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Comparing deliantra/server/common/living.C (file contents):
Revision 1.77 by root, Tue Aug 7 23:38:12 2007 UTC vs.
Revision 1.111 by root, Sun Mar 28 16:18:39 2010 UTC

1/* 1/*
2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * Crossfire TRT 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 3 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, see <http://www.gnu.org/licenses/>. 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
20 * 21 *
21 * The authors can be reached via e-mail to <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 23 */
23 24
24#include <global.h> 25#include <global.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
28 * 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
29 * 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
30 */ 30 */
262/* 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,
263 * make this macro to clean those up. Not usuable outside change_abil 263 * make this macro to clean those up. Not usuable outside change_abil
264 * function since some of the values passed to new_draw_info are hardcoded. 264 * function since some of the values passed to new_draw_info are hardcoded.
265 */ 265 */
266#define DIFF_MSG(flag, msg1, msg2) \ 266#define DIFF_MSG(flag, msg1, msg2) \
267 new_draw_info(NDI_UNIQUE, 0, op, (flag>0)?msg1:msg2); 267 new_draw_info (NDI_UNIQUE, 0, op, (flag > 0) ? msg1 : msg2);
268 268
269/* return 1 if we sucessfully changed a stat, 0 if nothing was changed. */ 269/* return 1 if we sucessfully changed a stat, 0 if nothing was changed. */
270 270
271/* 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
272 * the object. 272 * the object.
280 * that gives them that ability. 280 * that gives them that ability.
281 */ 281 */
282int 282int
283change_abil (object *op, object *tmp) 283change_abil (object *op, object *tmp)
284{ 284{
285 int flag = QUERY_FLAG (tmp, FLAG_APPLIED) ? 1 : -1, success = 0; 285 int flag = tmp->flag [FLAG_APPLIED] ? 1 : -1;
286 int success = 0;
286 char message[MAX_BUF]; 287 char message[MAX_BUF];
287 int potion_max = 0; 288 int potion_max = 0;
288 289
289 /* remember what object was like before it was changed. note that 290 // keep some stats for comparison purposes
290 * refop is a local copy of op only to be used for detecting changes 291 object::flags_t prev_flag = op->flag;
291 * found by update_stats. refop is not a real object 292 MoveType prev_move_type = op->move_type;
292 */ 293 sint16 prev_resist [NROFATTACKS]; // clumsy
293 object_copy refop = *op; 294 assert (sizeof (prev_resist) == sizeof (op->resist));
295 memcpy (prev_resist, op->resist, sizeof (prev_resist));
294 296
295 if (op->type == PLAYER) 297 if (op->type == PLAYER)
296 { 298 {
297 if (tmp->type == POTION) 299 if (tmp->type == POTION)
298 { 300 {
299 potion_max = 1; 301 potion_max = 1;
302
300 for (int j = 0; j < NUM_STATS; j++) 303 for (int j = 0; j < NUM_STATS; j++)
301 { 304 {
302 int ostat = op->contr->orig_stats.stat (j); 305 int ostat = op->contr->orig_stats.stat (j);
303 int i = tmp->stats.stat (j); 306 int i = tmp->stats.stat (j);
304 307
305 /* 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 */
306 int nstat = flag * i + ostat; 309 int nstat = flag * i + ostat;
307 310
308 /* Do some bounds checking. While I don't think any 311 /* Do some bounds checking. There is the potential for potions
309 * potions do so right now, there is the potential for potions
310 * 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
311 * to allow for that. 313 * to allow for that.
312 */ 314 */
313 if (nstat < 1 && i * flag < 0) 315 if (nstat < 1 && i * flag < 0)
314 nstat = 1; 316 nstat = 1;
366 { 368 {
367 success = 1; 369 success = 1;
368 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.");
369 } 371 }
370 372
371 if (QUERY_FLAG (op, FLAG_LIFESAVE) != QUERY_FLAG (&refop, FLAG_LIFESAVE)) 373 if (op->flag [FLAG_LIFESAVE] != prev_flag [FLAG_LIFESAVE])
372 { 374 {
373 success = 1; 375 success = 1;
374 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.");
375 } 377 }
376 378
377 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])
378 { 380 {
379 success = 1; 381 success = 1;
380 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.");
381 } 383 }
382 384
383 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])
384 { 386 {
385 success = 1; 387 success = 1;
386 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.");
387 } 389 }
388 390
390 * user has multiple items giving the same type appled like we 392 * user has multiple items giving the same type appled like we
391 * 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
392 * can be misleading (a little higher could be miscontrued from 394 * can be misleading (a little higher could be miscontrued from
393 * from fly high) 395 * from fly high)
394 */ 396 */
395 if (tmp->move_type && op->move_type != refop.move_type) 397 if (tmp->move_type && op->move_type != prev_move_type)
396 { 398 {
397 success = 1; 399 success = 1;
398 400
399 /* 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
400 * status doesn't make a difference if you are flying high 402 * status doesn't make a difference if you are flying high
401 */ 403 */
402 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))
403 { 405 {
404 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.");
405 } 407 }
406 408
407 if (tmp->move_type & MOVE_FLY_HIGH) 409 if (tmp->move_type & MOVE_FLY_HIGH)
408 { 410 {
409 /* double conditional - second case covers if you have move_fly_low - 411 /* double conditional - second case covers if you have move_fly_low -
413 (op->move_type & MOVE_FLY_LOW ? "You fly lower in the air" : "You float down to the ground.")); 415 (op->move_type & MOVE_FLY_LOW ? "You fly lower in the air" : "You float down to the ground."));
414 } 416 }
415 417
416 if (tmp->move_type & MOVE_SWIM) 418 if (tmp->move_type & MOVE_SWIM)
417 DIFF_MSG (flag, "You feel ready for a swim", "You no longer feel like swimming"); 419 DIFF_MSG (flag, "You feel ready for a swim", "You no longer feel like swimming");
418
419 /* Changing move status may mean you are affected by things you weren't before */
420 check_move_on (op, op);
421 } 420 }
422 421
423 /* becoming UNDEAD... a special treatment for this flag. Only those not 422 /* becoming UNDEAD... a special treatment for this flag. Only those not
424 * originally undead may change their status 423 * originally undead may change their status
425 */ 424 */
426 if (!QUERY_FLAG (op->arch, FLAG_UNDEAD)) 425 if (!op->arch->flag [FLAG_UNDEAD])
427 if (QUERY_FLAG (op, FLAG_UNDEAD) != QUERY_FLAG (&refop, FLAG_UNDEAD)) 426 if (op->flag [FLAG_UNDEAD] != prev_flag [FLAG_UNDEAD])
428 { 427 {
429 success = 1; 428 success = 1;
430 if (flag > 0) 429 if (flag > 0)
431 { 430 {
432 op->race = "undead"; 431 op->race = "undead";
437 op->race = op->arch->race; 436 op->race = op->arch->race;
438 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!"); 437 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!");
439 } 438 }
440 } 439 }
441 440
442 if (QUERY_FLAG (op, FLAG_STEALTH) != QUERY_FLAG (&refop, FLAG_STEALTH)) 441 if (op->flag [FLAG_STEALTH] != prev_flag [FLAG_STEALTH])
443 { 442 {
444 success = 1; 443 success = 1;
445 DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily."); 444 DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily.");
446 } 445 }
447 446
448 if (QUERY_FLAG (op, FLAG_MAKE_INVIS) != QUERY_FLAG (&refop, FLAG_MAKE_INVIS)) 447 if (op->flag [FLAG_MAKE_INVIS] != prev_flag [FLAG_MAKE_INVIS])
449 { 448 {
450 success = 1; 449 success = 1;
451 DIFF_MSG (flag, "You become transparent.", "You can see yourself."); 450 DIFF_MSG (flag, "You become transparent.", "You can see yourself.");
452 } 451 }
453 452
454 /* blinded you can tell if more blinded since blinded player has minimal 453 /* blinded you can tell if more blinded since blinded player has minimal
455 * vision 454 * vision
456 */ 455 */
457 if (QUERY_FLAG (tmp, FLAG_BLIND)) 456 if (tmp->flag [FLAG_BLIND])
458 { 457 {
459 success = 1; 458 success = 1;
460 if (flag > 0) 459 if (flag > 0)
461 { 460 {
462 if (QUERY_FLAG (op, FLAG_WIZ)) 461 if (op->flag [FLAG_WIZ])
463 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self is blinded."); 462 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self is blinded.");
464 else 463 else
465 { 464 {
466 new_draw_info (NDI_UNIQUE, 0, op, "You are blinded."); 465 new_draw_info (NDI_UNIQUE, 0, op, "You are blinded.");
467 SET_FLAG (op, FLAG_BLIND); 466 SET_FLAG (op, FLAG_BLIND);
469 op->contr->do_los = 1; 468 op->contr->do_los = 1;
470 } 469 }
471 } 470 }
472 else 471 else
473 { 472 {
474 if (QUERY_FLAG (op, FLAG_WIZ)) 473 if (op->flag [FLAG_WIZ])
475 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self can now see again."); 474 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self can now see again.");
476 else 475 else
477 { 476 {
478 new_draw_info (NDI_UNIQUE, 0, op, "Your vision returns."); 477 new_draw_info (NDI_UNIQUE, 0, op, "Your vision returns.");
479 CLEAR_FLAG (op, FLAG_BLIND); 478 CLEAR_FLAG (op, FLAG_BLIND);
481 op->contr->do_los = 1; 480 op->contr->do_los = 1;
482 } 481 }
483 } 482 }
484 } 483 }
485 484
486 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK) != QUERY_FLAG (&refop, FLAG_SEE_IN_DARK)) 485 if (op->flag [FLAG_SEE_IN_DARK] != prev_flag [FLAG_SEE_IN_DARK])
487 { 486 {
488 success = 1; 487 success = 1;
489 if (op->type == PLAYER) 488 if (op->type == PLAYER)
490 op->contr->do_los = 1; 489 op->contr->do_los = 1;
491 DIFF_MSG (flag, "Your vision is better in the dark.", "You see less well in the dark."); 490 DIFF_MSG (flag, "Your vision is better in the dark.", "You see less well in the dark.");
492 } 491 }
493 492
494 if (QUERY_FLAG (op, FLAG_XRAYS) != QUERY_FLAG (&refop, FLAG_XRAYS)) 493 if (op->flag [FLAG_XRAYS] != prev_flag [FLAG_XRAYS])
495 { 494 {
496 success = 1; 495 success = 1;
497 if (flag > 0) 496 if (flag > 0)
498 { 497 {
499 if (QUERY_FLAG (op, FLAG_WIZ)) 498 if (op->flag [FLAG_WIZ])
500 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a little clearer."); 499 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a little clearer.");
501 else 500 else
502 { 501 {
503 new_draw_info (NDI_UNIQUE, 0, op, "Everything becomes transparent."); 502 new_draw_info (NDI_UNIQUE, 0, op, "Everything becomes transparent.");
504 if (op->type == PLAYER) 503 if (op->type == PLAYER)
505 op->contr->do_los = 1; 504 op->contr->do_los = 1;
506 } 505 }
507 } 506 }
508 else 507 else
509 { 508 {
510 if (QUERY_FLAG (op, FLAG_WIZ)) 509 if (op->flag [FLAG_WIZ])
511 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a bit out of focus."); 510 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a bit out of focus.");
512 else 511 else
513 { 512 {
514 new_draw_info (NDI_UNIQUE, 0, op, "Everything suddenly looks very solid."); 513 new_draw_info (NDI_UNIQUE, 0, op, "Everything suddenly looks very solid.");
515 if (op->type == PLAYER) 514 if (op->type == PLAYER)
553 for (int i = 0; i < NROFATTACKS; i++) 552 for (int i = 0; i < NROFATTACKS; i++)
554 { 553 {
555 if (i == ATNR_PHYSICAL) 554 if (i == ATNR_PHYSICAL)
556 continue; /* Don't display about armour */ 555 continue; /* Don't display about armour */
557 556
558 if (op->resist[i] != refop.resist[i]) 557 if (op->resist [i] != prev_resist [i])
559 { 558 {
560 success = 1; 559 success = 1;
560
561 if (op->resist[i] > refop.resist[i]) 561 if (op->resist [i] > prev_resist [i])
562 sprintf (message, "Your resistance to %s rises to %d%%.", change_resist_msg[i], op->resist[i]); 562 sprintf (message, "Your resistance to %s rises to %d%%.", change_resist_msg [i], op->resist [i]);
563 else 563 else
564 sprintf (message, "Your resistance to %s drops to %d%%.", change_resist_msg[i], op->resist[i]); 564 sprintf (message, "Your resistance to %s drops to %d%%.", change_resist_msg [i], op->resist [i]);
565 565
566 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message); 566 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message);
567 } 567 }
568 } 568 }
569 569
570 if (!potion_max) 570 if (!potion_max)
571 {
572 for (int j = 0; j < NUM_STATS; j++) 571 for (int j = 0; j < NUM_STATS; j++)
573 {
574 if (int i = tmp->stats.stat (j)) 572 if (int i = tmp->stats.stat (j))
575 { 573 {
576 success = 1; 574 success = 1;
577 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]); 575 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]);
578 } 576 }
579 }
580 }
581 577
582 return success; 578 return success;
583} 579}
584 580
585/* 581/*
596object::drain_specific_stat (int deplete_stats) 592object::drain_specific_stat (int deplete_stats)
597{ 593{
598 object *tmp; 594 object *tmp;
599 archetype *at; 595 archetype *at;
600 596
601 at = archetype::find (ARCH_DEPLETION); 597 at = archetype::find (shstr_depletion);
602 if (!at) 598 if (!at)
603 { 599 {
604 LOG (llevError, "Couldn't find archetype depletion.\n"); 600 LOG (llevError, "Couldn't find archetype depletion.\n");
605 return; 601 return;
606 } 602 }
608 { 604 {
609 tmp = present_arch_in_ob (at, this); 605 tmp = present_arch_in_ob (at, this);
610 606
611 if (!tmp) 607 if (!tmp)
612 { 608 {
613 tmp = arch_to_object (at); 609 tmp = at->instance ();
614 tmp = insert_ob_in_ob (tmp, this); 610 tmp = insert_ob_in_ob (tmp, this);
615 SET_FLAG (tmp, FLAG_APPLIED); 611 SET_FLAG (tmp, FLAG_APPLIED);
616 } 612 }
617 } 613 }
618 614
626 * via an applied bad_luck object. 622 * via an applied bad_luck object.
627 */ 623 */
628void 624void
629object::change_luck (int value) 625object::change_luck (int value)
630{ 626{
631 archetype *at = archetype::find ("luck"); 627 archetype *at = archetype::find (shstr_luck);
632 if (!at) 628 if (!at)
633 LOG (llevError, "Couldn't find archetype luck.\n"); 629 LOG (llevError, "Couldn't find archetype luck.\n");
634 else 630 else
635 { 631 {
636 object *tmp = present_arch_in_ob (at, this); 632 object *tmp = present_arch_in_ob (at, this);
638 if (!tmp) 634 if (!tmp)
639 { 635 {
640 if (!value) 636 if (!value)
641 return; 637 return;
642 638
643 tmp = arch_to_object (at); 639 tmp = at->instance ();
644 tmp = insert_ob_in_ob (tmp, this); 640 tmp = insert_ob_in_ob (tmp, this);
645 SET_FLAG (tmp, FLAG_APPLIED); 641 SET_FLAG (tmp, FLAG_APPLIED);
646 } 642 }
647 643
648 if (value) 644 if (value)
765 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; 761 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS];
766 object *grace_obj = NULL, *mana_obj = NULL, *tmp; 762 object *grace_obj = NULL, *mana_obj = NULL, *tmp;
767 float old_speed = speed; 763 float old_speed = speed;
768 int stat_sum [NUM_STATS]; 764 int stat_sum [NUM_STATS];
769 765
766 MoveType move_type; // we use change_move_type to change it, so use a local copy
767
770 /* First task is to clear all the values back to their original values */ 768 /* First task is to clear all the values back to their original values */
771 if (type == PLAYER) 769 if (type == PLAYER)
772 { 770 {
771 contr->delayed_update = false;
772
773 for (int i = 0; i < NUM_STATS; i++) 773 for (int i = 0; i < NUM_STATS; i++)
774 stat_sum [i] = contr->orig_stats.stat (i); 774 stat_sum [i] = contr->orig_stats.stat (i);
775 775
776 if (settings.spell_encumbrance == TRUE) 776 if (settings.spell_encumbrance == TRUE)
777 contr->encumbrance = 0; 777 contr->encumbrance = 0;
810 path_repelled = arch->path_repelled; 810 path_repelled = arch->path_repelled;
811 path_denied = arch->path_denied; 811 path_denied = arch->path_denied;
812 glow_radius = arch->glow_radius; 812 glow_radius = arch->glow_radius;
813 move_type = arch->move_type; 813 move_type = arch->move_type;
814 814
815 chosen_skill = 0; 815 object *chosen_skill = 0;
816 816
817 /* initializing resistances from the values in player/monster's 817 /* initializing resistances from the values in player/monster's
818 * archetype clone 818 * archetype clone
819 */ 819 */
820 memcpy (&resist, &arch->resist, sizeof (resist)); 820 memcpy (&resist, &arch->resist, sizeof (resist));
860 * then calls this function. 860 * then calls this function.
861 */ 861 */
862 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION) 862 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION)
863 continue; 863 continue;
864 864
865 /* See note in map.c:update_position about making this additive
866 * since light sources are never applied, need to put check here.
867 */
868 if (tmp->glow_radius > glow_radius)
869 glow_radius = tmp->glow_radius; 865 glow_radius += tmp->glow_radius;
870 866
871 /* For some things, we don't care what is equipped */ 867 /* For some things, we don't care what is equipped */
872 if (tmp->type == SKILL) 868 if (tmp->type == SKILL)
873 { 869 {
874 /* Want to take the highest skill here. */ 870 /* Want to take the highest skill here. */
887 else if (tmp->level > grace_obj->level) 883 else if (tmp->level > grace_obj->level)
888 grace_obj = tmp; 884 grace_obj = tmp;
889 } 885 }
890 } 886 }
891 887
892 /* Container objects are not meant to adjust a players, but other applied 888 /* Container objects are not meant to adjust players, but other applied
893 * objects need to make adjustments. 889 * objects need to make adjustments.
894 * This block should handle all player specific changes 890 * This block should handle all player specific changes
895 * The check for Praying is a bit of a hack - god given bonuses are put 891 * The check for Praying is a bit of a hack - god given bonuses are put
896 * in the praying skill, and the player should always get those. 892 * in the praying skill, and the player should always get those.
897 * It also means we need to put in additional checks for applied below, 893 * It also means we need to put in additional checks for applied below,
899 * up, etc. 895 * up, etc.
900 */ 896 */
901 if ((tmp->flag [FLAG_APPLIED] 897 if ((tmp->flag [FLAG_APPLIED]
902 && tmp->type != CONTAINER 898 && tmp->type != CONTAINER
903 && tmp->type != CLOSE_CON) 899 && tmp->type != CLOSE_CON)
904 || (tmp->type == SKILL
905 && tmp->subtype == SK_PRAYING)) 900 || (tmp->type == SKILL && tmp->subtype == SK_PRAYING))
906 { 901 {
907 if (type == PLAYER) 902 if (type == PLAYER)
908 { 903 {
909 contr->item_power += tmp->item_power; 904 contr->item_power += tmp->item_power;
910 905
914 && !tmp->flag [FLAG_CURSED] 909 && !tmp->flag [FLAG_CURSED]
915 && !tmp->flag [FLAG_DAMNED]) 910 && !tmp->flag [FLAG_DAMNED])
916 continue; 911 continue;
917 912
918 for (int i = 0; i < NUM_STATS; i++) 913 for (int i = 0; i < NUM_STATS; i++)
919 stat_sum [i] = stat_sum [i] + tmp->stats.stat (i); 914 stat_sum [i] += tmp->stats.stat (i);
920 915
921 if (digest_types [tmp->type]) 916 if (digest_types [tmp->type])
922 { 917 {
923 contr->digestion += tmp->stats.food; 918 contr->digestion += tmp->stats.food;
924 contr->gen_hp += tmp->stats.hp; 919 contr->gen_hp += tmp->stats.hp;
920 if (tmp->type != BOW) // ugly exception for bows
925 contr->gen_sp += tmp->stats.sp; 921 contr->gen_sp += tmp->stats.sp;
926 contr->gen_grace += tmp->stats.grace; 922 contr->gen_grace += tmp->stats.grace;
927 contr->gen_sp_armour += tmp->gen_sp_armour; 923 contr->gen_sp_armour += tmp->gen_sp_armour;
928 } 924 }
929 } /* if this is a player */ 925 } /* if this is a player */
930 else 926 else
932 if (tmp->type == WEAPON) 928 if (tmp->type == WEAPON)
933 current_weapon = tmp; 929 current_weapon = tmp;
934 } 930 }
935 931
936 /* Update slots used for items */ 932 /* Update slots used for items */
937 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 933 if (tmp->flag [FLAG_APPLIED])
938 for (int i = 0; i < NUM_BODY_LOCATIONS; i++) 934 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
939 slot[i].used += tmp->slot[i].info; 935 slot[i].used += tmp->slot[i].info;
940 936
941 if (tmp->type == SYMPTOM) 937 if (tmp->type == SYMPTOM)
942 speed_reduce_from_disease =
943 min (speed_reduce_from_disease, tmp->last_sp ? tmp->last_sp / 100.f : 1.f); 938 min_it (speed_reduce_from_disease, tmp->last_sp ? tmp->last_sp / 100.f : 1.f);
944 939
945 /* Pos. and neg. protections are counted seperate (-> pro/vuln). 940 /* Pos. and neg. protections are counted separate (-> pro/vuln).
946 * (Negative protections are calculated exactly like positive.) 941 * (Negative protections are calculated exactly like positive.)
947 * Resistance from potions are treated special as well. If there's 942 * Resistance from potions are treated special as well. If there's
948 * more than one potion-effect, the bigger prot.-value is taken. 943 * more than one potion-effect, the bigger prot.-value is taken.
949 */ 944 */
950 if (tmp->type != POTION) 945 if (tmp->type != POTION)
1001 added_speed += tmp->stats.exp; 996 added_speed += tmp->stats.exp;
1002 } 997 }
1003 998
1004 switch (tmp->type) 999 switch (tmp->type)
1005 { 1000 {
1006#if 0
1007 case WAND:
1008 case ROD:
1009 case HORN:
1010 if (type != PLAYER || current_weapon == tmp)
1011 chosen_skill = tmp;
1012 break;
1013#endif
1014
1015 /* skills modifying the character -b.t. */ 1001 /* skills modifying the character -b.t. */
1016 /* for all skills and skill granting objects */ 1002 /* for all skills and skill granting objects */
1017 case SKILL: 1003 case SKILL:
1018 { 1004 {
1019 if (!QUERY_FLAG (tmp, FLAG_APPLIED) || skill_flags [tmp->subtype] & SF_APPLY) 1005 if (!QUERY_FLAG (tmp, FLAG_APPLIED) || skill_flags [tmp->subtype] & SF_APPLY)
1054 1040
1055 if (tmp->stats.ac) 1041 if (tmp->stats.ac)
1056 ac -= tmp->stats.ac + tmp->magic; 1042 ac -= tmp->stats.ac + tmp->magic;
1057 1043
1058 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1044 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1059 contr->encumbrance += (int) 3 *tmp->weight / 1000; 1045 contr->encumbrance += 3 * tmp->weight / 1000;
1060 } 1046 }
1061 1047
1062 break; 1048 break;
1063 1049
1064 case SHIELD: 1050 case SHIELD:
1065 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1051 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1066 contr->encumbrance += (int) tmp->weight / 2000; 1052 contr->encumbrance += tmp->weight / 2000;
1053 //FALLTHROUGH
1067 case RING: 1054 case RING:
1068 case AMULET: 1055 case AMULET:
1069 case GIRDLE: 1056 case GIRDLE:
1070 case HELMET: 1057 case HELMET:
1071 case BOOTS: 1058 case BOOTS:
1080 if (tmp->stats.ac) 1067 if (tmp->stats.ac)
1081 ac -= tmp->stats.ac + tmp->magic; 1068 ac -= tmp->stats.ac + tmp->magic;
1082 1069
1083 break; 1070 break;
1084 1071
1072 case WAND:
1073 case ROD:
1074 case HORN:
1075 case SKILL_TOOL:
1076 if (type != PLAYER)
1077 chosen_skill = find_skill_by_name (this, tmp->skill);
1078 break;
1079
1085 case BOW: 1080 case BOW:
1086 case WEAPON: 1081 case WEAPON:
1087 if (type != PLAYER || current_weapon == tmp) 1082 if (type != PLAYER || current_weapon == tmp)
1088 { 1083 {
1084 chosen_skill = find_skill_by_name (this, tmp->skill);
1085
1089 wc -= tmp->stats.wc + tmp->magic; 1086 wc -= tmp->stats.wc + tmp->magic;
1090 1087
1091 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0) 1088 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0)
1092 ac -= tmp->stats.ac + tmp->magic; 1089 ac -= tmp->stats.ac + tmp->magic;
1093 1090
1139 else /* To nullify the below effect */ 1136 else /* To nullify the below effect */
1140 ac += tmp->stats.ac + tmp->magic; 1137 ac += tmp->stats.ac + tmp->magic;
1141 } 1138 }
1142 1139
1143 if (tmp->stats.wc) 1140 if (tmp->stats.wc)
1144 wc -= (tmp->stats.wc + tmp->magic); 1141 wc -= tmp->stats.wc + tmp->magic;
1145 1142
1146 if (tmp->stats.ac) 1143 if (tmp->stats.ac)
1147 ac -= (tmp->stats.ac + tmp->magic); 1144 ac -= tmp->stats.ac + tmp->magic;
1148 1145
1149 if (ARMOUR_SPEED (tmp)) 1146 if (ARMOUR_SPEED (tmp))
1150 max_speed = min (max_speed, ARMOUR_SPEED (tmp) / 10.f); 1147 max_speed = min (max_speed, ARMOUR_SPEED (tmp) / 10.f);
1151 1148
1152 break; 1149 break;
1153 } /* switch tmp->type */ 1150 } /* switch tmp->type */
1154 } /* item is equipped */ 1151 } /* item is equipped */
1155 } /* for loop of items */ 1152 } /* for loop of items */
1153
1154 if (type != PLAYER)
1155 this->chosen_skill = chosen_skill;
1156
1157 glow_radius = min (glow_radius, MAX_LIGHT_RADIUS);
1156 1158
1157 /* We've gone through all the objects the player has equipped. For many things, we 1159 /* We've gone through all the objects the player has equipped. For many things, we
1158 * have generated intermediate values which we now need to assign. 1160 * have generated intermediate values which we now need to assign.
1159 */ 1161 */
1160 1162
1174 1176
1175 if (type == PLAYER) 1177 if (type == PLAYER)
1176 { 1178 {
1177 // clamp various player stats 1179 // clamp various player stats
1178 for (int i = 0; i < NUM_STATS; ++i) 1180 for (int i = 0; i < NUM_STATS; ++i)
1179 stats.stat (i) = clamp (stat_sum [i], MIN_STAT, MAX_STAT); 1181 stats.stat (i) = stat_sum [i];
1182
1183 check_stat_bounds (&stats);
1180 1184
1181 contr->digestion = clamp (contr->digestion, MIN_DIGESTION, MAX_DIGESTION); 1185 contr->digestion = clamp (contr->digestion, MIN_DIGESTION, MAX_DIGESTION);
1182 1186
1183 /* Figure out the players sp/mana/hp totals. */ 1187 /* Figure out the players sp/mana/hp totals. */
1184 int pl_level; 1188 int pl_level;
1185 1189
1186 check_stat_bounds (&(stats));
1187 pl_level = level;
1188
1189 if (pl_level < 1)
1190 pl_level = 1; /* safety, we should always get 1 levels worth of hp! */ 1190 pl_level = max (1, level); /* safety, we should always get 1 levels worth of hp! */
1191 1191
1192 /* You basically get half a con bonus/level. But we do take into account rounding, 1192 /* You basically get half a con bonus/level. But we do take into account rounding,
1193 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels. 1193 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels.
1194 */ 1194 */
1195 stats.maxhp = 0; 1195 stats.maxhp = 0;
1330 1330
1331 speed = 1.f + speed_bonus[stats.Dex]; 1331 speed = 1.f + speed_bonus[stats.Dex];
1332 1332
1333 if (settings.search_items && contr->search_str[0]) 1333 if (settings.search_items && contr->search_str[0])
1334 speed -= 1; 1334 speed -= 1;
1335
1336 if (attacktype == 0)
1337 attacktype = arch->attacktype;
1338 } /* End if player */ 1335 } /* End if player */
1339 1336
1340 if (added_speed >= 0) 1337 if (added_speed >= 0)
1341 speed += added_speed / 10.f; 1338 speed += added_speed / 10.f;
1342 else /* Something wrong here...: */ 1339 else /* Something wrong here...: */
1350 /* f is a number the represents the number of kg above (positive num) 1347 /* f is a number the represents the number of kg above (positive num)
1351 * or below (negative number) that the player is carrying. If above 1348 * or below (negative number) that the player is carrying. If above
1352 * weight limit, then player suffers a speed reduction based on how 1349 * weight limit, then player suffers a speed reduction based on how
1353 * much above he is, and what is max carry is 1350 * much above he is, and what is max carry is
1354 */ 1351 */
1355 f = (carrying / 1000) - max_carry[stats.Str]; 1352 float f = (carrying / 1000) - max_carry[stats.Str];
1356 if (f > 0) 1353 if (f > 0.f)
1357 speed = speed / (1.f + f / max_carry[stats.Str]); 1354 speed = speed / (1.f + f / max_carry[stats.Str]);
1358 } 1355 }
1359 1356
1360 speed += bonus_speed / 10.f; /* Not affected by limits */ 1357 speed += bonus_speed / 10.f; /* Not affected by limits */
1361
1362 speed = speed * speed_reduce_from_disease; 1358 speed *= speed_reduce_from_disease;
1363 1359
1364 /* Put a lower limit on speed. Note with this speed, you move once every 1360 /* Put a lower limit on speed. Note with this speed, you move once every
1365 * 100 ticks or so. This amounts to once every 12 seconds of realtime. 1361 * 25 ticks or so. This amounts to once every 3 seconds of realtime.
1366 */ 1362 */
1367 if (speed < 0.01f && type == PLAYER) 1363 max_it (speed, is_player () ? MIN_PLAYER_SPEED : MIN_ACTIVE_SPEED);
1368 speed = 0.01f;
1369 1364
1370 if (speed != old_speed) 1365 if (speed != old_speed)
1371 set_speed (speed); 1366 set_speed (speed);
1372 1367
1373 if (type == PLAYER) 1368 if (type == PLAYER)
1408 if (move_type == 0) 1403 if (move_type == 0)
1409 move_type = MOVE_WALK; 1404 move_type = MOVE_WALK;
1410 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) 1405 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH))
1411 move_type &= ~MOVE_WALK; 1406 move_type &= ~MOVE_WALK;
1412 1407
1408 // now apply the new move_type
1409 if (this->move_type != move_type)
1410 change_move_type (move_type);
1411
1413 /* It is quite possible that a player's spell costing might have changed, 1412 /* It is quite possible that a player's spell costing might have changed,
1414 * so we will check that now. 1413 * so we will check that now.
1415 */ 1414 */
1416 if (type == PLAYER) 1415 if (is_player ())
1417 { 1416 contr->update_spells ();
1418 esrv_update_stats (contr);
1419 esrv_update_spells (contr);
1420 }
1421 1417
1422 // update the mapspace, if we are on a map 1418 // update the mapspace, if we are on a map
1423 if (!flag [FLAG_REMOVED] && map) 1419 if (!flag [FLAG_REMOVED] && map)
1424 map->at (x, y).flags_ = 0; 1420 map->at (x, y).flags_ = 0;
1421}
1422
1423void
1424object::set_glow_radius (sint8 rad)
1425{
1426 glow_radius = rad;
1427
1428 if (is_on_map ())
1429 update_all_los (map, x, y);
1430 else if (object *env = outer_env ())
1431 {
1432 env->update_stats ();
1433
1434 if (env->is_on_map ())
1435 update_all_los (env->map, env->x, env->y);
1436 }
1425} 1437}
1426 1438
1427/* 1439/*
1428 * Returns true if the given player is a legal class. 1440 * Returns true if the given player is a legal class.
1429 * The function to add and remove class-bonuses to the stats doesn't 1441 * The function to add and remove class-bonuses to the stats doesn't
1445 1457
1446/* 1458/*
1447 * set the new dragon name after gaining levels or 1459 * set the new dragon name after gaining levels or
1448 * changing ability focus (later this can be extended to 1460 * changing ability focus (later this can be extended to
1449 * eventually change the player's face and animation) 1461 * eventually change the player's face and animation)
1450 *
1451 * Note that the title is written to 'own_title' in the
1452 * player struct. This should be changed to 'ext_title'
1453 * as soon as clients support this!
1454 * Please, anyone, write support for 'ext_title'.
1455 */ 1462 */
1456void 1463void
1457set_dragon_name (object *pl, const object *abil, const object *skin) 1464set_dragon_name (object *pl, const object *abil, const object *skin)
1458{ 1465{
1459 int atnr = -1; /* attacknumber of highest level */ 1466 int atnr = -1; /* attacknumber of highest level */
1477 /* now if there are equals at highest level, pick the one with focus, 1484 /* now if there are equals at highest level, pick the one with focus,
1478 or else at random */ 1485 or else at random */
1479 if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level) 1486 if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level)
1480 atnr = abil->stats.exp; 1487 atnr = abil->stats.exp;
1481 1488
1482 level = (int) (level / 5.);
1483
1484 /* now set the new title */ 1489 /* now set the new title */
1485 if (pl->contr != NULL)
1486 {
1487 if (level == 0)
1488 sprintf (pl->contr->title, "%s hatchling", attacks[atnr]); 1490 if (level < 25) sprintf (pl->contr->title, "%s hatchling", attacks[atnr]);
1489 else if (level == 1)
1490 sprintf (pl->contr->title, "%s wyrm", attacks[atnr]); 1491 else if (level < 50) sprintf (pl->contr->title, "%s wyrm" , attacks[atnr]);
1491 else if (level == 2)
1492 sprintf (pl->contr->title, "%s wyvern", attacks[atnr]); 1492 else if (level < 75) sprintf (pl->contr->title, "%s wyvern" , attacks[atnr]);
1493 else if (level == 3)
1494 sprintf (pl->contr->title, "%s dragon", attacks[atnr]); 1493 else if (level < 100) sprintf (pl->contr->title, "%s dragon" , attacks[atnr]);
1495 else 1494 else
1496 { 1495 {
1497 /* special titles for extra high resistance! */ 1496 /* special titles for extra high resistance! */
1498 if (skin->resist[atnr] > 80)
1499 sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]); 1497 if (skin->resist[atnr] > 80) sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]);
1500 else if (skin->resist[atnr] > 50)
1501 sprintf (pl->contr->title, "ancient %s dragon", attacks[atnr]); 1498 else if (skin->resist[atnr] > 50) sprintf (pl->contr->title, "ancient %s dragon" , attacks[atnr]);
1502 else
1503 sprintf (pl->contr->title, "big %s dragon", attacks[atnr]); 1499 else sprintf (pl->contr->title, "big %s dragon" , attacks[atnr]);
1504 }
1505 } 1500 }
1506 1501
1507 strcpy (pl->contr->own_title, ""); 1502 strcpy (pl->contr->own_title, "");
1508} 1503}
1509 1504
1510/* 1505/*
1511 * This function is called when a dragon-player gains 1506 * This function is called when a dragon-player gains
1512 * an overall level. Here, the dragon might gain new abilities 1507 * an overall level. Here, the dragon might gain new abilities
1513 * or change the ability-focus. 1508 * or change the ability-focus.
1514 */ 1509 */
1515void 1510static void
1516dragon_level_gain (object *who) 1511dragon_level_gain (object *who)
1517{ 1512{
1518 object *abil = NULL; /* pointer to dragon ability force */ 1513 object *abil = NULL; /* pointer to dragon ability force */
1519 object *skin = NULL; /* pointer to dragon skin force */ 1514 object *skin = NULL; /* pointer to dragon skin force */
1520 object *tmp = NULL; /* tmp. object */ 1515 object *tmp = NULL; /* tmp. object */
1576 object *skill_obj; 1571 object *skill_obj;
1577 1572
1578 skill_obj = get_archetype_by_skill_name (skill_name, SKILL); 1573 skill_obj = get_archetype_by_skill_name (skill_name, SKILL);
1579 if (!skill_obj) 1574 if (!skill_obj)
1580 { 1575 {
1581 LOG (llevError, "add_player_exp: couldn't find skill %s\n", skill_name); 1576 LOG (llevError, "give_skill_by_name: couldn't find skill %s\n", skill_name);
1582 return NULL; 1577 return NULL;
1583 } 1578 }
1584 1579
1585 /* clear the flag - exp goes into this bucket, but player 1580 /* clear the flag - exp goes into this bucket, but player
1586 * still doesn't know it. 1581 * still doesn't know it.
1587 */ 1582 */
1588 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL); 1583 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL);
1589 skill_obj->stats.exp = 0; 1584 skill_obj->stats.exp = 0;
1590 skill_obj->level = 1; 1585 skill_obj->level = 1;
1591 insert_ob_in_ob (skill_obj, op); 1586 op->insert (skill_obj);
1592 1587
1593 if (player *pl = op->contr) 1588 if (player *pl = op->contr)
1594 { 1589 pl->link_skills ();
1595 pl->last_skill_ob [skill_obj->subtype] = skill_obj;
1596 if (pl->ns)
1597 pl->ns->last_skill_exp[skill_obj->subtype] = -1;//TODO: should be made superfluous
1598 }
1599 1590
1600 return skill_obj; 1591 return skill_obj;
1601} 1592}
1602 1593
1603/* player_lvl_adj() - for the new exp system. we are concerned with 1594/* player_lvl_adj() - for the new exp system. we are concerned with
1620 { 1611 {
1621 changed = true; 1612 changed = true;
1622 1613
1623 op->level++; 1614 op->level++;
1624 1615
1625 if (op && op == who && op->stats.exp > 1 && is_dragon_pl (who)) 1616 if (op && op == who && op->stats.exp > 1 && who->is_dragon ())
1626 dragon_level_gain (who); 1617 dragon_level_gain (who);
1627 1618
1628 /* Only roll these if it is the player (who) that gained the level */ 1619 /* Only roll these if it is the player (who) that gained the level */
1629 if (op == who && (who->level < 11) && who->type == PLAYER) 1620 if (op == who && (who->level < 11) && who->type == PLAYER)
1630 { 1621 {
1663 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); 1654 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1664 } 1655 }
1665 } 1656 }
1666 1657
1667 if (changed) 1658 if (changed)
1668 { 1659 who->update_stats (); // should cause esrv_update_stats and esrv_update_spells
1669 who->update_stats ();
1670 esrv_update_stats (who->contr);
1671 /* check if the spell data has changed */
1672 esrv_update_spells (who->contr);
1673 }
1674} 1660}
1675 1661
1676/* 1662/*
1677 * Returns how much experience is needed for a player to become 1663 * Returns how much experience is needed for a player to become
1678 * the given level. level should really never exceed max_level 1664 * the given level. level should really never exceed max_level
1722 * flag is what to do if the player doesn't have the skill: 1708 * flag is what to do if the player doesn't have the skill:
1723 */ 1709 */
1724static void 1710static void
1725add_player_exp (object *op, sint64 exp, const char *skill_name, int flag) 1711add_player_exp (object *op, sint64 exp, const char *skill_name, int flag)
1726{ 1712{
1727 object *skill_obj = NULL; 1713 object *skill_obj;
1728 sint64 limit, exp_to_add; 1714 sint64 limit, exp_to_add;
1729 int i; 1715 int i;
1730 1716
1731 /* prevents some forms of abuse. */ 1717 /* prevents some forms of abuse. */
1732 if (op->contr->braced) 1718 if (op->contr->braced)
1735 /* Try to find the matching skill. 1721 /* Try to find the matching skill.
1736 * We do a shortcut/time saving mechanism first - see if it matches 1722 * We do a shortcut/time saving mechanism first - see if it matches
1737 * chosen_skill. This means we don't need to search through 1723 * chosen_skill. This means we don't need to search through
1738 * the players inventory. 1724 * the players inventory.
1739 */ 1725 */
1726 skill_obj = 0;
1727
1740 if (skill_name) 1728 if (skill_name)
1741 { 1729 {
1742 if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill)) 1730 skill_obj = op->contr->find_skill (skill_name);
1743 skill_obj = op->chosen_skill;
1744 else
1745 {
1746 for (i = 0; i < NUM_SKILLS; i++)
1747 if (op->contr->last_skill_ob[i] && !strcmp (op->contr->last_skill_ob[i]->skill, skill_name))
1748 {
1749 skill_obj = op->contr->last_skill_ob[i];
1750 break;
1751 }
1752 1731
1753 /* Player doesn't have the skill. Check to see what to do, and give 1732 /* Player doesn't have the skill. Check to see what to do, and give
1754 * it to the player if necessary 1733 * it to the player if necessary
1755 */ 1734 */
1756 if (!skill_obj) 1735 if (!skill_obj)
1757 { 1736 {
1758 if (flag == SK_EXP_NONE) 1737 if (flag == SK_EXP_NONE)
1759 return; 1738 return;
1739
1760 else if (flag == SK_EXP_ADD_SKILL) 1740 if (flag == SK_EXP_ADD_SKILL)
1761 give_skill_by_name (op, skill_name); 1741 skill_obj = give_skill_by_name (op, skill_name);
1762 }
1763 } 1742 }
1764 } 1743 }
1765 1744
1766 if (flag != SK_EXP_SKILL_ONLY) 1745 if (flag != SK_EXP_SKILL_ONLY)
1767 { 1746 {
1800 player_lvl_adj (op, skill_obj); 1779 player_lvl_adj (op, skill_obj);
1801 } 1780 }
1802} 1781}
1803 1782
1804/* This function checks to make sure that object 'op' can 1783/* This function checks to make sure that object 'op' can
1805 * lost 'exp' experience. It returns the amount of exp 1784 * lose 'exp' experience. It returns the amount of exp
1806 * object 'op' can in fact lose - it basically makes 1785 * object 'op' can in fact lose - it basically makes
1807 * adjustments based on permanent exp and the like. 1786 * adjustments based on permanent exp and the like.
1808 * This function should always be used for losing experience - 1787 * This function should always be used for losing experience -
1809 * the 'exp' value passed should be positive - this is the 1788 * the 'exp' value passed should be positive - this is the
1810 * amount that should get subtract from the player. 1789 * amount that should get subtract from the player.
1811 */ 1790 */
1812sint64 1791static sint64
1813check_exp_loss (const object *op, sint64 exp) 1792check_exp_loss (const object *op, sint64 exp)
1814{ 1793{
1815 sint64 del_exp; 1794 sint64 del_exp;
1816 1795
1817 if (exp > op->stats.exp) 1796 if (exp > op->stats.exp)
1818 exp = op->stats.exp; 1797 exp = op->stats.exp;
1798
1819 if (settings.permanent_exp_ratio) 1799 if (settings.permanent_exp_ratio)
1820 { 1800 {
1821 del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO); 1801 del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO);
1802
1822 if (del_exp < 0) 1803 if (del_exp < 0)
1823 del_exp = 0; 1804 del_exp = 0;
1805
1824 if (exp > del_exp) 1806 if (exp > del_exp)
1825 exp = del_exp; 1807 exp = del_exp;
1826 } 1808 }
1809
1827 return exp; 1810 return exp;
1828} 1811}
1829 1812
1830sint64 1813sint64
1831check_exp_adjust (const object *op, sint64 exp) 1814check_exp_adjust (const object *op, sint64 exp)
1832{ 1815{
1833 if (exp < 0) 1816 if (exp < 0)
1834 return check_exp_loss (op, exp); 1817 return check_exp_loss (op, exp);
1835 else 1818 else
1836 return MIN (exp, (sint64) MAX_EXPERIENCE - op->stats.exp); 1819 return min (exp, (sint64)MAX_EXPERIENCE - op->stats.exp);
1837} 1820}
1838
1839 1821
1840/* Subtracts experience from player. 1822/* Subtracts experience from player.
1841 * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we 1823 * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we
1842 * only subtract from the matching skill. Otherwise, 1824 * only subtract from the matching skill. Otherwise,
1843 * this subtracts a portion from all 1825 * this subtracts a portion from all
1857 sint64 del_exp; 1839 sint64 del_exp;
1858 1840
1859 for (tmp = op->inv; tmp; tmp = tmp->below) 1841 for (tmp = op->inv; tmp; tmp = tmp->below)
1860 if (tmp->type == SKILL && tmp->stats.exp) 1842 if (tmp->type == SKILL && tmp->stats.exp)
1861 { 1843 {
1862 if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (tmp->skill, skill)) 1844 if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (&tmp->skill, skill))
1863 { 1845 {
1864 del_exp = check_exp_loss (tmp, exp); 1846 del_exp = check_exp_loss (tmp, exp);
1865 tmp->stats.exp -= del_exp; 1847 tmp->stats.exp -= del_exp;
1866 player_lvl_adj (op, tmp); 1848 player_lvl_adj (op, tmp);
1867 } 1849 }
1955 * amount of permenent experience, whichever gives the lowest loss. 1937 * amount of permenent experience, whichever gives the lowest loss.
1956 */ 1938 */
1957void 1939void
1958apply_death_exp_penalty (object *op) 1940apply_death_exp_penalty (object *op)
1959{ 1941{
1960 object *tmp;
1961 sint64 loss; 1942 sint64 loss;
1962 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */ 1943 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */
1963 sint64 level_loss; /* defined by the setting 'death_penalty_levels */ 1944 sint64 level_loss; /* defined by the setting 'death_penalty_levels */
1964 1945
1965 for (tmp = op->inv; tmp; tmp = tmp->below) 1946 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1966 if (tmp->type == SKILL && tmp->stats.exp) 1947 if (tmp->type == SKILL && tmp->stats.exp)
1967 { 1948 {
1968
1969 percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100; 1949 percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100;
1970 level_loss = tmp->stats.exp - levels[MAX (0, tmp->level - settings.death_penalty_level)]; 1950 level_loss = tmp->stats.exp - levels [max (0, tmp->level - settings.death_penalty_level)];
1971 1951
1972 /* With the revised exp system, you can get cases where 1952 /* With the revised exp system, you can get cases where
1973 * losing several levels would still require that you have more 1953 * losing several levels would still require that you have more
1974 * exp than you currently have - this is true if the levels 1954 * exp than you currently have - this is true if the levels
1975 * tables is a lot harder. 1955 * tables is a lot harder.
1976 */ 1956 */
1977 if (level_loss < 0) 1957 if (level_loss < 0)
1978 level_loss = 0; 1958 level_loss = 0;
1979 1959
1980 loss = check_exp_loss (tmp, MIN (level_loss, percentage_loss)); 1960 loss = check_exp_loss (tmp, min (level_loss, percentage_loss));
1981 1961
1982 tmp->stats.exp -= loss; 1962 tmp->stats.exp -= loss;
1983 player_lvl_adj (op, tmp); 1963 player_lvl_adj (op, tmp);
1984 } 1964 }
1985 1965
1986 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100; 1966 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100;
1987 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)];
1988 1968
1989 if (level_loss < 0) 1969 if (level_loss < 0)
1990 level_loss = 0; 1970 level_loss = 0;
1971
1991 loss = check_exp_loss (op, MIN (level_loss, percentage_loss)); 1972 loss = check_exp_loss (op, min (level_loss, percentage_loss));
1992 1973
1993 op->stats.exp -= loss; 1974 op->stats.exp -= loss;
1994 player_lvl_adj (op, NULL); 1975 player_lvl_adj (op, NULL);
1995} 1976}
1996 1977

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