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Comparing deliantra/server/common/living.C (file contents):
Revision 1.38 by root, Sun Apr 29 04:14:57 2007 UTC vs.
Revision 1.105 by root, Sun Nov 29 17:41:07 2009 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra 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 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
21 * 21 *
22 * The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 23 */
24 24
25#include <global.h> 25#include <global.h>
26#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
29 * we are now using 64 bit values, I'm not all concerned about overflow issues 28 * we are now using 64 bit values, I'm not all concerned about overflow issues
30 * with exptotal wrapping. exptotal is typically op->exp, or op->perm_exp 29 * with exptotal wrapping. exptotal is typically op->exp, or op->perm_exp
31 */ 30 */
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 = tmp->flag [FLAG_APPLIED] ? 1 : -1;
286 int success = 0;
372 char message[MAX_BUF]; 287 char message[MAX_BUF];
373 int potion_max = 0; 288 int potion_max = 0;
374 289
375 /* remember what object was like before it was changed. note that 290 // keep some stats for comparison purposes
376 * refop is a local copy of op only to be used for detecting changes 291 object::flags_t prev_flag = op->flag;
377 * found by update_stats. refop is not a real object 292 MoveType prev_move_type = op->move_type;
378 */ 293 sint16 prev_resist [NROFATTACKS]; // clumsy
379 object_copy refop = *op; 294 assert (sizeof (prev_resist) == sizeof (op->resist));
295 memcpy (prev_resist, op->resist, sizeof (prev_resist));
380 296
381 if (op->type == PLAYER) 297 if (op->type == PLAYER)
382 { 298 {
383 if (tmp->type == POTION) 299 if (tmp->type == POTION)
384 { 300 {
385 potion_max = 1; 301 potion_max = 1;
302
386 for (j = 0; j < NUM_STATS; j++) 303 for (int j = 0; j < NUM_STATS; j++)
387 { 304 {
388 int nstat, ostat; 305 int ostat = op->contr->orig_stats.stat (j);
389 306 int i = tmp->stats.stat (j);
390 ostat = get_attr_value (&(op->contr->orig_stats), j);
391 i = get_attr_value (&(tmp->stats), j);
392 307
393 /* nstat is what the stat will be after use of the potion */ 308 /* nstat is what the stat will be after use of the potion */
394 nstat = flag * i + ostat; 309 int nstat = flag * i + ostat;
395 310
396 /* Do some bounds checking. While I don't think any 311 /* Do some bounds checking. There is the potential for potions
397 * potions do so right now, there is the potential for potions
398 * that adjust that stat by more than one point, so we need 312 * that adjust that stat by more than one point, so we need
399 * to allow for that. 313 * to allow for that.
400 */ 314 */
401 if (nstat < 1 && i * flag < 0) 315 if (nstat < 1 && i * flag < 0)
402 nstat = 1; 316 nstat = 1;
403 else if (nstat > 20 + get_attr_value (&(op->arch->clone.stats), j)) 317 else if (nstat > 20 + op->arch->stats.stat (j))
404 { 318 nstat = 20 + op->arch->stats.stat (j);
405 nstat = 20 + get_attr_value (&(op->arch->clone.stats), j);
406 }
407 319
408 if (nstat != ostat) 320 if (nstat != ostat)
409 { 321 {
410 set_attr_value (&(op->contr->orig_stats), j, nstat); 322 op->contr->orig_stats.stat (j) = nstat;
411 potion_max = 0; 323 potion_max = 0;
412 } 324 }
413 else if (i) 325 else if (i)
414 { 326 {
415 /* potion is useless - player has already hit the natural maximum */ 327 /* potion is useless - player has already hit the natural maximum */
419 331
420 /* This section of code ups the characters normal stats also. I am not 332 /* 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 333 * sure if this is strictly necessary, being that fix_player probably
422 * recalculates this anyway. 334 * recalculates this anyway.
423 */ 335 */
424 for (j = 0; j < NUM_STATS; j++) 336 for (int j = 0; j < NUM_STATS; j++)
425 change_attr_value (&(op->stats), j, flag * get_attr_value (&(tmp->stats), j)); 337 change_attr_value (&op->stats, j, flag * tmp->stats.stat (j));
426 338
427 check_stat_bounds (&(op->stats)); 339 check_stat_bounds (&op->stats);
428 } /* end of potion handling code */ 340 } /* end of potion handling code */
429 } 341 }
430 342
431 /* reset attributes that fix_player doesn't reset since it doesn't search 343 /* reset attributes that update_stats doesn't reset since it doesn't search
432 * everything to set 344 * everything to set
433 */ 345 */
434 if (flag == -1) 346 if (flag == -1)
435 { 347 {
436 op->attacktype &= ~tmp->attacktype; 348 op->attacktype &= ~tmp->attacktype;
437 op->path_attuned &= ~tmp->path_attuned; 349 op->path_attuned &= ~tmp->path_attuned;
438 op->path_repelled &= ~tmp->path_repelled; 350 op->path_repelled &= ~tmp->path_repelled;
439 op->path_denied &= ~tmp->path_denied; 351 op->path_denied &= ~tmp->path_denied;
440 /* Presuming here that creatures only have move_type, 352 /* Presuming here that creatures only have move_type,
441 * and not the other move_ fields. 353 * and not the other move_ fields.
442 */ 354 */
443 op->move_type &= ~tmp->move_type; 355 op->move_type &= ~tmp->move_type;
444 } 356 }
445 357
446 /* call fix_player since op object could have whatever attribute due 358 /* call fix_player since op object could have whatever attribute due
447 * to multiple items. if fix_player always has to be called after 359 * to multiple items. if update_stats always has to be called after
448 * change_ability then might as well call it from here 360 * change_ability then might as well call it from here
449 */ 361 */
450 op->update_stats (); 362 op->update_stats ();
451 363
452 /* Fix player won't add the bows ability to the player, so don't 364 /* update_stats won't add the bows ability to the player, so don't
453 * print out message if this is a bow. 365 * print out message if this is a bow.
454 */ 366 */
455 if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW) 367 if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW)
456 { 368 {
457 success = 1; 369 success = 1;
458 DIFF_MSG (flag, "Your hands begin to glow red.", "Your hands stop glowing red."); 370 DIFF_MSG (flag, "Your hands begin to glow red.", "Your hands stop glowing red.");
459 } 371 }
460 372
461 if (QUERY_FLAG (op, FLAG_LIFESAVE) != QUERY_FLAG (&refop, FLAG_LIFESAVE)) 373 if (op->flag [FLAG_LIFESAVE] != prev_flag [FLAG_LIFESAVE])
462 { 374 {
463 success = 1; 375 success = 1;
464 DIFF_MSG (flag, "You feel very protected.", "You don't feel protected anymore."); 376 DIFF_MSG (flag, "You feel very protected.", "You don't feel protected anymore.");
465 } 377 }
466 378
467 if (QUERY_FLAG (op, FLAG_REFL_MISSILE) != QUERY_FLAG (&refop, FLAG_REFL_MISSILE)) 379 if (op->flag [FLAG_REFL_MISSILE] != prev_flag [FLAG_REFL_MISSILE])
468 { 380 {
469 success = 1; 381 success = 1;
470 DIFF_MSG (flag, "A magic force shimmers around you.", "The magic force fades away."); 382 DIFF_MSG (flag, "A magic force shimmers around you.", "The magic force fades away.");
471 } 383 }
472 384
473 if (QUERY_FLAG (op, FLAG_REFL_SPELL) != QUERY_FLAG (&refop, FLAG_REFL_SPELL)) 385 if (op->flag [FLAG_REFL_SPELL] != prev_flag [FLAG_REFL_SPELL])
474 { 386 {
475 success = 1; 387 success = 1;
476 DIFF_MSG (flag, "You feel more safe now, somehow.", "Suddenly you feel less safe, somehow."); 388 DIFF_MSG (flag, "You feel more safe now, somehow.", "Suddenly you feel less safe, somehow.");
477 } 389 }
478 390
480 * user has multiple items giving the same type appled like we 392 * user has multiple items giving the same type appled like we
481 * used to - that is more work than what we gain, plus messages 393 * used to - that is more work than what we gain, plus messages
482 * can be misleading (a little higher could be miscontrued from 394 * can be misleading (a little higher could be miscontrued from
483 * from fly high) 395 * from fly high)
484 */ 396 */
485 if (tmp->move_type && op->move_type != refop.move_type) 397 if (tmp->move_type && op->move_type != prev_move_type)
486 { 398 {
487 success = 1; 399 success = 1;
488 400
489 /* MOVE_FLY_HIGH trumps MOVE_FLY_LOW - changing your move_fly_low 401 /* MOVE_FLY_HIGH trumps MOVE_FLY_LOW - changing your move_fly_low
490 * status doesn't make a difference if you are flying high 402 * status doesn't make a difference if you are flying high
491 */ 403 */
492 if (tmp->move_type & MOVE_FLY_LOW && !(op->move_type & MOVE_FLY_HIGH)) 404 if (tmp->move_type & MOVE_FLY_LOW && !(op->move_type & MOVE_FLY_HIGH))
493 { 405 {
494 DIFF_MSG (flag, "You start to float in the air!.", "You float down to the ground."); 406 DIFF_MSG (flag, "You start to float in the air!", "You float down to the ground.");
495 } 407 }
496 408
497 if (tmp->move_type & MOVE_FLY_HIGH) 409 if (tmp->move_type & MOVE_FLY_HIGH)
498 { 410 {
499 /* double conditional - second case covers if you have move_fly_low - 411 /* double conditional - second case covers if you have move_fly_low -
500 * in that case, you don't actually land 412 * in that case, you don't actually land
501 */ 413 */
502 DIFF_MSG (flag, "You soar into the air air!.", 414 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.")); 415 (op->move_type & MOVE_FLY_LOW ? "You fly lower in the air" : "You float down to the ground."));
504 } 416 }
417
505 if (tmp->move_type & MOVE_SWIM) 418 if (tmp->move_type & MOVE_SWIM)
506 DIFF_MSG (flag, "You feel ready for a swim", "You no longer feel like swimming"); 419 DIFF_MSG (flag, "You feel ready for a swim", "You no longer feel like swimming");
507 420
508 /* Changing move status may mean you are affected by things you weren't before */ 421 /* Changing move status may mean you are affected by things you weren't before */
509 check_move_on (op, op); 422 check_move_on (op, op);
510 } 423 }
511 424
512 /* becoming UNDEAD... a special treatment for this flag. Only those not 425 /* becoming UNDEAD... a special treatment for this flag. Only those not
513 * originally undead may change their status 426 * originally undead may change their status
514 */ 427 */
515 if (!QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 428 if (!op->arch->flag [FLAG_UNDEAD])
516 if (QUERY_FLAG (op, FLAG_UNDEAD) != QUERY_FLAG (&refop, FLAG_UNDEAD)) 429 if (op->flag [FLAG_UNDEAD] != prev_flag [FLAG_UNDEAD])
517 { 430 {
518 success = 1; 431 success = 1;
519 if (flag > 0) 432 if (flag > 0)
520 { 433 {
521 op->race = "undead"; 434 op->race = "undead";
522 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce drains away!"); 435 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce drains away!");
523 } 436 }
524 else 437 else
525 { 438 {
526 op->race = op->arch->clone.race; 439 op->race = op->arch->race;
527 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!"); 440 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!");
528 } 441 }
529 } 442 }
530 443
531 if (QUERY_FLAG (op, FLAG_STEALTH) != QUERY_FLAG (&refop, FLAG_STEALTH)) 444 if (op->flag [FLAG_STEALTH] != prev_flag [FLAG_STEALTH])
532 { 445 {
533 success = 1; 446 success = 1;
534 DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily."); 447 DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily.");
535 } 448 }
536 449
537 if (QUERY_FLAG (op, FLAG_MAKE_INVIS) != QUERY_FLAG (&refop, FLAG_MAKE_INVIS)) 450 if (op->flag [FLAG_MAKE_INVIS] != prev_flag [FLAG_MAKE_INVIS])
538 { 451 {
539 success = 1; 452 success = 1;
540 DIFF_MSG (flag, "You become transparent.", "You can see yourself."); 453 DIFF_MSG (flag, "You become transparent.", "You can see yourself.");
541 } 454 }
542 455
543 /* blinded you can tell if more blinded since blinded player has minimal 456 /* blinded you can tell if more blinded since blinded player has minimal
544 * vision 457 * vision
545 */ 458 */
546 if (QUERY_FLAG (tmp, FLAG_BLIND)) 459 if (tmp->flag [FLAG_BLIND])
547 { 460 {
548 success = 1; 461 success = 1;
549 if (flag > 0) 462 if (flag > 0)
550 { 463 {
551 if (QUERY_FLAG (op, FLAG_WIZ)) 464 if (op->flag [FLAG_WIZ])
552 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self is blinded."); 465 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self is blinded.");
553 else 466 else
554 { 467 {
555 new_draw_info (NDI_UNIQUE, 0, op, "You are blinded."); 468 new_draw_info (NDI_UNIQUE, 0, op, "You are blinded.");
556 SET_FLAG (op, FLAG_BLIND); 469 SET_FLAG (op, FLAG_BLIND);
558 op->contr->do_los = 1; 471 op->contr->do_los = 1;
559 } 472 }
560 } 473 }
561 else 474 else
562 { 475 {
563 if (QUERY_FLAG (op, FLAG_WIZ)) 476 if (op->flag [FLAG_WIZ])
564 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self can now see again."); 477 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self can now see again.");
565 else 478 else
566 { 479 {
567 new_draw_info (NDI_UNIQUE, 0, op, "Your vision returns."); 480 new_draw_info (NDI_UNIQUE, 0, op, "Your vision returns.");
568 CLEAR_FLAG (op, FLAG_BLIND); 481 CLEAR_FLAG (op, FLAG_BLIND);
570 op->contr->do_los = 1; 483 op->contr->do_los = 1;
571 } 484 }
572 } 485 }
573 } 486 }
574 487
575 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK) != QUERY_FLAG (&refop, FLAG_SEE_IN_DARK)) 488 if (op->flag [FLAG_SEE_IN_DARK] != prev_flag [FLAG_SEE_IN_DARK])
576 { 489 {
577 success = 1; 490 success = 1;
578 if (op->type == PLAYER) 491 if (op->type == PLAYER)
579 op->contr->do_los = 1; 492 op->contr->do_los = 1;
580 DIFF_MSG (flag, "Your vision is better in the dark.", "You see less well in the dark."); 493 DIFF_MSG (flag, "Your vision is better in the dark.", "You see less well in the dark.");
581 } 494 }
582 495
583 if (QUERY_FLAG (op, FLAG_XRAYS) != QUERY_FLAG (&refop, FLAG_XRAYS)) 496 if (op->flag [FLAG_XRAYS] != prev_flag [FLAG_XRAYS])
584 { 497 {
585 success = 1; 498 success = 1;
586 if (flag > 0) 499 if (flag > 0)
587 { 500 {
588 if (QUERY_FLAG (op, FLAG_WIZ)) 501 if (op->flag [FLAG_WIZ])
589 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a little clearer."); 502 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a little clearer.");
590 else 503 else
591 { 504 {
592 new_draw_info (NDI_UNIQUE, 0, op, "Everything becomes transparent."); 505 new_draw_info (NDI_UNIQUE, 0, op, "Everything becomes transparent.");
593 if (op->type == PLAYER) 506 if (op->type == PLAYER)
594 op->contr->do_los = 1; 507 op->contr->do_los = 1;
595 } 508 }
596 } 509 }
597 else 510 else
598 { 511 {
599 if (QUERY_FLAG (op, FLAG_WIZ)) 512 if (op->flag [FLAG_WIZ])
600 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a bit out of focus."); 513 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a bit out of focus.");
601 else 514 else
602 { 515 {
603 new_draw_info (NDI_UNIQUE, 0, op, "Everything suddenly looks very solid."); 516 new_draw_info (NDI_UNIQUE, 0, op, "Everything suddenly looks very solid.");
604 if (op->type == PLAYER) 517 if (op->type == PLAYER)
637 success = 1; 550 success = 1;
638 DIFF_MSG (flag * tmp->stats.food, "You feel your digestion slowing down.", "You feel your digestion speeding up."); 551 DIFF_MSG (flag * tmp->stats.food, "You feel your digestion slowing down.", "You feel your digestion speeding up.");
639 } 552 }
640 553
641 /* Messages for changed resistance */ 554 /* Messages for changed resistance */
642 for (i = 0; i < NROFATTACKS; i++) 555 for (int i = 0; i < NROFATTACKS; i++)
643 { 556 {
644 if (i == ATNR_PHYSICAL) 557 if (i == ATNR_PHYSICAL)
645 continue; /* Don't display about armour */ 558 continue; /* Don't display about armour */
646 559
647 if (op->resist[i] != refop.resist[i]) 560 if (op->resist [i] != prev_resist [i])
648 { 561 {
649 success = 1; 562 success = 1;
563
650 if (op->resist[i] > refop.resist[i]) 564 if (op->resist [i] > prev_resist [i])
651 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]);
652 else 566 else
653 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]);
654 568
655 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message); 569 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message);
656 } 570 }
657 } 571 }
658 572
659 if (!potion_max) 573 if (!potion_max)
660 {
661 for (j = 0; j < NUM_STATS; j++) 574 for (int j = 0; j < NUM_STATS; j++)
662 { 575 if (int i = tmp->stats.stat (j))
663 if ((i = get_attr_value (&(tmp->stats), j)) != 0)
664 { 576 {
665 success = 1; 577 success = 1;
666 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]); 578 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]);
667 } 579 }
668 }
669 }
670 580
671 return success; 581 return success;
672} 582}
673 583
674/* 584/*
675 * Stat draining by Vick 930307 585 * Stat draining by Vick 930307
676 * (Feeling evil, I made it work as well now. -Frank 8) 586 * (Feeling evil, I made it work as well now. -Frank 8)
677 */ 587 */
678
679void 588void
680object::drain_stat () 589object::drain_stat ()
681{ 590{
682 drain_specific_stat (rndm (NUM_STATS)); 591 drain_specific_stat (rndm (NUM_STATS));
683} 592}
686object::drain_specific_stat (int deplete_stats) 595object::drain_specific_stat (int deplete_stats)
687{ 596{
688 object *tmp; 597 object *tmp;
689 archetype *at; 598 archetype *at;
690 599
691 at = archetype::find (ARCH_DEPLETION); 600 at = archetype::find (shstr_depletion);
692 if (!at) 601 if (!at)
693 { 602 {
694 LOG (llevError, "Couldn't find archetype depletion.\n"); 603 LOG (llevError, "Couldn't find archetype depletion.\n");
695 return; 604 return;
696 } 605 }
698 { 607 {
699 tmp = present_arch_in_ob (at, this); 608 tmp = present_arch_in_ob (at, this);
700 609
701 if (!tmp) 610 if (!tmp)
702 { 611 {
703 tmp = arch_to_object (at); 612 tmp = at->instance ();
704 tmp = insert_ob_in_ob (tmp, this); 613 tmp = insert_ob_in_ob (tmp, this);
705 SET_FLAG (tmp, FLAG_APPLIED); 614 SET_FLAG (tmp, FLAG_APPLIED);
706 } 615 }
707 } 616 }
708 617
716 * via an applied bad_luck object. 625 * via an applied bad_luck object.
717 */ 626 */
718void 627void
719object::change_luck (int value) 628object::change_luck (int value)
720{ 629{
721 archetype *at = archetype::find ("luck"); 630 archetype *at = archetype::find (shstr_luck);
722 if (!at) 631 if (!at)
723 LOG (llevError, "Couldn't find archetype luck.\n"); 632 LOG (llevError, "Couldn't find archetype luck.\n");
724 else 633 else
725 { 634 {
726 object *tmp = present_arch_in_ob (at, this); 635 object *tmp = present_arch_in_ob (at, this);
728 if (!tmp) 637 if (!tmp)
729 { 638 {
730 if (!value) 639 if (!value)
731 return; 640 return;
732 641
733 tmp = arch_to_object (at); 642 tmp = at->instance ();
734 tmp = insert_ob_in_ob (tmp, this); 643 tmp = insert_ob_in_ob (tmp, this);
735 SET_FLAG (tmp, FLAG_APPLIED); 644 SET_FLAG (tmp, FLAG_APPLIED);
736 } 645 }
737 646
738 if (value) 647 if (value)
772 * 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.
773 */ 682 */
774void 683void
775object::remove_statbonus () 684object::remove_statbonus ()
776{ 685{
777 stats.Str -= arch->clone.stats.Str; 686 for (int i = 0; i < NUM_STATS; ++i)
778 stats.Dex -= arch->clone.stats.Dex; 687 {
779 stats.Con -= arch->clone.stats.Con; 688 sint8 v = arch->stats.stat (i);
780 stats.Wis -= arch->clone.stats.Wis; 689 stats.stat (i) -= v;
781 stats.Pow -= arch->clone.stats.Pow; 690 contr->orig_stats.stat (i) -= v;
782 stats.Cha -= arch->clone.stats.Cha; 691 }
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} 692}
793 693
794/* 694/*
795 * 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.
796 */ 696 */
797void 697void
798object::add_statbonus () 698object::add_statbonus ()
799{ 699{
800 stats.Str += arch->clone.stats.Str; 700 for (int i = 0; i < NUM_STATS; ++i)
801 stats.Dex += arch->clone.stats.Dex; 701 {
802 stats.Con += arch->clone.stats.Con; 702 sint8 v = arch->stats.stat (i);
803 stats.Wis += arch->clone.stats.Wis; 703 stats.stat (i) += v;
804 stats.Pow += arch->clone.stats.Pow; 704 contr->orig_stats.stat (i) += v;
805 stats.Cha += arch->clone.stats.Cha; 705 }
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} 706}
707
708/* These are the items that currently can change digestion, regeneration,
709 * spell point recovery and mana point recovery. Seems sort of an arbitary
710 * list, but other items store other info into stats array.
711 */
712static struct digest_types : std::bitset<NUM_TYPES>
713{
714 digest_types ()
715 {
716 set (WEAPON);
717 set (BOW);
718 set (ARMOUR);
719 set (HELMET);
720 set (SHIELD);
721 set (RING);
722 set (BOOTS);
723 set (GLOVES);
724 set (AMULET);
725 set (GIRDLE);
726 set (BRACERS);
727 set (CLOAK);
728 set (DISEASE);
729 set (FORCE);
730 set (SKILL);
731 }
732} digest_types;
733
734static struct copy_flags : object::flags_t
735{
736 copy_flags ()
737 {
738 set (FLAG_LIFESAVE);
739 set (FLAG_REFL_SPELL);
740 set (FLAG_REFL_MISSILE);
741 set (FLAG_STEALTH);
742 set (FLAG_XRAYS);
743 set (FLAG_BLIND);
744 set (FLAG_SEE_IN_DARK);
745 }
746} copy_flags;
816 747
817/* 748/*
818 * Updates all abilities given by applied objects in the inventory 749 * Updates all abilities given by applied objects in the inventory
819 * of the given object. Note: This function works for both monsters 750 * of the given object. Note: This function works for both monsters
820 * and players; the "player" in the name is purely an archaic inheritance. 751 * and players; the "player" in the name is purely an archaic inheritance.
825 * spell system split, grace points now added to system --peterm 756 * spell system split, grace points now added to system --peterm
826 */ 757 */
827void 758void
828object::update_stats () 759object::update_stats ()
829{ 760{
830 int i, j;
831 float f, max = 9, added_speed = 0, bonus_speed = 0, sp_tmp, speed_reduce_from_disease = 1; 761 float f, max_speed = 9, added_speed = 0, bonus_speed = 0, speed_reduce_from_disease = 1;
832 int weapon_weight = 0, weapon_speed = 0; 762 int weapon_weight = 0, weapon_speed = 0;
833 int best_wc = 0, best_ac = 0, wc = 0, ac = 0; 763 int best_wc = 0, best_ac = 0, wc = 0, ac = 0;
834 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; 764 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS];
835 object *grace_obj = NULL, *mana_obj = NULL, *wc_obj = NULL, *tmp; 765 object *grace_obj = NULL, *mana_obj = NULL, *tmp;
836 float old_speed = speed; 766 float old_speed = speed;
767 int stat_sum [NUM_STATS];
837 768
838 /* First task is to clear all the values back to their original values */ 769 /* First task is to clear all the values back to their original values */
839 if (type == PLAYER) 770 if (type == PLAYER)
840 { 771 {
772 contr->delayed_update = false;
773
841 for (i = 0; i < NUM_STATS; i++) 774 for (int i = 0; i < NUM_STATS; i++)
842 set_attr_value (&(stats), i, get_attr_value (&(contr->orig_stats), i)); 775 stat_sum [i] = contr->orig_stats.stat (i);
843 776
844 if (settings.spell_encumbrance == TRUE) 777 if (settings.spell_encumbrance == TRUE)
845 contr->encumbrance = 0; 778 contr->encumbrance = 0;
846 779
847 attacktype = 0; 780 attacktype = 0;
781
848 contr->digestion = 0; 782 contr->digestion = 0;
849 contr->gen_hp = 0; 783 contr->gen_hp = 0;
850 contr->gen_sp = 0; 784 contr->gen_sp = 0;
851 contr->gen_grace = 0; 785 contr->gen_grace = 0;
852 contr->gen_sp_armour = 10; 786 contr->gen_sp_armour = 10;
853 contr->item_power = 0; 787 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] = 0;
861 contr->ranges[range_misc] = 0;
862 contr->ranges[range_skill] = 0;
863 } 788 }
864 789
865 memcpy (body_used, body_info, sizeof (body_info)); 790 for (int i = NUM_BODY_LOCATIONS; i--; )
791 slot[i].used = slot[i].info;
866 792
867 slaying = 0; 793 slaying = 0;
868 794
869 if (!QUERY_FLAG (this, FLAG_WIZ)) 795 if (!QUERY_FLAG (this, FLAG_WIZ))
870 { 796 {
874 800
875 CLEAR_FLAG (this, FLAG_LIFESAVE); 801 CLEAR_FLAG (this, FLAG_LIFESAVE);
876 CLEAR_FLAG (this, FLAG_STEALTH); 802 CLEAR_FLAG (this, FLAG_STEALTH);
877 CLEAR_FLAG (this, FLAG_BLIND); 803 CLEAR_FLAG (this, FLAG_BLIND);
878 804
879 if (!QUERY_FLAG (&arch->clone, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL); 805 if (!QUERY_FLAG (arch, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL);
880 if (!QUERY_FLAG (&arch->clone, FLAG_REFL_MISSILE)) CLEAR_FLAG (this, FLAG_REFL_MISSILE); 806 if (!QUERY_FLAG (arch, FLAG_REFL_MISSILE)) CLEAR_FLAG (this, FLAG_REFL_MISSILE);
881 if (!QUERY_FLAG (&arch->clone, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD); 807 if (!QUERY_FLAG (arch, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD);
882 if (!QUERY_FLAG (&arch->clone, FLAG_SEE_IN_DARK )) CLEAR_FLAG (this, FLAG_SEE_IN_DARK); 808 if (!QUERY_FLAG (arch, FLAG_SEE_IN_DARK )) CLEAR_FLAG (this, FLAG_SEE_IN_DARK);
883 809
884 path_attuned = arch->clone.path_attuned; 810 path_attuned = arch->path_attuned;
885 path_repelled = arch->clone.path_repelled; 811 path_repelled = arch->path_repelled;
886 path_denied = arch->clone.path_denied; 812 path_denied = arch->path_denied;
887 glow_radius = arch->clone.glow_radius; 813 glow_radius = arch->glow_radius;
888 move_type = arch->clone.move_type; 814 move_type = arch->move_type;
815
889 chosen_skill = NULL; 816 chosen_skill = 0;
890 817
891 /* initializing resistances from the values in player/monster's 818 /* initializing resistances from the values in player/monster's
892 * archetype clone 819 * archetype clone
893 */ 820 */
894 memcpy (&resist, &arch->clone.resist, sizeof (resist)); 821 memcpy (&resist, &arch->resist, sizeof (resist));
895 822
896 for (i = 0; i < NROFATTACKS; i++) 823 for (int i = 0; i < NROFATTACKS; i++)
897 { 824 {
898 if (resist[i] > 0) 825 if (resist[i] > 0)
899 prot[i] = resist[i], vuln[i] = 0; 826 prot[i] = resist[i], vuln[i] = 0;
900 else 827 else
901 vuln[i] = -(resist[i]), prot[i] = 0; 828 vuln[i] = -(resist[i]), prot[i] = 0;
829
902 potion_resist[i] = 0; 830 potion_resist[i] = 0;
903 } 831 }
904 832
905 wc = arch->clone.stats.wc; 833 wc = arch->stats.wc;
906 stats.dam = arch->clone.stats.dam; 834 stats.dam = arch->stats.dam;
907 835
908 /* for players which cannot use armour, they gain AC -1 per 3 levels, 836 /* for players which cannot use armour, they gain AC -1 per 3 levels,
909 * plus a small amount of physical resist, those poor suckers. ;) 837 * plus a small amount of physical resist, those poor suckers. ;)
910 * the fact that maxlevel is factored in could be considered sort of bogus - 838 * 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, 839 * 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 840 * basically, if a server updates its max level, these playes may find
913 * that their protection from physical goes down 841 * that their protection from physical goes down
914 */ 842 */
915 if (!QUERY_FLAG (this, FLAG_USE_ARMOUR) && type == PLAYER) 843 if (!QUERY_FLAG (this, FLAG_USE_ARMOUR) && type == PLAYER)
916 { 844 {
917 ac = MAX (-10, arch->clone.stats.ac - level / 3); 845 ac = max (-10, arch->stats.ac - level / 3);
918 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100; 846 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100;
919 } 847 }
920 else 848 else
921 ac = arch->clone.stats.ac; 849 ac = arch->stats.ac;
922 850
923 stats.luck = arch->clone.stats.luck; 851 stats.luck = arch->stats.luck;
924 speed = arch->clone.speed; 852 speed = arch->speed;
925 853
926 /* OK - we've reset most all the objects attributes to sane values. 854 /* 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. 855 * now go through and make adjustments for what the player has equipped.
928 */ 856 */
929 for (tmp = inv; tmp; tmp = tmp->below) 857 for (tmp = inv; tmp; tmp = tmp->below)
930 { 858 {
931 /* See note in map.c:update_position about making this additive
932 * since light sources are never applied, need to put check here.
933 */
934 if (tmp->glow_radius > glow_radius)
935 glow_radius = tmp->glow_radius;
936
937 /* This happens because apply_potion calls change_abil with the potion 859 /* This happens because apply_potion calls change_abil with the potion
938 * applied so we can tell the player what chagned. But change_abil 860 * applied so we can tell the player what changed. But change_abil
939 * then calls this function. 861 * then calls this function.
940 */ 862 */
941 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION) 863 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION)
942 continue; 864 continue;
865
866 glow_radius += tmp->glow_radius;
943 867
944 /* For some things, we don't care what is equipped */ 868 /* For some things, we don't care what is equipped */
945 if (tmp->type == SKILL) 869 if (tmp->type == SKILL)
946 { 870 {
947 /* Want to take the highest skill here. */ 871 /* Want to take the highest skill here. */
960 else if (tmp->level > grace_obj->level) 884 else if (tmp->level > grace_obj->level)
961 grace_obj = tmp; 885 grace_obj = tmp;
962 } 886 }
963 } 887 }
964 888
965 /* Container objects are not meant to adjust a players, but other applied 889 /* Container objects are not meant to adjust players, but other applied
966 * objects need to make adjustments. 890 * objects need to make adjustments.
967 * This block should handle all player specific changes 891 * This block should handle all player specific changes
968 * The check for Praying is a bit of a hack - god given bonuses are put 892 * The check for Praying is a bit of a hack - god given bonuses are put
969 * in the praying skill, and the player should always get those. 893 * in the praying skill, and the player should always get those.
970 * It also means we need to put in additional checks for applied below, 894 * It also means we need to put in additional checks for applied below,
971 * because the skill shouldn't count against body positions being used 895 * because the skill shouldn't count against body positions being used
972 * up, etc. 896 * up, etc.
973 */ 897 */
974 if ((QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type != CONTAINER && tmp->type != CLOSE_CON) || 898 if ((tmp->flag [FLAG_APPLIED]
899 && tmp->type != CONTAINER
900 && tmp->type != CLOSE_CON)
901 || (tmp->type == SKILL
975 (tmp->type == SKILL && tmp->subtype == SK_PRAYING)) 902 && tmp->subtype == SK_PRAYING))
976 { 903 {
977 if (type == PLAYER) 904 if (type == PLAYER)
978 { 905 {
979 if (tmp->type == BOW) 906 contr->item_power += tmp->item_power;
980 contr->ranges[range_bow] = tmp;
981 907
982 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 908 if (tmp == contr->combat_ob || tmp == contr->ranged_ob)
983 contr->ranges[range_misc] = tmp; 909 if (tmp != current_weapon
910 && (tmp->type != SKILL || tmp->subtype != SK_PRAYING)
911 && !tmp->flag [FLAG_CURSED]
912 && !tmp->flag [FLAG_DAMNED])
913 continue;
984 914
985 for (i = 0; i < NUM_STATS; i++) 915 for (int i = 0; i < NUM_STATS; i++)
986 change_attr_value (&(stats), i, get_attr_value (&(tmp->stats), i)); 916 stat_sum [i] += tmp->stats.stat (i);
987 917
988 /* these are the items that currently can change digestion, regeneration, 918 if (digest_types [tmp->type])
989 * spell point recovery and mana point recovery. Seems sort of an arbitary
990 * list, but other items store other info into stats array.
991 */
992 if ((tmp->type == WEAPON) || (tmp->type == BOW) ||
993 (tmp->type == ARMOUR) || (tmp->type == HELMET) ||
994 (tmp->type == SHIELD) || (tmp->type == RING) ||
995 (tmp->type == BOOTS) || (tmp->type == GLOVES) ||
996 (tmp->type == AMULET) || (tmp->type == GIRDLE) ||
997 (tmp->type == BRACERS) || (tmp->type == CLOAK) ||
998 (tmp->type == DISEASE) || (tmp->type == FORCE) ||
999 (tmp->type == SKILL))
1000 { 919 {
1001 contr->digestion += tmp->stats.food; 920 contr->digestion += tmp->stats.food;
1002 contr->gen_hp += tmp->stats.hp; 921 contr->gen_hp += tmp->stats.hp;
922 if (tmp->type != BOW) // ugly exception for bows
1003 contr->gen_sp += tmp->stats.sp; 923 contr->gen_sp += tmp->stats.sp;
1004 contr->gen_grace += tmp->stats.grace; 924 contr->gen_grace += tmp->stats.grace;
1005 contr->gen_sp_armour += tmp->gen_sp_armour; 925 contr->gen_sp_armour += tmp->gen_sp_armour;
1006 contr->item_power += tmp->item_power;
1007 } 926 }
1008 } /* if this is a player */ 927 } /* if this is a player */
928 else
929 {
930 if (tmp->type == WEAPON)
931 current_weapon = tmp;
932 }
1009 933
1010 /* Update slots used for items */ 934 /* Update slots used for items */
1011 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 935 if (QUERY_FLAG (tmp, FLAG_APPLIED))
1012 for (i = 0; i < NUM_BODY_LOCATIONS; i++) 936 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
1013 body_used[i] += tmp->body_info[i]; 937 slot[i].used += tmp->slot[i].info;
1014 938
1015 if (tmp->type == SYMPTOM) 939 if (tmp->type == SYMPTOM)
1016 {
1017 speed_reduce_from_disease = tmp->last_sp / 100.0;
1018 if (speed_reduce_from_disease == 0)
1019 speed_reduce_from_disease = 1; 940 speed_reduce_from_disease =
1020 } 941 min (speed_reduce_from_disease, tmp->last_sp ? tmp->last_sp / 100.f : 1.f);
1021 942
1022 /* Pos. and neg. protections are counted seperate (-> pro/vuln). 943 /* Pos. and neg. protections are counted separate (-> pro/vuln).
1023 * (Negative protections are calculated exactly like positive.) 944 * (Negative protections are calculated exactly like positive.)
1024 * Resistance from potions are treated special as well. If there's 945 * Resistance from potions are treated special as well. If there's
1025 * more than one potion-effect, the bigger prot.-value is taken. 946 * more than one potion-effect, the bigger prot.-value is taken.
1026 */ 947 */
1027 if (tmp->type != POTION) 948 if (tmp->type != POTION)
1028 { 949 {
1029 for (i = 0; i < NROFATTACKS; i++) 950 for (int i = 0; i < NROFATTACKS; i++)
1030 { 951 {
1031 /* Potential for cursed potions, in which case we just can use 952 /* Potential for cursed potions, in which case we just can use
1032 * a straight MAX, as potion_resist is initialised to zero. 953 * a straight MAX, as potion_resist is initialised to zero.
1033 */ 954 */
1034 if (tmp->type == POTION_EFFECT) 955 if (tmp->type == POTION_EFFECT)
1035 { 956 {
1036 if (potion_resist[i]) 957 if (potion_resist[i])
1037 potion_resist[i] = MAX (potion_resist[i], tmp->resist[i]); 958 potion_resist[i] = max (potion_resist[i], tmp->resist[i]);
1038 else 959 else
1039 potion_resist[i] = tmp->resist[i]; 960 potion_resist[i] = tmp->resist[i];
1040 } 961 }
1041 else if (tmp->resist[i] > 0) 962 else if (tmp->resist[i] > 0)
1042 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100; 963 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100;
1044 vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100; 965 vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100;
1045 } 966 }
1046 } 967 }
1047 968
1048 /* There may be other things that should not adjust the attacktype */ 969 /* There may be other things that should not adjust the attacktype */
1049 if (tmp->type != BOW && tmp->type != SYMPTOM) 970 if (tmp->type != SYMPTOM)
971 {
1050 attacktype |= tmp->attacktype; 972 attacktype |= tmp->attacktype;
1051
1052 path_attuned |= tmp->path_attuned; 973 path_attuned |= tmp->path_attuned;
1053 path_repelled |= tmp->path_repelled; 974 path_repelled |= tmp->path_repelled;
1054 path_denied |= tmp->path_denied; 975 path_denied |= tmp->path_denied;
976 move_type |= tmp->move_type;
1055 stats.luck += tmp->stats.luck; 977 stats.luck += tmp->stats.luck;
1056 move_type |= tmp->move_type; 978 }
1057 979
1058 if (QUERY_FLAG (tmp, FLAG_LIFESAVE )) SET_FLAG (this, FLAG_LIFESAVE); 980 flag |= tmp->flag & copy_flags;
1059 if (QUERY_FLAG (tmp, FLAG_REFL_SPELL )) SET_FLAG (this, FLAG_REFL_SPELL);
1060 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE)) SET_FLAG (this, FLAG_REFL_MISSILE);
1061 if (QUERY_FLAG (tmp, FLAG_STEALTH )) SET_FLAG (this, FLAG_STEALTH);
1062 if (QUERY_FLAG (tmp, FLAG_XRAYS )) SET_FLAG (this, FLAG_XRAYS);
1063 if (QUERY_FLAG (tmp, FLAG_BLIND )) SET_FLAG (this, FLAG_BLIND);
1064 if (QUERY_FLAG (tmp, FLAG_SEE_IN_DARK )) SET_FLAG (this, FLAG_SEE_IN_DARK);
1065 981
1066 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (&arch->clone, FLAG_UNDEAD)) 982 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (arch, FLAG_UNDEAD))
1067 SET_FLAG (this, FLAG_UNDEAD); 983 SET_FLAG (this, FLAG_UNDEAD);
1068 984
1069 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS)) 985 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS))
1070 { 986 {
1071 SET_FLAG (this, FLAG_MAKE_INVIS); 987 SET_FLAG (this, FLAG_MAKE_INVIS);
1074 990
1075 if (tmp->stats.exp && tmp->type != SKILL) 991 if (tmp->stats.exp && tmp->type != SKILL)
1076 { 992 {
1077 if (tmp->stats.exp > 0) 993 if (tmp->stats.exp > 0)
1078 { 994 {
1079 added_speed += (float) tmp->stats.exp / 3.0; 995 added_speed += tmp->stats.exp / 3.f;
1080 bonus_speed += 1.0 + (float) tmp->stats.exp / 3.0; 996 bonus_speed += tmp->stats.exp / 3.f + 1.f;
1081 } 997 }
1082 else 998 else
1083 added_speed += (float) tmp->stats.exp; 999 added_speed += tmp->stats.exp;
1084 } 1000 }
1085 1001
1086 switch (tmp->type) 1002 switch (tmp->type)
1087 { 1003 {
1004#if 0
1005 case WAND:
1006 case ROD:
1007 case HORN:
1008 if (type != PLAYER || current_weapon == tmp)
1009 chosen_skill = tmp;
1010 break;
1011#endif
1012
1088 /* skills modifying the character -b.t. */ 1013 /* skills modifying the character -b.t. */
1089 /* for all skills and skill granting objects */ 1014 /* for all skills and skill granting objects */
1090 case SKILL: 1015 case SKILL:
1091 if (!QUERY_FLAG (tmp, FLAG_APPLIED)) 1016 {
1017 if (!QUERY_FLAG (tmp, FLAG_APPLIED) || skill_flags [tmp->subtype] & SF_APPLY)
1092 break; 1018 break;
1093 1019
1094 if (IS_COMBAT_SKILL (tmp->subtype))
1095 wc_obj = tmp;
1096
1097 if (chosen_skill) 1020 if (chosen_skill)
1021 {
1098 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name); 1022 LOG (llevDebug, "fix_player, op %s has multiple skills applied (%s and %s)\n",
1023 &name, &chosen_skill->name, &tmp->name);
1099 1024
1025 tmp->flag [FLAG_APPLIED] = false;
1026 update_stats ();
1027 return;
1028 }
1029 else
1100 chosen_skill = tmp; 1030 chosen_skill = tmp;
1101 1031
1102 if (tmp->stats.dam > 0) 1032 if (tmp->stats.dam > 0)
1103 { /* skill is a 'weapon' */ 1033 { /* skill is a 'weapon' */
1104 if (!QUERY_FLAG (this, FLAG_READY_WEAPON)) 1034 if (!QUERY_FLAG (this, FLAG_READY_WEAPON))
1105 weapon_speed = (int) WEAPON_SPEED (tmp); 1035 weapon_speed = WEAPON_SPEED (tmp);
1106 1036
1107 if (weapon_speed < 0) 1037 if (weapon_speed < 0)
1108 weapon_speed = 0; 1038 weapon_speed = 0;
1109 1039
1110 weapon_weight = tmp->weight; 1040 weapon_weight = tmp->weight;
1111 stats.dam += tmp->stats.dam * (1 + (chosen_skill->level / 9)); 1041 stats.dam += 1 + chosen_skill->level * tmp->stats.dam / 9;
1112 1042
1113 if (tmp->magic) 1043 if (tmp->magic)
1114 stats.dam += tmp->magic; 1044 stats.dam += tmp->magic;
1115 } 1045 }
1116 1046
1117 if (tmp->stats.wc) 1047 if (tmp->stats.wc)
1118 wc -= (tmp->stats.wc + tmp->magic); 1048 wc -= tmp->stats.wc + tmp->magic;
1119 1049
1120 if (tmp->slaying != NULL) 1050 if (tmp->slaying)
1121 slaying = tmp->slaying; 1051 slaying = tmp->slaying;
1122 1052
1123 if (tmp->stats.ac) 1053 if (tmp->stats.ac)
1124 ac -= (tmp->stats.ac + tmp->magic); 1054 ac -= tmp->stats.ac + tmp->magic;
1125 1055
1126 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1056 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1127 contr->encumbrance += (int) 3 *tmp->weight / 1000; 1057 contr->encumbrance += (int) 3 *tmp->weight / 1000;
1128
1129 if (type == PLAYER)
1130 contr->ranges[range_skill] = this;
1131
1132 break; 1058 }
1133 1059
1134 case SKILL_TOOL:
1135 if (chosen_skill)
1136 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name);
1137
1138 chosen_skill = tmp;
1139
1140 if (type == PLAYER)
1141 contr->ranges[range_skill] = this;
1142 break; 1060 break;
1143 1061
1144 case SHIELD: 1062 case SHIELD:
1145 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1063 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1146 contr->encumbrance += (int) tmp->weight / 2000; 1064 contr->encumbrance += (int) tmp->weight / 2000;
1162 1080
1163 break; 1081 break;
1164 1082
1165 case BOW: 1083 case BOW:
1166 case WEAPON: 1084 case WEAPON:
1085 if (type != PLAYER || current_weapon == tmp)
1086 {
1167 wc -= tmp->stats.wc + tmp->magic; 1087 wc -= tmp->stats.wc + tmp->magic;
1168 1088
1169 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0) 1089 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0)
1170 ac -= tmp->stats.ac + tmp->magic; 1090 ac -= tmp->stats.ac + tmp->magic;
1171 1091
1172 stats.dam += tmp->stats.dam + tmp->magic; 1092 stats.dam += tmp->stats.dam + tmp->magic;
1173 weapon_weight = tmp->weight; 1093 weapon_weight = tmp->weight;
1174 weapon_speed = ((int) WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2; 1094 weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2;
1175 1095
1176 if (weapon_speed < 0) 1096 if (weapon_speed < 0)
1177 weapon_speed = 0; 1097 weapon_speed = 0;
1178 1098
1179 slaying = tmp->slaying; 1099 slaying = tmp->slaying;
1100
1180 /* If there is desire that two handed weapons should do 1101 /* If there is desire that two handed weapons should do
1181 * extra strength damage, this is where the code should 1102 * extra strength damage, this is where the code should
1182 * go. 1103 * go.
1183 */ 1104 */
1184 current_weapon = tmp; 1105
1185 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1106 if (type == PLAYER)
1107 if (settings.spell_encumbrance)
1186 contr->encumbrance += (int) 3 *tmp->weight / 1000; 1108 contr->encumbrance += tmp->weight * 3 / 1000;
1109 }
1187 1110
1188 break; 1111 break;
1189 1112
1190 case ARMOUR: /* Only the best of these three are used: */ 1113 case ARMOUR: /* Only the best of these three are used: */
1191 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1114 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1192 contr->encumbrance += (int) tmp->weight / 1000; 1115 contr->encumbrance += tmp->weight / 1000;
1193 1116
1194 case BRACERS: 1117 case BRACERS:
1195 case FORCE: 1118 case FORCE:
1196 if (tmp->stats.wc) 1119 if (tmp->stats.wc)
1197 { 1120 {
1214 else /* To nullify the below effect */ 1137 else /* To nullify the below effect */
1215 ac += tmp->stats.ac + tmp->magic; 1138 ac += tmp->stats.ac + tmp->magic;
1216 } 1139 }
1217 1140
1218 if (tmp->stats.wc) 1141 if (tmp->stats.wc)
1219 wc -= (tmp->stats.wc + tmp->magic); 1142 wc -= tmp->stats.wc + tmp->magic;
1220 1143
1221 if (tmp->stats.ac) 1144 if (tmp->stats.ac)
1222 ac -= (tmp->stats.ac + tmp->magic); 1145 ac -= tmp->stats.ac + tmp->magic;
1223 1146
1224 if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.0 < max) 1147 if (ARMOUR_SPEED (tmp))
1225 max = ARMOUR_SPEED (tmp) / 10.0; 1148 max_speed = min (max_speed, ARMOUR_SPEED (tmp) / 10.f);
1226 1149
1227 break; 1150 break;
1228 } /* switch tmp->type */ 1151 } /* switch tmp->type */
1229 } /* item is equipped */ 1152 } /* item is equipped */
1230 } /* for loop of items */ 1153 } /* for loop of items */
1154
1155 glow_radius = min (glow_radius, MAX_LIGHT_RADIUS);
1231 1156
1232 /* We've gone through all the objects the player has equipped. For many things, we 1157 /* 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. 1158 * have generated intermediate values which we now need to assign.
1234 */ 1159 */
1235 1160
1237 * If there is an uncursed potion in effect, granting more protection 1162 * If there is an uncursed potion in effect, granting more protection
1238 * than that, we take: 'total resistance = resistance from potion'. 1163 * than that, we take: 'total resistance = resistance from potion'.
1239 * If there is a cursed (and no uncursed) potion in effect, we take 1164 * If there is a cursed (and no uncursed) potion in effect, we take
1240 * 'total resistance = vulnerability from cursed potion'. 1165 * 'total resistance = vulnerability from cursed potion'.
1241 */ 1166 */
1242 for (i = 0; i < NROFATTACKS; i++) 1167 for (int i = 0; i < NROFATTACKS; i++)
1243 { 1168 {
1244 resist[i] = prot[i] - vuln[i]; 1169 resist[i] = prot[i] - vuln[i];
1245 1170
1246 if (potion_resist[i] && ((potion_resist[i] > resist[i]) || (potion_resist[i] < 0))) 1171 if (potion_resist[i] && ((potion_resist[i] > resist[i]) || (potion_resist[i] < 0)))
1247 resist[i] = potion_resist[i]; 1172 resist[i] = potion_resist[i];
1248 } 1173 }
1249 1174
1250 /* Figure out the players sp/mana/hp totals. */
1251 if (type == PLAYER) 1175 if (type == PLAYER)
1252 { 1176 {
1177 // clamp various player stats
1178 for (int i = 0; i < NUM_STATS; ++i)
1179 stats.stat (i) = stat_sum [i];
1180
1181 check_stat_bounds (&stats);
1182
1183 contr->digestion = clamp (contr->digestion, MIN_DIGESTION, MAX_DIGESTION);
1184
1185 /* Figure out the players sp/mana/hp totals. */
1253 int pl_level; 1186 int pl_level;
1254 1187
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! */ 1188 pl_level = max (1, level); /* safety, we should always get 1 levels worth of hp! */
1260 1189
1261 /* You basically get half a con bonus/level. But we do take into account rounding, 1190 /* 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. 1191 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels.
1263 */ 1192 */
1264 for (i = 1, stats.maxhp = 0; i <= pl_level && i <= 10; i++) 1193 stats.maxhp = 0;
1194 for (int i = 1; i <= min (10, pl_level); i++)
1265 { 1195 {
1266 j = contr->levhp[i] + con_bonus[stats.Con] / 2; 1196 int j = contr->levhp[i] + con_bonus[stats.Con] / 2;
1267 1197
1268 if (i % 2 && con_bonus[stats.Con] % 2) 1198 if (i % 2 && con_bonus[stats.Con] % 2)
1269 {
1270 if (con_bonus[stats.Con] > 0) 1199 if (con_bonus[stats.Con] > 0)
1271 j++; 1200 j++;
1272 else 1201 else
1273 j--; 1202 j--;
1274 }
1275 1203
1276 stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */ 1204 stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */
1277 } 1205 }
1278 1206
1279 for (i = 11; i <= level; i++) 1207 stats.maxhp += 2 * max (0, level - 10);
1280 stats.maxhp += 2;
1281 1208
1282 if (stats.hp > stats.maxhp) 1209 if (stats.hp > stats.maxhp)
1283 stats.hp = stats.maxhp; 1210 stats.hp = stats.maxhp;
1284 1211
1285 /* Sp gain is controlled by the level of the player's 1212 /* Sp gain is controlled by the level of the player's
1298 1225
1299 if (mana_obj == this && type == PLAYER) 1226 if (mana_obj == this && type == PLAYER)
1300 stats.maxsp = 1; 1227 stats.maxsp = 1;
1301 else 1228 else
1302 { 1229 {
1303 sp_tmp = 0.0; 1230 float sp_tmp = 0.f;
1304 1231
1305 for (i = 1; i <= mana_obj->level && i <= 10; i++) 1232 for (int i = 1; i <= min (10, mana_obj->level); i++)
1306 { 1233 {
1307 float stmp; 1234 float stmp;
1308 1235
1309 /* Got some extra bonus at first level */ 1236 /* Got some extra bonus at first level */
1310 if (i < 2) 1237 if (i < 2)
1311 stmp = contr->levsp[i] + ((2.0 * (float) sp_bonus[stats.Pow] + (float) sp_bonus[stats.Int]) / 6.0); 1238 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 6.f;
1312 else 1239 else
1313 stmp = (float) contr->levsp[i] + (2.0 * (float) sp_bonus[stats.Pow] + (float) sp_bonus[stats.Int]) / 12.0; 1240 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 12.f;
1314 1241
1315 if (stmp < 1.0)
1316 stmp = 1.0;
1317
1318 sp_tmp += stmp; 1242 sp_tmp += max (1.f, stmp);
1319 } 1243 }
1320 1244
1321 stats.maxsp = (int) sp_tmp; 1245 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 } 1246 }
1247
1326 /* Characters can get their sp supercharged via rune of transferrance */ 1248 /* Characters can get their sp supercharged via rune of transferrance */
1327 if (stats.sp > stats.maxsp * 2) 1249 stats.sp = min (stats.sp, stats.maxsp * 2);
1328 stats.sp = stats.maxsp * 2;
1329 1250
1330 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */ 1251 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */
1331 if (!grace_obj || !grace_obj->level || type != PLAYER) 1252 if (!grace_obj || !grace_obj->level || type != PLAYER)
1332 grace_obj = this; 1253 grace_obj = this;
1333 1254
1338 /* store grace in a float - this way, the divisions below don't create 1259 /* 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 1260 * 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 1261 * becomes big jumps when the sums of the bonuses jump to the next
1341 * step of 8 - with floats, even fractional ones are useful. 1262 * step of 8 - with floats, even fractional ones are useful.
1342 */ 1263 */
1343 sp_tmp = 0.0; 1264 float sp_tmp = 0.f;
1344 for (i = 1, stats.maxgrace = 0; i <= grace_obj->level && i <= 10; i++) 1265
1266 for (int i = 1; i <= min (10, grace_obj->level); i++)
1345 { 1267 {
1346 float grace_tmp = 0.0; 1268 float grace_tmp = 0.f;
1347 1269
1348 /* Got some extra bonus at first level */ 1270 /* Got some extra bonus at first level */
1349 if (i < 2) 1271 if (i < 2)
1350 grace_tmp = contr->levgrace[i] + (((float) grace_bonus[stats.Pow] + 1272 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 1273 else
1353 grace_tmp = (float) contr->levgrace[i]
1354 + ((float) grace_bonus[stats.Pow] + 2.0 * (float) grace_bonus[stats.Wis]) / 12.0; 1274 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 12.f;
1355 1275
1356 if (grace_tmp < 1.0)
1357 grace_tmp = 1.0;
1358
1359 sp_tmp += grace_tmp; 1276 sp_tmp += max (1.f, grace_tmp);
1360 } 1277 }
1361 1278
1362 stats.maxgrace = (int) sp_tmp;
1363
1364 /* two grace points per level after 11 */ 1279 /* two grace points per level after 10 */
1365 for (i = 11; i <= grace_obj->level; i++) 1280 stats.maxgrace = int (sp_tmp) + 2 * max (0, grace_obj->level - 10);
1366 stats.maxgrace += 2;
1367 } 1281 }
1282
1368 /* No limit on grace vs maxgrace */ 1283 /* No limit on grace vs maxgrace */
1369 1284
1370 if (contr->braced) 1285 if (contr->braced)
1371 { 1286 {
1372 ac += 2; 1287 ac += 2;
1384 * improvement every level, now its fighterlevel/5. So 1299 * improvement every level, now its fighterlevel/5. So
1385 * we give the player a bonus here in wc and dam 1300 * we give the player a bonus here in wc and dam
1386 * to make up for the change. Note that I left the 1301 * to make up for the change. Note that I left the
1387 * monster bonus the same as before. -b.t. 1302 * monster bonus the same as before. -b.t.
1388 */ 1303 */
1304 object *wc_obj = chosen_skill;
1389 1305
1390 if (type == PLAYER && wc_obj && wc_obj->level > 1) 1306 if (contr && wc_obj && wc_obj->level > 1)
1391 { 1307 {
1392 wc -= wc_obj->level + thaco_bonus[stats.Str]; 1308 wc -= wc_obj->level + thaco_bonus[stats.Str];
1393 1309
1394 for (i = 1; i < wc_obj->level; i++) 1310 for (int i = 1; i < wc_obj->level; i++)
1395 { 1311 {
1396 /* addtional wc every 6 levels */ 1312 /* additional wc every 6 levels */
1397 if (!(i % 6)) 1313 if (!(i % 6))
1398 wc--; 1314 wc--;
1399 1315
1400 /* addtional dam every 4 levels. */ 1316 /* additional dam every 4 levels. */
1401 if (!(i % 4) && dam_bonus[stats.Str] >= 0) 1317 if (!(i % 4) && dam_bonus[stats.Str] >= 0)
1402 stats.dam += 1 + dam_bonus[stats.Str] / 5; 1318 stats.dam += 1 + dam_bonus[stats.Str] / 5;
1403 } 1319 }
1404 } 1320 }
1405 else 1321 else
1408 stats.dam += dam_bonus[stats.Str]; 1324 stats.dam += dam_bonus[stats.Str];
1409 1325
1410 if (stats.dam < 1) 1326 if (stats.dam < 1)
1411 stats.dam = 1; 1327 stats.dam = 1;
1412 1328
1413 speed = 1.0 + speed_bonus[stats.Dex]; 1329 speed = 1.f + speed_bonus[stats.Dex];
1414 1330
1415 if (settings.search_items && contr->search_str[0]) 1331 if (settings.search_items && contr->search_str[0])
1416 speed -= 1; 1332 speed -= 1;
1417
1418 if (attacktype == 0)
1419 attacktype = arch->clone.attacktype;
1420
1421 } /* End if player */ 1333 } /* End if player */
1422 1334
1423 if (added_speed >= 0) 1335 if (added_speed >= 0)
1424 speed += added_speed / 10.0; 1336 speed += added_speed / 10.f;
1425 else /* Something wrong here...: */ 1337 else /* Something wrong here...: */
1426 speed /= (float) (1.0 - added_speed); 1338 speed /= 1.f - added_speed;
1427 1339
1428 /* Max is determined by armour */ 1340 /* Max is determined by armour */
1429 if (speed > max) 1341 speed = min (speed, max_speed);
1430 speed = max;
1431 1342
1432 if (type == PLAYER) 1343 if (type == PLAYER)
1433 { 1344 {
1434 /* f is a number the represents the number of kg above (positive num) 1345 /* f is a number the represents the number of kg above (positive num)
1435 * or below (negative number) that the player is carrying. If above 1346 * or below (negative number) that the player is carrying. If above
1436 * weight limit, then player suffers a speed reduction based on how 1347 * weight limit, then player suffers a speed reduction based on how
1437 * much above he is, and what is max carry is 1348 * much above he is, and what is max carry is
1438 */ 1349 */
1439 f = (carrying / 1000) - max_carry[stats.Str]; 1350 float f = (carrying / 1000) - max_carry[stats.Str];
1440 if (f > 0) 1351 if (f > 0.f)
1441 speed = speed / (1.0 + f / max_carry[stats.Str]); 1352 speed = speed / (1.f + f / max_carry[stats.Str]);
1442 } 1353 }
1443 1354
1444 speed += bonus_speed / 10.0; /* Not affected by limits */ 1355 speed += bonus_speed / 10.f; /* Not affected by limits */
1356 speed *= speed_reduce_from_disease;
1445 1357
1446 /* Put a lower limit on speed. Note with this speed, you move once every 1358 /* 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. 1359 * 25 ticks or so. This amounts to once every 3 seconds of realtime.
1448 */ 1360 */
1449 speed = speed * speed_reduce_from_disease; 1361 max_it (speed, is_player () ? MIN_PLAYER_SPEED : MIN_ACTIVE_SPEED);
1450 1362
1451 if (speed < 0.01 && type == PLAYER) 1363 if (speed != old_speed)
1452 speed = 0.01; 1364 set_speed (speed);
1453 1365
1454 if (type == PLAYER) 1366 if (type == PLAYER)
1455 { 1367 {
1456 float M, W, s, D, K, S, M2;
1457
1458 /* (This formula was made by vidarl@ifi.uio.no) 1368 /* (This formula was made by vidarl@ifi.uio.no)
1459 * Note that we never used these values again - basically 1369 * Note that we never used these values again - basically
1460 * all of these could be subbed into one big equation, but 1370 * all of these could be subbed into one big equation, but
1461 * that would just be a real pain to read. 1371 * that would just be a real pain to read.
1462 */ 1372 */
1463 M = (max_carry[stats.Str] - 121) / 121.0; 1373 float M = (max_carry[stats.Str] - 121) / 121.f;
1464 M2 = max_carry[stats.Str] / 100.0; 1374 float M2 = max_carry[stats.Str] / 100.f;
1465 W = weapon_weight / 20000.0; 1375 float W = weapon_weight / 20000.f;
1466 s = 2 - weapon_speed / 10.0; 1376 float s = (20 - weapon_speed) / 10.f;
1467 D = (stats.Dex - 14) / 14.0; 1377 float D = (stats.Dex - 14) / 14.f;
1468 K = 1 + M / 3.0 - W / (3 * M2) + speed / 5.0 + D / 2.0; 1378 float K = 1 + M / 3.f - W / (3 * M2) + speed / 5.f + D / 2.f;
1379
1469 K *= (4 + level) / (float) (6 + level) * 1.2; 1380 K *= (4 + level) * 1.2f / (6 + level);
1381
1470 if (K <= 0) 1382 if (K <= 0.01f)
1471 K = 0.01; 1383 K = 0.01f;
1472 S = speed / (K * s); 1384
1473 contr->weapon_sp = S; 1385 contr->weapon_sp = K * s * .5f; //TODO: balance the .5
1474 } 1386 }
1475 1387
1476 /* I want to limit the power of small monsters with big weapons: */ 1388 /* 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) 1389 if (type != PLAYER && arch && stats.dam > arch->stats.dam * 3)
1478 stats.dam = arch->clone.stats.dam * 3; 1390 stats.dam = arch->stats.dam * 3;
1479 1391
1480 /* Prevent overflows of wc - best you can get is ABS(120) - this 1392 stats.wc = clamp (wc, MIN_WC, MAX_WC);
1481 * should be more than enough - remember, AC is also in 8 bits, 1393 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 1394
1498 /* if for some reason the creature doesn't have any move type, 1395 /* if for some reason the creature doesn't have any move type,
1499 * give them walking as a default. 1396 * give them walking as a default.
1500 * The second case is a special case - to more closely mimic the 1397 * The second case is a special case - to more closely mimic the
1501 * old behaviour - if your flying, your not walking - just 1398 * old behaviour - if your flying, your not walking - just
1504 if (move_type == 0) 1401 if (move_type == 0)
1505 move_type = MOVE_WALK; 1402 move_type = MOVE_WALK;
1506 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) 1403 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH))
1507 move_type &= ~MOVE_WALK; 1404 move_type &= ~MOVE_WALK;
1508 1405
1509 if (speed != old_speed)
1510 set_speed (speed);
1511
1512 /* It is quite possible that a player's spell costing might have changed, 1406 /* It is quite possible that a player's spell costing might have changed,
1513 * so we will check that now. 1407 * so we will check that now.
1514 */ 1408 */
1515 if (type == PLAYER) 1409 if (is_player ())
1516 { 1410 contr->update_spells ();
1517 esrv_update_stats (contr);
1518 esrv_update_spells (contr);
1519 }
1520 1411
1521 // update the mapspace, if we are on a map 1412 // update the mapspace, if we are on a map
1522 if (!flag [FLAG_REMOVED] && map) 1413 if (!flag [FLAG_REMOVED] && map)
1523 map->at (x, y).flags_ = 0; 1414 map->at (x, y).flags_ = 0;
1415}
1416
1417void
1418object::set_glow_radius (sint8 rad)
1419{
1420 glow_radius = rad;
1421
1422 if (is_on_map ())
1423 update_all_los (map, x, y);
1424 else if (object *env = outer_env ())
1425 {
1426 env->update_stats ();
1427
1428 if (env->is_on_map ())
1429 update_all_los (env->map, env->x, env->y);
1430 }
1524} 1431}
1525 1432
1526/* 1433/*
1527 * Returns true if the given player is a legal class. 1434 * Returns true if the given player is a legal class.
1528 * The function to add and remove class-bonuses to the stats doesn't 1435 * The function to add and remove class-bonuses to the stats doesn't
1531 * false otherwise. 1438 * false otherwise.
1532 */ 1439 */
1533int 1440int
1534allowed_class (const object *op) 1441allowed_class (const object *op)
1535{ 1442{
1536 return op->stats.Dex > 0 && op->stats.Str > 0 && op->stats.Con > 0 && 1443 return op->stats.Dex > 0
1537 op->stats.Int > 0 && op->stats.Wis > 0 && op->stats.Pow > 0 && op->stats.Cha > 0; 1444 && op->stats.Str > 0
1445 && op->stats.Con > 0
1446 && op->stats.Int > 0
1447 && op->stats.Wis > 0
1448 && op->stats.Pow > 0
1449 && op->stats.Cha > 0;
1538} 1450}
1539 1451
1540/* 1452/*
1541 * set the new dragon name after gaining levels or 1453 * set the new dragon name after gaining levels or
1542 * changing ability focus (later this can be extended to 1454 * changing ability focus (later this can be extended to
1543 * eventually change the player's face and animation) 1455 * eventually change the player's face and animation)
1544 *
1545 * Note that the title is written to 'own_title' in the
1546 * player struct. This should be changed to 'ext_title'
1547 * as soon as clients support this!
1548 * Please, anyone, write support for 'ext_title'.
1549 */ 1456 */
1550void 1457void
1551set_dragon_name (object *pl, const object *abil, const object *skin) 1458set_dragon_name (object *pl, const object *abil, const object *skin)
1552{ 1459{
1553 int atnr = -1; /* attacknumber of highest level */ 1460 int atnr = -1; /* attacknumber of highest level */
1571 /* now if there are equals at highest level, pick the one with focus, 1478 /* now if there are equals at highest level, pick the one with focus,
1572 or else at random */ 1479 or else at random */
1573 if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level) 1480 if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level)
1574 atnr = abil->stats.exp; 1481 atnr = abil->stats.exp;
1575 1482
1576 level = (int) (level / 5.);
1577
1578 /* now set the new title */ 1483 /* now set the new title */
1579 if (pl->contr != NULL)
1580 {
1581 if (level == 0)
1582 sprintf (pl->contr->title, "%s hatchling", attacks[atnr]); 1484 if (level < 25) sprintf (pl->contr->title, "%s hatchling", attacks[atnr]);
1583 else if (level == 1)
1584 sprintf (pl->contr->title, "%s wyrm", attacks[atnr]); 1485 else if (level < 50) sprintf (pl->contr->title, "%s wyrm" , attacks[atnr]);
1585 else if (level == 2)
1586 sprintf (pl->contr->title, "%s wyvern", attacks[atnr]); 1486 else if (level < 75) sprintf (pl->contr->title, "%s wyvern" , attacks[atnr]);
1587 else if (level == 3)
1588 sprintf (pl->contr->title, "%s dragon", attacks[atnr]); 1487 else if (level < 100) sprintf (pl->contr->title, "%s dragon" , attacks[atnr]);
1589 else 1488 else
1590 { 1489 {
1591 /* special titles for extra high resistance! */ 1490 /* special titles for extra high resistance! */
1592 if (skin->resist[atnr] > 80)
1593 sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]); 1491 if (skin->resist[atnr] > 80) sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]);
1594 else if (skin->resist[atnr] > 50)
1595 sprintf (pl->contr->title, "ancient %s dragon", attacks[atnr]); 1492 else if (skin->resist[atnr] > 50) sprintf (pl->contr->title, "ancient %s dragon" , attacks[atnr]);
1596 else
1597 sprintf (pl->contr->title, "big %s dragon", attacks[atnr]); 1493 else sprintf (pl->contr->title, "big %s dragon" , attacks[atnr]);
1598 }
1599 } 1494 }
1600 1495
1601 strcpy (pl->contr->own_title, ""); 1496 strcpy (pl->contr->own_title, "");
1602} 1497}
1603 1498
1604/* 1499/*
1605 * This function is called when a dragon-player gains 1500 * This function is called when a dragon-player gains
1606 * an overall level. Here, the dragon might gain new abilities 1501 * an overall level. Here, the dragon might gain new abilities
1607 * or change the ability-focus. 1502 * or change the ability-focus.
1608 */ 1503 */
1609void 1504static void
1610dragon_level_gain (object *who) 1505dragon_level_gain (object *who)
1611{ 1506{
1612 object *abil = NULL; /* pointer to dragon ability force */ 1507 object *abil = NULL; /* pointer to dragon ability force */
1613 object *skin = NULL; /* pointer to dragon skin force */ 1508 object *skin = NULL; /* pointer to dragon skin force */
1614 object *tmp = NULL; /* tmp. object */ 1509 object *tmp = NULL; /* tmp. object */
1615 char buf[MAX_BUF]; /* tmp. string buffer */ 1510 char buf[MAX_BUF]; /* tmp. string buffer */
1616 1511
1617 /* now grab the 'dragon_ability'-forces from the player's inventory */ 1512 /* now grab the 'dragon_ability'-forces from the player's inventory */
1618 shstr_cmp dragon_ability_force ("dragon_ability_force");
1619 shstr_cmp dragon_skin_force ("dragon_skin_force");
1620
1621 for (tmp = who->inv; tmp; tmp = tmp->below) 1513 for (tmp = who->inv; tmp; tmp = tmp->below)
1622 if (tmp->type == FORCE) 1514 if (tmp->type == FORCE)
1623 if (tmp->arch->name == dragon_ability_force) 1515 if (tmp->arch->archname == shstr_dragon_ability_force)
1624 abil = tmp; 1516 abil = tmp;
1625 else if (tmp->arch->name == dragon_skin_force) 1517 else if (tmp->arch->archname == shstr_dragon_skin_force)
1626 skin = tmp; 1518 skin = tmp;
1627 1519
1628 /* if the force is missing -> bail out */ 1520 /* if the force is missing -> bail out */
1629 if (abil == NULL) 1521 if (abil == NULL)
1630 return; 1522 return;
1673 object *skill_obj; 1565 object *skill_obj;
1674 1566
1675 skill_obj = get_archetype_by_skill_name (skill_name, SKILL); 1567 skill_obj = get_archetype_by_skill_name (skill_name, SKILL);
1676 if (!skill_obj) 1568 if (!skill_obj)
1677 { 1569 {
1678 LOG (llevError, "add_player_exp: couldn't find skill %s\n", skill_name); 1570 LOG (llevError, "give_skill_by_name: couldn't find skill %s\n", skill_name);
1679 return NULL; 1571 return NULL;
1680 } 1572 }
1573
1681 /* clear the flag - exp goes into this bucket, but player 1574 /* clear the flag - exp goes into this bucket, but player
1682 * still doesn't know it. 1575 * still doesn't know it.
1683 */ 1576 */
1684 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL); 1577 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL);
1685 skill_obj->stats.exp = 0; 1578 skill_obj->stats.exp = 0;
1686 skill_obj->level = 1; 1579 skill_obj->level = 1;
1687 insert_ob_in_ob (skill_obj, op); 1580 op->insert (skill_obj);
1688 1581
1689 if (op->contr) 1582 if (player *pl = op->contr)
1690 { 1583 pl->link_skills ();
1691 op->contr->last_skill_ob [skill_obj->subtype] = skill_obj;
1692 if (op->contr->ns)
1693 op->contr->ns->last_skill_exp[skill_obj->subtype] = -1;//TODO: should be made superfluous
1694 }
1695 1584
1696 return skill_obj; 1585 return skill_obj;
1697} 1586}
1698
1699 1587
1700/* player_lvl_adj() - for the new exp system. we are concerned with 1588/* player_lvl_adj() - for the new exp system. we are concerned with
1701 * whether the player gets more hp, sp and new levels. 1589 * whether the player gets more hp, sp and new levels.
1702 * Note this this function should only be called for players. Monstes 1590 * Note this this function should only be called for players. Monstes
1703 * don't really gain levels 1591 * don't really gain levels
1706 */ 1594 */
1707void 1595void
1708player_lvl_adj (object *who, object *op) 1596player_lvl_adj (object *who, object *op)
1709{ 1597{
1710 char buf[MAX_BUF]; 1598 char buf[MAX_BUF];
1599 bool changed = false;
1711 1600
1712 if (!op) /* when rolling stats */ 1601 if (!op) /* when rolling stats */
1713 op = who; 1602 op = who;
1714 1603
1715 if (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul)) 1604 while (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul))
1716 { 1605 {
1606 changed = true;
1607
1717 op->level++; 1608 op->level++;
1718 1609
1719 if (op != NULL && op == who && op->stats.exp > 1 && is_dragon_pl (who)) 1610 if (op && op == who && op->stats.exp > 1 && is_dragon_pl (who))
1720 dragon_level_gain (who); 1611 dragon_level_gain (who);
1721 1612
1722 /* Only roll these if it is the player (who) that gained the level */ 1613 /* Only roll these if it is the player (who) that gained the level */
1723 if (op == who && (who->level < 11) && who->type == PLAYER) 1614 if (op == who && (who->level < 11) && who->type == PLAYER)
1724 { 1615 {
1725 who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1; 1616 who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1;
1726 who->contr->levsp[who->level] = die_roll (2, 3, who, PREFER_HIGH); 1617 who->contr->levsp[who->level] = die_roll (2, 3, who, PREFER_HIGH);
1727 who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1; 1618 who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1;
1728 } 1619 }
1729 1620
1730 who->update_stats ();
1731 if (op->level > 1) 1621 if (op->level > 1)
1732 { 1622 {
1733 if (op->type != PLAYER) 1623 if (op->type != PLAYER)
1624 {
1625 who->contr->play_sound (sound_find ("skill_up"));
1734 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); 1626 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1627 }
1735 else 1628 else
1629 {
1630 who->contr->play_sound (sound_find ("level_up"));
1736 sprintf (buf, "You are now level %d.", op->level); 1631 sprintf (buf, "You are now level %d.", op->level);
1632 }
1633
1737 if (who) 1634 if (who)
1738 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); 1635 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1739 } 1636 }
1740 player_lvl_adj (who, op); /* To increase more levels */
1741 } 1637 }
1638
1742 else if (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul)) 1639 while (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul))
1743 { 1640 {
1641 changed = true;
1642
1744 op->level--; 1643 op->level--;
1745 who->update_stats (); 1644
1746 if (op->type != PLAYER) 1645 if (op->type != PLAYER)
1747 { 1646 {
1748 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); 1647 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1749 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); 1648 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1750 } 1649 }
1751 player_lvl_adj (who, op); /* To decrease more levels */
1752 } 1650 }
1753 1651
1754 /* check if the spell data has changed */ 1652 if (changed)
1755 esrv_update_stats (who->contr); 1653 who->update_stats (); // should cause esrv_update_stats and esrv_update_spells
1756 esrv_update_spells (who->contr);
1757} 1654}
1758 1655
1759/* 1656/*
1760 * Returns how much experience is needed for a player to become 1657 * Returns how much experience is needed for a player to become
1761 * the given level. level should really never exceed max_level 1658 * the given level. level should really never exceed max_level
1764sint64 1661sint64
1765level_exp (int level, double expmul) 1662level_exp (int level, double expmul)
1766{ 1663{
1767 if (level > settings.max_level) 1664 if (level > settings.max_level)
1768 return (sint64) (expmul * levels[settings.max_level]); 1665 return (sint64) (expmul * levels[settings.max_level]);
1666
1769 return (sint64) (expmul * levels[level]); 1667 return (sint64) (expmul * levels[level]);
1770} 1668}
1771 1669
1772/* 1670/*
1773 * Ensure that the permanent experience requirements in an exp object are met. 1671 * Ensure that the permanent experience requirements in an exp object are met.
1804 * flag is what to do if the player doesn't have the skill: 1702 * flag is what to do if the player doesn't have the skill:
1805 */ 1703 */
1806static void 1704static void
1807add_player_exp (object *op, sint64 exp, const char *skill_name, int flag) 1705add_player_exp (object *op, sint64 exp, const char *skill_name, int flag)
1808{ 1706{
1809 object *skill_obj = NULL; 1707 object *skill_obj;
1810 sint64 limit, exp_to_add; 1708 sint64 limit, exp_to_add;
1811 int i; 1709 int i;
1812 1710
1813 /* prevents some forms of abuse. */ 1711 /* prevents some forms of abuse. */
1814 if (op->contr->braced) 1712 if (op->contr->braced)
1815 exp = exp / 5; 1713 exp /= 5;
1816 1714
1817 /* Try to find the matching skill. 1715 /* Try to find the matching skill.
1818 * We do a shortcut/time saving mechanism first - see if it matches 1716 * We do a shortcut/time saving mechanism first - see if it matches
1819 * chosen_skill. This means we don't need to search through 1717 * chosen_skill. This means we don't need to search through
1820 * the players inventory. 1718 * the players inventory.
1821 */ 1719 */
1720 skill_obj = 0;
1721
1822 if (skill_name) 1722 if (skill_name)
1823 { 1723 {
1824 if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill)) 1724 skill_obj = op->contr->find_skill (skill_name);
1825 skill_obj = op->chosen_skill;
1826 else
1827 {
1828 for (i = 0; i < NUM_SKILLS; i++)
1829 if (op->contr->last_skill_ob[i] && !strcmp (op->contr->last_skill_ob[i]->skill, skill_name))
1830 {
1831 skill_obj = op->contr->last_skill_ob[i];
1832 break;
1833 }
1834 1725
1835 /* Player doesn't have the skill. Check to see what to do, and give 1726 /* Player doesn't have the skill. Check to see what to do, and give
1836 * it to the player if necessary 1727 * it to the player if necessary
1837 */ 1728 */
1838 if (!skill_obj) 1729 if (!skill_obj)
1839 { 1730 {
1840 if (flag == SK_EXP_NONE) 1731 if (flag == SK_EXP_NONE)
1841 return; 1732 return;
1733
1842 else if (flag == SK_EXP_ADD_SKILL) 1734 if (flag == SK_EXP_ADD_SKILL)
1843 give_skill_by_name (op, skill_name); 1735 skill_obj = give_skill_by_name (op, skill_name);
1844 }
1845 } 1736 }
1846 } 1737 }
1847 1738
1848 if (flag != SK_EXP_SKILL_ONLY) 1739 if (flag != SK_EXP_SKILL_ONLY)
1849 { 1740 {
1882 player_lvl_adj (op, skill_obj); 1773 player_lvl_adj (op, skill_obj);
1883 } 1774 }
1884} 1775}
1885 1776
1886/* This function checks to make sure that object 'op' can 1777/* This function checks to make sure that object 'op' can
1887 * lost 'exp' experience. It returns the amount of exp 1778 * lose 'exp' experience. It returns the amount of exp
1888 * object 'op' can in fact lose - it basically makes 1779 * object 'op' can in fact lose - it basically makes
1889 * adjustments based on permanent exp and the like. 1780 * adjustments based on permanent exp and the like.
1890 * This function should always be used for losing experience - 1781 * This function should always be used for losing experience -
1891 * the 'exp' value passed should be positive - this is the 1782 * the 'exp' value passed should be positive - this is the
1892 * amount that should get subtract from the player. 1783 * amount that should get subtract from the player.
1893 */ 1784 */
1894sint64 1785static sint64
1895check_exp_loss (const object *op, sint64 exp) 1786check_exp_loss (const object *op, sint64 exp)
1896{ 1787{
1897 sint64 del_exp; 1788 sint64 del_exp;
1898 1789
1899 if (exp > op->stats.exp) 1790 if (exp > op->stats.exp)
1900 exp = op->stats.exp; 1791 exp = op->stats.exp;
1792
1901 if (settings.permanent_exp_ratio) 1793 if (settings.permanent_exp_ratio)
1902 { 1794 {
1903 del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO); 1795 del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO);
1796
1904 if (del_exp < 0) 1797 if (del_exp < 0)
1905 del_exp = 0; 1798 del_exp = 0;
1799
1906 if (exp > del_exp) 1800 if (exp > del_exp)
1907 exp = del_exp; 1801 exp = del_exp;
1908 } 1802 }
1803
1909 return exp; 1804 return exp;
1910} 1805}
1911 1806
1912sint64 1807sint64
1913check_exp_adjust (const object *op, sint64 exp) 1808check_exp_adjust (const object *op, sint64 exp)
1914{ 1809{
1915 if (exp < 0) 1810 if (exp < 0)
1916 return check_exp_loss (op, exp); 1811 return check_exp_loss (op, exp);
1917 else 1812 else
1918 return MIN (exp, (sint64) MAX_EXPERIENCE - op->stats.exp); 1813 return min (exp, (sint64)MAX_EXPERIENCE - op->stats.exp);
1919} 1814}
1920
1921 1815
1922/* Subtracts experience from player. 1816/* Subtracts experience from player.
1923 * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we 1817 * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we
1924 * only subtract from the matching skill. Otherwise, 1818 * only subtract from the matching skill. Otherwise,
1925 * this subtracts a portion from all 1819 * this subtracts a portion from all
1939 sint64 del_exp; 1833 sint64 del_exp;
1940 1834
1941 for (tmp = op->inv; tmp; tmp = tmp->below) 1835 for (tmp = op->inv; tmp; tmp = tmp->below)
1942 if (tmp->type == SKILL && tmp->stats.exp) 1836 if (tmp->type == SKILL && tmp->stats.exp)
1943 { 1837 {
1944 if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (tmp->skill, skill)) 1838 if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (&tmp->skill, skill))
1945 { 1839 {
1946 del_exp = check_exp_loss (tmp, exp); 1840 del_exp = check_exp_loss (tmp, exp);
1947 tmp->stats.exp -= del_exp; 1841 tmp->stats.exp -= del_exp;
1948 player_lvl_adj (op, tmp); 1842 player_lvl_adj (op, tmp);
1949 } 1843 }
2037 * amount of permenent experience, whichever gives the lowest loss. 1931 * amount of permenent experience, whichever gives the lowest loss.
2038 */ 1932 */
2039void 1933void
2040apply_death_exp_penalty (object *op) 1934apply_death_exp_penalty (object *op)
2041{ 1935{
2042 object *tmp;
2043 sint64 loss; 1936 sint64 loss;
2044 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */ 1937 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */
2045 sint64 level_loss; /* defined by the setting 'death_penalty_levels */ 1938 sint64 level_loss; /* defined by the setting 'death_penalty_levels */
2046 1939
2047 for (tmp = op->inv; tmp; tmp = tmp->below) 1940 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2048 if (tmp->type == SKILL && tmp->stats.exp) 1941 if (tmp->type == SKILL && tmp->stats.exp)
2049 { 1942 {
2050
2051 percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100; 1943 percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100;
2052 level_loss = tmp->stats.exp - levels[MAX (0, tmp->level - settings.death_penalty_level)]; 1944 level_loss = tmp->stats.exp - levels [max (0, tmp->level - settings.death_penalty_level)];
2053 1945
2054 /* With the revised exp system, you can get cases where 1946 /* With the revised exp system, you can get cases where
2055 * losing several levels would still require that you have more 1947 * losing several levels would still require that you have more
2056 * exp than you currently have - this is true if the levels 1948 * exp than you currently have - this is true if the levels
2057 * tables is a lot harder. 1949 * tables is a lot harder.
2058 */ 1950 */
2059 if (level_loss < 0) 1951 if (level_loss < 0)
2060 level_loss = 0; 1952 level_loss = 0;
2061 1953
2062 loss = check_exp_loss (tmp, MIN (level_loss, percentage_loss)); 1954 loss = check_exp_loss (tmp, min (level_loss, percentage_loss));
2063 1955
2064 tmp->stats.exp -= loss; 1956 tmp->stats.exp -= loss;
2065 player_lvl_adj (op, tmp); 1957 player_lvl_adj (op, tmp);
2066 } 1958 }
2067 1959
2068 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100; 1960 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100;
2069 level_loss = op->stats.exp - levels[MAX (0, op->level - settings.death_penalty_level)]; 1961 level_loss = op->stats.exp - levels[max (0, op->level - settings.death_penalty_level)];
1962
2070 if (level_loss < 0) 1963 if (level_loss < 0)
2071 level_loss = 0; 1964 level_loss = 0;
1965
2072 loss = check_exp_loss (op, MIN (level_loss, percentage_loss)); 1966 loss = check_exp_loss (op, min (level_loss, percentage_loss));
2073 1967
2074 op->stats.exp -= loss; 1968 op->stats.exp -= loss;
2075 player_lvl_adj (op, NULL); 1969 player_lvl_adj (op, NULL);
2076} 1970}
2077 1971

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