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Comparing deliantra/server/common/living.C (file contents):
Revision 1.28 by root, Tue Jan 9 00:22:01 2007 UTC vs.
Revision 1.68 by root, Sun Jul 1 05:00:17 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 3 *
4 Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
5 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 7 *
8 This program is free software; you can redistribute it and/or modify 8 * Crossfire TRT is free software: you can redistribute it and/or modify
9 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
10 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 (at your option) any later version. 11 * (at your option) any later version.
12 12 *
13 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 GNU General Public License for more details. 16 * GNU General Public License for more details.
17 17 *
18 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
19 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
21
22 The authors can be reached via e-mail at <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <crossfire@schmorp.de>
23*/ 22 */
24 23
25#include <global.h> 24#include <global.h>
26#include <funcpoint.h> 25#include <funcpoint.h>
27 26
28/* Handy little macro that adds exp and keeps it within bounds. Since 27/* Handy little macro that adds exp and keeps it within bounds. Since
233const char *const short_stat_name[NUM_STATS] = { 232const char *const short_stat_name[NUM_STATS] = {
234 "Str", "Dex", "Con", "Int", "Wis", "Pow", "Cha" 233 "Str", "Dex", "Con", "Int", "Wis", "Pow", "Cha"
235}; 234};
236 235
237/* 236/*
238 * sets Str/Dex/con/Wis/Cha/Int/Pow in stats to value, depending on
239 * what attr is (STR to POW).
240 */
241void
242set_attr_value (living *stats, int attr, sint8 value)
243{
244 switch (attr)
245 {
246 case STR:
247 stats->Str = value;
248 break;
249 case DEX:
250 stats->Dex = value;
251 break;
252 case CON:
253 stats->Con = value;
254 break;
255 case WIS:
256 stats->Wis = value;
257 break;
258 case POW:
259 stats->Pow = value;
260 break;
261 case CHA:
262 stats->Cha = value;
263 break;
264 case INT:
265 stats->Int = value;
266 break;
267 }
268}
269
270/*
271 * Like set_attr_value(), but instead the value (which can be negative) 237 * Like set_attr_value(), but instead the value (which can be negative)
272 * is added to the specified stat. 238 * is added to the specified stat.
273 */ 239 */
274void 240void
275change_attr_value (living *stats, int attr, sint8 value) 241change_attr_value (living *stats, int attr, sint8 value)
276{ 242{
277 if (value == 0) 243 stats->stat (attr) += value;
278 return;
279
280 switch (attr)
281 {
282 case STR:
283 stats->Str += value;
284 break;
285 case DEX:
286 stats->Dex += value;
287 break;
288 case CON:
289 stats->Con += value;
290 break;
291 case WIS:
292 stats->Wis += value;
293 break;
294 case POW:
295 stats->Pow += value;
296 break;
297 case CHA:
298 stats->Cha += value;
299 break;
300 case INT:
301 stats->Int += value;
302 break;
303 default:
304 LOG (llevError, "Invalid attribute in change_attr_value: %d\n", attr);
305 }
306}
307
308/*
309 * returns the specified stat. See also set_attr_value().
310 */
311
312sint8
313get_attr_value (const living *stats, int attr)
314{
315 switch (attr)
316 {
317 case STR: return stats->Str;
318 case DEX: return stats->Dex;
319 case CON: return stats->Con;
320 case WIS: return stats->Wis;
321 case CHA: return stats->Cha;
322 case INT: return stats->Int;
323 case POW: return stats->Pow;
324 }
325
326 return 0;
327} 244}
328 245
329/* 246/*
330 * Ensures that all stats (str/dex/con/wis/cha/int) are within the 247 * Ensures that all stats (str/dex/con/wis/cha/int) are within the
331 * 1-30 stat limit. 248 * 1-30 stat limit.
332 */ 249 */
333
334void 250void
335check_stat_bounds (living *stats) 251check_stat_bounds (living *stats)
336{ 252{
337 int i, v;
338
339 for (i = 0; i < NUM_STATS; i++) 253 for (int i = 0; i < NUM_STATS; i++)
340 if ((v = get_attr_value (stats, i)) > MAX_STAT) 254 {
341 set_attr_value (stats, i, MAX_STAT); 255 sint8 &v = stats->stat (i);
342 else if (v < MIN_STAT) 256 v = clamp (v, MIN_STAT, MAX_STAT);
343 set_attr_value (stats, i, MIN_STAT); 257 }
344} 258}
345 259
346#define ORIG_S(xyz,abc) (op->contr->orig_stats.abc) 260#define ORIG_S(xyz,abc) (op->contr->orig_stats.abc)
347 261
348/* Rather than having a whole bunch of if (flag) new_draw.. else new_draw, 262/* Rather than having a whole bunch of if (flag) new_draw.. else new_draw,
357/* flag is set to 1 if we are applying the object, -1 if we are removing 271/* flag is set to 1 if we are applying the object, -1 if we are removing
358 * the object. 272 * the object.
359 * It is the calling functions responsibilty to check to see if the object 273 * It is the calling functions responsibilty to check to see if the object
360 * can be applied or not. 274 * can be applied or not.
361 * The main purpose of calling this function is the messages that are 275 * The main purpose of calling this function is the messages that are
362 * displayed - fix_player should really always be called after this when 276 * displayed - update_stats should really always be called after this when
363 * removing an object - that is because it is impossible to know if some object 277 * removing an object - that is because it is impossible to know if some object
364 * is the only source of an attacktype or spell attunement, so this function 278 * is the only source of an attacktype or spell attunement, so this function
365 * will clear the bits, but the player may still have some other object 279 * will clear the bits, but the player may still have some other object
366 * that gives them that ability. 280 * that gives them that ability.
367 */ 281 */
368int 282int
369change_abil (object *op, object *tmp) 283change_abil (object *op, object *tmp)
370{ 284{
371 int flag = QUERY_FLAG (tmp, FLAG_APPLIED) ? 1 : -1, i, j, success = 0; 285 int flag = QUERY_FLAG (tmp, FLAG_APPLIED) ? 1 : -1, success = 0;
372 char message[MAX_BUF]; 286 char message[MAX_BUF];
373 int potion_max = 0; 287 int potion_max = 0;
374 288
375 /* remember what object was like before it was changed. note that 289 /* remember what object was like before it was changed. note that
376 * refop is a local copy of op only to be used for detecting changes 290 * refop is a local copy of op only to be used for detecting changes
381 if (op->type == PLAYER) 295 if (op->type == PLAYER)
382 { 296 {
383 if (tmp->type == POTION) 297 if (tmp->type == POTION)
384 { 298 {
385 potion_max = 1; 299 potion_max = 1;
386 for (j = 0; j < NUM_STATS; j++) 300 for (int j = 0; j < NUM_STATS; j++)
387 { 301 {
388 int nstat, ostat; 302 int ostat = op->contr->orig_stats.stat (j);
389 303 int i = tmp->stats.stat (j);
390 ostat = get_attr_value (&(op->contr->orig_stats), j);
391 i = get_attr_value (&(tmp->stats), j);
392 304
393 /* nstat is what the stat will be after use of the potion */ 305 /* nstat is what the stat will be after use of the potion */
394 nstat = flag * i + ostat; 306 int nstat = flag * i + ostat;
395 307
396 /* Do some bounds checking. While I don't think any 308 /* Do some bounds checking. While I don't think any
397 * potions do so right now, there is the potential for potions 309 * potions do so right now, there is the potential for potions
398 * that adjust that stat by more than one point, so we need 310 * that adjust that stat by more than one point, so we need
399 * to allow for that. 311 * to allow for that.
400 */ 312 */
401 if (nstat < 1 && i * flag < 0) 313 if (nstat < 1 && i * flag < 0)
402 nstat = 1; 314 nstat = 1;
403 else if (nstat > 20 + get_attr_value (&(op->arch->clone.stats), j)) 315 else if (nstat > 20 + op->arch->stats.stat (j))
404 { 316 nstat = 20 + op->arch->stats.stat (j);
405 nstat = 20 + get_attr_value (&(op->arch->clone.stats), j);
406 }
407 317
408 if (nstat != ostat) 318 if (nstat != ostat)
409 { 319 {
410 set_attr_value (&(op->contr->orig_stats), j, nstat); 320 op->contr->orig_stats.stat (j) = nstat;
411 potion_max = 0; 321 potion_max = 0;
412 } 322 }
413 else if (i) 323 else if (i)
414 { 324 {
415 /* potion is useless - player has already hit the natural maximum */ 325 /* potion is useless - player has already hit the natural maximum */
419 329
420 /* This section of code ups the characters normal stats also. I am not 330 /* This section of code ups the characters normal stats also. I am not
421 * sure if this is strictly necessary, being that fix_player probably 331 * sure if this is strictly necessary, being that fix_player probably
422 * recalculates this anyway. 332 * recalculates this anyway.
423 */ 333 */
424 for (j = 0; j < NUM_STATS; j++) 334 for (int j = 0; j < NUM_STATS; j++)
425 change_attr_value (&(op->stats), j, flag * get_attr_value (&(tmp->stats), j)); 335 change_attr_value (&op->stats, j, flag * tmp->stats.stat (j));
426 336
427 check_stat_bounds (&(op->stats)); 337 check_stat_bounds (&op->stats);
428 } /* end of potion handling code */ 338 } /* end of potion handling code */
429 } 339 }
430 340
431 /* reset attributes that fix_player doesn't reset since it doesn't search 341 /* reset attributes that update_stats doesn't reset since it doesn't search
432 * everything to set 342 * everything to set
433 */ 343 */
434 if (flag == -1) 344 if (flag == -1)
435 { 345 {
436 op->attacktype &= ~tmp->attacktype; 346 op->attacktype &= ~tmp->attacktype;
437 op->path_attuned &= ~tmp->path_attuned; 347 op->path_attuned &= ~tmp->path_attuned;
438 op->path_repelled &= ~tmp->path_repelled; 348 op->path_repelled &= ~tmp->path_repelled;
439 op->path_denied &= ~tmp->path_denied; 349 op->path_denied &= ~tmp->path_denied;
440 /* Presuming here that creatures only have move_type, 350 /* Presuming here that creatures only have move_type,
441 * and not the other move_ fields. 351 * and not the other move_ fields.
442 */ 352 */
443 op->move_type &= ~tmp->move_type; 353 op->move_type &= ~tmp->move_type;
444 } 354 }
445 355
446 /* call fix_player since op object could have whatever attribute due 356 /* call fix_player since op object could have whatever attribute due
447 * to multiple items. if fix_player always has to be called after 357 * to multiple items. if update_stats always has to be called after
448 * change_ability then might as well call it from here 358 * change_ability then might as well call it from here
449 */ 359 */
450 op->update_stats (); 360 op->update_stats ();
451 361
452 /* Fix player won't add the bows ability to the player, so don't 362 /* update_stats won't add the bows ability to the player, so don't
453 * print out message if this is a bow. 363 * print out message if this is a bow.
454 */ 364 */
455 if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW) 365 if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW)
456 { 366 {
457 success = 1; 367 success = 1;
497 if (tmp->move_type & MOVE_FLY_HIGH) 407 if (tmp->move_type & MOVE_FLY_HIGH)
498 { 408 {
499 /* double conditional - second case covers if you have move_fly_low - 409 /* double conditional - second case covers if you have move_fly_low -
500 * in that case, you don't actually land 410 * in that case, you don't actually land
501 */ 411 */
502 DIFF_MSG (flag, "You soar into the air air!.", 412 DIFF_MSG (flag, "You soar into the air!",
503 (op->move_type & MOVE_FLY_LOW ? "You fly lower in the air" : "You float down to the ground.")); 413 (op->move_type & MOVE_FLY_LOW ? "You fly lower in the air" : "You float down to the ground."));
504 } 414 }
415
505 if (tmp->move_type & MOVE_SWIM) 416 if (tmp->move_type & MOVE_SWIM)
506 DIFF_MSG (flag, "You feel ready for a swim", "You no longer feel like swimming"); 417 DIFF_MSG (flag, "You feel ready for a swim", "You no longer feel like swimming");
507 418
508 /* Changing move status may mean you are affected by things you weren't before */ 419 /* Changing move status may mean you are affected by things you weren't before */
509 check_move_on (op, op); 420 check_move_on (op, op);
510 } 421 }
511 422
512 /* becoming UNDEAD... a special treatment for this flag. Only those not 423 /* becoming UNDEAD... a special treatment for this flag. Only those not
513 * originally undead may change their status 424 * originally undead may change their status
514 */ 425 */
515 if (!QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 426 if (!QUERY_FLAG (op->arch, FLAG_UNDEAD))
516 if (QUERY_FLAG (op, FLAG_UNDEAD) != QUERY_FLAG (&refop, FLAG_UNDEAD)) 427 if (QUERY_FLAG (op, FLAG_UNDEAD) != QUERY_FLAG (&refop, FLAG_UNDEAD))
517 { 428 {
518 success = 1; 429 success = 1;
519 if (flag > 0) 430 if (flag > 0)
520 { 431 {
521 op->race = "undead"; 432 op->race = "undead";
522 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce drains away!"); 433 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce drains away!");
523 } 434 }
524 else 435 else
525 { 436 {
526 op->race = op->arch->clone.race; 437 op->race = op->arch->race;
527 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!"); 438 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!");
528 } 439 }
529 } 440 }
530 441
531 if (QUERY_FLAG (op, FLAG_STEALTH) != QUERY_FLAG (&refop, FLAG_STEALTH)) 442 if (QUERY_FLAG (op, FLAG_STEALTH) != QUERY_FLAG (&refop, FLAG_STEALTH))
637 success = 1; 548 success = 1;
638 DIFF_MSG (flag * tmp->stats.food, "You feel your digestion slowing down.", "You feel your digestion speeding up."); 549 DIFF_MSG (flag * tmp->stats.food, "You feel your digestion slowing down.", "You feel your digestion speeding up.");
639 } 550 }
640 551
641 /* Messages for changed resistance */ 552 /* Messages for changed resistance */
642 for (i = 0; i < NROFATTACKS; i++) 553 for (int i = 0; i < NROFATTACKS; i++)
643 { 554 {
644 if (i == ATNR_PHYSICAL) 555 if (i == ATNR_PHYSICAL)
645 continue; /* Don't display about armour */ 556 continue; /* Don't display about armour */
646 557
647 if (op->resist[i] != refop.resist[i]) 558 if (op->resist[i] != refop.resist[i])
656 } 567 }
657 } 568 }
658 569
659 if (!potion_max) 570 if (!potion_max)
660 { 571 {
661 for (j = 0; j < NUM_STATS; j++) 572 for (int j = 0; j < NUM_STATS; j++)
662 { 573 {
663 if ((i = get_attr_value (&(tmp->stats), j)) != 0) 574 if (int i = tmp->stats.stat (j))
664 { 575 {
665 success = 1; 576 success = 1;
666 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]); 577 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]);
667 } 578 }
668 } 579 }
673 584
674/* 585/*
675 * Stat draining by Vick 930307 586 * Stat draining by Vick 930307
676 * (Feeling evil, I made it work as well now. -Frank 8) 587 * (Feeling evil, I made it work as well now. -Frank 8)
677 */ 588 */
678
679void 589void
680object::drain_stat () 590object::drain_stat ()
681{ 591{
682 drain_specific_stat (RANDOM () % NUM_STATS); 592 drain_specific_stat (rndm (NUM_STATS));
683} 593}
684 594
685void 595void
686object::drain_specific_stat (int deplete_stats) 596object::drain_specific_stat (int deplete_stats)
687{ 597{
755 return; 665 return;
756 666
757 /* Randomly change the players luck. Basically, we move it 667 /* Randomly change the players luck. Basically, we move it
758 * back neutral (if greater>0, subtract, otherwise add) 668 * back neutral (if greater>0, subtract, otherwise add)
759 */ 669 */
760 if (RANDOM () % (FABS (tmp->stats.luck)) >= RANDOM () % 30) 670 if (rndm (abs (tmp->stats.luck)) >= rndm (30))
761 { 671 {
762 int diff = tmp->stats.luck > 0 ? -1 : 1; 672 int diff = tmp->stats.luck > 0 ? -1 : 1;
763 673
764 stats.luck += diff; 674 stats.luck += diff;
765 tmp->stats.luck += diff; 675 tmp->stats.luck += diff;
772 * Subtracts stat-bonuses given by the class which the player has chosen. 682 * Subtracts stat-bonuses given by the class which the player has chosen.
773 */ 683 */
774void 684void
775object::remove_statbonus () 685object::remove_statbonus ()
776{ 686{
777 stats.Str -= arch->clone.stats.Str; 687 for (int i = 0; i < NUM_STATS; ++i)
778 stats.Dex -= arch->clone.stats.Dex; 688 {
779 stats.Con -= arch->clone.stats.Con; 689 sint8 v = arch->stats.stat (i);
780 stats.Wis -= arch->clone.stats.Wis; 690 stats.stat (i) -= v;
781 stats.Pow -= arch->clone.stats.Pow; 691 contr->orig_stats.stat (i) -= v;
782 stats.Cha -= arch->clone.stats.Cha; 692 }
783 stats.Int -= arch->clone.stats.Int;
784
785 contr->orig_stats.Str -= arch->clone.stats.Str;
786 contr->orig_stats.Dex -= arch->clone.stats.Dex;
787 contr->orig_stats.Con -= arch->clone.stats.Con;
788 contr->orig_stats.Wis -= arch->clone.stats.Wis;
789 contr->orig_stats.Pow -= arch->clone.stats.Pow;
790 contr->orig_stats.Cha -= arch->clone.stats.Cha;
791 contr->orig_stats.Int -= arch->clone.stats.Int;
792} 693}
793 694
794/* 695/*
795 * Adds stat-bonuses given by the class which the player has chosen. 696 * Adds stat-bonuses given by the class which the player has chosen.
796 */ 697 */
797void 698void
798object::add_statbonus () 699object::add_statbonus ()
799{ 700{
800 stats.Str += arch->clone.stats.Str; 701 for (int i = 0; i < NUM_STATS; ++i)
801 stats.Dex += arch->clone.stats.Dex; 702 {
802 stats.Con += arch->clone.stats.Con; 703 sint8 v = arch->stats.stat (i);
803 stats.Wis += arch->clone.stats.Wis; 704 stats.stat (i) += v;
804 stats.Pow += arch->clone.stats.Pow; 705 contr->orig_stats.stat (i) += v;
805 stats.Cha += arch->clone.stats.Cha; 706 }
806 stats.Int += arch->clone.stats.Int;
807
808 contr->orig_stats.Str += arch->clone.stats.Str;
809 contr->orig_stats.Dex += arch->clone.stats.Dex;
810 contr->orig_stats.Con += arch->clone.stats.Con;
811 contr->orig_stats.Wis += arch->clone.stats.Wis;
812 contr->orig_stats.Pow += arch->clone.stats.Pow;
813 contr->orig_stats.Cha += arch->clone.stats.Cha;
814 contr->orig_stats.Int += arch->clone.stats.Int;
815} 707}
816 708
817/* 709/*
818 * Updates all abilities given by applied objects in the inventory 710 * Updates all abilities given by applied objects in the inventory
819 * of the given object. Note: This function works for both monsters 711 * of the given object. Note: This function works for both monsters
820 * and players; the "player" in the name is purely an archaic inheritance. 712 * and players; the "player" in the name is purely an archaic inheritance.
821 * This functions starts from base values (archetype or player object) 713 * This functions starts from base values (archetype or player object)
822 * and then adjusts them according to what the player has equipped. 714 * and then adjusts them according to what the player has equipped.
823 */ 715 *
824
825/* July 95 - inserted stuff to handle new skills/exp system - b.t. 716 * July 95 - inserted stuff to handle new skills/exp system - b.t.
826 spell system split, grace points now added to system --peterm 717 * spell system split, grace points now added to system --peterm
827 */ 718 */
828
829void 719void
830object::update_stats () 720object::update_stats ()
831{ 721{
832 int i, j; 722 int i, j;
833 float f, max = 9, added_speed = 0, bonus_speed = 0, sp_tmp, speed_reduce_from_disease = 1; 723 float f, max = 9, added_speed = 0, bonus_speed = 0, sp_tmp, speed_reduce_from_disease = 1;
834 int weapon_weight = 0, weapon_speed = 0; 724 int weapon_weight = 0, weapon_speed = 0;
835 int best_wc = 0, best_ac = 0, wc = 0, ac = 0; 725 int best_wc = 0, best_ac = 0, wc = 0, ac = 0;
836 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; 726 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS];
837 object *grace_obj = NULL, *mana_obj = NULL, *wc_obj = NULL, *tmp; 727 object *grace_obj = NULL, *mana_obj = NULL, *tmp;
838 float old_speed = speed; 728 float old_speed = speed;
839 729
840 /* First task is to clear all the values back to their original values */ 730 /* First task is to clear all the values back to their original values */
841 if (type == PLAYER) 731 if (type == PLAYER)
842 { 732 {
843 for (i = 0; i < NUM_STATS; i++) 733 for (i = 0; i < NUM_STATS; i++)
844 set_attr_value (&(stats), i, get_attr_value (&(contr->orig_stats), i)); 734 stats.stat (i) = contr->orig_stats.stat (i);
845 735
846 if (settings.spell_encumbrance == TRUE) 736 if (settings.spell_encumbrance == TRUE)
847 contr->encumbrance = 0; 737 contr->encumbrance = 0;
848 738
849 attacktype = 0; 739 attacktype = 0;
740
850 contr->digestion = 0; 741 contr->digestion = 0;
851 contr->gen_hp = 0; 742 contr->gen_hp = 0;
852 contr->gen_sp = 0; 743 contr->gen_sp = 0;
853 contr->gen_grace = 0; 744 contr->gen_grace = 0;
854 contr->gen_sp_armour = 10; 745 contr->gen_sp_armour = 10;
855 contr->item_power = 0; 746 contr->item_power = 0;
856
857 /* Don't clobber all the range_ values. range_golem otherwise
858 * gets reset for no good reason, and we don't want to reset
859 * range_magic (what spell is readied). These three below
860 * well get filled in based on what the player has equipped.
861 */
862 contr->ranges[range_bow] = NULL;
863 contr->ranges[range_misc] = NULL;
864 contr->ranges[range_skill] = NULL;
865 } 747 }
866 748
867 memcpy (body_used, body_info, sizeof (body_info)); 749 for (int i = NUM_BODY_LOCATIONS; i--; )
750 slot[i].used = slot[i].info;
868 751
869 slaying = 0; 752 slaying = 0;
870 753
871 if (!QUERY_FLAG (this, FLAG_WIZ)) 754 if (!QUERY_FLAG (this, FLAG_WIZ))
872 { 755 {
876 759
877 CLEAR_FLAG (this, FLAG_LIFESAVE); 760 CLEAR_FLAG (this, FLAG_LIFESAVE);
878 CLEAR_FLAG (this, FLAG_STEALTH); 761 CLEAR_FLAG (this, FLAG_STEALTH);
879 CLEAR_FLAG (this, FLAG_BLIND); 762 CLEAR_FLAG (this, FLAG_BLIND);
880 763
881 if (!QUERY_FLAG (&arch->clone, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL); 764 if (!QUERY_FLAG (arch, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL);
882 if (!QUERY_FLAG (&arch->clone, FLAG_REFL_MISSILE)) CLEAR_FLAG (this, FLAG_REFL_MISSILE); 765 if (!QUERY_FLAG (arch, FLAG_REFL_MISSILE)) CLEAR_FLAG (this, FLAG_REFL_MISSILE);
883 if (!QUERY_FLAG (&arch->clone, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD); 766 if (!QUERY_FLAG (arch, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD);
884 if (!QUERY_FLAG (&arch->clone, FLAG_SEE_IN_DARK )) CLEAR_FLAG (this, FLAG_SEE_IN_DARK); 767 if (!QUERY_FLAG (arch, FLAG_SEE_IN_DARK )) CLEAR_FLAG (this, FLAG_SEE_IN_DARK);
885 768
886 path_attuned = arch->clone.path_attuned; 769 path_attuned = arch->path_attuned;
887 path_repelled = arch->clone.path_repelled; 770 path_repelled = arch->path_repelled;
888 path_denied = arch->clone.path_denied; 771 path_denied = arch->path_denied;
889 glow_radius = arch->clone.glow_radius; 772 glow_radius = arch->glow_radius;
890 move_type = arch->clone.move_type; 773 move_type = arch->move_type;
774
891 chosen_skill = NULL; 775 chosen_skill = 0;
892 776
893 /* initializing resistances from the values in player/monster's 777 /* initializing resistances from the values in player/monster's
894 * archetype clone 778 * archetype clone
895 */ 779 */
896 memcpy (&resist, &arch->clone.resist, sizeof (resist)); 780 memcpy (&resist, &arch->resist, sizeof (resist));
897 781
898 for (i = 0; i < NROFATTACKS; i++) 782 for (i = 0; i < NROFATTACKS; i++)
899 { 783 {
900 if (resist[i] > 0) 784 if (resist[i] > 0)
901 prot[i] = resist[i], vuln[i] = 0; 785 prot[i] = resist[i], vuln[i] = 0;
902 else 786 else
903 vuln[i] = -(resist[i]), prot[i] = 0; 787 vuln[i] = -(resist[i]), prot[i] = 0;
788
904 potion_resist[i] = 0; 789 potion_resist[i] = 0;
905 } 790 }
906 791
907 wc = arch->clone.stats.wc; 792 wc = arch->stats.wc;
908 stats.dam = arch->clone.stats.dam; 793 stats.dam = arch->stats.dam;
909 794
910 /* for players which cannot use armour, they gain AC -1 per 3 levels, 795 /* for players which cannot use armour, they gain AC -1 per 3 levels,
911 * plus a small amount of physical resist, those poor suckers. ;) 796 * plus a small amount of physical resist, those poor suckers. ;)
912 * the fact that maxlevel is factored in could be considered sort of bogus - 797 * the fact that maxlevel is factored in could be considered sort of bogus -
913 * we should probably give them some bonus and cap it off - otherwise, 798 * we should probably give them some bonus and cap it off - otherwise,
914 * basically, if a server updates its max level, these playes may find 799 * basically, if a server updates its max level, these playes may find
915 * that their protection from physical goes down 800 * that their protection from physical goes down
916 */ 801 */
917 if (!QUERY_FLAG (this, FLAG_USE_ARMOUR) && type == PLAYER) 802 if (!QUERY_FLAG (this, FLAG_USE_ARMOUR) && type == PLAYER)
918 { 803 {
919 ac = MAX (-10, arch->clone.stats.ac - level / 3); 804 ac = MAX (-10, arch->stats.ac - level / 3);
920 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100; 805 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100;
921 } 806 }
922 else 807 else
923 ac = arch->clone.stats.ac; 808 ac = arch->stats.ac;
924 809
925 stats.luck = arch->clone.stats.luck; 810 stats.luck = arch->stats.luck;
926 speed = arch->clone.speed; 811 speed = arch->speed;
927 812
928 /* OK - we've reset most all the objects attributes to sane values. 813 /* OK - we've reset most all the objects attributes to sane values.
929 * now go through and make adjustments for what the player has equipped. 814 * now go through and make adjustments for what the player has equipped.
930 */ 815 */
931
932 for (tmp = inv; tmp; tmp = tmp->below) 816 for (tmp = inv; tmp; tmp = tmp->below)
933 { 817 {
818 /* This happens because apply_potion calls change_abil with the potion
819 * applied so we can tell the player what changed. But change_abil
820 * then calls this function.
821 */
822 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION)
823 continue;
824
934 /* See note in map.c:update_position about making this additive 825 /* See note in map.c:update_position about making this additive
935 * since light sources are never applied, need to put check here. 826 * since light sources are never applied, need to put check here.
936 */ 827 */
937 if (tmp->glow_radius > glow_radius) 828 if (tmp->glow_radius > glow_radius)
938 glow_radius = tmp->glow_radius; 829 glow_radius = tmp->glow_radius;
939
940 /* This happens because apply_potion calls change_abil with the potion
941 * applied so we can tell the player what chagned. But change_abil
942 * then calls this function.
943 */
944 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION)
945 continue;
946 830
947 /* For some things, we don't care what is equipped */ 831 /* For some things, we don't care what is equipped */
948 if (tmp->type == SKILL) 832 if (tmp->type == SKILL)
949 { 833 {
950 /* Want to take the highest skill here. */ 834 /* Want to take the highest skill here. */
972 * in the praying skill, and the player should always get those. 856 * in the praying skill, and the player should always get those.
973 * It also means we need to put in additional checks for applied below, 857 * It also means we need to put in additional checks for applied below,
974 * because the skill shouldn't count against body positions being used 858 * because the skill shouldn't count against body positions being used
975 * up, etc. 859 * up, etc.
976 */ 860 */
977 if ((QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type != CONTAINER && tmp->type != CLOSE_CON) || 861 if ((tmp->flag [FLAG_APPLIED]
862 && tmp->type != CONTAINER
863 && tmp->type != CLOSE_CON)
864 || (tmp->type == SKILL
978 (tmp->type == SKILL && tmp->subtype == SK_PRAYING)) 865 && tmp->subtype == SK_PRAYING))
979 { 866 {
980 if (type == PLAYER) 867 if (type == PLAYER)
981 { 868 {
982 if (tmp->type == BOW) 869 if (tmp == contr->combat_ob || tmp == contr->ranged_ob)
983 contr->ranges[range_bow] = tmp; 870 if (tmp != current_weapon
984 871 && (tmp->type != SKILL || tmp->subtype != SK_PRAYING)
985 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 872 && !tmp->flag [FLAG_CURSED]
986 contr->ranges[range_misc] = tmp; 873 && !tmp->flag [FLAG_DAMNED])
874 continue;
987 875
988 for (i = 0; i < NUM_STATS; i++) 876 for (i = 0; i < NUM_STATS; i++)
989 change_attr_value (&(stats), i, get_attr_value (&(tmp->stats), i)); 877 change_attr_value (&stats, i, tmp->stats.stat (i));
990 878
991 /* these are the items that currently can change digestion, regeneration, 879 /* These are the items that currently can change digestion, regeneration,
992 * spell point recovery and mana point recovery. Seems sort of an arbitary 880 * spell point recovery and mana point recovery. Seems sort of an arbitary
993 * list, but other items store other info into stats array. 881 * list, but other items store other info into stats array.
994 */ 882 */
995 if ((tmp->type == WEAPON) || 883 if (tmp->type == WEAPON || tmp->type == BOW ||
996 (tmp->type == ARMOUR) || (tmp->type == HELMET) || 884 tmp->type == ARMOUR || tmp->type == HELMET ||
997 (tmp->type == SHIELD) || (tmp->type == RING) || 885 tmp->type == SHIELD || tmp->type == RING ||
998 (tmp->type == BOOTS) || (tmp->type == GLOVES) || 886 tmp->type == BOOTS || tmp->type == GLOVES ||
999 (tmp->type == AMULET) || (tmp->type == GIRDLE) || 887 tmp->type == AMULET || tmp->type == GIRDLE ||
1000 (tmp->type == BRACERS) || (tmp->type == CLOAK) || 888 tmp->type == BRACERS || tmp->type == CLOAK ||
1001 (tmp->type == DISEASE) || (tmp->type == FORCE) || 889 tmp->type == DISEASE || tmp->type == FORCE ||
1002 (tmp->type == SKILL)) 890 tmp->type == SKILL)
1003 { 891 {
1004 contr->digestion += tmp->stats.food; 892 contr->digestion += tmp->stats.food;
1005 contr->gen_hp += tmp->stats.hp; 893 contr->gen_hp += tmp->stats.hp;
1006 contr->gen_sp += tmp->stats.sp; 894 contr->gen_sp += tmp->stats.sp;
1007 contr->gen_grace += tmp->stats.grace; 895 contr->gen_grace += tmp->stats.grace;
1008 contr->gen_sp_armour += tmp->gen_sp_armour; 896 contr->gen_sp_armour += tmp->gen_sp_armour;
1009 contr->item_power += tmp->item_power; 897 contr->item_power += tmp->item_power;
1010 } 898 }
1011 } /* if this is a player */ 899 } /* if this is a player */
900 else
901 {
902 if (tmp->type == WEAPON)
903 current_weapon = tmp;
904 }
1012 905
1013 /* Update slots used for items */ 906 /* Update slots used for items */
1014 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 907 if (QUERY_FLAG (tmp, FLAG_APPLIED))
1015 for (i = 0; i < NUM_BODY_LOCATIONS; i++) 908 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
1016 body_used[i] += tmp->body_info[i]; 909 slot[i].used += tmp->slot[i].info;
1017 910
1018 if (tmp->type == SYMPTOM) 911 if (tmp->type == SYMPTOM)
1019 { 912 {
1020 speed_reduce_from_disease = tmp->last_sp / 100.0; 913 speed_reduce_from_disease = tmp->last_sp / 100.f;
914
1021 if (speed_reduce_from_disease == 0) 915 if (speed_reduce_from_disease == 0)
1022 speed_reduce_from_disease = 1; 916 speed_reduce_from_disease = 1;
1023 } 917 }
1024 918
1025 /* Pos. and neg. protections are counted seperate (-> pro/vuln). 919 /* Pos. and neg. protections are counted seperate (-> pro/vuln).
1026 * (Negative protections are calculated extactly like positive.) 920 * (Negative protections are calculated exactly like positive.)
1027 * Resistance from potions are treated special as well. If there's 921 * Resistance from potions are treated special as well. If there's
1028 * more than one potion-effect, the bigger prot.-value is taken. 922 * more than one potion-effect, the bigger prot.-value is taken.
1029 */ 923 */
1030 if (tmp->type != POTION) 924 if (tmp->type != POTION)
1031 { 925 {
1040 potion_resist[i] = MAX (potion_resist[i], tmp->resist[i]); 934 potion_resist[i] = MAX (potion_resist[i], tmp->resist[i]);
1041 else 935 else
1042 potion_resist[i] = tmp->resist[i]; 936 potion_resist[i] = tmp->resist[i];
1043 } 937 }
1044 else if (tmp->resist[i] > 0) 938 else if (tmp->resist[i] > 0)
1045 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100; 939 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100;
1046 else if (tmp->resist[i] < 0) 940 else if (tmp->resist[i] < 0)
1047 vuln[i] += ((100 - vuln[i]) * (-tmp->resist[i])) / 100; 941 vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100;
1048 } 942 }
1049 } 943 }
1050 944
1051 /* There may be other things that should not adjust the attacktype */ 945 /* There may be other things that should not adjust the attacktype */
1052 if (tmp->type != BOW && tmp->type != SYMPTOM) 946 if (tmp->type != SYMPTOM)
947 {
1053 attacktype |= tmp->attacktype; 948 attacktype |= tmp->attacktype;
1054
1055 path_attuned |= tmp->path_attuned; 949 path_attuned |= tmp->path_attuned;
1056 path_repelled |= tmp->path_repelled; 950 path_repelled |= tmp->path_repelled;
1057 path_denied |= tmp->path_denied; 951 path_denied |= tmp->path_denied;
952 move_type |= tmp->move_type;
1058 stats.luck += tmp->stats.luck; 953 stats.luck += tmp->stats.luck;
1059 move_type |= tmp->move_type; 954 }
1060 955
1061 if (QUERY_FLAG (tmp, FLAG_LIFESAVE )) SET_FLAG (this, FLAG_LIFESAVE); 956 if (QUERY_FLAG (tmp, FLAG_LIFESAVE )) SET_FLAG (this, FLAG_LIFESAVE);
1062 if (QUERY_FLAG (tmp, FLAG_REFL_SPELL )) SET_FLAG (this, FLAG_REFL_SPELL); 957 if (QUERY_FLAG (tmp, FLAG_REFL_SPELL )) SET_FLAG (this, FLAG_REFL_SPELL);
1063 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE)) SET_FLAG (this, FLAG_REFL_MISSILE); 958 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE)) SET_FLAG (this, FLAG_REFL_MISSILE);
1064 if (QUERY_FLAG (tmp, FLAG_STEALTH )) SET_FLAG (this, FLAG_STEALTH); 959 if (QUERY_FLAG (tmp, FLAG_STEALTH )) SET_FLAG (this, FLAG_STEALTH);
1065 if (QUERY_FLAG (tmp, FLAG_XRAYS )) SET_FLAG (this, FLAG_XRAYS); 960 if (QUERY_FLAG (tmp, FLAG_XRAYS )) SET_FLAG (this, FLAG_XRAYS);
1066 if (QUERY_FLAG (tmp, FLAG_BLIND )) SET_FLAG (this, FLAG_BLIND); 961 if (QUERY_FLAG (tmp, FLAG_BLIND )) SET_FLAG (this, FLAG_BLIND);
1067 if (QUERY_FLAG (tmp, FLAG_SEE_IN_DARK )) SET_FLAG (this, FLAG_SEE_IN_DARK); 962 if (QUERY_FLAG (tmp, FLAG_SEE_IN_DARK )) SET_FLAG (this, FLAG_SEE_IN_DARK);
1068 963
1069 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (&arch->clone, FLAG_UNDEAD)) 964 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (arch, FLAG_UNDEAD))
1070 SET_FLAG (this, FLAG_UNDEAD); 965 SET_FLAG (this, FLAG_UNDEAD);
1071 966
1072 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS)) 967 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS))
1073 { 968 {
1074 SET_FLAG (this, FLAG_MAKE_INVIS); 969 SET_FLAG (this, FLAG_MAKE_INVIS);
1077 972
1078 if (tmp->stats.exp && tmp->type != SKILL) 973 if (tmp->stats.exp && tmp->type != SKILL)
1079 { 974 {
1080 if (tmp->stats.exp > 0) 975 if (tmp->stats.exp > 0)
1081 { 976 {
1082 added_speed += (float) tmp->stats.exp / 3.0; 977 added_speed += tmp->stats.exp / 3.f;
1083 bonus_speed += 1.0 + (float) tmp->stats.exp / 3.0; 978 bonus_speed += tmp->stats.exp / 3.f + 1.f;
1084 } 979 }
1085 else 980 else
1086 added_speed += (float) tmp->stats.exp; 981 added_speed += tmp->stats.exp;
1087 } 982 }
1088 983
1089 switch (tmp->type) 984 switch (tmp->type)
1090 { 985 {
986#if 0
987 case WAND:
988 case ROD:
989 case HORN:
990 if (type != PLAYER || current_weapon == tmp)
991 chosen_skill = tmp;
992 break;
993#endif
994
1091 /* skills modifying the character -b.t. */ 995 /* skills modifying the character -b.t. */
1092 /* for all skills and skill granting objects */ 996 /* for all skills and skill granting objects */
1093 case SKILL: 997 case SKILL:
1094 if (!QUERY_FLAG (tmp, FLAG_APPLIED)) 998 {
999 if (!QUERY_FLAG (tmp, FLAG_APPLIED) || skill_flags [tmp->subtype] & SF_APPLY)
1095 break; 1000 break;
1096 1001
1097 if (IS_COMBAT_SKILL (tmp->subtype))
1098 wc_obj = tmp;
1099
1100 if (chosen_skill) 1002 if (chosen_skill)
1003 {
1101 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name); 1004 LOG (llevDebug, "fix_player, op %s has multiple skills applied (%s and %s)\n",
1005 &name, &chosen_skill->name, &tmp->name);
1102 1006
1007 tmp->flag [FLAG_APPLIED] = false;
1008 update_stats ();
1009 return;
1010 }
1011 else
1103 chosen_skill = tmp; 1012 chosen_skill = tmp;
1104 1013
1105 if (tmp->stats.dam > 0) 1014 if (tmp->stats.dam > 0)
1106 { /* skill is a 'weapon' */ 1015 { /* skill is a 'weapon' */
1107 if (!QUERY_FLAG (this, FLAG_READY_WEAPON)) 1016 if (!QUERY_FLAG (this, FLAG_READY_WEAPON))
1108 weapon_speed = (int) WEAPON_SPEED (tmp); 1017 weapon_speed = WEAPON_SPEED (tmp);
1109 1018
1110 if (weapon_speed < 0) 1019 if (weapon_speed < 0)
1111 weapon_speed = 0; 1020 weapon_speed = 0;
1112 1021
1113 weapon_weight = tmp->weight; 1022 weapon_weight = tmp->weight;
1114 stats.dam += tmp->stats.dam * (1 + (chosen_skill->level / 9)); 1023 stats.dam += 1 + chosen_skill->level * tmp->stats.dam / 9;
1115 1024
1116 if (tmp->magic) 1025 if (tmp->magic)
1117 stats.dam += tmp->magic; 1026 stats.dam += tmp->magic;
1118 } 1027 }
1119 1028
1120 if (tmp->stats.wc) 1029 if (tmp->stats.wc)
1121 wc -= (tmp->stats.wc + tmp->magic); 1030 wc -= tmp->stats.wc + tmp->magic;
1122 1031
1123 if (tmp->slaying != NULL) 1032 if (tmp->slaying)
1124 slaying = tmp->slaying; 1033 slaying = tmp->slaying;
1125 1034
1126 if (tmp->stats.ac) 1035 if (tmp->stats.ac)
1127 ac -= (tmp->stats.ac + tmp->magic); 1036 ac -= tmp->stats.ac + tmp->magic;
1128 1037
1129 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1038 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1130 contr->encumbrance += (int) 3 *tmp->weight / 1000; 1039 contr->encumbrance += (int) 3 *tmp->weight / 1000;
1131
1132 if (type == PLAYER)
1133 contr->ranges[range_skill] = this;
1134
1135 break; 1040 }
1136 1041
1137 case SKILL_TOOL:
1138 if (chosen_skill)
1139 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name);
1140
1141 chosen_skill = tmp;
1142
1143 if (type == PLAYER)
1144 contr->ranges[range_skill] = this;
1145 break; 1042 break;
1146 1043
1147 case SHIELD: 1044 case SHIELD:
1148 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1045 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1149 contr->encumbrance += (int) tmp->weight / 2000; 1046 contr->encumbrance += (int) tmp->weight / 2000;
1153 case HELMET: 1050 case HELMET:
1154 case BOOTS: 1051 case BOOTS:
1155 case GLOVES: 1052 case GLOVES:
1156 case CLOAK: 1053 case CLOAK:
1157 if (tmp->stats.wc) 1054 if (tmp->stats.wc)
1158 wc -= (tmp->stats.wc + tmp->magic); 1055 wc -= tmp->stats.wc + tmp->magic;
1159 1056
1160 if (tmp->stats.dam) 1057 if (tmp->stats.dam)
1161 stats.dam += (tmp->stats.dam + tmp->magic); 1058 stats.dam += tmp->stats.dam + tmp->magic;
1162 1059
1163 if (tmp->stats.ac) 1060 if (tmp->stats.ac)
1164 ac -= (tmp->stats.ac + tmp->magic); 1061 ac -= tmp->stats.ac + tmp->magic;
1165 1062
1166 break; 1063 break;
1167 1064
1065 case BOW:
1168 case WEAPON: 1066 case WEAPON:
1067 if (type != PLAYER || current_weapon == tmp)
1068 {
1169 wc -= (tmp->stats.wc + tmp->magic); 1069 wc -= tmp->stats.wc + tmp->magic;
1170 1070
1171 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0) 1071 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0)
1172 ac -= tmp->stats.ac + tmp->magic; 1072 ac -= tmp->stats.ac + tmp->magic;
1173 1073
1174 stats.dam += (tmp->stats.dam + tmp->magic); 1074 stats.dam += tmp->stats.dam + tmp->magic;
1175 weapon_weight = tmp->weight; 1075 weapon_weight = tmp->weight;
1176 weapon_speed = ((int) WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2; 1076 weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2;
1177 1077
1178 if (weapon_speed < 0) 1078 if (weapon_speed < 0)
1179 weapon_speed = 0; 1079 weapon_speed = 0;
1180 1080
1181 slaying = tmp->slaying; 1081 slaying = tmp->slaying;
1082
1182 /* If there is desire that two handed weapons should do 1083 /* If there is desire that two handed weapons should do
1183 * extra strength damage, this is where the code should 1084 * extra strength damage, this is where the code should
1184 * go. 1085 * go.
1185 */ 1086 */
1186 current_weapon = tmp; 1087
1187 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1088 if (type == PLAYER)
1089 if (settings.spell_encumbrance)
1188 contr->encumbrance += (int) 3 *tmp->weight / 1000; 1090 contr->encumbrance += tmp->weight * 3 / 1000;
1091 }
1189 1092
1190 break; 1093 break;
1191 1094
1192 case ARMOUR: /* Only the best of these three are used: */ 1095 case ARMOUR: /* Only the best of these three are used: */
1193 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1096 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1194 contr->encumbrance += (int) tmp->weight / 1000; 1097 contr->encumbrance += tmp->weight / 1000;
1195 1098
1196 case BRACERS: 1099 case BRACERS:
1197 case FORCE: 1100 case FORCE:
1198 if (tmp->stats.wc) 1101 if (tmp->stats.wc)
1199 { 1102 {
1221 wc -= (tmp->stats.wc + tmp->magic); 1124 wc -= (tmp->stats.wc + tmp->magic);
1222 1125
1223 if (tmp->stats.ac) 1126 if (tmp->stats.ac)
1224 ac -= (tmp->stats.ac + tmp->magic); 1127 ac -= (tmp->stats.ac + tmp->magic);
1225 1128
1226 if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.0 < max) 1129 if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.f < max)
1227 max = ARMOUR_SPEED (tmp) / 10.0; 1130 max = ARMOUR_SPEED (tmp) / 10.f;
1228 1131
1229 break; 1132 break;
1230 } /* switch tmp->type */ 1133 } /* switch tmp->type */
1231 } /* item is equipped */ 1134 } /* item is equipped */
1232 } /* for loop of items */ 1135 } /* for loop of items */
1300 1203
1301 if (mana_obj == this && type == PLAYER) 1204 if (mana_obj == this && type == PLAYER)
1302 stats.maxsp = 1; 1205 stats.maxsp = 1;
1303 else 1206 else
1304 { 1207 {
1305 sp_tmp = 0.0; 1208 sp_tmp = 0.f;
1306 1209
1307 for (i = 1; i <= mana_obj->level && i <= 10; i++) 1210 for (i = 1; i <= mana_obj->level && i <= 10; i++)
1308 { 1211 {
1309 float stmp; 1212 float stmp;
1310 1213
1311 /* Got some extra bonus at first level */ 1214 /* Got some extra bonus at first level */
1312 if (i < 2) 1215 if (i < 2)
1313 stmp = contr->levsp[i] + ((2.0 * (float) sp_bonus[stats.Pow] + (float) sp_bonus[stats.Int]) / 6.0); 1216 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 6.f;
1314 else 1217 else
1315 stmp = (float) contr->levsp[i] + (2.0 * (float) sp_bonus[stats.Pow] + (float) sp_bonus[stats.Int]) / 12.0; 1218 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 12.f;
1316 1219
1317 if (stmp < 1.0) 1220 if (stmp < 1.f)
1318 stmp = 1.0; 1221 stmp = 1.f;
1319 1222
1320 sp_tmp += stmp; 1223 sp_tmp += stmp;
1321 } 1224 }
1322 1225
1323 stats.maxsp = (int) sp_tmp; 1226 stats.maxsp = (sint16)sp_tmp;
1324 1227
1325 for (i = 11; i <= mana_obj->level; i++) 1228 for (i = 11; i <= mana_obj->level; i++)
1326 stats.maxsp += 2; 1229 stats.maxsp += 2;
1327 } 1230 }
1231
1328 /* Characters can get their sp supercharged via rune of transferrance */ 1232 /* Characters can get their sp supercharged via rune of transferrance */
1329 if (stats.sp > stats.maxsp * 2) 1233 if (stats.sp > stats.maxsp * 2)
1330 stats.sp = stats.maxsp * 2; 1234 stats.sp = stats.maxsp * 2;
1331 1235
1332 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */ 1236 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */
1340 /* store grace in a float - this way, the divisions below don't create 1244 /* store grace in a float - this way, the divisions below don't create
1341 * big jumps when you go from level to level - with int's, it then 1245 * big jumps when you go from level to level - with int's, it then
1342 * becomes big jumps when the sums of the bonuses jump to the next 1246 * becomes big jumps when the sums of the bonuses jump to the next
1343 * step of 8 - with floats, even fractional ones are useful. 1247 * step of 8 - with floats, even fractional ones are useful.
1344 */ 1248 */
1345 sp_tmp = 0.0; 1249 sp_tmp = 0.f;
1346 for (i = 1, stats.maxgrace = 0; i <= grace_obj->level && i <= 10; i++) 1250 for (i = 1, stats.maxgrace = 0; i <= grace_obj->level && i <= 10; i++)
1347 { 1251 {
1348 float grace_tmp = 0.0; 1252 float grace_tmp = 0.f;
1349 1253
1350 /* Got some extra bonus at first level */ 1254 /* Got some extra bonus at first level */
1351 if (i < 2) 1255 if (i < 2)
1352 grace_tmp = contr->levgrace[i] + (((float) grace_bonus[stats.Pow] + 1256 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 6.f;
1353 2.0 * (float) grace_bonus[stats.Wis]) / 6.0);
1354 else 1257 else
1355 grace_tmp = (float) contr->levgrace[i]
1356 + ((float) grace_bonus[stats.Pow] + 2.0 * (float) grace_bonus[stats.Wis]) / 12.0; 1258 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 12.f;
1357 1259
1358 if (grace_tmp < 1.0) 1260 if (grace_tmp < 1.f)
1359 grace_tmp = 1.0; 1261 grace_tmp = 1.f;
1360 1262
1361 sp_tmp += grace_tmp; 1263 sp_tmp += grace_tmp;
1362 } 1264 }
1363 1265
1364 stats.maxgrace = (int) sp_tmp; 1266 stats.maxgrace = (sint16)sp_tmp;
1365 1267
1366 /* two grace points per level after 11 */ 1268 /* two grace points per level after 11 */
1367 for (i = 11; i <= grace_obj->level; i++) 1269 for (i = 11; i <= grace_obj->level; i++)
1368 stats.maxgrace += 2; 1270 stats.maxgrace += 2;
1369 } 1271 }
1272
1370 /* No limit on grace vs maxgrace */ 1273 /* No limit on grace vs maxgrace */
1371 1274
1372 if (contr->braced) 1275 if (contr->braced)
1373 { 1276 {
1374 ac += 2; 1277 ac += 2;
1386 * improvement every level, now its fighterlevel/5. So 1289 * improvement every level, now its fighterlevel/5. So
1387 * we give the player a bonus here in wc and dam 1290 * we give the player a bonus here in wc and dam
1388 * to make up for the change. Note that I left the 1291 * to make up for the change. Note that I left the
1389 * monster bonus the same as before. -b.t. 1292 * monster bonus the same as before. -b.t.
1390 */ 1293 */
1294 object *wc_obj = chosen_skill;
1391 1295
1392 if (type == PLAYER && wc_obj && wc_obj->level > 1) 1296 if (contr && wc_obj && wc_obj->level > 1)
1393 { 1297 {
1394 wc -= (wc_obj->level + thaco_bonus[stats.Str]); 1298 wc -= wc_obj->level + thaco_bonus[stats.Str];
1299
1395 for (i = 1; i < wc_obj->level; i++) 1300 for (i = 1; i < wc_obj->level; i++)
1396 { 1301 {
1397 /* addtional wc every 6 levels */ 1302 /* additional wc every 6 levels */
1398 if (!(i % 6)) 1303 if (!(i % 6))
1399 wc--; 1304 wc--;
1305
1400 /* addtional dam every 4 levels. */ 1306 /* additional dam every 4 levels. */
1401 if (!(i % 4) && (dam_bonus[stats.Str] >= 0)) 1307 if (!(i % 4) && dam_bonus[stats.Str] >= 0)
1402 stats.dam += (1 + (dam_bonus[stats.Str] / 5)); 1308 stats.dam += 1 + dam_bonus[stats.Str] / 5;
1403 } 1309 }
1404 } 1310 }
1405 else 1311 else
1406 wc -= (level + thaco_bonus[stats.Str]); 1312 wc -= level + thaco_bonus[stats.Str];
1407 1313
1408 stats.dam += dam_bonus[stats.Str]; 1314 stats.dam += dam_bonus[stats.Str];
1409 1315
1410 if (stats.dam < 1) 1316 if (stats.dam < 1)
1411 stats.dam = 1; 1317 stats.dam = 1;
1412 1318
1413 speed = 1.0 + speed_bonus[stats.Dex]; 1319 speed = 1.f + speed_bonus[stats.Dex];
1414 1320
1415 if (settings.search_items && contr->search_str[0]) 1321 if (settings.search_items && contr->search_str[0])
1416 speed -= 1; 1322 speed -= 1;
1417 1323
1418 if (attacktype == 0) 1324 if (attacktype == 0)
1419 attacktype = arch->clone.attacktype; 1325 attacktype = arch->attacktype;
1420
1421 } /* End if player */ 1326 } /* End if player */
1422 1327
1423 if (added_speed >= 0) 1328 if (added_speed >= 0)
1424 speed += added_speed / 10.0; 1329 speed += added_speed / 10.f;
1425 else /* Something wrong here...: */ 1330 else /* Something wrong here...: */
1426 speed /= (float) (1.0 - added_speed); 1331 speed /= 1.f - added_speed;
1427 1332
1428 /* Max is determined by armour */ 1333 /* Max is determined by armour */
1429 if (speed > max) 1334 if (speed > max)
1430 speed = max; 1335 speed = max;
1431 1336
1436 * weight limit, then player suffers a speed reduction based on how 1341 * weight limit, then player suffers a speed reduction based on how
1437 * much above he is, and what is max carry is 1342 * much above he is, and what is max carry is
1438 */ 1343 */
1439 f = (carrying / 1000) - max_carry[stats.Str]; 1344 f = (carrying / 1000) - max_carry[stats.Str];
1440 if (f > 0) 1345 if (f > 0)
1441 speed = speed / (1.0 + f / max_carry[stats.Str]); 1346 speed = speed / (1.f + f / max_carry[stats.Str]);
1442 } 1347 }
1443 1348
1444 speed += bonus_speed / 10.0; /* Not affected by limits */ 1349 speed += bonus_speed / 10.f; /* Not affected by limits */
1445 1350
1446 /* Put a lower limit on speed. Note with this speed, you move once every 1351 /* Put a lower limit on speed. Note with this speed, you move once every
1447 * 100 ticks or so. This amounts to once every 12 seconds of realtime. 1352 * 100 ticks or so. This amounts to once every 12 seconds of realtime.
1448 */ 1353 */
1449 speed = speed * speed_reduce_from_disease; 1354 speed = speed * speed_reduce_from_disease;
1450 1355
1451 if (speed < 0.01 && type == PLAYER) 1356 if (speed < 0.01f && type == PLAYER)
1452 speed = 0.01; 1357 speed = 0.01f;
1453 1358
1454 if (type == PLAYER) 1359 if (type == PLAYER)
1455 { 1360 {
1456 float M, W, s, D, K, S, M2;
1457
1458 /* (This formula was made by vidarl@ifi.uio.no) 1361 /* (This formula was made by vidarl@ifi.uio.no)
1459 * Note that we never used these values again - basically 1362 * Note that we never used these values again - basically
1460 * all of these could be subbed into one big equation, but 1363 * all of these could be subbed into one big equation, but
1461 * that would just be a real pain to read. 1364 * that would just be a real pain to read.
1462 */ 1365 */
1463 M = (max_carry[stats.Str] - 121) / 121.0; 1366 float M = (max_carry[stats.Str] - 121) / 121.f;
1464 M2 = max_carry[stats.Str] / 100.0; 1367 float M2 = max_carry[stats.Str] / 100.f;
1465 W = weapon_weight / 20000.0; 1368 float W = weapon_weight / 20000.f;
1466 s = 2 - weapon_speed / 10.0; 1369 float s = (20 - weapon_speed) / 10.f;
1467 D = (stats.Dex - 14) / 14.0; 1370 float D = (stats.Dex - 14) / 14.f;
1468 K = 1 + M / 3.0 - W / (3 * M2) + speed / 5.0 + D / 2.0; 1371 float K = 1 + M / 3.f - W / (3 * M2) + speed / 5.f + D / 2.f;
1372
1469 K *= (4 + level) / (float) (6 + level) * 1.2; 1373 K *= (4 + level) * 1.2f / (6 + level);
1374
1470 if (K <= 0) 1375 if (K <= 0.01f)
1471 K = 0.01; 1376 K = 0.01f;
1472 S = speed / (K * s); 1377
1473 contr->weapon_sp = S; 1378 contr->weapon_sp = K * s * .5f; //TODO: balance the .5
1474 } 1379 }
1475 1380
1476 /* I want to limit the power of small monsters with big weapons: */ 1381 /* I want to limit the power of small monsters with big weapons: */
1477 if (type != PLAYER && arch != NULL && stats.dam > arch->clone.stats.dam * 3) 1382 if (type != PLAYER && arch && stats.dam > arch->stats.dam * 3)
1478 stats.dam = arch->clone.stats.dam * 3; 1383 stats.dam = arch->stats.dam * 3;
1479 1384
1480 /* Prevent overflows of wc - best you can get is ABS(120) - this 1385 stats.wc = clamp (wc, MIN_WC, MAX_WC);
1481 * should be more than enough - remember, AC is also in 8 bits, 1386 stats.ac = clamp (ac, MIN_AC, MAX_AC);
1482 * so its value is the same.
1483 */
1484 if (wc > 120)
1485 wc = 120;
1486 else if (wc < -120)
1487 wc = -120;
1488
1489 stats.wc = wc;
1490
1491 if (ac > 120)
1492 ac = 120;
1493 else if (ac < -120)
1494 ac = -120;
1495
1496 stats.ac = ac;
1497 1387
1498 /* if for some reason the creature doesn't have any move type, 1388 /* if for some reason the creature doesn't have any move type,
1499 * give them walking as a default. 1389 * give them walking as a default.
1500 * The second case is a special case - to more closely mimic the 1390 * The second case is a special case - to more closely mimic the
1501 * old behaviour - if your flying, your not walking - just 1391 * old behaviour - if your flying, your not walking - just
1515 if (type == PLAYER) 1405 if (type == PLAYER)
1516 { 1406 {
1517 esrv_update_stats (contr); 1407 esrv_update_stats (contr);
1518 esrv_update_spells (contr); 1408 esrv_update_spells (contr);
1519 } 1409 }
1410
1411 // update the mapspace, if we are on a map
1412 if (!flag [FLAG_REMOVED] && map)
1413 map->at (x, y).flags_ = 0;
1520} 1414}
1521 1415
1522/* 1416/*
1523 * Returns true if the given player is a legal class. 1417 * Returns true if the given player is a legal class.
1524 * The function to add and remove class-bonuses to the stats doesn't 1418 * The function to add and remove class-bonuses to the stats doesn't
1527 * false otherwise. 1421 * false otherwise.
1528 */ 1422 */
1529int 1423int
1530allowed_class (const object *op) 1424allowed_class (const object *op)
1531{ 1425{
1532 return op->stats.Dex > 0 && op->stats.Str > 0 && op->stats.Con > 0 && 1426 return op->stats.Dex > 0
1533 op->stats.Int > 0 && op->stats.Wis > 0 && op->stats.Pow > 0 && op->stats.Cha > 0; 1427 && op->stats.Str > 0
1428 && op->stats.Con > 0
1429 && op->stats.Int > 0
1430 && op->stats.Wis > 0
1431 && op->stats.Pow > 0
1432 && op->stats.Cha > 0;
1534} 1433}
1535 1434
1536/* 1435/*
1537 * set the new dragon name after gaining levels or 1436 * set the new dragon name after gaining levels or
1538 * changing ability focus (later this can be extended to 1437 * changing ability focus (later this can be extended to
1609 object *skin = NULL; /* pointer to dragon skin force */ 1508 object *skin = NULL; /* pointer to dragon skin force */
1610 object *tmp = NULL; /* tmp. object */ 1509 object *tmp = NULL; /* tmp. object */
1611 char buf[MAX_BUF]; /* tmp. string buffer */ 1510 char buf[MAX_BUF]; /* tmp. string buffer */
1612 1511
1613 /* now grab the 'dragon_ability'-forces from the player's inventory */ 1512 /* now grab the 'dragon_ability'-forces from the player's inventory */
1513 shstr_cmp dragon_ability_force ("dragon_ability_force");
1514 shstr_cmp dragon_skin_force ("dragon_skin_force");
1515
1614 for (tmp = who->inv; tmp != NULL; tmp = tmp->below) 1516 for (tmp = who->inv; tmp; tmp = tmp->below)
1615 {
1616 if (tmp->type == FORCE) 1517 if (tmp->type == FORCE)
1617 {
1618 if (strcmp (tmp->arch->name, "dragon_ability_force") == 0) 1518 if (tmp->arch->archname == dragon_ability_force)
1619 abil = tmp; 1519 abil = tmp;
1620 if (strcmp (tmp->arch->name, "dragon_skin_force") == 0) 1520 else if (tmp->arch->archname == dragon_skin_force)
1621 skin = tmp; 1521 skin = tmp;
1622 } 1522
1623 }
1624 /* if the force is missing -> bail out */ 1523 /* if the force is missing -> bail out */
1625 if (abil == NULL) 1524 if (abil == NULL)
1626 return; 1525 return;
1627 1526
1628 /* The ability_force keeps track of maximum level ever achieved. 1527 /* The ability_force keeps track of maximum level ever achieved.
1672 if (!skill_obj) 1571 if (!skill_obj)
1673 { 1572 {
1674 LOG (llevError, "add_player_exp: couldn't find skill %s\n", skill_name); 1573 LOG (llevError, "add_player_exp: couldn't find skill %s\n", skill_name);
1675 return NULL; 1574 return NULL;
1676 } 1575 }
1576
1677 /* clear the flag - exp goes into this bucket, but player 1577 /* clear the flag - exp goes into this bucket, but player
1678 * still doesn't know it. 1578 * still doesn't know it.
1679 */ 1579 */
1680 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL); 1580 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL);
1681 skill_obj->stats.exp = 0; 1581 skill_obj->stats.exp = 0;
1682 skill_obj->level = 1; 1582 skill_obj->level = 1;
1683 insert_ob_in_ob (skill_obj, op); 1583 insert_ob_in_ob (skill_obj, op);
1684 1584
1685 if (op->contr) 1585 if (player *pl = op->contr)
1686 { 1586 {
1687 op->contr->last_skill_ob [skill_obj->subtype] = skill_obj; 1587 pl->last_skill_ob [skill_obj->subtype] = skill_obj;
1688 if (op->contr->ns) 1588 if (pl->ns)
1689 op->contr->ns->last_skill_exp[skill_obj->subtype] = -1;//TODO: should be made superfluous 1589 pl->ns->last_skill_exp[skill_obj->subtype] = -1;//TODO: should be made superfluous
1690 } 1590 }
1691 1591
1692 return skill_obj; 1592 return skill_obj;
1693} 1593}
1694
1695 1594
1696/* player_lvl_adj() - for the new exp system. we are concerned with 1595/* player_lvl_adj() - for the new exp system. we are concerned with
1697 * whether the player gets more hp, sp and new levels. 1596 * whether the player gets more hp, sp and new levels.
1698 * Note this this function should only be called for players. Monstes 1597 * Note this this function should only be called for players. Monstes
1699 * don't really gain levels 1598 * don't really gain levels
1710 1609
1711 if (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul)) 1610 if (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul))
1712 { 1611 {
1713 op->level++; 1612 op->level++;
1714 1613
1715 if (op != NULL && op == who && op->stats.exp > 1 && is_dragon_pl (who)) 1614 if (op && op == who && op->stats.exp > 1 && is_dragon_pl (who))
1716 dragon_level_gain (who); 1615 dragon_level_gain (who);
1717 1616
1718 /* Only roll these if it is the player (who) that gained the level */ 1617 /* Only roll these if it is the player (who) that gained the level */
1719 if (op == who && (who->level < 11) && who->type == PLAYER) 1618 if (op == who && (who->level < 11) && who->type == PLAYER)
1720 { 1619 {
1728 { 1627 {
1729 if (op->type != PLAYER) 1628 if (op->type != PLAYER)
1730 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); 1629 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1731 else 1630 else
1732 sprintf (buf, "You are now level %d.", op->level); 1631 sprintf (buf, "You are now level %d.", op->level);
1632
1733 if (who) 1633 if (who)
1734 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); 1634 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1735 } 1635 }
1636
1736 player_lvl_adj (who, op); /* To increase more levels */ 1637 player_lvl_adj (who, op); /* To increase more levels */
1737 } 1638 }
1738 else if (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul)) 1639 else if (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul))
1739 { 1640 {
1740 op->level--; 1641 op->level--;
1741 who->update_stats (); 1642 who->update_stats ();
1643
1742 if (op->type != PLAYER) 1644 if (op->type != PLAYER)
1743 { 1645 {
1744 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); 1646 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1745 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); 1647 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1746 } 1648 }
1649
1747 player_lvl_adj (who, op); /* To decrease more levels */ 1650 player_lvl_adj (who, op); /* To decrease more levels */
1748 } 1651 }
1749 1652
1750 /* check if the spell data has changed */ 1653 /* check if the spell data has changed */
1751 esrv_update_stats (who->contr); 1654 esrv_update_stats (who->contr);
1760sint64 1663sint64
1761level_exp (int level, double expmul) 1664level_exp (int level, double expmul)
1762{ 1665{
1763 if (level > settings.max_level) 1666 if (level > settings.max_level)
1764 return (sint64) (expmul * levels[settings.max_level]); 1667 return (sint64) (expmul * levels[settings.max_level]);
1668
1765 return (sint64) (expmul * levels[level]); 1669 return (sint64) (expmul * levels[level]);
1766} 1670}
1767 1671
1768/* 1672/*
1769 * Ensure that the permanent experience requirements in an exp object are met. 1673 * Ensure that the permanent experience requirements in an exp object are met.
1806 sint64 limit, exp_to_add; 1710 sint64 limit, exp_to_add;
1807 int i; 1711 int i;
1808 1712
1809 /* prevents some forms of abuse. */ 1713 /* prevents some forms of abuse. */
1810 if (op->contr->braced) 1714 if (op->contr->braced)
1811 exp = exp / 5; 1715 exp /= 5;
1812 1716
1813 /* Try to find the matching skill. 1717 /* Try to find the matching skill.
1814 * We do a shortcut/time saving mechanism first - see if it matches 1718 * We do a shortcut/time saving mechanism first - see if it matches
1815 * chosen_skill. This means we don't need to search through 1719 * chosen_skill. This means we don't need to search through
1816 * the players inventory. 1720 * the players inventory.
1817 */ 1721 */
1818 if (skill_name) 1722 if (skill_name)
1819 { 1723 {
1820 if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill)) 1724 if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill))
1951 del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction)); 1855 del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction));
1952 tmp->stats.exp -= del_exp; 1856 tmp->stats.exp -= del_exp;
1953 player_lvl_adj (op, tmp); 1857 player_lvl_adj (op, tmp);
1954 } 1858 }
1955 } 1859 }
1860
1956 if (flag != SK_SUBTRACT_SKILL_EXP) 1861 if (flag != SK_SUBTRACT_SKILL_EXP)
1957 { 1862 {
1958 del_exp = check_exp_loss (op, exp); 1863 del_exp = check_exp_loss (op, exp);
1959 op->stats.exp -= del_exp; 1864 op->stats.exp -= del_exp;
1960 player_lvl_adj (op, NULL); 1865 player_lvl_adj (op, NULL);
1961 } 1866 }
1962} 1867}
1963
1964
1965 1868
1966/* change_exp() - changes experience to a player/monster. This 1869/* change_exp() - changes experience to a player/monster. This
1967 * does bounds checking to make sure we don't overflow the max exp. 1870 * does bounds checking to make sure we don't overflow the max exp.
1968 * 1871 *
1969 * The exp passed is typically not modified much by this function - 1872 * The exp passed is typically not modified much by this function -
1970 * it is assumed the caller has modified the exp as needed. 1873 * it is assumed the caller has modified the exp as needed.
1971 * skill_name is the skill that should get the exp added. 1874 * skill_name is the skill that should get the exp added.
1972 * flag is what to do if player doesn't have the skill. 1875 * flag is what to do if player doesn't have the skill.
1973 * these last two values are only used for players. 1876 * these last two values are only used for players.
1974 */ 1877 */
1975
1976void 1878void
1977change_exp (object *op, sint64 exp, const char *skill_name, int flag) 1879change_exp (object *op, sint64 exp, const char *skill_name, int flag)
1978{ 1880{
1979
1980#ifdef EXP_DEBUG 1881#ifdef EXP_DEBUG
1981 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp); 1882 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp);
1982#endif 1883#endif
1983 1884
1984 /* safety */ 1885 /* safety */
2025 else 1926 else
2026 /* note that when you lose exp, it doesn't go against 1927 /* note that when you lose exp, it doesn't go against
2027 * a particular skill, so we don't need to pass that 1928 * a particular skill, so we don't need to pass that
2028 * along. 1929 * along.
2029 */ 1930 */
2030 subtract_player_exp (op, FABS (exp), skill_name, flag); 1931 subtract_player_exp (op, abs (exp), skill_name, flag);
2031
2032 } 1932 }
2033} 1933}
2034 1934
2035/* Applies a death penalty experience, the size of this is defined by the 1935/* Applies a death penalty experience, the size of this is defined by the
2036 * settings death_penalty_percentage and death_penalty_levels, and by the 1936 * settings death_penalty_percentage and death_penalty_levels, and by the
2037 * amount of permenent experience, whichever gives the lowest loss. 1937 * amount of permenent experience, whichever gives the lowest loss.
2038 */ 1938 */
2039
2040void 1939void
2041apply_death_exp_penalty (object *op) 1940apply_death_exp_penalty (object *op)
2042{ 1941{
2043 object *tmp; 1942 object *tmp;
2044 sint64 loss; 1943 sint64 loss;
2066 player_lvl_adj (op, tmp); 1965 player_lvl_adj (op, tmp);
2067 } 1966 }
2068 1967
2069 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100; 1968 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100;
2070 level_loss = op->stats.exp - levels[MAX (0, op->level - settings.death_penalty_level)]; 1969 level_loss = op->stats.exp - levels[MAX (0, op->level - settings.death_penalty_level)];
1970
2071 if (level_loss < 0) 1971 if (level_loss < 0)
2072 level_loss = 0; 1972 level_loss = 0;
2073 loss = check_exp_loss (op, MIN (level_loss, percentage_loss)); 1973 loss = check_exp_loss (op, MIN (level_loss, percentage_loss));
2074 1974
2075 op->stats.exp -= loss; 1975 op->stats.exp -= loss;

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