tmp->path_repelled;
933 path_denied |= tmp->path_denied;
934 move_type |= tmp->move_type;
935 stats.luck += tmp->stats.luck;
1021 } 936 }
1022 937
1023 /* Pos. and neg. protections are counted seperate (-> pro/vuln). 938 flag |= tmp->flag & copy_flags;
1024 * (Negative protections are calculated extactly like positive.) 939
1025 * Resistance from potions are treated special as well. If there's 940 if (tmp->flag [FLAG_UNDEAD] && !arch->flag [FLAG_UNDEAD])
1026 * more than one potion-effect, the bigger prot.-value is taken. 941 this->set_flag (FLAG_UNDEAD);
1027 */ 942
1028 if (tmp->type != POTION) 943 //TODO: copy_flags?
944 if (tmp->flag [FLAG_MAKE_INVIS])
1029 { 945 {
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); 946 set_flag (FLAG_MAKE_INVIS);
1073 invisible = 1; 947 invisible = 1;
1074 } 948 }
1075 949
1076 if (tmp->stats.exp && tmp->type != SKILL) 950 if (tmp->stats.exp && tmp->type != SKILL)
1077 { 951 {
1078 if (tmp->stats.exp > 0) 952 if (tmp->stats.exp > 0)
1079 { 953 {
1080 added_speed += (float) tmp->stats.exp / 3.0; 954 added_speed += tmp->stats.exp / 3.f;
1081 bonus_speed += 1.0 + (float) tmp->stats.exp / 3.0; 955 bonus_speed += tmp->stats.exp / 3.f + 1.f;
1082 } 956 }
1083 else 957 else
1084 added_speed += (float) tmp->stats.exp; 958 added_speed += tmp->stats.exp;
1085 } 959 }
1086 960
1087 switch (tmp->type) 961 switch (tmp->type)
1088 { 962 {
1089 /* skills modifying the character -b.t. */
1090 /* for all skills and skill granting objects */
1091 case SKILL: 963 case SKILL:
1092 if (!QUERY_FLAG (tmp, FLAG_APPLIED)) 964 {
965 // some skills will end up here without counting as "applied"
966 if (!tmp->flag [FLAG_APPLIED] || skill_flags [tmp->subtype] & SF_AUTARK)
1093 break; 967 break;
1094 968
1095 if (IS_COMBAT_SKILL (tmp->subtype))
1096 wc_obj = tmp;
1097
1098 if (chosen_skill) 969 if (chosen_skill)
970 {
1099 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name); 971 LOG (llevDebug, "fix_player, op %s has multiple skills applied (%s and %s)\n",
972 &name, &chosen_skill->name, &tmp->name);
1100 973
974 tmp->flag [FLAG_APPLIED] = false;
975 update_stats ();
976 return;
977 }
978
1101 chosen_skill = tmp; 979 chosen_skill = tmp;
1102 980
1103 if (tmp->stats.dam > 0) 981 if (tmp->stats.dam > 0)
1104 { /* skill is a 'weapon' */ 982 { /* skill is a 'weapon' */
1105 if (!QUERY_FLAG (this, FLAG_READY_WEAPON)) 983 if (!this->flag [FLAG_READY_WEAPON])
1106 weapon_speed = (int) WEAPON_SPEED (tmp); 984 weapon_speed = max (0, WEAPON_SPEED (tmp));
1107 985
1108 if (weapon_speed < 0)
1109 weapon_speed = 0;
1110
1111 weapon_weight = tmp->weight; 986 weapon_weight = tmp->weight;
1112 stats.dam += tmp->stats.dam * (1 + (chosen_skill->level / 9)); 987 stats.dam += 1 + chosen_skill->level * tmp->stats.dam / 9;
1113 988
1114 if (tmp->magic) 989 if (tmp->magic)
1115 stats.dam += tmp->magic; 990 stats.dam += tmp->magic;
1116 } 991 }
1117 992
1118 if (tmp->stats.wc) 993 if (tmp->stats.wc)
1119 wc -= (tmp->stats.wc + tmp->magic); 994 wc -= tmp->stats.wc + tmp->magic;
1120 995
1121 if (tmp->slaying != NULL) 996 if (tmp->slaying)
1122 slaying = tmp->slaying; 997 slaying = tmp->slaying;
1123 998
1124 if (tmp->stats.ac) 999 if (tmp->stats.ac)
1125 ac -= (tmp->stats.ac + tmp->magic); 1000 ac -= tmp->stats.ac + tmp->magic;
1126 1001
1127 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1002 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1128 contr->encumbrance += (int) 3 *tmp->weight / 1000; 1003 contr->encumbrance += weight_to_kg_approx (3 * tmp->weight);
1129
1130 if (type == PLAYER)
1131 contr->ranges[range_skill] = this;
1132
1133 break; 1004 }
1134 1005
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; 1006 break;
1144 1007
1145 case SHIELD: 1008 case SHIELD:
1146 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1009 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1147 contr->encumbrance += (int) tmp->weight / 2000; 1010 contr->encumbrance += weight_to_kg_approx (tmp->weight) >> 1;
1011 //FALLTHROUGH
1148 case RING: 1012 case RING:
1149 case AMULET: 1013 case AMULET:
1150 case GIRDLE: 1014 case GIRDLE:
1151 case HELMET: 1015 case HELMET:
1152 case BOOTS: 1016 case BOOTS:
1153 case GLOVES: 1017 case GLOVES:
1154 case CLOAK: 1018 case CLOAK:
1155 if (tmp->stats.wc) 1019 if (tmp->stats.wc)
1156 wc -= (tmp->stats.wc + tmp->magic); 1020 wc -= tmp->stats.wc + tmp->magic;
1157 1021
1158 if (tmp->stats.dam) 1022 if (tmp->stats.dam)
1159 stats.dam += (tmp->stats.dam + tmp->magic); 1023 stats.dam += tmp->stats.dam + tmp->magic;
1160 1024
1161 if (tmp->stats.ac) 1025 if (tmp->stats.ac)
1162 ac -= (tmp->stats.ac + tmp->magic); 1026 ac -= tmp->stats.ac + tmp->magic;
1163 1027
1164 break; 1028 break;
1165 1029
1030 case RANGED:
1031 case BOW:
1166 case WEAPON: 1032 case WEAPON:
1167 wc -= (tmp->stats.wc + tmp->magic); 1033 wc -= tmp->stats.wc + tmp->magic;
1168 1034
1169 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0) 1035 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0)
1170 ac -= tmp->stats.ac + tmp->magic; 1036 ac -= tmp->stats.ac + tmp->magic;
1171 1037
1172 stats.dam += (tmp->stats.dam + tmp->magic); 1038 stats.dam += tmp->stats.dam + tmp->magic;
1173 weapon_weight = tmp->weight; 1039 weapon_weight = tmp->weight;
1174 weapon_speed = ((int) WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2; 1040 weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2;
1175 1041
1176 if (weapon_speed < 0) 1042 if (weapon_speed < 0)
1177 weapon_speed = 0; 1043 weapon_speed = 0;
1178 1044
1179 slaying = tmp->slaying; 1045 slaying = tmp->slaying;
1046
1180 /* If there is desire that two handed weapons should do 1047 /* If there is desire that two handed weapons should do
1181 * extra strength damage, this is where the code should 1048 * extra strength damage, this is where the code should
1182 * go. 1049 * go.
1183 */ 1050 */
1184 current_weapon = tmp; 1051
1052 if (type == PLAYER)
1185 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1053 if (settings.spell_encumbrance)
1186 contr->encumbrance += (int) 3 *tmp->weight / 1000; 1054 contr->encumbrance += weight_to_kg_approx (3 * tmp->weight);
1187 1055
1188 break; 1056 break;
1189 1057
1190 case ARMOUR: /* Only the best of these three are used: */ 1058 case ARMOUR: /* Only the best of these three are used: */
1191 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1059 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1192 contr->encumbrance += (int) tmp->weight / 1000; 1060 contr->encumbrance += weight_to_kg_approx (tmp->weight);
1193 1061
1194 case BRACERS: 1062 case BRACERS:
1195 case FORCE: 1063 case FORCE:
1196 if (tmp->stats.wc) 1064 if (tmp->stats.wc)
1197 { 1065 {
1214 else /* To nullify the below effect */ 1082 else /* To nullify the below effect */
1215 ac += tmp->stats.ac + tmp->magic; 1083 ac += tmp->stats.ac + tmp->magic;
1216 } 1084 }
1217 1085
1218 if (tmp->stats.wc) 1086 if (tmp->stats.wc)
1219 wc -= (tmp->stats.wc + tmp->magic); 1087 wc -= tmp->stats.wc + tmp->magic;
1220 1088
1221 if (tmp->stats.ac) 1089 if (tmp->stats.ac)
1222 ac -= (tmp->stats.ac + tmp->magic); 1090 ac -= tmp->stats.ac + tmp->magic;
1223 1091
1224 if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.0 < max) 1092 if (ARMOUR_SPEED (tmp))
1225 max = ARMOUR_SPEED (tmp) / 10.0; 1093 min_it (max_speed, ARMOUR_SPEED (tmp) / 10.f);
1226 1094
1227 break; 1095 break;
1228 } /* switch tmp->type */ 1096 } /* switch tmp->type */
1229 } /* item is equipped */ 1097 } /* item is equipped */
1230 } /* for loop of items */ 1098 } /* for loop of items */
1231 1099
1100 min_it (glow_radius, MAX_LIGHT_RADIUS);
1101
1232 /* We've gone through all the objects the player has equipped. For many things, we 1102 /* 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. 1103 * have generated intermediate values which we now need to assign.
1234 */ 1104 */
1235 1105
1236 /* 'total resistance = total protections - total vulnerabilities'. 1106 /* 'total resistance = total protections - total vulnerabilities'.
1237 * If there is an uncursed potion in effect, granting more protection 1107 * If there is an uncursed potion in effect, granting more protection
1238 * than that, we take: 'total resistance = resistance from potion'. 1108 * than that, we take: 'total resistance = resistance from potion'.
1239 * If there is a cursed (and no uncursed) potion in effect, we take 1109 * If there is a cursed (and no uncursed) potion in effect, we take
1240 * 'total resistance = vulnerability from cursed potion'. 1110 * 'total resistance = vulnerability from cursed potion'.
1241 */ 1111 */
1242 for (i = 0; i < NROFATTACKS; i++) 1112 for (int i = 0; i < NROFATTACKS; i++)
1243 { 1113 {
1244 resist[i] = prot[i] - vuln[i]; 1114 resist[i] = prot[i] - vuln[i];
1245 1115
1246 if (potion_resist[i] && ((potion_resist[i] > resist[i]) || (potion_resist[i] < 0))) 1116 if (potion_resist[i] != -1000
1117 && (potion_resist[i] < 0 || potion_resist[i] > resist[i]))
1247 resist[i] = potion_resist[i]; 1118 resist[i] = potion_resist[i];
1248 } 1119 }
1249 1120
1250 /* Figure out the players sp/mana/hp totals. */
1251 if (type == PLAYER) 1121 if (type == PLAYER)
1252 { 1122 {
1123 // clamp various player stats
1124 for (int i = 0; i < NUM_STATS; ++i)
1125 stats.stat (i) = stat_sum [i];
1126
1127 check_stat_bounds (&stats);
1128
1129 contr->digestion = clamp (contr->digestion, MIN_DIGESTION, MAX_DIGESTION);
1130
1131 /* Figure out the players sp/mana/hp totals. */
1253 int pl_level; 1132 int pl_level;
1254 1133
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! */ 1134 pl_level = max (1, level); /* safety, we should always get 1 levels worth of hp! */
1260 1135
1261 /* You basically get half a con bonus/level. But we do take into account rounding, 1136 /* 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. 1137 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels.
1263 */ 1138 */
1264 for (i = 1, stats.maxhp = 0; i <= pl_level && i <= 10; i++) 1139 stats.maxhp = 0;
1140 for (int i = 1; i <= min (10, pl_level); i++)
1265 { 1141 {
1266 j = contr->levhp[i] + con_bonus[stats.Con] / 2; 1142 int j = contr->levhp[i] + con_bonus[stats.Con] / 2;
1267 1143
1268 if (i % 2 && con_bonus[stats.Con] % 2) 1144 if (i % 2 && con_bonus[stats.Con] % 2)
1269 {
1270 if (con_bonus[stats.Con] > 0) 1145 if (con_bonus[stats.Con] > 0)
1271 j++; 1146 j++;
1272 else 1147 else
1273 j--; 1148 j--;
1274 }
1275 1149
1276 stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */ 1150 stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */
1277 } 1151 }
1278 1152
1279 for (i = 11; i <= level; i++) 1153 stats.maxhp += 2 * max (0, level - 10);
1280 stats.maxhp += 2;
1281 1154
1282 if (stats.hp > stats.maxhp) 1155 if (stats.hp > stats.maxhp)
1283 stats.hp = stats.maxhp; 1156 stats.hp = stats.maxhp;
1284 1157
1285 /* Sp gain is controlled by the level of the player's 1158 /* Sp gain is controlled by the level of the player's
1286 * relevant experience object (mana_obj, see above) 1159 * relevant experience object (mana_obj, see above)
1287 */ 1160 */
1288 /* following happen when skills system is not used */ 1161 /* following happen when skills system is not used */
1289 if (!mana_obj) 1162 if (!mana_obj)
1290 mana_obj = this; 1163 mana_obj = this;
1291 1164
1298 1171
1299 if (mana_obj == this && type == PLAYER) 1172 if (mana_obj == this && type == PLAYER)
1300 stats.maxsp = 1; 1173 stats.maxsp = 1;
1301 else 1174 else
1302 { 1175 {
1303 sp_tmp = 0.0; 1176 float sp_tmp = 0.f;
1304 1177
1305 for (i = 1; i <= mana_obj->level && i <= 10; i++) 1178 for (int i = 1; i <= min (10, mana_obj->level); i++)
1306 { 1179 {
1307 float stmp; 1180 float stmp;
1308 1181
1309 /* Got some extra bonus at first level */ 1182 /* Got some extra bonus at first level */
1310 if (i < 2) 1183 if (i < 2)
1311 stmp = contr->levsp[i] + ((2.0 * (float) sp_bonus[stats.Pow] + (float) sp_bonus[stats.Int]) / 6.0); 1184 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 6.f;
1312 else 1185 else
1313 stmp = (float) contr->levsp[i] + (2.0 * (float) sp_bonus[stats.Pow] + (float) sp_bonus[stats.Int]) / 12.0; 1186 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 12.f;
1314 1187
1315 if (stmp < 1.0)
1316 stmp = 1.0;
1317
1318 sp_tmp += stmp; 1188 sp_tmp += max (1.f, stmp);
1319 } 1189 }
1320 1190
1321 stats.maxsp = (int) sp_tmp; 1191 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 } 1192 }
1193
1326 /* Characters can get their sp supercharged via rune of transferrance */ 1194 /* Characters can get their sp supercharged via rune of transferrance */
1327 if (stats.sp > stats.maxsp * 2) 1195 stats.sp = min (stats.sp, stats.maxsp * 2);
1328 stats.sp = stats.maxsp * 2;
1329 1196
1330 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */ 1197 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */
1331 if (!grace_obj || !grace_obj->level || type != PLAYER) 1198 if (!grace_obj || !grace_obj->level || type != PLAYER)
1332 grace_obj = this; 1199 grace_obj = this;
1333 1200
1338 /* store grace in a float - this way, the divisions below don't create 1205 /* 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 1206 * 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 1207 * becomes big jumps when the sums of the bonuses jump to the next
1341 * step of 8 - with floats, even fractional ones are useful. 1208 * step of 8 - with floats, even fractional ones are useful.
1342 */ 1209 */
1343 sp_tmp = 0.0; 1210 float sp_tmp = 0.f;
1344 for (i = 1, stats.maxgrace = 0; i <= grace_obj->level && i <= 10; i++) 1211
1212 for (int i = 1; i <= min (10, grace_obj->level); i++)
1345 { 1213 {
1346 float grace_tmp = 0.0; 1214 float grace_tmp = 0.f;
1347 1215
1348 /* Got some extra bonus at first level */ 1216 /* Got some extra bonus at first level */
1349 if (i < 2) 1217 if (i < 2)
1350 grace_tmp = contr->levgrace[i] + (((float) grace_bonus[stats.Pow] + 1218 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 1219 else
1353 grace_tmp = (float) contr->levgrace[i]
1354 + ((float) grace_bonus[stats.Pow] + 2.0 * (float) grace_bonus[stats.Wis]) / 12.0; 1220 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 12.f;
1355 1221
1356 if (grace_tmp < 1.0)
1357 grace_tmp = 1.0;
1358
1359 sp_tmp += grace_tmp; 1222 sp_tmp += max (1.f, grace_tmp);
1360 } 1223 }
1361 1224
1362 stats.maxgrace = (int) sp_tmp;
1363
1364 /* two grace points per level after 11 */ 1225 /* two grace points per level after 10 */
1365 for (i = 11; i <= grace_obj->level; i++) 1226 stats.maxgrace = int (sp_tmp) + 2 * max (0, grace_obj->level - 10);
1366 stats.maxgrace += 2;
1367 } 1227 }
1228
1368 /* No limit on grace vs maxgrace */ 1229 /* No limit on grace vs maxgrace */
1369 1230
1370 if (contr->braced) 1231 if (contr->braced)
1371 { 1232 {
1372 ac += 2; 1233 ac += 2;
1373 wc += 4; 1234 wc += 4;
1374 } 1235 }
1375 else 1236 else
1376 ac -= dex_bonus[stats.Dex]; 1237 ac -= dex_bonus[stats.Dex];
1377 1238
1378 /* In new exp/skills system, wc bonuses are related to 1239 /* In new exp/skills system, wc bonuses are related to
1379 * the players level in a relevant exp object (wc_obj) 1240 * the players level in a relevant exp object (wc_obj)
1380 * not the general player level -b.t. 1241 * not the general player level -b.t.
1381 * I changed this slightly so that wc bonuses are better 1242 * I changed this slightly so that wc bonuses are better
1382 * than before. This is to balance out the fact that 1243 * than before. This is to balance out the fact that
1383 * the player no longer gets a personal weapon w/ 1 1244 * the player no longer gets a personal weapon w/ 1
1384 * improvement every level, now its fighterlevel/5. So 1245 * improvement every level, now its fighterlevel/5. So
1385 * we give the player a bonus here in wc and dam 1246 * we give the player a bonus here in wc and dam
1386 * to make up for the change. Note that I left the 1247 * to make up for the change. Note that I left the
1387 * monster bonus the same as before. -b.t. 1248 * monster bonus the same as before. -b.t.
1388 */ 1249 */
1250 object *wc_obj = chosen_skill;
1389 1251
1390 if (type == PLAYER && wc_obj && wc_obj->level > 1) 1252 if (contr && wc_obj && wc_obj->level > 1)
1391 { 1253 {
1392 wc -= (wc_obj->level + thaco_bonus[stats.Str]); 1254 wc -= wc_obj->level + thaco_bonus[stats.Str];
1255
1393 for (i = 1; i < wc_obj->level; i++) 1256 for (int i = 1; i < wc_obj->level; i++)
1394 { 1257 {
1395 /* addtional wc every 6 levels */ 1258 /* additional wc every 6 levels */
1396 if (!(i % 6)) 1259 if (!(i % 6))
1397 wc--; 1260 wc--;
1261
1398 /* addtional dam every 4 levels. */ 1262 /* additional dam every 4 levels. */
1399 if (!(i % 4) && (dam_bonus[stats.Str] >= 0)) 1263 if (!(i % 4) && dam_bonus[stats.Str] >= 0)
1400 stats.dam += (1 + (dam_bonus[stats.Str] / 5)); 1264 stats.dam += 1 + dam_bonus[stats.Str] / 5;
1401 } 1265 }
1402 } 1266 }
1403 else 1267 else
1404 wc -= (level + thaco_bonus[stats.Str]); 1268 wc -= level + thaco_bonus[stats.Str];
1405 1269
1406 stats.dam += dam_bonus[stats.Str]; 1270 stats.dam += dam_bonus[stats.Str];
1407 1271
1408 if (stats.dam < 1) 1272 if (stats.dam < 1)
1409 stats.dam = 1; 1273 stats.dam = 1;
1410 1274
1411 speed = 1.0 + speed_bonus[stats.Dex]; 1275 speed = 1.f + speed_bonus[stats.Dex];
1412 1276
1413 if (settings.search_items && contr->search_str[0]) 1277 if (settings.search_items && contr->search_str[0])
1414 speed -= 1; 1278 speed -= 1;
1415
1416 if (attacktype == 0)
1417 attacktype = arch->clone.attacktype;
1418
1419 } /* End if player */ 1279 } /* End if player */
1420 1280
1421 if (added_speed >= 0) 1281 if (added_speed >= 0)
1422 speed += added_speed / 10.0; 1282 speed += added_speed / 10.f;
1423 else /* Something wrong here...: */ 1283 else /* Something wrong here...: */
1424 speed /= (float) (1.0 - added_speed); 1284 speed /= 1.f - added_speed;
1425 1285
1426 /* Max is determined by armour */ 1286 /* Max is determined by armour */
1427 if (speed > max) 1287 speed = min (speed, max_speed);
1428 speed = max;
1429 1288
1430 if (type == PLAYER) 1289 if (type == PLAYER)
1431 { 1290 {
1432 /* f is a number the represents the number of kg above (positive num) 1291 /* 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 1292 * or below (negative number) that the player is carrying. If above
1434 * weight limit, then player suffers a speed reduction based on how 1293 * weight limit, then player suffers a speed reduction based on how
1435 * much above he is, and what is max carry is 1294 * much above he is, and what is max carry is
1436 */ 1295 */
1437 f = (carrying / 1000) - max_carry[stats.Str]; 1296 float f = (sint32)weight_to_kg_approx (carrying) - max_carry[stats.Str];
1438 if (f > 0) 1297 if (f > 0.f)
1439 speed = speed / (1.0 + f / max_carry[stats.Str]); 1298 speed /= (1.f + f / max_carry[stats.Str]);
1440 } 1299 }
1441 1300
1442 speed += bonus_speed / 10.0; /* Not affected by limits */ 1301 speed += bonus_speed / 10.f; /* Not affected by limits */
1302 speed *= speed_reduce_from_disease;
1443 1303
1444 /* Put a lower limit on speed. Note with this speed, you move once every 1304 /* 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. 1305 * 25 ticks or so. This amounts to once every 3 seconds of realtime.
1446 */ 1306 */
1447 speed = speed * speed_reduce_from_disease; 1307 max_it (speed, is_player () ? MIN_PLAYER_SPEED : MIN_ACTIVE_SPEED);
1448 1308
1449 if (speed < 0.01 && type == PLAYER) 1309 if (speed != old_speed)
1450 speed = 0.01; 1310 set_speed (speed);
1451 1311
1452 if (type == PLAYER) 1312 if (type == PLAYER)
1453 { 1313 {
1454 float M, W, s, D, K, S, M2;
1455
1456 /* (This formula was made by vidarl@ifi.uio.no) 1314 /* (This formula was made by vidarl@ifi.uio.no)
1457 * Note that we never used these values again - basically 1315 * Note that we never used these values again - basically
1458 * all of these could be subbed into one big equation, but 1316 * all of these could be subbed into one big equation, but
1459 * that would just be a real pain to read. 1317 * that would just be a real pain to read.
1460 */ 1318 */
1461 M = (max_carry[stats.Str] - 121) / 121.0; 1319 float M = (max_carry[stats.Str] - 121) / 121.f;
1462 M2 = max_carry[stats.Str] / 100.0; 1320 float M2 = max_carry[stats.Str] / 100.f;
1463 W = weapon_weight / 20000.0; 1321 float W = weapon_weight / 20000.f;
1464 s = 2 - weapon_speed / 10.0; 1322 float s = (20 - weapon_speed) / 10.f;
1465 D = (stats.Dex - 14) / 14.0; 1323 float D = (stats.Dex - 14) / 14.f;
1466 K = 1 + M / 3.0 - W / (3 * M2) + speed / 5.0 + D / 2.0; 1324 float K = 1 + M / 3.f - W / (3 * M2) + speed / 5.f + D / 2.f;
1325
1467 K *= (4 + level) / (float) (6 + level) * 1.2; 1326 K *= (4 + level) * 1.2f / (6 + level);
1327
1468 if (K <= 0) 1328 if (K <= 0.01f)
1469 K = 0.01; 1329 K = 0.01f;
1470 S = speed / (K * s); 1330
1471 contr->weapon_sp = S; 1331 contr->weapon_sp = K * s * .5f; //TODO: balance the .5
1472 } 1332 }
1473 1333
1474 /* I want to limit the power of small monsters with big weapons: */ 1334 /* 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) 1335 if (type != PLAYER && arch && stats.dam > arch->stats.dam * 3)
1476 stats.dam = arch->clone.stats.dam * 3; 1336 stats.dam = arch->stats.dam * 3;
1477 1337
1478 /* Prevent overflows of wc - best you can get is ABS(120) - this 1338 stats.wc = clamp (wc, MIN_WC, MAX_WC);
1479 * should be more than enough - remember, AC is also in 8 bits, 1339 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 1340
1496 /* if for some reason the creature doesn't have any move type, 1341 /* if for some reason the creature doesn't have any move type,
1497 * give them walking as a default. 1342 * give them walking as a default.
1498 * The second case is a special case - to more closely mimic the 1343 * The second case is a special case - to more closely mimic the
1499 * old behaviour - if your flying, your not walking - just 1344 * old behaviour - if your flying, your not walking - just
1502 if (move_type == 0) 1347 if (move_type == 0)
1503 move_type = MOVE_WALK; 1348 move_type = MOVE_WALK;
1504 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) 1349 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH))
1505 move_type &= ~MOVE_WALK; 1350 move_type &= ~MOVE_WALK;
1506 1351
1507 update_ob_speed (this); 1352 // now apply the new move_type
1353 if (this->move_type != move_type)
1354 change_move_type (move_type);
1508 1355
1509 /* It is quite possible that a player's spell costing might have changed, 1356 /* It is quite possible that a player's spell costing might have changed,
1510 * so we will check that now. 1357 * so we will check that now.
1511 */ 1358 */
1512 if (type == PLAYER) 1359 if (is_player ())
1513 { 1360 contr->update_spells ();
1514 esrv_update_stats (contr); 1361
1515 esrv_update_spells (contr); 1362 // update the mapspace, if we are on a map
1363 if (!flag [FLAG_REMOVED] && map)
1364 map->at (x, y).flags_ = 0;
1365}
1366
1367void
1368object::set_glow_radius (sint8 rad)
1369{
1370 glow_radius = rad;
1371
1372 if (is_on_map ())
1373 update_all_los (map, x, y);
1374 else if (object *env = outer_env ())
1516 } 1375 {
1517} 1376 env->update_stats ();
1518 1377
1519/* 1378 if (env->is_on_map ())
1520 * Returns true if the given player is a legal class. 1379 update_all_los (env->map, env->x, env->y);
1521 * The function to add and remove class-bonuses to the stats doesn't 1380 }
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} 1381}
1532 1382
1533/* 1383/*
1534 * set the new dragon name after gaining levels or 1384 * set the new dragon name after gaining levels or
1535 * changing ability focus (later this can be extended to 1385 * changing ability focus (later this can be extended to
1536 * eventually change the player's face and animation) 1386 * 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 */ 1387 */
1543void 1388void
1544set_dragon_name (object *pl, const object *abil, const object *skin) 1389set_dragon_name (object *pl, const object *abil, const object *skin)
1545{ 1390{
1546 int atnr = -1; /* attacknumber of highest level */ 1391 int atnr = -1; /* attacknumber of highest level */
1564 /* now if there are equals at highest level, pick the one with focus, 1409 /* now if there are equals at highest level, pick the one with focus,
1565 or else at random */ 1410 or else at random */
1566 if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level) 1411 if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level)
1567 atnr = abil->stats.exp; 1412 atnr = abil->stats.exp;
1568 1413
1569 level = (int) (level / 5.);
1570
1571 /* now set the new title */ 1414 /* now set the new title */
1572 if (pl->contr != NULL)
1573 {
1574 if (level == 0)
1575 sprintf (pl->contr->title, "%s hatchling", attacks[atnr]); 1415 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]); 1416 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]); 1417 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]); 1418 else if (level < 100) sprintf (pl->contr->title, "%s dragon" , attacks[atnr]);
1582 else 1419 else
1583 { 1420 {
1584 /* special titles for extra high resistance! */ 1421 /* special titles for extra high resistance! */
1585 if (skin->resist[atnr] > 80)
1586 sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]); 1422 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]); 1423 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]); 1424 else sprintf (pl->contr->title, "big %s dragon" , attacks[atnr]);
1591 }
1592 } 1425 }
1593 1426
1594 strcpy (pl->contr->own_title, ""); 1427 strcpy (pl->contr->own_title, "");
1595} 1428}
1596 1429
1597/* 1430/*
1598 * This function is called when a dragon-player gains 1431 * This function is called when a dragon-player gains
1599 * an overall level. Here, the dragon might gain new abilities 1432 * an overall level. Here, the dragon might gain new abilities
1600 * or change the ability-focus. 1433 * or change the ability-focus.
1601 */ 1434 */
1602void 1435static void
1603dragon_level_gain (object *who) 1436dragon_level_gain (object *who)
1604{ 1437{
1605 object *abil = NULL; /* pointer to dragon ability force */ 1438 object *abil = NULL; /* pointer to dragon ability force */
1606 object *skin = NULL; /* pointer to dragon skin force */ 1439 object *skin = NULL; /* pointer to dragon skin force */
1607 object *tmp = NULL; /* tmp. object */ 1440 object *tmp = NULL; /* tmp. object */
1608 char buf[MAX_BUF]; /* tmp. string buffer */ 1441 char buf[MAX_BUF]; /* tmp. string buffer */
1609 1442
1610 /* now grab the 'dragon_ability'-forces from the player's inventory */ 1443 /* now grab the 'dragon_ability'-forces from the player's inventory */
1611 for (tmp = who->inv; tmp != NULL; tmp = tmp->below) 1444 for (tmp = who->inv; tmp; tmp = tmp->below)
1612 {
1613 if (tmp->type == FORCE) 1445 if (tmp->type == FORCE)
1614 { 1446 if (tmp->arch->archname == shstr_dragon_ability_force)
1615 if (strcmp (tmp->arch->name, "dragon_ability_force") == 0)
1616 abil = tmp; 1447 abil = tmp;
1617 if (strcmp (tmp->arch->name, "dragon_skin_force") == 0) 1448 else if (tmp->arch->archname == shstr_dragon_skin_force)
1618 skin = tmp; 1449 skin = tmp;
1619 } 1450
1620 }
1621 /* if the force is missing -> bail out */ 1451 /* if the force is missing -> bail out */
1622 if (abil == NULL) 1452 if (abil == NULL)
1623 return; 1453 return;
1624 1454
1625 /* The ability_force keeps track of maximum level ever achieved. 1455 /* The ability_force keeps track of maximum level ever achieved.
1626 * New abilties can only be gained by surpassing this max level 1456 * New abilties can only be gained by surpassing this max level
1627 */ 1457 */
1628 if (who->level > abil->level) 1458 if (who->level > abil->level)
1629 { 1459 {
1630 /* increase our focused ability */ 1460 /* increase our focused ability */
1631 abil->resist[abil->stats.exp]++; 1461 abil->resist[abil->stats.exp]++;
1666 object *skill_obj; 1496 object *skill_obj;
1667 1497
1668 skill_obj = get_archetype_by_skill_name (skill_name, SKILL); 1498 skill_obj = get_archetype_by_skill_name (skill_name, SKILL);
1669 if (!skill_obj) 1499 if (!skill_obj)
1670 { 1500 {
1671 LOG (llevError, "add_player_exp: couldn't find skill %s\n", skill_name); 1501 LOG (llevError, "give_skill_by_name: couldn't find skill %s\n", skill_name);
1672 return NULL; 1502 return NULL;
1673 } 1503 }
1504
1674 /* clear the flag - exp goes into this bucket, but player 1505 /* clear the flag - exp goes into this bucket, but player
1675 * still doesn't know it. 1506 * still doesn't know it.
1676 */ 1507 */
1677 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL); 1508 skill_obj->clr_flag (FLAG_CAN_USE_SKILL);
1678 skill_obj->stats.exp = 0; 1509 skill_obj->stats.exp = 0;
1679 skill_obj->level = 1; 1510 skill_obj->level = 1;
1680 insert_ob_in_ob (skill_obj, op); 1511 op->insert (skill_obj);
1681 if (op->contr) 1512
1682 { 1513 if (player *pl = op->contr)
1683 op->contr->last_skill_ob[skill_obj->subtype] = skill_obj; 1514 pl->link_skills ();
1684 op->contr->last_skill_exp[skill_obj->subtype] = -1; 1515
1685 }
1686 return skill_obj; 1516 return skill_obj;
1687} 1517}
1688
1689 1518
1690/* player_lvl_adj() - for the new exp system. we are concerned with 1519/* player_lvl_adj() - for the new exp system. we are concerned with
1691 * whether the player gets more hp, sp and new levels. 1520 * whether the player gets more hp, sp and new levels.
1692 * Note this this function should only be called for players. Monstes 1521 * Note this this function should only be called for players. Monstes
1693 * don't really gain levels 1522 * don't really gain levels
1696 */ 1525 */
1697void 1526void
1698player_lvl_adj (object *who, object *op) 1527player_lvl_adj (object *who, object *op)
1699{ 1528{
1700 char buf[MAX_BUF]; 1529 char buf[MAX_BUF];
1530 bool changed = false;
1701 1531
1702 if (!op) /* when rolling stats */ 1532 if (!op) /* when rolling stats */
1703 op = who; 1533 op = who;
1704 1534
1705 if (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul)) 1535 while (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul))
1706 { 1536 {
1537 changed = true;
1538
1707 op->level++; 1539 op->level++;
1708 1540
1709 if (op != NULL && op == who && op->stats.exp > 1 && is_dragon_pl (who)) 1541 if (op && op == who && op->stats.exp > 1 && who->is_dragon ())
1710 dragon_level_gain (who); 1542 dragon_level_gain (who);
1711 1543
1712 /* Only roll these if it is the player (who) that gained the level */ 1544 /* Only roll these if it is the player (who) that gained the level */
1713 if (op == who && (who->level < 11) && who->type == PLAYER) 1545 if (op == who && (who->level < 11) && who->type == PLAYER)
1714 { 1546 {
1715 who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1; 1547 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); 1548 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; 1549 who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1;
1718 } 1550 }
1719 1551
1720 who->update_stats ();
1721 if (op->level > 1) 1552 if (op->level > 1)
1722 { 1553 {
1723 if (op->type != PLAYER) 1554 if (op->type != PLAYER)
1555 {
1556 who->contr->play_sound (sound_find ("skill_up"));
1724 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); 1557 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1558 }
1725 else 1559 else
1560 {
1561 who->contr->play_sound (sound_find ("level_up"));
1726 sprintf (buf, "You are now level %d.", op->level); 1562 sprintf (buf, "You are now level %d.", op->level);
1563 }
1564
1727 if (who) 1565 if (who)
1728 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); 1566 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1729 } 1567 }
1730 player_lvl_adj (who, op); /* To increase more levels */
1731 } 1568 }
1569
1732 else if (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul)) 1570 while (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul))
1733 { 1571 {
1572 changed = true;
1573
1734 op->level--; 1574 op->level--;
1735 who->update_stats (); 1575
1736 if (op->type != PLAYER) 1576 if (op->type != PLAYER)
1737 { 1577 {
1738 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); 1578 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); 1579 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1740 } 1580 }
1741 player_lvl_adj (who, op); /* To decrease more levels */
1742 } 1581 }
1743 1582
1744 /* check if the spell data has changed */ 1583 if (changed)
1745 esrv_update_stats (who->contr); 1584 who->update_stats (); // should cause esrv_update_stats and esrv_update_spells
1746 esrv_update_spells (who->contr);
1747} 1585}
1748 1586
1749/* 1587/*
1750 * Returns how much experience is needed for a player to become 1588 * Returns how much experience is needed for a player to become
1751 * the given level. level should really never exceed max_level 1589 * the given level. level should really never exceed max_level
1752 */ 1590 */
1753 1591
1754sint64 1592sint64
1755level_exp (int level, double expmul) 1593level_exp (int level, double expmul)
1756{ 1594{
1757 if (level > settings.max_level) 1595 return expmul * level_to_min_exp (level);
1758 return (sint64) (expmul * levels[settings.max_level]);
1759 return (sint64) (expmul * levels[level]);
1760} 1596}
1761 1597
1762/* 1598/*
1763 * Ensure that the permanent experience requirements in an exp object are met. 1599 * 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 1600 * This really just checks 'op to make sure the perm_exp value is within
1770calc_perm_exp (object *op) 1606calc_perm_exp (object *op)
1771{ 1607{
1772 int p_exp_min; 1608 int p_exp_min;
1773 1609
1774 /* Ensure that our permanent experience minimum is met. 1610 /* Ensure that our permanent experience minimum is met.
1775 * permenent_exp_ratio is an integer percentage, we divide by 100 1611 * permenent_exp_ratio is an integer percentage, we divide by 100
1776 * to get the fraction */ 1612 * to get the fraction */
1777 p_exp_min = (int) (settings.permanent_exp_ratio * (float) (op->stats.exp) / 100); 1613 p_exp_min = (int) (settings.permanent_exp_ratio * (float) (op->stats.exp) / 100);
1778 1614
1779 if (op->perm_exp < p_exp_min) 1615 if (op->perm_exp < p_exp_min)
1780 op->perm_exp = p_exp_min; 1616 op->perm_exp = p_exp_min;
1792 * NULL, in which case exp increases the players general 1628 * NULL, in which case exp increases the players general
1793 * total, but not any particular skill. 1629 * total, but not any particular skill.
1794 * flag is what to do if the player doesn't have the skill: 1630 * flag is what to do if the player doesn't have the skill:
1795 */ 1631 */
1796static void 1632static void
1797add_player_exp (object *op, sint64 exp, const char *skill_name, int flag) 1633add_player_exp (object *op, sint64 exp, shstr_tmp skill_name, int flag)
1798{ 1634{
1799 object *skill_obj = NULL; 1635 object *skill_obj;
1800 sint64 limit, exp_to_add; 1636 sint64 limit, exp_to_add;
1801 int i;
1802 1637
1803 /* prevents some forms of abuse. */ 1638 /* prevents some forms of abuse. */
1804 if (op->contr->braced) 1639 if (op->contr->braced)
1805 exp = exp / 5; 1640 exp /= 5;
1806 1641
1807 /* Try to find the matching skill. 1642 /* Try to find the matching skill.
1808 * We do a shortcut/time saving mechanism first - see if it matches 1643 * We do a shortcut/time saving mechanism first - see if it matches
1809 * chosen_skill. This means we don't need to search through 1644 * chosen_skill. This means we don't need to search through
1810 * the players inventory. 1645 * the players inventory.
1811 */ 1646 */
1647 skill_obj = 0;
1648
1812 if (skill_name) 1649 if (skill_name)
1813 { 1650 {
1814 if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill)) 1651 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 1652
1825 /* Player doesn't have the skill. Check to see what to do, and give 1653 /* Player doesn't have the skill. Check to see what to do, and give
1826 * it to the player if necessary 1654 * it to the player if necessary
1827 */ 1655 */
1828 if (!skill_obj) 1656 if (!skill_obj)
1829 { 1657 {
1830 if (flag == SK_EXP_NONE) 1658 if (flag == SK_EXP_NONE)
1831 return; 1659 return;
1660
1832 else if (flag == SK_EXP_ADD_SKILL) 1661 if (flag == SK_EXP_ADD_SKILL)
1833 give_skill_by_name (op, skill_name); 1662 skill_obj = give_skill_by_name (op, skill_name);
1834 }
1835 } 1663 }
1836 } 1664 }
1837 1665
1838 if (flag != SK_EXP_SKILL_ONLY) 1666 if (flag != SK_EXP_SKILL_ONLY)
1839 { 1667 {
1840 /* Basically, you can never gain more experience in one shot 1668 /* Basically, you can never gain more experience in one shot
1841 * than half what you need to gain for next level. 1669 * than half what you need to gain for next level.
1842 */ 1670 */
1843 exp_to_add = exp; 1671 exp_to_add = exp;
1844 limit = (levels[op->level + 1] - levels[op->level]) / 2; 1672 limit = (levels [op->level + 1] - levels [op->level]) / 2;
1845 if (exp_to_add > limit) 1673 if (exp_to_add > limit)
1846 exp_to_add = limit; 1674 exp_to_add = limit;
1847 1675
1848 ADD_EXP (op->stats.exp, (sint64) ((float) exp_to_add * (skill_obj ? skill_obj->expmul : 1))); 1676 ADD_EXP (op->stats.exp, (sint64) ((float) exp_to_add * (skill_obj ? skill_obj->expmul : 1)));
1849 if (settings.permanent_exp_ratio) 1677 if (settings.permanent_exp_ratio)
1856 } 1684 }
1857 1685
1858 if (skill_obj) 1686 if (skill_obj)
1859 { 1687 {
1860 exp_to_add = exp; 1688 exp_to_add = exp;
1861 limit = (levels[skill_obj->level + 1] - levels[skill_obj->level]) / 2; 1689 limit = (levels [skill_obj->level + 1] - levels [skill_obj->level]) / 2;
1862 if (exp_to_add > limit) 1690 if (exp_to_add > limit)
1863 exp_to_add = limit; 1691 exp_to_add = limit;
1864 1692
1865 ADD_EXP (skill_obj->stats.exp, exp_to_add); 1693 ADD_EXP (skill_obj->stats.exp, exp_to_add);
1866 if (settings.permanent_exp_ratio) 1694 if (settings.permanent_exp_ratio)
1872 player_lvl_adj (op, skill_obj); 1700 player_lvl_adj (op, skill_obj);
1873 } 1701 }
1874} 1702}
1875 1703
1876/* This function checks to make sure that object 'op' can 1704/* This function checks to make sure that object 'op' can
1877 * lost 'exp' experience. It returns the amount of exp 1705 * lose 'exp' experience. It returns the amount of exp
1878 * object 'op' can in fact lose - it basically makes 1706 * object 'op' can in fact lose - it basically makes
1879 * adjustments based on permanent exp and the like. 1707 * adjustments based on permanent exp and the like.
1880 * This function should always be used for losing experience - 1708 * This function should always be used for losing experience -
1881 * the 'exp' value passed should be positive - this is the 1709 * the 'exp' value passed should be positive - this is the
1882 * amount that should get subtract from the player. 1710 * amount that should get subtract from the player.
1883 */ 1711 */
1884sint64 1712static sint64
1885check_exp_loss (const object *op, sint64 exp) 1713check_exp_loss (const object *op, sint64 exp)
1886{ 1714{
1887 sint64 del_exp; 1715 sint64 del_exp;
1888 1716
1889 if (exp > op->stats.exp) 1717 if (exp > op->stats.exp)
1890 exp = op->stats.exp; 1718 exp = op->stats.exp;
1719
1891 if (settings.permanent_exp_ratio) 1720 if (settings.permanent_exp_ratio)
1892 { 1721 {
1893 del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO); 1722 del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO);
1723
1894 if (del_exp < 0) 1724 if (del_exp < 0)
1895 del_exp = 0; 1725 del_exp = 0;
1726
1896 if (exp > del_exp) 1727 if (exp > del_exp)
1897 exp = del_exp; 1728 exp = del_exp;
1898 } 1729 }
1730
1899 return exp; 1731 return exp;
1900} 1732}
1901 1733
1902sint64 1734sint64
1903check_exp_adjust (const object *op, sint64 exp) 1735check_exp_adjust (const object *op, sint64 exp)
1904{ 1736{
1905 if (exp < 0) 1737 if (exp < 0)
1906 return check_exp_loss (op, exp); 1738 return check_exp_loss (op, exp);
1907 else 1739 else
1908 return MIN (exp, (sint64) MAX_EXPERIENCE - op->stats.exp); 1740 return min (exp, (sint64)MAX_EXPERIENCE - op->stats.exp);
1909} 1741}
1910
1911 1742
1912/* Subtracts experience from player. 1743/* Subtracts experience from player.
1913 * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we 1744 * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we
1914 * only subtract from the matching skill. Otherwise, 1745 * only subtract from the matching skill. Otherwise,
1915 * this subtracts a portion from all 1746 * this subtracts a portion from all
1920 * where everything is at the minimum perm exp, he would lose nothing. 1751 * 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 1752 * exp is the amount of exp to subtract - thus, it should be
1922 * a postive number. 1753 * a postive number.
1923 */ 1754 */
1924static void 1755static void
1925subtract_player_exp (object *op, sint64 exp, const char *skill, int flag) 1756subtract_player_exp (object *op, sint64 exp, shstr_tmp skill, int flag)
1926{ 1757{
1927 float fraction = (float) exp / (float) op->stats.exp; 1758 float fraction = (float) exp / (float) op->stats.exp;
1928 object *tmp; 1759 object *tmp;
1929 sint64 del_exp; 1760 sint64 del_exp;
1930 1761
1931 for (tmp = op->inv; tmp; tmp = tmp->below) 1762 for (tmp = op->inv; tmp; tmp = tmp->below)
1932 if (tmp->type == SKILL && tmp->stats.exp) 1763 if (tmp->type == SKILL && tmp->stats.exp)
1933 { 1764 {
1934 if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (tmp->skill, skill)) 1765 if (flag == SK_SUBTRACT_SKILL_EXP && skill && tmp->skill == skill)
1935 { 1766 {
1936 del_exp = check_exp_loss (tmp, exp); 1767 del_exp = check_exp_loss (tmp, exp);
1937 tmp->stats.exp -= del_exp; 1768 tmp->stats.exp -= del_exp;
1938 player_lvl_adj (op, tmp); 1769 player_lvl_adj (op, tmp);
1939 } 1770 }
1940 else if (flag != SK_SUBTRACT_SKILL_EXP) 1771 else if (flag != SK_SUBTRACT_SKILL_EXP)
1941 { 1772 {
1942 /* only want to process other skills if we are not trying 1773 /* only want to process other skills if we are not trying
1943 * to match a specific skill. 1774 * to match a specific skill.
1944 */ 1775 */
1945 del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction)); 1776 del_exp = check_exp_loss (tmp, tmp->stats.exp * fraction);
1946 tmp->stats.exp -= del_exp; 1777 tmp->stats.exp -= del_exp;
1947 player_lvl_adj (op, tmp); 1778 player_lvl_adj (op, tmp);
1948 } 1779 }
1949 } 1780 }
1781
1950 if (flag != SK_SUBTRACT_SKILL_EXP) 1782 if (flag != SK_SUBTRACT_SKILL_EXP)
1951 { 1783 {
1952 del_exp = check_exp_loss (op, exp); 1784 del_exp = check_exp_loss (op, exp);
1953 op->stats.exp -= del_exp; 1785 op->stats.exp -= del_exp;
1954 player_lvl_adj (op, NULL); 1786 player_lvl_adj (op, NULL);
1955 } 1787 }
1956} 1788}
1957
1958
1959 1789
1960/* change_exp() - changes experience to a player/monster. This 1790/* change_exp() - changes experience to a player/monster. This
1961 * does bounds checking to make sure we don't overflow the max exp. 1791 * does bounds checking to make sure we don't overflow the max exp.
1962 * 1792 *
1963 * The exp passed is typically not modified much by this function - 1793 * The exp passed is typically not modified much by this function -
1964 * it is assumed the caller has modified the exp as needed. 1794 * it is assumed the caller has modified the exp as needed.
1965 * skill_name is the skill that should get the exp added. 1795 * skill_name is the skill that should get the exp added.
1966 * flag is what to do if player doesn't have the skill. 1796 * flag is what to do if player doesn't have the skill.
1967 * these last two values are only used for players. 1797 * these last two values are only used for players.
1968 */ 1798 */
1969
1970void 1799void
1971change_exp (object *op, sint64 exp, const char *skill_name, int flag) 1800change_exp (object *op, sint64 exp, shstr_tmp skill_name, int flag)
1972{ 1801{
1973
1974#ifdef EXP_DEBUG 1802#ifdef EXP_DEBUG
1975 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp); 1803 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp);
1976#endif 1804#endif
1977 1805
1978 /* safety */ 1806 /* safety */
1986 * won't do anything if the value is 0 anyways. 1814 * won't do anything if the value is 0 anyways.
1987 */ 1815 */
1988 if (exp == 0) 1816 if (exp == 0)
1989 return; 1817 return;
1990 1818
1991 /* Monsters are easy - we just adjust their exp - we 1819 /* Monsters are easy - we just adjust their exp - we
1992 * don't adjust level, since in most cases it is unrelated to 1820 * don't adjust level, since in most cases it is unrelated to
1993 * the exp they have - the monsters exp represents what its 1821 * the exp they have - the monsters exp represents what its
1994 * worth. 1822 * worth.
1995 */ 1823 */
1996 if (op->type != PLAYER) 1824 if (op->type != PLAYER)
1997 { 1825 {
1998 /* Sanity check */ 1826 /* Sanity check */
1999 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1827 if (!op->flag [FLAG_ALIVE])
2000 return; 1828 return;
2001 1829
2002 /* reset exp to max allowed value. We subtract from 1830 /* reset exp to max allowed value. We subtract from
2003 * MAX_EXPERIENCE to prevent overflows. If the player somehow has 1831 * MAX_EXPERIENCE to prevent overflows. If the player somehow has
2004 * more than max exp, just return. 1832 * more than max exp, just return.
2019 else 1847 else
2020 /* note that when you lose exp, it doesn't go against 1848 /* note that when you lose exp, it doesn't go against
2021 * a particular skill, so we don't need to pass that 1849 * a particular skill, so we don't need to pass that
2022 * along. 1850 * along.
2023 */ 1851 */
2024 subtract_player_exp (op, FABS (exp), skill_name, flag); 1852 subtract_player_exp (op, abs (exp), skill_name, flag);
2025
2026 } 1853 }
2027} 1854}
2028 1855
2029/* Applies a death penalty experience, the size of this is defined by the 1856/* 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 1857 * settings death_penalty_percentage and death_penalty_levels, and by the
2031 * amount of permenent experience, whichever gives the lowest loss. 1858 * amount of permenent experience, whichever gives the lowest loss.
2032 */ 1859 */
2033
2034void 1860void
2035apply_death_exp_penalty (object *op) 1861apply_death_exp_penalty (object *op)
2036{ 1862{
2037 object *tmp;
2038 sint64 loss; 1863 sint64 loss;
2039 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */ 1864 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */
2040 sint64 level_loss; /* defined by the setting 'death_penalty_levels */ 1865 sint64 level_loss; /* defined by the setting 'death_penalty_levels */
2041 1866
2042 for (tmp = op->inv; tmp; tmp = tmp->below) 1867 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2043 if (tmp->type == SKILL && tmp->stats.exp) 1868 if (tmp->type == SKILL && tmp->stats.exp)
2044 { 1869 {
2045
2046 percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100; 1870 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)]; 1871 level_loss = tmp->stats.exp - levels [max (0, tmp->level - settings.death_penalty_level)];
2048 1872
2049 /* With the revised exp system, you can get cases where 1873 /* With the revised exp system, you can get cases where
2050 * losing several levels would still require that you have more 1874 * losing several levels would still require that you have more
2051 * exp than you currently have - this is true if the levels 1875 * exp than you currently have - this is true if the levels
2052 * tables is a lot harder. 1876 * tables is a lot harder.
2053 */ 1877 */
2054 if (level_loss < 0) 1878 if (level_loss < 0)
2055 level_loss = 0; 1879 level_loss = 0;
2056 1880
2057 loss = check_exp_loss (tmp, MIN (level_loss, percentage_loss)); 1881 loss = check_exp_loss (tmp, min (level_loss, percentage_loss));
2058 1882
2059 tmp->stats.exp -= loss; 1883 tmp->stats.exp -= loss;
2060 player_lvl_adj (op, tmp); 1884 player_lvl_adj (op, tmp);
2061 } 1885 }
2062 1886
2063 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100; 1887 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)]; 1888 level_loss = op->stats.exp - levels [max (0, op->level - settings.death_penalty_level)];
1889
2065 if (level_loss < 0) 1890 if (level_loss < 0)
2066 level_loss = 0; 1891 level_loss = 0;
1892
2067 loss = check_exp_loss (op, MIN (level_loss, percentage_loss)); 1893 loss = check_exp_loss (op, min (level_loss, percentage_loss));
2068 1894
2069 op->stats.exp -= loss; 1895 op->stats.exp -= loss;
2070 player_lvl_adj (op, NULL); 1896 player_lvl_adj (op, NULL);
2071} 1897}
2072 1898

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