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Comparing deliantra/server/common/living.C (file contents):
Revision 1.49 by root, Sat May 12 17:26:51 2007 UTC vs.
Revision 1.119 by root, Thu Apr 15 04:56:46 2010 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 (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 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 */
140/* 139/*
141 Since this is nowhere defined ... 140 Since this is nowhere defined ...
142 Both come in handy at least in function add_exp() 141 Both come in handy at least in function add_exp()
143*/ 142*/
144 143
145#define MAX_EXPERIENCE levels[settings.max_level] 144#define MAX_EXPERIENCE levels [settings.max_level]
146 145
147/* because exp_obj sum to make the total score, 146/* because exp_obj sum to make the total score,
148 * we cannot allow that sum to exceed the maximum 147 * we cannot allow that sum to exceed the maximum
149 * amount of experience a player can gain. Thus 148 * amount of experience a player can gain. Thus
150 * we define MAX_EXP_IN_OBJ. It is important to try 149 * we define MAX_EXP_IN_OBJ. It is important to try
157 * line with progression of previous levels, so 156 * line with progression of previous levels, so
158 * if more levels are desired, this should be fixed. 157 * if more levels are desired, this should be fixed.
159 * -b.t. 158 * -b.t.
160 */ 159 */
161 160
162#define MAX_EXP_IN_OBJ levels[settings.max_level]/(MAX_EXP_CAT - 1) 161#define MAX_EXP_IN_OBJ MAX_EXP_IN_OBJ / (MAX_EXP_CAT - 1)
163
164extern sint64 *levels;
165 162
166#define MAX_SAVE_LEVEL 110 163#define MAX_SAVE_LEVEL 110
167 164
168/* This no longer needs to be changed anytime the number of 165/* This no longer needs to be changed anytime the number of
169 * levels is increased - rather, did_make_save will do the 166 * levels is increased - rather, did_make_save will do the
233const char *const short_stat_name[NUM_STATS] = { 230const char *const short_stat_name[NUM_STATS] = {
234 "Str", "Dex", "Con", "Int", "Wis", "Pow", "Cha" 231 "Str", "Dex", "Con", "Int", "Wis", "Pow", "Cha"
235}; 232};
236 233
237/* 234/*
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) 235 * Like set_attr_value(), but instead the value (which can be negative)
272 * is added to the specified stat. 236 * is added to the specified stat.
273 */ 237 */
274void 238void
275change_attr_value (living *stats, int attr, sint8 value) 239change_attr_value (living *stats, int attr, sint8 value)
276{ 240{
277 if (value == 0) 241 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} 242}
328 243
329/* 244/*
330 * Ensures that all stats (str/dex/con/wis/cha/int) are within the 245 * Ensures that all stats (str/dex/con/wis/cha/int) are within the
331 * 1-30 stat limit. 246 * 1-30 stat limit.
332 */ 247 */
333
334void 248void
335check_stat_bounds (living *stats) 249check_stat_bounds (living *stats)
336{ 250{
337 int i, v;
338
339 for (i = 0; i < NUM_STATS; i++) 251 for (int i = 0; i < NUM_STATS; i++)
340 if ((v = get_attr_value (stats, i)) > MAX_STAT) 252 {
341 set_attr_value (stats, i, MAX_STAT); 253 sint8 &v = stats->stat (i);
342 else if (v < MIN_STAT) 254 v = clamp (v, MIN_STAT, MAX_STAT);
343 set_attr_value (stats, i, MIN_STAT); 255 }
344} 256}
345 257
346#define ORIG_S(xyz,abc) (op->contr->orig_stats.abc) 258#define ORIG_S(xyz,abc) (op->contr->orig_stats.abc)
347 259
348/* Rather than having a whole bunch of if (flag) new_draw.. else new_draw, 260/* Rather than having a whole bunch of if (flag) new_draw.. else new_draw,
349 * make this macro to clean those up. Not usuable outside change_abil 261 * make this macro to clean those up. Not usuable outside change_abil
350 * function since some of the values passed to new_draw_info are hardcoded. 262 * function since some of the values passed to new_draw_info are hardcoded.
351 */ 263 */
352#define DIFF_MSG(flag, msg1, msg2) \ 264#define DIFF_MSG(flag, msg1, msg2) \
353 new_draw_info(NDI_UNIQUE, 0, op, (flag>0)?msg1:msg2); 265 new_draw_info (NDI_UNIQUE, 0, op, (flag > 0) ? msg1 : msg2);
354 266
355/* return 1 if we sucessfully changed a stat, 0 if nothing was changed. */ 267/* return 1 if we sucessfully changed a stat, 0 if nothing was changed. */
356 268
357/* flag is set to 1 if we are applying the object, -1 if we are removing 269/* flag is set to 1 if we are applying the object, -1 if we are removing
358 * the object. 270 * the object.
366 * that gives them that ability. 278 * that gives them that ability.
367 */ 279 */
368int 280int
369change_abil (object *op, object *tmp) 281change_abil (object *op, object *tmp)
370{ 282{
371 int flag = QUERY_FLAG (tmp, FLAG_APPLIED) ? 1 : -1, i, j, success = 0; 283 int flag = tmp->flag [FLAG_APPLIED] ? 1 : -1;
284 int success = 0;
372 char message[MAX_BUF]; 285 char message[MAX_BUF];
373 int potion_max = 0; 286 int potion_max = 0;
374 287
375 /* remember what object was like before it was changed. note that 288 // keep some stats for comparison purposes
376 * refop is a local copy of op only to be used for detecting changes 289 object::flags_t prev_flag = op->flag;
377 * found by update_stats. refop is not a real object 290 MoveType prev_move_type = op->move_type;
378 */ 291 sint16 prev_resist [NROFATTACKS]; // clumsy
379 object_copy refop = *op; 292 assert (sizeof (prev_resist) == sizeof (op->resist));
293 memcpy (prev_resist, op->resist, sizeof (prev_resist));
380 294
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;
300
386 for (j = 0; j < NUM_STATS; j++) 301 for (int j = 0; j < NUM_STATS; j++)
387 { 302 {
388 int nstat, ostat; 303 int ostat = op->contr->orig_stats.stat (j);
389 304 int i = tmp->stats.stat (j);
390 ostat = get_attr_value (&(op->contr->orig_stats), j);
391 i = get_attr_value (&(tmp->stats), j);
392 305
393 /* nstat is what the stat will be after use of the potion */ 306 /* nstat is what the stat will be after use of the potion */
394 nstat = flag * i + ostat; 307 int nstat = flag * i + ostat;
395 308
396 /* Do some bounds checking. While I don't think any 309 /* 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 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 nstat = 20 + get_attr_value (&op->arch->clone.stats, j); 316 nstat = 20 + op->arch->stats.stat (j);
405 317
406 if (nstat != ostat) 318 if (nstat != ostat)
407 { 319 {
408 set_attr_value (&op->contr->orig_stats, j, nstat); 320 op->contr->orig_stats.stat (j) = nstat;
409 potion_max = 0; 321 potion_max = 0;
410 } 322 }
411 else if (i) 323 else if (i)
412 { 324 {
413 /* potion is useless - player has already hit the natural maximum */ 325 /* potion is useless - player has already hit the natural maximum */
417 329
418 /* 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
419 * sure if this is strictly necessary, being that fix_player probably 331 * sure if this is strictly necessary, being that fix_player probably
420 * recalculates this anyway. 332 * recalculates this anyway.
421 */ 333 */
422 for (j = 0; j < NUM_STATS; j++) 334 for (int j = 0; j < NUM_STATS; j++)
423 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));
424 336
425 check_stat_bounds (&op->stats); 337 check_stat_bounds (&op->stats);
426 } /* end of potion handling code */ 338 } /* end of potion handling code */
427 } 339 }
428 340
429 /* 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
430 * everything to set 342 * everything to set
431 */ 343 */
432 if (flag == -1) 344 if (flag == -1)
433 { 345 {
434 op->attacktype &= ~tmp->attacktype; 346 op->attacktype &= ~tmp->attacktype;
440 */ 352 */
441 op->move_type &= ~tmp->move_type; 353 op->move_type &= ~tmp->move_type;
442 } 354 }
443 355
444 /* call fix_player since op object could have whatever attribute due 356 /* call fix_player since op object could have whatever attribute due
445 * 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
446 * change_ability then might as well call it from here 358 * change_ability then might as well call it from here
447 */ 359 */
448 op->update_stats (); 360 op->update_stats ();
449 361
450 /* 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
451 * print out message if this is a bow. 363 * print out message if this is a bow.
452 */ 364 */
453 if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW) 365 if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW)
454 { 366 {
455 success = 1; 367 success = 1;
456 DIFF_MSG (flag, "Your hands begin to glow red.", "Your hands stop glowing red."); 368 DIFF_MSG (flag, "Your hands begin to glow red.", "Your hands stop glowing red.");
457 } 369 }
458 370
459 if (QUERY_FLAG (op, FLAG_LIFESAVE) != QUERY_FLAG (&refop, FLAG_LIFESAVE)) 371 if (op->flag [FLAG_LIFESAVE] != prev_flag [FLAG_LIFESAVE])
460 { 372 {
461 success = 1; 373 success = 1;
462 DIFF_MSG (flag, "You feel very protected.", "You don't feel protected anymore."); 374 DIFF_MSG (flag, "You feel very protected.", "You don't feel protected anymore.");
463 } 375 }
464 376
465 if (QUERY_FLAG (op, FLAG_REFL_MISSILE) != QUERY_FLAG (&refop, FLAG_REFL_MISSILE)) 377 if (op->flag [FLAG_REFL_MISSILE] != prev_flag [FLAG_REFL_MISSILE])
466 { 378 {
467 success = 1; 379 success = 1;
468 DIFF_MSG (flag, "A magic force shimmers around you.", "The magic force fades away."); 380 DIFF_MSG (flag, "A magic force shimmers around you.", "The magic force fades away.");
469 } 381 }
470 382
471 if (QUERY_FLAG (op, FLAG_REFL_SPELL) != QUERY_FLAG (&refop, FLAG_REFL_SPELL)) 383 if (op->flag [FLAG_REFL_SPELL] != prev_flag [FLAG_REFL_SPELL])
472 { 384 {
473 success = 1; 385 success = 1;
474 DIFF_MSG (flag, "You feel more safe now, somehow.", "Suddenly you feel less safe, somehow."); 386 DIFF_MSG (flag, "You feel more safe now, somehow.", "Suddenly you feel less safe, somehow.");
475 } 387 }
476 388
478 * user has multiple items giving the same type appled like we 390 * user has multiple items giving the same type appled like we
479 * used to - that is more work than what we gain, plus messages 391 * used to - that is more work than what we gain, plus messages
480 * can be misleading (a little higher could be miscontrued from 392 * can be misleading (a little higher could be miscontrued from
481 * from fly high) 393 * from fly high)
482 */ 394 */
483 if (tmp->move_type && op->move_type != refop.move_type) 395 if (tmp->move_type && op->move_type != prev_move_type)
484 { 396 {
485 success = 1; 397 success = 1;
486 398
487 /* MOVE_FLY_HIGH trumps MOVE_FLY_LOW - changing your move_fly_low 399 /* MOVE_FLY_HIGH trumps MOVE_FLY_LOW - changing your move_fly_low
488 * status doesn't make a difference if you are flying high 400 * status doesn't make a difference if you are flying high
489 */ 401 */
490 if (tmp->move_type & MOVE_FLY_LOW && !(op->move_type & MOVE_FLY_HIGH)) 402 if (tmp->move_type & MOVE_FLY_LOW && !(op->move_type & MOVE_FLY_HIGH))
491 { 403 {
492 DIFF_MSG (flag, "You start to float in the air!.", "You float down to the ground."); 404 DIFF_MSG (flag, "You start to float in the air!", "You float down to the ground.");
493 } 405 }
494 406
495 if (tmp->move_type & MOVE_FLY_HIGH) 407 if (tmp->move_type & MOVE_FLY_HIGH)
496 { 408 {
497 /* double conditional - second case covers if you have move_fly_low - 409 /* double conditional - second case covers if you have move_fly_low -
498 * in that case, you don't actually land 410 * in that case, you don't actually land
499 */ 411 */
500 DIFF_MSG (flag, "You soar into the air air!.", 412 DIFF_MSG (flag, "You soar into the air!",
501 (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."));
502 } 414 }
503 415
504 if (tmp->move_type & MOVE_SWIM) 416 if (tmp->move_type & MOVE_SWIM)
505 DIFF_MSG (flag, "You feel ready for a swim", "You no longer feel like swimming"); 417 DIFF_MSG (flag, "You feel ready for a swim", "You no longer feel like swimming");
506
507 /* Changing move status may mean you are affected by things you weren't before */
508 check_move_on (op, op);
509 } 418 }
510 419
511 /* becoming UNDEAD... a special treatment for this flag. Only those not 420 /* becoming UNDEAD... a special treatment for this flag. Only those not
512 * originally undead may change their status 421 * originally undead may change their status
513 */ 422 */
514 if (!QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 423 if (!op->arch->flag [FLAG_UNDEAD])
515 if (QUERY_FLAG (op, FLAG_UNDEAD) != QUERY_FLAG (&refop, FLAG_UNDEAD)) 424 if (op->flag [FLAG_UNDEAD] != prev_flag [FLAG_UNDEAD])
516 { 425 {
517 success = 1; 426 success = 1;
518 if (flag > 0) 427 if (flag > 0)
519 { 428 {
520 op->race = "undead"; 429 op->race = "undead";
521 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce drains away!"); 430 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce drains away!");
522 } 431 }
523 else 432 else
524 { 433 {
525 op->race = op->arch->clone.race; 434 op->race = op->arch->race;
526 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!"); 435 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!");
527 } 436 }
528 } 437 }
529 438
530 if (QUERY_FLAG (op, FLAG_STEALTH) != QUERY_FLAG (&refop, FLAG_STEALTH)) 439 if (op->flag [FLAG_STEALTH] != prev_flag [FLAG_STEALTH])
531 { 440 {
532 success = 1; 441 success = 1;
533 DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily."); 442 DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily.");
534 } 443 }
535 444
536 if (QUERY_FLAG (op, FLAG_MAKE_INVIS) != QUERY_FLAG (&refop, FLAG_MAKE_INVIS)) 445 if (op->flag [FLAG_MAKE_INVIS] != prev_flag [FLAG_MAKE_INVIS])
537 { 446 {
538 success = 1; 447 success = 1;
539 DIFF_MSG (flag, "You become transparent.", "You can see yourself."); 448 DIFF_MSG (flag, "You become transparent.", "You can see yourself.");
540 } 449 }
541 450
542 /* blinded you can tell if more blinded since blinded player has minimal 451 /* blinded you can tell if more blinded since blinded player has minimal
543 * vision 452 * vision
544 */ 453 */
545 if (QUERY_FLAG (tmp, FLAG_BLIND)) 454 if (tmp->flag [FLAG_BLIND])
546 { 455 {
547 success = 1; 456 success = 1;
548 if (flag > 0) 457 if (flag > 0)
549 { 458 {
550 if (QUERY_FLAG (op, FLAG_WIZ)) 459 if (op->flag [FLAG_WIZ])
551 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self is blinded."); 460 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self is blinded.");
552 else 461 else
553 { 462 {
554 new_draw_info (NDI_UNIQUE, 0, op, "You are blinded."); 463 new_draw_info (NDI_UNIQUE, 0, op, "You are blinded.");
555 SET_FLAG (op, FLAG_BLIND); 464 op->set_flag (FLAG_BLIND);
556 if (op->type == PLAYER) 465 if (op->type == PLAYER)
557 op->contr->do_los = 1; 466 op->contr->do_los = 1;
558 } 467 }
559 } 468 }
560 else 469 else
561 { 470 {
562 if (QUERY_FLAG (op, FLAG_WIZ)) 471 if (op->flag [FLAG_WIZ])
563 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self can now see again."); 472 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self can now see again.");
564 else 473 else
565 { 474 {
566 new_draw_info (NDI_UNIQUE, 0, op, "Your vision returns."); 475 new_draw_info (NDI_UNIQUE, 0, op, "Your vision returns.");
567 CLEAR_FLAG (op, FLAG_BLIND); 476 op->clr_flag (FLAG_BLIND);
568 if (op->type == PLAYER) 477 if (op->type == PLAYER)
569 op->contr->do_los = 1; 478 op->contr->do_los = 1;
570 } 479 }
571 } 480 }
572 } 481 }
573 482
574 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK) != QUERY_FLAG (&refop, FLAG_SEE_IN_DARK)) 483 if (op->flag [FLAG_SEE_IN_DARK] != prev_flag [FLAG_SEE_IN_DARK])
575 { 484 {
576 success = 1; 485 success = 1;
577 if (op->type == PLAYER) 486 if (op->type == PLAYER)
578 op->contr->do_los = 1; 487 op->contr->do_los = 1;
579 DIFF_MSG (flag, "Your vision is better in the dark.", "You see less well in the dark."); 488 DIFF_MSG (flag, "Your vision is better in the dark.", "You see less well in the dark.");
580 } 489 }
581 490
582 if (QUERY_FLAG (op, FLAG_XRAYS) != QUERY_FLAG (&refop, FLAG_XRAYS)) 491 if (op->flag [FLAG_XRAYS] != prev_flag [FLAG_XRAYS])
583 { 492 {
584 success = 1; 493 success = 1;
585 if (flag > 0) 494 if (flag > 0)
586 { 495 {
587 if (QUERY_FLAG (op, FLAG_WIZ)) 496 if (op->flag [FLAG_WIZ])
588 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a little clearer."); 497 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a little clearer.");
589 else 498 else
590 { 499 {
591 new_draw_info (NDI_UNIQUE, 0, op, "Everything becomes transparent."); 500 new_draw_info (NDI_UNIQUE, 0, op, "Everything becomes transparent.");
592 if (op->type == PLAYER) 501 if (op->type == PLAYER)
593 op->contr->do_los = 1; 502 op->contr->do_los = 1;
594 } 503 }
595 } 504 }
596 else 505 else
597 { 506 {
598 if (QUERY_FLAG (op, FLAG_WIZ)) 507 if (op->flag [FLAG_WIZ])
599 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a bit out of focus."); 508 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a bit out of focus.");
600 else 509 else
601 { 510 {
602 new_draw_info (NDI_UNIQUE, 0, op, "Everything suddenly looks very solid."); 511 new_draw_info (NDI_UNIQUE, 0, op, "Everything suddenly looks very solid.");
603 if (op->type == PLAYER) 512 if (op->type == PLAYER)
610 { 519 {
611 success = 1; 520 success = 1;
612 DIFF_MSG (flag * tmp->stats.luck, "You feel more lucky.", "You feel less lucky."); 521 DIFF_MSG (flag * tmp->stats.luck, "You feel more lucky.", "You feel less lucky.");
613 } 522 }
614 523
524 if (digest_types [tmp->type])
525 {
615 if (tmp->stats.hp && op->type == PLAYER) 526 if (tmp->stats.hp && op->type == PLAYER)
616 { 527 {
617 success = 1; 528 success = 1;
618 DIFF_MSG (flag * tmp->stats.hp, "You feel much more healthy!", "You feel much less healthy!"); 529 DIFF_MSG (flag * tmp->stats.hp, "You feel much more healthy!", "You feel much less healthy!");
619 } 530 }
620 531
621 if (tmp->stats.sp && op->type == PLAYER && tmp->type != SKILL) 532 if (tmp->stats.sp && op->type == PLAYER
622 { 533 && tmp->type != SKILL && tmp->type != BOW)
534 {
623 success = 1; 535 success = 1;
624 DIFF_MSG (flag * tmp->stats.sp, "You feel one with the powers of magic!", "You suddenly feel very mundane."); 536 DIFF_MSG (flag * tmp->stats.sp, "You feel one with the powers of magic!", "You suddenly feel very mundane.");
625 } 537 }
626 538
627 /* for the future when artifacts set this -b.t. */ 539 /* for the future when artifacts set this -b.t. */
628 if (tmp->stats.grace && op->type == PLAYER) 540 if (tmp->stats.grace && op->type == PLAYER)
629 { 541 {
630 success = 1; 542 success = 1;
631 DIFF_MSG (flag * tmp->stats.grace, "You feel closer to your god!", "You suddenly feel less holy."); 543 DIFF_MSG (flag * tmp->stats.grace, "You feel closer to your god!", "You suddenly feel less holy.");
632 } 544 }
633 545
634 if (tmp->stats.food && op->type == PLAYER) 546 if (tmp->stats.food && op->type == PLAYER)
635 { 547 {
636 success = 1; 548 success = 1;
637 DIFF_MSG (flag * tmp->stats.food, "You feel your digestion slowing down.", "You feel your digestion speeding up."); 549 DIFF_MSG (flag * tmp->stats.food, "You feel your digestion slowing down.", "You feel your digestion speeding up.");
550 }
638 } 551 }
639 552
640 /* Messages for changed resistance */ 553 /* Messages for changed resistance */
641 for (i = 0; i < NROFATTACKS; i++) 554 for (int i = 0; i < NROFATTACKS; i++)
642 { 555 {
643 if (i == ATNR_PHYSICAL) 556 if (i == ATNR_PHYSICAL)
644 continue; /* Don't display about armour */ 557 continue; /* Don't display about armour */
645 558
646 if (op->resist[i] != refop.resist[i]) 559 if (op->resist [i] != prev_resist [i])
647 { 560 {
648 success = 1; 561 success = 1;
562
649 if (op->resist[i] > refop.resist[i]) 563 if (op->resist [i] > prev_resist [i])
650 sprintf (message, "Your resistance to %s rises to %d%%.", change_resist_msg[i], op->resist[i]); 564 sprintf (message, "Your resistance to %s rises to %d%%.", change_resist_msg [i], op->resist [i]);
651 else 565 else
652 sprintf (message, "Your resistance to %s drops to %d%%.", change_resist_msg[i], op->resist[i]); 566 sprintf (message, "Your resistance to %s drops to %d%%.", change_resist_msg [i], op->resist [i]);
653 567
654 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message); 568 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message);
655 } 569 }
656 } 570 }
657 571
658 if (!potion_max) 572 if (!potion_max)
659 {
660 for (j = 0; j < NUM_STATS; j++) 573 for (int j = 0; j < NUM_STATS; j++)
661 { 574 if (int i = tmp->stats.stat (j))
662 if ((i = get_attr_value (&(tmp->stats), j)) != 0)
663 { 575 {
664 success = 1; 576 success = 1;
665 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]); 577 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]);
666 } 578 }
667 }
668 }
669 579
670 return success; 580 return success;
671} 581}
672 582
673/* 583/*
684object::drain_specific_stat (int deplete_stats) 594object::drain_specific_stat (int deplete_stats)
685{ 595{
686 object *tmp; 596 object *tmp;
687 archetype *at; 597 archetype *at;
688 598
689 at = archetype::find (ARCH_DEPLETION); 599 at = archetype::find (shstr_depletion);
690 if (!at) 600 if (!at)
691 { 601 {
692 LOG (llevError, "Couldn't find archetype depletion.\n"); 602 LOG (llevError, "Couldn't find archetype depletion.\n");
693 return; 603 return;
694 } 604 }
696 { 606 {
697 tmp = present_arch_in_ob (at, this); 607 tmp = present_arch_in_ob (at, this);
698 608
699 if (!tmp) 609 if (!tmp)
700 { 610 {
701 tmp = arch_to_object (at); 611 tmp = at->instance ();
702 tmp = insert_ob_in_ob (tmp, this); 612 tmp = insert_ob_in_ob (tmp, this);
703 SET_FLAG (tmp, FLAG_APPLIED); 613 tmp->set_flag (FLAG_APPLIED);
704 } 614 }
705 } 615 }
706 616
707 new_draw_info (NDI_UNIQUE, 0, this, drain_msg[deplete_stats]); 617 new_draw_info (NDI_UNIQUE, 0, this, drain_msg[deplete_stats]);
708 change_attr_value (&tmp->stats, deplete_stats, -1); 618 change_attr_value (&tmp->stats, deplete_stats, -1);
714 * via an applied bad_luck object. 624 * via an applied bad_luck object.
715 */ 625 */
716void 626void
717object::change_luck (int value) 627object::change_luck (int value)
718{ 628{
719 archetype *at = archetype::find ("luck"); 629 archetype *at = archetype::find (shstr_luck);
720 if (!at) 630 if (!at)
721 LOG (llevError, "Couldn't find archetype luck.\n"); 631 LOG (llevError, "Couldn't find archetype luck.\n");
722 else 632 else
723 { 633 {
724 object *tmp = present_arch_in_ob (at, this); 634 object *tmp = present_arch_in_ob (at, this);
726 if (!tmp) 636 if (!tmp)
727 { 637 {
728 if (!value) 638 if (!value)
729 return; 639 return;
730 640
731 tmp = arch_to_object (at); 641 tmp = at->instance ();
732 tmp = insert_ob_in_ob (tmp, this); 642 tmp = insert_ob_in_ob (tmp, this);
733 SET_FLAG (tmp, FLAG_APPLIED); 643 tmp->set_flag (FLAG_APPLIED);
734 } 644 }
735 645
736 if (value) 646 if (value)
737 { 647 {
738 /* Limit the luck value of the bad luck object to +/-100. This 648 /* Limit the luck value of the bad luck object to +/-100. This
770 * Subtracts stat-bonuses given by the class which the player has chosen. 680 * Subtracts stat-bonuses given by the class which the player has chosen.
771 */ 681 */
772void 682void
773object::remove_statbonus () 683object::remove_statbonus ()
774{ 684{
775 stats.Str -= arch->clone.stats.Str; 685 for (int i = 0; i < NUM_STATS; ++i)
776 stats.Dex -= arch->clone.stats.Dex; 686 {
777 stats.Con -= arch->clone.stats.Con; 687 sint8 v = arch->stats.stat (i);
778 stats.Wis -= arch->clone.stats.Wis; 688 stats.stat (i) -= v;
779 stats.Pow -= arch->clone.stats.Pow; 689 contr->orig_stats.stat (i) -= v;
780 stats.Cha -= arch->clone.stats.Cha; 690 }
781 stats.Int -= arch->clone.stats.Int;
782
783 contr->orig_stats.Str -= arch->clone.stats.Str;
784 contr->orig_stats.Dex -= arch->clone.stats.Dex;
785 contr->orig_stats.Con -= arch->clone.stats.Con;
786 contr->orig_stats.Wis -= arch->clone.stats.Wis;
787 contr->orig_stats.Pow -= arch->clone.stats.Pow;
788 contr->orig_stats.Cha -= arch->clone.stats.Cha;
789 contr->orig_stats.Int -= arch->clone.stats.Int;
790} 691}
791 692
792/* 693/*
793 * Adds stat-bonuses given by the class which the player has chosen. 694 * Adds stat-bonuses given by the class which the player has chosen.
794 */ 695 */
795void 696void
796object::add_statbonus () 697object::add_statbonus ()
797{ 698{
798 stats.Str += arch->clone.stats.Str; 699 for (int i = 0; i < NUM_STATS; ++i)
799 stats.Dex += arch->clone.stats.Dex; 700 {
800 stats.Con += arch->clone.stats.Con; 701 sint8 v = arch->stats.stat (i);
801 stats.Wis += arch->clone.stats.Wis; 702 stats.stat (i) += v;
802 stats.Pow += arch->clone.stats.Pow; 703 contr->orig_stats.stat (i) += v;
803 stats.Cha += arch->clone.stats.Cha; 704 }
804 stats.Int += arch->clone.stats.Int;
805
806 contr->orig_stats.Str += arch->clone.stats.Str;
807 contr->orig_stats.Dex += arch->clone.stats.Dex;
808 contr->orig_stats.Con += arch->clone.stats.Con;
809 contr->orig_stats.Wis += arch->clone.stats.Wis;
810 contr->orig_stats.Pow += arch->clone.stats.Pow;
811 contr->orig_stats.Cha += arch->clone.stats.Cha;
812 contr->orig_stats.Int += arch->clone.stats.Int;
813} 705}
706
707static struct copy_flags : object::flags_t
708{
709 copy_flags ()
710 {
711 set (FLAG_LIFESAVE);
712 set (FLAG_REFL_SPELL);
713 set (FLAG_REFL_MISSILE);
714 set (FLAG_STEALTH);
715 set (FLAG_XRAYS);
716 set (FLAG_BLIND);
717 set (FLAG_SEE_IN_DARK);
718 }
719} copy_flags;
814 720
815/* 721/*
816 * Updates all abilities given by applied objects in the inventory 722 * Updates all abilities given by applied objects in the inventory
817 * of the given object. Note: This function works for both monsters 723 * of the given object. Note: This function works for both monsters
818 * and players; the "player" in the name is purely an archaic inheritance. 724 * and players; the "player" in the name is purely an archaic inheritance.
823 * spell system split, grace points now added to system --peterm 729 * spell system split, grace points now added to system --peterm
824 */ 730 */
825void 731void
826object::update_stats () 732object::update_stats ()
827{ 733{
828 int i, j;
829 float f, max = 9, added_speed = 0, bonus_speed = 0, sp_tmp, speed_reduce_from_disease = 1; 734 float f, max_speed = 9, added_speed = 0, bonus_speed = 0, speed_reduce_from_disease = 1;
830 int weapon_weight = 0, weapon_speed = 0; 735 int weapon_weight = 0, weapon_speed = 0;
831 int best_wc = 0, best_ac = 0, wc = 0, ac = 0; 736 int best_wc = 0, best_ac = 0, wc = 0, ac = 0;
832 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; 737 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS];
833 object *grace_obj = NULL, *mana_obj = NULL, *wc_obj = NULL, *tmp; 738 object *grace_obj = NULL, *mana_obj = NULL, *tmp;
834 float old_speed = speed; 739 float old_speed = speed;
740 int stat_sum [NUM_STATS];
741
742 MoveType move_type; // we use change_move_type to change it, so use a local copy
835 743
836 /* First task is to clear all the values back to their original values */ 744 /* First task is to clear all the values back to their original values */
837 if (type == PLAYER) 745 if (type == PLAYER)
838 { 746 {
747 contr->delayed_update = false;
748
839 for (i = 0; i < NUM_STATS; i++) 749 for (int i = 0; i < NUM_STATS; i++)
840 set_attr_value (&(stats), i, get_attr_value (&(contr->orig_stats), i)); 750 stat_sum [i] = contr->orig_stats.stat (i);
841 751
842 if (settings.spell_encumbrance == TRUE) 752 if (settings.spell_encumbrance == TRUE)
843 contr->encumbrance = 0; 753 contr->encumbrance = 0;
844 754
845 attacktype = 0; 755 attacktype = 0;
855 for (int i = NUM_BODY_LOCATIONS; i--; ) 765 for (int i = NUM_BODY_LOCATIONS; i--; )
856 slot[i].used = slot[i].info; 766 slot[i].used = slot[i].info;
857 767
858 slaying = 0; 768 slaying = 0;
859 769
860 if (!QUERY_FLAG (this, FLAG_WIZ)) 770 if (!this->flag [FLAG_WIZ])
861 {
862 CLEAR_FLAG (this, FLAG_XRAYS);
863 CLEAR_FLAG (this, FLAG_MAKE_INVIS);
864 } 771 {
772 this->clr_flag (FLAG_XRAYS);
773 this->clr_flag (FLAG_MAKE_INVIS);
774 }
865 775
866 CLEAR_FLAG (this, FLAG_LIFESAVE); 776 this->clr_flag (FLAG_LIFESAVE);
867 CLEAR_FLAG (this, FLAG_STEALTH); 777 this->clr_flag (FLAG_STEALTH);
868 CLEAR_FLAG (this, FLAG_BLIND); 778 this->clr_flag (FLAG_BLIND);
869 779
870 if (!QUERY_FLAG (&arch->clone, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL); 780 if (!arch->flag [FLAG_REFL_SPELL ]) this->clr_flag (FLAG_REFL_SPELL);
871 if (!QUERY_FLAG (&arch->clone, FLAG_REFL_MISSILE)) CLEAR_FLAG (this, FLAG_REFL_MISSILE); 781 if (!arch->flag [FLAG_REFL_MISSILE]) this->clr_flag (FLAG_REFL_MISSILE);
872 if (!QUERY_FLAG (&arch->clone, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD); 782 if (!arch->flag [FLAG_UNDEAD ]) this->clr_flag (FLAG_UNDEAD);
873 if (!QUERY_FLAG (&arch->clone, FLAG_SEE_IN_DARK )) CLEAR_FLAG (this, FLAG_SEE_IN_DARK); 783 if (!arch->flag [FLAG_SEE_IN_DARK ]) this->clr_flag (FLAG_SEE_IN_DARK);
874 784
875 path_attuned = arch->clone.path_attuned; 785 path_attuned = arch->path_attuned;
876 path_repelled = arch->clone.path_repelled; 786 path_repelled = arch->path_repelled;
877 path_denied = arch->clone.path_denied; 787 path_denied = arch->path_denied;
878 glow_radius = arch->clone.glow_radius; 788 glow_radius = arch->glow_radius;
879 move_type = arch->clone.move_type; 789 move_type = arch->move_type;
880
881 chosen_skill = 0;
882 790
883 /* initializing resistances from the values in player/monster's 791 /* initializing resistances from the values in player/monster's
884 * archetype clone 792 * archetype clone
885 */ 793 */
886 memcpy (&resist, &arch->clone.resist, sizeof (resist)); 794 memcpy (&resist, &arch->resist, sizeof (resist));
887 795
888 for (i = 0; i < NROFATTACKS; i++) 796 for (int i = 0; i < NROFATTACKS; i++)
889 { 797 {
890 if (resist[i] > 0) 798 if (resist[i] > 0)
891 prot[i] = resist[i], vuln[i] = 0; 799 prot[i] = resist[i], vuln[i] = 0;
892 else 800 else
893 vuln[i] = -(resist[i]), prot[i] = 0; 801 vuln[i] = -resist[i], prot[i] = 0;
894 802
895 potion_resist[i] = 0; 803 potion_resist[i] = -1000;
896 } 804 }
897 805
898 wc = arch->clone.stats.wc; 806 wc = arch->stats.wc;
899 stats.dam = arch->clone.stats.dam; 807 stats.dam = arch->stats.dam;
900 808
901 /* for players which cannot use armour, they gain AC -1 per 3 levels, 809 /* for players which cannot use armour, they gain AC -1 per 3 levels,
902 * plus a small amount of physical resist, those poor suckers. ;) 810 * plus a small amount of physical resist, those poor suckers. ;)
903 * the fact that maxlevel is factored in could be considered sort of bogus - 811 * the fact that maxlevel is factored in could be considered sort of bogus -
904 * we should probably give them some bonus and cap it off - otherwise, 812 * we should probably give them some bonus and cap it off - otherwise,
905 * basically, if a server updates its max level, these playes may find 813 * basically, if a server updates its max level, these playes may find
906 * that their protection from physical goes down 814 * that their protection from physical goes down
907 */ 815 */
908 if (!QUERY_FLAG (this, FLAG_USE_ARMOUR) && type == PLAYER) 816 if (!this->flag [FLAG_USE_ARMOUR] && type == PLAYER)
909 { 817 {
910 ac = MAX (-10, arch->clone.stats.ac - level / 3); 818 ac = max (-10, arch->stats.ac - level / 3);
911 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100; 819 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100;
912 } 820 }
913 else 821 else
914 ac = arch->clone.stats.ac; 822 ac = arch->stats.ac;
915 823
916 stats.luck = arch->clone.stats.luck; 824 stats.luck = arch->stats.luck;
917 speed = arch->clone.speed; 825 speed = arch->speed;
826
827 chosen_skill = 0;
918 828
919 /* OK - we've reset most all the objects attributes to sane values. 829 /* OK - we've reset most all the objects attributes to sane values.
920 * now go through and make adjustments for what the player has equipped. 830 * now go through and make adjustments for what the player has equipped.
921 */ 831 */
922 for (tmp = inv; tmp; tmp = tmp->below) 832 for (tmp = inv; tmp; tmp = tmp->below)
923 { 833 {
924 /* See note in map.c:update_position about making this additive
925 * since light sources are never applied, need to put check here.
926 */
927 if (tmp->glow_radius > glow_radius)
928 glow_radius = tmp->glow_radius;
929
930 /* This happens because apply_potion calls change_abil with the potion 834 /* This happens because apply_potion calls change_abil with the potion
931 * applied so we can tell the player what changed. But change_abil 835 * applied so we can tell the player what changed. But change_abil
932 * then calls this function. 836 * then calls this function.
933 */ 837 */
934 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION) 838 if (tmp->flag [FLAG_APPLIED] && tmp->type == POTION)
935 continue; 839 continue;
840
841 glow_radius += tmp->glow_radius;
936 842
937 /* For some things, we don't care what is equipped */ 843 /* For some things, we don't care what is equipped */
938 if (tmp->type == SKILL) 844 if (tmp->type == SKILL)
939 { 845 {
940 /* Want to take the highest skill here. */ 846 /* Want to take the highest skill here. */
953 else if (tmp->level > grace_obj->level) 859 else if (tmp->level > grace_obj->level)
954 grace_obj = tmp; 860 grace_obj = tmp;
955 } 861 }
956 } 862 }
957 863
958 /* Container objects are not meant to adjust a players, but other applied 864 /* Container objects are not meant to adjust players, but other applied
959 * objects need to make adjustments. 865 * objects need to make adjustments.
960 * This block should handle all player specific changes 866 * This block should handle all player specific changes
961 * The check for Praying is a bit of a hack - god given bonuses are put 867 * The check for Praying is a bit of a hack - god given bonuses are put
962 * in the praying skill, and the player should always get those. 868 * in the praying skill, and the player should always get those.
963 * It also means we need to put in additional checks for applied below, 869 * It also means we need to put in additional checks for applied below,
965 * up, etc. 871 * up, etc.
966 */ 872 */
967 if ((tmp->flag [FLAG_APPLIED] 873 if ((tmp->flag [FLAG_APPLIED]
968 && tmp->type != CONTAINER 874 && tmp->type != CONTAINER
969 && tmp->type != CLOSE_CON) 875 && tmp->type != CLOSE_CON)
970 || (tmp->type == SKILL
971 && tmp->subtype == SK_PRAYING)) 876 || (tmp->type == SKILL && tmp->subtype == SK_PRAYING))
972 { 877 {
973 if (type == PLAYER) 878 if (type == PLAYER)
974 { 879 {
975 if (tmp == contr->combat_ob || tmp == contr->ranged_ob) 880 contr->item_power += tmp->item_power;
976 if (tmp != current_weapon && (tmp->type != SKILL || tmp->subtype != SK_PRAYING))
977 continue;
978 881
979 for (i = 0; i < NUM_STATS; i++) 882 for (int i = 0; i < NUM_STATS; i++)
980 change_attr_value (&stats, i, get_attr_value (&tmp->stats, i)); 883 stat_sum [i] += tmp->stats.stat (i);
981 884
982 /* these are the items that currently can change digestion, regeneration, 885 if (digest_types [tmp->type])
983 * spell point recovery and mana point recovery. Seems sort of an arbitary
984 * list, but other items store other info into stats array.
985 */
986 if (tmp->type == WEAPON || tmp->type == BOW ||
987 tmp->type == ARMOUR || tmp->type == HELMET ||
988 tmp->type == SHIELD || tmp->type == RING ||
989 tmp->type == BOOTS || tmp->type == GLOVES ||
990 tmp->type == AMULET || tmp->type == GIRDLE ||
991 tmp->type == BRACERS || tmp->type == CLOAK ||
992 tmp->type == DISEASE || tmp->type == FORCE ||
993 tmp->type == SKILL)
994 { 886 {
995 contr->digestion += tmp->stats.food; 887 contr->digestion += tmp->stats.food;
996 contr->gen_hp += tmp->stats.hp; 888 contr->gen_hp += tmp->stats.hp;
889 if (tmp->type != BOW) // ugly exception for bows
997 contr->gen_sp += tmp->stats.sp; 890 contr->gen_sp += tmp->stats.sp;
998 contr->gen_grace += tmp->stats.grace; 891 contr->gen_grace += tmp->stats.grace;
999 contr->gen_sp_armour += tmp->gen_sp_armour; 892 contr->gen_sp_armour += tmp->gen_sp_armour;
1000 contr->item_power += tmp->item_power;
1001 } 893 }
1002 } /* if this is a player */ 894 } /* if this is a player */
1003 else 895 else
1004 { 896 {
1005 if (tmp->type == WEAPON) 897 if (tmp->type == WEAPON)
1006 current_weapon = tmp; 898 current_weapon = tmp;
1007 } 899 }
1008 900
1009 /* Update slots used for items */ 901 /* Update slots used for items */
1010 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 902 if (tmp->flag [FLAG_APPLIED]) // exclude praying...
1011 for (i = 0; i < NUM_BODY_LOCATIONS; i++) 903 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
1012 slot[i].used += tmp->slot[i].info; 904 slot[i].used += tmp->slot[i].info;
1013 905
1014 if (tmp->type == SYMPTOM) 906 if (tmp->type == SYMPTOM)
1015 {
1016 speed_reduce_from_disease = tmp->last_sp / 100.f; 907 min_it (speed_reduce_from_disease, tmp->last_sp ? tmp->last_sp / 100.f : 1.f);
1017 908
1018 if (speed_reduce_from_disease == 0)
1019 speed_reduce_from_disease = 1;
1020 }
1021
1022 /* Pos. and neg. protections are counted seperate (-> pro/vuln). 909 /* Pos. and neg. protections are counted separate (-> pro/vuln).
1023 * (Negative protections are calculated exactly like positive.) 910 * (Negative protections are calculated exactly like positive.)
1024 * Resistance from potions are treated special as well. If there's 911 * Resistance from potions are treated special as well. If there's
1025 * more than one potion-effect, the bigger prot.-value is taken. 912 * more than one potion-effect, the bigger prot.-value is taken.
1026 */ 913 */
1027 if (tmp->type != POTION) 914 if (tmp->type == POTION_EFFECT)
1028 {
1029 for (i = 0; i < NROFATTACKS; i++) 915 for (int i = 0; i < NROFATTACKS; i++)
1030 {
1031 /* Potential for cursed potions, in which case we just can use
1032 * a straight MAX, as potion_resist is initialised to zero.
1033 */
1034 if (tmp->type == POTION_EFFECT)
1035 {
1036 if (potion_resist[i])
1037 potion_resist[i] = MAX (potion_resist[i], tmp->resist[i]);
1038 else
1039 potion_resist[i] = tmp->resist[i]; 916 max_it (potion_resist[i], tmp->resist[i]);
1040 } 917 else if (tmp->type != POTION)
918 for (int i = 0; i < NROFATTACKS; i++)
1041 else if (tmp->resist[i] > 0) 919 if (tmp->resist[i] > 0)
1042 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100; 920 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100;
1043 else if (tmp->resist[i] < 0) 921 else if (tmp->resist[i] < 0)
1044 vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100; 922 vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100;
1045 }
1046 }
1047 923
1048 /* There may be other things that should not adjust the attacktype */ 924 /* There may be other things that should not adjust the attacktype */
1049 if ((tmp->type != WEAPON && tmp->type != BOW && tmp->type != SYMPTOM) 925 if (tmp->type != SYMPTOM)
1050 || current_weapon == tmp)
1051 { 926 {
1052 attacktype |= tmp->attacktype; 927 attacktype |= tmp->attacktype;
1053 path_attuned |= tmp->path_attuned; 928 path_attuned |= tmp->path_attuned;
1054 path_repelled |= tmp->path_repelled; 929 path_repelled |= tmp->path_repelled;
1055 path_denied |= tmp->path_denied; 930 path_denied |= tmp->path_denied;
1056 move_type |= tmp->move_type; 931 move_type |= tmp->move_type;
1057 stats.luck += tmp->stats.luck; 932 stats.luck += tmp->stats.luck;
1058 } 933 }
1059 934
1060 if (QUERY_FLAG (tmp, FLAG_LIFESAVE )) SET_FLAG (this, FLAG_LIFESAVE); 935 flag |= tmp->flag & copy_flags;
1061 if (QUERY_FLAG (tmp, FLAG_REFL_SPELL )) SET_FLAG (this, FLAG_REFL_SPELL);
1062 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE)) SET_FLAG (this, FLAG_REFL_MISSILE);
1063 if (QUERY_FLAG (tmp, FLAG_STEALTH )) SET_FLAG (this, FLAG_STEALTH);
1064 if (QUERY_FLAG (tmp, FLAG_XRAYS )) SET_FLAG (this, FLAG_XRAYS);
1065 if (QUERY_FLAG (tmp, FLAG_BLIND )) SET_FLAG (this, FLAG_BLIND);
1066 if (QUERY_FLAG (tmp, FLAG_SEE_IN_DARK )) SET_FLAG (this, FLAG_SEE_IN_DARK);
1067 936
1068 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (&arch->clone, FLAG_UNDEAD)) 937 if (tmp->flag [FLAG_UNDEAD] && !arch->flag [FLAG_UNDEAD])
1069 SET_FLAG (this, FLAG_UNDEAD); 938 this->set_flag (FLAG_UNDEAD);
1070 939
1071 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS)) 940 //TODO: copy_flags?
941 if (tmp->flag [FLAG_MAKE_INVIS])
1072 { 942 {
1073 SET_FLAG (this, FLAG_MAKE_INVIS); 943 this->set_flag (FLAG_MAKE_INVIS);
1074 invisible = 1; 944 invisible = 1;
1075 } 945 }
1076 946
1077 if (tmp->stats.exp && tmp->type != SKILL) 947 if (tmp->stats.exp && tmp->type != SKILL)
1078 { 948 {
1085 added_speed += tmp->stats.exp; 955 added_speed += tmp->stats.exp;
1086 } 956 }
1087 957
1088 switch (tmp->type) 958 switch (tmp->type)
1089 { 959 {
1090#if 0
1091 case WAND:
1092 case ROD: 960 case SKILL:
1093 case HORN: 961 {
1094 if (type != PLAYER || current_weapon == tmp) 962 // some skills will end up here without counting as "applied"
963 if (!tmp->flag [FLAG_APPLIED] || skill_flags [tmp->subtype] & SF_AUTARK)
964 break;
965
966 if (chosen_skill)
967 {
968 LOG (llevDebug, "fix_player, op %s has multiple skills applied (%s and %s)\n",
969 &name, &chosen_skill->name, &tmp->name);
970
971 tmp->flag [FLAG_APPLIED] = false;
972 update_stats ();
973 return;
974 }
975
1095 chosen_skill = tmp; 976 chosen_skill = tmp;
1096 break;
1097#endif
1098 977
1099 /* skills modifying the character -b.t. */
1100 /* for all skills and skill granting objects */
1101 case SKILL:
1102 if (!QUERY_FLAG (tmp, FLAG_APPLIED))
1103 break;
1104
1105 if (IS_COMBAT_SKILL (tmp->subtype))
1106 wc_obj = tmp;
1107
1108 if (chosen_skill)
1109 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name);
1110
1111 chosen_skill = tmp;
1112
1113 if (tmp->stats.dam > 0) 978 if (tmp->stats.dam > 0)
1114 { /* skill is a 'weapon' */ 979 { /* skill is a 'weapon' */
1115 if (!QUERY_FLAG (this, FLAG_READY_WEAPON)) 980 if (!this->flag [FLAG_READY_WEAPON])
1116 weapon_speed = WEAPON_SPEED (tmp); 981 weapon_speed = max (0, WEAPON_SPEED (tmp));
1117 982
1118 if (weapon_speed < 0)
1119 weapon_speed = 0;
1120
1121 weapon_weight = tmp->weight; 983 weapon_weight = tmp->weight;
1122 stats.dam += tmp->stats.dam * (1 + (chosen_skill->level / 9)); 984 stats.dam += 1 + chosen_skill->level * tmp->stats.dam / 9;
1123 985
1124 if (tmp->magic) 986 if (tmp->magic)
1125 stats.dam += tmp->magic; 987 stats.dam += tmp->magic;
1126 } 988 }
1127 989
1128 if (tmp->stats.wc) 990 if (tmp->stats.wc)
1129 wc -= tmp->stats.wc + tmp->magic; 991 wc -= tmp->stats.wc + tmp->magic;
1130 992
1131 if (tmp->slaying) 993 if (tmp->slaying)
1132 slaying = tmp->slaying; 994 slaying = tmp->slaying;
1133 995
1134 if (tmp->stats.ac) 996 if (tmp->stats.ac)
1135 ac -= tmp->stats.ac + tmp->magic; 997 ac -= tmp->stats.ac + tmp->magic;
1136 998
1137 if (settings.spell_encumbrance == TRUE && type == PLAYER) 999 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1138 contr->encumbrance += (int) 3 *tmp->weight / 1000; 1000 contr->encumbrance += 3 * tmp->weight / 1000;
1139
1140 break; 1001 }
1141 1002
1142 case SKILL_TOOL:
1143 if (chosen_skill)
1144 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name);
1145
1146 chosen_skill = tmp;
1147 break; 1003 break;
1148 1004
1149 case SHIELD: 1005 case SHIELD:
1150 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1006 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1151 contr->encumbrance += (int) tmp->weight / 2000; 1007 contr->encumbrance += tmp->weight / 2000;
1008 //FALLTHROUGH
1152 case RING: 1009 case RING:
1153 case AMULET: 1010 case AMULET:
1154 case GIRDLE: 1011 case GIRDLE:
1155 case HELMET: 1012 case HELMET:
1156 case BOOTS: 1013 case BOOTS:
1165 if (tmp->stats.ac) 1022 if (tmp->stats.ac)
1166 ac -= tmp->stats.ac + tmp->magic; 1023 ac -= tmp->stats.ac + tmp->magic;
1167 1024
1168 break; 1025 break;
1169 1026
1027 case WAND:
1028 case ROD:
1029 case HORN:
1030 break;
1031
1170 case BOW: 1032 case BOW:
1171 case WEAPON: 1033 case WEAPON:
1172 if (type != PLAYER || current_weapon == tmp)
1173 {
1174 wc -= tmp->stats.wc + tmp->magic; 1034 wc -= tmp->stats.wc + tmp->magic;
1175 1035
1176 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0) 1036 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0)
1177 ac -= tmp->stats.ac + tmp->magic; 1037 ac -= tmp->stats.ac + tmp->magic;
1178 1038
1179 stats.dam += tmp->stats.dam + tmp->magic; 1039 stats.dam += tmp->stats.dam + tmp->magic;
1180 weapon_weight = tmp->weight; 1040 weapon_weight = tmp->weight;
1181 weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2; 1041 weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2;
1182 1042
1183 if (weapon_speed < 0) 1043 if (weapon_speed < 0)
1184 weapon_speed = 0; 1044 weapon_speed = 0;
1185 1045
1186 slaying = tmp->slaying; 1046 slaying = tmp->slaying;
1187 1047
1188 /* If there is desire that two handed weapons should do 1048 /* If there is desire that two handed weapons should do
1189 * extra strength damage, this is where the code should 1049 * extra strength damage, this is where the code should
1190 * go. 1050 * go.
1191 */ 1051 */
1192 1052
1193 if (type == PLAYER) 1053 if (type == PLAYER)
1194 if (settings.spell_encumbrance) 1054 if (settings.spell_encumbrance)
1195 contr->encumbrance += tmp->weight * 3 / 1000; 1055 contr->encumbrance += tmp->weight * 3 / 1000;
1196 }
1197 1056
1198 break; 1057 break;
1199 1058
1200 case ARMOUR: /* Only the best of these three are used: */ 1059 case ARMOUR: /* Only the best of these three are used: */
1201 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1060 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1224 else /* To nullify the below effect */ 1083 else /* To nullify the below effect */
1225 ac += tmp->stats.ac + tmp->magic; 1084 ac += tmp->stats.ac + tmp->magic;
1226 } 1085 }
1227 1086
1228 if (tmp->stats.wc) 1087 if (tmp->stats.wc)
1229 wc -= (tmp->stats.wc + tmp->magic); 1088 wc -= tmp->stats.wc + tmp->magic;
1230 1089
1231 if (tmp->stats.ac) 1090 if (tmp->stats.ac)
1232 ac -= (tmp->stats.ac + tmp->magic); 1091 ac -= tmp->stats.ac + tmp->magic;
1233 1092
1234 if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.f < max) 1093 if (ARMOUR_SPEED (tmp))
1235 max = ARMOUR_SPEED (tmp) / 10.f; 1094 max_speed = min (max_speed, ARMOUR_SPEED (tmp) / 10.f);
1236 1095
1237 break; 1096 break;
1238 } /* switch tmp->type */ 1097 } /* switch tmp->type */
1239 } /* item is equipped */ 1098 } /* item is equipped */
1240 } /* for loop of items */ 1099 } /* for loop of items */
1100
1101 min_it (glow_radius, MAX_LIGHT_RADIUS);
1241 1102
1242 /* We've gone through all the objects the player has equipped. For many things, we 1103 /* We've gone through all the objects the player has equipped. For many things, we
1243 * have generated intermediate values which we now need to assign. 1104 * have generated intermediate values which we now need to assign.
1244 */ 1105 */
1245 1106
1247 * If there is an uncursed potion in effect, granting more protection 1108 * If there is an uncursed potion in effect, granting more protection
1248 * than that, we take: 'total resistance = resistance from potion'. 1109 * than that, we take: 'total resistance = resistance from potion'.
1249 * If there is a cursed (and no uncursed) potion in effect, we take 1110 * If there is a cursed (and no uncursed) potion in effect, we take
1250 * 'total resistance = vulnerability from cursed potion'. 1111 * 'total resistance = vulnerability from cursed potion'.
1251 */ 1112 */
1252 for (i = 0; i < NROFATTACKS; i++) 1113 for (int i = 0; i < NROFATTACKS; i++)
1253 { 1114 {
1254 resist[i] = prot[i] - vuln[i]; 1115 resist[i] = prot[i] - vuln[i];
1255 1116
1256 if (potion_resist[i] && ((potion_resist[i] > resist[i]) || (potion_resist[i] < 0))) 1117 if (potion_resist[i] != -1000
1118 && (potion_resist[i] < 0 || potion_resist[i] > resist[i]))
1257 resist[i] = potion_resist[i]; 1119 resist[i] = potion_resist[i];
1258 } 1120 }
1259 1121
1260 /* Figure out the players sp/mana/hp totals. */
1261 if (type == PLAYER) 1122 if (type == PLAYER)
1262 { 1123 {
1124 // clamp various player stats
1125 for (int i = 0; i < NUM_STATS; ++i)
1126 stats.stat (i) = stat_sum [i];
1127
1128 check_stat_bounds (&stats);
1129
1130 contr->digestion = clamp (contr->digestion, MIN_DIGESTION, MAX_DIGESTION);
1131
1132 /* Figure out the players sp/mana/hp totals. */
1263 int pl_level; 1133 int pl_level;
1264 1134
1265 check_stat_bounds (&(stats));
1266 pl_level = level;
1267
1268 if (pl_level < 1)
1269 pl_level = 1; /* safety, we should always get 1 levels worth of hp! */ 1135 pl_level = max (1, level); /* safety, we should always get 1 levels worth of hp! */
1270 1136
1271 /* You basically get half a con bonus/level. But we do take into account rounding, 1137 /* You basically get half a con bonus/level. But we do take into account rounding,
1272 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels. 1138 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels.
1273 */ 1139 */
1274 for (i = 1, stats.maxhp = 0; i <= pl_level && i <= 10; i++) 1140 stats.maxhp = 0;
1141 for (int i = 1; i <= min (10, pl_level); i++)
1275 { 1142 {
1276 j = contr->levhp[i] + con_bonus[stats.Con] / 2; 1143 int j = contr->levhp[i] + con_bonus[stats.Con] / 2;
1277 1144
1278 if (i % 2 && con_bonus[stats.Con] % 2) 1145 if (i % 2 && con_bonus[stats.Con] % 2)
1279 {
1280 if (con_bonus[stats.Con] > 0) 1146 if (con_bonus[stats.Con] > 0)
1281 j++; 1147 j++;
1282 else 1148 else
1283 j--; 1149 j--;
1284 }
1285 1150
1286 stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */ 1151 stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */
1287 } 1152 }
1288 1153
1289 for (i = 11; i <= level; i++) 1154 stats.maxhp += 2 * max (0, level - 10);
1290 stats.maxhp += 2;
1291 1155
1292 if (stats.hp > stats.maxhp) 1156 if (stats.hp > stats.maxhp)
1293 stats.hp = stats.maxhp; 1157 stats.hp = stats.maxhp;
1294 1158
1295 /* Sp gain is controlled by the level of the player's 1159 /* Sp gain is controlled by the level of the player's
1308 1172
1309 if (mana_obj == this && type == PLAYER) 1173 if (mana_obj == this && type == PLAYER)
1310 stats.maxsp = 1; 1174 stats.maxsp = 1;
1311 else 1175 else
1312 { 1176 {
1313 sp_tmp = 0.f; 1177 float sp_tmp = 0.f;
1314 1178
1315 for (i = 1; i <= mana_obj->level && i <= 10; i++) 1179 for (int i = 1; i <= min (10, mana_obj->level); i++)
1316 { 1180 {
1317 float stmp; 1181 float stmp;
1318 1182
1319 /* Got some extra bonus at first level */ 1183 /* Got some extra bonus at first level */
1320 if (i < 2) 1184 if (i < 2)
1321 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 6.f; 1185 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 6.f;
1322 else 1186 else
1323 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 12.f; 1187 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 12.f;
1324 1188
1325 if (stmp < 1.f)
1326 stmp = 1.f;
1327
1328 sp_tmp += stmp; 1189 sp_tmp += max (1.f, stmp);
1329 } 1190 }
1330 1191
1331 stats.maxsp = (sint16)sp_tmp; 1192 stats.maxsp = int (sp_tmp) + 2 * max (0, mana_obj->level - 10);
1332
1333 for (i = 11; i <= mana_obj->level; i++)
1334 stats.maxsp += 2;
1335 } 1193 }
1194
1336 /* Characters can get their sp supercharged via rune of transferrance */ 1195 /* Characters can get their sp supercharged via rune of transferrance */
1337 if (stats.sp > stats.maxsp * 2) 1196 stats.sp = min (stats.sp, stats.maxsp * 2);
1338 stats.sp = stats.maxsp * 2;
1339 1197
1340 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */ 1198 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */
1341 if (!grace_obj || !grace_obj->level || type != PLAYER) 1199 if (!grace_obj || !grace_obj->level || type != PLAYER)
1342 grace_obj = this; 1200 grace_obj = this;
1343 1201
1348 /* store grace in a float - this way, the divisions below don't create 1206 /* store grace in a float - this way, the divisions below don't create
1349 * big jumps when you go from level to level - with int's, it then 1207 * big jumps when you go from level to level - with int's, it then
1350 * becomes big jumps when the sums of the bonuses jump to the next 1208 * becomes big jumps when the sums of the bonuses jump to the next
1351 * step of 8 - with floats, even fractional ones are useful. 1209 * step of 8 - with floats, even fractional ones are useful.
1352 */ 1210 */
1353 sp_tmp = 0.f; 1211 float sp_tmp = 0.f;
1354 for (i = 1, stats.maxgrace = 0; i <= grace_obj->level && i <= 10; i++) 1212
1213 for (int i = 1; i <= min (10, grace_obj->level); i++)
1355 { 1214 {
1356 float grace_tmp = 0.f; 1215 float grace_tmp = 0.f;
1357 1216
1358 /* Got some extra bonus at first level */ 1217 /* Got some extra bonus at first level */
1359 if (i < 2) 1218 if (i < 2)
1360 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 6.f; 1219 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 6.f;
1361 else 1220 else
1362 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 12.f; 1221 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 12.f;
1363 1222
1364 if (grace_tmp < 1.f)
1365 grace_tmp = 1.f;
1366
1367 sp_tmp += grace_tmp; 1223 sp_tmp += max (1.f, grace_tmp);
1368 } 1224 }
1369 1225
1370 stats.maxgrace = (sint16)sp_tmp;
1371
1372 /* two grace points per level after 11 */ 1226 /* two grace points per level after 10 */
1373 for (i = 11; i <= grace_obj->level; i++) 1227 stats.maxgrace = int (sp_tmp) + 2 * max (0, grace_obj->level - 10);
1374 stats.maxgrace += 2;
1375 } 1228 }
1229
1376 /* No limit on grace vs maxgrace */ 1230 /* No limit on grace vs maxgrace */
1377 1231
1378 if (contr->braced) 1232 if (contr->braced)
1379 { 1233 {
1380 ac += 2; 1234 ac += 2;
1392 * improvement every level, now its fighterlevel/5. So 1246 * improvement every level, now its fighterlevel/5. So
1393 * we give the player a bonus here in wc and dam 1247 * we give the player a bonus here in wc and dam
1394 * to make up for the change. Note that I left the 1248 * to make up for the change. Note that I left the
1395 * monster bonus the same as before. -b.t. 1249 * monster bonus the same as before. -b.t.
1396 */ 1250 */
1251 object *wc_obj = chosen_skill;
1397 1252
1398 if (type == PLAYER && wc_obj && wc_obj->level > 1) 1253 if (contr && wc_obj && wc_obj->level > 1)
1399 { 1254 {
1400 wc -= wc_obj->level + thaco_bonus[stats.Str]; 1255 wc -= wc_obj->level + thaco_bonus[stats.Str];
1401 1256
1402 for (i = 1; i < wc_obj->level; i++) 1257 for (int i = 1; i < wc_obj->level; i++)
1403 { 1258 {
1404 /* addtional wc every 6 levels */ 1259 /* additional wc every 6 levels */
1405 if (!(i % 6)) 1260 if (!(i % 6))
1406 wc--; 1261 wc--;
1407 1262
1408 /* addtional dam every 4 levels. */ 1263 /* additional dam every 4 levels. */
1409 if (!(i % 4) && dam_bonus[stats.Str] >= 0) 1264 if (!(i % 4) && dam_bonus[stats.Str] >= 0)
1410 stats.dam += 1 + dam_bonus[stats.Str] / 5; 1265 stats.dam += 1 + dam_bonus[stats.Str] / 5;
1411 } 1266 }
1412 } 1267 }
1413 else 1268 else
1420 1275
1421 speed = 1.f + speed_bonus[stats.Dex]; 1276 speed = 1.f + speed_bonus[stats.Dex];
1422 1277
1423 if (settings.search_items && contr->search_str[0]) 1278 if (settings.search_items && contr->search_str[0])
1424 speed -= 1; 1279 speed -= 1;
1425
1426 if (attacktype == 0)
1427 attacktype = arch->clone.attacktype;
1428
1429 } /* End if player */ 1280 } /* End if player */
1430 1281
1431 if (added_speed >= 0) 1282 if (added_speed >= 0)
1432 speed += added_speed / 10.f; 1283 speed += added_speed / 10.f;
1433 else /* Something wrong here...: */ 1284 else /* Something wrong here...: */
1434 speed /= 1.f - added_speed; 1285 speed /= 1.f - added_speed;
1435 1286
1436 /* Max is determined by armour */ 1287 /* Max is determined by armour */
1437 if (speed > max) 1288 speed = min (speed, max_speed);
1438 speed = max;
1439 1289
1440 if (type == PLAYER) 1290 if (type == PLAYER)
1441 { 1291 {
1442 /* f is a number the represents the number of kg above (positive num) 1292 /* f is a number the represents the number of kg above (positive num)
1443 * or below (negative number) that the player is carrying. If above 1293 * or below (negative number) that the player is carrying. If above
1444 * weight limit, then player suffers a speed reduction based on how 1294 * weight limit, then player suffers a speed reduction based on how
1445 * much above he is, and what is max carry is 1295 * much above he is, and what is max carry is
1446 */ 1296 */
1447 f = (carrying / 1000) - max_carry[stats.Str]; 1297 float f = (carrying / 1000) - max_carry[stats.Str];
1448 if (f > 0) 1298 if (f > 0.f)
1449 speed = speed / (1.f + f / max_carry[stats.Str]); 1299 speed = speed / (1.f + f / max_carry[stats.Str]);
1450 } 1300 }
1451 1301
1452 speed += bonus_speed / 10.f; /* Not affected by limits */ 1302 speed += bonus_speed / 10.f; /* Not affected by limits */
1303 speed *= speed_reduce_from_disease;
1453 1304
1454 /* Put a lower limit on speed. Note with this speed, you move once every 1305 /* Put a lower limit on speed. Note with this speed, you move once every
1455 * 100 ticks or so. This amounts to once every 12 seconds of realtime. 1306 * 25 ticks or so. This amounts to once every 3 seconds of realtime.
1456 */ 1307 */
1457 speed = speed * speed_reduce_from_disease; 1308 max_it (speed, is_player () ? MIN_PLAYER_SPEED : MIN_ACTIVE_SPEED);
1458 1309
1459 if (speed < 0.01f && type == PLAYER) 1310 if (speed != old_speed)
1460 speed = 0.01f; 1311 set_speed (speed);
1461 1312
1462 if (type == PLAYER) 1313 if (type == PLAYER)
1463 { 1314 {
1464 /* (This formula was made by vidarl@ifi.uio.no) 1315 /* (This formula was made by vidarl@ifi.uio.no)
1465 * Note that we never used these values again - basically 1316 * Note that we never used these values again - basically
1467 * that would just be a real pain to read. 1318 * that would just be a real pain to read.
1468 */ 1319 */
1469 float M = (max_carry[stats.Str] - 121) / 121.f; 1320 float M = (max_carry[stats.Str] - 121) / 121.f;
1470 float M2 = max_carry[stats.Str] / 100.f; 1321 float M2 = max_carry[stats.Str] / 100.f;
1471 float W = weapon_weight / 20000.f; 1322 float W = weapon_weight / 20000.f;
1472 float s = 2 - weapon_speed / 10.f; 1323 float s = (20 - weapon_speed) / 10.f;
1473 float D = (stats.Dex - 14) / 14.f; 1324 float D = (stats.Dex - 14) / 14.f;
1474 float K = 1 + M / 3.f - W / (3 * M2) + speed / 5.f + D / 2.f; 1325 float K = 1 + M / 3.f - W / (3 * M2) + speed / 5.f + D / 2.f;
1475 1326
1476 K *= (4 + level) *1.2f / (6 + level); 1327 K *= (4 + level) * 1.2f / (6 + level);
1477 1328
1478 if (K <= 0.f) 1329 if (K <= 0.01f)
1479 K = 0.01f; 1330 K = 0.01f;
1480 1331
1481 float S = speed / (K * s); 1332 contr->weapon_sp = K * s * .5f; //TODO: balance the .5
1482
1483 contr->weapon_sp = S;
1484 } 1333 }
1485 1334
1486 /* I want to limit the power of small monsters with big weapons: */ 1335 /* I want to limit the power of small monsters with big weapons: */
1487 if (type != PLAYER && arch && stats.dam > arch->clone.stats.dam * 3) 1336 if (type != PLAYER && arch && stats.dam > arch->stats.dam * 3)
1488 stats.dam = arch->clone.stats.dam * 3; 1337 stats.dam = arch->stats.dam * 3;
1489 1338
1490 /* Prevent overflows of wc - best you can get is ABS(120) - this 1339 stats.wc = clamp (wc, MIN_WC, MAX_WC);
1491 * should be more than enough - remember, AC is also in 8 bits, 1340 stats.ac = clamp (ac, MIN_AC, MAX_AC);
1492 * so its value is the same.
1493 */
1494 if (wc > 120)
1495 wc = 120;
1496 else if (wc < -120)
1497 wc = -120;
1498
1499 stats.wc = wc;
1500
1501 if (ac > 120)
1502 ac = 120;
1503 else if (ac < -120)
1504 ac = -120;
1505
1506 stats.ac = ac;
1507 1341
1508 /* if for some reason the creature doesn't have any move type, 1342 /* if for some reason the creature doesn't have any move type,
1509 * give them walking as a default. 1343 * give them walking as a default.
1510 * The second case is a special case - to more closely mimic the 1344 * The second case is a special case - to more closely mimic the
1511 * old behaviour - if your flying, your not walking - just 1345 * old behaviour - if your flying, your not walking - just
1514 if (move_type == 0) 1348 if (move_type == 0)
1515 move_type = MOVE_WALK; 1349 move_type = MOVE_WALK;
1516 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) 1350 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH))
1517 move_type &= ~MOVE_WALK; 1351 move_type &= ~MOVE_WALK;
1518 1352
1519 if (speed != old_speed) 1353 // now apply the new move_type
1520 set_speed (speed); 1354 if (this->move_type != move_type)
1355 change_move_type (move_type);
1521 1356
1522 /* It is quite possible that a player's spell costing might have changed, 1357 /* It is quite possible that a player's spell costing might have changed,
1523 * so we will check that now. 1358 * so we will check that now.
1524 */ 1359 */
1525 if (type == PLAYER) 1360 if (is_player ())
1526 { 1361 contr->update_spells ();
1527 esrv_update_stats (contr);
1528 esrv_update_spells (contr);
1529 }
1530 1362
1531 // update the mapspace, if we are on a map 1363 // update the mapspace, if we are on a map
1532 if (!flag [FLAG_REMOVED] && map) 1364 if (!flag [FLAG_REMOVED] && map)
1533 map->at (x, y).flags_ = 0; 1365 map->at (x, y).flags_ = 0;
1366}
1367
1368void
1369object::set_glow_radius (sint8 rad)
1370{
1371 glow_radius = rad;
1372
1373 if (is_on_map ())
1374 update_all_los (map, x, y);
1375 else if (object *env = outer_env ())
1376 {
1377 env->update_stats ();
1378
1379 if (env->is_on_map ())
1380 update_all_los (env->map, env->x, env->y);
1381 }
1534} 1382}
1535 1383
1536/* 1384/*
1537 * Returns true if the given player is a legal class. 1385 * Returns true if the given player is a legal class.
1538 * The function to add and remove class-bonuses to the stats doesn't 1386 * The function to add and remove class-bonuses to the stats doesn't
1554 1402
1555/* 1403/*
1556 * set the new dragon name after gaining levels or 1404 * set the new dragon name after gaining levels or
1557 * changing ability focus (later this can be extended to 1405 * changing ability focus (later this can be extended to
1558 * eventually change the player's face and animation) 1406 * eventually change the player's face and animation)
1559 *
1560 * Note that the title is written to 'own_title' in the
1561 * player struct. This should be changed to 'ext_title'
1562 * as soon as clients support this!
1563 * Please, anyone, write support for 'ext_title'.
1564 */ 1407 */
1565void 1408void
1566set_dragon_name (object *pl, const object *abil, const object *skin) 1409set_dragon_name (object *pl, const object *abil, const object *skin)
1567{ 1410{
1568 int atnr = -1; /* attacknumber of highest level */ 1411 int atnr = -1; /* attacknumber of highest level */
1586 /* now if there are equals at highest level, pick the one with focus, 1429 /* now if there are equals at highest level, pick the one with focus,
1587 or else at random */ 1430 or else at random */
1588 if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level) 1431 if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level)
1589 atnr = abil->stats.exp; 1432 atnr = abil->stats.exp;
1590 1433
1591 level = (int) (level / 5.);
1592
1593 /* now set the new title */ 1434 /* now set the new title */
1594 if (pl->contr != NULL)
1595 {
1596 if (level == 0)
1597 sprintf (pl->contr->title, "%s hatchling", attacks[atnr]); 1435 if (level < 25) sprintf (pl->contr->title, "%s hatchling", attacks[atnr]);
1598 else if (level == 1)
1599 sprintf (pl->contr->title, "%s wyrm", attacks[atnr]); 1436 else if (level < 50) sprintf (pl->contr->title, "%s wyrm" , attacks[atnr]);
1600 else if (level == 2)
1601 sprintf (pl->contr->title, "%s wyvern", attacks[atnr]); 1437 else if (level < 75) sprintf (pl->contr->title, "%s wyvern" , attacks[atnr]);
1602 else if (level == 3)
1603 sprintf (pl->contr->title, "%s dragon", attacks[atnr]); 1438 else if (level < 100) sprintf (pl->contr->title, "%s dragon" , attacks[atnr]);
1604 else 1439 else
1605 { 1440 {
1606 /* special titles for extra high resistance! */ 1441 /* special titles for extra high resistance! */
1607 if (skin->resist[atnr] > 80)
1608 sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]); 1442 if (skin->resist[atnr] > 80) sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]);
1609 else if (skin->resist[atnr] > 50)
1610 sprintf (pl->contr->title, "ancient %s dragon", attacks[atnr]); 1443 else if (skin->resist[atnr] > 50) sprintf (pl->contr->title, "ancient %s dragon" , attacks[atnr]);
1611 else
1612 sprintf (pl->contr->title, "big %s dragon", attacks[atnr]); 1444 else sprintf (pl->contr->title, "big %s dragon" , attacks[atnr]);
1613 }
1614 } 1445 }
1615 1446
1616 strcpy (pl->contr->own_title, ""); 1447 strcpy (pl->contr->own_title, "");
1617} 1448}
1618 1449
1619/* 1450/*
1620 * This function is called when a dragon-player gains 1451 * This function is called when a dragon-player gains
1621 * an overall level. Here, the dragon might gain new abilities 1452 * an overall level. Here, the dragon might gain new abilities
1622 * or change the ability-focus. 1453 * or change the ability-focus.
1623 */ 1454 */
1624void 1455static void
1625dragon_level_gain (object *who) 1456dragon_level_gain (object *who)
1626{ 1457{
1627 object *abil = NULL; /* pointer to dragon ability force */ 1458 object *abil = NULL; /* pointer to dragon ability force */
1628 object *skin = NULL; /* pointer to dragon skin force */ 1459 object *skin = NULL; /* pointer to dragon skin force */
1629 object *tmp = NULL; /* tmp. object */ 1460 object *tmp = NULL; /* tmp. object */
1630 char buf[MAX_BUF]; /* tmp. string buffer */ 1461 char buf[MAX_BUF]; /* tmp. string buffer */
1631 1462
1632 /* now grab the 'dragon_ability'-forces from the player's inventory */ 1463 /* now grab the 'dragon_ability'-forces from the player's inventory */
1633 shstr_cmp dragon_ability_force ("dragon_ability_force");
1634 shstr_cmp dragon_skin_force ("dragon_skin_force");
1635
1636 for (tmp = who->inv; tmp; tmp = tmp->below) 1464 for (tmp = who->inv; tmp; tmp = tmp->below)
1637 if (tmp->type == FORCE) 1465 if (tmp->type == FORCE)
1638 if (tmp->arch->name == dragon_ability_force) 1466 if (tmp->arch->archname == shstr_dragon_ability_force)
1639 abil = tmp; 1467 abil = tmp;
1640 else if (tmp->arch->name == dragon_skin_force) 1468 else if (tmp->arch->archname == shstr_dragon_skin_force)
1641 skin = tmp; 1469 skin = tmp;
1642 1470
1643 /* if the force is missing -> bail out */ 1471 /* if the force is missing -> bail out */
1644 if (abil == NULL) 1472 if (abil == NULL)
1645 return; 1473 return;
1688 object *skill_obj; 1516 object *skill_obj;
1689 1517
1690 skill_obj = get_archetype_by_skill_name (skill_name, SKILL); 1518 skill_obj = get_archetype_by_skill_name (skill_name, SKILL);
1691 if (!skill_obj) 1519 if (!skill_obj)
1692 { 1520 {
1693 LOG (llevError, "add_player_exp: couldn't find skill %s\n", skill_name); 1521 LOG (llevError, "give_skill_by_name: couldn't find skill %s\n", skill_name);
1694 return NULL; 1522 return NULL;
1695 } 1523 }
1524
1696 /* clear the flag - exp goes into this bucket, but player 1525 /* clear the flag - exp goes into this bucket, but player
1697 * still doesn't know it. 1526 * still doesn't know it.
1698 */ 1527 */
1699 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL); 1528 skill_obj->clr_flag (FLAG_CAN_USE_SKILL);
1700 skill_obj->stats.exp = 0; 1529 skill_obj->stats.exp = 0;
1701 skill_obj->level = 1; 1530 skill_obj->level = 1;
1702 insert_ob_in_ob (skill_obj, op); 1531 op->insert (skill_obj);
1703 1532
1704 if (op->contr) 1533 if (player *pl = op->contr)
1705 { 1534 pl->link_skills ();
1706 op->contr->last_skill_ob [skill_obj->subtype] = skill_obj;
1707 if (op->contr->ns)
1708 op->contr->ns->last_skill_exp[skill_obj->subtype] = -1;//TODO: should be made superfluous
1709 }
1710 1535
1711 return skill_obj; 1536 return skill_obj;
1712} 1537}
1713
1714 1538
1715/* player_lvl_adj() - for the new exp system. we are concerned with 1539/* player_lvl_adj() - for the new exp system. we are concerned with
1716 * whether the player gets more hp, sp and new levels. 1540 * whether the player gets more hp, sp and new levels.
1717 * Note this this function should only be called for players. Monstes 1541 * Note this this function should only be called for players. Monstes
1718 * don't really gain levels 1542 * don't really gain levels
1721 */ 1545 */
1722void 1546void
1723player_lvl_adj (object *who, object *op) 1547player_lvl_adj (object *who, object *op)
1724{ 1548{
1725 char buf[MAX_BUF]; 1549 char buf[MAX_BUF];
1550 bool changed = false;
1726 1551
1727 if (!op) /* when rolling stats */ 1552 if (!op) /* when rolling stats */
1728 op = who; 1553 op = who;
1729 1554
1730 if (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul)) 1555 while (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul))
1731 { 1556 {
1557 changed = true;
1558
1732 op->level++; 1559 op->level++;
1733 1560
1734 if (op != NULL && op == who && op->stats.exp > 1 && is_dragon_pl (who)) 1561 if (op && op == who && op->stats.exp > 1 && who->is_dragon ())
1735 dragon_level_gain (who); 1562 dragon_level_gain (who);
1736 1563
1737 /* Only roll these if it is the player (who) that gained the level */ 1564 /* Only roll these if it is the player (who) that gained the level */
1738 if (op == who && (who->level < 11) && who->type == PLAYER) 1565 if (op == who && (who->level < 11) && who->type == PLAYER)
1739 { 1566 {
1740 who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1; 1567 who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1;
1741 who->contr->levsp[who->level] = die_roll (2, 3, who, PREFER_HIGH); 1568 who->contr->levsp[who->level] = die_roll (2, 3, who, PREFER_HIGH);
1742 who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1; 1569 who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1;
1743 } 1570 }
1744 1571
1745 who->update_stats ();
1746 if (op->level > 1) 1572 if (op->level > 1)
1747 { 1573 {
1748 if (op->type != PLAYER) 1574 if (op->type != PLAYER)
1575 {
1576 who->contr->play_sound (sound_find ("skill_up"));
1749 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); 1577 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1578 }
1750 else 1579 else
1580 {
1581 who->contr->play_sound (sound_find ("level_up"));
1751 sprintf (buf, "You are now level %d.", op->level); 1582 sprintf (buf, "You are now level %d.", op->level);
1583 }
1584
1752 if (who) 1585 if (who)
1753 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); 1586 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1754 } 1587 }
1755 player_lvl_adj (who, op); /* To increase more levels */
1756 } 1588 }
1589
1757 else if (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul)) 1590 while (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul))
1758 { 1591 {
1592 changed = true;
1593
1759 op->level--; 1594 op->level--;
1760 who->update_stats (); 1595
1761 if (op->type != PLAYER) 1596 if (op->type != PLAYER)
1762 { 1597 {
1763 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); 1598 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1764 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); 1599 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1765 } 1600 }
1766 player_lvl_adj (who, op); /* To decrease more levels */
1767 } 1601 }
1768 1602
1769 /* check if the spell data has changed */ 1603 if (changed)
1770 esrv_update_stats (who->contr); 1604 who->update_stats (); // should cause esrv_update_stats and esrv_update_spells
1771 esrv_update_spells (who->contr);
1772} 1605}
1773 1606
1774/* 1607/*
1775 * Returns how much experience is needed for a player to become 1608 * Returns how much experience is needed for a player to become
1776 * the given level. level should really never exceed max_level 1609 * the given level. level should really never exceed max_level
1777 */ 1610 */
1778 1611
1779sint64 1612sint64
1780level_exp (int level, double expmul) 1613level_exp (int level, double expmul)
1781{ 1614{
1782 if (level > settings.max_level) 1615 return expmul * level_to_min_exp (level);
1783 return (sint64) (expmul * levels[settings.max_level]);
1784
1785 return (sint64) (expmul * levels[level]);
1786} 1616}
1787 1617
1788/* 1618/*
1789 * Ensure that the permanent experience requirements in an exp object are met. 1619 * Ensure that the permanent experience requirements in an exp object are met.
1790 * This really just checks 'op to make sure the perm_exp value is within 1620 * This really just checks 'op to make sure the perm_exp value is within
1820 * flag is what to do if the player doesn't have the skill: 1650 * flag is what to do if the player doesn't have the skill:
1821 */ 1651 */
1822static void 1652static void
1823add_player_exp (object *op, sint64 exp, const char *skill_name, int flag) 1653add_player_exp (object *op, sint64 exp, const char *skill_name, int flag)
1824{ 1654{
1825 object *skill_obj = NULL; 1655 object *skill_obj;
1826 sint64 limit, exp_to_add; 1656 sint64 limit, exp_to_add;
1827 int i; 1657 int i;
1828 1658
1829 /* prevents some forms of abuse. */ 1659 /* prevents some forms of abuse. */
1830 if (op->contr->braced) 1660 if (op->contr->braced)
1833 /* Try to find the matching skill. 1663 /* Try to find the matching skill.
1834 * We do a shortcut/time saving mechanism first - see if it matches 1664 * We do a shortcut/time saving mechanism first - see if it matches
1835 * chosen_skill. This means we don't need to search through 1665 * chosen_skill. This means we don't need to search through
1836 * the players inventory. 1666 * the players inventory.
1837 */ 1667 */
1668 skill_obj = 0;
1669
1838 if (skill_name) 1670 if (skill_name)
1839 { 1671 {
1840 if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill)) 1672 skill_obj = op->contr->find_skill (skill_name);
1841 skill_obj = op->chosen_skill;
1842 else
1843 {
1844 for (i = 0; i < NUM_SKILLS; i++)
1845 if (op->contr->last_skill_ob[i] && !strcmp (op->contr->last_skill_ob[i]->skill, skill_name))
1846 {
1847 skill_obj = op->contr->last_skill_ob[i];
1848 break;
1849 }
1850 1673
1851 /* Player doesn't have the skill. Check to see what to do, and give 1674 /* Player doesn't have the skill. Check to see what to do, and give
1852 * it to the player if necessary 1675 * it to the player if necessary
1853 */ 1676 */
1854 if (!skill_obj) 1677 if (!skill_obj)
1855 { 1678 {
1856 if (flag == SK_EXP_NONE) 1679 if (flag == SK_EXP_NONE)
1857 return; 1680 return;
1681
1858 else if (flag == SK_EXP_ADD_SKILL) 1682 if (flag == SK_EXP_ADD_SKILL)
1859 give_skill_by_name (op, skill_name); 1683 skill_obj = give_skill_by_name (op, skill_name);
1860 }
1861 } 1684 }
1862 } 1685 }
1863 1686
1864 if (flag != SK_EXP_SKILL_ONLY) 1687 if (flag != SK_EXP_SKILL_ONLY)
1865 { 1688 {
1866 /* Basically, you can never gain more experience in one shot 1689 /* Basically, you can never gain more experience in one shot
1867 * than half what you need to gain for next level. 1690 * than half what you need to gain for next level.
1868 */ 1691 */
1869 exp_to_add = exp; 1692 exp_to_add = exp;
1870 limit = (levels[op->level + 1] - levels[op->level]) / 2; 1693 limit = (levels [op->level + 1] - levels [op->level]) / 2;
1871 if (exp_to_add > limit) 1694 if (exp_to_add > limit)
1872 exp_to_add = limit; 1695 exp_to_add = limit;
1873 1696
1874 ADD_EXP (op->stats.exp, (sint64) ((float) exp_to_add * (skill_obj ? skill_obj->expmul : 1))); 1697 ADD_EXP (op->stats.exp, (sint64) ((float) exp_to_add * (skill_obj ? skill_obj->expmul : 1)));
1875 if (settings.permanent_exp_ratio) 1698 if (settings.permanent_exp_ratio)
1882 } 1705 }
1883 1706
1884 if (skill_obj) 1707 if (skill_obj)
1885 { 1708 {
1886 exp_to_add = exp; 1709 exp_to_add = exp;
1887 limit = (levels[skill_obj->level + 1] - levels[skill_obj->level]) / 2; 1710 limit = (levels [skill_obj->level + 1] - levels [skill_obj->level]) / 2;
1888 if (exp_to_add > limit) 1711 if (exp_to_add > limit)
1889 exp_to_add = limit; 1712 exp_to_add = limit;
1890 1713
1891 ADD_EXP (skill_obj->stats.exp, exp_to_add); 1714 ADD_EXP (skill_obj->stats.exp, exp_to_add);
1892 if (settings.permanent_exp_ratio) 1715 if (settings.permanent_exp_ratio)
1898 player_lvl_adj (op, skill_obj); 1721 player_lvl_adj (op, skill_obj);
1899 } 1722 }
1900} 1723}
1901 1724
1902/* This function checks to make sure that object 'op' can 1725/* This function checks to make sure that object 'op' can
1903 * lost 'exp' experience. It returns the amount of exp 1726 * lose 'exp' experience. It returns the amount of exp
1904 * object 'op' can in fact lose - it basically makes 1727 * object 'op' can in fact lose - it basically makes
1905 * adjustments based on permanent exp and the like. 1728 * adjustments based on permanent exp and the like.
1906 * This function should always be used for losing experience - 1729 * This function should always be used for losing experience -
1907 * the 'exp' value passed should be positive - this is the 1730 * the 'exp' value passed should be positive - this is the
1908 * amount that should get subtract from the player. 1731 * amount that should get subtract from the player.
1909 */ 1732 */
1910sint64 1733static sint64
1911check_exp_loss (const object *op, sint64 exp) 1734check_exp_loss (const object *op, sint64 exp)
1912{ 1735{
1913 sint64 del_exp; 1736 sint64 del_exp;
1914 1737
1915 if (exp > op->stats.exp) 1738 if (exp > op->stats.exp)
1916 exp = op->stats.exp; 1739 exp = op->stats.exp;
1740
1917 if (settings.permanent_exp_ratio) 1741 if (settings.permanent_exp_ratio)
1918 { 1742 {
1919 del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO); 1743 del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO);
1744
1920 if (del_exp < 0) 1745 if (del_exp < 0)
1921 del_exp = 0; 1746 del_exp = 0;
1747
1922 if (exp > del_exp) 1748 if (exp > del_exp)
1923 exp = del_exp; 1749 exp = del_exp;
1924 } 1750 }
1751
1925 return exp; 1752 return exp;
1926} 1753}
1927 1754
1928sint64 1755sint64
1929check_exp_adjust (const object *op, sint64 exp) 1756check_exp_adjust (const object *op, sint64 exp)
1930{ 1757{
1931 if (exp < 0) 1758 if (exp < 0)
1932 return check_exp_loss (op, exp); 1759 return check_exp_loss (op, exp);
1933 else 1760 else
1934 return MIN (exp, (sint64) MAX_EXPERIENCE - op->stats.exp); 1761 return min (exp, (sint64)MAX_EXPERIENCE - op->stats.exp);
1935} 1762}
1936
1937 1763
1938/* Subtracts experience from player. 1764/* Subtracts experience from player.
1939 * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we 1765 * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we
1940 * only subtract from the matching skill. Otherwise, 1766 * only subtract from the matching skill. Otherwise,
1941 * this subtracts a portion from all 1767 * this subtracts a portion from all
1955 sint64 del_exp; 1781 sint64 del_exp;
1956 1782
1957 for (tmp = op->inv; tmp; tmp = tmp->below) 1783 for (tmp = op->inv; tmp; tmp = tmp->below)
1958 if (tmp->type == SKILL && tmp->stats.exp) 1784 if (tmp->type == SKILL && tmp->stats.exp)
1959 { 1785 {
1960 if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (tmp->skill, skill)) 1786 if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (&tmp->skill, skill))
1961 { 1787 {
1962 del_exp = check_exp_loss (tmp, exp); 1788 del_exp = check_exp_loss (tmp, exp);
1963 tmp->stats.exp -= del_exp; 1789 tmp->stats.exp -= del_exp;
1964 player_lvl_adj (op, tmp); 1790 player_lvl_adj (op, tmp);
1965 } 1791 }
2017 * worth. 1843 * worth.
2018 */ 1844 */
2019 if (op->type != PLAYER) 1845 if (op->type != PLAYER)
2020 { 1846 {
2021 /* Sanity check */ 1847 /* Sanity check */
2022 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1848 if (!op->flag [FLAG_ALIVE])
2023 return; 1849 return;
2024 1850
2025 /* reset exp to max allowed value. We subtract from 1851 /* reset exp to max allowed value. We subtract from
2026 * MAX_EXPERIENCE to prevent overflows. If the player somehow has 1852 * MAX_EXPERIENCE to prevent overflows. If the player somehow has
2027 * more than max exp, just return. 1853 * more than max exp, just return.
2053 * amount of permenent experience, whichever gives the lowest loss. 1879 * amount of permenent experience, whichever gives the lowest loss.
2054 */ 1880 */
2055void 1881void
2056apply_death_exp_penalty (object *op) 1882apply_death_exp_penalty (object *op)
2057{ 1883{
2058 object *tmp;
2059 sint64 loss; 1884 sint64 loss;
2060 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */ 1885 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */
2061 sint64 level_loss; /* defined by the setting 'death_penalty_levels */ 1886 sint64 level_loss; /* defined by the setting 'death_penalty_levels */
2062 1887
2063 for (tmp = op->inv; tmp; tmp = tmp->below) 1888 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2064 if (tmp->type == SKILL && tmp->stats.exp) 1889 if (tmp->type == SKILL && tmp->stats.exp)
2065 { 1890 {
2066
2067 percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100; 1891 percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100;
2068 level_loss = tmp->stats.exp - levels[MAX (0, tmp->level - settings.death_penalty_level)]; 1892 level_loss = tmp->stats.exp - levels [max (0, tmp->level - settings.death_penalty_level)];
2069 1893
2070 /* With the revised exp system, you can get cases where 1894 /* With the revised exp system, you can get cases where
2071 * losing several levels would still require that you have more 1895 * losing several levels would still require that you have more
2072 * exp than you currently have - this is true if the levels 1896 * exp than you currently have - this is true if the levels
2073 * tables is a lot harder. 1897 * tables is a lot harder.
2074 */ 1898 */
2075 if (level_loss < 0) 1899 if (level_loss < 0)
2076 level_loss = 0; 1900 level_loss = 0;
2077 1901
2078 loss = check_exp_loss (tmp, MIN (level_loss, percentage_loss)); 1902 loss = check_exp_loss (tmp, min (level_loss, percentage_loss));
2079 1903
2080 tmp->stats.exp -= loss; 1904 tmp->stats.exp -= loss;
2081 player_lvl_adj (op, tmp); 1905 player_lvl_adj (op, tmp);
2082 } 1906 }
2083 1907
2084 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100; 1908 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100;
2085 level_loss = op->stats.exp - levels[MAX (0, op->level - settings.death_penalty_level)]; 1909 level_loss = op->stats.exp - levels[max (0, op->level - settings.death_penalty_level)];
1910
2086 if (level_loss < 0) 1911 if (level_loss < 0)
2087 level_loss = 0; 1912 level_loss = 0;
1913
2088 loss = check_exp_loss (op, MIN (level_loss, percentage_loss)); 1914 loss = check_exp_loss (op, min (level_loss, percentage_loss));
2089 1915
2090 op->stats.exp -= loss; 1916 op->stats.exp -= loss;
2091 player_lvl_adj (op, NULL); 1917 player_lvl_adj (op, NULL);
2092} 1918}
2093 1919

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