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Comparing deliantra/server/common/living.C (file contents):
Revision 1.24 by root, Thu Jan 4 16:19:31 2007 UTC vs.
Revision 1.70 by root, Tue Jul 10 05:51:37 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Crossfire TRT is free software: you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 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,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
20
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <crossfire@schmorp.de>
22*/ 22 */
23 23
24#include <global.h> 24#include <global.h>
25#include <funcpoint.h> 25#include <funcpoint.h>
26 26
27/* 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
191static const char *const drain_msg[NUM_STATS] = { 191static const char *const drain_msg[NUM_STATS] = {
192 "Oh no! You are weakened!", 192 "Oh no! You are weakened!",
193 "You're feeling clumsy!", 193 "You're feeling clumsy!",
194 "You feel less healthy", 194 "You feel less healthy",
195 "You suddenly begin to lose your memory!", 195 "You suddenly begin to lose your memory!",
196 "Watch out, your mind is going!",
197 "Your spirit feels drained!",
196 "Your face gets distorted!", 198 "Your face gets distorted!",
197 "Watch out, your mind is going!",
198 "Your spirit feels drained!"
199}; 199};
200const char *const restore_msg[NUM_STATS] = { 200const char *const restore_msg[NUM_STATS] = {
201 "You feel your strength return.", 201 "You feel your strength return.",
202 "You feel your agility return.", 202 "You feel your agility return.",
203 "You feel your health return.", 203 "You feel your health return.",
204 "You feel your memory return.",
204 "You feel your wisdom return.", 205 "You feel your wisdom return.",
206 "You feel your spirits return.",
205 "You feel your charisma return.", 207 "You feel your charisma return.",
206 "You feel your memory return.",
207 "You feel your spirits return."
208}; 208};
209const char *const gain_msg[NUM_STATS] = { 209const char *const gain_msg[NUM_STATS] = {
210 "You feel stronger.", 210 "You feel stronger.",
211 "You feel more agile.", 211 "You feel more agile.",
212 "You feel healthy.", 212 "You feel healthy.",
213 "You feel smarter.",
213 "You feel wiser.", 214 "You feel wiser.",
215 "You feel more potent.",
214 "You seem to look better.", 216 "You seem to look better.",
215 "You feel smarter.",
216 "You feel more potent."
217}; 217};
218const char *const lose_msg[NUM_STATS] = { 218const char *const lose_msg[NUM_STATS] = {
219 "You feel weaker!", 219 "You feel weaker!",
220 "You feel clumsy!", 220 "You feel clumsy!",
221 "You feel less healthy!", 221 "You feel less healthy!",
222 "You feel stupid!",
222 "You lose some of your memory!", 223 "You lose some of your memory!",
224 "You feel less potent!",
223 "You look ugly!", 225 "You look ugly!",
224 "You feel stupid!",
225 "You feel less potent!"
226}; 226};
227 227
228const char *const statname[NUM_STATS] = { 228const char *const statname[NUM_STATS] = {
229 "strength", "dexterity", "constitution", "intelligence", "wisdom", "power", "charisma" 229 "strength", "dexterity", "constitution", "intelligence", "wisdom", "power", "charisma"
230}; 230};
231 231
232const char *const short_stat_name[NUM_STATS] = { 232const char *const short_stat_name[NUM_STATS] = {
233 "Str", "Dex", "Con", "Int", "Wis", "Pow", "Cha" 233 "Str", "Dex", "Con", "Int", "Wis", "Pow", "Cha"
234}; 234};
235
236/*
237 * sets Str/Dex/con/Wis/Cha/Int/Pow in stats to value, depending on
238 * what attr is (STR to POW).
239 */
240void
241set_attr_value (living *stats, int attr, sint8 value)
242{
243 switch (attr)
244 {
245 case STR:
246 stats->Str = value;
247 break;
248 case DEX:
249 stats->Dex = value;
250 break;
251 case CON:
252 stats->Con = value;
253 break;
254 case WIS:
255 stats->Wis = value;
256 break;
257 case POW:
258 stats->Pow = value;
259 break;
260 case CHA:
261 stats->Cha = value;
262 break;
263 case INT:
264 stats->Int = value;
265 break;
266 }
267}
268 235
269/* 236/*
270 * Like set_attr_value(), but instead the value (which can be negative) 237 * Like set_attr_value(), but instead the value (which can be negative)
271 * is added to the specified stat. 238 * is added to the specified stat.
272 */ 239 */
273void 240void
274change_attr_value (living *stats, int attr, sint8 value) 241change_attr_value (living *stats, int attr, sint8 value)
275{ 242{
276 if (value == 0) 243 stats->stat (attr) += value;
277 return;
278
279 switch (attr)
280 {
281 case STR:
282 stats->Str += value;
283 break;
284 case DEX:
285 stats->Dex += value;
286 break;
287 case CON:
288 stats->Con += value;
289 break;
290 case WIS:
291 stats->Wis += value;
292 break;
293 case POW:
294 stats->Pow += value;
295 break;
296 case CHA:
297 stats->Cha += value;
298 break;
299 case INT:
300 stats->Int += value;
301 break;
302 default:
303 LOG (llevError, "Invalid attribute in change_attr_value: %d\n", attr);
304 }
305}
306
307/*
308 * returns the specified stat. See also set_attr_value().
309 */
310
311sint8
312get_attr_value (const living *stats, int attr)
313{
314 switch (attr)
315 {
316 case STR: return stats->Str;
317 case DEX: return stats->Dex;
318 case CON: return stats->Con;
319 case WIS: return stats->Wis;
320 case CHA: return stats->Cha;
321 case INT: return stats->Int;
322 case POW: return stats->Pow;
323 }
324
325 return 0;
326} 244}
327 245
328/* 246/*
329 * Ensures that all stats (str/dex/con/wis/cha/int) are within the 247 * Ensures that all stats (str/dex/con/wis/cha/int) are within the
330 * 1-30 stat limit. 248 * 1-30 stat limit.
331 */ 249 */
332
333void 250void
334check_stat_bounds (living *stats) 251check_stat_bounds (living *stats)
335{ 252{
336 int i, v;
337
338 for (i = 0; i < NUM_STATS; i++) 253 for (int i = 0; i < NUM_STATS; i++)
339 if ((v = get_attr_value (stats, i)) > MAX_STAT) 254 {
340 set_attr_value (stats, i, MAX_STAT); 255 sint8 &v = stats->stat (i);
341 else if (v < MIN_STAT) 256 v = clamp (v, MIN_STAT, MAX_STAT);
342 set_attr_value (stats, i, MIN_STAT); 257 }
343} 258}
344 259
345#define ORIG_S(xyz,abc) (op->contr->orig_stats.abc) 260#define ORIG_S(xyz,abc) (op->contr->orig_stats.abc)
346 261
347/* Rather than having a whole bunch of if (flag) new_draw.. else new_draw, 262/* Rather than having a whole bunch of if (flag) new_draw.. else new_draw,
356/* flag is set to 1 if we are applying the object, -1 if we are removing 271/* flag is set to 1 if we are applying the object, -1 if we are removing
357 * the object. 272 * the object.
358 * It is the calling functions responsibilty to check to see if the object 273 * It is the calling functions responsibilty to check to see if the object
359 * can be applied or not. 274 * can be applied or not.
360 * The main purpose of calling this function is the messages that are 275 * The main purpose of calling this function is the messages that are
361 * displayed - fix_player should really always be called after this when 276 * displayed - update_stats should really always be called after this when
362 * removing an object - that is because it is impossible to know if some object 277 * removing an object - that is because it is impossible to know if some object
363 * is the only source of an attacktype or spell attunement, so this function 278 * is the only source of an attacktype or spell attunement, so this function
364 * will clear the bits, but the player may still have some other object 279 * will clear the bits, but the player may still have some other object
365 * that gives them that ability. 280 * that gives them that ability.
366 */ 281 */
367int 282int
368change_abil (object *op, object *tmp) 283change_abil (object *op, object *tmp)
369{ 284{
370 int flag = QUERY_FLAG (tmp, FLAG_APPLIED) ? 1 : -1, i, j, success = 0; 285 int flag = QUERY_FLAG (tmp, FLAG_APPLIED) ? 1 : -1, success = 0;
371 char message[MAX_BUF]; 286 char message[MAX_BUF];
372 int potion_max = 0; 287 int potion_max = 0;
373 288
374 /* remember what object was like before it was changed. note that 289 /* remember what object was like before it was changed. note that
375 * refop is a local copy of op only to be used for detecting changes 290 * refop is a local copy of op only to be used for detecting changes
380 if (op->type == PLAYER) 295 if (op->type == PLAYER)
381 { 296 {
382 if (tmp->type == POTION) 297 if (tmp->type == POTION)
383 { 298 {
384 potion_max = 1; 299 potion_max = 1;
385 for (j = 0; j < NUM_STATS; j++) 300 for (int j = 0; j < NUM_STATS; j++)
386 { 301 {
387 int nstat, ostat; 302 int ostat = op->contr->orig_stats.stat (j);
388 303 int i = tmp->stats.stat (j);
389 ostat = get_attr_value (&(op->contr->orig_stats), j);
390 i = get_attr_value (&(tmp->stats), j);
391 304
392 /* nstat is what the stat will be after use of the potion */ 305 /* nstat is what the stat will be after use of the potion */
393 nstat = flag * i + ostat; 306 int nstat = flag * i + ostat;
394 307
395 /* Do some bounds checking. While I don't think any 308 /* Do some bounds checking. While I don't think any
396 * potions do so right now, there is the potential for potions 309 * potions do so right now, there is the potential for potions
397 * 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
398 * to allow for that. 311 * to allow for that.
399 */ 312 */
400 if (nstat < 1 && i * flag < 0) 313 if (nstat < 1 && i * flag < 0)
401 nstat = 1; 314 nstat = 1;
402 else if (nstat > 20 + get_attr_value (&(op->arch->clone.stats), j)) 315 else if (nstat > 20 + op->arch->stats.stat (j))
403 { 316 nstat = 20 + op->arch->stats.stat (j);
404 nstat = 20 + get_attr_value (&(op->arch->clone.stats), j);
405 }
406 317
407 if (nstat != ostat) 318 if (nstat != ostat)
408 { 319 {
409 set_attr_value (&(op->contr->orig_stats), j, nstat); 320 op->contr->orig_stats.stat (j) = nstat;
410 potion_max = 0; 321 potion_max = 0;
411 } 322 }
412 else if (i) 323 else if (i)
413 { 324 {
414 /* potion is useless - player has already hit the natural maximum */ 325 /* potion is useless - player has already hit the natural maximum */
418 329
419 /* This section of code ups the characters normal stats also. I am not 330 /* This section of code ups the characters normal stats also. I am not
420 * sure if this is strictly necessary, being that fix_player probably 331 * sure if this is strictly necessary, being that fix_player probably
421 * recalculates this anyway. 332 * recalculates this anyway.
422 */ 333 */
423 for (j = 0; j < NUM_STATS; j++) 334 for (int j = 0; j < NUM_STATS; j++)
424 change_attr_value (&(op->stats), j, flag * get_attr_value (&(tmp->stats), j)); 335 change_attr_value (&op->stats, j, flag * tmp->stats.stat (j));
425 336
426 check_stat_bounds (&(op->stats)); 337 check_stat_bounds (&op->stats);
427 } /* end of potion handling code */ 338 } /* end of potion handling code */
428 } 339 }
429 340
430 /* reset attributes that fix_player doesn't reset since it doesn't search 341 /* reset attributes that update_stats doesn't reset since it doesn't search
431 * everything to set 342 * everything to set
432 */ 343 */
433 if (flag == -1) 344 if (flag == -1)
434 { 345 {
435 op->attacktype &= ~tmp->attacktype; 346 op->attacktype &= ~tmp->attacktype;
436 op->path_attuned &= ~tmp->path_attuned; 347 op->path_attuned &= ~tmp->path_attuned;
437 op->path_repelled &= ~tmp->path_repelled; 348 op->path_repelled &= ~tmp->path_repelled;
438 op->path_denied &= ~tmp->path_denied; 349 op->path_denied &= ~tmp->path_denied;
439 /* Presuming here that creatures only have move_type, 350 /* Presuming here that creatures only have move_type,
440 * and not the other move_ fields. 351 * and not the other move_ fields.
441 */ 352 */
442 op->move_type &= ~tmp->move_type; 353 op->move_type &= ~tmp->move_type;
443 } 354 }
444 355
445 /* call fix_player since op object could have whatever attribute due 356 /* call fix_player since op object could have whatever attribute due
446 * to multiple items. if fix_player always has to be called after 357 * to multiple items. if update_stats always has to be called after
447 * change_ability then might as well call it from here 358 * change_ability then might as well call it from here
448 */ 359 */
449 op->update_stats (); 360 op->update_stats ();
450 361
451 /* Fix player won't add the bows ability to the player, so don't 362 /* update_stats won't add the bows ability to the player, so don't
452 * print out message if this is a bow. 363 * print out message if this is a bow.
453 */ 364 */
454 if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW) 365 if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW)
455 { 366 {
456 success = 1; 367 success = 1;
496 if (tmp->move_type & MOVE_FLY_HIGH) 407 if (tmp->move_type & MOVE_FLY_HIGH)
497 { 408 {
498 /* double conditional - second case covers if you have move_fly_low - 409 /* double conditional - second case covers if you have move_fly_low -
499 * in that case, you don't actually land 410 * in that case, you don't actually land
500 */ 411 */
501 DIFF_MSG (flag, "You soar into the air air!.", 412 DIFF_MSG (flag, "You soar into the air!",
502 (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."));
503 } 414 }
415
504 if (tmp->move_type & MOVE_SWIM) 416 if (tmp->move_type & MOVE_SWIM)
505 DIFF_MSG (flag, "You feel ready for a swim", "You no longer feel like swimming"); 417 DIFF_MSG (flag, "You feel ready for a swim", "You no longer feel like swimming");
506 418
507 /* Changing move status may mean you are affected by things you weren't before */ 419 /* Changing move status may mean you are affected by things you weren't before */
508 check_move_on (op, op); 420 check_move_on (op, op);
509 } 421 }
510 422
511 /* becoming UNDEAD... a special treatment for this flag. Only those not 423 /* becoming UNDEAD... a special treatment for this flag. Only those not
512 * originally undead may change their status 424 * originally undead may change their status
513 */ 425 */
514 if (!QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 426 if (!QUERY_FLAG (op->arch, FLAG_UNDEAD))
515 if (QUERY_FLAG (op, FLAG_UNDEAD) != QUERY_FLAG (&refop, FLAG_UNDEAD)) 427 if (QUERY_FLAG (op, FLAG_UNDEAD) != QUERY_FLAG (&refop, FLAG_UNDEAD))
516 { 428 {
517 success = 1; 429 success = 1;
518 if (flag > 0) 430 if (flag > 0)
519 { 431 {
520 op->race = "undead"; 432 op->race = "undead";
521 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce drains away!"); 433 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce drains away!");
522 } 434 }
523 else 435 else
524 { 436 {
525 op->race = op->arch->clone.race; 437 op->race = op->arch->race;
526 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!"); 438 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!");
527 } 439 }
528 } 440 }
529 441
530 if (QUERY_FLAG (op, FLAG_STEALTH) != QUERY_FLAG (&refop, FLAG_STEALTH)) 442 if (QUERY_FLAG (op, FLAG_STEALTH) != QUERY_FLAG (&refop, FLAG_STEALTH))
636 success = 1; 548 success = 1;
637 DIFF_MSG (flag * tmp->stats.food, "You feel your digestion slowing down.", "You feel your digestion speeding up."); 549 DIFF_MSG (flag * tmp->stats.food, "You feel your digestion slowing down.", "You feel your digestion speeding up.");
638 } 550 }
639 551
640 /* Messages for changed resistance */ 552 /* Messages for changed resistance */
641 for (i = 0; i < NROFATTACKS; i++) 553 for (int i = 0; i < NROFATTACKS; i++)
642 { 554 {
643 if (i == ATNR_PHYSICAL) 555 if (i == ATNR_PHYSICAL)
644 continue; /* Don't display about armour */ 556 continue; /* Don't display about armour */
645 557
646 if (op->resist[i] != refop.resist[i]) 558 if (op->resist[i] != refop.resist[i])
655 } 567 }
656 } 568 }
657 569
658 if (!potion_max) 570 if (!potion_max)
659 { 571 {
660 for (j = 0; j < NUM_STATS; j++) 572 for (int j = 0; j < NUM_STATS; j++)
661 { 573 {
662 if ((i = get_attr_value (&(tmp->stats), j)) != 0) 574 if (int i = tmp->stats.stat (j))
663 { 575 {
664 success = 1; 576 success = 1;
665 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]); 577 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]);
666 } 578 }
667 } 579 }
672 584
673/* 585/*
674 * Stat draining by Vick 930307 586 * Stat draining by Vick 930307
675 * (Feeling evil, I made it work as well now. -Frank 8) 587 * (Feeling evil, I made it work as well now. -Frank 8)
676 */ 588 */
677
678void 589void
679object::drain_stat () 590object::drain_stat ()
680{ 591{
681 drain_specific_stat (RANDOM () % NUM_STATS); 592 drain_specific_stat (rndm (NUM_STATS));
682} 593}
683 594
684void 595void
685object::drain_specific_stat (int deplete_stats) 596object::drain_specific_stat (int deplete_stats)
686{ 597{
754 return; 665 return;
755 666
756 /* Randomly change the players luck. Basically, we move it 667 /* Randomly change the players luck. Basically, we move it
757 * back neutral (if greater>0, subtract, otherwise add) 668 * back neutral (if greater>0, subtract, otherwise add)
758 */ 669 */
759 if (RANDOM () % (FABS (tmp->stats.luck)) >= RANDOM () % 30) 670 if (rndm (abs (tmp->stats.luck)) >= rndm (30))
760 { 671 {
761 int diff = tmp->stats.luck > 0 ? -1 : 1; 672 int diff = tmp->stats.luck > 0 ? -1 : 1;
762 673
763 stats.luck += diff; 674 stats.luck += diff;
764 tmp->stats.luck += diff; 675 tmp->stats.luck += diff;
771 * Subtracts stat-bonuses given by the class which the player has chosen. 682 * Subtracts stat-bonuses given by the class which the player has chosen.
772 */ 683 */
773void 684void
774object::remove_statbonus () 685object::remove_statbonus ()
775{ 686{
776 stats.Str -= arch->clone.stats.Str; 687 for (int i = 0; i < NUM_STATS; ++i)
777 stats.Dex -= arch->clone.stats.Dex; 688 {
778 stats.Con -= arch->clone.stats.Con; 689 sint8 v = arch->stats.stat (i);
779 stats.Wis -= arch->clone.stats.Wis; 690 stats.stat (i) -= v;
780 stats.Pow -= arch->clone.stats.Pow; 691 contr->orig_stats.stat (i) -= v;
781 stats.Cha -= arch->clone.stats.Cha; 692 }
782 stats.Int -= arch->clone.stats.Int;
783
784 contr->orig_stats.Str -= arch->clone.stats.Str;
785 contr->orig_stats.Dex -= arch->clone.stats.Dex;
786 contr->orig_stats.Con -= arch->clone.stats.Con;
787 contr->orig_stats.Wis -= arch->clone.stats.Wis;
788 contr->orig_stats.Pow -= arch->clone.stats.Pow;
789 contr->orig_stats.Cha -= arch->clone.stats.Cha;
790 contr->orig_stats.Int -= arch->clone.stats.Int;
791} 693}
792 694
793/* 695/*
794 * Adds stat-bonuses given by the class which the player has chosen. 696 * Adds stat-bonuses given by the class which the player has chosen.
795 */ 697 */
796void 698void
797object::add_statbonus () 699object::add_statbonus ()
798{ 700{
799 stats.Str += arch->clone.stats.Str; 701 for (int i = 0; i < NUM_STATS; ++i)
800 stats.Dex += arch->clone.stats.Dex; 702 {
801 stats.Con += arch->clone.stats.Con; 703 sint8 v = arch->stats.stat (i);
802 stats.Wis += arch->clone.stats.Wis; 704 stats.stat (i) += v;
803 stats.Pow += arch->clone.stats.Pow; 705 contr->orig_stats.stat (i) += v;
804 stats.Cha += arch->clone.stats.Cha; 706 }
805 stats.Int += arch->clone.stats.Int;
806
807 contr->orig_stats.Str += arch->clone.stats.Str;
808 contr->orig_stats.Dex += arch->clone.stats.Dex;
809 contr->orig_stats.Con += arch->clone.stats.Con;
810 contr->orig_stats.Wis += arch->clone.stats.Wis;
811 contr->orig_stats.Pow += arch->clone.stats.Pow;
812 contr->orig_stats.Cha += arch->clone.stats.Cha;
813 contr->orig_stats.Int += arch->clone.stats.Int;
814} 707}
815 708
816/* 709/*
817 * Updates all abilities given by applied objects in the inventory 710 * Updates all abilities given by applied objects in the inventory
818 * of the given object. Note: This function works for both monsters 711 * of the given object. Note: This function works for both monsters
819 * and players; the "player" in the name is purely an archaic inheritance. 712 * and players; the "player" in the name is purely an archaic inheritance.
820 * This functions starts from base values (archetype or player object) 713 * This functions starts from base values (archetype or player object)
821 * and then adjusts them according to what the player has equipped. 714 * and then adjusts them according to what the player has equipped.
822 */ 715 *
823
824/* July 95 - inserted stuff to handle new skills/exp system - b.t. 716 * July 95 - inserted stuff to handle new skills/exp system - b.t.
825 spell system split, grace points now added to system --peterm 717 * spell system split, grace points now added to system --peterm
826 */ 718 */
827
828void 719void
829object::update_stats () 720object::update_stats ()
830{ 721{
831 int i, j; 722 int i, j;
832 float f, max = 9, added_speed = 0, bonus_speed = 0, sp_tmp, speed_reduce_from_disease = 1; 723 float f, max = 9, added_speed = 0, bonus_speed = 0, sp_tmp, speed_reduce_from_disease = 1;
833 int weapon_weight = 0, weapon_speed = 0; 724 int weapon_weight = 0, weapon_speed = 0;
834 int best_wc = 0, best_ac = 0, wc = 0, ac = 0; 725 int best_wc = 0, best_ac = 0, wc = 0, ac = 0;
835 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; 726 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS];
836 object *grace_obj = NULL, *mana_obj = NULL, *wc_obj = NULL, *tmp; 727 object *grace_obj = NULL, *mana_obj = NULL, *tmp;
837 float old_speed = speed; 728 float old_speed = speed;
838 729
839 /* First task is to clear all the values back to their original values */ 730 /* First task is to clear all the values back to their original values */
840 if (type == PLAYER) 731 if (type == PLAYER)
841 { 732 {
842 for (i = 0; i < NUM_STATS; i++) 733 for (i = 0; i < NUM_STATS; i++)
843 set_attr_value (&(stats), i, get_attr_value (&(contr->orig_stats), i)); 734 stats.stat (i) = contr->orig_stats.stat (i);
844 735
845 if (settings.spell_encumbrance == TRUE) 736 if (settings.spell_encumbrance == TRUE)
846 contr->encumbrance = 0; 737 contr->encumbrance = 0;
847 738
848 attacktype = 0; 739 attacktype = 0;
740
849 contr->digestion = 0; 741 contr->digestion = 0;
850 contr->gen_hp = 0; 742 contr->gen_hp = 0;
851 contr->gen_sp = 0; 743 contr->gen_sp = 0;
852 contr->gen_grace = 0; 744 contr->gen_grace = 0;
853 contr->gen_sp_armour = 10; 745 contr->gen_sp_armour = 10;
854 contr->item_power = 0; 746 contr->item_power = 0;
855
856 /* Don't clobber all the range_ values. range_golem otherwise
857 * gets reset for no good reason, and we don't want to reset
858 * range_magic (what spell is readied). These three below
859 * well get filled in based on what the player has equipped.
860 */
861 contr->ranges[range_bow] = NULL;
862 contr->ranges[range_misc] = NULL;
863 contr->ranges[range_skill] = NULL;
864 } 747 }
865 748
866 memcpy (body_used, body_info, sizeof (body_info)); 749 for (int i = NUM_BODY_LOCATIONS; i--; )
750 slot[i].used = slot[i].info;
867 751
868 slaying = 0; 752 slaying = 0;
869 753
870 if (!QUERY_FLAG (this, FLAG_WIZ)) 754 if (!QUERY_FLAG (this, FLAG_WIZ))
871 { 755 {
875 759
876 CLEAR_FLAG (this, FLAG_LIFESAVE); 760 CLEAR_FLAG (this, FLAG_LIFESAVE);
877 CLEAR_FLAG (this, FLAG_STEALTH); 761 CLEAR_FLAG (this, FLAG_STEALTH);
878 CLEAR_FLAG (this, FLAG_BLIND); 762 CLEAR_FLAG (this, FLAG_BLIND);
879 763
880 if (!QUERY_FLAG (&arch->clone, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL); 764 if (!QUERY_FLAG (arch, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL);
881 if (!QUERY_FLAG (&arch->clone, FLAG_REFL_MISSILE)) CLEAR_FLAG (this, FLAG_REFL_MISSILE); 765 if (!QUERY_FLAG (arch, FLAG_REFL_MISSILE)) CLEAR_FLAG (this, FLAG_REFL_MISSILE);
882 if (!QUERY_FLAG (&arch->clone, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD); 766 if (!QUERY_FLAG (arch, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD);
883 if (!QUERY_FLAG (&arch->clone, FLAG_SEE_IN_DARK )) CLEAR_FLAG (this, FLAG_SEE_IN_DARK); 767 if (!QUERY_FLAG (arch, FLAG_SEE_IN_DARK )) CLEAR_FLAG (this, FLAG_SEE_IN_DARK);
884 768
885 path_attuned = arch->clone.path_attuned; 769 path_attuned = arch->path_attuned;
886 path_repelled = arch->clone.path_repelled; 770 path_repelled = arch->path_repelled;
887 path_denied = arch->clone.path_denied; 771 path_denied = arch->path_denied;
888 glow_radius = arch->clone.glow_radius; 772 glow_radius = arch->glow_radius;
889 move_type = arch->clone.move_type; 773 move_type = arch->move_type;
774
890 chosen_skill = NULL; 775 chosen_skill = 0;
891 776
892 /* initializing resistances from the values in player/monster's 777 /* initializing resistances from the values in player/monster's
893 * archetype clone 778 * archetype clone
894 */ 779 */
895 memcpy (&resist, &arch->clone.resist, sizeof (resist)); 780 memcpy (&resist, &arch->resist, sizeof (resist));
896 781
897 for (i = 0; i < NROFATTACKS; i++) 782 for (i = 0; i < NROFATTACKS; i++)
898 { 783 {
899 if (resist[i] > 0) 784 if (resist[i] > 0)
900 prot[i] = resist[i], vuln[i] = 0; 785 prot[i] = resist[i], vuln[i] = 0;
901 else 786 else
902 vuln[i] = -(resist[i]), prot[i] = 0; 787 vuln[i] = -(resist[i]), prot[i] = 0;
788
903 potion_resist[i] = 0; 789 potion_resist[i] = 0;
904 } 790 }
905 791
906 wc = arch->clone.stats.wc; 792 wc = arch->stats.wc;
907 stats.dam = arch->clone.stats.dam; 793 stats.dam = arch->stats.dam;
908 794
909 /* for players which cannot use armour, they gain AC -1 per 3 levels, 795 /* for players which cannot use armour, they gain AC -1 per 3 levels,
910 * plus a small amount of physical resist, those poor suckers. ;) 796 * plus a small amount of physical resist, those poor suckers. ;)
911 * the fact that maxlevel is factored in could be considered sort of bogus - 797 * the fact that maxlevel is factored in could be considered sort of bogus -
912 * we should probably give them some bonus and cap it off - otherwise, 798 * we should probably give them some bonus and cap it off - otherwise,
913 * basically, if a server updates its max level, these playes may find 799 * basically, if a server updates its max level, these playes may find
914 * that their protection from physical goes down 800 * that their protection from physical goes down
915 */ 801 */
916 if (!QUERY_FLAG (this, FLAG_USE_ARMOUR) && type == PLAYER) 802 if (!QUERY_FLAG (this, FLAG_USE_ARMOUR) && type == PLAYER)
917 { 803 {
918 ac = MAX (-10, arch->clone.stats.ac - level / 3); 804 ac = MAX (-10, arch->stats.ac - level / 3);
919 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100; 805 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100;
920 } 806 }
921 else 807 else
922 ac = arch->clone.stats.ac; 808 ac = arch->stats.ac;
923 809
924 stats.luck = arch->clone.stats.luck; 810 stats.luck = arch->stats.luck;
925 speed = arch->clone.speed; 811 speed = arch->speed;
926 812
927 /* OK - we've reset most all the objects attributes to sane values. 813 /* OK - we've reset most all the objects attributes to sane values.
928 * now go through and make adjustments for what the player has equipped. 814 * now go through and make adjustments for what the player has equipped.
929 */ 815 */
930
931 for (tmp = inv; tmp; tmp = tmp->below) 816 for (tmp = inv; tmp; tmp = tmp->below)
932 { 817 {
818 /* This happens because apply_potion calls change_abil with the potion
819 * applied so we can tell the player what changed. But change_abil
820 * then calls this function.
821 */
822 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION)
823 continue;
824
933 /* See note in map.c:update_position about making this additive 825 /* See note in map.c:update_position about making this additive
934 * since light sources are never applied, need to put check here. 826 * since light sources are never applied, need to put check here.
935 */ 827 */
936 if (tmp->glow_radius > glow_radius) 828 if (tmp->glow_radius > glow_radius)
937 glow_radius = tmp->glow_radius; 829 glow_radius = tmp->glow_radius;
938
939 /* This happens because apply_potion calls change_abil with the potion
940 * applied so we can tell the player what chagned. But change_abil
941 * then calls this function.
942 */
943 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION)
944 continue;
945 830
946 /* For some things, we don't care what is equipped */ 831 /* For some things, we don't care what is equipped */
947 if (tmp->type == SKILL) 832 if (tmp->type == SKILL)
948 { 833 {
949 /* Want to take the highest skill here. */ 834 /* Want to take the highest skill here. */
971 * in the praying skill, and the player should always get those. 856 * in the praying skill, and the player should always get those.
972 * It also means we need to put in additional checks for applied below, 857 * It also means we need to put in additional checks for applied below,
973 * because the skill shouldn't count against body positions being used 858 * because the skill shouldn't count against body positions being used
974 * up, etc. 859 * up, etc.
975 */ 860 */
976 if ((QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type != CONTAINER && tmp->type != CLOSE_CON) || 861 if ((tmp->flag [FLAG_APPLIED]
862 && tmp->type != CONTAINER
863 && tmp->type != CLOSE_CON)
864 || (tmp->type == SKILL
977 (tmp->type == SKILL && tmp->subtype == SK_PRAYING)) 865 && tmp->subtype == SK_PRAYING))
978 { 866 {
979 if (type == PLAYER) 867 if (type == PLAYER)
980 { 868 {
981 if (tmp->type == BOW) 869 contr->item_power += tmp->item_power;
982 contr->ranges[range_bow] = tmp;
983 870
984 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 871 if (tmp == contr->combat_ob || tmp == contr->ranged_ob)
985 contr->ranges[range_misc] = tmp; 872 if (tmp != current_weapon
873 && (tmp->type != SKILL || tmp->subtype != SK_PRAYING)
874 && !tmp->flag [FLAG_CURSED]
875 && !tmp->flag [FLAG_DAMNED])
876 continue;
986 877
987 for (i = 0; i < NUM_STATS; i++) 878 for (i = 0; i < NUM_STATS; i++)
988 change_attr_value (&(stats), i, get_attr_value (&(tmp->stats), i)); 879 change_attr_value (&stats, i, tmp->stats.stat (i));
989 880
990 /* these are the items that currently can change digestion, regeneration, 881 /* These are the items that currently can change digestion, regeneration,
991 * spell point recovery and mana point recovery. Seems sort of an arbitary 882 * spell point recovery and mana point recovery. Seems sort of an arbitary
992 * list, but other items store other info into stats array. 883 * list, but other items store other info into stats array.
993 */ 884 */
994 if ((tmp->type == WEAPON) || 885 if (tmp->type == WEAPON || tmp->type == BOW ||
995 (tmp->type == ARMOUR) || (tmp->type == HELMET) || 886 tmp->type == ARMOUR || tmp->type == HELMET ||
996 (tmp->type == SHIELD) || (tmp->type == RING) || 887 tmp->type == SHIELD || tmp->type == RING ||
997 (tmp->type == BOOTS) || (tmp->type == GLOVES) || 888 tmp->type == BOOTS || tmp->type == GLOVES ||
998 (tmp->type == AMULET) || (tmp->type == GIRDLE) || 889 tmp->type == AMULET || tmp->type == GIRDLE ||
999 (tmp->type == BRACERS) || (tmp->type == CLOAK) || 890 tmp->type == BRACERS || tmp->type == CLOAK ||
1000 (tmp->type == DISEASE) || (tmp->type == FORCE) || 891 tmp->type == DISEASE || tmp->type == FORCE ||
1001 (tmp->type == SKILL)) 892 tmp->type == SKILL)
1002 { 893 {
1003 contr->digestion += tmp->stats.food; 894 contr->digestion += tmp->stats.food;
1004 contr->gen_hp += tmp->stats.hp; 895 contr->gen_hp += tmp->stats.hp;
1005 contr->gen_sp += tmp->stats.sp; 896 contr->gen_sp += tmp->stats.sp;
1006 contr->gen_grace += tmp->stats.grace; 897 contr->gen_grace += tmp->stats.grace;
1007 contr->gen_sp_armour += tmp->gen_sp_armour; 898 contr->gen_sp_armour += tmp->gen_sp_armour;
1008 contr->item_power += tmp->item_power;
1009 } 899 }
1010 } /* if this is a player */ 900 } /* if this is a player */
901 else
902 {
903 if (tmp->type == WEAPON)
904 current_weapon = tmp;
905 }
1011 906
1012 /* Update slots used for items */ 907 /* Update slots used for items */
1013 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 908 if (QUERY_FLAG (tmp, FLAG_APPLIED))
1014 for (i = 0; i < NUM_BODY_LOCATIONS; i++) 909 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
1015 body_used[i] += tmp->body_info[i]; 910 slot[i].used += tmp->slot[i].info;
1016 911
1017 if (tmp->type == SYMPTOM) 912 if (tmp->type == SYMPTOM)
1018 { 913 {
1019 speed_reduce_from_disease = tmp->last_sp / 100.0; 914 speed_reduce_from_disease = tmp->last_sp / 100.f;
915
1020 if (speed_reduce_from_disease == 0) 916 if (speed_reduce_from_disease == 0)
1021 speed_reduce_from_disease = 1; 917 speed_reduce_from_disease = 1;
1022 } 918 }
1023 919
1024 /* Pos. and neg. protections are counted seperate (-> pro/vuln). 920 /* Pos. and neg. protections are counted seperate (-> pro/vuln).
1025 * (Negative protections are calculated extactly like positive.) 921 * (Negative protections are calculated exactly like positive.)
1026 * Resistance from potions are treated special as well. If there's 922 * Resistance from potions are treated special as well. If there's
1027 * more than one potion-effect, the bigger prot.-value is taken. 923 * more than one potion-effect, the bigger prot.-value is taken.
1028 */ 924 */
1029 if (tmp->type != POTION) 925 if (tmp->type != POTION)
1030 { 926 {
1039 potion_resist[i] = MAX (potion_resist[i], tmp->resist[i]); 935 potion_resist[i] = MAX (potion_resist[i], tmp->resist[i]);
1040 else 936 else
1041 potion_resist[i] = tmp->resist[i]; 937 potion_resist[i] = tmp->resist[i];
1042 } 938 }
1043 else if (tmp->resist[i] > 0) 939 else if (tmp->resist[i] > 0)
1044 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100; 940 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100;
1045 else if (tmp->resist[i] < 0) 941 else if (tmp->resist[i] < 0)
1046 vuln[i] += ((100 - vuln[i]) * (-tmp->resist[i])) / 100; 942 vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100;
1047 } 943 }
1048 } 944 }
1049 945
1050 /* There may be other things that should not adjust the attacktype */ 946 /* There may be other things that should not adjust the attacktype */
1051 if (tmp->type != BOW && tmp->type != SYMPTOM) 947 if (tmp->type != SYMPTOM)
948 {
1052 attacktype |= tmp->attacktype; 949 attacktype |= tmp->attacktype;
1053
1054 path_attuned |= tmp->path_attuned; 950 path_attuned |= tmp->path_attuned;
1055 path_repelled |= tmp->path_repelled; 951 path_repelled |= tmp->path_repelled;
1056 path_denied |= tmp->path_denied; 952 path_denied |= tmp->path_denied;
953 move_type |= tmp->move_type;
1057 stats.luck += tmp->stats.luck; 954 stats.luck += tmp->stats.luck;
1058 move_type |= tmp->move_type; 955 }
1059 956
1060 if (QUERY_FLAG (tmp, FLAG_LIFESAVE )) SET_FLAG (this, FLAG_LIFESAVE); 957 if (QUERY_FLAG (tmp, FLAG_LIFESAVE )) SET_FLAG (this, FLAG_LIFESAVE);
1061 if (QUERY_FLAG (tmp, FLAG_REFL_SPELL )) SET_FLAG (this, FLAG_REFL_SPELL); 958 if (QUERY_FLAG (tmp, FLAG_REFL_SPELL )) SET_FLAG (this, FLAG_REFL_SPELL);
1062 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE)) SET_FLAG (this, FLAG_REFL_MISSILE); 959 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE)) SET_FLAG (this, FLAG_REFL_MISSILE);
1063 if (QUERY_FLAG (tmp, FLAG_STEALTH )) SET_FLAG (this, FLAG_STEALTH); 960 if (QUERY_FLAG (tmp, FLAG_STEALTH )) SET_FLAG (this, FLAG_STEALTH);
1064 if (QUERY_FLAG (tmp, FLAG_XRAYS )) SET_FLAG (this, FLAG_XRAYS); 961 if (QUERY_FLAG (tmp, FLAG_XRAYS )) SET_FLAG (this, FLAG_XRAYS);
1065 if (QUERY_FLAG (tmp, FLAG_BLIND )) SET_FLAG (this, FLAG_BLIND); 962 if (QUERY_FLAG (tmp, FLAG_BLIND )) SET_FLAG (this, FLAG_BLIND);
1066 if (QUERY_FLAG (tmp, FLAG_SEE_IN_DARK )) SET_FLAG (this, FLAG_SEE_IN_DARK); 963 if (QUERY_FLAG (tmp, FLAG_SEE_IN_DARK )) SET_FLAG (this, FLAG_SEE_IN_DARK);
1067 964
1068 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (&arch->clone, FLAG_UNDEAD)) 965 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (arch, FLAG_UNDEAD))
1069 SET_FLAG (this, FLAG_UNDEAD); 966 SET_FLAG (this, FLAG_UNDEAD);
1070 967
1071 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS)) 968 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS))
1072 { 969 {
1073 SET_FLAG (this, FLAG_MAKE_INVIS); 970 SET_FLAG (this, FLAG_MAKE_INVIS);
1076 973
1077 if (tmp->stats.exp && tmp->type != SKILL) 974 if (tmp->stats.exp && tmp->type != SKILL)
1078 { 975 {
1079 if (tmp->stats.exp > 0) 976 if (tmp->stats.exp > 0)
1080 { 977 {
1081 added_speed += (float) tmp->stats.exp / 3.0; 978 added_speed += tmp->stats.exp / 3.f;
1082 bonus_speed += 1.0 + (float) tmp->stats.exp / 3.0; 979 bonus_speed += tmp->stats.exp / 3.f + 1.f;
1083 } 980 }
1084 else 981 else
1085 added_speed += (float) tmp->stats.exp; 982 added_speed += tmp->stats.exp;
1086 } 983 }
1087 984
1088 switch (tmp->type) 985 switch (tmp->type)
1089 { 986 {
987#if 0
988 case WAND:
989 case ROD:
990 case HORN:
991 if (type != PLAYER || current_weapon == tmp)
992 chosen_skill = tmp;
993 break;
994#endif
995
1090 /* skills modifying the character -b.t. */ 996 /* skills modifying the character -b.t. */
1091 /* for all skills and skill granting objects */ 997 /* for all skills and skill granting objects */
1092 case SKILL: 998 case SKILL:
1093 if (!QUERY_FLAG (tmp, FLAG_APPLIED)) 999 {
1000 if (!QUERY_FLAG (tmp, FLAG_APPLIED) || skill_flags [tmp->subtype] & SF_APPLY)
1094 break; 1001 break;
1095 1002
1096 if (IS_COMBAT_SKILL (tmp->subtype))
1097 wc_obj = tmp;
1098
1099 if (chosen_skill) 1003 if (chosen_skill)
1004 {
1100 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name); 1005 LOG (llevDebug, "fix_player, op %s has multiple skills applied (%s and %s)\n",
1006 &name, &chosen_skill->name, &tmp->name);
1101 1007
1008 tmp->flag [FLAG_APPLIED] = false;
1009 update_stats ();
1010 return;
1011 }
1012 else
1102 chosen_skill = tmp; 1013 chosen_skill = tmp;
1103 1014
1104 if (tmp->stats.dam > 0) 1015 if (tmp->stats.dam > 0)
1105 { /* skill is a 'weapon' */ 1016 { /* skill is a 'weapon' */
1106 if (!QUERY_FLAG (this, FLAG_READY_WEAPON)) 1017 if (!QUERY_FLAG (this, FLAG_READY_WEAPON))
1107 weapon_speed = (int) WEAPON_SPEED (tmp); 1018 weapon_speed = WEAPON_SPEED (tmp);
1108 1019
1109 if (weapon_speed < 0) 1020 if (weapon_speed < 0)
1110 weapon_speed = 0; 1021 weapon_speed = 0;
1111 1022
1112 weapon_weight = tmp->weight; 1023 weapon_weight = tmp->weight;
1113 stats.dam += tmp->stats.dam * (1 + (chosen_skill->level / 9)); 1024 stats.dam += 1 + chosen_skill->level * tmp->stats.dam / 9;
1114 1025
1115 if (tmp->magic) 1026 if (tmp->magic)
1116 stats.dam += tmp->magic; 1027 stats.dam += tmp->magic;
1117 } 1028 }
1118 1029
1119 if (tmp->stats.wc) 1030 if (tmp->stats.wc)
1120 wc -= (tmp->stats.wc + tmp->magic); 1031 wc -= tmp->stats.wc + tmp->magic;
1121 1032
1122 if (tmp->slaying != NULL) 1033 if (tmp->slaying)
1123 slaying = tmp->slaying; 1034 slaying = tmp->slaying;
1124 1035
1125 if (tmp->stats.ac) 1036 if (tmp->stats.ac)
1126 ac -= (tmp->stats.ac + tmp->magic); 1037 ac -= tmp->stats.ac + tmp->magic;
1127 1038
1128 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1039 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1129 contr->encumbrance += (int) 3 *tmp->weight / 1000; 1040 contr->encumbrance += (int) 3 *tmp->weight / 1000;
1130
1131 if (type == PLAYER)
1132 contr->ranges[range_skill] = this;
1133
1134 break; 1041 }
1135 1042
1136 case SKILL_TOOL:
1137 if (chosen_skill)
1138 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name);
1139
1140 chosen_skill = tmp;
1141
1142 if (type == PLAYER)
1143 contr->ranges[range_skill] = this;
1144 break; 1043 break;
1145 1044
1146 case SHIELD: 1045 case SHIELD:
1147 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1046 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1148 contr->encumbrance += (int) tmp->weight / 2000; 1047 contr->encumbrance += (int) tmp->weight / 2000;
1152 case HELMET: 1051 case HELMET:
1153 case BOOTS: 1052 case BOOTS:
1154 case GLOVES: 1053 case GLOVES:
1155 case CLOAK: 1054 case CLOAK:
1156 if (tmp->stats.wc) 1055 if (tmp->stats.wc)
1157 wc -= (tmp->stats.wc + tmp->magic); 1056 wc -= tmp->stats.wc + tmp->magic;
1158 1057
1159 if (tmp->stats.dam) 1058 if (tmp->stats.dam)
1160 stats.dam += (tmp->stats.dam + tmp->magic); 1059 stats.dam += tmp->stats.dam + tmp->magic;
1161 1060
1162 if (tmp->stats.ac) 1061 if (tmp->stats.ac)
1163 ac -= (tmp->stats.ac + tmp->magic); 1062 ac -= tmp->stats.ac + tmp->magic;
1164 1063
1165 break; 1064 break;
1166 1065
1066 case BOW:
1167 case WEAPON: 1067 case WEAPON:
1068 if (type != PLAYER || current_weapon == tmp)
1069 {
1168 wc -= (tmp->stats.wc + tmp->magic); 1070 wc -= tmp->stats.wc + tmp->magic;
1169 1071
1170 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0) 1072 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0)
1171 ac -= tmp->stats.ac + tmp->magic; 1073 ac -= tmp->stats.ac + tmp->magic;
1172 1074
1173 stats.dam += (tmp->stats.dam + tmp->magic); 1075 stats.dam += tmp->stats.dam + tmp->magic;
1174 weapon_weight = tmp->weight; 1076 weapon_weight = tmp->weight;
1175 weapon_speed = ((int) WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2; 1077 weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2;
1176 1078
1177 if (weapon_speed < 0) 1079 if (weapon_speed < 0)
1178 weapon_speed = 0; 1080 weapon_speed = 0;
1179 1081
1180 slaying = tmp->slaying; 1082 slaying = tmp->slaying;
1083
1181 /* If there is desire that two handed weapons should do 1084 /* If there is desire that two handed weapons should do
1182 * extra strength damage, this is where the code should 1085 * extra strength damage, this is where the code should
1183 * go. 1086 * go.
1184 */ 1087 */
1185 current_weapon = tmp; 1088
1186 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1089 if (type == PLAYER)
1090 if (settings.spell_encumbrance)
1187 contr->encumbrance += (int) 3 *tmp->weight / 1000; 1091 contr->encumbrance += tmp->weight * 3 / 1000;
1092 }
1188 1093
1189 break; 1094 break;
1190 1095
1191 case ARMOUR: /* Only the best of these three are used: */ 1096 case ARMOUR: /* Only the best of these three are used: */
1192 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1097 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1193 contr->encumbrance += (int) tmp->weight / 1000; 1098 contr->encumbrance += tmp->weight / 1000;
1194 1099
1195 case BRACERS: 1100 case BRACERS:
1196 case FORCE: 1101 case FORCE:
1197 if (tmp->stats.wc) 1102 if (tmp->stats.wc)
1198 { 1103 {
1220 wc -= (tmp->stats.wc + tmp->magic); 1125 wc -= (tmp->stats.wc + tmp->magic);
1221 1126
1222 if (tmp->stats.ac) 1127 if (tmp->stats.ac)
1223 ac -= (tmp->stats.ac + tmp->magic); 1128 ac -= (tmp->stats.ac + tmp->magic);
1224 1129
1225 if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.0 < max) 1130 if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.f < max)
1226 max = ARMOUR_SPEED (tmp) / 10.0; 1131 max = ARMOUR_SPEED (tmp) / 10.f;
1227 1132
1228 break; 1133 break;
1229 } /* switch tmp->type */ 1134 } /* switch tmp->type */
1230 } /* item is equipped */ 1135 } /* item is equipped */
1231 } /* for loop of items */ 1136 } /* for loop of items */
1299 1204
1300 if (mana_obj == this && type == PLAYER) 1205 if (mana_obj == this && type == PLAYER)
1301 stats.maxsp = 1; 1206 stats.maxsp = 1;
1302 else 1207 else
1303 { 1208 {
1304 sp_tmp = 0.0; 1209 sp_tmp = 0.f;
1305 1210
1306 for (i = 1; i <= mana_obj->level && i <= 10; i++) 1211 for (i = 1; i <= mana_obj->level && i <= 10; i++)
1307 { 1212 {
1308 float stmp; 1213 float stmp;
1309 1214
1310 /* Got some extra bonus at first level */ 1215 /* Got some extra bonus at first level */
1311 if (i < 2) 1216 if (i < 2)
1312 stmp = contr->levsp[i] + ((2.0 * (float) sp_bonus[stats.Pow] + (float) sp_bonus[stats.Int]) / 6.0); 1217 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 6.f;
1313 else 1218 else
1314 stmp = (float) contr->levsp[i] + (2.0 * (float) sp_bonus[stats.Pow] + (float) sp_bonus[stats.Int]) / 12.0; 1219 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 12.f;
1315 1220
1316 if (stmp < 1.0) 1221 if (stmp < 1.f)
1317 stmp = 1.0; 1222 stmp = 1.f;
1318 1223
1319 sp_tmp += stmp; 1224 sp_tmp += stmp;
1320 } 1225 }
1321 1226
1322 stats.maxsp = (int) sp_tmp; 1227 stats.maxsp = (sint16)sp_tmp;
1323 1228
1324 for (i = 11; i <= mana_obj->level; i++) 1229 for (i = 11; i <= mana_obj->level; i++)
1325 stats.maxsp += 2; 1230 stats.maxsp += 2;
1326 } 1231 }
1232
1327 /* Characters can get their sp supercharged via rune of transferrance */ 1233 /* Characters can get their sp supercharged via rune of transferrance */
1328 if (stats.sp > stats.maxsp * 2) 1234 if (stats.sp > stats.maxsp * 2)
1329 stats.sp = stats.maxsp * 2; 1235 stats.sp = stats.maxsp * 2;
1330 1236
1331 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */ 1237 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */
1339 /* store grace in a float - this way, the divisions below don't create 1245 /* store grace in a float - this way, the divisions below don't create
1340 * big jumps when you go from level to level - with int's, it then 1246 * big jumps when you go from level to level - with int's, it then
1341 * becomes big jumps when the sums of the bonuses jump to the next 1247 * becomes big jumps when the sums of the bonuses jump to the next
1342 * step of 8 - with floats, even fractional ones are useful. 1248 * step of 8 - with floats, even fractional ones are useful.
1343 */ 1249 */
1344 sp_tmp = 0.0; 1250 sp_tmp = 0.f;
1345 for (i = 1, stats.maxgrace = 0; i <= grace_obj->level && i <= 10; i++) 1251 for (i = 1, stats.maxgrace = 0; i <= grace_obj->level && i <= 10; i++)
1346 { 1252 {
1347 float grace_tmp = 0.0; 1253 float grace_tmp = 0.f;
1348 1254
1349 /* Got some extra bonus at first level */ 1255 /* Got some extra bonus at first level */
1350 if (i < 2) 1256 if (i < 2)
1351 grace_tmp = contr->levgrace[i] + (((float) grace_bonus[stats.Pow] + 1257 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 6.f;
1352 2.0 * (float) grace_bonus[stats.Wis]) / 6.0);
1353 else 1258 else
1354 grace_tmp = (float) contr->levgrace[i]
1355 + ((float) grace_bonus[stats.Pow] + 2.0 * (float) grace_bonus[stats.Wis]) / 12.0; 1259 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 12.f;
1356 1260
1357 if (grace_tmp < 1.0) 1261 if (grace_tmp < 1.f)
1358 grace_tmp = 1.0; 1262 grace_tmp = 1.f;
1359 1263
1360 sp_tmp += grace_tmp; 1264 sp_tmp += grace_tmp;
1361 } 1265 }
1362 1266
1363 stats.maxgrace = (int) sp_tmp; 1267 stats.maxgrace = (sint16)sp_tmp;
1364 1268
1365 /* two grace points per level after 11 */ 1269 /* two grace points per level after 11 */
1366 for (i = 11; i <= grace_obj->level; i++) 1270 for (i = 11; i <= grace_obj->level; i++)
1367 stats.maxgrace += 2; 1271 stats.maxgrace += 2;
1368 } 1272 }
1273
1369 /* No limit on grace vs maxgrace */ 1274 /* No limit on grace vs maxgrace */
1370 1275
1371 if (contr->braced) 1276 if (contr->braced)
1372 { 1277 {
1373 ac += 2; 1278 ac += 2;
1385 * improvement every level, now its fighterlevel/5. So 1290 * improvement every level, now its fighterlevel/5. So
1386 * we give the player a bonus here in wc and dam 1291 * we give the player a bonus here in wc and dam
1387 * to make up for the change. Note that I left the 1292 * to make up for the change. Note that I left the
1388 * monster bonus the same as before. -b.t. 1293 * monster bonus the same as before. -b.t.
1389 */ 1294 */
1295 object *wc_obj = chosen_skill;
1390 1296
1391 if (type == PLAYER && wc_obj && wc_obj->level > 1) 1297 if (contr && wc_obj && wc_obj->level > 1)
1392 { 1298 {
1393 wc -= (wc_obj->level + thaco_bonus[stats.Str]); 1299 wc -= wc_obj->level + thaco_bonus[stats.Str];
1300
1394 for (i = 1; i < wc_obj->level; i++) 1301 for (i = 1; i < wc_obj->level; i++)
1395 { 1302 {
1396 /* addtional wc every 6 levels */ 1303 /* additional wc every 6 levels */
1397 if (!(i % 6)) 1304 if (!(i % 6))
1398 wc--; 1305 wc--;
1306
1399 /* addtional dam every 4 levels. */ 1307 /* additional dam every 4 levels. */
1400 if (!(i % 4) && (dam_bonus[stats.Str] >= 0)) 1308 if (!(i % 4) && dam_bonus[stats.Str] >= 0)
1401 stats.dam += (1 + (dam_bonus[stats.Str] / 5)); 1309 stats.dam += 1 + dam_bonus[stats.Str] / 5;
1402 } 1310 }
1403 } 1311 }
1404 else 1312 else
1405 wc -= (level + thaco_bonus[stats.Str]); 1313 wc -= level + thaco_bonus[stats.Str];
1406 1314
1407 stats.dam += dam_bonus[stats.Str]; 1315 stats.dam += dam_bonus[stats.Str];
1408 1316
1409 if (stats.dam < 1) 1317 if (stats.dam < 1)
1410 stats.dam = 1; 1318 stats.dam = 1;
1411 1319
1412 speed = 1.0 + speed_bonus[stats.Dex]; 1320 speed = 1.f + speed_bonus[stats.Dex];
1413 1321
1414 if (settings.search_items && contr->search_str[0]) 1322 if (settings.search_items && contr->search_str[0])
1415 speed -= 1; 1323 speed -= 1;
1416 1324
1417 if (attacktype == 0) 1325 if (attacktype == 0)
1418 attacktype = arch->clone.attacktype; 1326 attacktype = arch->attacktype;
1419
1420 } /* End if player */ 1327 } /* End if player */
1421 1328
1422 if (added_speed >= 0) 1329 if (added_speed >= 0)
1423 speed += added_speed / 10.0; 1330 speed += added_speed / 10.f;
1424 else /* Something wrong here...: */ 1331 else /* Something wrong here...: */
1425 speed /= (float) (1.0 - added_speed); 1332 speed /= 1.f - added_speed;
1426 1333
1427 /* Max is determined by armour */ 1334 /* Max is determined by armour */
1428 if (speed > max) 1335 if (speed > max)
1429 speed = max; 1336 speed = max;
1430 1337
1435 * weight limit, then player suffers a speed reduction based on how 1342 * weight limit, then player suffers a speed reduction based on how
1436 * much above he is, and what is max carry is 1343 * much above he is, and what is max carry is
1437 */ 1344 */
1438 f = (carrying / 1000) - max_carry[stats.Str]; 1345 f = (carrying / 1000) - max_carry[stats.Str];
1439 if (f > 0) 1346 if (f > 0)
1440 speed = speed / (1.0 + f / max_carry[stats.Str]); 1347 speed = speed / (1.f + f / max_carry[stats.Str]);
1441 } 1348 }
1442 1349
1443 speed += bonus_speed / 10.0; /* Not affected by limits */ 1350 speed += bonus_speed / 10.f; /* Not affected by limits */
1444 1351
1445 /* Put a lower limit on speed. Note with this speed, you move once every 1352 /* Put a lower limit on speed. Note with this speed, you move once every
1446 * 100 ticks or so. This amounts to once every 12 seconds of realtime. 1353 * 100 ticks or so. This amounts to once every 12 seconds of realtime.
1447 */ 1354 */
1448 speed = speed * speed_reduce_from_disease; 1355 speed = speed * speed_reduce_from_disease;
1449 1356
1450 if (speed < 0.01 && type == PLAYER) 1357 if (speed < 0.01f && type == PLAYER)
1451 speed = 0.01; 1358 speed = 0.01f;
1452 1359
1453 if (type == PLAYER) 1360 if (type == PLAYER)
1454 { 1361 {
1455 float M, W, s, D, K, S, M2;
1456
1457 /* (This formula was made by vidarl@ifi.uio.no) 1362 /* (This formula was made by vidarl@ifi.uio.no)
1458 * Note that we never used these values again - basically 1363 * Note that we never used these values again - basically
1459 * all of these could be subbed into one big equation, but 1364 * all of these could be subbed into one big equation, but
1460 * that would just be a real pain to read. 1365 * that would just be a real pain to read.
1461 */ 1366 */
1462 M = (max_carry[stats.Str] - 121) / 121.0; 1367 float M = (max_carry[stats.Str] - 121) / 121.f;
1463 M2 = max_carry[stats.Str] / 100.0; 1368 float M2 = max_carry[stats.Str] / 100.f;
1464 W = weapon_weight / 20000.0; 1369 float W = weapon_weight / 20000.f;
1465 s = 2 - weapon_speed / 10.0; 1370 float s = (20 - weapon_speed) / 10.f;
1466 D = (stats.Dex - 14) / 14.0; 1371 float D = (stats.Dex - 14) / 14.f;
1467 K = 1 + M / 3.0 - W / (3 * M2) + speed / 5.0 + D / 2.0; 1372 float K = 1 + M / 3.f - W / (3 * M2) + speed / 5.f + D / 2.f;
1373
1468 K *= (4 + level) / (float) (6 + level) * 1.2; 1374 K *= (4 + level) * 1.2f / (6 + level);
1375
1469 if (K <= 0) 1376 if (K <= 0.01f)
1470 K = 0.01; 1377 K = 0.01f;
1471 S = speed / (K * s); 1378
1472 contr->weapon_sp = S; 1379 contr->weapon_sp = K * s * .5f; //TODO: balance the .5
1473 } 1380 }
1474 1381
1475 /* I want to limit the power of small monsters with big weapons: */ 1382 /* I want to limit the power of small monsters with big weapons: */
1476 if (type != PLAYER && arch != NULL && stats.dam > arch->clone.stats.dam * 3) 1383 if (type != PLAYER && arch && stats.dam > arch->stats.dam * 3)
1477 stats.dam = arch->clone.stats.dam * 3; 1384 stats.dam = arch->stats.dam * 3;
1478 1385
1479 /* Prevent overflows of wc - best you can get is ABS(120) - this 1386 stats.wc = clamp (wc, MIN_WC, MAX_WC);
1480 * should be more than enough - remember, AC is also in 8 bits, 1387 stats.ac = clamp (ac, MIN_AC, MAX_AC);
1481 * so its value is the same.
1482 */
1483 if (wc > 120)
1484 wc = 120;
1485 else if (wc < -120)
1486 wc = -120;
1487
1488 stats.wc = wc;
1489
1490 if (ac > 120)
1491 ac = 120;
1492 else if (ac < -120)
1493 ac = -120;
1494
1495 stats.ac = ac;
1496 1388
1497 /* if for some reason the creature doesn't have any move type, 1389 /* if for some reason the creature doesn't have any move type,
1498 * give them walking as a default. 1390 * give them walking as a default.
1499 * The second case is a special case - to more closely mimic the 1391 * The second case is a special case - to more closely mimic the
1500 * old behaviour - if your flying, your not walking - just 1392 * old behaviour - if your flying, your not walking - just
1514 if (type == PLAYER) 1406 if (type == PLAYER)
1515 { 1407 {
1516 esrv_update_stats (contr); 1408 esrv_update_stats (contr);
1517 esrv_update_spells (contr); 1409 esrv_update_spells (contr);
1518 } 1410 }
1411
1412 // update the mapspace, if we are on a map
1413 if (!flag [FLAG_REMOVED] && map)
1414 map->at (x, y).flags_ = 0;
1519} 1415}
1520 1416
1521/* 1417/*
1522 * Returns true if the given player is a legal class. 1418 * Returns true if the given player is a legal class.
1523 * The function to add and remove class-bonuses to the stats doesn't 1419 * The function to add and remove class-bonuses to the stats doesn't
1526 * false otherwise. 1422 * false otherwise.
1527 */ 1423 */
1528int 1424int
1529allowed_class (const object *op) 1425allowed_class (const object *op)
1530{ 1426{
1531 return op->stats.Dex > 0 && op->stats.Str > 0 && op->stats.Con > 0 && 1427 return op->stats.Dex > 0
1532 op->stats.Int > 0 && op->stats.Wis > 0 && op->stats.Pow > 0 && op->stats.Cha > 0; 1428 && op->stats.Str > 0
1429 && op->stats.Con > 0
1430 && op->stats.Int > 0
1431 && op->stats.Wis > 0
1432 && op->stats.Pow > 0
1433 && op->stats.Cha > 0;
1533} 1434}
1534 1435
1535/* 1436/*
1536 * set the new dragon name after gaining levels or 1437 * set the new dragon name after gaining levels or
1537 * changing ability focus (later this can be extended to 1438 * changing ability focus (later this can be extended to
1608 object *skin = NULL; /* pointer to dragon skin force */ 1509 object *skin = NULL; /* pointer to dragon skin force */
1609 object *tmp = NULL; /* tmp. object */ 1510 object *tmp = NULL; /* tmp. object */
1610 char buf[MAX_BUF]; /* tmp. string buffer */ 1511 char buf[MAX_BUF]; /* tmp. string buffer */
1611 1512
1612 /* now grab the 'dragon_ability'-forces from the player's inventory */ 1513 /* now grab the 'dragon_ability'-forces from the player's inventory */
1613 for (tmp = who->inv; tmp != NULL; tmp = tmp->below) 1514 for (tmp = who->inv; tmp; tmp = tmp->below)
1614 {
1615 if (tmp->type == FORCE) 1515 if (tmp->type == FORCE)
1616 { 1516 if (tmp->arch->archname == shstr_dragon_ability_force)
1617 if (strcmp (tmp->arch->name, "dragon_ability_force") == 0)
1618 abil = tmp; 1517 abil = tmp;
1619 if (strcmp (tmp->arch->name, "dragon_skin_force") == 0) 1518 else if (tmp->arch->archname == shstr_dragon_skin_force)
1620 skin = tmp; 1519 skin = tmp;
1621 } 1520
1622 }
1623 /* if the force is missing -> bail out */ 1521 /* if the force is missing -> bail out */
1624 if (abil == NULL) 1522 if (abil == NULL)
1625 return; 1523 return;
1626 1524
1627 /* The ability_force keeps track of maximum level ever achieved. 1525 /* The ability_force keeps track of maximum level ever achieved.
1671 if (!skill_obj) 1569 if (!skill_obj)
1672 { 1570 {
1673 LOG (llevError, "add_player_exp: couldn't find skill %s\n", skill_name); 1571 LOG (llevError, "add_player_exp: couldn't find skill %s\n", skill_name);
1674 return NULL; 1572 return NULL;
1675 } 1573 }
1574
1676 /* clear the flag - exp goes into this bucket, but player 1575 /* clear the flag - exp goes into this bucket, but player
1677 * still doesn't know it. 1576 * still doesn't know it.
1678 */ 1577 */
1679 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL); 1578 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL);
1680 skill_obj->stats.exp = 0; 1579 skill_obj->stats.exp = 0;
1681 skill_obj->level = 1; 1580 skill_obj->level = 1;
1682 insert_ob_in_ob (skill_obj, op); 1581 insert_ob_in_ob (skill_obj, op);
1683 if (op->contr) 1582
1583 if (player *pl = op->contr)
1684 { 1584 {
1685 op->contr->last_skill_ob[skill_obj->subtype] = skill_obj; 1585 pl->last_skill_ob [skill_obj->subtype] = skill_obj;
1686 op->contr->last_skill_exp[skill_obj->subtype] = -1; 1586 if (pl->ns)
1587 pl->ns->last_skill_exp[skill_obj->subtype] = -1;//TODO: should be made superfluous
1687 } 1588 }
1589
1688 return skill_obj; 1590 return skill_obj;
1689} 1591}
1690
1691 1592
1692/* player_lvl_adj() - for the new exp system. we are concerned with 1593/* player_lvl_adj() - for the new exp system. we are concerned with
1693 * whether the player gets more hp, sp and new levels. 1594 * whether the player gets more hp, sp and new levels.
1694 * Note this this function should only be called for players. Monstes 1595 * Note this this function should only be called for players. Monstes
1695 * don't really gain levels 1596 * don't really gain levels
1706 1607
1707 if (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul)) 1608 if (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul))
1708 { 1609 {
1709 op->level++; 1610 op->level++;
1710 1611
1711 if (op != NULL && op == who && op->stats.exp > 1 && is_dragon_pl (who)) 1612 if (op && op == who && op->stats.exp > 1 && is_dragon_pl (who))
1712 dragon_level_gain (who); 1613 dragon_level_gain (who);
1713 1614
1714 /* Only roll these if it is the player (who) that gained the level */ 1615 /* Only roll these if it is the player (who) that gained the level */
1715 if (op == who && (who->level < 11) && who->type == PLAYER) 1616 if (op == who && (who->level < 11) && who->type == PLAYER)
1716 { 1617 {
1724 { 1625 {
1725 if (op->type != PLAYER) 1626 if (op->type != PLAYER)
1726 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); 1627 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1727 else 1628 else
1728 sprintf (buf, "You are now level %d.", op->level); 1629 sprintf (buf, "You are now level %d.", op->level);
1630
1729 if (who) 1631 if (who)
1730 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); 1632 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1731 } 1633 }
1634
1732 player_lvl_adj (who, op); /* To increase more levels */ 1635 player_lvl_adj (who, op); /* To increase more levels */
1733 } 1636 }
1734 else if (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul)) 1637 else if (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul))
1735 { 1638 {
1736 op->level--; 1639 op->level--;
1737 who->update_stats (); 1640 who->update_stats ();
1641
1738 if (op->type != PLAYER) 1642 if (op->type != PLAYER)
1739 { 1643 {
1740 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); 1644 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1741 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); 1645 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1742 } 1646 }
1647
1743 player_lvl_adj (who, op); /* To decrease more levels */ 1648 player_lvl_adj (who, op); /* To decrease more levels */
1744 } 1649 }
1745 1650
1746 /* check if the spell data has changed */ 1651 /* check if the spell data has changed */
1747 esrv_update_stats (who->contr); 1652 esrv_update_stats (who->contr);
1756sint64 1661sint64
1757level_exp (int level, double expmul) 1662level_exp (int level, double expmul)
1758{ 1663{
1759 if (level > settings.max_level) 1664 if (level > settings.max_level)
1760 return (sint64) (expmul * levels[settings.max_level]); 1665 return (sint64) (expmul * levels[settings.max_level]);
1666
1761 return (sint64) (expmul * levels[level]); 1667 return (sint64) (expmul * levels[level]);
1762} 1668}
1763 1669
1764/* 1670/*
1765 * Ensure that the permanent experience requirements in an exp object are met. 1671 * Ensure that the permanent experience requirements in an exp object are met.
1802 sint64 limit, exp_to_add; 1708 sint64 limit, exp_to_add;
1803 int i; 1709 int i;
1804 1710
1805 /* prevents some forms of abuse. */ 1711 /* prevents some forms of abuse. */
1806 if (op->contr->braced) 1712 if (op->contr->braced)
1807 exp = exp / 5; 1713 exp /= 5;
1808 1714
1809 /* Try to find the matching skill. 1715 /* Try to find the matching skill.
1810 * We do a shortcut/time saving mechanism first - see if it matches 1716 * We do a shortcut/time saving mechanism first - see if it matches
1811 * chosen_skill. This means we don't need to search through 1717 * chosen_skill. This means we don't need to search through
1812 * the players inventory. 1718 * the players inventory.
1813 */ 1719 */
1814 if (skill_name) 1720 if (skill_name)
1815 { 1721 {
1816 if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill)) 1722 if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill))
1947 del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction)); 1853 del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction));
1948 tmp->stats.exp -= del_exp; 1854 tmp->stats.exp -= del_exp;
1949 player_lvl_adj (op, tmp); 1855 player_lvl_adj (op, tmp);
1950 } 1856 }
1951 } 1857 }
1858
1952 if (flag != SK_SUBTRACT_SKILL_EXP) 1859 if (flag != SK_SUBTRACT_SKILL_EXP)
1953 { 1860 {
1954 del_exp = check_exp_loss (op, exp); 1861 del_exp = check_exp_loss (op, exp);
1955 op->stats.exp -= del_exp; 1862 op->stats.exp -= del_exp;
1956 player_lvl_adj (op, NULL); 1863 player_lvl_adj (op, NULL);
1957 } 1864 }
1958} 1865}
1959
1960
1961 1866
1962/* change_exp() - changes experience to a player/monster. This 1867/* change_exp() - changes experience to a player/monster. This
1963 * does bounds checking to make sure we don't overflow the max exp. 1868 * does bounds checking to make sure we don't overflow the max exp.
1964 * 1869 *
1965 * The exp passed is typically not modified much by this function - 1870 * The exp passed is typically not modified much by this function -
1966 * it is assumed the caller has modified the exp as needed. 1871 * it is assumed the caller has modified the exp as needed.
1967 * skill_name is the skill that should get the exp added. 1872 * skill_name is the skill that should get the exp added.
1968 * flag is what to do if player doesn't have the skill. 1873 * flag is what to do if player doesn't have the skill.
1969 * these last two values are only used for players. 1874 * these last two values are only used for players.
1970 */ 1875 */
1971
1972void 1876void
1973change_exp (object *op, sint64 exp, const char *skill_name, int flag) 1877change_exp (object *op, sint64 exp, const char *skill_name, int flag)
1974{ 1878{
1975
1976#ifdef EXP_DEBUG 1879#ifdef EXP_DEBUG
1977 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp); 1880 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp);
1978#endif 1881#endif
1979 1882
1980 /* safety */ 1883 /* safety */
2021 else 1924 else
2022 /* note that when you lose exp, it doesn't go against 1925 /* note that when you lose exp, it doesn't go against
2023 * a particular skill, so we don't need to pass that 1926 * a particular skill, so we don't need to pass that
2024 * along. 1927 * along.
2025 */ 1928 */
2026 subtract_player_exp (op, FABS (exp), skill_name, flag); 1929 subtract_player_exp (op, abs (exp), skill_name, flag);
2027
2028 } 1930 }
2029} 1931}
2030 1932
2031/* Applies a death penalty experience, the size of this is defined by the 1933/* Applies a death penalty experience, the size of this is defined by the
2032 * settings death_penalty_percentage and death_penalty_levels, and by the 1934 * settings death_penalty_percentage and death_penalty_levels, and by the
2033 * amount of permenent experience, whichever gives the lowest loss. 1935 * amount of permenent experience, whichever gives the lowest loss.
2034 */ 1936 */
2035
2036void 1937void
2037apply_death_exp_penalty (object *op) 1938apply_death_exp_penalty (object *op)
2038{ 1939{
2039 object *tmp; 1940 object *tmp;
2040 sint64 loss; 1941 sint64 loss;
2062 player_lvl_adj (op, tmp); 1963 player_lvl_adj (op, tmp);
2063 } 1964 }
2064 1965
2065 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100; 1966 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100;
2066 level_loss = op->stats.exp - levels[MAX (0, op->level - settings.death_penalty_level)]; 1967 level_loss = op->stats.exp - levels[MAX (0, op->level - settings.death_penalty_level)];
1968
2067 if (level_loss < 0) 1969 if (level_loss < 0)
2068 level_loss = 0; 1970 level_loss = 0;
2069 loss = check_exp_loss (op, MIN (level_loss, percentage_loss)); 1971 loss = check_exp_loss (op, MIN (level_loss, percentage_loss));
2070 1972
2071 op->stats.exp -= loss; 1973 op->stats.exp -= loss;

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