ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/common/living.C
(Generate patch)

Comparing deliantra/server/common/living.C (file contents):
Revision 1.9 by root, Sun Sep 10 16:00:23 2006 UTC vs.
Revision 1.50 by root, Sat May 12 18:14:47 2007 UTC

1
2/* 1/*
3 * static char *rcsid_living_c =
4 * "$Id: living.C,v 1.9 2006/09/10 16:00:23 root Exp $";
5 */
6
7/*
8 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game
9 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
10 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team
11 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
12 7 *
13 This program is free software; you can redistribute it and/or modify 8 * This program is free software; you can redistribute it and/or modify
14 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
15 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
16 (at your option) any later version. 11 * (at your option) any later version.
17 12 *
18 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,
19 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
20 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
21 GNU General Public License for more details. 16 * GNU General Public License for more details.
22 17 *
23 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
24 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
25 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
26 21 *
27 The authors can be reached via e-mail at crossfire-devel@real-time.com 22 * The authors can be reached via e-mail at <crossfire@schmorp.de>
28*/ 23 */
29 24
30#include <global.h> 25#include <global.h>
31#include <funcpoint.h> 26#include <funcpoint.h>
32 27
33/* Handy little macro that adds exp and keeps it within bounds. Since 28/* Handy little macro that adds exp and keeps it within bounds. Since
164 * -b.t. 159 * -b.t.
165 */ 160 */
166 161
167#define MAX_EXP_IN_OBJ levels[settings.max_level]/(MAX_EXP_CAT - 1) 162#define MAX_EXP_IN_OBJ levels[settings.max_level]/(MAX_EXP_CAT - 1)
168 163
169#ifndef WIN32
170extern uint64 *levels;
171#else
172extern sint64 *levels; 164extern sint64 *levels;
173#endif
174 165
175#define MAX_SAVE_LEVEL 110 166#define MAX_SAVE_LEVEL 110
176 167
177/* This no longer needs to be changed anytime the number of 168/* This no longer needs to be changed anytime the number of
178 * levels is increased - rather, did_make_save will do the 169 * levels is increased - rather, did_make_save will do the
201static const char *const drain_msg[NUM_STATS] = { 192static const char *const drain_msg[NUM_STATS] = {
202 "Oh no! You are weakened!", 193 "Oh no! You are weakened!",
203 "You're feeling clumsy!", 194 "You're feeling clumsy!",
204 "You feel less healthy", 195 "You feel less healthy",
205 "You suddenly begin to lose your memory!", 196 "You suddenly begin to lose your memory!",
197 "Watch out, your mind is going!",
198 "Your spirit feels drained!",
206 "Your face gets distorted!", 199 "Your face gets distorted!",
207 "Watch out, your mind is going!",
208 "Your spirit feels drained!"
209}; 200};
210const char *const restore_msg[NUM_STATS] = { 201const char *const restore_msg[NUM_STATS] = {
211 "You feel your strength return.", 202 "You feel your strength return.",
212 "You feel your agility return.", 203 "You feel your agility return.",
213 "You feel your health return.", 204 "You feel your health return.",
205 "You feel your memory return.",
214 "You feel your wisdom return.", 206 "You feel your wisdom return.",
207 "You feel your spirits return.",
215 "You feel your charisma return.", 208 "You feel your charisma return.",
216 "You feel your memory return.",
217 "You feel your spirits return."
218}; 209};
219const char *const gain_msg[NUM_STATS] = { 210const char *const gain_msg[NUM_STATS] = {
220 "You feel stronger.", 211 "You feel stronger.",
221 "You feel more agile.", 212 "You feel more agile.",
222 "You feel healthy.", 213 "You feel healthy.",
214 "You feel smarter.",
223 "You feel wiser.", 215 "You feel wiser.",
216 "You feel more potent.",
224 "You seem to look better.", 217 "You seem to look better.",
225 "You feel smarter.",
226 "You feel more potent."
227}; 218};
228const char *const lose_msg[NUM_STATS] = { 219const char *const lose_msg[NUM_STATS] = {
229 "You feel weaker!", 220 "You feel weaker!",
230 "You feel clumsy!", 221 "You feel clumsy!",
231 "You feel less healthy!", 222 "You feel less healthy!",
223 "You feel stupid!",
232 "You lose some of your memory!", 224 "You lose some of your memory!",
225 "You feel less potent!",
233 "You look ugly!", 226 "You look ugly!",
234 "You feel stupid!",
235 "You feel less potent!"
236}; 227};
237 228
238const char *const statname[NUM_STATS] = { 229const char *const statname[NUM_STATS] = {
239 "strength", "dexterity", "constitution", "wisdom", "charisma", "intelligence", "power" 230 "strength", "dexterity", "constitution", "intelligence", "wisdom", "power", "charisma"
240}; 231};
241 232
242const char *const short_stat_name[NUM_STATS] = { 233const char *const short_stat_name[NUM_STATS] = {
243 "Str", "Dex", "Con", "Wis", "Cha", "Int", "Pow" 234 "Str", "Dex", "Con", "Int", "Wis", "Pow", "Cha"
244}; 235};
245
246/*
247 * sets Str/Dex/con/Wis/Cha/Int/Pow in stats to value, depending on
248 * what attr is (STR to POW).
249 */
250
251void
252set_attr_value (living * stats, int attr, sint8 value)
253{
254 switch (attr)
255 {
256 case STR:
257 stats->Str = value;
258 break;
259 case DEX:
260 stats->Dex = value;
261 break;
262 case CON:
263 stats->Con = value;
264 break;
265 case WIS:
266 stats->Wis = value;
267 break;
268 case POW:
269 stats->Pow = value;
270 break;
271 case CHA:
272 stats->Cha = value;
273 break;
274 case INT:
275 stats->Int = value;
276 break;
277 }
278}
279 236
280/* 237/*
281 * Like set_attr_value(), but instead the value (which can be negative) 238 * Like set_attr_value(), but instead the value (which can be negative)
282 * is added to the specified stat. 239 * is added to the specified stat.
283 */ 240 */
284
285void 241void
286change_attr_value (living * stats, int attr, sint8 value) 242change_attr_value (living *stats, int attr, sint8 value)
287{ 243{
288 if (value == 0) 244 stats->stat (attr) += value;
289 return; 245}
290 switch (attr) 246
291 { 247sint8 &
292 case STR: 248living::stat (int index)
293 stats->Str += value; 249{
294 break; 250 switch (index)
295 case DEX:
296 stats->Dex += value;
297 break;
298 case CON:
299 stats->Con += value;
300 break;
301 case WIS:
302 stats->Wis += value;
303 break;
304 case POW:
305 stats->Pow += value;
306 break;
307 case CHA:
308 stats->Cha += value;
309 break;
310 case INT:
311 stats->Int += value;
312 break;
313 default:
314 LOG (llevError, "Invalid attribute in change_attr_value: %d\n", attr);
315 } 251 {
316} 252 case STR: return Str;
253 case DEX: return Dex;
254 case CON: return Con;
255 case INT: return Int;
256 case WIS: return Wis;
257 case POW: return Pow;
258 case CHA: return Cha;
259 }
317 260
318/* 261 LOG (llevError | logBacktrace, "living.stat() called with out-of-range stat index");
319 * returns the specified stat. See also set_attr_value(). 262 static sint8 dummy;
320 */ 263 return dummy;
264}
321 265
322sint8 266sint8
323get_attr_value (const living * stats, int attr) 267living::stat (int index) const
324{ 268{
325 switch (attr) 269 switch (index)
326 {
327 case STR:
328 return (stats->Str);
329 case DEX:
330 return (stats->Dex);
331 case CON:
332 return (stats->Con);
333 case WIS:
334 return (stats->Wis);
335 case CHA:
336 return (stats->Cha);
337 case INT:
338 return (stats->Int);
339 case POW:
340 return (stats->Pow);
341 } 270 {
271 case STR: return Str;
272 case DEX: return Dex;
273 case CON: return Con;
274 case INT: return Int;
275 case WIS: return Wis;
276 case POW: return Pow;
277 case CHA: return Cha;
278 }
279
280 LOG (llevError | logBacktrace, "living.stat() called with out-of-range stat index");
281 static sint8 dummy;
342 return 0; 282 return dummy;
343} 283}
344 284
345/* 285/*
346 * Ensures that all stats (str/dex/con/wis/cha/int) are within the 286 * Ensures that all stats (str/dex/con/wis/cha/int) are within the
347 * 1-30 stat limit. 287 * 1-30 stat limit.
348 */ 288 */
349
350void 289void
351check_stat_bounds (living * stats) 290check_stat_bounds (living *stats)
352{ 291{
353 int i, v;
354
355 for (i = 0; i < NUM_STATS; i++) 292 for (int i = 0; i < NUM_STATS; i++)
356 if ((v = get_attr_value (stats, i)) > MAX_STAT) 293 {
357 set_attr_value (stats, i, MAX_STAT); 294 sint8 &v = stats->stat (i);
358 else if (v < MIN_STAT) 295 v = clamp (v, MIN_STAT, MAX_STAT);
359 set_attr_value (stats, i, MIN_STAT); 296 }
360} 297}
361 298
362#define ORIG_S(xyz,abc) (op->contr->orig_stats.abc) 299#define ORIG_S(xyz,abc) (op->contr->orig_stats.abc)
363 300
364/* Rather than having a whole bunch of if (flag) new_draw.. else new_draw, 301/* Rather than having a whole bunch of if (flag) new_draw.. else new_draw,
373/* flag is set to 1 if we are applying the object, -1 if we are removing 310/* flag is set to 1 if we are applying the object, -1 if we are removing
374 * the object. 311 * the object.
375 * It is the calling functions responsibilty to check to see if the object 312 * It is the calling functions responsibilty to check to see if the object
376 * can be applied or not. 313 * can be applied or not.
377 * The main purpose of calling this function is the messages that are 314 * The main purpose of calling this function is the messages that are
378 * displayed - fix_player should really always be called after this when 315 * displayed - update_stats should really always be called after this when
379 * removing an object - that is because it is impossible to know if some object 316 * removing an object - that is because it is impossible to know if some object
380 * is the only source of an attacktype or spell attunement, so this function 317 * is the only source of an attacktype or spell attunement, so this function
381 * will clear the bits, but the player may still have some other object 318 * will clear the bits, but the player may still have some other object
382 * that gives them that ability. 319 * that gives them that ability.
383 */ 320 */
388 char message[MAX_BUF]; 325 char message[MAX_BUF];
389 int potion_max = 0; 326 int potion_max = 0;
390 327
391 /* remember what object was like before it was changed. note that 328 /* remember what object was like before it was changed. note that
392 * refop is a local copy of op only to be used for detecting changes 329 * refop is a local copy of op only to be used for detecting changes
393 * found by fix_player. refop is not a real object 330 * found by update_stats. refop is not a real object
394 */ 331 */
395 object_pod refop = *op; 332 object_copy refop = *op;
396 333
397 if (op->type == PLAYER) 334 if (op->type == PLAYER)
398 { 335 {
399 if (tmp->type == POTION) 336 if (tmp->type == POTION)
400 { 337 {
401 potion_max = 1; 338 potion_max = 1;
402 for (j = 0; j < NUM_STATS; j++) 339 for (j = 0; j < NUM_STATS; j++)
403 { 340 {
404 int nstat, ostat; 341 int nstat, ostat;
405 342
406 ostat = get_attr_value (&(op->contr->orig_stats), j); 343 ostat = op->contr->orig_stats.stat (j);
407 i = get_attr_value (&(tmp->stats), j); 344 i = tmp->stats.stat (j);
408 345
409 /* nstat is what the stat will be after use of the potion */ 346 /* nstat is what the stat will be after use of the potion */
410 nstat = flag * i + ostat; 347 nstat = flag * i + ostat;
411 348
412 /* Do some bounds checking. While I don't think any 349 /* Do some bounds checking. While I don't think any
414 * that adjust that stat by more than one point, so we need 351 * that adjust that stat by more than one point, so we need
415 * to allow for that. 352 * to allow for that.
416 */ 353 */
417 if (nstat < 1 && i * flag < 0) 354 if (nstat < 1 && i * flag < 0)
418 nstat = 1; 355 nstat = 1;
419 else if (nstat > 20 + get_attr_value (&(op->arch->clone.stats), j)) 356 else if (nstat > 20 + op->arch->clone.stats.stat (j))
420 {
421 nstat = 20 + get_attr_value (&(op->arch->clone.stats), j); 357 nstat = 20 + op->arch->clone.stats.stat (j);
422 } 358
423 if (nstat != ostat) 359 if (nstat != ostat)
424 { 360 {
425 set_attr_value (&(op->contr->orig_stats), j, nstat); 361 op->contr->orig_stats.stat (j) = nstat;
426 potion_max = 0; 362 potion_max = 0;
427 } 363 }
428 else if (i) 364 else if (i)
429 { 365 {
430 /* potion is useless - player has already hit the natural maximum */ 366 /* potion is useless - player has already hit the natural maximum */
431 potion_max = 1; 367 potion_max = 1;
432 } 368 }
433 } 369 }
370
434 /* This section of code ups the characters normal stats also. I am not 371 /* This section of code ups the characters normal stats also. I am not
435 * sure if this is strictly necessary, being that fix_player probably 372 * sure if this is strictly necessary, being that fix_player probably
436 * recalculates this anyway. 373 * recalculates this anyway.
437 */ 374 */
438 for (j = 0; j < NUM_STATS; j++) 375 for (j = 0; j < NUM_STATS; j++)
439 change_attr_value (&(op->stats), j, flag * get_attr_value (&(tmp->stats), j)); 376 change_attr_value (&op->stats, j, flag * tmp->stats.stat (j));
377
440 check_stat_bounds (&(op->stats)); 378 check_stat_bounds (&op->stats);
441 } /* end of potion handling code */ 379 } /* end of potion handling code */
442 } 380 }
443 381
444 /* reset attributes that fix_player doesn't reset since it doesn't search 382 /* reset attributes that fix_player doesn't reset since it doesn't search
445 * everything to set 383 * everything to set
446 */ 384 */
447 if (flag == -1) 385 if (flag == -1)
448 { 386 {
449 op->attacktype &= ~tmp->attacktype; 387 op->attacktype &= ~tmp->attacktype;
450 op->path_attuned &= ~tmp->path_attuned; 388 op->path_attuned &= ~tmp->path_attuned;
451 op->path_repelled &= ~tmp->path_repelled; 389 op->path_repelled &= ~tmp->path_repelled;
452 op->path_denied &= ~tmp->path_denied; 390 op->path_denied &= ~tmp->path_denied;
453 /* Presuming here that creatures only have move_type, 391 /* Presuming here that creatures only have move_type,
454 * and not the other move_ fields. 392 * and not the other move_ fields.
455 */ 393 */
456 op->move_type &= ~tmp->move_type; 394 op->move_type &= ~tmp->move_type;
457 } 395 }
458 396
459 /* call fix_player since op object could have whatever attribute due 397 /* call fix_player since op object could have whatever attribute due
460 * to multiple items. if fix_player always has to be called after 398 * to multiple items. if fix_player always has to be called after
461 * change_ability then might as well call it from here 399 * change_ability then might as well call it from here
462 */ 400 */
463 fix_player (op); 401 op->update_stats ();
464 402
465 /* Fix player won't add the bows ability to the player, so don't 403 /* Fix player won't add the bows ability to the player, so don't
466 * print out message if this is a bow. 404 * print out message if this is a bow.
467 */ 405 */
468 if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW) 406 if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW)
469 { 407 {
470 success = 1; 408 success = 1;
471 DIFF_MSG (flag, "Your hands begin to glow red.", "Your hands stop glowing red."); 409 DIFF_MSG (flag, "Your hands begin to glow red.", "Your hands stop glowing red.");
472 } 410 }
411
473 if (QUERY_FLAG (op, FLAG_LIFESAVE) != QUERY_FLAG (&refop, FLAG_LIFESAVE)) 412 if (QUERY_FLAG (op, FLAG_LIFESAVE) != QUERY_FLAG (&refop, FLAG_LIFESAVE))
474 { 413 {
475 success = 1; 414 success = 1;
476 DIFF_MSG (flag, "You feel very protected.", "You don't feel protected anymore."); 415 DIFF_MSG (flag, "You feel very protected.", "You don't feel protected anymore.");
477 } 416 }
417
478 if (QUERY_FLAG (op, FLAG_REFL_MISSILE) != QUERY_FLAG (&refop, FLAG_REFL_MISSILE)) 418 if (QUERY_FLAG (op, FLAG_REFL_MISSILE) != QUERY_FLAG (&refop, FLAG_REFL_MISSILE))
479 { 419 {
480 success = 1; 420 success = 1;
481 DIFF_MSG (flag, "A magic force shimmers around you.", "The magic force fades away."); 421 DIFF_MSG (flag, "A magic force shimmers around you.", "The magic force fades away.");
482 } 422 }
423
483 if (QUERY_FLAG (op, FLAG_REFL_SPELL) != QUERY_FLAG (&refop, FLAG_REFL_SPELL)) 424 if (QUERY_FLAG (op, FLAG_REFL_SPELL) != QUERY_FLAG (&refop, FLAG_REFL_SPELL))
484 { 425 {
485 success = 1; 426 success = 1;
486 DIFF_MSG (flag, "You feel more safe now, somehow.", "Suddenly you feel less safe, somehow."); 427 DIFF_MSG (flag, "You feel more safe now, somehow.", "Suddenly you feel less safe, somehow.");
487 } 428 }
429
488 /* movement type has changed. We don't care about cases where 430 /* movement type has changed. We don't care about cases where
489 * user has multiple items giving the same type appled like we 431 * user has multiple items giving the same type appled like we
490 * used to - that is more work than what we gain, plus messages 432 * used to - that is more work than what we gain, plus messages
491 * can be misleading (a little higher could be miscontrued from 433 * can be misleading (a little higher could be miscontrued from
492 * from fly high) 434 * from fly high)
509 * in that case, you don't actually land 451 * in that case, you don't actually land
510 */ 452 */
511 DIFF_MSG (flag, "You soar into the air air!.", 453 DIFF_MSG (flag, "You soar into the air air!.",
512 (op->move_type & MOVE_FLY_LOW ? "You fly lower in the air" : "You float down to the ground.")); 454 (op->move_type & MOVE_FLY_LOW ? "You fly lower in the air" : "You float down to the ground."));
513 } 455 }
456
514 if (tmp->move_type & MOVE_SWIM) 457 if (tmp->move_type & MOVE_SWIM)
515 DIFF_MSG (flag, "You feel ready for a swim", "You no longer feel like swimming"); 458 DIFF_MSG (flag, "You feel ready for a swim", "You no longer feel like swimming");
516 459
517 /* Changing move status may mean you are affected by things you weren't before */ 460 /* Changing move status may mean you are affected by things you weren't before */
518 check_move_on (op, op); 461 check_move_on (op, op);
540 if (QUERY_FLAG (op, FLAG_STEALTH) != QUERY_FLAG (&refop, FLAG_STEALTH)) 483 if (QUERY_FLAG (op, FLAG_STEALTH) != QUERY_FLAG (&refop, FLAG_STEALTH))
541 { 484 {
542 success = 1; 485 success = 1;
543 DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily."); 486 DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily.");
544 } 487 }
488
545 if (QUERY_FLAG (op, FLAG_MAKE_INVIS) != QUERY_FLAG (&refop, FLAG_MAKE_INVIS)) 489 if (QUERY_FLAG (op, FLAG_MAKE_INVIS) != QUERY_FLAG (&refop, FLAG_MAKE_INVIS))
546 { 490 {
547 success = 1; 491 success = 1;
548 DIFF_MSG (flag, "You become transparent.", "You can see yourself."); 492 DIFF_MSG (flag, "You become transparent.", "You can see yourself.");
549 } 493 }
494
550 /* blinded you can tell if more blinded since blinded player has minimal 495 /* blinded you can tell if more blinded since blinded player has minimal
551 * vision 496 * vision
552 */ 497 */
553 if (QUERY_FLAG (tmp, FLAG_BLIND)) 498 if (QUERY_FLAG (tmp, FLAG_BLIND))
554 { 499 {
661 606
662 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message); 607 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message);
663 } 608 }
664 } 609 }
665 610
666 if (tmp->type != EXPERIENCE && !potion_max) 611 if (!potion_max)
667 { 612 {
668 for (j = 0; j < NUM_STATS; j++) 613 for (j = 0; j < NUM_STATS; j++)
669 { 614 {
670 if ((i = get_attr_value (&(tmp->stats), j)) != 0) 615 if ((i = tmp->stats.stat (j)))
671 { 616 {
672 success = 1; 617 success = 1;
673 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]); 618 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]);
674 } 619 }
675 } 620 }
676 } 621 }
622
677 return success; 623 return success;
678} 624}
679 625
680/* 626/*
681 * Stat draining by Vick 930307 627 * Stat draining by Vick 930307
682 * (Feeling evil, I made it work as well now. -Frank 8) 628 * (Feeling evil, I made it work as well now. -Frank 8)
683 */ 629 */
684
685void 630void
686drain_stat (object *op) 631object::drain_stat ()
687{ 632{
688 drain_specific_stat (op, RANDOM () % NUM_STATS); 633 drain_specific_stat (rndm (NUM_STATS));
689} 634}
690 635
691void 636void
692drain_specific_stat (object *op, int deplete_stats) 637object::drain_specific_stat (int deplete_stats)
693{ 638{
694 object *tmp; 639 object *tmp;
695 archetype *at; 640 archetype *at;
696 641
697 at = find_archetype (ARCH_DEPLETION); 642 at = archetype::find (ARCH_DEPLETION);
698 if (!at) 643 if (!at)
699 { 644 {
700 LOG (llevError, "Couldn't find archetype depletion.\n"); 645 LOG (llevError, "Couldn't find archetype depletion.\n");
701 return; 646 return;
702 } 647 }
703 else 648 else
704 { 649 {
705 tmp = present_arch_in_ob (at, op); 650 tmp = present_arch_in_ob (at, this);
651
706 if (!tmp) 652 if (!tmp)
707 { 653 {
708 tmp = arch_to_object (at); 654 tmp = arch_to_object (at);
709 tmp = insert_ob_in_ob (tmp, op); 655 tmp = insert_ob_in_ob (tmp, this);
710 SET_FLAG (tmp, FLAG_APPLIED); 656 SET_FLAG (tmp, FLAG_APPLIED);
711 } 657 }
712 } 658 }
713 659
714 new_draw_info (NDI_UNIQUE, 0, op, drain_msg[deplete_stats]); 660 new_draw_info (NDI_UNIQUE, 0, this, drain_msg[deplete_stats]);
715 change_attr_value (&tmp->stats, deplete_stats, -1); 661 change_attr_value (&tmp->stats, deplete_stats, -1);
716 fix_player (op); 662 update_stats ();
717} 663}
718 664
719/* 665/*
720 * A value of 0 indicates timeout, otherwise change the luck of the object. 666 * A value of 0 indicates timeout, otherwise change the luck of the object.
721 * via an applied bad_luck object. 667 * via an applied bad_luck object.
722 */ 668 */
723
724void 669void
725change_luck (object *op, int value) 670object::change_luck (int value)
726{ 671{
727 object *tmp; 672 archetype *at = archetype::find ("luck");
728 archetype *at;
729 int new_luck;
730
731 at = find_archetype ("luck");
732 if (!at) 673 if (!at)
733 LOG (llevError, "Couldn't find archetype luck.\n"); 674 LOG (llevError, "Couldn't find archetype luck.\n");
734 else 675 else
735 { 676 {
736 tmp = present_arch_in_ob (at, op); 677 object *tmp = present_arch_in_ob (at, this);
678
737 if (!tmp) 679 if (!tmp)
738 { 680 {
739 if (!value) 681 if (!value)
740 return; 682 return;
683
741 tmp = arch_to_object (at); 684 tmp = arch_to_object (at);
742 tmp = insert_ob_in_ob (tmp, op); 685 tmp = insert_ob_in_ob (tmp, this);
743 SET_FLAG (tmp, FLAG_APPLIED); 686 SET_FLAG (tmp, FLAG_APPLIED);
744 } 687 }
688
745 if (value) 689 if (value)
746 { 690 {
747 /* Limit the luck value of the bad luck object to +/-100. This 691 /* Limit the luck value of the bad luck object to +/-100. This
748 * (arbitrary) value prevents overflows (both in the bad luck object and 692 * (arbitrary) value prevents overflows (both in the bad luck object and
749 * in op itself). 693 * in op itself).
750 */ 694 */
751 new_luck = tmp->stats.luck + value; 695 int new_luck = tmp->stats.luck + value;
696
752 if (new_luck >= -100 && new_luck <= 100) 697 if (new_luck >= -100 && new_luck <= 100)
753 { 698 {
754 op->stats.luck += value; 699 stats.luck += value;
755 tmp->stats.luck = new_luck; 700 tmp->stats.luck = new_luck;
756 } 701 }
757 } 702 }
758 else 703 else
759 { 704 {
760 if (!tmp->stats.luck) 705 if (!tmp->stats.luck)
761 {
762 return; 706 return;
763 } 707
764 /* Randomly change the players luck. Basically, we move it 708 /* Randomly change the players luck. Basically, we move it
765 * back neutral (if greater>0, subtract, otherwise add) 709 * back neutral (if greater>0, subtract, otherwise add)
766 */ 710 */
767 if (RANDOM () % (FABS (tmp->stats.luck)) >= RANDOM () % 30) 711 if (rndm (abs (tmp->stats.luck)) >= rndm (30))
768 { 712 {
769 int diff = tmp->stats.luck > 0 ? -1 : 1; 713 int diff = tmp->stats.luck > 0 ? -1 : 1;
770 714
771 op->stats.luck += diff; 715 stats.luck += diff;
772 tmp->stats.luck += diff; 716 tmp->stats.luck += diff;
773 } 717 }
774 } 718 }
775 } 719 }
776} 720}
777 721
778/* 722/*
779 * Subtracts stat-bonuses given by the class which the player has chosen. 723 * Subtracts stat-bonuses given by the class which the player has chosen.
780 */ 724 */
781
782void 725void
783remove_statbonus (object *op) 726object::remove_statbonus ()
784{ 727{
785 op->stats.Str -= op->arch->clone.stats.Str; 728 stats.Str -= arch->clone.stats.Str;
786 op->stats.Dex -= op->arch->clone.stats.Dex; 729 stats.Dex -= arch->clone.stats.Dex;
787 op->stats.Con -= op->arch->clone.stats.Con; 730 stats.Con -= arch->clone.stats.Con;
788 op->stats.Wis -= op->arch->clone.stats.Wis; 731 stats.Wis -= arch->clone.stats.Wis;
789 op->stats.Pow -= op->arch->clone.stats.Pow; 732 stats.Pow -= arch->clone.stats.Pow;
790 op->stats.Cha -= op->arch->clone.stats.Cha; 733 stats.Cha -= arch->clone.stats.Cha;
791 op->stats.Int -= op->arch->clone.stats.Int; 734 stats.Int -= arch->clone.stats.Int;
735
792 op->contr->orig_stats.Str -= op->arch->clone.stats.Str; 736 contr->orig_stats.Str -= arch->clone.stats.Str;
793 op->contr->orig_stats.Dex -= op->arch->clone.stats.Dex; 737 contr->orig_stats.Dex -= arch->clone.stats.Dex;
794 op->contr->orig_stats.Con -= op->arch->clone.stats.Con; 738 contr->orig_stats.Con -= arch->clone.stats.Con;
795 op->contr->orig_stats.Wis -= op->arch->clone.stats.Wis; 739 contr->orig_stats.Wis -= arch->clone.stats.Wis;
796 op->contr->orig_stats.Pow -= op->arch->clone.stats.Pow; 740 contr->orig_stats.Pow -= arch->clone.stats.Pow;
797 op->contr->orig_stats.Cha -= op->arch->clone.stats.Cha; 741 contr->orig_stats.Cha -= arch->clone.stats.Cha;
798 op->contr->orig_stats.Int -= op->arch->clone.stats.Int; 742 contr->orig_stats.Int -= arch->clone.stats.Int;
799} 743}
800 744
801/* 745/*
802 * Adds stat-bonuses given by the class which the player has chosen. 746 * Adds stat-bonuses given by the class which the player has chosen.
803 */ 747 */
804
805void 748void
806add_statbonus (object *op) 749object::add_statbonus ()
807{ 750{
808 op->stats.Str += op->arch->clone.stats.Str; 751 stats.Str += arch->clone.stats.Str;
809 op->stats.Dex += op->arch->clone.stats.Dex; 752 stats.Dex += arch->clone.stats.Dex;
810 op->stats.Con += op->arch->clone.stats.Con; 753 stats.Con += arch->clone.stats.Con;
811 op->stats.Wis += op->arch->clone.stats.Wis; 754 stats.Wis += arch->clone.stats.Wis;
812 op->stats.Pow += op->arch->clone.stats.Pow; 755 stats.Pow += arch->clone.stats.Pow;
813 op->stats.Cha += op->arch->clone.stats.Cha; 756 stats.Cha += arch->clone.stats.Cha;
814 op->stats.Int += op->arch->clone.stats.Int; 757 stats.Int += arch->clone.stats.Int;
758
815 op->contr->orig_stats.Str += op->arch->clone.stats.Str; 759 contr->orig_stats.Str += arch->clone.stats.Str;
816 op->contr->orig_stats.Dex += op->arch->clone.stats.Dex; 760 contr->orig_stats.Dex += arch->clone.stats.Dex;
817 op->contr->orig_stats.Con += op->arch->clone.stats.Con; 761 contr->orig_stats.Con += arch->clone.stats.Con;
818 op->contr->orig_stats.Wis += op->arch->clone.stats.Wis; 762 contr->orig_stats.Wis += arch->clone.stats.Wis;
819 op->contr->orig_stats.Pow += op->arch->clone.stats.Pow; 763 contr->orig_stats.Pow += arch->clone.stats.Pow;
820 op->contr->orig_stats.Cha += op->arch->clone.stats.Cha; 764 contr->orig_stats.Cha += arch->clone.stats.Cha;
821 op->contr->orig_stats.Int += op->arch->clone.stats.Int; 765 contr->orig_stats.Int += arch->clone.stats.Int;
822} 766}
823 767
824/* 768/*
825 * Updates all abilities given by applied objects in the inventory 769 * Updates all abilities given by applied objects in the inventory
826 * of the given object. Note: This function works for both monsters 770 * of the given object. Note: This function works for both monsters
827 * and players; the "player" in the name is purely an archaic inheritance. 771 * and players; the "player" in the name is purely an archaic inheritance.
828 * This functions starts from base values (archetype or player object) 772 * This functions starts from base values (archetype or player object)
829 * and then adjusts them according to what the player has equipped. 773 * and then adjusts them according to what the player has equipped.
830 */ 774 *
831
832/* July 95 - inserted stuff to handle new skills/exp system - b.t. 775 * July 95 - inserted stuff to handle new skills/exp system - b.t.
833 spell system split, grace points now added to system --peterm 776 * spell system split, grace points now added to system --peterm
834 */ 777 */
835
836void 778void
837fix_player (object *op) 779object::update_stats ()
838{ 780{
839 int i, j; 781 int i, j;
840 float f, max = 9, added_speed = 0, bonus_speed = 0, sp_tmp, speed_reduce_from_disease = 1; 782 float f, max = 9, added_speed = 0, bonus_speed = 0, sp_tmp, speed_reduce_from_disease = 1;
841 int weapon_weight = 0, weapon_speed = 0; 783 int weapon_weight = 0, weapon_speed = 0;
842 int best_wc = 0, best_ac = 0, wc = 0, ac = 0; 784 int best_wc = 0, best_ac = 0, wc = 0, ac = 0;
843 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; 785 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS];
844 object *grace_obj = NULL, *mana_obj = NULL, *wc_obj = NULL, *tmp; 786 object *grace_obj = NULL, *mana_obj = NULL, *wc_obj = NULL, *tmp;
787 float old_speed = speed;
845 788
846 /* First task is to clear all the values back to their original values */ 789 /* First task is to clear all the values back to their original values */
847 if (op->type == PLAYER) 790 if (type == PLAYER)
848 { 791 {
849 for (i = 0; i < NUM_STATS; i++) 792 for (i = 0; i < NUM_STATS; i++)
850 { 793 stats.stat (i) = contr->orig_stats.stat (i);
851 set_attr_value (&(op->stats), i, get_attr_value (&(op->contr->orig_stats), i)); 794
852 }
853 if (settings.spell_encumbrance == TRUE) 795 if (settings.spell_encumbrance == TRUE)
854 op->contr->encumbrance = 0; 796 contr->encumbrance = 0;
855 797
856 op->attacktype = 0; 798 attacktype = 0;
799
857 op->contr->digestion = 0; 800 contr->digestion = 0;
858 op->contr->gen_hp = 0; 801 contr->gen_hp = 0;
859 op->contr->gen_sp = 0; 802 contr->gen_sp = 0;
860 op->contr->gen_grace = 0; 803 contr->gen_grace = 0;
861 op->contr->gen_sp_armour = 10; 804 contr->gen_sp_armour = 10;
862 op->contr->item_power = 0; 805 contr->item_power = 0;
863
864 /* Don't clobber all the range_ values. range_golem otherwise
865 * gets reset for no good reason, and we don't want to reset
866 * range_magic (what spell is readied). These three below
867 * well get filled in based on what the player has equipped.
868 */
869 op->contr->ranges[range_bow] = NULL;
870 op->contr->ranges[range_misc] = NULL;
871 op->contr->ranges[range_skill] = NULL;
872 } 806 }
873 memcpy (op->body_used, op->body_info, sizeof (op->body_info));
874 807
808 for (int i = NUM_BODY_LOCATIONS; i--; )
809 slot[i].used = slot[i].info;
810
875 op->slaying = 0; 811 slaying = 0;
876 812
877 if (!QUERY_FLAG (op, FLAG_WIZ)) 813 if (!QUERY_FLAG (this, FLAG_WIZ))
878 { 814 {
879 CLEAR_FLAG (op, FLAG_XRAYS); 815 CLEAR_FLAG (this, FLAG_XRAYS);
880 CLEAR_FLAG (op, FLAG_MAKE_INVIS); 816 CLEAR_FLAG (this, FLAG_MAKE_INVIS);
881 } 817 }
882 818
883 CLEAR_FLAG (op, FLAG_LIFESAVE); 819 CLEAR_FLAG (this, FLAG_LIFESAVE);
884 CLEAR_FLAG (op, FLAG_STEALTH); 820 CLEAR_FLAG (this, FLAG_STEALTH);
885 CLEAR_FLAG (op, FLAG_BLIND); 821 CLEAR_FLAG (this, FLAG_BLIND);
886 if (!QUERY_FLAG (&op->arch->clone, FLAG_REFL_SPELL))
887 CLEAR_FLAG (op, FLAG_REFL_SPELL);
888 if (!QUERY_FLAG (&op->arch->clone, FLAG_REFL_MISSILE))
889 CLEAR_FLAG (op, FLAG_REFL_MISSILE);
890 if (!QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
891 CLEAR_FLAG (op, FLAG_UNDEAD);
892 if (!QUERY_FLAG (&op->arch->clone, FLAG_SEE_IN_DARK))
893 CLEAR_FLAG (op, FLAG_SEE_IN_DARK);
894 822
823 if (!QUERY_FLAG (&arch->clone, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL);
824 if (!QUERY_FLAG (&arch->clone, FLAG_REFL_MISSILE)) CLEAR_FLAG (this, FLAG_REFL_MISSILE);
825 if (!QUERY_FLAG (&arch->clone, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD);
826 if (!QUERY_FLAG (&arch->clone, FLAG_SEE_IN_DARK )) CLEAR_FLAG (this, FLAG_SEE_IN_DARK);
827
895 op->path_attuned = op->arch->clone.path_attuned; 828 path_attuned = arch->clone.path_attuned;
896 op->path_repelled = op->arch->clone.path_repelled; 829 path_repelled = arch->clone.path_repelled;
897 op->path_denied = op->arch->clone.path_denied; 830 path_denied = arch->clone.path_denied;
898 op->glow_radius = op->arch->clone.glow_radius; 831 glow_radius = arch->clone.glow_radius;
899 op->move_type = op->arch->clone.move_type; 832 move_type = arch->clone.move_type;
833
900 op->chosen_skill = NULL; 834 chosen_skill = 0;
901 835
902 /* initializing resistances from the values in player/monster's 836 /* initializing resistances from the values in player/monster's
903 * archetype clone 837 * archetype clone
904 */ 838 */
905 memcpy (&op->resist, &op->arch->clone.resist, sizeof (op->resist)); 839 memcpy (&resist, &arch->clone.resist, sizeof (resist));
906 840
907 for (i = 0; i < NROFATTACKS; i++) 841 for (i = 0; i < NROFATTACKS; i++)
908 { 842 {
909 if (op->resist[i] > 0) 843 if (resist[i] > 0)
910 prot[i] = op->resist[i], vuln[i] = 0; 844 prot[i] = resist[i], vuln[i] = 0;
911 else 845 else
912 vuln[i] = -(op->resist[i]), prot[i] = 0; 846 vuln[i] = -(resist[i]), prot[i] = 0;
847
913 potion_resist[i] = 0; 848 potion_resist[i] = 0;
914 } 849 }
915 850
916 wc = op->arch->clone.stats.wc; 851 wc = arch->clone.stats.wc;
917 op->stats.dam = op->arch->clone.stats.dam; 852 stats.dam = arch->clone.stats.dam;
918 853
919 /* for players which cannot use armour, they gain AC -1 per 3 levels, 854 /* for players which cannot use armour, they gain AC -1 per 3 levels,
920 * plus a small amount of physical resist, those poor suckers. ;) 855 * plus a small amount of physical resist, those poor suckers. ;)
921 * the fact that maxlevel is factored in could be considered sort of bogus - 856 * the fact that maxlevel is factored in could be considered sort of bogus -
922 * we should probably give them some bonus and cap it off - otherwise, 857 * we should probably give them some bonus and cap it off - otherwise,
923 * basically, if a server updates its max level, these playes may find 858 * basically, if a server updates its max level, these playes may find
924 * that their protection from physical goes down 859 * that their protection from physical goes down
925 */ 860 */
926 if (!QUERY_FLAG (op, FLAG_USE_ARMOUR) && op->type == PLAYER) 861 if (!QUERY_FLAG (this, FLAG_USE_ARMOUR) && type == PLAYER)
927 { 862 {
928 ac = MAX (-10, op->arch->clone.stats.ac - op->level / 3); 863 ac = MAX (-10, arch->clone.stats.ac - level / 3);
929 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * op->level / settings.max_level)) / 100; 864 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100;
930 } 865 }
931 else 866 else
932 ac = op->arch->clone.stats.ac; 867 ac = arch->clone.stats.ac;
933 868
934 op->stats.luck = op->arch->clone.stats.luck; 869 stats.luck = arch->clone.stats.luck;
935 op->speed = op->arch->clone.speed; 870 speed = arch->clone.speed;
936 871
937 /* OK - we've reset most all the objects attributes to sane values. 872 /* OK - we've reset most all the objects attributes to sane values.
938 * now go through and make adjustments for what the player has equipped. 873 * now go through and make adjustments for what the player has equipped.
939 */ 874 */
940
941 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 875 for (tmp = inv; tmp; tmp = tmp->below)
942 { 876 {
943 /* See note in map.c:update_position about making this additive 877 /* See note in map.c:update_position about making this additive
944 * since light sources are never applied, need to put check here. 878 * since light sources are never applied, need to put check here.
945 */ 879 */
946 if (tmp->glow_radius > op->glow_radius) 880 if (tmp->glow_radius > glow_radius)
947 op->glow_radius = tmp->glow_radius; 881 glow_radius = tmp->glow_radius;
948 882
949 /* This happens because apply_potion calls change_abil with the potion 883 /* This happens because apply_potion calls change_abil with the potion
950 * applied so we can tell the player what chagned. But change_abil 884 * applied so we can tell the player what changed. But change_abil
951 * then calls this function. 885 * then calls this function.
952 */ 886 */
953 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION) 887 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION)
954 {
955 continue; 888 continue;
956 }
957 889
958 /* For some things, we don't care what is equipped */ 890 /* For some things, we don't care what is equipped */
959 if (tmp->type == SKILL) 891 if (tmp->type == SKILL)
960 { 892 {
961 /* Want to take the highest skill here. */ 893 /* Want to take the highest skill here. */
964 if (!mana_obj) 896 if (!mana_obj)
965 mana_obj = tmp; 897 mana_obj = tmp;
966 else if (tmp->level > mana_obj->level) 898 else if (tmp->level > mana_obj->level)
967 mana_obj = tmp; 899 mana_obj = tmp;
968 } 900 }
901
969 if (IS_GRACE_SKILL (tmp->subtype)) 902 if (IS_GRACE_SKILL (tmp->subtype))
970 { 903 {
971 if (!grace_obj) 904 if (!grace_obj)
972 grace_obj = tmp; 905 grace_obj = tmp;
973 else if (tmp->level > grace_obj->level) 906 else if (tmp->level > grace_obj->level)
982 * in the praying skill, and the player should always get those. 915 * in the praying skill, and the player should always get those.
983 * It also means we need to put in additional checks for applied below, 916 * It also means we need to put in additional checks for applied below,
984 * because the skill shouldn't count against body positions being used 917 * because the skill shouldn't count against body positions being used
985 * up, etc. 918 * up, etc.
986 */ 919 */
987 if ((QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type != CONTAINER && tmp->type != CLOSE_CON) || 920 if ((tmp->flag [FLAG_APPLIED]
921 && tmp->type != CONTAINER
922 && tmp->type != CLOSE_CON)
923 || (tmp->type == SKILL
988 (tmp->type == SKILL && tmp->subtype == SK_PRAYING)) 924 && tmp->subtype == SK_PRAYING))
989 { 925 {
990 if (op->type == PLAYER) 926 if (type == PLAYER)
991 { 927 {
992 if (tmp->type == BOW) 928 if (tmp == contr->combat_ob || tmp == contr->ranged_ob)
993 op->contr->ranges[range_bow] = tmp; 929 if (tmp != current_weapon && (tmp->type != SKILL || tmp->subtype != SK_PRAYING))
994 930 continue;
995 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
996 op->contr->ranges[range_misc] = tmp;
997 931
998 for (i = 0; i < NUM_STATS; i++) 932 for (i = 0; i < NUM_STATS; i++)
999 change_attr_value (&(op->stats), i, get_attr_value (&(tmp->stats), i)); 933 change_attr_value (&stats, i, tmp->stats.stat (i));
1000 934
1001 /* these are the items that currently can change digestion, regeneration, 935 /* these are the items that currently can change digestion, regeneration,
1002 * spell point recovery and mana point recovery. Seems sort of an arbitary 936 * spell point recovery and mana point recovery. Seems sort of an arbitary
1003 * list, but other items store other info into stats array. 937 * list, but other items store other info into stats array.
1004 */ 938 */
1005 if ((tmp->type == EXPERIENCE) || (tmp->type == WEAPON) || 939 if (tmp->type == WEAPON || tmp->type == BOW ||
1006 (tmp->type == ARMOUR) || (tmp->type == HELMET) || 940 tmp->type == ARMOUR || tmp->type == HELMET ||
1007 (tmp->type == SHIELD) || (tmp->type == RING) || 941 tmp->type == SHIELD || tmp->type == RING ||
1008 (tmp->type == BOOTS) || (tmp->type == GLOVES) || 942 tmp->type == BOOTS || tmp->type == GLOVES ||
1009 (tmp->type == AMULET) || (tmp->type == GIRDLE) || 943 tmp->type == AMULET || tmp->type == GIRDLE ||
1010 (tmp->type == BRACERS) || (tmp->type == CLOAK) || (tmp->type == DISEASE) || (tmp->type == FORCE) || (tmp->type == SKILL)) 944 tmp->type == BRACERS || tmp->type == CLOAK ||
945 tmp->type == DISEASE || tmp->type == FORCE ||
946 tmp->type == SKILL)
1011 { 947 {
1012 op->contr->digestion += tmp->stats.food; 948 contr->digestion += tmp->stats.food;
1013 op->contr->gen_hp += tmp->stats.hp; 949 contr->gen_hp += tmp->stats.hp;
1014 op->contr->gen_sp += tmp->stats.sp; 950 contr->gen_sp += tmp->stats.sp;
1015 op->contr->gen_grace += tmp->stats.grace; 951 contr->gen_grace += tmp->stats.grace;
1016 op->contr->gen_sp_armour += tmp->gen_sp_armour; 952 contr->gen_sp_armour += tmp->gen_sp_armour;
1017 op->contr->item_power += tmp->item_power; 953 contr->item_power += tmp->item_power;
1018 } 954 }
1019 } /* if this is a player */ 955 } /* if this is a player */
956 else
957 {
958 if (tmp->type == WEAPON)
959 current_weapon = tmp;
960 }
1020 961
1021 /* Update slots used for items */ 962 /* Update slots used for items */
1022 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 963 if (QUERY_FLAG (tmp, FLAG_APPLIED))
1023 {
1024 for (i = 0; i < NUM_BODY_LOCATIONS; i++) 964 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
1025 op->body_used[i] += tmp->body_info[i]; 965 slot[i].used += tmp->slot[i].info;
1026 }
1027 966
1028 if (tmp->type == SYMPTOM) 967 if (tmp->type == SYMPTOM)
1029 { 968 {
1030 speed_reduce_from_disease = tmp->last_sp / 100.0; 969 speed_reduce_from_disease = tmp->last_sp / 100.f;
970
1031 if (speed_reduce_from_disease == 0) 971 if (speed_reduce_from_disease == 0)
1032 speed_reduce_from_disease = 1; 972 speed_reduce_from_disease = 1;
1033 } 973 }
1034 974
1035 /* Pos. and neg. protections are counted seperate (-> pro/vuln). 975 /* Pos. and neg. protections are counted seperate (-> pro/vuln).
1036 * (Negative protections are calculated extactly like positive.) 976 * (Negative protections are calculated exactly like positive.)
1037 * Resistance from potions are treated special as well. If there's 977 * Resistance from potions are treated special as well. If there's
1038 * more than one potion-effect, the bigger prot.-value is taken. 978 * more than one potion-effect, the bigger prot.-value is taken.
1039 */ 979 */
1040 if (tmp->type != POTION) 980 if (tmp->type != POTION)
1041 { 981 {
1042 for (i = 0; i < NROFATTACKS; i++) 982 for (i = 0; i < NROFATTACKS; i++)
1043 { 983 {
1044 /* Potential for cursed potions, in which case we just can use 984 /* Potential for cursed potions, in which case we just can use
1045 * a straight MAX, as potion_resist is initialized to zero. 985 * a straight MAX, as potion_resist is initialised to zero.
1046 */ 986 */
1047 if (tmp->type == POTION_EFFECT) 987 if (tmp->type == POTION_EFFECT)
1048 { 988 {
1049 if (potion_resist[i]) 989 if (potion_resist[i])
1050 potion_resist[i] = MAX (potion_resist[i], tmp->resist[i]); 990 potion_resist[i] = MAX (potion_resist[i], tmp->resist[i]);
1051 else 991 else
1052 potion_resist[i] = tmp->resist[i]; 992 potion_resist[i] = tmp->resist[i];
1053 } 993 }
1054 else if (tmp->resist[i] > 0) 994 else if (tmp->resist[i] > 0)
1055 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100; 995 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100;
1056 else if (tmp->resist[i] < 0) 996 else if (tmp->resist[i] < 0)
1057 vuln[i] += ((100 - vuln[i]) * (-tmp->resist[i])) / 100; 997 vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100;
1058 } 998 }
1059 } 999 }
1060 1000
1061 /* There may be other things that should not adjust the attacktype */ 1001 /* There may be other things that should not adjust the attacktype */
1062 if (tmp->type != BOW && tmp->type != SYMPTOM) 1002 if ((tmp->type != WEAPON && tmp->type != BOW && tmp->type != SYMPTOM)
1003 || current_weapon == tmp)
1004 {
1063 op->attacktype |= tmp->attacktype; 1005 attacktype |= tmp->attacktype;
1064
1065 op->path_attuned |= tmp->path_attuned; 1006 path_attuned |= tmp->path_attuned;
1066 op->path_repelled |= tmp->path_repelled; 1007 path_repelled |= tmp->path_repelled;
1067 op->path_denied |= tmp->path_denied; 1008 path_denied |= tmp->path_denied;
1009 move_type |= tmp->move_type;
1068 op->stats.luck += tmp->stats.luck; 1010 stats.luck += tmp->stats.luck;
1069 op->move_type |= tmp->move_type; 1011 }
1070 1012
1071 if (QUERY_FLAG (tmp, FLAG_LIFESAVE)) 1013 if (QUERY_FLAG (tmp, FLAG_LIFESAVE )) SET_FLAG (this, FLAG_LIFESAVE);
1072 SET_FLAG (op, FLAG_LIFESAVE); 1014 if (QUERY_FLAG (tmp, FLAG_REFL_SPELL )) SET_FLAG (this, FLAG_REFL_SPELL);
1073 if (QUERY_FLAG (tmp, FLAG_REFL_SPELL)) 1015 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE)) SET_FLAG (this, FLAG_REFL_MISSILE);
1074 SET_FLAG (op, FLAG_REFL_SPELL); 1016 if (QUERY_FLAG (tmp, FLAG_STEALTH )) SET_FLAG (this, FLAG_STEALTH);
1075 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE)) 1017 if (QUERY_FLAG (tmp, FLAG_XRAYS )) SET_FLAG (this, FLAG_XRAYS);
1076 SET_FLAG (op, FLAG_REFL_MISSILE); 1018 if (QUERY_FLAG (tmp, FLAG_BLIND )) SET_FLAG (this, FLAG_BLIND);
1077 if (QUERY_FLAG (tmp, FLAG_STEALTH)) 1019 if (QUERY_FLAG (tmp, FLAG_SEE_IN_DARK )) SET_FLAG (this, FLAG_SEE_IN_DARK);
1078 SET_FLAG (op, FLAG_STEALTH);
1079 if (QUERY_FLAG (tmp, FLAG_XRAYS))
1080 SET_FLAG (op, FLAG_XRAYS);
1081 if (QUERY_FLAG (tmp, FLAG_BLIND))
1082 SET_FLAG (op, FLAG_BLIND);
1083 if (QUERY_FLAG (tmp, FLAG_SEE_IN_DARK))
1084 SET_FLAG (op, FLAG_SEE_IN_DARK);
1085 1020
1086 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 1021 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (&arch->clone, FLAG_UNDEAD))
1087 SET_FLAG (op, FLAG_UNDEAD); 1022 SET_FLAG (this, FLAG_UNDEAD);
1088 1023
1089 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS)) 1024 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS))
1090 { 1025 {
1091 SET_FLAG (op, FLAG_MAKE_INVIS); 1026 SET_FLAG (this, FLAG_MAKE_INVIS);
1092 op->invisible = 1; 1027 invisible = 1;
1093 } 1028 }
1094 1029
1095 if (tmp->stats.exp && tmp->type != SKILL) 1030 if (tmp->stats.exp && tmp->type != SKILL)
1096 { 1031 {
1097 if (tmp->stats.exp > 0) 1032 if (tmp->stats.exp > 0)
1098 { 1033 {
1099 added_speed += (float) tmp->stats.exp / 3.0; 1034 added_speed += tmp->stats.exp / 3.f;
1100 bonus_speed += 1.0 + (float) tmp->stats.exp / 3.0; 1035 bonus_speed += tmp->stats.exp / 3.f + 1.f;
1101 } 1036 }
1102 else 1037 else
1103 added_speed += (float) tmp->stats.exp; 1038 added_speed += tmp->stats.exp;
1104 } 1039 }
1105 1040
1106 switch (tmp->type) 1041 switch (tmp->type)
1107 { 1042 {
1043#if 0
1044 case WAND:
1045 case ROD:
1046 case HORN:
1047 if (type != PLAYER || current_weapon == tmp)
1048 chosen_skill = tmp;
1049 break;
1050#endif
1051
1108 /* skills modifying the character -b.t. */ 1052 /* skills modifying the character -b.t. */
1109 /* for all skills and skill granting objects */ 1053 /* for all skills and skill granting objects */
1110 case SKILL: 1054 case SKILL:
1111 if (!QUERY_FLAG (tmp, FLAG_APPLIED)) 1055 if (!QUERY_FLAG (tmp, FLAG_APPLIED))
1112 break;
1113
1114 if (IS_COMBAT_SKILL (tmp->subtype))
1115 wc_obj = tmp;
1116
1117 if (op->chosen_skill)
1118 {
1119 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &op->name);
1120 }
1121 op->chosen_skill = tmp;
1122 if (tmp->stats.dam > 0)
1123 { /* skill is a 'weapon' */
1124 if (!QUERY_FLAG (op, FLAG_READY_WEAPON))
1125 weapon_speed = (int) WEAPON_SPEED (tmp);
1126 if (weapon_speed < 0)
1127 weapon_speed = 0;
1128 weapon_weight = tmp->weight;
1129 op->stats.dam += tmp->stats.dam * (1 + (op->chosen_skill->level / 9));
1130 if (tmp->magic)
1131 op->stats.dam += tmp->magic;
1132 }
1133 if (tmp->stats.wc)
1134 wc -= (tmp->stats.wc + tmp->magic);
1135
1136 if (tmp->slaying != NULL)
1137 op->slaying = tmp->slaying;
1138
1139 if (tmp->stats.ac)
1140 ac -= (tmp->stats.ac + tmp->magic);
1141 if (settings.spell_encumbrance == TRUE && op->type == PLAYER)
1142 op->contr->encumbrance += (int) 3 *tmp->weight / 1000;
1143
1144 if (op->type == PLAYER)
1145 op->contr->ranges[range_skill] = op;
1146 break; 1056 break;
1147 1057
1148 case SKILL_TOOL: 1058 if (IS_COMBAT_SKILL (tmp->subtype))
1059 wc_obj = tmp;
1060
1149 if (op->chosen_skill) 1061 if (chosen_skill)
1150 {
1151 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &op->name); 1062 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name);
1063
1064 chosen_skill = tmp;
1065
1066 if (tmp->stats.dam > 0)
1067 { /* skill is a 'weapon' */
1068 if (!QUERY_FLAG (this, FLAG_READY_WEAPON))
1069 weapon_speed = WEAPON_SPEED (tmp);
1070
1071 if (weapon_speed < 0)
1072 weapon_speed = 0;
1073
1074 weapon_weight = tmp->weight;
1075 stats.dam += tmp->stats.dam * (1 + (chosen_skill->level / 9));
1076
1077 if (tmp->magic)
1078 stats.dam += tmp->magic;
1152 } 1079 }
1153 op->chosen_skill = tmp;
1154 if (op->type == PLAYER)
1155 op->contr->ranges[range_skill] = op;
1156 break;
1157 1080
1158 case SHIELD:
1159 if (settings.spell_encumbrance == TRUE && op->type == PLAYER)
1160 op->contr->encumbrance += (int) tmp->weight / 2000;
1161 case RING:
1162 case AMULET:
1163 case GIRDLE:
1164 case HELMET:
1165 case BOOTS:
1166 case GLOVES:
1167 case CLOAK:
1168 if (tmp->stats.wc) 1081 if (tmp->stats.wc)
1082 wc -= tmp->stats.wc + tmp->magic;
1083
1084 if (tmp->slaying)
1085 slaying = tmp->slaying;
1086
1087 if (tmp->stats.ac)
1088 ac -= tmp->stats.ac + tmp->magic;
1089
1090 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1091 contr->encumbrance += (int) 3 *tmp->weight / 1000;
1092
1093 break;
1094
1095 case SKILL_TOOL:
1096 if (chosen_skill)
1097 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name);
1098
1099 chosen_skill = tmp;
1100 break;
1101
1102 case SHIELD:
1103 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1104 contr->encumbrance += (int) tmp->weight / 2000;
1105 case RING:
1106 case AMULET:
1107 case GIRDLE:
1108 case HELMET:
1109 case BOOTS:
1110 case GLOVES:
1111 case CLOAK:
1112 if (tmp->stats.wc)
1113 wc -= tmp->stats.wc + tmp->magic;
1114
1115 if (tmp->stats.dam)
1116 stats.dam += tmp->stats.dam + tmp->magic;
1117
1118 if (tmp->stats.ac)
1119 ac -= tmp->stats.ac + tmp->magic;
1120
1121 break;
1122
1123 case BOW:
1124 case WEAPON:
1125 if (type != PLAYER || current_weapon == tmp)
1126 {
1169 wc -= (tmp->stats.wc + tmp->magic); 1127 wc -= tmp->stats.wc + tmp->magic;
1170 if (tmp->stats.dam) 1128
1129 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0)
1130 ac -= tmp->stats.ac + tmp->magic;
1131
1171 op->stats.dam += (tmp->stats.dam + tmp->magic); 1132 stats.dam += tmp->stats.dam + tmp->magic;
1133 weapon_weight = tmp->weight;
1134 weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2;
1135
1136 if (weapon_speed < 0)
1137 weapon_speed = 0;
1138
1139 slaying = tmp->slaying;
1140
1141 /* If there is desire that two handed weapons should do
1142 * extra strength damage, this is where the code should
1143 * go.
1144 */
1145
1146 if (type == PLAYER)
1147 if (settings.spell_encumbrance)
1148 contr->encumbrance += tmp->weight * 3 / 1000;
1149 }
1150
1151 break;
1152
1153 case ARMOUR: /* Only the best of these three are used: */
1154 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1155 contr->encumbrance += tmp->weight / 1000;
1156
1157 case BRACERS:
1158 case FORCE:
1159 if (tmp->stats.wc)
1160 {
1161 if (best_wc < tmp->stats.wc + tmp->magic)
1162 {
1163 wc += best_wc;
1164 best_wc = tmp->stats.wc + tmp->magic;
1165 }
1166 else
1167 wc += tmp->stats.wc + tmp->magic;
1168 }
1169
1172 if (tmp->stats.ac) 1170 if (tmp->stats.ac)
1171 {
1172 if (best_ac < tmp->stats.ac + tmp->magic)
1173 {
1174 ac += best_ac; /* Remove last bonus */
1175 best_ac = tmp->stats.ac + tmp->magic;
1176 }
1177 else /* To nullify the below effect */
1173 ac -= (tmp->stats.ac + tmp->magic); 1178 ac += tmp->stats.ac + tmp->magic;
1174 break; 1179 }
1175 1180
1176 case WEAPON: 1181 if (tmp->stats.wc)
1177 wc -= (tmp->stats.wc + tmp->magic); 1182 wc -= (tmp->stats.wc + tmp->magic);
1178 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0)
1179 ac -= tmp->stats.ac + tmp->magic;
1180 op->stats.dam += (tmp->stats.dam + tmp->magic);
1181 weapon_weight = tmp->weight;
1182 weapon_speed = ((int) WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2;
1183 if (weapon_speed < 0)
1184 weapon_speed = 0;
1185 op->slaying = tmp->slaying;
1186 /* If there is desire that two handed weapons should do
1187 * extra strength damage, this is where the code should
1188 * go.
1189 */
1190 op->current_weapon = tmp;
1191 if (settings.spell_encumbrance == TRUE && op->type == PLAYER)
1192 op->contr->encumbrance += (int) 3 *tmp->weight / 1000;
1193 1183
1194 break;
1195
1196 case ARMOUR: /* Only the best of these three are used: */
1197 if (settings.spell_encumbrance == TRUE && op->type == PLAYER)
1198 op->contr->encumbrance += (int) tmp->weight / 1000;
1199
1200 case BRACERS:
1201 case FORCE:
1202 if (tmp->stats.wc)
1203 {
1204 if (best_wc < tmp->stats.wc + tmp->magic)
1205 {
1206 wc += best_wc;
1207 best_wc = tmp->stats.wc + tmp->magic;
1208 }
1209 else
1210 wc += tmp->stats.wc + tmp->magic;
1211 }
1212 if (tmp->stats.ac) 1184 if (tmp->stats.ac)
1213 {
1214 if (best_ac < tmp->stats.ac + tmp->magic)
1215 {
1216 ac += best_ac; /* Remove last bonus */
1217 best_ac = tmp->stats.ac + tmp->magic;
1218 }
1219 else /* To nullify the below effect */
1220 ac += tmp->stats.ac + tmp->magic;
1221 }
1222 if (tmp->stats.wc)
1223 wc -= (tmp->stats.wc + tmp->magic);
1224 if (tmp->stats.ac)
1225 ac -= (tmp->stats.ac + tmp->magic); 1185 ac -= (tmp->stats.ac + tmp->magic);
1186
1226 if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.0 < max) 1187 if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.f < max)
1227 max = ARMOUR_SPEED (tmp) / 10.0; 1188 max = ARMOUR_SPEED (tmp) / 10.f;
1189
1228 break; 1190 break;
1229 } /* switch tmp->type */ 1191 } /* switch tmp->type */
1230 } /* item is equipped */ 1192 } /* item is equipped */
1231 } /* for loop of items */ 1193 } /* for loop of items */
1232 1194
1233 /* We've gone through all the objects the player has equipped. For many things, we 1195 /* We've gone through all the objects the player has equipped. For many things, we
1240 * If there is a cursed (and no uncursed) potion in effect, we take 1202 * If there is a cursed (and no uncursed) potion in effect, we take
1241 * 'total resistance = vulnerability from cursed potion'. 1203 * 'total resistance = vulnerability from cursed potion'.
1242 */ 1204 */
1243 for (i = 0; i < NROFATTACKS; i++) 1205 for (i = 0; i < NROFATTACKS; i++)
1244 { 1206 {
1245 op->resist[i] = prot[i] - vuln[i]; 1207 resist[i] = prot[i] - vuln[i];
1208
1246 if (potion_resist[i] && ((potion_resist[i] > op->resist[i]) || (potion_resist[i] < 0))) 1209 if (potion_resist[i] && ((potion_resist[i] > resist[i]) || (potion_resist[i] < 0)))
1247 op->resist[i] = potion_resist[i]; 1210 resist[i] = potion_resist[i];
1248 } 1211 }
1249 1212
1250 /* Figure out the players sp/mana/hp totals. */ 1213 /* Figure out the players sp/mana/hp totals. */
1251 if (op->type == PLAYER) 1214 if (type == PLAYER)
1252 { 1215 {
1253 int pl_level; 1216 int pl_level;
1254 1217
1255 check_stat_bounds (&(op->stats)); 1218 check_stat_bounds (&(stats));
1256 pl_level = op->level; 1219 pl_level = level;
1257 1220
1258 if (pl_level < 1) 1221 if (pl_level < 1)
1259 pl_level = 1; /* safety, we should always get 1 levels worth of hp! */ 1222 pl_level = 1; /* safety, we should always get 1 levels worth of hp! */
1260 1223
1261 /* You basically get half a con bonus/level. But we do take into account rounding, 1224 /* 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. 1225 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels.
1263 */ 1226 */
1264 for (i = 1, op->stats.maxhp = 0; i <= pl_level && i <= 10; i++) 1227 for (i = 1, stats.maxhp = 0; i <= pl_level && i <= 10; i++)
1265 { 1228 {
1266 j = op->contr->levhp[i] + con_bonus[op->stats.Con] / 2; 1229 j = contr->levhp[i] + con_bonus[stats.Con] / 2;
1230
1267 if (i % 2 && con_bonus[op->stats.Con] % 2) 1231 if (i % 2 && con_bonus[stats.Con] % 2)
1268 { 1232 {
1269 if (con_bonus[op->stats.Con] > 0) 1233 if (con_bonus[stats.Con] > 0)
1270 j++; 1234 j++;
1271 else 1235 else
1272 j--; 1236 j--;
1273 } 1237 }
1238
1274 op->stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */ 1239 stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */
1275 } 1240 }
1276 1241
1277 for (i = 11; i <= op->level; i++) 1242 for (i = 11; i <= level; i++)
1278 op->stats.maxhp += 2; 1243 stats.maxhp += 2;
1279 1244
1280 if (op->stats.hp > op->stats.maxhp) 1245 if (stats.hp > stats.maxhp)
1281 op->stats.hp = op->stats.maxhp; 1246 stats.hp = stats.maxhp;
1282 1247
1283 /* Sp gain is controlled by the level of the player's 1248 /* Sp gain is controlled by the level of the player's
1284 * relevant experience object (mana_obj, see above) 1249 * relevant experience object (mana_obj, see above)
1285 */ 1250 */
1286 /* following happen when skills system is not used */ 1251 /* following happen when skills system is not used */
1287 if (!mana_obj) 1252 if (!mana_obj)
1288 mana_obj = op; 1253 mana_obj = this;
1254
1289 if (!grace_obj) 1255 if (!grace_obj)
1290 grace_obj = op; 1256 grace_obj = this;
1257
1291 /* set maxsp */ 1258 /* set maxsp */
1292 if (!mana_obj || !mana_obj->level || op->type != PLAYER) 1259 if (!mana_obj || !mana_obj->level || type != PLAYER)
1293 mana_obj = op; 1260 mana_obj = this;
1294 1261
1295 if (mana_obj == op && op->type == PLAYER) 1262 if (mana_obj == this && type == PLAYER)
1296 {
1297 op->stats.maxsp = 1; 1263 stats.maxsp = 1;
1298 }
1299 else 1264 else
1300 { 1265 {
1301 sp_tmp = 0.0; 1266 sp_tmp = 0.f;
1267
1302 for (i = 1; i <= mana_obj->level && i <= 10; i++) 1268 for (i = 1; i <= mana_obj->level && i <= 10; i++)
1303 { 1269 {
1304 float stmp; 1270 float stmp;
1305 1271
1306 /* Got some extra bonus at first level */ 1272 /* Got some extra bonus at first level */
1307 if (i < 2) 1273 if (i < 2)
1308 {
1309 stmp = op->contr->levsp[i] + ((2.0 * (float) sp_bonus[op->stats.Pow] + (float) sp_bonus[op->stats.Int]) / 6.0); 1274 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 6.f;
1310 }
1311 else 1275 else
1312 {
1313 stmp = (float) op->contr->levsp[i] + (2.0 * (float) sp_bonus[op->stats.Pow] + (float) sp_bonus[op->stats.Int]) / 12.0; 1276 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 12.f;
1314 } 1277
1315 if (stmp < 1.0) 1278 if (stmp < 1.f)
1316 stmp = 1.0; 1279 stmp = 1.f;
1280
1317 sp_tmp += stmp; 1281 sp_tmp += stmp;
1318 } 1282 }
1283
1319 op->stats.maxsp = (int) sp_tmp; 1284 stats.maxsp = (sint16)sp_tmp;
1320 1285
1321 for (i = 11; i <= mana_obj->level; i++) 1286 for (i = 11; i <= mana_obj->level; i++)
1322 op->stats.maxsp += 2; 1287 stats.maxsp += 2;
1323 } 1288 }
1324 /* Characters can get their sp supercharged via rune of transferrance */ 1289 /* Characters can get their sp supercharged via rune of transferrance */
1325 if (op->stats.sp > op->stats.maxsp * 2) 1290 if (stats.sp > stats.maxsp * 2)
1326 op->stats.sp = op->stats.maxsp * 2; 1291 stats.sp = stats.maxsp * 2;
1327 1292
1328 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */ 1293 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */
1329 if (!grace_obj || !grace_obj->level || op->type != PLAYER) 1294 if (!grace_obj || !grace_obj->level || type != PLAYER)
1330 grace_obj = op; 1295 grace_obj = this;
1331 1296
1332 if (grace_obj == op && op->type == PLAYER) 1297 if (grace_obj == this && type == PLAYER)
1333 {
1334 op->stats.maxgrace = 1; 1298 stats.maxgrace = 1;
1335 }
1336 else 1299 else
1337 { 1300 {
1338 /* store grace in a float - this way, the divisions below don't create 1301 /* 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 1302 * 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 1303 * becomes big jumps when the sums of the bonuses jump to the next
1341 * step of 8 - with floats, even fractional ones are useful. 1304 * step of 8 - with floats, even fractional ones are useful.
1342 */ 1305 */
1343 sp_tmp = 0.0; 1306 sp_tmp = 0.f;
1344 for (i = 1, op->stats.maxgrace = 0; i <= grace_obj->level && i <= 10; i++) 1307 for (i = 1, stats.maxgrace = 0; i <= grace_obj->level && i <= 10; i++)
1345 { 1308 {
1346 float grace_tmp = 0.0; 1309 float grace_tmp = 0.f;
1347 1310
1348 /* Got some extra bonus at first level */ 1311 /* Got some extra bonus at first level */
1349 if (i < 2) 1312 if (i < 2)
1350 { 1313 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 6.f;
1351 grace_tmp = op->contr->levgrace[i] + (((float) grace_bonus[op->stats.Pow] +
1352 2.0 * (float) grace_bonus[op->stats.Wis]) / 6.0);
1353 }
1354 else 1314 else
1355 { 1315 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 12.f;
1356 grace_tmp = (float) op->contr->levgrace[i] 1316
1357 + ((float) grace_bonus[op->stats.Pow] + 2.0 * (float) grace_bonus[op->stats.Wis]) / 12.0;
1358 }
1359 if (grace_tmp < 1.0) 1317 if (grace_tmp < 1.f)
1360 grace_tmp = 1.0; 1318 grace_tmp = 1.f;
1319
1361 sp_tmp += grace_tmp; 1320 sp_tmp += grace_tmp;
1362 } 1321 }
1322
1363 op->stats.maxgrace = (int) sp_tmp; 1323 stats.maxgrace = (sint16)sp_tmp;
1364 1324
1365 /* two grace points per level after 11 */ 1325 /* two grace points per level after 11 */
1366 for (i = 11; i <= grace_obj->level; i++) 1326 for (i = 11; i <= grace_obj->level; i++)
1367 op->stats.maxgrace += 2; 1327 stats.maxgrace += 2;
1368 } 1328 }
1369 /* No limit on grace vs maxgrace */ 1329 /* No limit on grace vs maxgrace */
1370 1330
1371 if (op->contr->braced) 1331 if (contr->braced)
1372 { 1332 {
1373 ac += 2; 1333 ac += 2;
1374 wc += 4; 1334 wc += 4;
1375 } 1335 }
1376 else 1336 else
1377 ac -= dex_bonus[op->stats.Dex]; 1337 ac -= dex_bonus[stats.Dex];
1378 1338
1379 /* In new exp/skills system, wc bonuses are related to 1339 /* In new exp/skills system, wc bonuses are related to
1380 * the players level in a relevant exp object (wc_obj) 1340 * the players level in a relevant exp object (wc_obj)
1381 * not the general player level -b.t. 1341 * not the general player level -b.t.
1382 * I changed this slightly so that wc bonuses are better 1342 * I changed this slightly so that wc bonuses are better
1386 * we give the player a bonus here in wc and dam 1346 * we give the player a bonus here in wc and dam
1387 * to make up for the change. Note that I left the 1347 * to make up for the change. Note that I left the
1388 * monster bonus the same as before. -b.t. 1348 * monster bonus the same as before. -b.t.
1389 */ 1349 */
1390 1350
1391 if (op->type == PLAYER && wc_obj && wc_obj->level > 1) 1351 if (type == PLAYER && wc_obj && wc_obj->level > 1)
1392 { 1352 {
1393 wc -= (wc_obj->level + thaco_bonus[op->stats.Str]); 1353 wc -= wc_obj->level + thaco_bonus[stats.Str];
1354
1394 for (i = 1; i < wc_obj->level; i++) 1355 for (i = 1; i < wc_obj->level; i++)
1395 { 1356 {
1396 /* addtional wc every 6 levels */ 1357 /* addtional wc every 6 levels */
1397 if (!(i % 6)) 1358 if (!(i % 6))
1398 wc--; 1359 wc--;
1360
1399 /* addtional dam every 4 levels. */ 1361 /* addtional dam every 4 levels. */
1400 if (!(i % 4) && (dam_bonus[op->stats.Str] >= 0)) 1362 if (!(i % 4) && dam_bonus[stats.Str] >= 0)
1401 op->stats.dam += (1 + (dam_bonus[op->stats.Str] / 5)); 1363 stats.dam += 1 + dam_bonus[stats.Str] / 5;
1402 } 1364 }
1403 } 1365 }
1404 else 1366 else
1405 wc -= (op->level + thaco_bonus[op->stats.Str]); 1367 wc -= level + thaco_bonus[stats.Str];
1406 1368
1407 op->stats.dam += dam_bonus[op->stats.Str]; 1369 stats.dam += dam_bonus[stats.Str];
1408 1370
1409 if (op->stats.dam < 1) 1371 if (stats.dam < 1)
1410 op->stats.dam = 1; 1372 stats.dam = 1;
1411 1373
1412 op->speed = 1.0 + speed_bonus[op->stats.Dex]; 1374 speed = 1.f + speed_bonus[stats.Dex];
1375
1413 if (settings.search_items && op->contr->search_str[0]) 1376 if (settings.search_items && contr->search_str[0])
1414 op->speed -= 1; 1377 speed -= 1;
1378
1415 if (op->attacktype == 0) 1379 if (attacktype == 0)
1416 op->attacktype = op->arch->clone.attacktype; 1380 attacktype = arch->clone.attacktype;
1417 1381
1418 } /* End if player */ 1382 } /* End if player */
1419 1383
1420 if (added_speed >= 0) 1384 if (added_speed >= 0)
1421 op->speed += added_speed / 10.0; 1385 speed += added_speed / 10.f;
1422 else /* Something wrong here...: */ 1386 else /* Something wrong here...: */
1423 op->speed /= (float) (1.0 - added_speed); 1387 speed /= 1.f - added_speed;
1424 1388
1425 /* Max is determined by armour */ 1389 /* Max is determined by armour */
1426 if (op->speed > max) 1390 if (speed > max)
1427 op->speed = max; 1391 speed = max;
1428 1392
1429 if (op->type == PLAYER) 1393 if (type == PLAYER)
1430 { 1394 {
1431 /* f is a number the represents the number of kg above (positive num) 1395 /* f is a number the represents the number of kg above (positive num)
1432 * or below (negative number) that the player is carrying. If above 1396 * or below (negative number) that the player is carrying. If above
1433 * weight limit, then player suffers a speed reduction based on how 1397 * weight limit, then player suffers a speed reduction based on how
1434 * much above he is, and what is max carry is 1398 * much above he is, and what is max carry is
1435 */ 1399 */
1436 f = (op->carrying / 1000) - max_carry[op->stats.Str]; 1400 f = (carrying / 1000) - max_carry[stats.Str];
1437 if (f > 0) 1401 if (f > 0)
1438 op->speed = op->speed / (1.0 + f / max_carry[op->stats.Str]); 1402 speed = speed / (1.f + f / max_carry[stats.Str]);
1439 } 1403 }
1440 1404
1441 op->speed += bonus_speed / 10.0; /* Not affected by limits */ 1405 speed += bonus_speed / 10.f; /* Not affected by limits */
1442 1406
1443 /* Put a lower limit on speed. Note with this speed, you move once every 1407 /* Put a lower limit on speed. Note with this speed, you move once every
1444 * 100 ticks or so. This amounts to once every 12 seconds of realtime. 1408 * 100 ticks or so. This amounts to once every 12 seconds of realtime.
1445 */ 1409 */
1446 op->speed = op->speed * speed_reduce_from_disease; 1410 speed = speed * speed_reduce_from_disease;
1447 1411
1448 if (op->speed < 0.01 && op->type == PLAYER) 1412 if (speed < 0.01f && type == PLAYER)
1449 op->speed = 0.01; 1413 speed = 0.01f;
1450 1414
1451 if (op->type == PLAYER) 1415 if (type == PLAYER)
1452 { 1416 {
1453 float M, W, s, D, K, S, M2;
1454
1455 /* (This formula was made by vidarl@ifi.uio.no) 1417 /* (This formula was made by vidarl@ifi.uio.no)
1456 * Note that we never used these values again - basically 1418 * Note that we never used these values again - basically
1457 * all of these could be subbed into one big equation, but 1419 * all of these could be subbed into one big equation, but
1458 * that would just be a real pain to read. 1420 * that would just be a real pain to read.
1459 */ 1421 */
1460 M = (max_carry[op->stats.Str] - 121) / 121.0; 1422 float M = (max_carry[stats.Str] - 121) / 121.f;
1461 M2 = max_carry[op->stats.Str] / 100.0; 1423 float M2 = max_carry[stats.Str] / 100.f;
1462 W = weapon_weight / 20000.0; 1424 float W = weapon_weight / 20000.f;
1463 s = 2 - weapon_speed / 10.0; 1425 float s = 2 - weapon_speed / 10.f;
1464 D = (op->stats.Dex - 14) / 14.0; 1426 float D = (stats.Dex - 14) / 14.f;
1465 K = 1 + M / 3.0 - W / (3 * M2) + op->speed / 5.0 + D / 2.0; 1427 float K = 1 + M / 3.f - W / (3 * M2) + speed / 5.f + D / 2.f;
1466 K *= (4 + op->level) / (float) (6 + op->level) * 1.2; 1428
1429 K *= (4 + level) *1.2f / (6 + level);
1430
1467 if (K <= 0) 1431 if (K <= 0.f)
1468 K = 0.01; 1432 K = 0.01f;
1433
1469 S = op->speed / (K * s); 1434 float S = speed / (K * s);
1435
1470 op->contr->weapon_sp = S; 1436 contr->weapon_sp = S;
1471 } 1437 }
1438
1472 /* I want to limit the power of small monsters with big weapons: */ 1439 /* I want to limit the power of small monsters with big weapons: */
1473 if (op->type != PLAYER && op->arch != NULL && op->stats.dam > op->arch->clone.stats.dam * 3) 1440 if (type != PLAYER && arch && stats.dam > arch->clone.stats.dam * 3)
1474 op->stats.dam = op->arch->clone.stats.dam * 3; 1441 stats.dam = arch->clone.stats.dam * 3;
1475 1442
1476 /* Prevent overflows of wc - best you can get is ABS(120) - this 1443 /* Prevent overflows of wc - best you can get is ABS(120) - this
1477 * should be more than enough - remember, AC is also in 8 bits, 1444 * should be more than enough - remember, AC is also in 8 bits,
1478 * so its value is the same. 1445 * so its value is the same.
1479 */ 1446 */
1480 if (wc > 120) 1447 if (wc > 120)
1481 wc = 120; 1448 wc = 120;
1482 else if (wc < -120) 1449 else if (wc < -120)
1483 wc = -120; 1450 wc = -120;
1451
1484 op->stats.wc = wc; 1452 stats.wc = wc;
1485 1453
1486 if (ac > 120) 1454 if (ac > 120)
1487 ac = 120; 1455 ac = 120;
1488 else if (ac < -120) 1456 else if (ac < -120)
1489 ac = -120; 1457 ac = -120;
1458
1490 op->stats.ac = ac; 1459 stats.ac = ac;
1491 1460
1492 /* if for some reason the creature doesn't have any move type, 1461 /* if for some reason the creature doesn't have any move type,
1493 * give them walking as a default. 1462 * give them walking as a default.
1494 * The second case is a special case - to more closely mimic the 1463 * The second case is a special case - to more closely mimic the
1495 * old behaviour - if your flying, your not walking - just 1464 * old behaviour - if your flying, your not walking - just
1496 * one or the other. 1465 * one or the other.
1497 */ 1466 */
1498 if (op->move_type == 0) 1467 if (move_type == 0)
1499 op->move_type = MOVE_WALK; 1468 move_type = MOVE_WALK;
1500 else if (op->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) 1469 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH))
1501 op->move_type &= ~MOVE_WALK; 1470 move_type &= ~MOVE_WALK;
1502 1471
1503 update_ob_speed (op); 1472 if (speed != old_speed)
1473 set_speed (speed);
1504 1474
1505 /* It is quite possible that a player's spell costing might have changed, 1475 /* It is quite possible that a player's spell costing might have changed,
1506 * so we will check that now. 1476 * so we will check that now.
1507 */ 1477 */
1508 if (op->type == PLAYER) 1478 if (type == PLAYER)
1479 {
1480 esrv_update_stats (contr);
1509 esrv_update_spells (op->contr); 1481 esrv_update_spells (contr);
1482 }
1483
1484 // update the mapspace, if we are on a map
1485 if (!flag [FLAG_REMOVED] && map)
1486 map->at (x, y).flags_ = 0;
1510} 1487}
1511 1488
1512/* 1489/*
1513 * Returns true if the given player is a legal class. 1490 * Returns true if the given player is a legal class.
1514 * The function to add and remove class-bonuses to the stats doesn't 1491 * The function to add and remove class-bonuses to the stats doesn't
1515 * check if the stat becomes negative, thus this function 1492 * check if the stat becomes negative, thus this function
1516 * merely checks that all stats are 1 or more, and returns 1493 * merely checks that all stats are 1 or more, and returns
1517 * false otherwise. 1494 * false otherwise.
1518 */ 1495 */
1519
1520int 1496int
1521allowed_class (const object *op) 1497allowed_class (const object *op)
1522{ 1498{
1523 return op->stats.Dex > 0 && op->stats.Str > 0 && op->stats.Con > 0 && 1499 return op->stats.Dex > 0
1524 op->stats.Int > 0 && op->stats.Wis > 0 && op->stats.Pow > 0 && op->stats.Cha > 0; 1500 && op->stats.Str > 0
1501 && op->stats.Con > 0
1502 && op->stats.Int > 0
1503 && op->stats.Wis > 0
1504 && op->stats.Pow > 0
1505 && op->stats.Cha > 0;
1525} 1506}
1526 1507
1527/* 1508/*
1528 * set the new dragon name after gaining levels or 1509 * set the new dragon name after gaining levels or
1529 * changing ability focus (later this can be extended to 1510 * changing ability focus (later this can be extended to
1600 object *skin = NULL; /* pointer to dragon skin force */ 1581 object *skin = NULL; /* pointer to dragon skin force */
1601 object *tmp = NULL; /* tmp. object */ 1582 object *tmp = NULL; /* tmp. object */
1602 char buf[MAX_BUF]; /* tmp. string buffer */ 1583 char buf[MAX_BUF]; /* tmp. string buffer */
1603 1584
1604 /* now grab the 'dragon_ability'-forces from the player's inventory */ 1585 /* now grab the 'dragon_ability'-forces from the player's inventory */
1586 shstr_cmp dragon_ability_force ("dragon_ability_force");
1587 shstr_cmp dragon_skin_force ("dragon_skin_force");
1588
1605 for (tmp = who->inv; tmp != NULL; tmp = tmp->below) 1589 for (tmp = who->inv; tmp; tmp = tmp->below)
1606 {
1607 if (tmp->type == FORCE) 1590 if (tmp->type == FORCE)
1608 {
1609 if (strcmp (tmp->arch->name, "dragon_ability_force") == 0) 1591 if (tmp->arch->name == dragon_ability_force)
1610 abil = tmp; 1592 abil = tmp;
1611 if (strcmp (tmp->arch->name, "dragon_skin_force") == 0) 1593 else if (tmp->arch->name == dragon_skin_force)
1612 skin = tmp; 1594 skin = tmp;
1613 } 1595
1614 }
1615 /* if the force is missing -> bail out */ 1596 /* if the force is missing -> bail out */
1616 if (abil == NULL) 1597 if (abil == NULL)
1617 return; 1598 return;
1618 1599
1619 /* The ability_force keeps track of maximum level ever achieved. 1600 /* The ability_force keeps track of maximum level ever achieved.
1670 */ 1651 */
1671 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL); 1652 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL);
1672 skill_obj->stats.exp = 0; 1653 skill_obj->stats.exp = 0;
1673 skill_obj->level = 1; 1654 skill_obj->level = 1;
1674 insert_ob_in_ob (skill_obj, op); 1655 insert_ob_in_ob (skill_obj, op);
1656
1675 if (op->contr) 1657 if (op->contr)
1676 { 1658 {
1677 op->contr->last_skill_ob[skill_obj->subtype] = skill_obj; 1659 op->contr->last_skill_ob [skill_obj->subtype] = skill_obj;
1678 op->contr->last_skill_exp[skill_obj->subtype] = -1; 1660 if (op->contr->ns)
1661 op->contr->ns->last_skill_exp[skill_obj->subtype] = -1;//TODO: should be made superfluous
1679 } 1662 }
1663
1680 return skill_obj; 1664 return skill_obj;
1681} 1665}
1682 1666
1683 1667
1684/* player_lvl_adj() - for the new exp system. we are concerned with 1668/* player_lvl_adj() - for the new exp system. we are concerned with
1709 who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1; 1693 who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1;
1710 who->contr->levsp[who->level] = die_roll (2, 3, who, PREFER_HIGH); 1694 who->contr->levsp[who->level] = die_roll (2, 3, who, PREFER_HIGH);
1711 who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1; 1695 who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1;
1712 } 1696 }
1713 1697
1714 fix_player (who); 1698 who->update_stats ();
1715 if (op->level > 1) 1699 if (op->level > 1)
1716 { 1700 {
1717 if (op->type != PLAYER) 1701 if (op->type != PLAYER)
1718 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); 1702 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1719 else 1703 else
1724 player_lvl_adj (who, op); /* To increase more levels */ 1708 player_lvl_adj (who, op); /* To increase more levels */
1725 } 1709 }
1726 else if (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul)) 1710 else if (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul))
1727 { 1711 {
1728 op->level--; 1712 op->level--;
1729 fix_player (who); 1713 who->update_stats ();
1730 if (op->type != PLAYER) 1714 if (op->type != PLAYER)
1731 { 1715 {
1732 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); 1716 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1733 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); 1717 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1734 } 1718 }
1735 player_lvl_adj (who, op); /* To decrease more levels */ 1719 player_lvl_adj (who, op); /* To decrease more levels */
1736 } 1720 }
1721
1737 /* check if the spell data has changed */ 1722 /* check if the spell data has changed */
1723 esrv_update_stats (who->contr);
1738 esrv_update_spells (who->contr); 1724 esrv_update_spells (who->contr);
1739} 1725}
1740 1726
1741/* 1727/*
1742 * Returns how much experience is needed for a player to become 1728 * Returns how much experience is needed for a player to become
1746sint64 1732sint64
1747level_exp (int level, double expmul) 1733level_exp (int level, double expmul)
1748{ 1734{
1749 if (level > settings.max_level) 1735 if (level > settings.max_level)
1750 return (sint64) (expmul * levels[settings.max_level]); 1736 return (sint64) (expmul * levels[settings.max_level]);
1737
1751 return (sint64) (expmul * levels[level]); 1738 return (sint64) (expmul * levels[level]);
1752} 1739}
1753 1740
1754/* 1741/*
1755 * Ensure that the permanent experience requirements in an exp object are met. 1742 * Ensure that the permanent experience requirements in an exp object are met.
1776 op->perm_exp = 0; 1763 op->perm_exp = 0;
1777 else if (op->perm_exp > (sint64) MAX_EXPERIENCE) 1764 else if (op->perm_exp > (sint64) MAX_EXPERIENCE)
1778 op->perm_exp = MAX_EXPERIENCE; 1765 op->perm_exp = MAX_EXPERIENCE;
1779} 1766}
1780 1767
1781
1782/* Add experience to a player - exp should only be positive. 1768/* Add experience to a player - exp should only be positive.
1783 * Updates permanent exp for the skill we are adding to. 1769 * Updates permanent exp for the skill we are adding to.
1784 * skill_name is the skill to add exp to. Skill name can be 1770 * skill_name is the skill to add exp to. Skill name can be
1785 * NULL, in which case exp increases the players general 1771 * NULL, in which case exp increases the players general
1786 * total, but not any particular skill. 1772 * total, but not any particular skill.
1787 * flag is what to do if the player doesn't have the skill: 1773 * flag is what to do if the player doesn't have the skill:
1788 */ 1774 */
1789
1790static void 1775static void
1791add_player_exp (object *op, sint64 exp, const char *skill_name, int flag) 1776add_player_exp (object *op, sint64 exp, const char *skill_name, int flag)
1792{ 1777{
1793 object *skill_obj = NULL; 1778 object *skill_obj = NULL;
1794 sint64 limit, exp_to_add; 1779 sint64 limit, exp_to_add;
1795 int i; 1780 int i;
1796 1781
1797 /* prevents some forms of abuse. */ 1782 /* prevents some forms of abuse. */
1798 if (op->contr->braced) 1783 if (op->contr->braced)
1799 exp = exp / 5; 1784 exp /= 5;
1800 1785
1801 /* Try to find the matching skill. 1786 /* Try to find the matching skill.
1802 * We do a shortcut/time saving mechanism first - see if it matches 1787 * We do a shortcut/time saving mechanism first - see if it matches
1803 * chosen_skill. This means we don't need to search through 1788 * chosen_skill. This means we don't need to search through
1804 * the players inventory. 1789 * the players inventory.
1805 */ 1790 */
1806 if (skill_name) 1791 if (skill_name)
1807 { 1792 {
1808 if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill)) 1793 if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill))
1939 del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction)); 1924 del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction));
1940 tmp->stats.exp -= del_exp; 1925 tmp->stats.exp -= del_exp;
1941 player_lvl_adj (op, tmp); 1926 player_lvl_adj (op, tmp);
1942 } 1927 }
1943 } 1928 }
1929
1944 if (flag != SK_SUBTRACT_SKILL_EXP) 1930 if (flag != SK_SUBTRACT_SKILL_EXP)
1945 { 1931 {
1946 del_exp = check_exp_loss (op, exp); 1932 del_exp = check_exp_loss (op, exp);
1947 op->stats.exp -= del_exp; 1933 op->stats.exp -= del_exp;
1948 player_lvl_adj (op, NULL); 1934 player_lvl_adj (op, NULL);
1949 } 1935 }
1950} 1936}
1951
1952
1953 1937
1954/* change_exp() - changes experience to a player/monster. This 1938/* change_exp() - changes experience to a player/monster. This
1955 * does bounds checking to make sure we don't overflow the max exp. 1939 * does bounds checking to make sure we don't overflow the max exp.
1956 * 1940 *
1957 * The exp passed is typically not modified much by this function - 1941 * The exp passed is typically not modified much by this function -
1958 * it is assumed the caller has modified the exp as needed. 1942 * it is assumed the caller has modified the exp as needed.
1959 * skill_name is the skill that should get the exp added. 1943 * skill_name is the skill that should get the exp added.
1960 * flag is what to do if player doesn't have the skill. 1944 * flag is what to do if player doesn't have the skill.
1961 * these last two values are only used for players. 1945 * these last two values are only used for players.
1962 */ 1946 */
1963
1964void 1947void
1965change_exp (object *op, sint64 exp, const char *skill_name, int flag) 1948change_exp (object *op, sint64 exp, const char *skill_name, int flag)
1966{ 1949{
1967
1968#ifdef EXP_DEBUG 1950#ifdef EXP_DEBUG
1969# ifndef WIN32
1970 LOG (llevDebug, "change_exp() called for %s, exp = %lld\n", query_name (op), exp);
1971# else
1972 LOG (llevDebug, "change_exp() called for %s, exp = %I64d\n", query_name (op), exp); 1951 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp);
1973# endif
1974#endif 1952#endif
1975 1953
1976 /* safety */ 1954 /* safety */
1977 if (!op) 1955 if (!op)
1978 { 1956 {
2017 else 1995 else
2018 /* note that when you lose exp, it doesn't go against 1996 /* note that when you lose exp, it doesn't go against
2019 * a particular skill, so we don't need to pass that 1997 * a particular skill, so we don't need to pass that
2020 * along. 1998 * along.
2021 */ 1999 */
2022 subtract_player_exp (op, FABS (exp), skill_name, flag); 2000 subtract_player_exp (op, abs (exp), skill_name, flag);
2023
2024 } 2001 }
2025} 2002}
2026 2003
2027/* Applies a death penalty experience, the size of this is defined by the 2004/* Applies a death penalty experience, the size of this is defined by the
2028 * settings death_penalty_percentage and death_penalty_levels, and by the 2005 * settings death_penalty_percentage and death_penalty_levels, and by the
2029 * amount of permenent experience, whichever gives the lowest loss. 2006 * amount of permenent experience, whichever gives the lowest loss.
2030 */ 2007 */
2031
2032void 2008void
2033apply_death_exp_penalty (object *op) 2009apply_death_exp_penalty (object *op)
2034{ 2010{
2035 object *tmp; 2011 object *tmp;
2036 sint64 loss; 2012 sint64 loss;
2081 if (level > MAX_SAVE_LEVEL) 2057 if (level > MAX_SAVE_LEVEL)
2082 level = MAX_SAVE_LEVEL; 2058 level = MAX_SAVE_LEVEL;
2083 2059
2084 if ((random_roll (1, 20, op, PREFER_HIGH) + bonus) < savethrow[level]) 2060 if ((random_roll (1, 20, op, PREFER_HIGH) + bonus) < savethrow[level])
2085 return 0; 2061 return 0;
2062
2086 return 1; 2063 return 1;
2087} 2064}

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines