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Comparing deliantra/server/common/living.C (file contents):
Revision 1.51 by root, Sat May 12 18:23:51 2007 UTC vs.
Revision 1.131 by root, Wed Nov 14 05:18:17 2012 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 (©) 2005,2006,2007,2008,2009,2010,2011,2012 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 *
18 * You should have received a copy of the GNU General Public License
19 * along with this program; if not, write to the Free Software
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 * 17 *
18 * You should have received a copy of the Affero GNU General Public License
19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
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 */
34static const int con_bonus[MAX_STAT + 1] = { 33static const int con_bonus[MAX_STAT + 1] = {
35 -6, -5, -4, -3, -2, -1, -1, 0, 0, 0, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 12, 14, 16, 18, 20, 34 -6, -5, -4, -3, -2, -1, -1, 0, 0, 0, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 12, 14, 16, 18, 20,
36 22, 25, 30, 40, 50 35 22, 25, 30, 40, 50
37}; 36};
38 37
39/* changed the name of this to "sp_bonus" from "int_bonus" 38/* changed the name of this to "sp_bonus" from "int_bonus"
40 * because Pow can now be the stat that controls spellpoint 39 * because Pow can now be the stat that controls spellpoint
41 * advancement. -b.t. 40 * advancement. -b.t.
42 */ 41 */
43static const int sp_bonus[MAX_STAT + 1] = { 42static const int sp_bonus[MAX_STAT + 1] = {
44 -10, -10, -9, -8, -7, -6, -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 12, 15, 20, 25, 43 -10, -10, -9, -8, -7, -6, -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 12, 15, 20, 25,
109 * These limits are probably overly generous, but being there were no values 108 * These limits are probably overly generous, but being there were no values
110 * before, you need to start someplace. 109 * before, you need to start someplace.
111 */ 110 */
112 111
113const uint32 weight_limit[MAX_STAT + 1] = { 112const uint32 weight_limit[MAX_STAT + 1] = {
114 200000, /* 0 */ 113 200000, /* 0 */
115 250000, 300000, 350000, 400000, 500000, /* 5 */ 114 250000, 300000, 350000, 400000, 500000, /* 5 */
116 600000, 700000, 800000, 900000, 1000000, /* 10 */ 115 600000, 700000, 800000, 900000, 1000000, /* 10 */
117 1100000, 1200000, 1300000, 1400000, 1500000, /* 15 */ 116 1100000, 1200000, 1300000, 1400000, 1500000, /* 15 */
118 1650000, 1800000, 1950000, 2100000, 2250000, /* 20 */ 117 1650000, 1800000, 1950000, 2100000, 2250000, /* 20 */
119 2400000, 2550000, 2700000, 2850000, 3000000, /* 25 */ 118 2400000, 2550000, 2700000, 2850000, 3000000, /* 25 */
120 3250000, 3500000, 3750000, 4000000, 4500000 /*30 */ 119 3250000, 3500000, 3750000, 4000000, 4500000 /* 30 */
121}; 120};
122 121
123const int learn_spell[MAX_STAT + 1] = { 122const int learn_spell[MAX_STAT + 1] = {
124 0, 0, 0, 1, 2, 4, 8, 12, 16, 25, 36, 45, 55, 65, 70, 75, 80, 85, 90, 95, 100, 100, 100, 100, 100, 123 0, 0, 0, 1, 2, 4, 8, 12, 16, 25, 36, 45, 55, 65, 70, 75, 80, 85, 90, 95, 100, 100, 100, 100, 100,
125 100, 100, 100, 100, 100, 100 124 100, 100, 100, 100, 100, 100
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
242change_attr_value (living *stats, int attr, sint8 value) 239change_attr_value (living *stats, int attr, sint8 value)
243{ 240{
244 stats->stat (attr) += value; 241 stats->stat (attr) += value;
245} 242}
246 243
247sint8 &
248living::stat (int index)
249{
250 switch (index)
251 {
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 }
260
261 LOG (llevError | logBacktrace, "living.stat() called with out-of-range stat index");
262 static sint8 dummy;
263 return dummy;
264}
265
266sint8
267living::stat (int index) const
268{
269 switch (index)
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;
282 return dummy;
283}
284
285/* 244/*
286 * 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
287 * 1-30 stat limit. 246 * 1-30 stat limit.
288 */ 247 */
289void 248void
301/* 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,
302 * 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
303 * 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.
304 */ 263 */
305#define DIFF_MSG(flag, msg1, msg2) \ 264#define DIFF_MSG(flag, msg1, msg2) \
306 new_draw_info(NDI_UNIQUE, 0, op, (flag>0)?msg1:msg2); 265 new_draw_info (NDI_UNIQUE, 0, op, (flag > 0) ? msg1 : msg2);
307 266
308/* 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. */
309 268
310/* 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
311 * the object. 270 * the object.
319 * that gives them that ability. 278 * that gives them that ability.
320 */ 279 */
321int 280int
322change_abil (object *op, object *tmp) 281change_abil (object *op, object *tmp)
323{ 282{
324 int flag = QUERY_FLAG (tmp, FLAG_APPLIED) ? 1 : -1, success = 0; 283 int flag = tmp->flag [FLAG_APPLIED] ? 1 : -1;
284 int success = 0;
325 char message[MAX_BUF]; 285 char message[MAX_BUF];
326 int potion_max = 0; 286 int potion_max = 0;
327 287
328 /* remember what object was like before it was changed. note that 288 // keep some stats for comparison purposes
329 * refop is a local copy of op only to be used for detecting changes 289 object::flags_t prev_flag = op->flag;
330 * found by update_stats. refop is not a real object 290 MoveType prev_move_type = op->move_type;
331 */ 291 sint16 prev_resist [NROFATTACKS]; // clumsy
332 object_copy refop = *op; 292 assert (sizeof (prev_resist) == sizeof (op->resist));
293 memcpy (prev_resist, op->resist, sizeof (prev_resist));
333 294
334 if (op->type == PLAYER) 295 if (op->type == PLAYER)
335 { 296 {
336 if (tmp->type == POTION) 297 if (tmp->type == POTION)
337 { 298 {
338 potion_max = 1; 299 potion_max = 1;
300
339 for (int j = 0; j < NUM_STATS; j++) 301 for (int j = 0; j < NUM_STATS; j++)
340 { 302 {
341 int ostat = op->contr->orig_stats.stat (j); 303 int ostat = op->contr->orig_stats.stat (j);
342 int i = tmp->stats.stat (j); 304 int i = tmp->stats.stat (j);
343 305
344 /* 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 */
345 int nstat = flag * i + ostat; 307 int nstat = flag * i + ostat;
346 308
347 /* Do some bounds checking. While I don't think any 309 /* Do some bounds checking. There is the potential for potions
348 * potions do so right now, there is the potential for potions
349 * 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
350 * to allow for that. 311 * to allow for that.
351 */ 312 */
352 if (nstat < 1 && i * flag < 0) 313 if (nstat < 1 && i * flag < 0)
353 nstat = 1; 314 nstat = 1;
354 else if (nstat > 20 + op->arch->clone.stats.stat (j)) 315 else if (nstat > 20 + op->arch->stats.stat (j))
355 nstat = 20 + op->arch->clone.stats.stat (j); 316 nstat = 20 + op->arch->stats.stat (j);
356 317
357 if (nstat != ostat) 318 if (nstat != ostat)
358 { 319 {
359 op->contr->orig_stats.stat (j) = nstat; 320 op->contr->orig_stats.stat (j) = nstat;
360 potion_max = 0; 321 potion_max = 0;
405 { 366 {
406 success = 1; 367 success = 1;
407 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.");
408 } 369 }
409 370
410 if (QUERY_FLAG (op, FLAG_LIFESAVE) != QUERY_FLAG (&refop, FLAG_LIFESAVE)) 371 if (op->flag [FLAG_LIFESAVE] != prev_flag [FLAG_LIFESAVE])
411 { 372 {
412 success = 1; 373 success = 1;
413 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.");
414 } 375 }
415 376
416 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])
417 { 378 {
418 success = 1; 379 success = 1;
419 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.");
420 } 381 }
421 382
422 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])
423 { 384 {
424 success = 1; 385 success = 1;
425 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.");
426 } 387 }
427 388
429 * user has multiple items giving the same type appled like we 390 * user has multiple items giving the same type appled like we
430 * 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
431 * can be misleading (a little higher could be miscontrued from 392 * can be misleading (a little higher could be miscontrued from
432 * from fly high) 393 * from fly high)
433 */ 394 */
434 if (tmp->move_type && op->move_type != refop.move_type) 395 if (tmp->move_type && op->move_type != prev_move_type)
435 { 396 {
436 success = 1; 397 success = 1;
437 398
438 /* 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
439 * status doesn't make a difference if you are flying high 400 * status doesn't make a difference if you are flying high
440 */ 401 */
441 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))
442 { 403 {
443 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.");
444 } 405 }
445 406
446 if (tmp->move_type & MOVE_FLY_HIGH) 407 if (tmp->move_type & MOVE_FLY_HIGH)
447 { 408 {
448 /* double conditional - second case covers if you have move_fly_low - 409 /* double conditional - second case covers if you have move_fly_low -
452 (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."));
453 } 414 }
454 415
455 if (tmp->move_type & MOVE_SWIM) 416 if (tmp->move_type & MOVE_SWIM)
456 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");
457
458 /* Changing move status may mean you are affected by things you weren't before */
459 check_move_on (op, op);
460 } 418 }
461 419
462 /* becoming UNDEAD... a special treatment for this flag. Only those not 420 /* becoming UNDEAD... a special treatment for this flag. Only those not
463 * originally undead may change their status 421 * originally undead may change their status
464 */ 422 */
465 if (!QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 423 if (!op->arch->flag [FLAG_UNDEAD])
466 if (QUERY_FLAG (op, FLAG_UNDEAD) != QUERY_FLAG (&refop, FLAG_UNDEAD)) 424 if (op->flag [FLAG_UNDEAD] != prev_flag [FLAG_UNDEAD])
467 { 425 {
468 success = 1; 426 success = 1;
469 if (flag > 0) 427 if (flag > 0)
470 { 428 {
471 op->race = "undead"; 429 op->race = "undead";
472 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce drains away!"); 430 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce drains away!");
473 } 431 }
474 else 432 else
475 { 433 {
476 op->race = op->arch->clone.race; 434 op->race = op->arch->race;
477 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!"); 435 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!");
478 } 436 }
479 } 437 }
480 438
481 if (QUERY_FLAG (op, FLAG_STEALTH) != QUERY_FLAG (&refop, FLAG_STEALTH)) 439 if (op->flag [FLAG_STEALTH] != prev_flag [FLAG_STEALTH])
482 { 440 {
483 success = 1; 441 success = 1;
484 DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily."); 442 DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily.");
485 } 443 }
486 444
487 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])
488 { 446 {
489 success = 1; 447 success = 1;
490 DIFF_MSG (flag, "You become transparent.", "You can see yourself."); 448 DIFF_MSG (flag, "You become transparent.", "You can see yourself.");
491 } 449 }
492 450
493 /* 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
494 * vision 452 * vision
495 */ 453 */
496 if (QUERY_FLAG (tmp, FLAG_BLIND)) 454 if (tmp->flag [FLAG_BLIND])
497 { 455 {
498 success = 1; 456 success = 1;
499 if (flag > 0) 457 if (flag > 0)
500 { 458 {
501 if (QUERY_FLAG (op, FLAG_WIZ)) 459 if (op->flag [FLAG_WIZ])
502 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.");
503 else 461 else
504 { 462 {
505 new_draw_info (NDI_UNIQUE, 0, op, "You are blinded."); 463 new_draw_info (NDI_UNIQUE, 0, op, "You are blinded.");
506 SET_FLAG (op, FLAG_BLIND); 464 op->set_flag (FLAG_BLIND);
507 if (op->type == PLAYER) 465 if (op->type == PLAYER)
508 op->contr->do_los = 1; 466 op->contr->do_los = 1;
509 } 467 }
510 } 468 }
511 else 469 else
512 { 470 {
513 if (QUERY_FLAG (op, FLAG_WIZ)) 471 if (op->flag [FLAG_WIZ])
514 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.");
515 else 473 else
516 { 474 {
517 new_draw_info (NDI_UNIQUE, 0, op, "Your vision returns."); 475 new_draw_info (NDI_UNIQUE, 0, op, "Your vision returns.");
518 CLEAR_FLAG (op, FLAG_BLIND); 476 op->clr_flag (FLAG_BLIND);
519 if (op->type == PLAYER) 477 if (op->type == PLAYER)
520 op->contr->do_los = 1; 478 op->contr->do_los = 1;
521 } 479 }
522 } 480 }
523 } 481 }
524 482
525 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])
526 { 484 {
527 success = 1; 485 success = 1;
528 if (op->type == PLAYER) 486 if (op->type == PLAYER)
529 op->contr->do_los = 1; 487 op->contr->do_los = 1;
530 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.");
531 } 489 }
532 490
533 if (QUERY_FLAG (op, FLAG_XRAYS) != QUERY_FLAG (&refop, FLAG_XRAYS)) 491 if (op->flag [FLAG_XRAYS] != prev_flag [FLAG_XRAYS])
534 { 492 {
535 success = 1; 493 success = 1;
536 if (flag > 0) 494 if (flag > 0)
537 { 495 {
538 if (QUERY_FLAG (op, FLAG_WIZ)) 496 if (op->flag [FLAG_WIZ])
539 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.");
540 else 498 else
541 { 499 {
542 new_draw_info (NDI_UNIQUE, 0, op, "Everything becomes transparent."); 500 new_draw_info (NDI_UNIQUE, 0, op, "Everything becomes transparent.");
543 if (op->type == PLAYER) 501 if (op->type == PLAYER)
544 op->contr->do_los = 1; 502 op->contr->do_los = 1;
545 } 503 }
546 } 504 }
547 else 505 else
548 { 506 {
549 if (QUERY_FLAG (op, FLAG_WIZ)) 507 if (op->flag [FLAG_WIZ])
550 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.");
551 else 509 else
552 { 510 {
553 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.");
554 if (op->type == PLAYER) 512 if (op->type == PLAYER)
561 { 519 {
562 success = 1; 520 success = 1;
563 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.");
564 } 522 }
565 523
524 if (digest_types [tmp->type])
525 {
566 if (tmp->stats.hp && op->type == PLAYER) 526 if (tmp->stats.hp && op->type == PLAYER)
567 { 527 {
568 success = 1; 528 success = 1;
569 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!");
570 } 530 }
571 531
572 if (tmp->stats.sp && op->type == PLAYER && tmp->type != SKILL) 532 if (tmp->stats.sp && op->type == PLAYER
573 { 533 && tmp->type != SKILL && tmp->type != BOW)
534 {
574 success = 1; 535 success = 1;
575 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.");
576 } 537 }
577 538
578 /* for the future when artifacts set this -b.t. */ 539 /* for the future when artifacts set this -b.t. */
579 if (tmp->stats.grace && op->type == PLAYER) 540 if (tmp->stats.grace && op->type == PLAYER)
580 { 541 {
581 success = 1; 542 success = 1;
582 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.");
583 } 544 }
584 545
585 if (tmp->stats.food && op->type == PLAYER) 546 if (tmp->stats.food && op->type == PLAYER)
586 { 547 {
587 success = 1; 548 success = 1;
588 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 }
589 } 551 }
590 552
591 /* Messages for changed resistance */ 553 /* Messages for changed resistance */
592 for (int i = 0; i < NROFATTACKS; i++) 554 for (int i = 0; i < NROFATTACKS; i++)
593 { 555 {
594 if (i == ATNR_PHYSICAL) 556 if (i == ATNR_PHYSICAL)
595 continue; /* Don't display about armour */ 557 continue; /* Don't display about armour */
596 558
597 if (op->resist[i] != refop.resist[i]) 559 if (op->resist [i] != prev_resist [i])
598 { 560 {
599 success = 1; 561 success = 1;
562
600 if (op->resist[i] > refop.resist[i]) 563 if (op->resist [i] > prev_resist [i])
601 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]);
602 else 565 else
603 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]);
604 567
605 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message); 568 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message);
606 } 569 }
607 } 570 }
608 571
609 if (!potion_max) 572 if (!potion_max)
610 {
611 for (int j = 0; j < NUM_STATS; j++) 573 for (int j = 0; j < NUM_STATS; j++)
612 {
613 if (int i = tmp->stats.stat (j)) 574 if (int i = tmp->stats.stat (j))
614 { 575 {
615 success = 1; 576 success = 1;
616 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]); 577 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]);
617 } 578 }
618 }
619 }
620 579
621 return success; 580 return success;
622} 581}
623 582
624/* 583/*
635object::drain_specific_stat (int deplete_stats) 594object::drain_specific_stat (int deplete_stats)
636{ 595{
637 object *tmp; 596 object *tmp;
638 archetype *at; 597 archetype *at;
639 598
640 at = archetype::find (ARCH_DEPLETION); 599 at = archetype::find (shstr_depletion);
641 if (!at) 600 if (!at)
642 { 601 {
643 LOG (llevError, "Couldn't find archetype depletion.\n"); 602 LOG (llevError, "Couldn't find archetype depletion.\n");
644 return; 603 return;
645 } 604 }
647 { 606 {
648 tmp = present_arch_in_ob (at, this); 607 tmp = present_arch_in_ob (at, this);
649 608
650 if (!tmp) 609 if (!tmp)
651 { 610 {
652 tmp = arch_to_object (at); 611 tmp = at->instance ();
653 tmp = insert_ob_in_ob (tmp, this); 612 tmp = insert_ob_in_ob (tmp, this);
654 SET_FLAG (tmp, FLAG_APPLIED); 613 tmp->set_flag (FLAG_APPLIED);
655 } 614 }
656 } 615 }
657 616
658 new_draw_info (NDI_UNIQUE, 0, this, drain_msg[deplete_stats]); 617 new_draw_info (NDI_UNIQUE, 0, this, drain_msg[deplete_stats]);
659 change_attr_value (&tmp->stats, deplete_stats, -1); 618 change_attr_value (&tmp->stats, deplete_stats, -1);
665 * via an applied bad_luck object. 624 * via an applied bad_luck object.
666 */ 625 */
667void 626void
668object::change_luck (int value) 627object::change_luck (int value)
669{ 628{
670 archetype *at = archetype::find ("luck"); 629 archetype *at = archetype::find (shstr_luck);
671 if (!at) 630 if (!at)
672 LOG (llevError, "Couldn't find archetype luck.\n"); 631 LOG (llevError, "Couldn't find archetype luck.\n");
673 else 632 else
674 { 633 {
675 object *tmp = present_arch_in_ob (at, this); 634 object *tmp = present_arch_in_ob (at, this);
677 if (!tmp) 636 if (!tmp)
678 { 637 {
679 if (!value) 638 if (!value)
680 return; 639 return;
681 640
682 tmp = arch_to_object (at); 641 tmp = at->instance ();
683 tmp = insert_ob_in_ob (tmp, this); 642 tmp = insert_ob_in_ob (tmp, this);
684 SET_FLAG (tmp, FLAG_APPLIED); 643 tmp->set_flag (FLAG_APPLIED);
685 } 644 }
686 645
687 if (value) 646 if (value)
688 { 647 {
689 /* 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
723void 682void
724object::remove_statbonus () 683object::remove_statbonus ()
725{ 684{
726 for (int i = 0; i < NUM_STATS; ++i) 685 for (int i = 0; i < NUM_STATS; ++i)
727 { 686 {
728 sint8 v = arch->clone.stats.stat (i); 687 sint8 v = arch->stats.stat (i);
729 stats.stat (i) -= v; 688 stats.stat (i) -= v;
730 contr->orig_stats.stat (i) -= v; 689 contr->orig_stats.stat (i) -= v;
731 } 690 }
732} 691}
733 692
737void 696void
738object::add_statbonus () 697object::add_statbonus ()
739{ 698{
740 for (int i = 0; i < NUM_STATS; ++i) 699 for (int i = 0; i < NUM_STATS; ++i)
741 { 700 {
742 sint8 v = arch->clone.stats.stat (i); 701 sint8 v = arch->stats.stat (i);
743 stats.stat (i) += v; 702 stats.stat (i) += v;
744 contr->orig_stats.stat (i) += v; 703 contr->orig_stats.stat (i) += v;
745 } 704 }
746} 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;
747 720
748/* 721/*
749 * Updates all abilities given by applied objects in the inventory 722 * Updates all abilities given by applied objects in the inventory
750 * of the given object. Note: This function works for both monsters 723 * of the given object. Note: This function works for both monsters
751 * 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.
756 * spell system split, grace points now added to system --peterm 729 * spell system split, grace points now added to system --peterm
757 */ 730 */
758void 731void
759object::update_stats () 732object::update_stats ()
760{ 733{
761 int i, j;
762 float f, max = 9, added_speed = 0, bonus_speed = 0, sp_tmp, speed_reduce_from_disease = 1; 734 float max_speed = 9, added_speed = 0, bonus_speed = 0, speed_reduce_from_disease = 1;
763 int weapon_weight = 0, weapon_speed = 0; 735 weight_t weapon_weight = 0;
736 int weapon_speed = 0;
764 int best_wc = 0, best_ac = 0, wc = 0, ac = 0; 737 int best_wc = 0, best_ac = 0, wc = 0, ac = 0;
765 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; 738 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS];
766 object *grace_obj = NULL, *mana_obj = NULL, *wc_obj = NULL, *tmp; 739 object *grace_obj = NULL, *mana_obj = NULL, *tmp;
767 float old_speed = speed; 740 float old_speed = speed;
741 int stat_sum [NUM_STATS];
742
743 MoveType move_type; // we use change_move_type to change it, so use a local copy
768 744
769 /* First task is to clear all the values back to their original values */ 745 /* First task is to clear all the values back to their original values */
770 if (type == PLAYER) 746 if (type == PLAYER)
771 { 747 {
748 contr->delayed_update = false;
749
772 for (i = 0; i < NUM_STATS; i++) 750 for (int i = 0; i < NUM_STATS; i++)
773 stats.stat (i) = contr->orig_stats.stat (i); 751 stat_sum [i] = contr->orig_stats.stat (i);
774 752
775 if (settings.spell_encumbrance == TRUE) 753 if (settings.spell_encumbrance == TRUE)
776 contr->encumbrance = 0; 754 contr->encumbrance = 0;
777 755
778 attacktype = 0; 756 attacktype = 0;
788 for (int i = NUM_BODY_LOCATIONS; i--; ) 766 for (int i = NUM_BODY_LOCATIONS; i--; )
789 slot[i].used = slot[i].info; 767 slot[i].used = slot[i].info;
790 768
791 slaying = 0; 769 slaying = 0;
792 770
793 if (!QUERY_FLAG (this, FLAG_WIZ)) 771 if (!this->flag [FLAG_WIZ])
794 {
795 CLEAR_FLAG (this, FLAG_XRAYS);
796 CLEAR_FLAG (this, FLAG_MAKE_INVIS);
797 } 772 {
773 this->clr_flag (FLAG_XRAYS);
774 this->clr_flag (FLAG_MAKE_INVIS);
775 }
798 776
799 CLEAR_FLAG (this, FLAG_LIFESAVE); 777 this->clr_flag (FLAG_LIFESAVE);
800 CLEAR_FLAG (this, FLAG_STEALTH); 778 this->clr_flag (FLAG_STEALTH);
801 CLEAR_FLAG (this, FLAG_BLIND); 779 this->clr_flag (FLAG_BLIND);
802 780
803 if (!QUERY_FLAG (&arch->clone, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL); 781 if (!arch->flag [FLAG_REFL_SPELL ]) this->clr_flag (FLAG_REFL_SPELL);
804 if (!QUERY_FLAG (&arch->clone, FLAG_REFL_MISSILE)) CLEAR_FLAG (this, FLAG_REFL_MISSILE); 782 if (!arch->flag [FLAG_REFL_MISSILE]) this->clr_flag (FLAG_REFL_MISSILE);
805 if (!QUERY_FLAG (&arch->clone, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD); 783 if (!arch->flag [FLAG_UNDEAD ]) this->clr_flag (FLAG_UNDEAD);
806 if (!QUERY_FLAG (&arch->clone, FLAG_SEE_IN_DARK )) CLEAR_FLAG (this, FLAG_SEE_IN_DARK); 784 if (!arch->flag [FLAG_SEE_IN_DARK ]) this->clr_flag (FLAG_SEE_IN_DARK);
807 785
808 path_attuned = arch->clone.path_attuned; 786 path_attuned = arch->path_attuned;
809 path_repelled = arch->clone.path_repelled; 787 path_repelled = arch->path_repelled;
810 path_denied = arch->clone.path_denied; 788 path_denied = arch->path_denied;
811 glow_radius = arch->clone.glow_radius; 789 glow_radius = arch->glow_radius;
812 move_type = arch->clone.move_type; 790 move_type = arch->move_type;
813
814 chosen_skill = 0;
815 791
816 /* initializing resistances from the values in player/monster's 792 /* initializing resistances from the values in player/monster's
817 * archetype clone 793 * archetype clone
818 */ 794 */
819 memcpy (&resist, &arch->clone.resist, sizeof (resist)); 795 memcpy (&resist, &arch->resist, sizeof (resist));
820 796
821 for (i = 0; i < NROFATTACKS; i++) 797 for (int i = 0; i < NROFATTACKS; i++)
822 { 798 {
823 if (resist[i] > 0) 799 if (resist[i] > 0)
824 prot[i] = resist[i], vuln[i] = 0; 800 prot[i] = resist[i], vuln[i] = 0;
825 else 801 else
826 vuln[i] = -(resist[i]), prot[i] = 0; 802 vuln[i] = -resist[i], prot[i] = 0;
827 803
828 potion_resist[i] = 0; 804 potion_resist[i] = -1000;
829 } 805 }
830 806
831 wc = arch->clone.stats.wc; 807 wc = arch->stats.wc;
832 stats.dam = arch->clone.stats.dam; 808 stats.dam = arch->stats.dam;
833 809
834 /* for players which cannot use armour, they gain AC -1 per 3 levels, 810 /* for players which cannot use armour, they gain AC -1 per 3 levels,
835 * plus a small amount of physical resist, those poor suckers. ;) 811 * plus a small amount of physical resist, those poor suckers. ;)
836 * the fact that maxlevel is factored in could be considered sort of bogus - 812 * the fact that maxlevel is factored in could be considered sort of bogus -
837 * we should probably give them some bonus and cap it off - otherwise, 813 * we should probably give them some bonus and cap it off - otherwise,
838 * basically, if a server updates its max level, these playes may find 814 * basically, if a server updates its max level, these playes may find
839 * that their protection from physical goes down 815 * that their protection from physical goes down
840 */ 816 */
841 if (!QUERY_FLAG (this, FLAG_USE_ARMOUR) && type == PLAYER) 817 if (!this->flag [FLAG_USE_ARMOUR] && type == PLAYER)
842 { 818 {
843 ac = MAX (-10, arch->clone.stats.ac - level / 3); 819 ac = max (-10, arch->stats.ac - level / 3);
844 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100; 820 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100;
845 } 821 }
846 else 822 else
847 ac = arch->clone.stats.ac; 823 ac = arch->stats.ac;
848 824
849 stats.luck = arch->clone.stats.luck; 825 stats.luck = arch->stats.luck;
850 speed = arch->clone.speed; 826 speed = arch->speed;
827
828 chosen_skill = 0;
851 829
852 /* OK - we've reset most all the objects attributes to sane values. 830 /* OK - we've reset most all the objects attributes to sane values.
853 * now go through and make adjustments for what the player has equipped. 831 * now go through and make adjustments for what the player has equipped.
854 */ 832 */
855 for (tmp = inv; tmp; tmp = tmp->below) 833 for (tmp = inv; tmp; tmp = tmp->below)
856 { 834 {
857 /* See note in map.c:update_position about making this additive
858 * since light sources are never applied, need to put check here.
859 */
860 if (tmp->glow_radius > glow_radius)
861 glow_radius = tmp->glow_radius;
862
863 /* This happens because apply_potion calls change_abil with the potion 835 /* This happens because apply_potion calls change_abil with the potion
864 * applied so we can tell the player what changed. But change_abil 836 * applied so we can tell the player what changed. But change_abil
865 * then calls this function. 837 * then calls this function.
866 */ 838 */
867 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION) 839 if (tmp->flag [FLAG_APPLIED] && tmp->type == POTION)
868 continue; 840 continue;
841
842 glow_radius += tmp->glow_radius;
869 843
870 /* For some things, we don't care what is equipped */ 844 /* For some things, we don't care what is equipped */
871 if (tmp->type == SKILL) 845 if (tmp->type == SKILL)
872 { 846 {
873 /* Want to take the highest skill here. */ 847 /* Want to take the highest skill here. */
886 else if (tmp->level > grace_obj->level) 860 else if (tmp->level > grace_obj->level)
887 grace_obj = tmp; 861 grace_obj = tmp;
888 } 862 }
889 } 863 }
890 864
891 /* Container objects are not meant to adjust a players, but other applied 865 /* Container objects are not meant to adjust players, but other applied
892 * objects need to make adjustments. 866 * objects need to make adjustments.
893 * This block should handle all player specific changes 867 * This block should handle all player specific changes
894 * The check for Praying is a bit of a hack - god given bonuses are put 868 * The check for Praying is a bit of a hack - god given bonuses are put
895 * in the praying skill, and the player should always get those. 869 * in the praying skill, and the player should always get those.
896 * It also means we need to put in additional checks for applied below, 870 * It also means we need to put in additional checks for applied below,
897 * because the skill shouldn't count against body positions being used 871 * because the skill shouldn't count against body positions being used
898 * up, etc. 872 * up, etc.
899 */ 873 */
900 if ((tmp->flag [FLAG_APPLIED] 874 if ((tmp->flag [FLAG_APPLIED]
901 && tmp->type != CONTAINER 875 && tmp->type != CONTAINER
902 && tmp->type != CLOSE_CON) 876 && tmp->type != CLOSE_CON
903 || (tmp->type == SKILL 877 && tmp->type != SPELL)
904 && tmp->subtype == SK_PRAYING)) 878 || (tmp->type == SKILL && tmp->subtype == SK_PRAYING))
905 { 879 {
906 if (type == PLAYER) 880 if (type == PLAYER)
907 { 881 {
908 if (tmp == contr->combat_ob || tmp == contr->ranged_ob) 882 contr->item_power += tmp->item_power;
909 if (tmp != current_weapon && (tmp->type != SKILL || tmp->subtype != SK_PRAYING))
910 continue;
911 883
912 for (i = 0; i < NUM_STATS; i++) 884 for (int i = 0; i < NUM_STATS; i++)
913 change_attr_value (&stats, i, tmp->stats.stat (i)); 885 stat_sum [i] += tmp->stats.stat (i);
914 886
915 /* these are the items that currently can change digestion, regeneration, 887 if (digest_types [tmp->type])
916 * spell point recovery and mana point recovery. Seems sort of an arbitary
917 * list, but other items store other info into stats array.
918 */
919 if (tmp->type == WEAPON || tmp->type == BOW ||
920 tmp->type == ARMOUR || tmp->type == HELMET ||
921 tmp->type == SHIELD || tmp->type == RING ||
922 tmp->type == BOOTS || tmp->type == GLOVES ||
923 tmp->type == AMULET || tmp->type == GIRDLE ||
924 tmp->type == BRACERS || tmp->type == CLOAK ||
925 tmp->type == DISEASE || tmp->type == FORCE ||
926 tmp->type == SKILL)
927 { 888 {
928 contr->digestion += tmp->stats.food; 889 contr->digestion += tmp->stats.food;
929 contr->gen_hp += tmp->stats.hp; 890 contr->gen_hp += tmp->stats.hp;
891 if (tmp->type != BOW) // ugly exception for bows
930 contr->gen_sp += tmp->stats.sp; 892 contr->gen_sp += tmp->stats.sp;
931 contr->gen_grace += tmp->stats.grace; 893 contr->gen_grace += tmp->stats.grace;
932 contr->gen_sp_armour += tmp->gen_sp_armour; 894 contr->gen_sp_armour += tmp->gen_sp_armour;
933 contr->item_power += tmp->item_power;
934 } 895 }
935 } /* if this is a player */ 896 } /* if this is a player */
936 else 897 else
937 { 898 {
938 if (tmp->type == WEAPON) 899 if (tmp->type == WEAPON)
939 current_weapon = tmp; 900 current_weapon = tmp;
940 } 901 }
941 902
942 /* Update slots used for items */ 903 /* Update slots used for items */
943 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 904 if (tmp->flag [FLAG_APPLIED]) // exclude praying...
944 for (i = 0; i < NUM_BODY_LOCATIONS; i++) 905 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
945 slot[i].used += tmp->slot[i].info; 906 slot[i].used += tmp->slot[i].info;
946 907
947 if (tmp->type == SYMPTOM) 908 if (tmp->type == SYMPTOM)
948 {
949 speed_reduce_from_disease = tmp->last_sp / 100.f; 909 min_it (speed_reduce_from_disease, tmp->last_sp ? tmp->last_sp / 100.f : 1.f);
950 910
951 if (speed_reduce_from_disease == 0)
952 speed_reduce_from_disease = 1;
953 }
954
955 /* Pos. and neg. protections are counted seperate (-> pro/vuln). 911 /* Pos. and neg. protections are counted separate (-> pro/vuln).
956 * (Negative protections are calculated exactly like positive.) 912 * (Negative protections are calculated exactly like positive.)
957 * Resistance from potions are treated special as well. If there's 913 * Resistance from potions are treated special as well. If there's
958 * more than one potion-effect, the bigger prot.-value is taken. 914 * more than one potion-effect, the bigger prot.-value is taken.
959 */ 915 */
960 if (tmp->type != POTION) 916 if (tmp->type == POTION_EFFECT)
961 {
962 for (i = 0; i < NROFATTACKS; i++) 917 for (int i = 0; i < NROFATTACKS; i++)
963 {
964 /* Potential for cursed potions, in which case we just can use
965 * a straight MAX, as potion_resist is initialised to zero.
966 */
967 if (tmp->type == POTION_EFFECT)
968 {
969 if (potion_resist[i])
970 potion_resist[i] = MAX (potion_resist[i], tmp->resist[i]);
971 else
972 potion_resist[i] = tmp->resist[i]; 918 max_it (potion_resist[i], tmp->resist[i]);
973 } 919 else if (tmp->type != POTION)
920 for (int i = 0; i < NROFATTACKS; i++)
974 else if (tmp->resist[i] > 0) 921 if (tmp->resist[i] > 0)
975 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100; 922 prot[i] += (100 - prot[i]) * tmp->resist[i] / 100;
976 else if (tmp->resist[i] < 0) 923 else if (tmp->resist[i] < 0)
977 vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100; 924 vuln[i] += (100 - vuln[i]) * -tmp->resist[i] / 100;
978 }
979 }
980 925
981 /* There may be other things that should not adjust the attacktype */ 926 /* There may be other things that should not adjust the attacktype */
982 if ((tmp->type != WEAPON && tmp->type != BOW && tmp->type != SYMPTOM) 927 if (tmp->type != SYMPTOM)
983 || current_weapon == tmp)
984 { 928 {
985 attacktype |= tmp->attacktype; 929 attacktype |= tmp->attacktype;
986 path_attuned |= tmp->path_attuned; 930 path_attuned |= tmp->path_attuned;
987 path_repelled |= tmp->path_repelled; 931 path_repelled |= tmp->path_repelled;
988 path_denied |= tmp->path_denied; 932 path_denied |= tmp->path_denied;
989 move_type |= tmp->move_type; 933 move_type |= tmp->move_type;
990 stats.luck += tmp->stats.luck; 934 stats.luck += tmp->stats.luck;
991 } 935 }
992 936
993 if (QUERY_FLAG (tmp, FLAG_LIFESAVE )) SET_FLAG (this, FLAG_LIFESAVE); 937 flag |= tmp->flag & copy_flags;
994 if (QUERY_FLAG (tmp, FLAG_REFL_SPELL )) SET_FLAG (this, FLAG_REFL_SPELL);
995 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE)) SET_FLAG (this, FLAG_REFL_MISSILE);
996 if (QUERY_FLAG (tmp, FLAG_STEALTH )) SET_FLAG (this, FLAG_STEALTH);
997 if (QUERY_FLAG (tmp, FLAG_XRAYS )) SET_FLAG (this, FLAG_XRAYS);
998 if (QUERY_FLAG (tmp, FLAG_BLIND )) SET_FLAG (this, FLAG_BLIND);
999 if (QUERY_FLAG (tmp, FLAG_SEE_IN_DARK )) SET_FLAG (this, FLAG_SEE_IN_DARK);
1000 938
1001 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (&arch->clone, FLAG_UNDEAD)) 939 if (tmp->flag [FLAG_UNDEAD] && !arch->flag [FLAG_UNDEAD])
1002 SET_FLAG (this, FLAG_UNDEAD); 940 this->set_flag (FLAG_UNDEAD);
1003 941
1004 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS)) 942 //TODO: copy_flags?
943 if (tmp->flag [FLAG_MAKE_INVIS])
1005 { 944 {
1006 SET_FLAG (this, FLAG_MAKE_INVIS); 945 set_flag (FLAG_MAKE_INVIS);
1007 invisible = 1; 946 invisible = 1;
1008 } 947 }
1009 948
1010 if (tmp->stats.exp && tmp->type != SKILL) 949 if (tmp->stats.exp && tmp->type != SKILL)
1011 { 950 {
1018 added_speed += tmp->stats.exp; 957 added_speed += tmp->stats.exp;
1019 } 958 }
1020 959
1021 switch (tmp->type) 960 switch (tmp->type)
1022 { 961 {
1023#if 0
1024 case WAND:
1025 case ROD: 962 case SKILL:
1026 case HORN: 963 {
1027 if (type != PLAYER || current_weapon == tmp) 964 // some skills will end up here without counting as "applied"
965 if (!tmp->flag [FLAG_APPLIED] || skill_flags [tmp->subtype] & SF_AUTARK)
966 break;
967
968 if (chosen_skill)
969 {
970 LOG (llevDebug, "fix_player, op %s has multiple skills applied (%s and %s)\n",
971 &name, &chosen_skill->name, &tmp->name);
972
973 tmp->flag [FLAG_APPLIED] = false;
974 update_stats ();
975 return;
976 }
977
1028 chosen_skill = tmp; 978 chosen_skill = tmp;
1029 break;
1030#endif
1031 979
1032 /* skills modifying the character -b.t. */
1033 /* for all skills and skill granting objects */
1034 case SKILL:
1035 if (!QUERY_FLAG (tmp, FLAG_APPLIED))
1036 break;
1037
1038 if (IS_COMBAT_SKILL (tmp->subtype))
1039 wc_obj = tmp;
1040
1041 if (chosen_skill)
1042 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name);
1043
1044 chosen_skill = tmp;
1045
1046 if (tmp->stats.dam > 0) 980 if (tmp->stats.dam > 0)
1047 { /* skill is a 'weapon' */ 981 { /* skill is a 'weapon' */
1048 if (!QUERY_FLAG (this, FLAG_READY_WEAPON)) 982 if (!this->flag [FLAG_READY_WEAPON])
1049 weapon_speed = WEAPON_SPEED (tmp); 983 weapon_speed = max (0, WEAPON_SPEED (tmp));
1050 984
1051 if (weapon_speed < 0)
1052 weapon_speed = 0;
1053
1054 weapon_weight = tmp->weight; 985 weapon_weight = tmp->weight;
1055 stats.dam += tmp->stats.dam * (1 + (chosen_skill->level / 9)); 986 stats.dam += 1 + chosen_skill->level * tmp->stats.dam / 9;
1056 987
1057 if (tmp->magic) 988 if (tmp->magic)
1058 stats.dam += tmp->magic; 989 stats.dam += tmp->magic;
1059 } 990 }
1060 991
1061 if (tmp->stats.wc) 992 if (tmp->stats.wc)
1062 wc -= tmp->stats.wc + tmp->magic; 993 wc -= tmp->stats.wc + tmp->magic;
1063 994
1064 if (tmp->slaying) 995 if (tmp->slaying)
1065 slaying = tmp->slaying; 996 slaying = tmp->slaying;
1066 997
1067 if (tmp->stats.ac) 998 if (tmp->stats.ac)
1068 ac -= tmp->stats.ac + tmp->magic; 999 ac -= tmp->stats.ac + tmp->magic;
1069 1000
1070 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1001 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1071 contr->encumbrance += (int) 3 *tmp->weight / 1000; 1002 contr->encumbrance += weight_to_kg_approx (3 * tmp->weight);
1072
1073 break; 1003 }
1074 1004
1075 case SKILL_TOOL:
1076 if (chosen_skill)
1077 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name);
1078
1079 chosen_skill = tmp;
1080 break; 1005 break;
1081 1006
1082 case SHIELD: 1007 case SHIELD:
1083 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1008 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1084 contr->encumbrance += (int) tmp->weight / 2000; 1009 contr->encumbrance += weight_to_kg_approx (tmp->weight) >> 1;
1010 //FALLTHROUGH
1085 case RING: 1011 case RING:
1086 case AMULET: 1012 case AMULET:
1087 case GIRDLE: 1013 case GIRDLE:
1088 case HELMET: 1014 case HELMET:
1089 case BOOTS: 1015 case BOOTS:
1098 if (tmp->stats.ac) 1024 if (tmp->stats.ac)
1099 ac -= tmp->stats.ac + tmp->magic; 1025 ac -= tmp->stats.ac + tmp->magic;
1100 1026
1101 break; 1027 break;
1102 1028
1029 case RANGED:
1103 case BOW: 1030 case BOW:
1104 case WEAPON: 1031 case WEAPON:
1105 if (type != PLAYER || current_weapon == tmp)
1106 {
1107 wc -= tmp->stats.wc + tmp->magic; 1032 wc -= tmp->stats.wc + tmp->magic;
1108 1033
1109 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0) 1034 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0)
1110 ac -= tmp->stats.ac + tmp->magic; 1035 ac -= tmp->stats.ac + tmp->magic;
1111 1036
1112 stats.dam += tmp->stats.dam + tmp->magic; 1037 stats.dam += tmp->stats.dam + tmp->magic;
1113 weapon_weight = tmp->weight; 1038 weapon_weight = tmp->weight;
1114 weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2; 1039 weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2;
1115 1040
1116 if (weapon_speed < 0) 1041 if (weapon_speed < 0)
1117 weapon_speed = 0; 1042 weapon_speed = 0;
1118 1043
1119 slaying = tmp->slaying; 1044 slaying = tmp->slaying;
1120 1045
1121 /* If there is desire that two handed weapons should do 1046 /* If there is desire that two handed weapons should do
1122 * extra strength damage, this is where the code should 1047 * extra strength damage, this is where the code should
1123 * go. 1048 * go.
1124 */ 1049 */
1125 1050
1126 if (type == PLAYER) 1051 if (type == PLAYER)
1127 if (settings.spell_encumbrance) 1052 if (settings.spell_encumbrance)
1128 contr->encumbrance += tmp->weight * 3 / 1000; 1053 contr->encumbrance += weight_to_kg_approx (3 * tmp->weight);
1129 }
1130 1054
1131 break; 1055 break;
1132 1056
1133 case ARMOUR: /* Only the best of these three are used: */ 1057 case ARMOUR: /* Only the best of these three are used: */
1134 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1058 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1135 contr->encumbrance += tmp->weight / 1000; 1059 contr->encumbrance += weight_to_kg_approx (tmp->weight);
1136 1060
1137 case BRACERS: 1061 case BRACERS:
1138 case FORCE: 1062 case FORCE:
1139 if (tmp->stats.wc) 1063 if (tmp->stats.wc)
1140 { 1064 {
1157 else /* To nullify the below effect */ 1081 else /* To nullify the below effect */
1158 ac += tmp->stats.ac + tmp->magic; 1082 ac += tmp->stats.ac + tmp->magic;
1159 } 1083 }
1160 1084
1161 if (tmp->stats.wc) 1085 if (tmp->stats.wc)
1162 wc -= (tmp->stats.wc + tmp->magic); 1086 wc -= tmp->stats.wc + tmp->magic;
1163 1087
1164 if (tmp->stats.ac) 1088 if (tmp->stats.ac)
1165 ac -= (tmp->stats.ac + tmp->magic); 1089 ac -= tmp->stats.ac + tmp->magic;
1166 1090
1167 if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.f < max) 1091 if (ARMOUR_SPEED (tmp))
1168 max = ARMOUR_SPEED (tmp) / 10.f; 1092 min_it (max_speed, ARMOUR_SPEED (tmp) / 10.f);
1169 1093
1170 break; 1094 break;
1171 } /* switch tmp->type */ 1095 } /* switch tmp->type */
1172 } /* item is equipped */ 1096 } /* item is equipped */
1173 } /* for loop of items */ 1097 } /* for loop of items */
1098
1099 min_it (glow_radius, MAX_LIGHT_RADIUS);
1174 1100
1175 /* We've gone through all the objects the player has equipped. For many things, we 1101 /* We've gone through all the objects the player has equipped. For many things, we
1176 * have generated intermediate values which we now need to assign. 1102 * have generated intermediate values which we now need to assign.
1177 */ 1103 */
1178 1104
1180 * If there is an uncursed potion in effect, granting more protection 1106 * If there is an uncursed potion in effect, granting more protection
1181 * than that, we take: 'total resistance = resistance from potion'. 1107 * than that, we take: 'total resistance = resistance from potion'.
1182 * If there is a cursed (and no uncursed) potion in effect, we take 1108 * If there is a cursed (and no uncursed) potion in effect, we take
1183 * 'total resistance = vulnerability from cursed potion'. 1109 * 'total resistance = vulnerability from cursed potion'.
1184 */ 1110 */
1185 for (i = 0; i < NROFATTACKS; i++) 1111 for (int i = 0; i < NROFATTACKS; i++)
1186 { 1112 {
1187 resist[i] = prot[i] - vuln[i]; 1113 resist[i] = prot[i] - vuln[i];
1188 1114
1189 if (potion_resist[i] && ((potion_resist[i] > resist[i]) || (potion_resist[i] < 0))) 1115 if (potion_resist[i] != -1000
1116 && (potion_resist[i] < 0 || potion_resist[i] > resist[i]))
1190 resist[i] = potion_resist[i]; 1117 resist[i] = potion_resist[i];
1191 } 1118 }
1192 1119
1193 /* Figure out the players sp/mana/hp totals. */
1194 if (type == PLAYER) 1120 if (type == PLAYER)
1195 { 1121 {
1122 // clamp various player stats
1123 for (int i = 0; i < NUM_STATS; ++i)
1124 stats.stat (i) = stat_sum [i];
1125
1126 check_stat_bounds (&stats);
1127
1128 contr->digestion = clamp (contr->digestion, MIN_DIGESTION, MAX_DIGESTION);
1129
1130 /* Figure out the players sp/mana/hp totals. */
1196 int pl_level; 1131 int pl_level;
1197 1132
1198 check_stat_bounds (&(stats));
1199 pl_level = level;
1200
1201 if (pl_level < 1)
1202 pl_level = 1; /* safety, we should always get 1 levels worth of hp! */ 1133 pl_level = max (1, level); /* safety, we should always get 1 levels worth of hp! */
1203 1134
1204 /* You basically get half a con bonus/level. But we do take into account rounding, 1135 /* You basically get half a con bonus/level. But we do take into account rounding,
1205 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels. 1136 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels.
1206 */ 1137 */
1207 for (i = 1, stats.maxhp = 0; i <= pl_level && i <= 10; i++) 1138 stats.maxhp = 0;
1139 for (int i = 1; i <= min (10, pl_level); i++)
1208 { 1140 {
1209 j = contr->levhp[i] + con_bonus[stats.Con] / 2; 1141 int j = contr->levhp[i] + con_bonus[stats.Con] / 2;
1210 1142
1211 if (i % 2 && con_bonus[stats.Con] % 2) 1143 if (i % 2 && con_bonus[stats.Con] % 2)
1212 {
1213 if (con_bonus[stats.Con] > 0) 1144 if (con_bonus[stats.Con] > 0)
1214 j++; 1145 j++;
1215 else 1146 else
1216 j--; 1147 j--;
1217 }
1218 1148
1219 stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */ 1149 stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */
1220 } 1150 }
1221 1151
1222 for (i = 11; i <= level; i++) 1152 stats.maxhp += 2 * max (0, level - 10);
1223 stats.maxhp += 2;
1224 1153
1225 if (stats.hp > stats.maxhp) 1154 if (stats.hp > stats.maxhp)
1226 stats.hp = stats.maxhp; 1155 stats.hp = stats.maxhp;
1227 1156
1228 /* Sp gain is controlled by the level of the player's 1157 /* Sp gain is controlled by the level of the player's
1241 1170
1242 if (mana_obj == this && type == PLAYER) 1171 if (mana_obj == this && type == PLAYER)
1243 stats.maxsp = 1; 1172 stats.maxsp = 1;
1244 else 1173 else
1245 { 1174 {
1246 sp_tmp = 0.f; 1175 float sp_tmp = 0.f;
1247 1176
1248 for (i = 1; i <= mana_obj->level && i <= 10; i++) 1177 for (int i = 1; i <= min (10, mana_obj->level); i++)
1249 { 1178 {
1250 float stmp; 1179 float stmp;
1251 1180
1252 /* Got some extra bonus at first level */ 1181 /* Got some extra bonus at first level */
1253 if (i < 2) 1182 if (i < 2)
1254 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 6.f; 1183 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 6.f;
1255 else 1184 else
1256 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 12.f; 1185 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 12.f;
1257 1186
1258 if (stmp < 1.f)
1259 stmp = 1.f;
1260
1261 sp_tmp += stmp; 1187 sp_tmp += max (1.f, stmp);
1262 } 1188 }
1263 1189
1264 stats.maxsp = (sint16)sp_tmp; 1190 stats.maxsp = int (sp_tmp) + 2 * max (0, mana_obj->level - 10);
1265
1266 for (i = 11; i <= mana_obj->level; i++)
1267 stats.maxsp += 2;
1268 } 1191 }
1192
1269 /* Characters can get their sp supercharged via rune of transferrance */ 1193 /* Characters can get their sp supercharged via rune of transferrance */
1270 if (stats.sp > stats.maxsp * 2) 1194 stats.sp = min (stats.sp, stats.maxsp * 2);
1271 stats.sp = stats.maxsp * 2;
1272 1195
1273 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */ 1196 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */
1274 if (!grace_obj || !grace_obj->level || type != PLAYER) 1197 if (!grace_obj || !grace_obj->level || type != PLAYER)
1275 grace_obj = this; 1198 grace_obj = this;
1276 1199
1281 /* store grace in a float - this way, the divisions below don't create 1204 /* store grace in a float - this way, the divisions below don't create
1282 * big jumps when you go from level to level - with int's, it then 1205 * big jumps when you go from level to level - with int's, it then
1283 * becomes big jumps when the sums of the bonuses jump to the next 1206 * becomes big jumps when the sums of the bonuses jump to the next
1284 * step of 8 - with floats, even fractional ones are useful. 1207 * step of 8 - with floats, even fractional ones are useful.
1285 */ 1208 */
1286 sp_tmp = 0.f; 1209 float sp_tmp = 0.f;
1287 for (i = 1, stats.maxgrace = 0; i <= grace_obj->level && i <= 10; i++) 1210
1211 for (int i = 1; i <= min (10, grace_obj->level); i++)
1288 { 1212 {
1289 float grace_tmp = 0.f; 1213 float grace_tmp = 0.f;
1290 1214
1291 /* Got some extra bonus at first level */ 1215 /* Got some extra bonus at first level */
1292 if (i < 2) 1216 if (i < 2)
1293 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 6.f; 1217 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 6.f;
1294 else 1218 else
1295 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 12.f; 1219 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 12.f;
1296 1220
1297 if (grace_tmp < 1.f)
1298 grace_tmp = 1.f;
1299
1300 sp_tmp += grace_tmp; 1221 sp_tmp += max (1.f, grace_tmp);
1301 } 1222 }
1302 1223
1303 stats.maxgrace = (sint16)sp_tmp;
1304
1305 /* two grace points per level after 11 */ 1224 /* two grace points per level after 10 */
1306 for (i = 11; i <= grace_obj->level; i++) 1225 stats.maxgrace = int (sp_tmp) + 2 * max (0, grace_obj->level - 10);
1307 stats.maxgrace += 2;
1308 } 1226 }
1227
1309 /* No limit on grace vs maxgrace */ 1228 /* No limit on grace vs maxgrace */
1310 1229
1311 if (contr->braced) 1230 if (contr->braced)
1312 { 1231 {
1313 ac += 2; 1232 ac += 2;
1325 * improvement every level, now its fighterlevel/5. So 1244 * improvement every level, now its fighterlevel/5. So
1326 * we give the player a bonus here in wc and dam 1245 * we give the player a bonus here in wc and dam
1327 * to make up for the change. Note that I left the 1246 * to make up for the change. Note that I left the
1328 * monster bonus the same as before. -b.t. 1247 * monster bonus the same as before. -b.t.
1329 */ 1248 */
1249 object *wc_obj = chosen_skill;
1330 1250
1331 if (type == PLAYER && wc_obj && wc_obj->level > 1) 1251 if (contr && wc_obj && wc_obj->level > 1)
1332 { 1252 {
1333 wc -= wc_obj->level + thaco_bonus[stats.Str]; 1253 wc -= wc_obj->level + thaco_bonus[stats.Str];
1334 1254
1335 for (i = 1; i < wc_obj->level; i++) 1255 for (int i = 1; i < wc_obj->level; i++)
1336 { 1256 {
1337 /* addtional wc every 6 levels */ 1257 /* additional wc every 6 levels */
1338 if (!(i % 6)) 1258 if (!(i % 6))
1339 wc--; 1259 wc--;
1340 1260
1341 /* addtional dam every 4 levels. */ 1261 /* additional dam every 4 levels. */
1342 if (!(i % 4) && dam_bonus[stats.Str] >= 0) 1262 if (!(i % 4) && dam_bonus[stats.Str] >= 0)
1343 stats.dam += 1 + dam_bonus[stats.Str] / 5; 1263 stats.dam += 1 + dam_bonus[stats.Str] / 5;
1344 } 1264 }
1345 } 1265 }
1346 else 1266 else
1353 1273
1354 speed = 1.f + speed_bonus[stats.Dex]; 1274 speed = 1.f + speed_bonus[stats.Dex];
1355 1275
1356 if (settings.search_items && contr->search_str[0]) 1276 if (settings.search_items && contr->search_str[0])
1357 speed -= 1; 1277 speed -= 1;
1358
1359 if (attacktype == 0)
1360 attacktype = arch->clone.attacktype;
1361
1362 } /* End if player */ 1278 } /* End if player */
1363 1279
1364 if (added_speed >= 0) 1280 if (added_speed >= 0)
1365 speed += added_speed / 10.f; 1281 speed += added_speed / 10.f;
1366 else /* Something wrong here...: */ 1282 else /* Something wrong here...: */
1367 speed /= 1.f - added_speed; 1283 speed /= 1.f - added_speed;
1368 1284
1369 /* Max is determined by armour */ 1285 /* Max is determined by armour */
1370 if (speed > max) 1286 speed = min (speed, max_speed);
1371 speed = max;
1372 1287
1373 if (type == PLAYER) 1288 if (type == PLAYER)
1374 { 1289 {
1375 /* f is a number the represents the number of kg above (positive num) 1290 /* f is a number the represents the number of kg above (positive num)
1376 * or below (negative number) that the player is carrying. If above 1291 * or below (negative number) that the player is carrying. If above
1377 * weight limit, then player suffers a speed reduction based on how 1292 * weight limit, then player suffers a speed reduction based on how
1378 * much above he is, and what is max carry is 1293 * much above he is, and what is max carry is
1379 */ 1294 */
1380 f = (carrying / 1000) - max_carry[stats.Str]; 1295 float f = (sint32)weight_to_kg_approx (carrying) - max_carry[stats.Str];
1381 if (f > 0) 1296 if (f > 0.f)
1382 speed = speed / (1.f + f / max_carry[stats.Str]); 1297 speed /= (1.f + f / max_carry[stats.Str]);
1383 } 1298 }
1384 1299
1385 speed += bonus_speed / 10.f; /* Not affected by limits */ 1300 speed += bonus_speed / 10.f; /* Not affected by limits */
1301 speed *= speed_reduce_from_disease;
1386 1302
1387 /* Put a lower limit on speed. Note with this speed, you move once every 1303 /* Put a lower limit on speed. Note with this speed, you move once every
1388 * 100 ticks or so. This amounts to once every 12 seconds of realtime. 1304 * 25 ticks or so. This amounts to once every 3 seconds of realtime.
1389 */ 1305 */
1390 speed = speed * speed_reduce_from_disease; 1306 max_it (speed, is_player () ? MIN_PLAYER_SPEED : MIN_ACTIVE_SPEED);
1391 1307
1392 if (speed < 0.01f && type == PLAYER) 1308 if (speed != old_speed)
1393 speed = 0.01f; 1309 set_speed (speed);
1394 1310
1395 if (type == PLAYER) 1311 if (type == PLAYER)
1396 { 1312 {
1397 /* (This formula was made by vidarl@ifi.uio.no) 1313 /* (This formula was made by vidarl@ifi.uio.no)
1398 * Note that we never used these values again - basically 1314 * Note that we never used these values again - basically
1400 * that would just be a real pain to read. 1316 * that would just be a real pain to read.
1401 */ 1317 */
1402 float M = (max_carry[stats.Str] - 121) / 121.f; 1318 float M = (max_carry[stats.Str] - 121) / 121.f;
1403 float M2 = max_carry[stats.Str] / 100.f; 1319 float M2 = max_carry[stats.Str] / 100.f;
1404 float W = weapon_weight / 20000.f; 1320 float W = weapon_weight / 20000.f;
1405 float s = 2 - weapon_speed / 10.f; 1321 float s = (20 - weapon_speed) / 10.f;
1406 float D = (stats.Dex - 14) / 14.f; 1322 float D = (stats.Dex - 14) / 14.f;
1407 float K = 1 + M / 3.f - W / (3 * M2) + speed / 5.f + D / 2.f; 1323 float K = 1 + M / 3.f - W / (3 * M2) + speed / 5.f + D / 2.f;
1408 1324
1409 K *= (4 + level) *1.2f / (6 + level); 1325 K *= (4 + level) * 1.2f / (6 + level);
1410 1326
1411 if (K <= 0.f) 1327 if (K <= 0.01f)
1412 K = 0.01f; 1328 K = 0.01f;
1413 1329
1414 float S = speed / (K * s); 1330 contr->weapon_sp = K * s * .5f; //TODO: balance the .5
1415
1416 contr->weapon_sp = S;
1417 } 1331 }
1418 1332
1419 /* I want to limit the power of small monsters with big weapons: */ 1333 /* I want to limit the power of small monsters with big weapons: */
1420 if (type != PLAYER && arch && stats.dam > arch->clone.stats.dam * 3) 1334 if (type != PLAYER && arch && stats.dam > arch->stats.dam * 3)
1421 stats.dam = arch->clone.stats.dam * 3; 1335 stats.dam = arch->stats.dam * 3;
1422 1336
1423 /* Prevent overflows of wc - best you can get is ABS(120) - this 1337 stats.wc = clamp (wc, MIN_WC, MAX_WC);
1424 * should be more than enough - remember, AC is also in 8 bits, 1338 stats.ac = clamp (ac, MIN_AC, MAX_AC);
1425 * so its value is the same.
1426 */
1427 if (wc > 120)
1428 wc = 120;
1429 else if (wc < -120)
1430 wc = -120;
1431
1432 stats.wc = wc;
1433
1434 if (ac > 120)
1435 ac = 120;
1436 else if (ac < -120)
1437 ac = -120;
1438
1439 stats.ac = ac;
1440 1339
1441 /* if for some reason the creature doesn't have any move type, 1340 /* if for some reason the creature doesn't have any move type,
1442 * give them walking as a default. 1341 * give them walking as a default.
1443 * The second case is a special case - to more closely mimic the 1342 * The second case is a special case - to more closely mimic the
1444 * old behaviour - if your flying, your not walking - just 1343 * old behaviour - if your flying, your not walking - just
1447 if (move_type == 0) 1346 if (move_type == 0)
1448 move_type = MOVE_WALK; 1347 move_type = MOVE_WALK;
1449 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) 1348 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH))
1450 move_type &= ~MOVE_WALK; 1349 move_type &= ~MOVE_WALK;
1451 1350
1452 if (speed != old_speed) 1351 // now apply the new move_type
1453 set_speed (speed); 1352 if (this->move_type != move_type)
1353 change_move_type (move_type);
1454 1354
1455 /* It is quite possible that a player's spell costing might have changed, 1355 /* It is quite possible that a player's spell costing might have changed,
1456 * so we will check that now. 1356 * so we will check that now.
1457 */ 1357 */
1458 if (type == PLAYER) 1358 if (is_player ())
1459 { 1359 contr->update_spells ();
1460 esrv_update_stats (contr);
1461 esrv_update_spells (contr);
1462 }
1463 1360
1464 // update the mapspace, if we are on a map 1361 // update the mapspace, if we are on a map
1465 if (!flag [FLAG_REMOVED] && map) 1362 if (!flag [FLAG_REMOVED] && map)
1466 map->at (x, y).flags_ = 0; 1363 map->at (x, y).flags_ = 0;
1467} 1364}
1468 1365
1469/* 1366void
1470 * Returns true if the given player is a legal class. 1367object::set_glow_radius (sint8 rad)
1471 * The function to add and remove class-bonuses to the stats doesn't
1472 * check if the stat becomes negative, thus this function
1473 * merely checks that all stats are 1 or more, and returns
1474 * false otherwise.
1475 */
1476int
1477allowed_class (const object *op)
1478{ 1368{
1479 return op->stats.Dex > 0 1369 glow_radius = rad;
1480 && op->stats.Str > 0 1370
1481 && op->stats.Con > 0 1371 if (is_on_map ())
1482 && op->stats.Int > 0 1372 update_all_los (map, x, y);
1483 && op->stats.Wis > 0 1373 else if (object *env = outer_env ())
1484 && op->stats.Pow > 0 1374 {
1485 && op->stats.Cha > 0; 1375 env->update_stats ();
1376
1377 if (env->is_on_map ())
1378 update_all_los (env->map, env->x, env->y);
1379 }
1486} 1380}
1487 1381
1488/* 1382/*
1489 * set the new dragon name after gaining levels or 1383 * set the new dragon name after gaining levels or
1490 * changing ability focus (later this can be extended to 1384 * changing ability focus (later this can be extended to
1491 * eventually change the player's face and animation) 1385 * eventually change the player's face and animation)
1492 *
1493 * Note that the title is written to 'own_title' in the
1494 * player struct. This should be changed to 'ext_title'
1495 * as soon as clients support this!
1496 * Please, anyone, write support for 'ext_title'.
1497 */ 1386 */
1498void 1387void
1499set_dragon_name (object *pl, const object *abil, const object *skin) 1388set_dragon_name (object *pl, const object *abil, const object *skin)
1500{ 1389{
1501 int atnr = -1; /* attacknumber of highest level */ 1390 int atnr = -1; /* attacknumber of highest level */
1519 /* now if there are equals at highest level, pick the one with focus, 1408 /* now if there are equals at highest level, pick the one with focus,
1520 or else at random */ 1409 or else at random */
1521 if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level) 1410 if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level)
1522 atnr = abil->stats.exp; 1411 atnr = abil->stats.exp;
1523 1412
1524 level = (int) (level / 5.);
1525
1526 /* now set the new title */ 1413 /* now set the new title */
1527 if (pl->contr != NULL)
1528 {
1529 if (level == 0)
1530 sprintf (pl->contr->title, "%s hatchling", attacks[atnr]); 1414 if (level < 25) sprintf (pl->contr->title, "%s hatchling", attacks[atnr]);
1531 else if (level == 1)
1532 sprintf (pl->contr->title, "%s wyrm", attacks[atnr]); 1415 else if (level < 50) sprintf (pl->contr->title, "%s wyrm" , attacks[atnr]);
1533 else if (level == 2)
1534 sprintf (pl->contr->title, "%s wyvern", attacks[atnr]); 1416 else if (level < 75) sprintf (pl->contr->title, "%s wyvern" , attacks[atnr]);
1535 else if (level == 3)
1536 sprintf (pl->contr->title, "%s dragon", attacks[atnr]); 1417 else if (level < 100) sprintf (pl->contr->title, "%s dragon" , attacks[atnr]);
1537 else 1418 else
1538 { 1419 {
1539 /* special titles for extra high resistance! */ 1420 /* special titles for extra high resistance! */
1540 if (skin->resist[atnr] > 80)
1541 sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]); 1421 if (skin->resist[atnr] > 80) sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]);
1542 else if (skin->resist[atnr] > 50)
1543 sprintf (pl->contr->title, "ancient %s dragon", attacks[atnr]); 1422 else if (skin->resist[atnr] > 50) sprintf (pl->contr->title, "ancient %s dragon" , attacks[atnr]);
1544 else
1545 sprintf (pl->contr->title, "big %s dragon", attacks[atnr]); 1423 else sprintf (pl->contr->title, "big %s dragon" , attacks[atnr]);
1546 }
1547 } 1424 }
1548 1425
1549 strcpy (pl->contr->own_title, ""); 1426 strcpy (pl->contr->own_title, "");
1550} 1427}
1551 1428
1552/* 1429/*
1553 * This function is called when a dragon-player gains 1430 * This function is called when a dragon-player gains
1554 * an overall level. Here, the dragon might gain new abilities 1431 * an overall level. Here, the dragon might gain new abilities
1555 * or change the ability-focus. 1432 * or change the ability-focus.
1556 */ 1433 */
1557void 1434static void
1558dragon_level_gain (object *who) 1435dragon_level_gain (object *who)
1559{ 1436{
1560 object *abil = NULL; /* pointer to dragon ability force */ 1437 object *abil = NULL; /* pointer to dragon ability force */
1561 object *skin = NULL; /* pointer to dragon skin force */ 1438 object *skin = NULL; /* pointer to dragon skin force */
1562 object *tmp = NULL; /* tmp. object */ 1439 object *tmp = NULL; /* tmp. object */
1563 char buf[MAX_BUF]; /* tmp. string buffer */ 1440 char buf[MAX_BUF]; /* tmp. string buffer */
1564 1441
1565 /* now grab the 'dragon_ability'-forces from the player's inventory */ 1442 /* now grab the 'dragon_ability'-forces from the player's inventory */
1566 shstr_cmp dragon_ability_force ("dragon_ability_force");
1567 shstr_cmp dragon_skin_force ("dragon_skin_force");
1568
1569 for (tmp = who->inv; tmp; tmp = tmp->below) 1443 for (tmp = who->inv; tmp; tmp = tmp->below)
1570 if (tmp->type == FORCE) 1444 if (tmp->type == FORCE)
1571 if (tmp->arch->name == dragon_ability_force) 1445 if (tmp->arch->archname == shstr_dragon_ability_force)
1572 abil = tmp; 1446 abil = tmp;
1573 else if (tmp->arch->name == dragon_skin_force) 1447 else if (tmp->arch->archname == shstr_dragon_skin_force)
1574 skin = tmp; 1448 skin = tmp;
1575 1449
1576 /* if the force is missing -> bail out */ 1450 /* if the force is missing -> bail out */
1577 if (abil == NULL) 1451 if (abil == NULL)
1578 return; 1452 return;
1621 object *skill_obj; 1495 object *skill_obj;
1622 1496
1623 skill_obj = get_archetype_by_skill_name (skill_name, SKILL); 1497 skill_obj = get_archetype_by_skill_name (skill_name, SKILL);
1624 if (!skill_obj) 1498 if (!skill_obj)
1625 { 1499 {
1626 LOG (llevError, "add_player_exp: couldn't find skill %s\n", skill_name); 1500 LOG (llevError, "give_skill_by_name: couldn't find skill %s\n", skill_name);
1627 return NULL; 1501 return NULL;
1628 } 1502 }
1503
1629 /* clear the flag - exp goes into this bucket, but player 1504 /* clear the flag - exp goes into this bucket, but player
1630 * still doesn't know it. 1505 * still doesn't know it.
1631 */ 1506 */
1632 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL); 1507 skill_obj->clr_flag (FLAG_CAN_USE_SKILL);
1633 skill_obj->stats.exp = 0; 1508 skill_obj->stats.exp = 0;
1634 skill_obj->level = 1; 1509 skill_obj->level = 1;
1635 insert_ob_in_ob (skill_obj, op); 1510 op->insert (skill_obj);
1636 1511
1637 if (op->contr) 1512 if (player *pl = op->contr)
1638 { 1513 pl->link_skills ();
1639 op->contr->last_skill_ob [skill_obj->subtype] = skill_obj;
1640 if (op->contr->ns)
1641 op->contr->ns->last_skill_exp[skill_obj->subtype] = -1;//TODO: should be made superfluous
1642 }
1643 1514
1644 return skill_obj; 1515 return skill_obj;
1645} 1516}
1646
1647 1517
1648/* player_lvl_adj() - for the new exp system. we are concerned with 1518/* player_lvl_adj() - for the new exp system. we are concerned with
1649 * whether the player gets more hp, sp and new levels. 1519 * whether the player gets more hp, sp and new levels.
1650 * Note this this function should only be called for players. Monstes 1520 * Note this this function should only be called for players. Monstes
1651 * don't really gain levels 1521 * don't really gain levels
1654 */ 1524 */
1655void 1525void
1656player_lvl_adj (object *who, object *op) 1526player_lvl_adj (object *who, object *op)
1657{ 1527{
1658 char buf[MAX_BUF]; 1528 char buf[MAX_BUF];
1529 bool changed = false;
1659 1530
1660 if (!op) /* when rolling stats */ 1531 if (!op) /* when rolling stats */
1661 op = who; 1532 op = who;
1662 1533
1663 if (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul)) 1534 while (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul))
1664 { 1535 {
1536 changed = true;
1537
1665 op->level++; 1538 op->level++;
1666 1539
1667 if (op != NULL && op == who && op->stats.exp > 1 && is_dragon_pl (who)) 1540 if (op && op == who && op->stats.exp > 1 && who->is_dragon ())
1668 dragon_level_gain (who); 1541 dragon_level_gain (who);
1669 1542
1670 /* Only roll these if it is the player (who) that gained the level */ 1543 /* Only roll these if it is the player (who) that gained the level */
1671 if (op == who && (who->level < 11) && who->type == PLAYER) 1544 if (op == who && (who->level < 11) && who->type == PLAYER)
1672 { 1545 {
1673 who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1; 1546 who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1;
1674 who->contr->levsp[who->level] = die_roll (2, 3, who, PREFER_HIGH); 1547 who->contr->levsp[who->level] = die_roll (2, 3, who, PREFER_HIGH);
1675 who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1; 1548 who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1;
1676 } 1549 }
1677 1550
1678 who->update_stats ();
1679 if (op->level > 1) 1551 if (op->level > 1)
1680 { 1552 {
1681 if (op->type != PLAYER) 1553 if (op->type != PLAYER)
1554 {
1555 who->contr->play_sound (sound_find ("skill_up"));
1682 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); 1556 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1557 }
1683 else 1558 else
1559 {
1560 who->contr->play_sound (sound_find ("level_up"));
1684 sprintf (buf, "You are now level %d.", op->level); 1561 sprintf (buf, "You are now level %d.", op->level);
1562 }
1563
1685 if (who) 1564 if (who)
1686 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); 1565 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1687 } 1566 }
1688 player_lvl_adj (who, op); /* To increase more levels */
1689 } 1567 }
1568
1690 else if (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul)) 1569 while (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul))
1691 { 1570 {
1571 changed = true;
1572
1692 op->level--; 1573 op->level--;
1693 who->update_stats (); 1574
1694 if (op->type != PLAYER) 1575 if (op->type != PLAYER)
1695 { 1576 {
1696 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);
1697 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); 1578 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1698 } 1579 }
1699 player_lvl_adj (who, op); /* To decrease more levels */
1700 } 1580 }
1701 1581
1702 /* check if the spell data has changed */ 1582 if (changed)
1703 esrv_update_stats (who->contr); 1583 who->update_stats (); // should cause esrv_update_stats and esrv_update_spells
1704 esrv_update_spells (who->contr);
1705} 1584}
1706 1585
1707/* 1586/*
1708 * Returns how much experience is needed for a player to become 1587 * Returns how much experience is needed for a player to become
1709 * the given level. level should really never exceed max_level 1588 * the given level. level should really never exceed max_level
1710 */ 1589 */
1711 1590
1712sint64 1591sint64
1713level_exp (int level, double expmul) 1592level_exp (int level, double expmul)
1714{ 1593{
1715 if (level > settings.max_level) 1594 return expmul * level_to_min_exp (level);
1716 return (sint64) (expmul * levels[settings.max_level]);
1717
1718 return (sint64) (expmul * levels[level]);
1719} 1595}
1720 1596
1721/* 1597/*
1722 * Ensure that the permanent experience requirements in an exp object are met. 1598 * Ensure that the permanent experience requirements in an exp object are met.
1723 * This really just checks 'op to make sure the perm_exp value is within 1599 * This really just checks 'op to make sure the perm_exp value is within
1751 * NULL, in which case exp increases the players general 1627 * NULL, in which case exp increases the players general
1752 * total, but not any particular skill. 1628 * total, but not any particular skill.
1753 * flag is what to do if the player doesn't have the skill: 1629 * flag is what to do if the player doesn't have the skill:
1754 */ 1630 */
1755static void 1631static void
1756add_player_exp (object *op, sint64 exp, const char *skill_name, int flag) 1632add_player_exp (object *op, sint64 exp, shstr_tmp skill_name, int flag)
1757{ 1633{
1758 object *skill_obj = NULL; 1634 object *skill_obj;
1759 sint64 limit, exp_to_add; 1635 sint64 limit, exp_to_add;
1760 int i;
1761 1636
1762 /* prevents some forms of abuse. */ 1637 /* prevents some forms of abuse. */
1763 if (op->contr->braced) 1638 if (op->contr->braced)
1764 exp /= 5; 1639 exp /= 5;
1765 1640
1766 /* Try to find the matching skill. 1641 /* Try to find the matching skill.
1767 * We do a shortcut/time saving mechanism first - see if it matches 1642 * We do a shortcut/time saving mechanism first - see if it matches
1768 * chosen_skill. This means we don't need to search through 1643 * chosen_skill. This means we don't need to search through
1769 * the players inventory. 1644 * the players inventory.
1770 */ 1645 */
1646 skill_obj = 0;
1647
1771 if (skill_name) 1648 if (skill_name)
1772 { 1649 {
1773 if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill)) 1650 skill_obj = op->contr->find_skill (skill_name);
1774 skill_obj = op->chosen_skill;
1775 else
1776 {
1777 for (i = 0; i < NUM_SKILLS; i++)
1778 if (op->contr->last_skill_ob[i] && !strcmp (op->contr->last_skill_ob[i]->skill, skill_name))
1779 {
1780 skill_obj = op->contr->last_skill_ob[i];
1781 break;
1782 }
1783 1651
1784 /* Player doesn't have the skill. Check to see what to do, and give 1652 /* Player doesn't have the skill. Check to see what to do, and give
1785 * it to the player if necessary 1653 * it to the player if necessary
1786 */ 1654 */
1787 if (!skill_obj) 1655 if (!skill_obj)
1788 { 1656 {
1789 if (flag == SK_EXP_NONE) 1657 if (flag == SK_EXP_NONE)
1790 return; 1658 return;
1659
1791 else if (flag == SK_EXP_ADD_SKILL) 1660 if (flag == SK_EXP_ADD_SKILL)
1792 give_skill_by_name (op, skill_name); 1661 skill_obj = give_skill_by_name (op, skill_name);
1793 }
1794 } 1662 }
1795 } 1663 }
1796 1664
1797 if (flag != SK_EXP_SKILL_ONLY) 1665 if (flag != SK_EXP_SKILL_ONLY)
1798 { 1666 {
1799 /* Basically, you can never gain more experience in one shot 1667 /* Basically, you can never gain more experience in one shot
1800 * than half what you need to gain for next level. 1668 * than half what you need to gain for next level.
1801 */ 1669 */
1802 exp_to_add = exp; 1670 exp_to_add = exp;
1803 limit = (levels[op->level + 1] - levels[op->level]) / 2; 1671 limit = (levels [op->level + 1] - levels [op->level]) / 2;
1804 if (exp_to_add > limit) 1672 if (exp_to_add > limit)
1805 exp_to_add = limit; 1673 exp_to_add = limit;
1806 1674
1807 ADD_EXP (op->stats.exp, (sint64) ((float) exp_to_add * (skill_obj ? skill_obj->expmul : 1))); 1675 ADD_EXP (op->stats.exp, (sint64) ((float) exp_to_add * (skill_obj ? skill_obj->expmul : 1)));
1808 if (settings.permanent_exp_ratio) 1676 if (settings.permanent_exp_ratio)
1815 } 1683 }
1816 1684
1817 if (skill_obj) 1685 if (skill_obj)
1818 { 1686 {
1819 exp_to_add = exp; 1687 exp_to_add = exp;
1820 limit = (levels[skill_obj->level + 1] - levels[skill_obj->level]) / 2; 1688 limit = (levels [skill_obj->level + 1] - levels [skill_obj->level]) / 2;
1821 if (exp_to_add > limit) 1689 if (exp_to_add > limit)
1822 exp_to_add = limit; 1690 exp_to_add = limit;
1823 1691
1824 ADD_EXP (skill_obj->stats.exp, exp_to_add); 1692 ADD_EXP (skill_obj->stats.exp, exp_to_add);
1825 if (settings.permanent_exp_ratio) 1693 if (settings.permanent_exp_ratio)
1831 player_lvl_adj (op, skill_obj); 1699 player_lvl_adj (op, skill_obj);
1832 } 1700 }
1833} 1701}
1834 1702
1835/* This function checks to make sure that object 'op' can 1703/* This function checks to make sure that object 'op' can
1836 * lost 'exp' experience. It returns the amount of exp 1704 * lose 'exp' experience. It returns the amount of exp
1837 * object 'op' can in fact lose - it basically makes 1705 * object 'op' can in fact lose - it basically makes
1838 * adjustments based on permanent exp and the like. 1706 * adjustments based on permanent exp and the like.
1839 * This function should always be used for losing experience - 1707 * This function should always be used for losing experience -
1840 * the 'exp' value passed should be positive - this is the 1708 * the 'exp' value passed should be positive - this is the
1841 * amount that should get subtract from the player. 1709 * amount that should get subtract from the player.
1842 */ 1710 */
1843sint64 1711static sint64
1844check_exp_loss (const object *op, sint64 exp) 1712check_exp_loss (const object *op, sint64 exp)
1845{ 1713{
1846 sint64 del_exp; 1714 sint64 del_exp;
1847 1715
1848 if (exp > op->stats.exp) 1716 if (exp > op->stats.exp)
1849 exp = op->stats.exp; 1717 exp = op->stats.exp;
1718
1850 if (settings.permanent_exp_ratio) 1719 if (settings.permanent_exp_ratio)
1851 { 1720 {
1852 del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO); 1721 del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO);
1722
1853 if (del_exp < 0) 1723 if (del_exp < 0)
1854 del_exp = 0; 1724 del_exp = 0;
1725
1855 if (exp > del_exp) 1726 if (exp > del_exp)
1856 exp = del_exp; 1727 exp = del_exp;
1857 } 1728 }
1729
1858 return exp; 1730 return exp;
1859} 1731}
1860 1732
1861sint64 1733sint64
1862check_exp_adjust (const object *op, sint64 exp) 1734check_exp_adjust (const object *op, sint64 exp)
1863{ 1735{
1864 if (exp < 0) 1736 if (exp < 0)
1865 return check_exp_loss (op, exp); 1737 return check_exp_loss (op, exp);
1866 else 1738 else
1867 return MIN (exp, (sint64) MAX_EXPERIENCE - op->stats.exp); 1739 return min (exp, (sint64)MAX_EXPERIENCE - op->stats.exp);
1868} 1740}
1869
1870 1741
1871/* Subtracts experience from player. 1742/* Subtracts experience from player.
1872 * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we 1743 * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we
1873 * only subtract from the matching skill. Otherwise, 1744 * only subtract from the matching skill. Otherwise,
1874 * this subtracts a portion from all 1745 * this subtracts a portion from all
1879 * where everything is at the minimum perm exp, he would lose nothing. 1750 * where everything is at the minimum perm exp, he would lose nothing.
1880 * exp is the amount of exp to subtract - thus, it should be 1751 * exp is the amount of exp to subtract - thus, it should be
1881 * a postive number. 1752 * a postive number.
1882 */ 1753 */
1883static void 1754static void
1884subtract_player_exp (object *op, sint64 exp, const char *skill, int flag) 1755subtract_player_exp (object *op, sint64 exp, shstr_tmp skill, int flag)
1885{ 1756{
1886 float fraction = (float) exp / (float) op->stats.exp; 1757 float fraction = (float) exp / (float) op->stats.exp;
1887 object *tmp; 1758 object *tmp;
1888 sint64 del_exp; 1759 sint64 del_exp;
1889 1760
1890 for (tmp = op->inv; tmp; tmp = tmp->below) 1761 for (tmp = op->inv; tmp; tmp = tmp->below)
1891 if (tmp->type == SKILL && tmp->stats.exp) 1762 if (tmp->type == SKILL && tmp->stats.exp)
1892 { 1763 {
1893 if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (tmp->skill, skill)) 1764 if (flag == SK_SUBTRACT_SKILL_EXP && skill && tmp->skill == skill)
1894 { 1765 {
1895 del_exp = check_exp_loss (tmp, exp); 1766 del_exp = check_exp_loss (tmp, exp);
1896 tmp->stats.exp -= del_exp; 1767 tmp->stats.exp -= del_exp;
1897 player_lvl_adj (op, tmp); 1768 player_lvl_adj (op, tmp);
1898 } 1769 }
1899 else if (flag != SK_SUBTRACT_SKILL_EXP) 1770 else if (flag != SK_SUBTRACT_SKILL_EXP)
1900 { 1771 {
1901 /* only want to process other skills if we are not trying 1772 /* only want to process other skills if we are not trying
1902 * to match a specific skill. 1773 * to match a specific skill.
1903 */ 1774 */
1904 del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction)); 1775 del_exp = check_exp_loss (tmp, tmp->stats.exp * fraction);
1905 tmp->stats.exp -= del_exp; 1776 tmp->stats.exp -= del_exp;
1906 player_lvl_adj (op, tmp); 1777 player_lvl_adj (op, tmp);
1907 } 1778 }
1908 } 1779 }
1909 1780
1923 * skill_name is the skill that should get the exp added. 1794 * skill_name is the skill that should get the exp added.
1924 * flag is what to do if player doesn't have the skill. 1795 * flag is what to do if player doesn't have the skill.
1925 * these last two values are only used for players. 1796 * these last two values are only used for players.
1926 */ 1797 */
1927void 1798void
1928change_exp (object *op, sint64 exp, const char *skill_name, int flag) 1799change_exp (object *op, sint64 exp, shstr_tmp skill_name, int flag)
1929{ 1800{
1930#ifdef EXP_DEBUG 1801#ifdef EXP_DEBUG
1931 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp); 1802 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp);
1932#endif 1803#endif
1933 1804
1950 * worth. 1821 * worth.
1951 */ 1822 */
1952 if (op->type != PLAYER) 1823 if (op->type != PLAYER)
1953 { 1824 {
1954 /* Sanity check */ 1825 /* Sanity check */
1955 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1826 if (!op->flag [FLAG_ALIVE])
1956 return; 1827 return;
1957 1828
1958 /* reset exp to max allowed value. We subtract from 1829 /* reset exp to max allowed value. We subtract from
1959 * MAX_EXPERIENCE to prevent overflows. If the player somehow has 1830 * MAX_EXPERIENCE to prevent overflows. If the player somehow has
1960 * more than max exp, just return. 1831 * more than max exp, just return.
1986 * amount of permenent experience, whichever gives the lowest loss. 1857 * amount of permenent experience, whichever gives the lowest loss.
1987 */ 1858 */
1988void 1859void
1989apply_death_exp_penalty (object *op) 1860apply_death_exp_penalty (object *op)
1990{ 1861{
1991 object *tmp;
1992 sint64 loss; 1862 sint64 loss;
1993 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */ 1863 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */
1994 sint64 level_loss; /* defined by the setting 'death_penalty_levels */ 1864 sint64 level_loss; /* defined by the setting 'death_penalty_levels */
1995 1865
1996 for (tmp = op->inv; tmp; tmp = tmp->below) 1866 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1997 if (tmp->type == SKILL && tmp->stats.exp) 1867 if (tmp->type == SKILL && tmp->stats.exp)
1998 { 1868 {
1999
2000 percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100; 1869 percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100;
2001 level_loss = tmp->stats.exp - levels[MAX (0, tmp->level - settings.death_penalty_level)]; 1870 level_loss = tmp->stats.exp - levels [max (0, tmp->level - settings.death_penalty_level)];
2002 1871
2003 /* With the revised exp system, you can get cases where 1872 /* With the revised exp system, you can get cases where
2004 * losing several levels would still require that you have more 1873 * losing several levels would still require that you have more
2005 * exp than you currently have - this is true if the levels 1874 * exp than you currently have - this is true if the levels
2006 * tables is a lot harder. 1875 * tables is a lot harder.
2007 */ 1876 */
2008 if (level_loss < 0) 1877 if (level_loss < 0)
2009 level_loss = 0; 1878 level_loss = 0;
2010 1879
2011 loss = check_exp_loss (tmp, MIN (level_loss, percentage_loss)); 1880 loss = check_exp_loss (tmp, min (level_loss, percentage_loss));
2012 1881
2013 tmp->stats.exp -= loss; 1882 tmp->stats.exp -= loss;
2014 player_lvl_adj (op, tmp); 1883 player_lvl_adj (op, tmp);
2015 } 1884 }
2016 1885
2017 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100; 1886 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100;
2018 level_loss = op->stats.exp - levels[MAX (0, op->level - settings.death_penalty_level)]; 1887 level_loss = op->stats.exp - levels [max (0, op->level - settings.death_penalty_level)];
1888
2019 if (level_loss < 0) 1889 if (level_loss < 0)
2020 level_loss = 0; 1890 level_loss = 0;
1891
2021 loss = check_exp_loss (op, MIN (level_loss, percentage_loss)); 1892 loss = check_exp_loss (op, min (level_loss, percentage_loss));
2022 1893
2023 op->stats.exp -= loss; 1894 op->stats.exp -= loss;
2024 player_lvl_adj (op, NULL); 1895 player_lvl_adj (op, NULL);
2025} 1896}
2026 1897

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