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Comparing deliantra/server/common/living.C (file contents):
Revision 1.52 by root, Sat May 12 18:34:19 2007 UTC vs.
Revision 1.133 by root, Sun Jan 29 02:47:04 2017 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 (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 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,
48static const int grace_bonus[MAX_STAT + 1] = { 47static const int grace_bonus[MAX_STAT + 1] = {
49 -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, 48 -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,
50 30, 40, 50, 70, 100 49 30, 40, 50, 70, 100
51}; 50};
52 51
53/* 0.92.7 Changed way charisma works. Values now 52/* 0.92.7 Changed way charisma works. Values now
54 * represent how much more it costs to buy something than to sell it 53 * represent how much more it costs to buy something than to sell it
55 * (10, a value of 10 means it is that if it costs 50 gp to buy, you 54 * (10, a value of 10 means it is that if it costs 50 gp to buy, you
56 * would only get 5 gp when you sell.) Let query_cost do the calculations 55 * would only get 5 gp when you sell.) Let query_cost do the calculations
57 * on how to really do this. Buy keeping it this simple number, it is 56 * on how to really do this. Buy keeping it this simple number, it is
58 * much easier to know how things will be influenced. A value of '1' means 57 * much easier to know how things will be influenced. A value of '1' means
59 * buying and selling is both the same value - any value less than or equal 58 * buying and selling is both the same value - any value less than or equal
60 * to 1 should not be used. 59 * to 1 should not be used.
61 * At least as of now, the only place that uses this code is query_cost, 60 * At least as of now, the only place that uses this code is query_cost,
62 * in server/shop.c. This bonus is split evenly between buying and selling 61 * in server/shop.c. This bonus is split evenly between buying and selling
63 * (ie, if the bonus is 2.0, then items are bought for 1.33 list, and sold 62 * (ie, if the bonus is 2.0, then items are bought for 1.33 list, and sold
64 * at .667 63 * at .667
65 * This is figured by diff=(y-1)/(1+y), and for buy, it is 1+diff, for sell 64 * This is figured by diff=(y-1)/(1+y), and for buy, it is 1+diff, for sell
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
151 * to make the value of MAX_EXP_CAT close to the 150 * to make the value of MAX_EXP_CAT close to the
152 * actual number of experience objects in the game, 151 * actual number of experience objects in the game,
153 * otherwise the maximum level in any experience 152 * otherwise the maximum level in any experience
154 * category could be quite low. To help the situation 153 * category could be quite low. To help the situation
155 * out a little I added 10 more levels, and jacked 154 * out a little I added 10 more levels, and jacked
156 * up the last level experience value. Its out of 155 * up the last level experience value. Its out of
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
263/* 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,
264 * 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
265 * 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.
266 */ 263 */
267#define DIFF_MSG(flag, msg1, msg2) \ 264#define DIFF_MSG(flag, msg1, msg2) \
268 new_draw_info(NDI_UNIQUE, 0, op, (flag>0)?msg1:msg2); 265 new_draw_info (NDI_UNIQUE, 0, op, (flag > 0) ? msg1 : msg2);
269 266
270/* 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. */
271 268
272/* 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
273 * the object. 270 * the object.
281 * that gives them that ability. 278 * that gives them that ability.
282 */ 279 */
283int 280int
284change_abil (object *op, object *tmp) 281change_abil (object *op, object *tmp)
285{ 282{
286 int flag = QUERY_FLAG (tmp, FLAG_APPLIED) ? 1 : -1, success = 0; 283 int flag = tmp->flag [FLAG_APPLIED] ? 1 : -1;
284 int success = 0;
287 char message[MAX_BUF]; 285 char message[MAX_BUF];
288 int potion_max = 0; 286 int potion_max = 0;
289 287
290 /* remember what object was like before it was changed. note that 288 // keep some stats for comparison purposes
291 * refop is a local copy of op only to be used for detecting changes 289 object::flags_t prev_flag = op->flag;
292 * found by update_stats. refop is not a real object 290 MoveType prev_move_type = op->move_type;
293 */ 291 sint16 prev_resist [NROFATTACKS]; // clumsy
294 object_copy refop = *op; 292 assert (sizeof (prev_resist) == sizeof (op->resist));
293 memcpy (prev_resist, op->resist, sizeof (prev_resist));
295 294
296 if (op->type == PLAYER) 295 if (op->type == PLAYER)
297 { 296 {
298 if (tmp->type == POTION) 297 if (tmp->type == POTION)
299 { 298 {
300 potion_max = 1; 299 potion_max = 1;
300
301 for (int j = 0; j < NUM_STATS; j++) 301 for (int j = 0; j < NUM_STATS; j++)
302 { 302 {
303 int ostat = op->contr->orig_stats.stat (j); 303 int ostat = op->contr->orig_stats.stat (j);
304 int i = tmp->stats.stat (j); 304 int i = tmp->stats.stat (j);
305 305
306 /* 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 */
307 int nstat = flag * i + ostat; 307 int nstat = flag * i + ostat;
308 308
309 /* Do some bounds checking. While I don't think any 309 /* Do some bounds checking. There is the potential for potions
310 * potions do so right now, there is the potential for potions
311 * 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
312 * to allow for that. 311 * to allow for that.
313 */ 312 */
314 if (nstat < 1 && i * flag < 0) 313 if (nstat < 1 && i * flag < 0)
315 nstat = 1; 314 nstat = 1;
316 else if (nstat > 20 + op->arch->clone.stats.stat (j)) 315 else if (nstat > 20 + op->arch->stats.stat (j))
317 nstat = 20 + op->arch->clone.stats.stat (j); 316 nstat = 20 + op->arch->stats.stat (j);
318 317
319 if (nstat != ostat) 318 if (nstat != ostat)
320 { 319 {
321 op->contr->orig_stats.stat (j) = nstat; 320 op->contr->orig_stats.stat (j) = nstat;
322 potion_max = 0; 321 potion_max = 0;
338 check_stat_bounds (&op->stats); 337 check_stat_bounds (&op->stats);
339 } /* end of potion handling code */ 338 } /* end of potion handling code */
340 } 339 }
341 340
342 /* reset attributes that update_stats doesn't reset since it doesn't search 341 /* reset attributes that update_stats doesn't reset since it doesn't search
343 * everything to set 342 * everything to set
344 */ 343 */
345 if (flag == -1) 344 if (flag == -1)
346 { 345 {
347 op->attacktype &= ~tmp->attacktype; 346 op->attacktype &= ~tmp->attacktype;
348 op->path_attuned &= ~tmp->path_attuned; 347 op->path_attuned &= ~tmp->path_attuned;
367 { 366 {
368 success = 1; 367 success = 1;
369 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.");
370 } 369 }
371 370
372 if (QUERY_FLAG (op, FLAG_LIFESAVE) != QUERY_FLAG (&refop, FLAG_LIFESAVE)) 371 if (op->flag [FLAG_LIFESAVE] != prev_flag [FLAG_LIFESAVE])
373 { 372 {
374 success = 1; 373 success = 1;
375 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.");
376 } 375 }
377 376
378 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])
379 { 378 {
380 success = 1; 379 success = 1;
381 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.");
382 } 381 }
383 382
384 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])
385 { 384 {
386 success = 1; 385 success = 1;
387 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.");
388 } 387 }
389 388
391 * user has multiple items giving the same type appled like we 390 * user has multiple items giving the same type appled like we
392 * 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
393 * can be misleading (a little higher could be miscontrued from 392 * can be misleading (a little higher could be miscontrued from
394 * from fly high) 393 * from fly high)
395 */ 394 */
396 if (tmp->move_type && op->move_type != refop.move_type) 395 if (tmp->move_type && op->move_type != prev_move_type)
397 { 396 {
398 success = 1; 397 success = 1;
399 398
400 /* 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
401 * status doesn't make a difference if you are flying high 400 * status doesn't make a difference if you are flying high
402 */ 401 */
403 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))
404 { 403 {
405 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.");
406 } 405 }
407 406
408 if (tmp->move_type & MOVE_FLY_HIGH) 407 if (tmp->move_type & MOVE_FLY_HIGH)
409 { 408 {
410 /* double conditional - second case covers if you have move_fly_low - 409 /* double conditional - second case covers if you have move_fly_low -
414 (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."));
415 } 414 }
416 415
417 if (tmp->move_type & MOVE_SWIM) 416 if (tmp->move_type & MOVE_SWIM)
418 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");
419
420 /* Changing move status may mean you are affected by things you weren't before */
421 check_move_on (op, op);
422 } 418 }
423 419
424 /* becoming UNDEAD... a special treatment for this flag. Only those not 420 /* becoming UNDEAD... a special treatment for this flag. Only those not
425 * originally undead may change their status 421 * originally undead may change their status
426 */ 422 */
427 if (!QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 423 if (!op->arch->flag [FLAG_UNDEAD])
428 if (QUERY_FLAG (op, FLAG_UNDEAD) != QUERY_FLAG (&refop, FLAG_UNDEAD)) 424 if (op->flag [FLAG_UNDEAD] != prev_flag [FLAG_UNDEAD])
429 { 425 {
430 success = 1; 426 success = 1;
431 if (flag > 0) 427 if (flag > 0)
432 { 428 {
433 op->race = "undead"; 429 op->race = "undead";
434 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce drains away!"); 430 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce drains away!");
435 } 431 }
436 else 432 else
437 { 433 {
438 op->race = op->arch->clone.race; 434 op->race = op->arch->race;
439 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!"); 435 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!");
440 } 436 }
441 } 437 }
442 438
443 if (QUERY_FLAG (op, FLAG_STEALTH) != QUERY_FLAG (&refop, FLAG_STEALTH)) 439 if (op->flag [FLAG_STEALTH] != prev_flag [FLAG_STEALTH])
444 { 440 {
445 success = 1; 441 success = 1;
446 DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily."); 442 DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily.");
447 } 443 }
448 444
449 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])
450 { 446 {
451 success = 1; 447 success = 1;
452 DIFF_MSG (flag, "You become transparent.", "You can see yourself."); 448 DIFF_MSG (flag, "You become transparent.", "You can see yourself.");
453 } 449 }
454 450
455 /* 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
456 * vision 452 * vision
457 */ 453 */
458 if (QUERY_FLAG (tmp, FLAG_BLIND)) 454 if (tmp->flag [FLAG_BLIND])
459 { 455 {
460 success = 1; 456 success = 1;
461 if (flag > 0) 457 if (flag > 0)
462 { 458 {
463 if (QUERY_FLAG (op, FLAG_WIZ)) 459 if (op->flag [FLAG_WIZ])
464 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.");
465 else 461 else
466 { 462 {
467 new_draw_info (NDI_UNIQUE, 0, op, "You are blinded."); 463 new_draw_info (NDI_UNIQUE, 0, op, "You are blinded.");
468 SET_FLAG (op, FLAG_BLIND); 464 op->set_flag (FLAG_BLIND);
469 if (op->type == PLAYER) 465 if (op->type == PLAYER)
470 op->contr->do_los = 1; 466 op->contr->do_los = 1;
471 } 467 }
472 } 468 }
473 else 469 else
474 { 470 {
475 if (QUERY_FLAG (op, FLAG_WIZ)) 471 if (op->flag [FLAG_WIZ])
476 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.");
477 else 473 else
478 { 474 {
479 new_draw_info (NDI_UNIQUE, 0, op, "Your vision returns."); 475 new_draw_info (NDI_UNIQUE, 0, op, "Your vision returns.");
480 CLEAR_FLAG (op, FLAG_BLIND); 476 op->clr_flag (FLAG_BLIND);
481 if (op->type == PLAYER) 477 if (op->type == PLAYER)
482 op->contr->do_los = 1; 478 op->contr->do_los = 1;
483 } 479 }
484 } 480 }
485 } 481 }
486 482
487 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])
488 { 484 {
489 success = 1; 485 success = 1;
490 if (op->type == PLAYER) 486 if (op->type == PLAYER)
491 op->contr->do_los = 1; 487 op->contr->do_los = 1;
492 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.");
493 } 489 }
494 490
495 if (QUERY_FLAG (op, FLAG_XRAYS) != QUERY_FLAG (&refop, FLAG_XRAYS)) 491 if (op->flag [FLAG_XRAYS] != prev_flag [FLAG_XRAYS])
496 { 492 {
497 success = 1; 493 success = 1;
498 if (flag > 0) 494 if (flag > 0)
499 { 495 {
500 if (QUERY_FLAG (op, FLAG_WIZ)) 496 if (op->flag [FLAG_WIZ])
501 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.");
502 else 498 else
503 { 499 {
504 new_draw_info (NDI_UNIQUE, 0, op, "Everything becomes transparent."); 500 new_draw_info (NDI_UNIQUE, 0, op, "Everything becomes transparent.");
505 if (op->type == PLAYER) 501 if (op->type == PLAYER)
506 op->contr->do_los = 1; 502 op->contr->do_los = 1;
507 } 503 }
508 } 504 }
509 else 505 else
510 { 506 {
511 if (QUERY_FLAG (op, FLAG_WIZ)) 507 if (op->flag [FLAG_WIZ])
512 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.");
513 else 509 else
514 { 510 {
515 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.");
516 if (op->type == PLAYER) 512 if (op->type == PLAYER)
523 { 519 {
524 success = 1; 520 success = 1;
525 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.");
526 } 522 }
527 523
524 if (digest_types [tmp->type])
525 {
528 if (tmp->stats.hp && op->type == PLAYER) 526 if (tmp->stats.hp && op->type == PLAYER)
529 { 527 {
530 success = 1; 528 success = 1;
531 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!");
532 } 530 }
533 531
534 if (tmp->stats.sp && op->type == PLAYER && tmp->type != SKILL) 532 if (tmp->stats.sp && op->type == PLAYER
535 { 533 && tmp->type != SKILL && tmp->type != BOW)
534 {
536 success = 1; 535 success = 1;
537 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.");
538 } 537 }
539 538
540 /* for the future when artifacts set this -b.t. */ 539 /* for the future when artifacts set this -b.t. */
541 if (tmp->stats.grace && op->type == PLAYER) 540 if (tmp->stats.grace && op->type == PLAYER)
542 { 541 {
543 success = 1; 542 success = 1;
544 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.");
545 } 544 }
546 545
547 if (tmp->stats.food && op->type == PLAYER) 546 if (tmp->stats.food && op->type == PLAYER)
548 { 547 {
549 success = 1; 548 success = 1;
550 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 }
551 } 551 }
552 552
553 /* Messages for changed resistance */ 553 /* Messages for changed resistance */
554 for (int i = 0; i < NROFATTACKS; i++) 554 for (int i = 0; i < NROFATTACKS; i++)
555 { 555 {
556 if (i == ATNR_PHYSICAL) 556 if (i == ATNR_PHYSICAL)
557 continue; /* Don't display about armour */ 557 continue; /* Don't display about armour */
558 558
559 if (op->resist[i] != refop.resist[i]) 559 if (op->resist [i] != prev_resist [i])
560 { 560 {
561 success = 1; 561 success = 1;
562
562 if (op->resist[i] > refop.resist[i]) 563 if (op->resist [i] > prev_resist [i])
563 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]);
564 else 565 else
565 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]);
566 567
567 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message); 568 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message);
568 } 569 }
569 } 570 }
570 571
571 if (!potion_max) 572 if (!potion_max)
572 {
573 for (int j = 0; j < NUM_STATS; j++) 573 for (int j = 0; j < NUM_STATS; j++)
574 {
575 if (int i = tmp->stats.stat (j)) 574 if (int i = tmp->stats.stat (j))
576 { 575 {
577 success = 1; 576 success = 1;
578 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]); 577 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]);
579 } 578 }
580 }
581 }
582 579
583 return success; 580 return success;
584} 581}
585 582
586/* 583/*
597object::drain_specific_stat (int deplete_stats) 594object::drain_specific_stat (int deplete_stats)
598{ 595{
599 object *tmp; 596 object *tmp;
600 archetype *at; 597 archetype *at;
601 598
602 at = archetype::find (ARCH_DEPLETION); 599 at = archetype::find (shstr_depletion);
603 if (!at) 600 if (!at)
604 { 601 {
605 LOG (llevError, "Couldn't find archetype depletion.\n"); 602 LOG (llevError, "Couldn't find archetype depletion.\n");
606 return; 603 return;
607 } 604 }
609 { 606 {
610 tmp = present_arch_in_ob (at, this); 607 tmp = present_arch_in_ob (at, this);
611 608
612 if (!tmp) 609 if (!tmp)
613 { 610 {
614 tmp = arch_to_object (at); 611 tmp = at->instance ();
615 tmp = insert_ob_in_ob (tmp, this); 612 tmp = insert_ob_in_ob (tmp, this);
616 SET_FLAG (tmp, FLAG_APPLIED); 613 tmp->set_flag (FLAG_APPLIED);
617 } 614 }
618 } 615 }
619 616
620 new_draw_info (NDI_UNIQUE, 0, this, drain_msg[deplete_stats]); 617 new_draw_info (NDI_UNIQUE, 0, this, drain_msg[deplete_stats]);
621 change_attr_value (&tmp->stats, deplete_stats, -1); 618 change_attr_value (&tmp->stats, deplete_stats, -1);
627 * via an applied bad_luck object. 624 * via an applied bad_luck object.
628 */ 625 */
629void 626void
630object::change_luck (int value) 627object::change_luck (int value)
631{ 628{
632 archetype *at = archetype::find ("luck"); 629 archetype *at = archetype::find (shstr_luck);
633 if (!at) 630 if (!at)
634 LOG (llevError, "Couldn't find archetype luck.\n"); 631 LOG (llevError, "Couldn't find archetype luck.\n");
635 else 632 else
636 { 633 {
637 object *tmp = present_arch_in_ob (at, this); 634 object *tmp = present_arch_in_ob (at, this);
639 if (!tmp) 636 if (!tmp)
640 { 637 {
641 if (!value) 638 if (!value)
642 return; 639 return;
643 640
644 tmp = arch_to_object (at); 641 tmp = at->instance ();
645 tmp = insert_ob_in_ob (tmp, this); 642 tmp = insert_ob_in_ob (tmp, this);
646 SET_FLAG (tmp, FLAG_APPLIED); 643 tmp->set_flag (FLAG_APPLIED);
647 } 644 }
648 645
649 if (value) 646 if (value)
650 { 647 {
651 /* 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
685void 682void
686object::remove_statbonus () 683object::remove_statbonus ()
687{ 684{
688 for (int i = 0; i < NUM_STATS; ++i) 685 for (int i = 0; i < NUM_STATS; ++i)
689 { 686 {
690 sint8 v = arch->clone.stats.stat (i); 687 sint8 v = arch->stats.stat (i);
691 stats.stat (i) -= v; 688 stats.stat (i) -= v;
692 contr->orig_stats.stat (i) -= v; 689 contr->orig_stats.stat (i) -= v;
693 } 690 }
694} 691}
695 692
699void 696void
700object::add_statbonus () 697object::add_statbonus ()
701{ 698{
702 for (int i = 0; i < NUM_STATS; ++i) 699 for (int i = 0; i < NUM_STATS; ++i)
703 { 700 {
704 sint8 v = arch->clone.stats.stat (i); 701 sint8 v = arch->stats.stat (i);
705 stats.stat (i) += v; 702 stats.stat (i) += v;
706 contr->orig_stats.stat (i) += v; 703 contr->orig_stats.stat (i) += v;
707 } 704 }
708} 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;
709 720
710/* 721/*
711 * Updates all abilities given by applied objects in the inventory 722 * Updates all abilities given by applied objects in the inventory
712 * of the given object. Note: This function works for both monsters 723 * of the given object. Note: This function works for both monsters
713 * 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.
718 * spell system split, grace points now added to system --peterm 729 * spell system split, grace points now added to system --peterm
719 */ 730 */
720void 731void
721object::update_stats () 732object::update_stats ()
722{ 733{
723 int i, j;
724 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;
725 int weapon_weight = 0, weapon_speed = 0; 735 weight_t weapon_weight = 0;
736 int weapon_speed = 0;
726 int best_wc = 0, best_ac = 0, wc = 0, ac = 0; 737 int best_wc = 0, best_ac = 0, wc = 0, ac = 0;
727 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; 738 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS];
728 object *grace_obj = NULL, *mana_obj = NULL, *wc_obj = NULL, *tmp; 739 object *grace_obj = NULL, *mana_obj = NULL, *tmp;
729 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
730 744
731 /* 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 */
732 if (type == PLAYER) 746 if (type == PLAYER)
733 { 747 {
748 contr->delayed_update = false;
749
734 for (i = 0; i < NUM_STATS; i++) 750 for (int i = 0; i < NUM_STATS; i++)
735 stats.stat (i) = contr->orig_stats.stat (i); 751 stat_sum [i] = contr->orig_stats.stat (i);
736 752
737 if (settings.spell_encumbrance == TRUE) 753 if (settings.spell_encumbrance == TRUE)
738 contr->encumbrance = 0; 754 contr->encumbrance = 0;
739 755
740 attacktype = 0; 756 attacktype = 0;
750 for (int i = NUM_BODY_LOCATIONS; i--; ) 766 for (int i = NUM_BODY_LOCATIONS; i--; )
751 slot[i].used = slot[i].info; 767 slot[i].used = slot[i].info;
752 768
753 slaying = 0; 769 slaying = 0;
754 770
755 if (!QUERY_FLAG (this, FLAG_WIZ)) 771 if (!this->flag [FLAG_WIZ])
756 {
757 CLEAR_FLAG (this, FLAG_XRAYS);
758 CLEAR_FLAG (this, FLAG_MAKE_INVIS);
759 } 772 {
773 this->clr_flag (FLAG_XRAYS);
774 this->clr_flag (FLAG_MAKE_INVIS);
775 }
760 776
761 CLEAR_FLAG (this, FLAG_LIFESAVE); 777 this->clr_flag (FLAG_LIFESAVE);
762 CLEAR_FLAG (this, FLAG_STEALTH); 778 this->clr_flag (FLAG_STEALTH);
763 CLEAR_FLAG (this, FLAG_BLIND); 779 this->clr_flag (FLAG_BLIND);
764 780
765 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);
766 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);
767 if (!QUERY_FLAG (&arch->clone, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD); 783 if (!arch->flag [FLAG_UNDEAD ]) this->clr_flag (FLAG_UNDEAD);
768 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);
769 785
770 path_attuned = arch->clone.path_attuned; 786 path_attuned = arch->path_attuned;
771 path_repelled = arch->clone.path_repelled; 787 path_repelled = arch->path_repelled;
772 path_denied = arch->clone.path_denied; 788 path_denied = arch->path_denied;
773 glow_radius = arch->clone.glow_radius; 789 glow_radius = arch->glow_radius;
774 move_type = arch->clone.move_type; 790 move_type = arch->move_type;
775
776 chosen_skill = 0;
777 791
778 /* initializing resistances from the values in player/monster's 792 /* initializing resistances from the values in player/monster's
779 * archetype clone 793 * archetype clone
780 */ 794 */
781 memcpy (&resist, &arch->clone.resist, sizeof (resist)); 795 memcpy (&resist, &arch->resist, sizeof (resist));
782 796
783 for (i = 0; i < NROFATTACKS; i++) 797 for (int i = 0; i < NROFATTACKS; i++)
784 { 798 {
785 if (resist[i] > 0) 799 if (resist[i] > 0)
786 prot[i] = resist[i], vuln[i] = 0; 800 prot[i] = resist[i], vuln[i] = 0;
787 else 801 else
788 vuln[i] = -(resist[i]), prot[i] = 0; 802 vuln[i] = -resist[i], prot[i] = 0;
789 803
790 potion_resist[i] = 0; 804 potion_resist[i] = -1000;
791 } 805 }
792 806
793 wc = arch->clone.stats.wc; 807 wc = arch->stats.wc;
794 stats.dam = arch->clone.stats.dam; 808 stats.dam = arch->stats.dam;
795 809
796 /* 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,
797 * plus a small amount of physical resist, those poor suckers. ;) 811 * plus a small amount of physical resist, those poor suckers. ;)
798 * 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 -
799 * 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,
800 * 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
801 * that their protection from physical goes down 815 * that their protection from physical goes down
802 */ 816 */
803 if (!QUERY_FLAG (this, FLAG_USE_ARMOUR) && type == PLAYER) 817 if (!this->flag [FLAG_USE_ARMOUR] && type == PLAYER)
804 { 818 {
805 ac = MAX (-10, arch->clone.stats.ac - level / 3); 819 ac = max (-10, arch->stats.ac - level / 3);
806 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;
807 } 821 }
808 else 822 else
809 ac = arch->clone.stats.ac; 823 ac = arch->stats.ac;
810 824
811 stats.luck = arch->clone.stats.luck; 825 stats.luck = arch->stats.luck;
812 speed = arch->clone.speed; 826 speed = arch->speed;
827
828 chosen_skill = 0;
813 829
814 /* 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.
815 * 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.
816 */ 832 */
817 for (tmp = inv; tmp; tmp = tmp->below) 833 for (tmp = inv; tmp; tmp = tmp->below)
818 { 834 {
819 /* See note in map.c:update_position about making this additive
820 * since light sources are never applied, need to put check here.
821 */
822 if (tmp->glow_radius > glow_radius)
823 glow_radius = tmp->glow_radius;
824
825 /* This happens because apply_potion calls change_abil with the potion 835 /* This happens because apply_potion calls change_abil with the potion
826 * 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
827 * then calls this function. 837 * then calls this function.
828 */ 838 */
829 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION) 839 if (tmp->flag [FLAG_APPLIED] && tmp->type == POTION)
830 continue; 840 continue;
841
842 glow_radius += tmp->glow_radius;
831 843
832 /* For some things, we don't care what is equipped */ 844 /* For some things, we don't care what is equipped */
833 if (tmp->type == SKILL) 845 if (tmp->type == SKILL)
834 { 846 {
835 /* Want to take the highest skill here. */ 847 /* Want to take the highest skill here. */
848 else if (tmp->level > grace_obj->level) 860 else if (tmp->level > grace_obj->level)
849 grace_obj = tmp; 861 grace_obj = tmp;
850 } 862 }
851 } 863 }
852 864
853 /* Container objects are not meant to adjust a players, but other applied 865 /* Container objects are not meant to adjust players, but other applied
854 * objects need to make adjustments. 866 * objects need to make adjustments.
855 * This block should handle all player specific changes 867 * This block should handle all player specific changes
856 * 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
857 * in the praying skill, and the player should always get those. 869 * in the praying skill, and the player should always get those.
858 * 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,
859 * because the skill shouldn't count against body positions being used 871 * because the skill shouldn't count against body positions being used
860 * up, etc. 872 * up, etc.
861 */ 873 */
862 if ((tmp->flag [FLAG_APPLIED] 874 if ((tmp->flag [FLAG_APPLIED]
863 && tmp->type != CONTAINER 875 && tmp->type != CONTAINER
864 && tmp->type != CLOSE_CON) 876 && tmp->type != CLOSE_CON
865 || (tmp->type == SKILL 877 && tmp->type != SPELL)
866 && tmp->subtype == SK_PRAYING)) 878 || (tmp->type == SKILL && tmp->subtype == SK_PRAYING))
867 { 879 {
868 if (type == PLAYER) 880 if (type == PLAYER)
869 { 881 {
870 if (tmp == contr->combat_ob || tmp == contr->ranged_ob) 882 contr->item_power += tmp->item_power;
871 if (tmp != current_weapon && (tmp->type != SKILL || tmp->subtype != SK_PRAYING))
872 continue;
873 883
874 for (i = 0; i < NUM_STATS; i++) 884 for (int i = 0; i < NUM_STATS; i++)
875 change_attr_value (&stats, i, tmp->stats.stat (i)); 885 stat_sum [i] += tmp->stats.stat (i);
876 886
877 /* these are the items that currently can change digestion, regeneration, 887 if (digest_types [tmp->type])
878 * spell point recovery and mana point recovery. Seems sort of an arbitary
879 * list, but other items store other info into stats array.
880 */
881 if (tmp->type == WEAPON || tmp->type == BOW ||
882 tmp->type == ARMOUR || tmp->type == HELMET ||
883 tmp->type == SHIELD || tmp->type == RING ||
884 tmp->type == BOOTS || tmp->type == GLOVES ||
885 tmp->type == AMULET || tmp->type == GIRDLE ||
886 tmp->type == BRACERS || tmp->type == CLOAK ||
887 tmp->type == DISEASE || tmp->type == FORCE ||
888 tmp->type == SKILL)
889 { 888 {
890 contr->digestion += tmp->stats.food; 889 contr->digestion += tmp->stats.food;
891 contr->gen_hp += tmp->stats.hp; 890 contr->gen_hp += tmp->stats.hp;
891 if (tmp->type != BOW) // ugly exception for bows
892 contr->gen_sp += tmp->stats.sp; 892 contr->gen_sp += tmp->stats.sp;
893 contr->gen_grace += tmp->stats.grace; 893 contr->gen_grace += tmp->stats.grace;
894 contr->gen_sp_armour += tmp->gen_sp_armour; 894 contr->gen_sp_armour += tmp->gen_sp_armour;
895 contr->item_power += tmp->item_power;
896 } 895 }
897 } /* if this is a player */ 896 } /* if this is a player */
898 else 897 else
899 { 898 {
900 if (tmp->type == WEAPON) 899 if (tmp->type == WEAPON)
901 current_weapon = tmp; 900 current_weapon = tmp;
902 } 901 }
903 902
904 /* Update slots used for items */ 903 /* Update slots used for items */
905 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 904 if (tmp->flag [FLAG_APPLIED]) // exclude praying...
906 for (i = 0; i < NUM_BODY_LOCATIONS; i++) 905 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
907 slot[i].used += tmp->slot[i].info; 906 slot[i].used += tmp->slot[i].info;
908 907
909 if (tmp->type == SYMPTOM) 908 if (tmp->type == SYMPTOM)
910 {
911 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);
912 910
913 if (speed_reduce_from_disease == 0)
914 speed_reduce_from_disease = 1;
915 }
916
917 /* Pos. and neg. protections are counted seperate (-> pro/vuln). 911 /* Pos. and neg. protections are counted separate (-> pro/vuln).
918 * (Negative protections are calculated exactly like positive.) 912 * (Negative protections are calculated exactly like positive.)
919 * Resistance from potions are treated special as well. If there's 913 * Resistance from potions are treated special as well. If there's
920 * more than one potion-effect, the bigger prot.-value is taken. 914 * more than one potion-effect, the bigger prot.-value is taken.
921 */ 915 */
922 if (tmp->type != POTION) 916 if (tmp->type == POTION_EFFECT)
923 {
924 for (i = 0; i < NROFATTACKS; i++) 917 for (int i = 0; i < NROFATTACKS; i++)
925 {
926 /* Potential for cursed potions, in which case we just can use
927 * a straight MAX, as potion_resist is initialised to zero.
928 */
929 if (tmp->type == POTION_EFFECT)
930 {
931 if (potion_resist[i])
932 potion_resist[i] = MAX (potion_resist[i], tmp->resist[i]);
933 else
934 potion_resist[i] = tmp->resist[i]; 918 max_it (potion_resist[i], tmp->resist[i]);
935 } 919 else if (tmp->type != POTION)
920 for (int i = 0; i < NROFATTACKS; i++)
936 else if (tmp->resist[i] > 0) 921 if (tmp->resist[i] > 0)
937 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100; 922 prot[i] += (100 - prot[i]) * tmp->resist[i] / 100;
938 else if (tmp->resist[i] < 0) 923 else if (tmp->resist[i] < 0)
939 vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100; 924 vuln[i] += (100 - vuln[i]) * -tmp->resist[i] / 100;
940 }
941 }
942 925
943 /* There may be other things that should not adjust the attacktype */ 926 /* There may be other things that should not adjust the attacktype */
944 if ((tmp->type != WEAPON && tmp->type != BOW && tmp->type != SYMPTOM) 927 if (tmp->type != SYMPTOM)
945 || current_weapon == tmp)
946 { 928 {
947 attacktype |= tmp->attacktype; 929 attacktype |= tmp->attacktype;
948 path_attuned |= tmp->path_attuned; 930 path_attuned |= tmp->path_attuned;
949 path_repelled |= tmp->path_repelled; 931 path_repelled |= tmp->path_repelled;
950 path_denied |= tmp->path_denied; 932 path_denied |= tmp->path_denied;
951 move_type |= tmp->move_type; 933 move_type |= tmp->move_type;
952 stats.luck += tmp->stats.luck; 934 stats.luck += tmp->stats.luck;
953 } 935 }
954 936
955 if (QUERY_FLAG (tmp, FLAG_LIFESAVE )) SET_FLAG (this, FLAG_LIFESAVE); 937 flag |= tmp->flag & copy_flags;
956 if (QUERY_FLAG (tmp, FLAG_REFL_SPELL )) SET_FLAG (this, FLAG_REFL_SPELL);
957 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE)) SET_FLAG (this, FLAG_REFL_MISSILE);
958 if (QUERY_FLAG (tmp, FLAG_STEALTH )) SET_FLAG (this, FLAG_STEALTH);
959 if (QUERY_FLAG (tmp, FLAG_XRAYS )) SET_FLAG (this, FLAG_XRAYS);
960 if (QUERY_FLAG (tmp, FLAG_BLIND )) SET_FLAG (this, FLAG_BLIND);
961 if (QUERY_FLAG (tmp, FLAG_SEE_IN_DARK )) SET_FLAG (this, FLAG_SEE_IN_DARK);
962 938
963 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (&arch->clone, FLAG_UNDEAD)) 939 if (tmp->flag [FLAG_UNDEAD] && !arch->flag [FLAG_UNDEAD])
964 SET_FLAG (this, FLAG_UNDEAD); 940 this->set_flag (FLAG_UNDEAD);
965 941
966 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS)) 942 //TODO: copy_flags?
943 if (tmp->flag [FLAG_MAKE_INVIS])
967 { 944 {
968 SET_FLAG (this, FLAG_MAKE_INVIS); 945 set_flag (FLAG_MAKE_INVIS);
969 invisible = 1; 946 invisible = 1;
970 } 947 }
971 948
972 if (tmp->stats.exp && tmp->type != SKILL) 949 if (tmp->stats.exp && tmp->type != SKILL)
973 { 950 {
980 added_speed += tmp->stats.exp; 957 added_speed += tmp->stats.exp;
981 } 958 }
982 959
983 switch (tmp->type) 960 switch (tmp->type)
984 { 961 {
985#if 0
986 case WAND:
987 case ROD: 962 case SKILL:
988 case HORN: 963 {
989 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
990 chosen_skill = tmp; 978 chosen_skill = tmp;
991 break;
992#endif
993 979
994 /* skills modifying the character -b.t. */
995 /* for all skills and skill granting objects */
996 case SKILL:
997 if (!QUERY_FLAG (tmp, FLAG_APPLIED))
998 break;
999
1000 if (IS_COMBAT_SKILL (tmp->subtype))
1001 wc_obj = tmp;
1002
1003 if (chosen_skill)
1004 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name);
1005
1006 chosen_skill = tmp;
1007
1008 if (tmp->stats.dam > 0) 980 if (tmp->stats.dam > 0)
1009 { /* skill is a 'weapon' */ 981 { /* skill is a 'weapon' */
1010 if (!QUERY_FLAG (this, FLAG_READY_WEAPON)) 982 if (!this->flag [FLAG_READY_WEAPON])
1011 weapon_speed = WEAPON_SPEED (tmp); 983 weapon_speed = max (0, WEAPON_SPEED (tmp));
1012 984
1013 if (weapon_speed < 0)
1014 weapon_speed = 0;
1015
1016 weapon_weight = tmp->weight; 985 weapon_weight = tmp->weight;
1017 stats.dam += tmp->stats.dam * (1 + (chosen_skill->level / 9)); 986 stats.dam += 1 + chosen_skill->level * tmp->stats.dam / 9;
1018 987
1019 if (tmp->magic) 988 if (tmp->magic)
1020 stats.dam += tmp->magic; 989 stats.dam += tmp->magic;
1021 } 990 }
1022 991
1023 if (tmp->stats.wc) 992 if (tmp->stats.wc)
1024 wc -= tmp->stats.wc + tmp->magic; 993 wc -= tmp->stats.wc + tmp->magic;
1025 994
1026 if (tmp->slaying) 995 if (tmp->slaying)
1027 slaying = tmp->slaying; 996 slaying = tmp->slaying;
1028 997
1029 if (tmp->stats.ac) 998 if (tmp->stats.ac)
1030 ac -= tmp->stats.ac + tmp->magic; 999 ac -= tmp->stats.ac + tmp->magic;
1031 1000
1032 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1001 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1033 contr->encumbrance += (int) 3 *tmp->weight / 1000; 1002 contr->encumbrance += weight_to_kg_approx (3 * tmp->weight);
1034
1035 break; 1003 }
1036 1004
1037 case SKILL_TOOL:
1038 if (chosen_skill)
1039 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name);
1040
1041 chosen_skill = tmp;
1042 break; 1005 break;
1043 1006
1044 case SHIELD: 1007 case SHIELD:
1045 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1008 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1046 contr->encumbrance += (int) tmp->weight / 2000; 1009 contr->encumbrance += weight_to_kg_approx (tmp->weight) >> 1;
1010 //FALLTHROUGH
1047 case RING: 1011 case RING:
1048 case AMULET: 1012 case AMULET:
1049 case GIRDLE: 1013 case GIRDLE:
1050 case HELMET: 1014 case HELMET:
1051 case BOOTS: 1015 case BOOTS:
1060 if (tmp->stats.ac) 1024 if (tmp->stats.ac)
1061 ac -= tmp->stats.ac + tmp->magic; 1025 ac -= tmp->stats.ac + tmp->magic;
1062 1026
1063 break; 1027 break;
1064 1028
1029 case RANGED:
1065 case BOW: 1030 case BOW:
1066 case WEAPON: 1031 case WEAPON:
1067 if (type != PLAYER || current_weapon == tmp)
1068 {
1069 wc -= tmp->stats.wc + tmp->magic; 1032 wc -= tmp->stats.wc + tmp->magic;
1070 1033
1071 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0) 1034 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0)
1072 ac -= tmp->stats.ac + tmp->magic; 1035 ac -= tmp->stats.ac + tmp->magic;
1073 1036
1074 stats.dam += tmp->stats.dam + tmp->magic; 1037 stats.dam += tmp->stats.dam + tmp->magic;
1075 weapon_weight = tmp->weight; 1038 weapon_weight = tmp->weight;
1076 weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2; 1039 weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2;
1077 1040
1078 if (weapon_speed < 0) 1041 if (weapon_speed < 0)
1079 weapon_speed = 0; 1042 weapon_speed = 0;
1080 1043
1081 slaying = tmp->slaying; 1044 slaying = tmp->slaying;
1082 1045
1083 /* If there is desire that two handed weapons should do 1046 /* If there is desire that two handed weapons should do
1084 * extra strength damage, this is where the code should 1047 * extra strength damage, this is where the code should
1085 * go. 1048 * go.
1086 */ 1049 */
1087 1050
1088 if (type == PLAYER) 1051 if (type == PLAYER)
1089 if (settings.spell_encumbrance) 1052 if (settings.spell_encumbrance)
1090 contr->encumbrance += tmp->weight * 3 / 1000; 1053 contr->encumbrance += weight_to_kg_approx (3 * tmp->weight);
1091 }
1092 1054
1093 break; 1055 break;
1094 1056
1095 case ARMOUR: /* Only the best of these three are used: */ 1057 case ARMOUR: /* Only the best of these three are used: */
1096 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1058 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1097 contr->encumbrance += tmp->weight / 1000; 1059 contr->encumbrance += weight_to_kg_approx (tmp->weight);
1098 1060
1099 case BRACERS: 1061 case BRACERS:
1100 case FORCE: 1062 case FORCE:
1101 if (tmp->stats.wc) 1063 if (tmp->stats.wc)
1102 { 1064 {
1119 else /* To nullify the below effect */ 1081 else /* To nullify the below effect */
1120 ac += tmp->stats.ac + tmp->magic; 1082 ac += tmp->stats.ac + tmp->magic;
1121 } 1083 }
1122 1084
1123 if (tmp->stats.wc) 1085 if (tmp->stats.wc)
1124 wc -= (tmp->stats.wc + tmp->magic); 1086 wc -= tmp->stats.wc + tmp->magic;
1125 1087
1126 if (tmp->stats.ac) 1088 if (tmp->stats.ac)
1127 ac -= (tmp->stats.ac + tmp->magic); 1089 ac -= tmp->stats.ac + tmp->magic;
1128 1090
1129 if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.f < max) 1091 if (ARMOUR_SPEED (tmp))
1130 max = ARMOUR_SPEED (tmp) / 10.f; 1092 min_it (max_speed, ARMOUR_SPEED (tmp) / 10.f);
1131 1093
1132 break; 1094 break;
1133 } /* switch tmp->type */ 1095 } /* switch tmp->type */
1134 } /* item is equipped */ 1096 } /* item is equipped */
1135 } /* for loop of items */ 1097 } /* for loop of items */
1136 1098
1099 min_it (glow_radius, MAX_LIGHT_RADIUS);
1100
1137 /* 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
1138 * have generated intermediate values which we now need to assign. 1102 * have generated intermediate values which we now need to assign.
1139 */ 1103 */
1140 1104
1141 /* 'total resistance = total protections - total vulnerabilities'. 1105 /* 'total resistance = total protections - total vulnerabilities'.
1142 * If there is an uncursed potion in effect, granting more protection 1106 * If there is an uncursed potion in effect, granting more protection
1143 * than that, we take: 'total resistance = resistance from potion'. 1107 * than that, we take: 'total resistance = resistance from potion'.
1144 * 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
1145 * 'total resistance = vulnerability from cursed potion'. 1109 * 'total resistance = vulnerability from cursed potion'.
1146 */ 1110 */
1147 for (i = 0; i < NROFATTACKS; i++) 1111 for (int i = 0; i < NROFATTACKS; i++)
1148 { 1112 {
1149 resist[i] = prot[i] - vuln[i]; 1113 resist[i] = prot[i] - vuln[i];
1150 1114
1151 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]))
1152 resist[i] = potion_resist[i]; 1117 resist[i] = potion_resist[i];
1153 } 1118 }
1154 1119
1155 /* Figure out the players sp/mana/hp totals. */
1156 if (type == PLAYER) 1120 if (type == PLAYER)
1157 { 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. */
1158 int pl_level; 1131 int pl_level;
1159 1132
1160 check_stat_bounds (&(stats));
1161 pl_level = level;
1162
1163 if (pl_level < 1)
1164 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! */
1165 1134
1166 /* 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,
1167 * 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.
1168 */ 1137 */
1169 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++)
1170 { 1140 {
1171 j = contr->levhp[i] + con_bonus[stats.Con] / 2; 1141 int j = contr->levhp[i] + con_bonus[stats.Con] / 2;
1172 1142
1173 if (i % 2 && con_bonus[stats.Con] % 2) 1143 if (i % 2 && con_bonus[stats.Con] % 2)
1174 {
1175 if (con_bonus[stats.Con] > 0) 1144 if (con_bonus[stats.Con] > 0)
1176 j++; 1145 j++;
1177 else 1146 else
1178 j--; 1147 j--;
1179 }
1180 1148
1181 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 */
1182 } 1150 }
1183 1151
1184 for (i = 11; i <= level; i++) 1152 stats.maxhp += 2 * max (0, level - 10);
1185 stats.maxhp += 2;
1186 1153
1187 if (stats.hp > stats.maxhp) 1154 if (stats.hp > stats.maxhp)
1188 stats.hp = stats.maxhp; 1155 stats.hp = stats.maxhp;
1189 1156
1190 /* Sp gain is controlled by the level of the player's 1157 /* Sp gain is controlled by the level of the player's
1191 * relevant experience object (mana_obj, see above) 1158 * relevant experience object (mana_obj, see above)
1192 */ 1159 */
1193 /* following happen when skills system is not used */ 1160 /* following happen when skills system is not used */
1194 if (!mana_obj) 1161 if (!mana_obj)
1195 mana_obj = this; 1162 mana_obj = this;
1196 1163
1203 1170
1204 if (mana_obj == this && type == PLAYER) 1171 if (mana_obj == this && type == PLAYER)
1205 stats.maxsp = 1; 1172 stats.maxsp = 1;
1206 else 1173 else
1207 { 1174 {
1208 sp_tmp = 0.f; 1175 float sp_tmp = 0.f;
1209 1176
1210 for (i = 1; i <= mana_obj->level && i <= 10; i++) 1177 for (int i = 1; i <= min (10, mana_obj->level); i++)
1211 { 1178 {
1212 float stmp; 1179 float stmp;
1213 1180
1214 /* Got some extra bonus at first level */ 1181 /* Got some extra bonus at first level */
1215 if (i < 2) 1182 if (i < 2)
1216 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;
1217 else 1184 else
1218 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;
1219 1186
1220 if (stmp < 1.f)
1221 stmp = 1.f;
1222
1223 sp_tmp += stmp; 1187 sp_tmp += max (1.f, stmp);
1224 } 1188 }
1225 1189
1226 stats.maxsp = (sint16)sp_tmp; 1190 stats.maxsp = int (sp_tmp) + 2 * max (0, mana_obj->level - 10);
1227
1228 for (i = 11; i <= mana_obj->level; i++)
1229 stats.maxsp += 2;
1230 } 1191 }
1192
1231 /* Characters can get their sp supercharged via rune of transferrance */ 1193 /* Characters can get their sp supercharged via rune of transferrance */
1232 if (stats.sp > stats.maxsp * 2) 1194 stats.sp = min (stats.sp, stats.maxsp * 2);
1233 stats.sp = stats.maxsp * 2;
1234 1195
1235 /* 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 */
1236 if (!grace_obj || !grace_obj->level || type != PLAYER) 1197 if (!grace_obj || !grace_obj->level || type != PLAYER)
1237 grace_obj = this; 1198 grace_obj = this;
1238 1199
1243 /* 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
1244 * 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
1245 * 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
1246 * step of 8 - with floats, even fractional ones are useful. 1207 * step of 8 - with floats, even fractional ones are useful.
1247 */ 1208 */
1248 sp_tmp = 0.f; 1209 float sp_tmp = 0.f;
1249 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++)
1250 { 1212 {
1251 float grace_tmp = 0.f; 1213 float grace_tmp = 0.f;
1252 1214
1253 /* Got some extra bonus at first level */ 1215 /* Got some extra bonus at first level */
1254 if (i < 2) 1216 if (i < 2)
1255 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;
1256 else 1218 else
1257 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;
1258 1220
1259 if (grace_tmp < 1.f)
1260 grace_tmp = 1.f;
1261
1262 sp_tmp += grace_tmp; 1221 sp_tmp += max (1.f, grace_tmp);
1263 } 1222 }
1264 1223
1265 stats.maxgrace = (sint16)sp_tmp;
1266
1267 /* two grace points per level after 11 */ 1224 /* two grace points per level after 10 */
1268 for (i = 11; i <= grace_obj->level; i++) 1225 stats.maxgrace = int (sp_tmp) + 2 * max (0, grace_obj->level - 10);
1269 stats.maxgrace += 2;
1270 } 1226 }
1227
1271 /* No limit on grace vs maxgrace */ 1228 /* No limit on grace vs maxgrace */
1272 1229
1273 if (contr->braced) 1230 if (contr->braced)
1274 { 1231 {
1275 ac += 2; 1232 ac += 2;
1276 wc += 4; 1233 wc += 4;
1277 } 1234 }
1278 else 1235 else
1279 ac -= dex_bonus[stats.Dex]; 1236 ac -= dex_bonus[stats.Dex];
1280 1237
1281 /* In new exp/skills system, wc bonuses are related to 1238 /* In new exp/skills system, wc bonuses are related to
1282 * the players level in a relevant exp object (wc_obj) 1239 * the players level in a relevant exp object (wc_obj)
1283 * not the general player level -b.t. 1240 * not the general player level -b.t.
1284 * I changed this slightly so that wc bonuses are better 1241 * I changed this slightly so that wc bonuses are better
1285 * than before. This is to balance out the fact that 1242 * than before. This is to balance out the fact that
1286 * the player no longer gets a personal weapon w/ 1 1243 * the player no longer gets a personal weapon w/ 1
1287 * improvement every level, now its fighterlevel/5. So 1244 * improvement every level, now its fighterlevel/5. So
1288 * we give the player a bonus here in wc and dam 1245 * we give the player a bonus here in wc and dam
1289 * to make up for the change. Note that I left the 1246 * to make up for the change. Note that I left the
1290 * monster bonus the same as before. -b.t. 1247 * monster bonus the same as before. -b.t.
1291 */ 1248 */
1249 object *wc_obj = chosen_skill;
1292 1250
1293 if (type == PLAYER && wc_obj && wc_obj->level > 1) 1251 if (contr && wc_obj && wc_obj->level > 1)
1294 { 1252 {
1295 wc -= wc_obj->level + thaco_bonus[stats.Str]; 1253 wc -= wc_obj->level + thaco_bonus[stats.Str];
1296 1254
1297 for (i = 1; i < wc_obj->level; i++) 1255 for (int i = 1; i < wc_obj->level; i++)
1298 { 1256 {
1299 /* addtional wc every 6 levels */ 1257 /* additional wc every 6 levels */
1300 if (!(i % 6)) 1258 if (!(i % 6))
1301 wc--; 1259 wc--;
1302 1260
1303 /* addtional dam every 4 levels. */ 1261 /* additional dam every 4 levels. */
1304 if (!(i % 4) && dam_bonus[stats.Str] >= 0) 1262 if (!(i % 4) && dam_bonus[stats.Str] >= 0)
1305 stats.dam += 1 + dam_bonus[stats.Str] / 5; 1263 stats.dam += 1 + dam_bonus[stats.Str] / 5;
1306 } 1264 }
1307 } 1265 }
1308 else 1266 else
1315 1273
1316 speed = 1.f + speed_bonus[stats.Dex]; 1274 speed = 1.f + speed_bonus[stats.Dex];
1317 1275
1318 if (settings.search_items && contr->search_str[0]) 1276 if (settings.search_items && contr->search_str[0])
1319 speed -= 1; 1277 speed -= 1;
1320
1321 if (attacktype == 0)
1322 attacktype = arch->clone.attacktype;
1323
1324 } /* End if player */ 1278 } /* End if player */
1325 1279
1326 if (added_speed >= 0) 1280 if (added_speed >= 0)
1327 speed += added_speed / 10.f; 1281 speed += added_speed / 10.f;
1328 else /* Something wrong here...: */ 1282 else /* Something wrong here...: */
1329 speed /= 1.f - added_speed; 1283 speed /= 1.f - added_speed;
1330 1284
1331 /* Max is determined by armour */ 1285 /* Max is determined by armour */
1332 if (speed > max) 1286 speed = min (speed, max_speed);
1333 speed = max;
1334 1287
1335 if (type == PLAYER) 1288 if (type == PLAYER)
1336 { 1289 {
1337 /* 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)
1338 * or below (negative number) that the player is carrying. If above 1291 * or below (negative number) that the player is carrying. If above
1339 * weight limit, then player suffers a speed reduction based on how 1292 * weight limit, then player suffers a speed reduction based on how
1340 * much above he is, and what is max carry is 1293 * much above he is, and what is max carry is
1341 */ 1294 */
1342 f = (carrying / 1000) - max_carry[stats.Str]; 1295 float f = (sint32)weight_to_kg_approx (carrying) - max_carry[stats.Str];
1343 if (f > 0) 1296 if (f > 0.f)
1344 speed = speed / (1.f + f / max_carry[stats.Str]); 1297 speed /= (1.f + f / max_carry[stats.Str]);
1345 } 1298 }
1346 1299
1347 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;
1348 1302
1349 /* 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
1350 * 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.
1351 */ 1305 */
1352 speed = speed * speed_reduce_from_disease; 1306 max_it (speed, is_player () ? MIN_PLAYER_SPEED : MIN_ACTIVE_SPEED);
1353 1307
1354 if (speed < 0.01f && type == PLAYER) 1308 if (speed != old_speed)
1355 speed = 0.01f; 1309 set_speed (speed);
1356 1310
1357 if (type == PLAYER) 1311 if (type == PLAYER)
1358 { 1312 {
1359 /* (This formula was made by vidarl@ifi.uio.no) 1313 /* (This formula was made by vidarl@ifi.uio.no)
1360 * Note that we never used these values again - basically 1314 * Note that we never used these values again - basically
1362 * that would just be a real pain to read. 1316 * that would just be a real pain to read.
1363 */ 1317 */
1364 float M = (max_carry[stats.Str] - 121) / 121.f; 1318 float M = (max_carry[stats.Str] - 121) / 121.f;
1365 float M2 = max_carry[stats.Str] / 100.f; 1319 float M2 = max_carry[stats.Str] / 100.f;
1366 float W = weapon_weight / 20000.f; 1320 float W = weapon_weight / 20000.f;
1367 float s = 2 - weapon_speed / 10.f; 1321 float s = (20 - weapon_speed) / 10.f;
1368 float D = (stats.Dex - 14) / 14.f; 1322 float D = (stats.Dex - 14) / 14.f;
1369 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;
1370 1324
1371 K *= (4 + level) *1.2f / (6 + level); 1325 K *= (4 + level) * 1.2f / (6 + level);
1372 1326
1373 if (K <= 0.f) 1327 if (K <= 0.01f)
1374 K = 0.01f; 1328 K = 0.01f;
1375 1329
1376 float S = speed / (K * s); 1330 contr->weapon_sp = K * s * .5f; //TODO: balance the .5
1377
1378 contr->weapon_sp = S;
1379 } 1331 }
1380 1332
1381 /* 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: */
1382 if (type != PLAYER && arch && stats.dam > arch->clone.stats.dam * 3) 1334 if (type != PLAYER && arch && stats.dam > arch->stats.dam * 3)
1383 stats.dam = arch->clone.stats.dam * 3; 1335 stats.dam = arch->stats.dam * 3;
1384 1336
1385 /* Prevent overflows of wc - best you can get is ABS(120) - this 1337 stats.wc = clamp (wc, MIN_WC, MAX_WC);
1386 * should be more than enough - remember, AC is also in 8 bits, 1338 stats.ac = clamp (ac, MIN_AC, MAX_AC);
1387 * so its value is the same.
1388 */
1389 if (wc > 120)
1390 wc = 120;
1391 else if (wc < -120)
1392 wc = -120;
1393
1394 stats.wc = wc;
1395
1396 if (ac > 120)
1397 ac = 120;
1398 else if (ac < -120)
1399 ac = -120;
1400
1401 stats.ac = ac;
1402 1339
1403 /* 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,
1404 * give them walking as a default. 1341 * give them walking as a default.
1405 * 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
1406 * old behaviour - if your flying, your not walking - just 1343 * old behaviour - if your flying, your not walking - just
1409 if (move_type == 0) 1346 if (move_type == 0)
1410 move_type = MOVE_WALK; 1347 move_type = MOVE_WALK;
1411 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) 1348 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH))
1412 move_type &= ~MOVE_WALK; 1349 move_type &= ~MOVE_WALK;
1413 1350
1414 if (speed != old_speed) 1351 // now apply the new move_type
1415 set_speed (speed); 1352 if (this->move_type != move_type)
1353 change_move_type (move_type);
1416 1354
1417 /* 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,
1418 * so we will check that now. 1356 * so we will check that now.
1419 */ 1357 */
1420 if (type == PLAYER) 1358 if (is_player ())
1421 { 1359 contr->update_spells ();
1422 esrv_update_stats (contr);
1423 esrv_update_spells (contr);
1424 }
1425 1360
1426 // update the mapspace, if we are on a map 1361 // update the mapspace, if we are on a map
1427 if (!flag [FLAG_REMOVED] && map) 1362 if (!flag [FLAG_REMOVED] && map)
1428 map->at (x, y).flags_ = 0; 1363 map->at (x, y).flags_ = 0;
1429} 1364}
1430 1365
1431/* 1366void
1432 * Returns true if the given player is a legal class. 1367object::set_glow_radius (sint8 rad)
1433 * The function to add and remove class-bonuses to the stats doesn't
1434 * check if the stat becomes negative, thus this function
1435 * merely checks that all stats are 1 or more, and returns
1436 * false otherwise.
1437 */
1438int
1439allowed_class (const object *op)
1440{ 1368{
1441 return op->stats.Dex > 0 1369 glow_radius = rad;
1442 && op->stats.Str > 0 1370
1443 && op->stats.Con > 0 1371 if (is_on_map ())
1444 && op->stats.Int > 0 1372 update_all_los (map, x, y);
1445 && op->stats.Wis > 0 1373 else if (object *env = outer_env ())
1446 && op->stats.Pow > 0 1374 {
1447 && 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 }
1448} 1380}
1449 1381
1450/* 1382/*
1451 * set the new dragon name after gaining levels or 1383 * set the new dragon name after gaining levels or
1452 * changing ability focus (later this can be extended to 1384 * changing ability focus (later this can be extended to
1453 * eventually change the player's face and animation) 1385 * eventually change the player's face and animation)
1454 *
1455 * Note that the title is written to 'own_title' in the
1456 * player struct. This should be changed to 'ext_title'
1457 * as soon as clients support this!
1458 * Please, anyone, write support for 'ext_title'.
1459 */ 1386 */
1460void 1387void
1461set_dragon_name (object *pl, const object *abil, const object *skin) 1388set_dragon_name (object *pl, const object *abil, const object *skin)
1462{ 1389{
1463 int atnr = -1; /* attacknumber of highest level */ 1390 int atnr = -1; /* attacknumber of highest level */
1481 /* 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,
1482 or else at random */ 1409 or else at random */
1483 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)
1484 atnr = abil->stats.exp; 1411 atnr = abil->stats.exp;
1485 1412
1486 level = (int) (level / 5.);
1487
1488 /* now set the new title */ 1413 /* now set the new title */
1489 if (pl->contr != NULL)
1490 {
1491 if (level == 0)
1492 sprintf (pl->contr->title, "%s hatchling", attacks[atnr]); 1414 if (level < 25) sprintf (pl->contr->title, "%s hatchling", attacks[atnr]);
1493 else if (level == 1)
1494 sprintf (pl->contr->title, "%s wyrm", attacks[atnr]); 1415 else if (level < 50) sprintf (pl->contr->title, "%s wyrm" , attacks[atnr]);
1495 else if (level == 2)
1496 sprintf (pl->contr->title, "%s wyvern", attacks[atnr]); 1416 else if (level < 75) sprintf (pl->contr->title, "%s wyvern" , attacks[atnr]);
1497 else if (level == 3)
1498 sprintf (pl->contr->title, "%s dragon", attacks[atnr]); 1417 else if (level < 100) sprintf (pl->contr->title, "%s dragon" , attacks[atnr]);
1499 else 1418 else
1500 { 1419 {
1501 /* special titles for extra high resistance! */ 1420 /* special titles for extra high resistance! */
1502 if (skin->resist[atnr] > 80)
1503 sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]); 1421 if (skin->resist[atnr] > 80) sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]);
1504 else if (skin->resist[atnr] > 50)
1505 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]);
1506 else
1507 sprintf (pl->contr->title, "big %s dragon", attacks[atnr]); 1423 else sprintf (pl->contr->title, "big %s dragon" , attacks[atnr]);
1508 }
1509 } 1424 }
1510 1425
1511 strcpy (pl->contr->own_title, ""); 1426 strcpy (pl->contr->own_title, "");
1512} 1427}
1513 1428
1514/* 1429/*
1515 * This function is called when a dragon-player gains 1430 * This function is called when a dragon-player gains
1516 * an overall level. Here, the dragon might gain new abilities 1431 * an overall level. Here, the dragon might gain new abilities
1517 * or change the ability-focus. 1432 * or change the ability-focus.
1518 */ 1433 */
1519void 1434static void
1520dragon_level_gain (object *who) 1435dragon_level_gain (object *who)
1521{ 1436{
1522 object *abil = NULL; /* pointer to dragon ability force */ 1437 object *abil = NULL; /* pointer to dragon ability force */
1523 object *skin = NULL; /* pointer to dragon skin force */ 1438 object *skin = NULL; /* pointer to dragon skin force */
1524 object *tmp = NULL; /* tmp. object */ 1439 object *tmp = NULL; /* tmp. object */
1525 char buf[MAX_BUF]; /* tmp. string buffer */ 1440 char buf[MAX_BUF]; /* tmp. string buffer */
1526 1441
1527 /* now grab the 'dragon_ability'-forces from the player's inventory */ 1442 /* now grab the 'dragon_ability'-forces from the player's inventory */
1528 shstr_cmp dragon_ability_force ("dragon_ability_force");
1529 shstr_cmp dragon_skin_force ("dragon_skin_force");
1530
1531 for (tmp = who->inv; tmp; tmp = tmp->below) 1443 for (tmp = who->inv; tmp; tmp = tmp->below)
1532 if (tmp->type == FORCE) 1444 if (tmp->type == FORCE)
1533 if (tmp->arch->name == dragon_ability_force) 1445 if (tmp->arch->archname == shstr_dragon_ability_force)
1534 abil = tmp; 1446 abil = tmp;
1535 else if (tmp->arch->name == dragon_skin_force) 1447 else if (tmp->arch->archname == shstr_dragon_skin_force)
1536 skin = tmp; 1448 skin = tmp;
1537 1449
1538 /* if the force is missing -> bail out */ 1450 /* if the force is missing -> bail out */
1539 if (abil == NULL) 1451 if (abil == NULL)
1540 return; 1452 return;
1541 1453
1542 /* The ability_force keeps track of maximum level ever achieved. 1454 /* The ability_force keeps track of maximum level ever achieved.
1543 * New abilties can only be gained by surpassing this max level 1455 * New abilties can only be gained by surpassing this max level
1544 */ 1456 */
1545 if (who->level > abil->level) 1457 if (who->level > abil->level)
1546 { 1458 {
1547 /* increase our focused ability */ 1459 /* increase our focused ability */
1548 abil->resist[abil->stats.exp]++; 1460 abil->resist[abil->stats.exp]++;
1583 object *skill_obj; 1495 object *skill_obj;
1584 1496
1585 skill_obj = get_archetype_by_skill_name (skill_name, SKILL); 1497 skill_obj = get_archetype_by_skill_name (skill_name, SKILL);
1586 if (!skill_obj) 1498 if (!skill_obj)
1587 { 1499 {
1588 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);
1589 return NULL; 1501 return NULL;
1590 } 1502 }
1503
1591 /* clear the flag - exp goes into this bucket, but player 1504 /* clear the flag - exp goes into this bucket, but player
1592 * still doesn't know it. 1505 * still doesn't know it.
1593 */ 1506 */
1594 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL); 1507 skill_obj->clr_flag (FLAG_CAN_USE_SKILL);
1595 skill_obj->stats.exp = 0; 1508 skill_obj->stats.exp = 0;
1596 skill_obj->level = 1; 1509 skill_obj->level = 1;
1597 insert_ob_in_ob (skill_obj, op); 1510 op->insert (skill_obj);
1598 1511
1599 if (op->contr) 1512 if (player *pl = op->contr)
1600 { 1513 pl->link_skills ();
1601 op->contr->last_skill_ob [skill_obj->subtype] = skill_obj;
1602 if (op->contr->ns)
1603 op->contr->ns->last_skill_exp[skill_obj->subtype] = -1;//TODO: should be made superfluous
1604 }
1605 1514
1606 return skill_obj; 1515 return skill_obj;
1607} 1516}
1608
1609 1517
1610/* 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
1611 * whether the player gets more hp, sp and new levels. 1519 * whether the player gets more hp, sp and new levels.
1612 * Note this this function should only be called for players. Monstes 1520 * Note this this function should only be called for players. Monstes
1613 * don't really gain levels 1521 * don't really gain levels
1616 */ 1524 */
1617void 1525void
1618player_lvl_adj (object *who, object *op) 1526player_lvl_adj (object *who, object *op)
1619{ 1527{
1620 char buf[MAX_BUF]; 1528 char buf[MAX_BUF];
1529 bool changed = false;
1621 1530
1622 if (!op) /* when rolling stats */ 1531 if (!op) /* when rolling stats */
1623 op = who; 1532 op = who;
1624 1533
1625 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))
1626 { 1535 {
1536 changed = true;
1537
1627 op->level++; 1538 op->level++;
1628 1539
1629 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 ())
1630 dragon_level_gain (who); 1541 dragon_level_gain (who);
1631 1542
1632 /* 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 */
1633 if (op == who && (who->level < 11) && who->type == PLAYER) 1544 if (op == who && (who->level < 11) && who->type == PLAYER)
1634 { 1545 {
1635 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;
1636 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);
1637 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;
1638 } 1549 }
1639 1550
1640 who->update_stats ();
1641 if (op->level > 1) 1551 if (op->level > 1)
1642 { 1552 {
1643 if (op->type != PLAYER) 1553 if (op->type != PLAYER)
1554 {
1555 who->contr->play_sound (sound_find ("skill_up"));
1644 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 }
1645 else 1558 else
1559 {
1560 who->contr->play_sound (sound_find ("level_up"));
1646 sprintf (buf, "You are now level %d.", op->level); 1561 sprintf (buf, "You are now level %d.", op->level);
1562 }
1563
1647 if (who) 1564 if (who)
1648 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); 1565 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1649 } 1566 }
1650 player_lvl_adj (who, op); /* To increase more levels */
1651 } 1567 }
1568
1652 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))
1653 { 1570 {
1571 changed = true;
1572
1654 op->level--; 1573 op->level--;
1655 who->update_stats (); 1574
1656 if (op->type != PLAYER) 1575 if (op->type != PLAYER)
1657 { 1576 {
1658 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);
1659 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); 1578 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1660 } 1579 }
1661 player_lvl_adj (who, op); /* To decrease more levels */
1662 } 1580 }
1663 1581
1664 /* check if the spell data has changed */ 1582 if (changed)
1665 esrv_update_stats (who->contr); 1583 who->update_stats (); // should cause esrv_update_stats and esrv_update_spells
1666 esrv_update_spells (who->contr);
1667} 1584}
1668 1585
1669/* 1586/*
1670 * Returns how much experience is needed for a player to become 1587 * Returns how much experience is needed for a player to become
1671 * the given level. level should really never exceed max_level 1588 * the given level. level should really never exceed max_level
1672 */ 1589 */
1673 1590
1674sint64 1591sint64
1675level_exp (int level, double expmul) 1592level_exp (int level, double expmul)
1676{ 1593{
1677 if (level > settings.max_level) 1594 return expmul * level_to_min_exp (level);
1678 return (sint64) (expmul * levels[settings.max_level]);
1679
1680 return (sint64) (expmul * levels[level]);
1681} 1595}
1682 1596
1683/* 1597/*
1684 * 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.
1685 * 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
1691calc_perm_exp (object *op) 1605calc_perm_exp (object *op)
1692{ 1606{
1693 int p_exp_min; 1607 int p_exp_min;
1694 1608
1695 /* Ensure that our permanent experience minimum is met. 1609 /* Ensure that our permanent experience minimum is met.
1696 * permenent_exp_ratio is an integer percentage, we divide by 100 1610 * permenent_exp_ratio is an integer percentage, we divide by 100
1697 * to get the fraction */ 1611 * to get the fraction */
1698 p_exp_min = (int) (settings.permanent_exp_ratio * (float) (op->stats.exp) / 100); 1612 p_exp_min = (int) (settings.permanent_exp_ratio * (float) (op->stats.exp) / 100);
1699 1613
1700 if (op->perm_exp < p_exp_min) 1614 if (op->perm_exp < p_exp_min)
1701 op->perm_exp = p_exp_min; 1615 op->perm_exp = p_exp_min;
1713 * NULL, in which case exp increases the players general 1627 * NULL, in which case exp increases the players general
1714 * total, but not any particular skill. 1628 * total, but not any particular skill.
1715 * 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:
1716 */ 1630 */
1717static void 1631static void
1718add_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)
1719{ 1633{
1720 object *skill_obj = NULL; 1634 object *skill_obj;
1721 sint64 limit, exp_to_add; 1635 sint64 limit, exp_to_add;
1722 int i;
1723 1636
1724 /* prevents some forms of abuse. */ 1637 /* prevents some forms of abuse. */
1725 if (op->contr->braced) 1638 if (op->contr->braced)
1726 exp /= 5; 1639 exp /= 5;
1727 1640
1728 /* Try to find the matching skill. 1641 /* Try to find the matching skill.
1729 * 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
1730 * chosen_skill. This means we don't need to search through 1643 * chosen_skill. This means we don't need to search through
1731 * the players inventory. 1644 * the players inventory.
1732 */ 1645 */
1646 skill_obj = 0;
1647
1733 if (skill_name) 1648 if (skill_name)
1734 { 1649 {
1735 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);
1736 skill_obj = op->chosen_skill;
1737 else
1738 {
1739 for (i = 0; i < NUM_SKILLS; i++)
1740 if (op->contr->last_skill_ob[i] && !strcmp (op->contr->last_skill_ob[i]->skill, skill_name))
1741 {
1742 skill_obj = op->contr->last_skill_ob[i];
1743 break;
1744 }
1745 1651
1746 /* 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
1747 * it to the player if necessary 1653 * it to the player if necessary
1748 */ 1654 */
1749 if (!skill_obj) 1655 if (!skill_obj)
1750 { 1656 {
1751 if (flag == SK_EXP_NONE) 1657 if (flag == SK_EXP_NONE)
1752 return; 1658 return;
1659
1753 else if (flag == SK_EXP_ADD_SKILL) 1660 if (flag == SK_EXP_ADD_SKILL)
1754 give_skill_by_name (op, skill_name); 1661 skill_obj = give_skill_by_name (op, skill_name);
1755 }
1756 } 1662 }
1757 } 1663 }
1758 1664
1759 if (flag != SK_EXP_SKILL_ONLY) 1665 if (flag != SK_EXP_SKILL_ONLY)
1760 { 1666 {
1761 /* Basically, you can never gain more experience in one shot 1667 /* Basically, you can never gain more experience in one shot
1762 * than half what you need to gain for next level. 1668 * than half what you need to gain for next level.
1763 */ 1669 */
1764 exp_to_add = exp; 1670 exp_to_add = exp;
1765 limit = (levels[op->level + 1] - levels[op->level]) / 2; 1671 limit = (levels [op->level + 1] - levels [op->level]) / 2;
1766 if (exp_to_add > limit) 1672 if (exp_to_add > limit)
1767 exp_to_add = limit; 1673 exp_to_add = limit;
1768 1674
1769 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)));
1770 if (settings.permanent_exp_ratio) 1676 if (settings.permanent_exp_ratio)
1777 } 1683 }
1778 1684
1779 if (skill_obj) 1685 if (skill_obj)
1780 { 1686 {
1781 exp_to_add = exp; 1687 exp_to_add = exp;
1782 limit = (levels[skill_obj->level + 1] - levels[skill_obj->level]) / 2; 1688 limit = (levels [skill_obj->level + 1] - levels [skill_obj->level]) / 2;
1783 if (exp_to_add > limit) 1689 if (exp_to_add > limit)
1784 exp_to_add = limit; 1690 exp_to_add = limit;
1785 1691
1786 ADD_EXP (skill_obj->stats.exp, exp_to_add); 1692 ADD_EXP (skill_obj->stats.exp, exp_to_add);
1787 if (settings.permanent_exp_ratio) 1693 if (settings.permanent_exp_ratio)
1793 player_lvl_adj (op, skill_obj); 1699 player_lvl_adj (op, skill_obj);
1794 } 1700 }
1795} 1701}
1796 1702
1797/* This function checks to make sure that object 'op' can 1703/* This function checks to make sure that object 'op' can
1798 * lost 'exp' experience. It returns the amount of exp 1704 * lose 'exp' experience. It returns the amount of exp
1799 * object 'op' can in fact lose - it basically makes 1705 * object 'op' can in fact lose - it basically makes
1800 * adjustments based on permanent exp and the like. 1706 * adjustments based on permanent exp and the like.
1801 * This function should always be used for losing experience - 1707 * This function should always be used for losing experience -
1802 * the 'exp' value passed should be positive - this is the 1708 * the 'exp' value passed should be positive - this is the
1803 * amount that should get subtract from the player. 1709 * amount that should get subtract from the player.
1804 */ 1710 */
1805sint64 1711static sint64
1806check_exp_loss (const object *op, sint64 exp) 1712check_exp_loss (const object *op, sint64 exp)
1807{ 1713{
1808 sint64 del_exp; 1714 sint64 del_exp;
1809 1715
1810 if (exp > op->stats.exp) 1716 if (exp > op->stats.exp)
1811 exp = op->stats.exp; 1717 exp = op->stats.exp;
1718
1812 if (settings.permanent_exp_ratio) 1719 if (settings.permanent_exp_ratio)
1813 { 1720 {
1814 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
1815 if (del_exp < 0) 1723 if (del_exp < 0)
1816 del_exp = 0; 1724 del_exp = 0;
1725
1817 if (exp > del_exp) 1726 if (exp > del_exp)
1818 exp = del_exp; 1727 exp = del_exp;
1819 } 1728 }
1729
1820 return exp; 1730 return exp;
1821} 1731}
1822 1732
1823sint64 1733sint64
1824check_exp_adjust (const object *op, sint64 exp) 1734check_exp_adjust (const object *op, sint64 exp)
1825{ 1735{
1826 if (exp < 0) 1736 if (exp < 0)
1827 return check_exp_loss (op, exp); 1737 return check_exp_loss (op, exp);
1828 else 1738 else
1829 return MIN (exp, (sint64) MAX_EXPERIENCE - op->stats.exp); 1739 return min (exp, (sint64)MAX_EXPERIENCE - op->stats.exp);
1830} 1740}
1831
1832 1741
1833/* Subtracts experience from player. 1742/* Subtracts experience from player.
1834 * 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
1835 * only subtract from the matching skill. Otherwise, 1744 * only subtract from the matching skill. Otherwise,
1836 * this subtracts a portion from all 1745 * this subtracts a portion from all
1841 * 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.
1842 * 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
1843 * a postive number. 1752 * a postive number.
1844 */ 1753 */
1845static void 1754static void
1846subtract_player_exp (object *op, sint64 exp, const char *skill, int flag) 1755subtract_player_exp (object *op, sint64 exp, shstr_tmp skill, int flag)
1847{ 1756{
1848 float fraction = (float) exp / (float) op->stats.exp; 1757 float fraction = (float) exp / (float) op->stats.exp;
1849 object *tmp; 1758 object *tmp;
1850 sint64 del_exp; 1759 sint64 del_exp;
1851 1760
1852 for (tmp = op->inv; tmp; tmp = tmp->below) 1761 for (tmp = op->inv; tmp; tmp = tmp->below)
1853 if (tmp->type == SKILL && tmp->stats.exp) 1762 if (tmp->type == SKILL && tmp->stats.exp)
1854 { 1763 {
1855 if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (tmp->skill, skill)) 1764 if (flag == SK_SUBTRACT_SKILL_EXP && skill && tmp->skill == skill)
1856 { 1765 {
1857 del_exp = check_exp_loss (tmp, exp); 1766 del_exp = check_exp_loss (tmp, exp);
1858 tmp->stats.exp -= del_exp; 1767 tmp->stats.exp -= del_exp;
1859 player_lvl_adj (op, tmp); 1768 player_lvl_adj (op, tmp);
1860 } 1769 }
1861 else if (flag != SK_SUBTRACT_SKILL_EXP) 1770 else if (flag != SK_SUBTRACT_SKILL_EXP)
1862 { 1771 {
1863 /* only want to process other skills if we are not trying 1772 /* only want to process other skills if we are not trying
1864 * to match a specific skill. 1773 * to match a specific skill.
1865 */ 1774 */
1866 del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction)); 1775 del_exp = check_exp_loss (tmp, tmp->stats.exp * fraction);
1867 tmp->stats.exp -= del_exp; 1776 tmp->stats.exp -= del_exp;
1868 player_lvl_adj (op, tmp); 1777 player_lvl_adj (op, tmp);
1869 } 1778 }
1870 } 1779 }
1871 1780
1885 * skill_name is the skill that should get the exp added. 1794 * skill_name is the skill that should get the exp added.
1886 * 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.
1887 * these last two values are only used for players. 1796 * these last two values are only used for players.
1888 */ 1797 */
1889void 1798void
1890change_exp (object *op, sint64 exp, const char *skill_name, int flag) 1799change_exp (object *op, sint64 exp, shstr_tmp skill_name, int flag)
1891{ 1800{
1892#ifdef EXP_DEBUG 1801#ifdef EXP_DEBUG
1893 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);
1894#endif 1803#endif
1895 1804
1904 * won't do anything if the value is 0 anyways. 1813 * won't do anything if the value is 0 anyways.
1905 */ 1814 */
1906 if (exp == 0) 1815 if (exp == 0)
1907 return; 1816 return;
1908 1817
1909 /* Monsters are easy - we just adjust their exp - we 1818 /* Monsters are easy - we just adjust their exp - we
1910 * don't adjust level, since in most cases it is unrelated to 1819 * don't adjust level, since in most cases it is unrelated to
1911 * the exp they have - the monsters exp represents what its 1820 * the exp they have - the monsters exp represents what its
1912 * worth. 1821 * worth.
1913 */ 1822 */
1914 if (op->type != PLAYER) 1823 if (op->type != PLAYER)
1915 { 1824 {
1916 /* Sanity check */ 1825 /* Sanity check */
1917 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1826 if (!op->flag [FLAG_ALIVE])
1918 return; 1827 return;
1919 1828
1920 /* reset exp to max allowed value. We subtract from 1829 /* reset exp to max allowed value. We subtract from
1921 * MAX_EXPERIENCE to prevent overflows. If the player somehow has 1830 * MAX_EXPERIENCE to prevent overflows. If the player somehow has
1922 * more than max exp, just return. 1831 * more than max exp, just return.
1941 */ 1850 */
1942 subtract_player_exp (op, abs (exp), skill_name, flag); 1851 subtract_player_exp (op, abs (exp), skill_name, flag);
1943 } 1852 }
1944} 1853}
1945 1854
1946/* Applies a death penalty experience, the size of this is defined by the 1855/* Applies a death penalty experience, the size of this is defined by the
1947 * settings death_penalty_percentage and death_penalty_levels, and by the 1856 * settings death_penalty_percentage and death_penalty_levels, and by the
1948 * amount of permenent experience, whichever gives the lowest loss. 1857 * amount of permenent experience, whichever gives the lowest loss.
1949 */ 1858 */
1950void 1859void
1951apply_death_exp_penalty (object *op) 1860apply_death_exp_penalty (object *op)
1952{ 1861{
1953 object *tmp;
1954 sint64 loss; 1862 sint64 loss;
1955 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */ 1863 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */
1956 sint64 level_loss; /* defined by the setting 'death_penalty_levels */ 1864 sint64 level_loss; /* defined by the setting 'death_penalty_levels */
1957 1865
1958 for (tmp = op->inv; tmp; tmp = tmp->below) 1866 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1959 if (tmp->type == SKILL && tmp->stats.exp) 1867 if (tmp->type == SKILL && tmp->stats.exp)
1960 { 1868 {
1961
1962 percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100; 1869 percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100;
1963 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)];
1964 1871
1965 /* With the revised exp system, you can get cases where 1872 /* With the revised exp system, you can get cases where
1966 * losing several levels would still require that you have more 1873 * losing several levels would still require that you have more
1967 * exp than you currently have - this is true if the levels 1874 * exp than you currently have - this is true if the levels
1968 * tables is a lot harder. 1875 * tables is a lot harder.
1969 */ 1876 */
1970 if (level_loss < 0) 1877 if (level_loss < 0)
1971 level_loss = 0; 1878 level_loss = 0;
1972 1879
1973 loss = check_exp_loss (tmp, MIN (level_loss, percentage_loss)); 1880 loss = check_exp_loss (tmp, min (level_loss, percentage_loss));
1974 1881
1975 tmp->stats.exp -= loss; 1882 tmp->stats.exp -= loss;
1976 player_lvl_adj (op, tmp); 1883 player_lvl_adj (op, tmp);
1977 } 1884 }
1978 1885
1979 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100; 1886 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100;
1980 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
1981 if (level_loss < 0) 1889 if (level_loss < 0)
1982 level_loss = 0; 1890 level_loss = 0;
1891
1983 loss = check_exp_loss (op, MIN (level_loss, percentage_loss)); 1892 loss = check_exp_loss (op, min (level_loss, percentage_loss));
1984 1893
1985 op->stats.exp -= loss; 1894 op->stats.exp -= loss;
1986 player_lvl_adj (op, NULL); 1895 player_lvl_adj (op, NULL);
1987} 1896}
1988 1897

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