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(Generate patch)

Comparing deliantra/server/common/living.C (file contents):
Revision 1.55 by root, Sat May 12 19:41:02 2007 UTC vs.
Revision 1.100 by root, Sat Nov 7 18:30:05 2009 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
21 * 21 *
22 * The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 23 */
24 24
25#include <global.h> 25#include <global.h>
26#include <funcpoint.h>
27 26
28/* Handy little macro that adds exp and keeps it within bounds. Since 27/* Handy little macro that adds exp and keeps it within bounds. Since
29 * we are now using 64 bit values, I'm not all concerned about overflow issues 28 * we are now using 64 bit values, I'm not all concerned about overflow issues
30 * with exptotal wrapping. exptotal is typically op->exp, or op->perm_exp 29 * with exptotal wrapping. exptotal is typically op->exp, or op->perm_exp
31 */ 30 */
281 * that gives them that ability. 280 * that gives them that ability.
282 */ 281 */
283int 282int
284change_abil (object *op, object *tmp) 283change_abil (object *op, object *tmp)
285{ 284{
286 int flag = QUERY_FLAG (tmp, FLAG_APPLIED) ? 1 : -1, success = 0; 285 int flag = tmp->flag [FLAG_APPLIED] ? 1 : -1;
286 int success = 0;
287 char message[MAX_BUF]; 287 char message[MAX_BUF];
288 int potion_max = 0; 288 int potion_max = 0;
289 289
290 /* remember what object was like before it was changed. note that 290 // keep some stats for comparison purposes
291 * refop is a local copy of op only to be used for detecting changes 291 object::flags_t prev_flag = op->flag;
292 * found by update_stats. refop is not a real object 292 MoveType prev_move_type = op->move_type;
293 */ 293 sint16 prev_resist [NROFATTACKS]; // clumsy
294 object_copy refop = *op; 294 assert (sizeof (prev_resist) == sizeof (op->resist));
295 memcpy (prev_resist, op->resist, sizeof (prev_resist));
295 296
296 if (op->type == PLAYER) 297 if (op->type == PLAYER)
297 { 298 {
298 if (tmp->type == POTION) 299 if (tmp->type == POTION)
299 { 300 {
300 potion_max = 1; 301 potion_max = 1;
302
301 for (int j = 0; j < NUM_STATS; j++) 303 for (int j = 0; j < NUM_STATS; j++)
302 { 304 {
303 int ostat = op->contr->orig_stats.stat (j); 305 int ostat = op->contr->orig_stats.stat (j);
304 int i = tmp->stats.stat (j); 306 int i = tmp->stats.stat (j);
305 307
306 /* nstat is what the stat will be after use of the potion */ 308 /* nstat is what the stat will be after use of the potion */
307 int nstat = flag * i + ostat; 309 int nstat = flag * i + ostat;
308 310
309 /* Do some bounds checking. While I don't think any 311 /* 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 312 * that adjust that stat by more than one point, so we need
312 * to allow for that. 313 * to allow for that.
313 */ 314 */
314 if (nstat < 1 && i * flag < 0) 315 if (nstat < 1 && i * flag < 0)
315 nstat = 1; 316 nstat = 1;
316 else if (nstat > 20 + op->arch->clone.stats.stat (j)) 317 else if (nstat > 20 + op->arch->stats.stat (j))
317 nstat = 20 + op->arch->clone.stats.stat (j); 318 nstat = 20 + op->arch->stats.stat (j);
318 319
319 if (nstat != ostat) 320 if (nstat != ostat)
320 { 321 {
321 op->contr->orig_stats.stat (j) = nstat; 322 op->contr->orig_stats.stat (j) = nstat;
322 potion_max = 0; 323 potion_max = 0;
367 { 368 {
368 success = 1; 369 success = 1;
369 DIFF_MSG (flag, "Your hands begin to glow red.", "Your hands stop glowing red."); 370 DIFF_MSG (flag, "Your hands begin to glow red.", "Your hands stop glowing red.");
370 } 371 }
371 372
372 if (QUERY_FLAG (op, FLAG_LIFESAVE) != QUERY_FLAG (&refop, FLAG_LIFESAVE)) 373 if (op->flag [FLAG_LIFESAVE] != prev_flag [FLAG_LIFESAVE])
373 { 374 {
374 success = 1; 375 success = 1;
375 DIFF_MSG (flag, "You feel very protected.", "You don't feel protected anymore."); 376 DIFF_MSG (flag, "You feel very protected.", "You don't feel protected anymore.");
376 } 377 }
377 378
378 if (QUERY_FLAG (op, FLAG_REFL_MISSILE) != QUERY_FLAG (&refop, FLAG_REFL_MISSILE)) 379 if (op->flag [FLAG_REFL_MISSILE] != prev_flag [FLAG_REFL_MISSILE])
379 { 380 {
380 success = 1; 381 success = 1;
381 DIFF_MSG (flag, "A magic force shimmers around you.", "The magic force fades away."); 382 DIFF_MSG (flag, "A magic force shimmers around you.", "The magic force fades away.");
382 } 383 }
383 384
384 if (QUERY_FLAG (op, FLAG_REFL_SPELL) != QUERY_FLAG (&refop, FLAG_REFL_SPELL)) 385 if (op->flag [FLAG_REFL_SPELL] != prev_flag [FLAG_REFL_SPELL])
385 { 386 {
386 success = 1; 387 success = 1;
387 DIFF_MSG (flag, "You feel more safe now, somehow.", "Suddenly you feel less safe, somehow."); 388 DIFF_MSG (flag, "You feel more safe now, somehow.", "Suddenly you feel less safe, somehow.");
388 } 389 }
389 390
391 * user has multiple items giving the same type appled like we 392 * user has multiple items giving the same type appled like we
392 * used to - that is more work than what we gain, plus messages 393 * used to - that is more work than what we gain, plus messages
393 * can be misleading (a little higher could be miscontrued from 394 * can be misleading (a little higher could be miscontrued from
394 * from fly high) 395 * from fly high)
395 */ 396 */
396 if (tmp->move_type && op->move_type != refop.move_type) 397 if (tmp->move_type && op->move_type != prev_move_type)
397 { 398 {
398 success = 1; 399 success = 1;
399 400
400 /* MOVE_FLY_HIGH trumps MOVE_FLY_LOW - changing your move_fly_low 401 /* MOVE_FLY_HIGH trumps MOVE_FLY_LOW - changing your move_fly_low
401 * status doesn't make a difference if you are flying high 402 * status doesn't make a difference if you are flying high
402 */ 403 */
403 if (tmp->move_type & MOVE_FLY_LOW && !(op->move_type & MOVE_FLY_HIGH)) 404 if (tmp->move_type & MOVE_FLY_LOW && !(op->move_type & MOVE_FLY_HIGH))
404 { 405 {
405 DIFF_MSG (flag, "You start to float in the air!.", "You float down to the ground."); 406 DIFF_MSG (flag, "You start to float in the air!", "You float down to the ground.");
406 } 407 }
407 408
408 if (tmp->move_type & MOVE_FLY_HIGH) 409 if (tmp->move_type & MOVE_FLY_HIGH)
409 { 410 {
410 /* double conditional - second case covers if you have move_fly_low - 411 /* double conditional - second case covers if you have move_fly_low -
422 } 423 }
423 424
424 /* becoming UNDEAD... a special treatment for this flag. Only those not 425 /* becoming UNDEAD... a special treatment for this flag. Only those not
425 * originally undead may change their status 426 * originally undead may change their status
426 */ 427 */
427 if (!QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 428 if (!op->arch->flag [FLAG_UNDEAD])
428 if (QUERY_FLAG (op, FLAG_UNDEAD) != QUERY_FLAG (&refop, FLAG_UNDEAD)) 429 if (op->flag [FLAG_UNDEAD] != prev_flag [FLAG_UNDEAD])
429 { 430 {
430 success = 1; 431 success = 1;
431 if (flag > 0) 432 if (flag > 0)
432 { 433 {
433 op->race = "undead"; 434 op->race = "undead";
434 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce drains away!"); 435 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce drains away!");
435 } 436 }
436 else 437 else
437 { 438 {
438 op->race = op->arch->clone.race; 439 op->race = op->arch->race;
439 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!"); 440 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!");
440 } 441 }
441 } 442 }
442 443
443 if (QUERY_FLAG (op, FLAG_STEALTH) != QUERY_FLAG (&refop, FLAG_STEALTH)) 444 if (op->flag [FLAG_STEALTH] != prev_flag [FLAG_STEALTH])
444 { 445 {
445 success = 1; 446 success = 1;
446 DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily."); 447 DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily.");
447 } 448 }
448 449
449 if (QUERY_FLAG (op, FLAG_MAKE_INVIS) != QUERY_FLAG (&refop, FLAG_MAKE_INVIS)) 450 if (op->flag [FLAG_MAKE_INVIS] != prev_flag [FLAG_MAKE_INVIS])
450 { 451 {
451 success = 1; 452 success = 1;
452 DIFF_MSG (flag, "You become transparent.", "You can see yourself."); 453 DIFF_MSG (flag, "You become transparent.", "You can see yourself.");
453 } 454 }
454 455
455 /* blinded you can tell if more blinded since blinded player has minimal 456 /* blinded you can tell if more blinded since blinded player has minimal
456 * vision 457 * vision
457 */ 458 */
458 if (QUERY_FLAG (tmp, FLAG_BLIND)) 459 if (tmp->flag [FLAG_BLIND])
459 { 460 {
460 success = 1; 461 success = 1;
461 if (flag > 0) 462 if (flag > 0)
462 { 463 {
463 if (QUERY_FLAG (op, FLAG_WIZ)) 464 if (op->flag [FLAG_WIZ])
464 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self is blinded."); 465 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self is blinded.");
465 else 466 else
466 { 467 {
467 new_draw_info (NDI_UNIQUE, 0, op, "You are blinded."); 468 new_draw_info (NDI_UNIQUE, 0, op, "You are blinded.");
468 SET_FLAG (op, FLAG_BLIND); 469 SET_FLAG (op, FLAG_BLIND);
470 op->contr->do_los = 1; 471 op->contr->do_los = 1;
471 } 472 }
472 } 473 }
473 else 474 else
474 { 475 {
475 if (QUERY_FLAG (op, FLAG_WIZ)) 476 if (op->flag [FLAG_WIZ])
476 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self can now see again."); 477 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self can now see again.");
477 else 478 else
478 { 479 {
479 new_draw_info (NDI_UNIQUE, 0, op, "Your vision returns."); 480 new_draw_info (NDI_UNIQUE, 0, op, "Your vision returns.");
480 CLEAR_FLAG (op, FLAG_BLIND); 481 CLEAR_FLAG (op, FLAG_BLIND);
482 op->contr->do_los = 1; 483 op->contr->do_los = 1;
483 } 484 }
484 } 485 }
485 } 486 }
486 487
487 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK) != QUERY_FLAG (&refop, FLAG_SEE_IN_DARK)) 488 if (op->flag [FLAG_SEE_IN_DARK] != prev_flag [FLAG_SEE_IN_DARK])
488 { 489 {
489 success = 1; 490 success = 1;
490 if (op->type == PLAYER) 491 if (op->type == PLAYER)
491 op->contr->do_los = 1; 492 op->contr->do_los = 1;
492 DIFF_MSG (flag, "Your vision is better in the dark.", "You see less well in the dark."); 493 DIFF_MSG (flag, "Your vision is better in the dark.", "You see less well in the dark.");
493 } 494 }
494 495
495 if (QUERY_FLAG (op, FLAG_XRAYS) != QUERY_FLAG (&refop, FLAG_XRAYS)) 496 if (op->flag [FLAG_XRAYS] != prev_flag [FLAG_XRAYS])
496 { 497 {
497 success = 1; 498 success = 1;
498 if (flag > 0) 499 if (flag > 0)
499 { 500 {
500 if (QUERY_FLAG (op, FLAG_WIZ)) 501 if (op->flag [FLAG_WIZ])
501 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a little clearer."); 502 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a little clearer.");
502 else 503 else
503 { 504 {
504 new_draw_info (NDI_UNIQUE, 0, op, "Everything becomes transparent."); 505 new_draw_info (NDI_UNIQUE, 0, op, "Everything becomes transparent.");
505 if (op->type == PLAYER) 506 if (op->type == PLAYER)
506 op->contr->do_los = 1; 507 op->contr->do_los = 1;
507 } 508 }
508 } 509 }
509 else 510 else
510 { 511 {
511 if (QUERY_FLAG (op, FLAG_WIZ)) 512 if (op->flag [FLAG_WIZ])
512 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a bit out of focus."); 513 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a bit out of focus.");
513 else 514 else
514 { 515 {
515 new_draw_info (NDI_UNIQUE, 0, op, "Everything suddenly looks very solid."); 516 new_draw_info (NDI_UNIQUE, 0, op, "Everything suddenly looks very solid.");
516 if (op->type == PLAYER) 517 if (op->type == PLAYER)
554 for (int i = 0; i < NROFATTACKS; i++) 555 for (int i = 0; i < NROFATTACKS; i++)
555 { 556 {
556 if (i == ATNR_PHYSICAL) 557 if (i == ATNR_PHYSICAL)
557 continue; /* Don't display about armour */ 558 continue; /* Don't display about armour */
558 559
559 if (op->resist[i] != refop.resist[i]) 560 if (op->resist [i] != prev_resist [i])
560 { 561 {
561 success = 1; 562 success = 1;
563
562 if (op->resist[i] > refop.resist[i]) 564 if (op->resist [i] > prev_resist [i])
563 sprintf (message, "Your resistance to %s rises to %d%%.", change_resist_msg[i], op->resist[i]); 565 sprintf (message, "Your resistance to %s rises to %d%%.", change_resist_msg [i], op->resist [i]);
564 else 566 else
565 sprintf (message, "Your resistance to %s drops to %d%%.", change_resist_msg[i], op->resist[i]); 567 sprintf (message, "Your resistance to %s drops to %d%%.", change_resist_msg [i], op->resist [i]);
566 568
567 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message); 569 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message);
568 } 570 }
569 } 571 }
570 572
571 if (!potion_max) 573 if (!potion_max)
572 {
573 for (int j = 0; j < NUM_STATS; j++) 574 for (int j = 0; j < NUM_STATS; j++)
574 {
575 if (int i = tmp->stats.stat (j)) 575 if (int i = tmp->stats.stat (j))
576 { 576 {
577 success = 1; 577 success = 1;
578 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]); 578 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]);
579 } 579 }
580 }
581 }
582 580
583 return success; 581 return success;
584} 582}
585 583
586/* 584/*
597object::drain_specific_stat (int deplete_stats) 595object::drain_specific_stat (int deplete_stats)
598{ 596{
599 object *tmp; 597 object *tmp;
600 archetype *at; 598 archetype *at;
601 599
602 at = archetype::find (ARCH_DEPLETION); 600 at = archetype::find (shstr_depletion);
603 if (!at) 601 if (!at)
604 { 602 {
605 LOG (llevError, "Couldn't find archetype depletion.\n"); 603 LOG (llevError, "Couldn't find archetype depletion.\n");
606 return; 604 return;
607 } 605 }
627 * via an applied bad_luck object. 625 * via an applied bad_luck object.
628 */ 626 */
629void 627void
630object::change_luck (int value) 628object::change_luck (int value)
631{ 629{
632 archetype *at = archetype::find ("luck"); 630 archetype *at = archetype::find (shstr_luck);
633 if (!at) 631 if (!at)
634 LOG (llevError, "Couldn't find archetype luck.\n"); 632 LOG (llevError, "Couldn't find archetype luck.\n");
635 else 633 else
636 { 634 {
637 object *tmp = present_arch_in_ob (at, this); 635 object *tmp = present_arch_in_ob (at, this);
685void 683void
686object::remove_statbonus () 684object::remove_statbonus ()
687{ 685{
688 for (int i = 0; i < NUM_STATS; ++i) 686 for (int i = 0; i < NUM_STATS; ++i)
689 { 687 {
690 sint8 v = arch->clone.stats.stat (i); 688 sint8 v = arch->stats.stat (i);
691 stats.stat (i) -= v; 689 stats.stat (i) -= v;
692 contr->orig_stats.stat (i) -= v; 690 contr->orig_stats.stat (i) -= v;
693 } 691 }
694} 692}
695 693
699void 697void
700object::add_statbonus () 698object::add_statbonus ()
701{ 699{
702 for (int i = 0; i < NUM_STATS; ++i) 700 for (int i = 0; i < NUM_STATS; ++i)
703 { 701 {
704 sint8 v = arch->clone.stats.stat (i); 702 sint8 v = arch->stats.stat (i);
705 stats.stat (i) += v; 703 stats.stat (i) += v;
706 contr->orig_stats.stat (i) += v; 704 contr->orig_stats.stat (i) += v;
707 } 705 }
708} 706}
707
708/* These are the items that currently can change digestion, regeneration,
709 * spell point recovery and mana point recovery. Seems sort of an arbitary
710 * list, but other items store other info into stats array.
711 */
712static struct digest_types : std::bitset<NUM_TYPES>
713{
714 digest_types ()
715 {
716 set (WEAPON);
717 set (BOW);
718 set (ARMOUR);
719 set (HELMET);
720 set (SHIELD);
721 set (RING);
722 set (BOOTS);
723 set (GLOVES);
724 set (AMULET);
725 set (GIRDLE);
726 set (BRACERS);
727 set (CLOAK);
728 set (DISEASE);
729 set (FORCE);
730 set (SKILL);
731 }
732} digest_types;
733
734static struct copy_flags : object::flags_t
735{
736 copy_flags ()
737 {
738 set (FLAG_LIFESAVE);
739 set (FLAG_REFL_SPELL);
740 set (FLAG_REFL_MISSILE);
741 set (FLAG_STEALTH);
742 set (FLAG_XRAYS);
743 set (FLAG_BLIND);
744 set (FLAG_SEE_IN_DARK);
745 }
746} copy_flags;
709 747
710/* 748/*
711 * Updates all abilities given by applied objects in the inventory 749 * Updates all abilities given by applied objects in the inventory
712 * of the given object. Note: This function works for both monsters 750 * of the given object. Note: This function works for both monsters
713 * and players; the "player" in the name is purely an archaic inheritance. 751 * and players; the "player" in the name is purely an archaic inheritance.
718 * spell system split, grace points now added to system --peterm 756 * spell system split, grace points now added to system --peterm
719 */ 757 */
720void 758void
721object::update_stats () 759object::update_stats ()
722{ 760{
723 int i, j;
724 float f, max = 9, added_speed = 0, bonus_speed = 0, sp_tmp, speed_reduce_from_disease = 1; 761 float f, max_speed = 9, added_speed = 0, bonus_speed = 0, speed_reduce_from_disease = 1;
725 int weapon_weight = 0, weapon_speed = 0; 762 int weapon_weight = 0, weapon_speed = 0;
726 int best_wc = 0, best_ac = 0, wc = 0, ac = 0; 763 int best_wc = 0, best_ac = 0, wc = 0, ac = 0;
727 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; 764 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS];
728 object *grace_obj = NULL, *mana_obj = NULL, *tmp; 765 object *grace_obj = NULL, *mana_obj = NULL, *tmp;
729 float old_speed = speed; 766 float old_speed = speed;
767 int stat_sum [NUM_STATS];
730 768
731 /* First task is to clear all the values back to their original values */ 769 /* First task is to clear all the values back to their original values */
732 if (type == PLAYER) 770 if (type == PLAYER)
733 { 771 {
734 for (i = 0; i < NUM_STATS; i++) 772 for (int i = 0; i < NUM_STATS; i++)
735 stats.stat (i) = contr->orig_stats.stat (i); 773 stat_sum [i] = contr->orig_stats.stat (i);
736 774
737 if (settings.spell_encumbrance == TRUE) 775 if (settings.spell_encumbrance == TRUE)
738 contr->encumbrance = 0; 776 contr->encumbrance = 0;
739 777
740 attacktype = 0; 778 attacktype = 0;
760 798
761 CLEAR_FLAG (this, FLAG_LIFESAVE); 799 CLEAR_FLAG (this, FLAG_LIFESAVE);
762 CLEAR_FLAG (this, FLAG_STEALTH); 800 CLEAR_FLAG (this, FLAG_STEALTH);
763 CLEAR_FLAG (this, FLAG_BLIND); 801 CLEAR_FLAG (this, FLAG_BLIND);
764 802
765 if (!QUERY_FLAG (&arch->clone, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL); 803 if (!QUERY_FLAG (arch, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL);
766 if (!QUERY_FLAG (&arch->clone, FLAG_REFL_MISSILE)) CLEAR_FLAG (this, FLAG_REFL_MISSILE); 804 if (!QUERY_FLAG (arch, FLAG_REFL_MISSILE)) CLEAR_FLAG (this, FLAG_REFL_MISSILE);
767 if (!QUERY_FLAG (&arch->clone, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD); 805 if (!QUERY_FLAG (arch, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD);
768 if (!QUERY_FLAG (&arch->clone, FLAG_SEE_IN_DARK )) CLEAR_FLAG (this, FLAG_SEE_IN_DARK); 806 if (!QUERY_FLAG (arch, FLAG_SEE_IN_DARK )) CLEAR_FLAG (this, FLAG_SEE_IN_DARK);
769 807
770 path_attuned = arch->clone.path_attuned; 808 path_attuned = arch->path_attuned;
771 path_repelled = arch->clone.path_repelled; 809 path_repelled = arch->path_repelled;
772 path_denied = arch->clone.path_denied; 810 path_denied = arch->path_denied;
773 glow_radius = arch->clone.glow_radius; 811 glow_radius = arch->glow_radius;
774 move_type = arch->clone.move_type; 812 move_type = arch->move_type;
775 813
776 chosen_skill = 0; 814 chosen_skill = 0;
777 815
778 /* initializing resistances from the values in player/monster's 816 /* initializing resistances from the values in player/monster's
779 * archetype clone 817 * archetype clone
780 */ 818 */
781 memcpy (&resist, &arch->clone.resist, sizeof (resist)); 819 memcpy (&resist, &arch->resist, sizeof (resist));
782 820
783 for (i = 0; i < NROFATTACKS; i++) 821 for (int i = 0; i < NROFATTACKS; i++)
784 { 822 {
785 if (resist[i] > 0) 823 if (resist[i] > 0)
786 prot[i] = resist[i], vuln[i] = 0; 824 prot[i] = resist[i], vuln[i] = 0;
787 else 825 else
788 vuln[i] = -(resist[i]), prot[i] = 0; 826 vuln[i] = -(resist[i]), prot[i] = 0;
789 827
790 potion_resist[i] = 0; 828 potion_resist[i] = 0;
791 } 829 }
792 830
793 wc = arch->clone.stats.wc; 831 wc = arch->stats.wc;
794 stats.dam = arch->clone.stats.dam; 832 stats.dam = arch->stats.dam;
795 833
796 /* for players which cannot use armour, they gain AC -1 per 3 levels, 834 /* for players which cannot use armour, they gain AC -1 per 3 levels,
797 * plus a small amount of physical resist, those poor suckers. ;) 835 * plus a small amount of physical resist, those poor suckers. ;)
798 * the fact that maxlevel is factored in could be considered sort of bogus - 836 * 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, 837 * 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 838 * basically, if a server updates its max level, these playes may find
801 * that their protection from physical goes down 839 * that their protection from physical goes down
802 */ 840 */
803 if (!QUERY_FLAG (this, FLAG_USE_ARMOUR) && type == PLAYER) 841 if (!QUERY_FLAG (this, FLAG_USE_ARMOUR) && type == PLAYER)
804 { 842 {
805 ac = MAX (-10, arch->clone.stats.ac - level / 3); 843 ac = max (-10, arch->stats.ac - level / 3);
806 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100; 844 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100;
807 } 845 }
808 else 846 else
809 ac = arch->clone.stats.ac; 847 ac = arch->stats.ac;
810 848
811 stats.luck = arch->clone.stats.luck; 849 stats.luck = arch->stats.luck;
812 speed = arch->clone.speed; 850 speed = arch->speed;
813 851
814 /* OK - we've reset most all the objects attributes to sane values. 852 /* 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. 853 * now go through and make adjustments for what the player has equipped.
816 */ 854 */
817 for (tmp = inv; tmp; tmp = tmp->below) 855 for (tmp = inv; tmp; tmp = tmp->below)
818 { 856 {
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 857 /* This happens because apply_potion calls change_abil with the potion
826 * applied so we can tell the player what changed. But change_abil 858 * applied so we can tell the player what changed. But change_abil
827 * then calls this function. 859 * then calls this function.
828 */ 860 */
829 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION) 861 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION)
830 continue; 862 continue;
831 863
864 glow_radius += tmp->glow_radius;
865
832 /* For some things, we don't care what is equipped */ 866 /* For some things, we don't care what is equipped */
833 if (tmp->type == SKILL) 867 if (tmp->type == SKILL)
834 { 868 {
835 /* Want to take the highest skill here. */ 869 /* Want to take the highest skill here. */
836 if (IS_MANA_SKILL (tmp->subtype)) 870 if (IS_MANA_SKILL (tmp->subtype))
848 else if (tmp->level > grace_obj->level) 882 else if (tmp->level > grace_obj->level)
849 grace_obj = tmp; 883 grace_obj = tmp;
850 } 884 }
851 } 885 }
852 886
853 /* Container objects are not meant to adjust a players, but other applied 887 /* Container objects are not meant to adjust players, but other applied
854 * objects need to make adjustments. 888 * objects need to make adjustments.
855 * This block should handle all player specific changes 889 * This block should handle all player specific changes
856 * The check for Praying is a bit of a hack - god given bonuses are put 890 * 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. 891 * 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, 892 * It also means we need to put in additional checks for applied below,
865 || (tmp->type == SKILL 899 || (tmp->type == SKILL
866 && tmp->subtype == SK_PRAYING)) 900 && tmp->subtype == SK_PRAYING))
867 { 901 {
868 if (type == PLAYER) 902 if (type == PLAYER)
869 { 903 {
904 contr->item_power += tmp->item_power;
905
870 if (tmp == contr->combat_ob || tmp == contr->ranged_ob) 906 if (tmp == contr->combat_ob || tmp == contr->ranged_ob)
907 if (tmp != current_weapon
871 if (tmp != current_weapon && (tmp->type != SKILL || tmp->subtype != SK_PRAYING)) 908 && (tmp->type != SKILL || tmp->subtype != SK_PRAYING)
909 && !tmp->flag [FLAG_CURSED]
910 && !tmp->flag [FLAG_DAMNED])
872 continue; 911 continue;
873 912
874 for (i = 0; i < NUM_STATS; i++) 913 for (int i = 0; i < NUM_STATS; i++)
875 change_attr_value (&stats, i, tmp->stats.stat (i)); 914 stat_sum [i] = stat_sum [i] + tmp->stats.stat (i);
876 915
877 /* these are the items that currently can change digestion, regeneration, 916 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 { 917 {
890 contr->digestion += tmp->stats.food; 918 contr->digestion += tmp->stats.food;
891 contr->gen_hp += tmp->stats.hp; 919 contr->gen_hp += tmp->stats.hp;
920 if (tmp->type != BOW) // ugly exception for bows
892 contr->gen_sp += tmp->stats.sp; 921 contr->gen_sp += tmp->stats.sp;
893 contr->gen_grace += tmp->stats.grace; 922 contr->gen_grace += tmp->stats.grace;
894 contr->gen_sp_armour += tmp->gen_sp_armour; 923 contr->gen_sp_armour += tmp->gen_sp_armour;
895 contr->item_power += tmp->item_power;
896 } 924 }
897 } /* if this is a player */ 925 } /* if this is a player */
898 else 926 else
899 { 927 {
900 if (tmp->type == WEAPON) 928 if (tmp->type == WEAPON)
901 current_weapon = tmp; 929 current_weapon = tmp;
902 } 930 }
903 931
904 /* Update slots used for items */ 932 /* Update slots used for items */
905 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 933 if (QUERY_FLAG (tmp, FLAG_APPLIED))
906 for (i = 0; i < NUM_BODY_LOCATIONS; i++) 934 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
907 slot[i].used += tmp->slot[i].info; 935 slot[i].used += tmp->slot[i].info;
908 936
909 if (tmp->type == SYMPTOM) 937 if (tmp->type == SYMPTOM)
910 {
911 speed_reduce_from_disease = tmp->last_sp / 100.f;
912
913 if (speed_reduce_from_disease == 0)
914 speed_reduce_from_disease = 1; 938 speed_reduce_from_disease =
915 } 939 min (speed_reduce_from_disease, tmp->last_sp ? tmp->last_sp / 100.f : 1.f);
916 940
917 /* Pos. and neg. protections are counted seperate (-> pro/vuln). 941 /* Pos. and neg. protections are counted separate (-> pro/vuln).
918 * (Negative protections are calculated exactly like positive.) 942 * (Negative protections are calculated exactly like positive.)
919 * Resistance from potions are treated special as well. If there's 943 * Resistance from potions are treated special as well. If there's
920 * more than one potion-effect, the bigger prot.-value is taken. 944 * more than one potion-effect, the bigger prot.-value is taken.
921 */ 945 */
922 if (tmp->type != POTION) 946 if (tmp->type != POTION)
923 { 947 {
924 for (i = 0; i < NROFATTACKS; i++) 948 for (int i = 0; i < NROFATTACKS; i++)
925 { 949 {
926 /* Potential for cursed potions, in which case we just can use 950 /* Potential for cursed potions, in which case we just can use
927 * a straight MAX, as potion_resist is initialised to zero. 951 * a straight MAX, as potion_resist is initialised to zero.
928 */ 952 */
929 if (tmp->type == POTION_EFFECT) 953 if (tmp->type == POTION_EFFECT)
930 { 954 {
931 if (potion_resist[i]) 955 if (potion_resist[i])
932 potion_resist[i] = MAX (potion_resist[i], tmp->resist[i]); 956 potion_resist[i] = max (potion_resist[i], tmp->resist[i]);
933 else 957 else
934 potion_resist[i] = tmp->resist[i]; 958 potion_resist[i] = tmp->resist[i];
935 } 959 }
936 else if (tmp->resist[i] > 0) 960 else if (tmp->resist[i] > 0)
937 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100; 961 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100;
949 path_denied |= tmp->path_denied; 973 path_denied |= tmp->path_denied;
950 move_type |= tmp->move_type; 974 move_type |= tmp->move_type;
951 stats.luck += tmp->stats.luck; 975 stats.luck += tmp->stats.luck;
952 } 976 }
953 977
954 if (QUERY_FLAG (tmp, FLAG_LIFESAVE )) SET_FLAG (this, FLAG_LIFESAVE); 978 flag |= tmp->flag & copy_flags;
955 if (QUERY_FLAG (tmp, FLAG_REFL_SPELL )) SET_FLAG (this, FLAG_REFL_SPELL);
956 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE)) SET_FLAG (this, FLAG_REFL_MISSILE);
957 if (QUERY_FLAG (tmp, FLAG_STEALTH )) SET_FLAG (this, FLAG_STEALTH);
958 if (QUERY_FLAG (tmp, FLAG_XRAYS )) SET_FLAG (this, FLAG_XRAYS);
959 if (QUERY_FLAG (tmp, FLAG_BLIND )) SET_FLAG (this, FLAG_BLIND);
960 if (QUERY_FLAG (tmp, FLAG_SEE_IN_DARK )) SET_FLAG (this, FLAG_SEE_IN_DARK);
961 979
962 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (&arch->clone, FLAG_UNDEAD)) 980 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (arch, FLAG_UNDEAD))
963 SET_FLAG (this, FLAG_UNDEAD); 981 SET_FLAG (this, FLAG_UNDEAD);
964 982
965 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS)) 983 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS))
966 { 984 {
967 SET_FLAG (this, FLAG_MAKE_INVIS); 985 SET_FLAG (this, FLAG_MAKE_INVIS);
991#endif 1009#endif
992 1010
993 /* skills modifying the character -b.t. */ 1011 /* skills modifying the character -b.t. */
994 /* for all skills and skill granting objects */ 1012 /* for all skills and skill granting objects */
995 case SKILL: 1013 case SKILL:
996 if (!QUERY_FLAG (tmp, FLAG_APPLIED)) 1014 {
1015 if (!QUERY_FLAG (tmp, FLAG_APPLIED) || skill_flags [tmp->subtype] & SF_APPLY)
997 break; 1016 break;
998 1017
999 if (chosen_skill) 1018 if (chosen_skill)
1019 {
1000 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name); 1020 LOG (llevDebug, "fix_player, op %s has multiple skills applied (%s and %s)\n",
1021 &name, &chosen_skill->name, &tmp->name);
1001 1022
1023 tmp->flag [FLAG_APPLIED] = false;
1024 update_stats ();
1025 return;
1026 }
1027 else
1002 chosen_skill = tmp; 1028 chosen_skill = tmp;
1003 1029
1004 if (tmp->stats.dam > 0) 1030 if (tmp->stats.dam > 0)
1005 { /* skill is a 'weapon' */ 1031 { /* skill is a 'weapon' */
1006 if (!QUERY_FLAG (this, FLAG_READY_WEAPON)) 1032 if (!QUERY_FLAG (this, FLAG_READY_WEAPON))
1007 weapon_speed = WEAPON_SPEED (tmp); 1033 weapon_speed = WEAPON_SPEED (tmp);
1008 1034
1009 if (weapon_speed < 0) 1035 if (weapon_speed < 0)
1010 weapon_speed = 0; 1036 weapon_speed = 0;
1011 1037
1012 weapon_weight = tmp->weight; 1038 weapon_weight = tmp->weight;
1013 stats.dam += 1 + (chosen_skill->level * tmp->stats.dam / 9); 1039 stats.dam += 1 + chosen_skill->level * tmp->stats.dam / 9;
1014 1040
1015 if (tmp->magic) 1041 if (tmp->magic)
1016 stats.dam += tmp->magic; 1042 stats.dam += tmp->magic;
1017 } 1043 }
1018 1044
1019 if (tmp->stats.wc) 1045 if (tmp->stats.wc)
1020 wc -= tmp->stats.wc + tmp->magic; 1046 wc -= tmp->stats.wc + tmp->magic;
1021 1047
1022 if (tmp->slaying) 1048 if (tmp->slaying)
1023 slaying = tmp->slaying; 1049 slaying = tmp->slaying;
1024 1050
1025 if (tmp->stats.ac) 1051 if (tmp->stats.ac)
1026 ac -= tmp->stats.ac + tmp->magic; 1052 ac -= tmp->stats.ac + tmp->magic;
1027 1053
1028 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1054 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1029 contr->encumbrance += (int) 3 *tmp->weight / 1000; 1055 contr->encumbrance += (int) 3 *tmp->weight / 1000;
1030
1031 break; 1056 }
1032 1057
1033 case SKILL_TOOL:
1034 if (chosen_skill)
1035 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name);
1036
1037 chosen_skill = tmp;
1038 break; 1058 break;
1039 1059
1040 case SHIELD: 1060 case SHIELD:
1041 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1061 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1042 contr->encumbrance += (int) tmp->weight / 2000; 1062 contr->encumbrance += (int) tmp->weight / 2000;
1115 else /* To nullify the below effect */ 1135 else /* To nullify the below effect */
1116 ac += tmp->stats.ac + tmp->magic; 1136 ac += tmp->stats.ac + tmp->magic;
1117 } 1137 }
1118 1138
1119 if (tmp->stats.wc) 1139 if (tmp->stats.wc)
1120 wc -= (tmp->stats.wc + tmp->magic); 1140 wc -= tmp->stats.wc + tmp->magic;
1121 1141
1122 if (tmp->stats.ac) 1142 if (tmp->stats.ac)
1123 ac -= (tmp->stats.ac + tmp->magic); 1143 ac -= tmp->stats.ac + tmp->magic;
1124 1144
1125 if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.f < max) 1145 if (ARMOUR_SPEED (tmp))
1126 max = ARMOUR_SPEED (tmp) / 10.f; 1146 max_speed = min (max_speed, ARMOUR_SPEED (tmp) / 10.f);
1127 1147
1128 break; 1148 break;
1129 } /* switch tmp->type */ 1149 } /* switch tmp->type */
1130 } /* item is equipped */ 1150 } /* item is equipped */
1131 } /* for loop of items */ 1151 } /* for loop of items */
1152
1153 glow_radius = min (glow_radius, MAX_LIGHT_RADIUS);
1132 1154
1133 /* We've gone through all the objects the player has equipped. For many things, we 1155 /* We've gone through all the objects the player has equipped. For many things, we
1134 * have generated intermediate values which we now need to assign. 1156 * have generated intermediate values which we now need to assign.
1135 */ 1157 */
1136 1158
1138 * If there is an uncursed potion in effect, granting more protection 1160 * If there is an uncursed potion in effect, granting more protection
1139 * than that, we take: 'total resistance = resistance from potion'. 1161 * than that, we take: 'total resistance = resistance from potion'.
1140 * If there is a cursed (and no uncursed) potion in effect, we take 1162 * If there is a cursed (and no uncursed) potion in effect, we take
1141 * 'total resistance = vulnerability from cursed potion'. 1163 * 'total resistance = vulnerability from cursed potion'.
1142 */ 1164 */
1143 for (i = 0; i < NROFATTACKS; i++) 1165 for (int i = 0; i < NROFATTACKS; i++)
1144 { 1166 {
1145 resist[i] = prot[i] - vuln[i]; 1167 resist[i] = prot[i] - vuln[i];
1146 1168
1147 if (potion_resist[i] && ((potion_resist[i] > resist[i]) || (potion_resist[i] < 0))) 1169 if (potion_resist[i] && ((potion_resist[i] > resist[i]) || (potion_resist[i] < 0)))
1148 resist[i] = potion_resist[i]; 1170 resist[i] = potion_resist[i];
1149 } 1171 }
1150 1172
1151 /* Figure out the players sp/mana/hp totals. */
1152 if (type == PLAYER) 1173 if (type == PLAYER)
1153 { 1174 {
1175 // clamp various player stats
1176 for (int i = 0; i < NUM_STATS; ++i)
1177 stats.stat (i) = clamp (stat_sum [i], MIN_STAT, MAX_STAT);
1178
1179 contr->digestion = clamp (contr->digestion, MIN_DIGESTION, MAX_DIGESTION);
1180
1181 /* Figure out the players sp/mana/hp totals. */
1154 int pl_level; 1182 int pl_level;
1155 1183
1156 check_stat_bounds (&(stats)); 1184 check_stat_bounds (&(stats));
1157 pl_level = level; 1185 pl_level = level;
1158 1186
1160 pl_level = 1; /* safety, we should always get 1 levels worth of hp! */ 1188 pl_level = 1; /* safety, we should always get 1 levels worth of hp! */
1161 1189
1162 /* You basically get half a con bonus/level. But we do take into account rounding, 1190 /* You basically get half a con bonus/level. But we do take into account rounding,
1163 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels. 1191 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels.
1164 */ 1192 */
1165 for (i = 1, stats.maxhp = 0; i <= pl_level && i <= 10; i++) 1193 stats.maxhp = 0;
1194 for (int i = 1; i <= min (10, pl_level); i++)
1166 { 1195 {
1167 j = contr->levhp[i] + con_bonus[stats.Con] / 2; 1196 int j = contr->levhp[i] + con_bonus[stats.Con] / 2;
1168 1197
1169 if (i % 2 && con_bonus[stats.Con] % 2) 1198 if (i % 2 && con_bonus[stats.Con] % 2)
1170 {
1171 if (con_bonus[stats.Con] > 0) 1199 if (con_bonus[stats.Con] > 0)
1172 j++; 1200 j++;
1173 else 1201 else
1174 j--; 1202 j--;
1175 }
1176 1203
1177 stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */ 1204 stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */
1178 } 1205 }
1179 1206
1180 for (i = 11; i <= level; i++) 1207 stats.maxhp += 2 * max (0, level - 10);
1181 stats.maxhp += 2;
1182 1208
1183 if (stats.hp > stats.maxhp) 1209 if (stats.hp > stats.maxhp)
1184 stats.hp = stats.maxhp; 1210 stats.hp = stats.maxhp;
1185 1211
1186 /* Sp gain is controlled by the level of the player's 1212 /* Sp gain is controlled by the level of the player's
1199 1225
1200 if (mana_obj == this && type == PLAYER) 1226 if (mana_obj == this && type == PLAYER)
1201 stats.maxsp = 1; 1227 stats.maxsp = 1;
1202 else 1228 else
1203 { 1229 {
1204 sp_tmp = 0.f; 1230 float sp_tmp = 0.f;
1205 1231
1206 for (i = 1; i <= mana_obj->level && i <= 10; i++) 1232 for (int i = 1; i <= min (10, mana_obj->level); i++)
1207 { 1233 {
1208 float stmp; 1234 float stmp;
1209 1235
1210 /* Got some extra bonus at first level */ 1236 /* Got some extra bonus at first level */
1211 if (i < 2) 1237 if (i < 2)
1212 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 6.f; 1238 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 6.f;
1213 else 1239 else
1214 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 12.f; 1240 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 12.f;
1215 1241
1216 if (stmp < 1.f)
1217 stmp = 1.f;
1218
1219 sp_tmp += stmp; 1242 sp_tmp += max (1.f, stmp);
1220 } 1243 }
1221 1244
1222 stats.maxsp = (sint16)sp_tmp; 1245 stats.maxsp = int (sp_tmp) + 2 * max (0, mana_obj->level - 10);
1223
1224 for (i = 11; i <= mana_obj->level; i++)
1225 stats.maxsp += 2;
1226 } 1246 }
1227 1247
1228 /* Characters can get their sp supercharged via rune of transferrance */ 1248 /* Characters can get their sp supercharged via rune of transferrance */
1229 if (stats.sp > stats.maxsp * 2) 1249 stats.sp = min (stats.sp, stats.maxsp * 2);
1230 stats.sp = stats.maxsp * 2;
1231 1250
1232 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */ 1251 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */
1233 if (!grace_obj || !grace_obj->level || type != PLAYER) 1252 if (!grace_obj || !grace_obj->level || type != PLAYER)
1234 grace_obj = this; 1253 grace_obj = this;
1235 1254
1240 /* store grace in a float - this way, the divisions below don't create 1259 /* store grace in a float - this way, the divisions below don't create
1241 * big jumps when you go from level to level - with int's, it then 1260 * big jumps when you go from level to level - with int's, it then
1242 * becomes big jumps when the sums of the bonuses jump to the next 1261 * becomes big jumps when the sums of the bonuses jump to the next
1243 * step of 8 - with floats, even fractional ones are useful. 1262 * step of 8 - with floats, even fractional ones are useful.
1244 */ 1263 */
1245 sp_tmp = 0.f; 1264 float sp_tmp = 0.f;
1246 for (i = 1, stats.maxgrace = 0; i <= grace_obj->level && i <= 10; i++) 1265
1266 for (int i = 1; i <= min (10, grace_obj->level); i++)
1247 { 1267 {
1248 float grace_tmp = 0.f; 1268 float grace_tmp = 0.f;
1249 1269
1250 /* Got some extra bonus at first level */ 1270 /* Got some extra bonus at first level */
1251 if (i < 2) 1271 if (i < 2)
1252 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 6.f; 1272 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 6.f;
1253 else 1273 else
1254 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 12.f; 1274 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 12.f;
1255 1275
1256 if (grace_tmp < 1.f)
1257 grace_tmp = 1.f;
1258
1259 sp_tmp += grace_tmp; 1276 sp_tmp += max (1.f, grace_tmp);
1260 } 1277 }
1261 1278
1262 stats.maxgrace = (sint16)sp_tmp;
1263
1264 /* two grace points per level after 11 */ 1279 /* two grace points per level after 10 */
1265 for (i = 11; i <= grace_obj->level; i++) 1280 stats.maxgrace = int (sp_tmp) + 2 * max (0, grace_obj->level - 10);
1266 stats.maxgrace += 2;
1267 } 1281 }
1268 1282
1269 /* No limit on grace vs maxgrace */ 1283 /* No limit on grace vs maxgrace */
1270 1284
1271 if (contr->braced) 1285 if (contr->braced)
1291 1305
1292 if (contr && wc_obj && wc_obj->level > 1) 1306 if (contr && wc_obj && wc_obj->level > 1)
1293 { 1307 {
1294 wc -= wc_obj->level + thaco_bonus[stats.Str]; 1308 wc -= wc_obj->level + thaco_bonus[stats.Str];
1295 1309
1296 for (i = 1; i < wc_obj->level; i++) 1310 for (int i = 1; i < wc_obj->level; i++)
1297 { 1311 {
1298 /* additional wc every 6 levels */ 1312 /* additional wc every 6 levels */
1299 if (!(i % 6)) 1313 if (!(i % 6))
1300 wc--; 1314 wc--;
1301 1315
1314 1328
1315 speed = 1.f + speed_bonus[stats.Dex]; 1329 speed = 1.f + speed_bonus[stats.Dex];
1316 1330
1317 if (settings.search_items && contr->search_str[0]) 1331 if (settings.search_items && contr->search_str[0])
1318 speed -= 1; 1332 speed -= 1;
1319
1320 if (attacktype == 0)
1321 attacktype = arch->clone.attacktype;
1322 } /* End if player */ 1333 } /* End if player */
1323 1334
1324 if (added_speed >= 0) 1335 if (added_speed >= 0)
1325 speed += added_speed / 10.f; 1336 speed += added_speed / 10.f;
1326 else /* Something wrong here...: */ 1337 else /* Something wrong here...: */
1327 speed /= 1.f - added_speed; 1338 speed /= 1.f - added_speed;
1328 1339
1329 /* Max is determined by armour */ 1340 /* Max is determined by armour */
1330 if (speed > max) 1341 speed = min (speed, max_speed);
1331 speed = max;
1332 1342
1333 if (type == PLAYER) 1343 if (type == PLAYER)
1334 { 1344 {
1335 /* f is a number the represents the number of kg above (positive num) 1345 /* f is a number the represents the number of kg above (positive num)
1336 * or below (negative number) that the player is carrying. If above 1346 * or below (negative number) that the player is carrying. If above
1337 * weight limit, then player suffers a speed reduction based on how 1347 * weight limit, then player suffers a speed reduction based on how
1338 * much above he is, and what is max carry is 1348 * much above he is, and what is max carry is
1339 */ 1349 */
1340 f = (carrying / 1000) - max_carry[stats.Str]; 1350 float f = (carrying / 1000) - max_carry[stats.Str];
1341 if (f > 0) 1351 if (f > 0.f)
1342 speed = speed / (1.f + f / max_carry[stats.Str]); 1352 speed = speed / (1.f + f / max_carry[stats.Str]);
1343 } 1353 }
1344 1354
1345 speed += bonus_speed / 10.f; /* Not affected by limits */ 1355 speed += bonus_speed / 10.f; /* Not affected by limits */
1356 speed *= speed_reduce_from_disease;
1346 1357
1347 /* Put a lower limit on speed. Note with this speed, you move once every 1358 /* Put a lower limit on speed. Note with this speed, you move once every
1348 * 100 ticks or so. This amounts to once every 12 seconds of realtime. 1359 * 25 ticks or so. This amounts to once every 3 seconds of realtime.
1349 */ 1360 */
1350 speed = speed * speed_reduce_from_disease;
1351
1352 if (speed < 0.01f && type == PLAYER) 1361 if (speed < 0.04f && type == PLAYER)
1353 speed = 0.01f; 1362 speed = 0.04f;
1363
1364 if (speed != old_speed)
1365 set_speed (speed);
1354 1366
1355 if (type == PLAYER) 1367 if (type == PLAYER)
1356 { 1368 {
1357 /* (This formula was made by vidarl@ifi.uio.no) 1369 /* (This formula was made by vidarl@ifi.uio.no)
1358 * Note that we never used these values again - basically 1370 * Note that we never used these values again - basically
1360 * that would just be a real pain to read. 1372 * that would just be a real pain to read.
1361 */ 1373 */
1362 float M = (max_carry[stats.Str] - 121) / 121.f; 1374 float M = (max_carry[stats.Str] - 121) / 121.f;
1363 float M2 = max_carry[stats.Str] / 100.f; 1375 float M2 = max_carry[stats.Str] / 100.f;
1364 float W = weapon_weight / 20000.f; 1376 float W = weapon_weight / 20000.f;
1365 float s = 2 - weapon_speed / 10.f; 1377 float s = (20 - weapon_speed) / 10.f;
1366 float D = (stats.Dex - 14) / 14.f; 1378 float D = (stats.Dex - 14) / 14.f;
1367 float K = 1 + M / 3.f - W / (3 * M2) + speed / 5.f + D / 2.f; 1379 float K = 1 + M / 3.f - W / (3 * M2) + speed / 5.f + D / 2.f;
1368 1380
1369 K *= (4 + level) *1.2f / (6 + level); 1381 K *= (4 + level) * 1.2f / (6 + level);
1370 1382
1371 if (K <= 0.f) 1383 if (K <= 0.01f)
1372 K = 0.01f; 1384 K = 0.01f;
1373 1385
1374 float S = speed / (K * s); 1386 contr->weapon_sp = K * s * .5f; //TODO: balance the .5
1375
1376 contr->weapon_sp = S;
1377 } 1387 }
1378 1388
1379 /* I want to limit the power of small monsters with big weapons: */ 1389 /* I want to limit the power of small monsters with big weapons: */
1380 if (type != PLAYER && arch && stats.dam > arch->clone.stats.dam * 3) 1390 if (type != PLAYER && arch && stats.dam > arch->stats.dam * 3)
1381 stats.dam = arch->clone.stats.dam * 3; 1391 stats.dam = arch->stats.dam * 3;
1382 1392
1383 /* Prevent overflows of wc - best you can get is ABS(120) - this 1393 stats.wc = clamp (wc, MIN_WC, MAX_WC);
1384 * should be more than enough - remember, AC is also in 8 bits, 1394 stats.ac = clamp (ac, MIN_AC, MAX_AC);
1385 * so its value is the same.
1386 */
1387 if (wc > 120)
1388 wc = 120;
1389 else if (wc < -120)
1390 wc = -120;
1391
1392 stats.wc = wc;
1393
1394 if (ac > 120)
1395 ac = 120;
1396 else if (ac < -120)
1397 ac = -120;
1398
1399 stats.ac = ac;
1400 1395
1401 /* if for some reason the creature doesn't have any move type, 1396 /* if for some reason the creature doesn't have any move type,
1402 * give them walking as a default. 1397 * give them walking as a default.
1403 * The second case is a special case - to more closely mimic the 1398 * The second case is a special case - to more closely mimic the
1404 * old behaviour - if your flying, your not walking - just 1399 * old behaviour - if your flying, your not walking - just
1407 if (move_type == 0) 1402 if (move_type == 0)
1408 move_type = MOVE_WALK; 1403 move_type = MOVE_WALK;
1409 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) 1404 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH))
1410 move_type &= ~MOVE_WALK; 1405 move_type &= ~MOVE_WALK;
1411 1406
1412 if (speed != old_speed)
1413 set_speed (speed);
1414
1415 /* It is quite possible that a player's spell costing might have changed, 1407 /* It is quite possible that a player's spell costing might have changed,
1416 * so we will check that now. 1408 * so we will check that now.
1417 */ 1409 */
1418 if (type == PLAYER) 1410 if (type == PLAYER)
1419 { 1411 {
1422 } 1414 }
1423 1415
1424 // update the mapspace, if we are on a map 1416 // update the mapspace, if we are on a map
1425 if (!flag [FLAG_REMOVED] && map) 1417 if (!flag [FLAG_REMOVED] && map)
1426 map->at (x, y).flags_ = 0; 1418 map->at (x, y).flags_ = 0;
1419}
1420
1421void
1422object::set_glow_radius (sint8 rad)
1423{
1424 glow_radius = rad;
1425
1426 if (is_on_map ())
1427 update_all_los (map, x, y);
1428 else if (object *env = outer_env ())
1429 {
1430 env->update_stats ();
1431
1432 if (env->is_on_map ())
1433 update_all_los (env->map, env->x, env->y);
1434 }
1427} 1435}
1428 1436
1429/* 1437/*
1430 * Returns true if the given player is a legal class. 1438 * Returns true if the given player is a legal class.
1431 * The function to add and remove class-bonuses to the stats doesn't 1439 * The function to add and remove class-bonuses to the stats doesn't
1447 1455
1448/* 1456/*
1449 * set the new dragon name after gaining levels or 1457 * set the new dragon name after gaining levels or
1450 * changing ability focus (later this can be extended to 1458 * changing ability focus (later this can be extended to
1451 * eventually change the player's face and animation) 1459 * eventually change the player's face and animation)
1452 *
1453 * Note that the title is written to 'own_title' in the
1454 * player struct. This should be changed to 'ext_title'
1455 * as soon as clients support this!
1456 * Please, anyone, write support for 'ext_title'.
1457 */ 1460 */
1458void 1461void
1459set_dragon_name (object *pl, const object *abil, const object *skin) 1462set_dragon_name (object *pl, const object *abil, const object *skin)
1460{ 1463{
1461 int atnr = -1; /* attacknumber of highest level */ 1464 int atnr = -1; /* attacknumber of highest level */
1479 /* now if there are equals at highest level, pick the one with focus, 1482 /* now if there are equals at highest level, pick the one with focus,
1480 or else at random */ 1483 or else at random */
1481 if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level) 1484 if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level)
1482 atnr = abil->stats.exp; 1485 atnr = abil->stats.exp;
1483 1486
1484 level = (int) (level / 5.);
1485
1486 /* now set the new title */ 1487 /* now set the new title */
1487 if (pl->contr != NULL)
1488 {
1489 if (level == 0)
1490 sprintf (pl->contr->title, "%s hatchling", attacks[atnr]); 1488 if (level < 25) sprintf (pl->contr->title, "%s hatchling", attacks[atnr]);
1491 else if (level == 1)
1492 sprintf (pl->contr->title, "%s wyrm", attacks[atnr]); 1489 else if (level < 50) sprintf (pl->contr->title, "%s wyrm" , attacks[atnr]);
1493 else if (level == 2)
1494 sprintf (pl->contr->title, "%s wyvern", attacks[atnr]); 1490 else if (level < 75) sprintf (pl->contr->title, "%s wyvern" , attacks[atnr]);
1495 else if (level == 3)
1496 sprintf (pl->contr->title, "%s dragon", attacks[atnr]); 1491 else if (level < 100) sprintf (pl->contr->title, "%s dragon" , attacks[atnr]);
1497 else 1492 else
1498 { 1493 {
1499 /* special titles for extra high resistance! */ 1494 /* special titles for extra high resistance! */
1500 if (skin->resist[atnr] > 80)
1501 sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]); 1495 if (skin->resist[atnr] > 80) sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]);
1502 else if (skin->resist[atnr] > 50)
1503 sprintf (pl->contr->title, "ancient %s dragon", attacks[atnr]); 1496 else if (skin->resist[atnr] > 50) sprintf (pl->contr->title, "ancient %s dragon" , attacks[atnr]);
1504 else
1505 sprintf (pl->contr->title, "big %s dragon", attacks[atnr]); 1497 else sprintf (pl->contr->title, "big %s dragon" , attacks[atnr]);
1506 }
1507 } 1498 }
1508 1499
1509 strcpy (pl->contr->own_title, ""); 1500 strcpy (pl->contr->own_title, "");
1510} 1501}
1511 1502
1512/* 1503/*
1513 * This function is called when a dragon-player gains 1504 * This function is called when a dragon-player gains
1514 * an overall level. Here, the dragon might gain new abilities 1505 * an overall level. Here, the dragon might gain new abilities
1515 * or change the ability-focus. 1506 * or change the ability-focus.
1516 */ 1507 */
1517void 1508static void
1518dragon_level_gain (object *who) 1509dragon_level_gain (object *who)
1519{ 1510{
1520 object *abil = NULL; /* pointer to dragon ability force */ 1511 object *abil = NULL; /* pointer to dragon ability force */
1521 object *skin = NULL; /* pointer to dragon skin force */ 1512 object *skin = NULL; /* pointer to dragon skin force */
1522 object *tmp = NULL; /* tmp. object */ 1513 object *tmp = NULL; /* tmp. object */
1523 char buf[MAX_BUF]; /* tmp. string buffer */ 1514 char buf[MAX_BUF]; /* tmp. string buffer */
1524 1515
1525 /* now grab the 'dragon_ability'-forces from the player's inventory */ 1516 /* now grab the 'dragon_ability'-forces from the player's inventory */
1526 shstr_cmp dragon_ability_force ("dragon_ability_force");
1527 shstr_cmp dragon_skin_force ("dragon_skin_force");
1528
1529 for (tmp = who->inv; tmp; tmp = tmp->below) 1517 for (tmp = who->inv; tmp; tmp = tmp->below)
1530 if (tmp->type == FORCE) 1518 if (tmp->type == FORCE)
1531 if (tmp->arch->name == dragon_ability_force) 1519 if (tmp->arch->archname == shstr_dragon_ability_force)
1532 abil = tmp; 1520 abil = tmp;
1533 else if (tmp->arch->name == dragon_skin_force) 1521 else if (tmp->arch->archname == shstr_dragon_skin_force)
1534 skin = tmp; 1522 skin = tmp;
1535 1523
1536 /* if the force is missing -> bail out */ 1524 /* if the force is missing -> bail out */
1537 if (abil == NULL) 1525 if (abil == NULL)
1538 return; 1526 return;
1581 object *skill_obj; 1569 object *skill_obj;
1582 1570
1583 skill_obj = get_archetype_by_skill_name (skill_name, SKILL); 1571 skill_obj = get_archetype_by_skill_name (skill_name, SKILL);
1584 if (!skill_obj) 1572 if (!skill_obj)
1585 { 1573 {
1586 LOG (llevError, "add_player_exp: couldn't find skill %s\n", skill_name); 1574 LOG (llevError, "give_skill_by_name: couldn't find skill %s\n", skill_name);
1587 return NULL; 1575 return NULL;
1588 } 1576 }
1589 1577
1590 /* clear the flag - exp goes into this bucket, but player 1578 /* clear the flag - exp goes into this bucket, but player
1591 * still doesn't know it. 1579 * still doesn't know it.
1592 */ 1580 */
1593 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL); 1581 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL);
1594 skill_obj->stats.exp = 0; 1582 skill_obj->stats.exp = 0;
1595 skill_obj->level = 1; 1583 skill_obj->level = 1;
1596 insert_ob_in_ob (skill_obj, op); 1584 op->insert (skill_obj);
1597 1585
1598 if (op->contr) 1586 if (player *pl = op->contr)
1599 { 1587 pl->link_skills ();
1600 op->contr->last_skill_ob [skill_obj->subtype] = skill_obj;
1601 if (op->contr->ns)
1602 op->contr->ns->last_skill_exp[skill_obj->subtype] = -1;//TODO: should be made superfluous
1603 }
1604 1588
1605 return skill_obj; 1589 return skill_obj;
1606} 1590}
1607 1591
1608/* player_lvl_adj() - for the new exp system. we are concerned with 1592/* player_lvl_adj() - for the new exp system. we are concerned with
1614 */ 1598 */
1615void 1599void
1616player_lvl_adj (object *who, object *op) 1600player_lvl_adj (object *who, object *op)
1617{ 1601{
1618 char buf[MAX_BUF]; 1602 char buf[MAX_BUF];
1603 bool changed = false;
1619 1604
1620 if (!op) /* when rolling stats */ 1605 if (!op) /* when rolling stats */
1621 op = who; 1606 op = who;
1622 1607
1623 if (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul)) 1608 while (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul))
1624 { 1609 {
1610 changed = true;
1611
1625 op->level++; 1612 op->level++;
1626 1613
1627 if (op && op == who && op->stats.exp > 1 && is_dragon_pl (who)) 1614 if (op && op == who && op->stats.exp > 1 && is_dragon_pl (who))
1628 dragon_level_gain (who); 1615 dragon_level_gain (who);
1629 1616
1633 who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1; 1620 who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1;
1634 who->contr->levsp[who->level] = die_roll (2, 3, who, PREFER_HIGH); 1621 who->contr->levsp[who->level] = die_roll (2, 3, who, PREFER_HIGH);
1635 who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1; 1622 who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1;
1636 } 1623 }
1637 1624
1638 who->update_stats ();
1639 if (op->level > 1) 1625 if (op->level > 1)
1640 { 1626 {
1641 if (op->type != PLAYER) 1627 if (op->type != PLAYER)
1628 {
1629 who->contr->play_sound (sound_find ("skill_up"));
1642 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); 1630 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1631 }
1643 else 1632 else
1633 {
1634 who->contr->play_sound (sound_find ("level_up"));
1644 sprintf (buf, "You are now level %d.", op->level); 1635 sprintf (buf, "You are now level %d.", op->level);
1636 }
1645 1637
1646 if (who) 1638 if (who)
1647 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); 1639 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1648 } 1640 }
1649
1650 player_lvl_adj (who, op); /* To increase more levels */
1651 } 1641 }
1642
1652 else if (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul)) 1643 while (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul))
1653 { 1644 {
1645 changed = true;
1646
1654 op->level--; 1647 op->level--;
1655 who->update_stats ();
1656 1648
1657 if (op->type != PLAYER) 1649 if (op->type != PLAYER)
1658 { 1650 {
1659 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); 1651 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1660 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); 1652 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1661 } 1653 }
1654 }
1662 1655
1663 player_lvl_adj (who, op); /* To decrease more levels */ 1656 if (changed)
1664 } 1657 {
1665 1658 who->update_stats ();
1659 esrv_update_stats (who->contr);
1666 /* check if the spell data has changed */ 1660 /* check if the spell data has changed */
1667 esrv_update_stats (who->contr);
1668 esrv_update_spells (who->contr); 1661 esrv_update_spells (who->contr);
1662 }
1669} 1663}
1670 1664
1671/* 1665/*
1672 * Returns how much experience is needed for a player to become 1666 * Returns how much experience is needed for a player to become
1673 * the given level. level should really never exceed max_level 1667 * the given level. level should really never exceed max_level
1717 * flag is what to do if the player doesn't have the skill: 1711 * flag is what to do if the player doesn't have the skill:
1718 */ 1712 */
1719static void 1713static void
1720add_player_exp (object *op, sint64 exp, const char *skill_name, int flag) 1714add_player_exp (object *op, sint64 exp, const char *skill_name, int flag)
1721{ 1715{
1722 object *skill_obj = NULL; 1716 object *skill_obj;
1723 sint64 limit, exp_to_add; 1717 sint64 limit, exp_to_add;
1724 int i; 1718 int i;
1725 1719
1726 /* prevents some forms of abuse. */ 1720 /* prevents some forms of abuse. */
1727 if (op->contr->braced) 1721 if (op->contr->braced)
1730 /* Try to find the matching skill. 1724 /* Try to find the matching skill.
1731 * We do a shortcut/time saving mechanism first - see if it matches 1725 * We do a shortcut/time saving mechanism first - see if it matches
1732 * chosen_skill. This means we don't need to search through 1726 * chosen_skill. This means we don't need to search through
1733 * the players inventory. 1727 * the players inventory.
1734 */ 1728 */
1729 skill_obj = 0;
1730
1735 if (skill_name) 1731 if (skill_name)
1736 { 1732 {
1737 if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill)) 1733 skill_obj = op->contr->find_skill (skill_name);
1738 skill_obj = op->chosen_skill;
1739 else
1740 {
1741 for (i = 0; i < NUM_SKILLS; i++)
1742 if (op->contr->last_skill_ob[i] && !strcmp (op->contr->last_skill_ob[i]->skill, skill_name))
1743 {
1744 skill_obj = op->contr->last_skill_ob[i];
1745 break;
1746 }
1747 1734
1748 /* Player doesn't have the skill. Check to see what to do, and give 1735 /* Player doesn't have the skill. Check to see what to do, and give
1749 * it to the player if necessary 1736 * it to the player if necessary
1750 */ 1737 */
1751 if (!skill_obj) 1738 if (!skill_obj)
1752 { 1739 {
1753 if (flag == SK_EXP_NONE) 1740 if (flag == SK_EXP_NONE)
1754 return; 1741 return;
1742
1755 else if (flag == SK_EXP_ADD_SKILL) 1743 if (flag == SK_EXP_ADD_SKILL)
1756 give_skill_by_name (op, skill_name); 1744 skill_obj = give_skill_by_name (op, skill_name);
1757 }
1758 } 1745 }
1759 } 1746 }
1760 1747
1761 if (flag != SK_EXP_SKILL_ONLY) 1748 if (flag != SK_EXP_SKILL_ONLY)
1762 { 1749 {
1795 player_lvl_adj (op, skill_obj); 1782 player_lvl_adj (op, skill_obj);
1796 } 1783 }
1797} 1784}
1798 1785
1799/* This function checks to make sure that object 'op' can 1786/* This function checks to make sure that object 'op' can
1800 * lost 'exp' experience. It returns the amount of exp 1787 * lose 'exp' experience. It returns the amount of exp
1801 * object 'op' can in fact lose - it basically makes 1788 * object 'op' can in fact lose - it basically makes
1802 * adjustments based on permanent exp and the like. 1789 * adjustments based on permanent exp and the like.
1803 * This function should always be used for losing experience - 1790 * This function should always be used for losing experience -
1804 * the 'exp' value passed should be positive - this is the 1791 * the 'exp' value passed should be positive - this is the
1805 * amount that should get subtract from the player. 1792 * amount that should get subtract from the player.
1806 */ 1793 */
1807sint64 1794static sint64
1808check_exp_loss (const object *op, sint64 exp) 1795check_exp_loss (const object *op, sint64 exp)
1809{ 1796{
1810 sint64 del_exp; 1797 sint64 del_exp;
1811 1798
1812 if (exp > op->stats.exp) 1799 if (exp > op->stats.exp)
1813 exp = op->stats.exp; 1800 exp = op->stats.exp;
1801
1814 if (settings.permanent_exp_ratio) 1802 if (settings.permanent_exp_ratio)
1815 { 1803 {
1816 del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO); 1804 del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO);
1805
1817 if (del_exp < 0) 1806 if (del_exp < 0)
1818 del_exp = 0; 1807 del_exp = 0;
1808
1819 if (exp > del_exp) 1809 if (exp > del_exp)
1820 exp = del_exp; 1810 exp = del_exp;
1821 } 1811 }
1812
1822 return exp; 1813 return exp;
1823} 1814}
1824 1815
1825sint64 1816sint64
1826check_exp_adjust (const object *op, sint64 exp) 1817check_exp_adjust (const object *op, sint64 exp)
1827{ 1818{
1828 if (exp < 0) 1819 if (exp < 0)
1829 return check_exp_loss (op, exp); 1820 return check_exp_loss (op, exp);
1830 else 1821 else
1831 return MIN (exp, (sint64) MAX_EXPERIENCE - op->stats.exp); 1822 return min (exp, (sint64)MAX_EXPERIENCE - op->stats.exp);
1832} 1823}
1833
1834 1824
1835/* Subtracts experience from player. 1825/* Subtracts experience from player.
1836 * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we 1826 * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we
1837 * only subtract from the matching skill. Otherwise, 1827 * only subtract from the matching skill. Otherwise,
1838 * this subtracts a portion from all 1828 * this subtracts a portion from all
1852 sint64 del_exp; 1842 sint64 del_exp;
1853 1843
1854 for (tmp = op->inv; tmp; tmp = tmp->below) 1844 for (tmp = op->inv; tmp; tmp = tmp->below)
1855 if (tmp->type == SKILL && tmp->stats.exp) 1845 if (tmp->type == SKILL && tmp->stats.exp)
1856 { 1846 {
1857 if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (tmp->skill, skill)) 1847 if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (&tmp->skill, skill))
1858 { 1848 {
1859 del_exp = check_exp_loss (tmp, exp); 1849 del_exp = check_exp_loss (tmp, exp);
1860 tmp->stats.exp -= del_exp; 1850 tmp->stats.exp -= del_exp;
1861 player_lvl_adj (op, tmp); 1851 player_lvl_adj (op, tmp);
1862 } 1852 }
1950 * amount of permenent experience, whichever gives the lowest loss. 1940 * amount of permenent experience, whichever gives the lowest loss.
1951 */ 1941 */
1952void 1942void
1953apply_death_exp_penalty (object *op) 1943apply_death_exp_penalty (object *op)
1954{ 1944{
1955 object *tmp;
1956 sint64 loss; 1945 sint64 loss;
1957 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */ 1946 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */
1958 sint64 level_loss; /* defined by the setting 'death_penalty_levels */ 1947 sint64 level_loss; /* defined by the setting 'death_penalty_levels */
1959 1948
1960 for (tmp = op->inv; tmp; tmp = tmp->below) 1949 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1961 if (tmp->type == SKILL && tmp->stats.exp) 1950 if (tmp->type == SKILL && tmp->stats.exp)
1962 { 1951 {
1963
1964 percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100; 1952 percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100;
1965 level_loss = tmp->stats.exp - levels[MAX (0, tmp->level - settings.death_penalty_level)]; 1953 level_loss = tmp->stats.exp - levels [max (0, tmp->level - settings.death_penalty_level)];
1966 1954
1967 /* With the revised exp system, you can get cases where 1955 /* With the revised exp system, you can get cases where
1968 * losing several levels would still require that you have more 1956 * losing several levels would still require that you have more
1969 * exp than you currently have - this is true if the levels 1957 * exp than you currently have - this is true if the levels
1970 * tables is a lot harder. 1958 * tables is a lot harder.
1971 */ 1959 */
1972 if (level_loss < 0) 1960 if (level_loss < 0)
1973 level_loss = 0; 1961 level_loss = 0;
1974 1962
1975 loss = check_exp_loss (tmp, MIN (level_loss, percentage_loss)); 1963 loss = check_exp_loss (tmp, min (level_loss, percentage_loss));
1976 1964
1977 tmp->stats.exp -= loss; 1965 tmp->stats.exp -= loss;
1978 player_lvl_adj (op, tmp); 1966 player_lvl_adj (op, tmp);
1979 } 1967 }
1980 1968
1981 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100; 1969 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100;
1982 level_loss = op->stats.exp - levels[MAX (0, op->level - settings.death_penalty_level)]; 1970 level_loss = op->stats.exp - levels[max (0, op->level - settings.death_penalty_level)];
1983 1971
1984 if (level_loss < 0) 1972 if (level_loss < 0)
1985 level_loss = 0; 1973 level_loss = 0;
1974
1986 loss = check_exp_loss (op, MIN (level_loss, percentage_loss)); 1975 loss = check_exp_loss (op, min (level_loss, percentage_loss));
1987 1976
1988 op->stats.exp -= loss; 1977 op->stats.exp -= loss;
1989 player_lvl_adj (op, NULL); 1978 player_lvl_adj (op, NULL);
1990} 1979}
1991 1980

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