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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 1.119 by root, Thu Apr 15 04:56:46 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 */
139/* 139/*
140 Since this is nowhere defined ... 140 Since this is nowhere defined ...
141 Both come in handy at least in function add_exp() 141 Both come in handy at least in function add_exp()
142*/ 142*/
143 143
144#define MAX_EXPERIENCE levels[settings.max_level] 144#define MAX_EXPERIENCE levels [settings.max_level]
145 145
146/* because exp_obj sum to make the total score, 146/* because exp_obj sum to make the total score,
147 * we cannot allow that sum to exceed the maximum 147 * we cannot allow that sum to exceed the maximum
148 * amount of experience a player can gain. Thus 148 * amount of experience a player can gain. Thus
149 * we define MAX_EXP_IN_OBJ. It is important to try 149 * we define MAX_EXP_IN_OBJ. It is important to try
156 * line with progression of previous levels, so 156 * line with progression of previous levels, so
157 * if more levels are desired, this should be fixed. 157 * if more levels are desired, this should be fixed.
158 * -b.t. 158 * -b.t.
159 */ 159 */
160 160
161#define MAX_EXP_IN_OBJ levels[settings.max_level]/(MAX_EXP_CAT - 1) 161#define MAX_EXP_IN_OBJ MAX_EXP_IN_OBJ / (MAX_EXP_CAT - 1)
162
163extern sint64 *levels;
164 162
165#define MAX_SAVE_LEVEL 110 163#define MAX_SAVE_LEVEL 110
166 164
167/* This no longer needs to be changed anytime the number of 165/* This no longer needs to be changed anytime the number of
168 * levels is increased - rather, did_make_save will do the 166 * levels is increased - rather, did_make_save will do the
262/* Rather than having a whole bunch of if (flag) new_draw.. else new_draw, 260/* Rather than having a whole bunch of if (flag) new_draw.. else new_draw,
263 * make this macro to clean those up. Not usuable outside change_abil 261 * make this macro to clean those up. Not usuable outside change_abil
264 * function since some of the values passed to new_draw_info are hardcoded. 262 * function since some of the values passed to new_draw_info are hardcoded.
265 */ 263 */
266#define DIFF_MSG(flag, msg1, msg2) \ 264#define DIFF_MSG(flag, msg1, msg2) \
267 new_draw_info(NDI_UNIQUE, 0, op, (flag>0)?msg1:msg2); 265 new_draw_info (NDI_UNIQUE, 0, op, (flag > 0) ? msg1 : msg2);
268 266
269/* return 1 if we sucessfully changed a stat, 0 if nothing was changed. */ 267/* return 1 if we sucessfully changed a stat, 0 if nothing was changed. */
270 268
271/* flag is set to 1 if we are applying the object, -1 if we are removing 269/* flag is set to 1 if we are applying the object, -1 if we are removing
272 * the object. 270 * the object.
280 * that gives them that ability. 278 * that gives them that ability.
281 */ 279 */
282int 280int
283change_abil (object *op, object *tmp) 281change_abil (object *op, object *tmp)
284{ 282{
285 int flag = QUERY_FLAG (tmp, FLAG_APPLIED) ? 1 : -1, success = 0; 283 int flag = tmp->flag [FLAG_APPLIED] ? 1 : -1;
284 int success = 0;
286 char message[MAX_BUF]; 285 char message[MAX_BUF];
287 int potion_max = 0; 286 int potion_max = 0;
288 287
289 /* remember what object was like before it was changed. note that 288 // keep some stats for comparison purposes
290 * refop is a local copy of op only to be used for detecting changes 289 object::flags_t prev_flag = op->flag;
291 * found by update_stats. refop is not a real object 290 MoveType prev_move_type = op->move_type;
292 */ 291 sint16 prev_resist [NROFATTACKS]; // clumsy
293 object_copy refop = *op; 292 assert (sizeof (prev_resist) == sizeof (op->resist));
293 memcpy (prev_resist, op->resist, sizeof (prev_resist));
294 294
295 if (op->type == PLAYER) 295 if (op->type == PLAYER)
296 { 296 {
297 if (tmp->type == POTION) 297 if (tmp->type == POTION)
298 { 298 {
299 potion_max = 1; 299 potion_max = 1;
300
300 for (int j = 0; j < NUM_STATS; j++) 301 for (int j = 0; j < NUM_STATS; j++)
301 { 302 {
302 int ostat = op->contr->orig_stats.stat (j); 303 int ostat = op->contr->orig_stats.stat (j);
303 int i = tmp->stats.stat (j); 304 int i = tmp->stats.stat (j);
304 305
305 /* nstat is what the stat will be after use of the potion */ 306 /* nstat is what the stat will be after use of the potion */
306 int nstat = flag * i + ostat; 307 int nstat = flag * i + ostat;
307 308
308 /* Do some bounds checking. While I don't think any 309 /* 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 310 * that adjust that stat by more than one point, so we need
311 * to allow for that. 311 * to allow for that.
312 */ 312 */
313 if (nstat < 1 && i * flag < 0) 313 if (nstat < 1 && i * flag < 0)
314 nstat = 1; 314 nstat = 1;
366 { 366 {
367 success = 1; 367 success = 1;
368 DIFF_MSG (flag, "Your hands begin to glow red.", "Your hands stop glowing red."); 368 DIFF_MSG (flag, "Your hands begin to glow red.", "Your hands stop glowing red.");
369 } 369 }
370 370
371 if (QUERY_FLAG (op, FLAG_LIFESAVE) != QUERY_FLAG (&refop, FLAG_LIFESAVE)) 371 if (op->flag [FLAG_LIFESAVE] != prev_flag [FLAG_LIFESAVE])
372 { 372 {
373 success = 1; 373 success = 1;
374 DIFF_MSG (flag, "You feel very protected.", "You don't feel protected anymore."); 374 DIFF_MSG (flag, "You feel very protected.", "You don't feel protected anymore.");
375 } 375 }
376 376
377 if (QUERY_FLAG (op, FLAG_REFL_MISSILE) != QUERY_FLAG (&refop, FLAG_REFL_MISSILE)) 377 if (op->flag [FLAG_REFL_MISSILE] != prev_flag [FLAG_REFL_MISSILE])
378 { 378 {
379 success = 1; 379 success = 1;
380 DIFF_MSG (flag, "A magic force shimmers around you.", "The magic force fades away."); 380 DIFF_MSG (flag, "A magic force shimmers around you.", "The magic force fades away.");
381 } 381 }
382 382
383 if (QUERY_FLAG (op, FLAG_REFL_SPELL) != QUERY_FLAG (&refop, FLAG_REFL_SPELL)) 383 if (op->flag [FLAG_REFL_SPELL] != prev_flag [FLAG_REFL_SPELL])
384 { 384 {
385 success = 1; 385 success = 1;
386 DIFF_MSG (flag, "You feel more safe now, somehow.", "Suddenly you feel less safe, somehow."); 386 DIFF_MSG (flag, "You feel more safe now, somehow.", "Suddenly you feel less safe, somehow.");
387 } 387 }
388 388
390 * user has multiple items giving the same type appled like we 390 * user has multiple items giving the same type appled like we
391 * used to - that is more work than what we gain, plus messages 391 * used to - that is more work than what we gain, plus messages
392 * can be misleading (a little higher could be miscontrued from 392 * can be misleading (a little higher could be miscontrued from
393 * from fly high) 393 * from fly high)
394 */ 394 */
395 if (tmp->move_type && op->move_type != refop.move_type) 395 if (tmp->move_type && op->move_type != prev_move_type)
396 { 396 {
397 success = 1; 397 success = 1;
398 398
399 /* MOVE_FLY_HIGH trumps MOVE_FLY_LOW - changing your move_fly_low 399 /* MOVE_FLY_HIGH trumps MOVE_FLY_LOW - changing your move_fly_low
400 * status doesn't make a difference if you are flying high 400 * status doesn't make a difference if you are flying high
401 */ 401 */
402 if (tmp->move_type & MOVE_FLY_LOW && !(op->move_type & MOVE_FLY_HIGH)) 402 if (tmp->move_type & MOVE_FLY_LOW && !(op->move_type & MOVE_FLY_HIGH))
403 { 403 {
404 DIFF_MSG (flag, "You start to float in the air!.", "You float down to the ground."); 404 DIFF_MSG (flag, "You start to float in the air!", "You float down to the ground.");
405 } 405 }
406 406
407 if (tmp->move_type & MOVE_FLY_HIGH) 407 if (tmp->move_type & MOVE_FLY_HIGH)
408 { 408 {
409 /* double conditional - second case covers if you have move_fly_low - 409 /* 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.")); 413 (op->move_type & MOVE_FLY_LOW ? "You fly lower in the air" : "You float down to the ground."));
414 } 414 }
415 415
416 if (tmp->move_type & MOVE_SWIM) 416 if (tmp->move_type & MOVE_SWIM)
417 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");
418
419 /* Changing move status may mean you are affected by things you weren't before */
420 check_move_on (op, op);
421 } 418 }
422 419
423 /* becoming UNDEAD... a special treatment for this flag. Only those not 420 /* becoming UNDEAD... a special treatment for this flag. Only those not
424 * originally undead may change their status 421 * originally undead may change their status
425 */ 422 */
426 if (!QUERY_FLAG (op->arch, FLAG_UNDEAD)) 423 if (!op->arch->flag [FLAG_UNDEAD])
427 if (QUERY_FLAG (op, FLAG_UNDEAD) != QUERY_FLAG (&refop, FLAG_UNDEAD)) 424 if (op->flag [FLAG_UNDEAD] != prev_flag [FLAG_UNDEAD])
428 { 425 {
429 success = 1; 426 success = 1;
430 if (flag > 0) 427 if (flag > 0)
431 { 428 {
432 op->race = "undead"; 429 op->race = "undead";
437 op->race = op->arch->race; 434 op->race = op->arch->race;
438 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!"); 435 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!");
439 } 436 }
440 } 437 }
441 438
442 if (QUERY_FLAG (op, FLAG_STEALTH) != QUERY_FLAG (&refop, FLAG_STEALTH)) 439 if (op->flag [FLAG_STEALTH] != prev_flag [FLAG_STEALTH])
443 { 440 {
444 success = 1; 441 success = 1;
445 DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily."); 442 DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily.");
446 } 443 }
447 444
448 if (QUERY_FLAG (op, FLAG_MAKE_INVIS) != QUERY_FLAG (&refop, FLAG_MAKE_INVIS)) 445 if (op->flag [FLAG_MAKE_INVIS] != prev_flag [FLAG_MAKE_INVIS])
449 { 446 {
450 success = 1; 447 success = 1;
451 DIFF_MSG (flag, "You become transparent.", "You can see yourself."); 448 DIFF_MSG (flag, "You become transparent.", "You can see yourself.");
452 } 449 }
453 450
454 /* blinded you can tell if more blinded since blinded player has minimal 451 /* blinded you can tell if more blinded since blinded player has minimal
455 * vision 452 * vision
456 */ 453 */
457 if (QUERY_FLAG (tmp, FLAG_BLIND)) 454 if (tmp->flag [FLAG_BLIND])
458 { 455 {
459 success = 1; 456 success = 1;
460 if (flag > 0) 457 if (flag > 0)
461 { 458 {
462 if (QUERY_FLAG (op, FLAG_WIZ)) 459 if (op->flag [FLAG_WIZ])
463 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self is blinded."); 460 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self is blinded.");
464 else 461 else
465 { 462 {
466 new_draw_info (NDI_UNIQUE, 0, op, "You are blinded."); 463 new_draw_info (NDI_UNIQUE, 0, op, "You are blinded.");
467 SET_FLAG (op, FLAG_BLIND); 464 op->set_flag (FLAG_BLIND);
468 if (op->type == PLAYER) 465 if (op->type == PLAYER)
469 op->contr->do_los = 1; 466 op->contr->do_los = 1;
470 } 467 }
471 } 468 }
472 else 469 else
473 { 470 {
474 if (QUERY_FLAG (op, FLAG_WIZ)) 471 if (op->flag [FLAG_WIZ])
475 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self can now see again."); 472 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self can now see again.");
476 else 473 else
477 { 474 {
478 new_draw_info (NDI_UNIQUE, 0, op, "Your vision returns."); 475 new_draw_info (NDI_UNIQUE, 0, op, "Your vision returns.");
479 CLEAR_FLAG (op, FLAG_BLIND); 476 op->clr_flag (FLAG_BLIND);
480 if (op->type == PLAYER) 477 if (op->type == PLAYER)
481 op->contr->do_los = 1; 478 op->contr->do_los = 1;
482 } 479 }
483 } 480 }
484 } 481 }
485 482
486 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK) != QUERY_FLAG (&refop, FLAG_SEE_IN_DARK)) 483 if (op->flag [FLAG_SEE_IN_DARK] != prev_flag [FLAG_SEE_IN_DARK])
487 { 484 {
488 success = 1; 485 success = 1;
489 if (op->type == PLAYER) 486 if (op->type == PLAYER)
490 op->contr->do_los = 1; 487 op->contr->do_los = 1;
491 DIFF_MSG (flag, "Your vision is better in the dark.", "You see less well in the dark."); 488 DIFF_MSG (flag, "Your vision is better in the dark.", "You see less well in the dark.");
492 } 489 }
493 490
494 if (QUERY_FLAG (op, FLAG_XRAYS) != QUERY_FLAG (&refop, FLAG_XRAYS)) 491 if (op->flag [FLAG_XRAYS] != prev_flag [FLAG_XRAYS])
495 { 492 {
496 success = 1; 493 success = 1;
497 if (flag > 0) 494 if (flag > 0)
498 { 495 {
499 if (QUERY_FLAG (op, FLAG_WIZ)) 496 if (op->flag [FLAG_WIZ])
500 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a little clearer."); 497 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a little clearer.");
501 else 498 else
502 { 499 {
503 new_draw_info (NDI_UNIQUE, 0, op, "Everything becomes transparent."); 500 new_draw_info (NDI_UNIQUE, 0, op, "Everything becomes transparent.");
504 if (op->type == PLAYER) 501 if (op->type == PLAYER)
505 op->contr->do_los = 1; 502 op->contr->do_los = 1;
506 } 503 }
507 } 504 }
508 else 505 else
509 { 506 {
510 if (QUERY_FLAG (op, FLAG_WIZ)) 507 if (op->flag [FLAG_WIZ])
511 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a bit out of focus."); 508 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a bit out of focus.");
512 else 509 else
513 { 510 {
514 new_draw_info (NDI_UNIQUE, 0, op, "Everything suddenly looks very solid."); 511 new_draw_info (NDI_UNIQUE, 0, op, "Everything suddenly looks very solid.");
515 if (op->type == PLAYER) 512 if (op->type == PLAYER)
522 { 519 {
523 success = 1; 520 success = 1;
524 DIFF_MSG (flag * tmp->stats.luck, "You feel more lucky.", "You feel less lucky."); 521 DIFF_MSG (flag * tmp->stats.luck, "You feel more lucky.", "You feel less lucky.");
525 } 522 }
526 523
524 if (digest_types [tmp->type])
525 {
527 if (tmp->stats.hp && op->type == PLAYER) 526 if (tmp->stats.hp && op->type == PLAYER)
528 { 527 {
529 success = 1; 528 success = 1;
530 DIFF_MSG (flag * tmp->stats.hp, "You feel much more healthy!", "You feel much less healthy!"); 529 DIFF_MSG (flag * tmp->stats.hp, "You feel much more healthy!", "You feel much less healthy!");
531 } 530 }
532 531
533 if (tmp->stats.sp && op->type == PLAYER && tmp->type != SKILL) 532 if (tmp->stats.sp && op->type == PLAYER
534 { 533 && tmp->type != SKILL && tmp->type != BOW)
534 {
535 success = 1; 535 success = 1;
536 DIFF_MSG (flag * tmp->stats.sp, "You feel one with the powers of magic!", "You suddenly feel very mundane."); 536 DIFF_MSG (flag * tmp->stats.sp, "You feel one with the powers of magic!", "You suddenly feel very mundane.");
537 } 537 }
538 538
539 /* for the future when artifacts set this -b.t. */ 539 /* for the future when artifacts set this -b.t. */
540 if (tmp->stats.grace && op->type == PLAYER) 540 if (tmp->stats.grace && op->type == PLAYER)
541 { 541 {
542 success = 1; 542 success = 1;
543 DIFF_MSG (flag * tmp->stats.grace, "You feel closer to your god!", "You suddenly feel less holy."); 543 DIFF_MSG (flag * tmp->stats.grace, "You feel closer to your god!", "You suddenly feel less holy.");
544 } 544 }
545 545
546 if (tmp->stats.food && op->type == PLAYER) 546 if (tmp->stats.food && op->type == PLAYER)
547 { 547 {
548 success = 1; 548 success = 1;
549 DIFF_MSG (flag * tmp->stats.food, "You feel your digestion slowing down.", "You feel your digestion speeding up."); 549 DIFF_MSG (flag * tmp->stats.food, "You feel your digestion slowing down.", "You feel your digestion speeding up.");
550 }
550 } 551 }
551 552
552 /* Messages for changed resistance */ 553 /* Messages for changed resistance */
553 for (int i = 0; i < NROFATTACKS; i++) 554 for (int i = 0; i < NROFATTACKS; i++)
554 { 555 {
555 if (i == ATNR_PHYSICAL) 556 if (i == ATNR_PHYSICAL)
556 continue; /* Don't display about armour */ 557 continue; /* Don't display about armour */
557 558
558 if (op->resist[i] != refop.resist[i]) 559 if (op->resist [i] != prev_resist [i])
559 { 560 {
560 success = 1; 561 success = 1;
562
561 if (op->resist[i] > refop.resist[i]) 563 if (op->resist [i] > prev_resist [i])
562 sprintf (message, "Your resistance to %s rises to %d%%.", change_resist_msg[i], op->resist[i]); 564 sprintf (message, "Your resistance to %s rises to %d%%.", change_resist_msg [i], op->resist [i]);
563 else 565 else
564 sprintf (message, "Your resistance to %s drops to %d%%.", change_resist_msg[i], op->resist[i]); 566 sprintf (message, "Your resistance to %s drops to %d%%.", change_resist_msg [i], op->resist [i]);
565 567
566 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message); 568 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message);
567 } 569 }
568 } 570 }
569 571
570 if (!potion_max) 572 if (!potion_max)
571 {
572 for (int j = 0; j < NUM_STATS; j++) 573 for (int j = 0; j < NUM_STATS; j++)
573 {
574 if (int i = tmp->stats.stat (j)) 574 if (int i = tmp->stats.stat (j))
575 { 575 {
576 success = 1; 576 success = 1;
577 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]); 577 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]);
578 } 578 }
579 }
580 }
581 579
582 return success; 580 return success;
583} 581}
584 582
585/* 583/*
596object::drain_specific_stat (int deplete_stats) 594object::drain_specific_stat (int deplete_stats)
597{ 595{
598 object *tmp; 596 object *tmp;
599 archetype *at; 597 archetype *at;
600 598
601 at = archetype::find (ARCH_DEPLETION); 599 at = archetype::find (shstr_depletion);
602 if (!at) 600 if (!at)
603 { 601 {
604 LOG (llevError, "Couldn't find archetype depletion.\n"); 602 LOG (llevError, "Couldn't find archetype depletion.\n");
605 return; 603 return;
606 } 604 }
608 { 606 {
609 tmp = present_arch_in_ob (at, this); 607 tmp = present_arch_in_ob (at, this);
610 608
611 if (!tmp) 609 if (!tmp)
612 { 610 {
613 tmp = arch_to_object (at); 611 tmp = at->instance ();
614 tmp = insert_ob_in_ob (tmp, this); 612 tmp = insert_ob_in_ob (tmp, this);
615 SET_FLAG (tmp, FLAG_APPLIED); 613 tmp->set_flag (FLAG_APPLIED);
616 } 614 }
617 } 615 }
618 616
619 new_draw_info (NDI_UNIQUE, 0, this, drain_msg[deplete_stats]); 617 new_draw_info (NDI_UNIQUE, 0, this, drain_msg[deplete_stats]);
620 change_attr_value (&tmp->stats, deplete_stats, -1); 618 change_attr_value (&tmp->stats, deplete_stats, -1);
626 * via an applied bad_luck object. 624 * via an applied bad_luck object.
627 */ 625 */
628void 626void
629object::change_luck (int value) 627object::change_luck (int value)
630{ 628{
631 archetype *at = archetype::find ("luck"); 629 archetype *at = archetype::find (shstr_luck);
632 if (!at) 630 if (!at)
633 LOG (llevError, "Couldn't find archetype luck.\n"); 631 LOG (llevError, "Couldn't find archetype luck.\n");
634 else 632 else
635 { 633 {
636 object *tmp = present_arch_in_ob (at, this); 634 object *tmp = present_arch_in_ob (at, this);
638 if (!tmp) 636 if (!tmp)
639 { 637 {
640 if (!value) 638 if (!value)
641 return; 639 return;
642 640
643 tmp = arch_to_object (at); 641 tmp = at->instance ();
644 tmp = insert_ob_in_ob (tmp, this); 642 tmp = insert_ob_in_ob (tmp, this);
645 SET_FLAG (tmp, FLAG_APPLIED); 643 tmp->set_flag (FLAG_APPLIED);
646 } 644 }
647 645
648 if (value) 646 if (value)
649 { 647 {
650 /* Limit the luck value of the bad luck object to +/-100. This 648 /* Limit the luck value of the bad luck object to +/-100. This
703 sint8 v = arch->stats.stat (i); 701 sint8 v = arch->stats.stat (i);
704 stats.stat (i) += v; 702 stats.stat (i) += v;
705 contr->orig_stats.stat (i) += v; 703 contr->orig_stats.stat (i) += v;
706 } 704 }
707} 705}
708
709/* These are the items that currently can change digestion, regeneration,
710 * spell point recovery and mana point recovery. Seems sort of an arbitary
711 * list, but other items store other info into stats array.
712 */
713static struct digest_types : std::bitset<NUM_TYPES>
714{
715 digest_types ()
716 {
717 set (WEAPON);
718 set (BOW);
719 set (ARMOUR);
720 set (HELMET);
721 set (SHIELD);
722 set (RING);
723 set (BOOTS);
724 set (GLOVES);
725 set (AMULET);
726 set (GIRDLE);
727 set (BRACERS);
728 set (CLOAK);
729 set (DISEASE);
730 set (FORCE);
731 set (SKILL);
732 }
733} digest_types;
734 706
735static struct copy_flags : object::flags_t 707static struct copy_flags : object::flags_t
736{ 708{
737 copy_flags () 709 copy_flags ()
738 { 710 {
765 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; 737 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS];
766 object *grace_obj = NULL, *mana_obj = NULL, *tmp; 738 object *grace_obj = NULL, *mana_obj = NULL, *tmp;
767 float old_speed = speed; 739 float old_speed = speed;
768 int stat_sum [NUM_STATS]; 740 int stat_sum [NUM_STATS];
769 741
742 MoveType move_type; // we use change_move_type to change it, so use a local copy
743
770 /* First task is to clear all the values back to their original values */ 744 /* First task is to clear all the values back to their original values */
771 if (type == PLAYER) 745 if (type == PLAYER)
772 { 746 {
747 contr->delayed_update = false;
748
773 for (int i = 0; i < NUM_STATS; i++) 749 for (int i = 0; i < NUM_STATS; i++)
774 stat_sum [i] = contr->orig_stats.stat (i); 750 stat_sum [i] = contr->orig_stats.stat (i);
775 751
776 if (settings.spell_encumbrance == TRUE) 752 if (settings.spell_encumbrance == TRUE)
777 contr->encumbrance = 0; 753 contr->encumbrance = 0;
789 for (int i = NUM_BODY_LOCATIONS; i--; ) 765 for (int i = NUM_BODY_LOCATIONS; i--; )
790 slot[i].used = slot[i].info; 766 slot[i].used = slot[i].info;
791 767
792 slaying = 0; 768 slaying = 0;
793 769
794 if (!QUERY_FLAG (this, FLAG_WIZ)) 770 if (!this->flag [FLAG_WIZ])
795 {
796 CLEAR_FLAG (this, FLAG_XRAYS);
797 CLEAR_FLAG (this, FLAG_MAKE_INVIS);
798 } 771 {
772 this->clr_flag (FLAG_XRAYS);
773 this->clr_flag (FLAG_MAKE_INVIS);
774 }
799 775
800 CLEAR_FLAG (this, FLAG_LIFESAVE); 776 this->clr_flag (FLAG_LIFESAVE);
801 CLEAR_FLAG (this, FLAG_STEALTH); 777 this->clr_flag (FLAG_STEALTH);
802 CLEAR_FLAG (this, FLAG_BLIND); 778 this->clr_flag (FLAG_BLIND);
803 779
804 if (!QUERY_FLAG (arch, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL); 780 if (!arch->flag [FLAG_REFL_SPELL ]) this->clr_flag (FLAG_REFL_SPELL);
805 if (!QUERY_FLAG (arch, FLAG_REFL_MISSILE)) CLEAR_FLAG (this, FLAG_REFL_MISSILE); 781 if (!arch->flag [FLAG_REFL_MISSILE]) this->clr_flag (FLAG_REFL_MISSILE);
806 if (!QUERY_FLAG (arch, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD); 782 if (!arch->flag [FLAG_UNDEAD ]) this->clr_flag (FLAG_UNDEAD);
807 if (!QUERY_FLAG (arch, FLAG_SEE_IN_DARK )) CLEAR_FLAG (this, FLAG_SEE_IN_DARK); 783 if (!arch->flag [FLAG_SEE_IN_DARK ]) this->clr_flag (FLAG_SEE_IN_DARK);
808 784
809 path_attuned = arch->path_attuned; 785 path_attuned = arch->path_attuned;
810 path_repelled = arch->path_repelled; 786 path_repelled = arch->path_repelled;
811 path_denied = arch->path_denied; 787 path_denied = arch->path_denied;
812 glow_radius = arch->glow_radius; 788 glow_radius = arch->glow_radius;
813 move_type = arch->move_type; 789 move_type = arch->move_type;
814 790
815 chosen_skill = 0;
816
817 /* initializing resistances from the values in player/monster's 791 /* initializing resistances from the values in player/monster's
818 * archetype clone 792 * archetype clone
819 */ 793 */
820 memcpy (&resist, &arch->resist, sizeof (resist)); 794 memcpy (&resist, &arch->resist, sizeof (resist));
821 795
822 for (int i = 0; i < NROFATTACKS; i++) 796 for (int i = 0; i < NROFATTACKS; i++)
823 { 797 {
824 if (resist[i] > 0) 798 if (resist[i] > 0)
825 prot[i] = resist[i], vuln[i] = 0; 799 prot[i] = resist[i], vuln[i] = 0;
826 else 800 else
827 vuln[i] = -(resist[i]), prot[i] = 0; 801 vuln[i] = -resist[i], prot[i] = 0;
828 802
829 potion_resist[i] = 0; 803 potion_resist[i] = -1000;
830 } 804 }
831 805
832 wc = arch->stats.wc; 806 wc = arch->stats.wc;
833 stats.dam = arch->stats.dam; 807 stats.dam = arch->stats.dam;
834 808
837 * the fact that maxlevel is factored in could be considered sort of bogus - 811 * the fact that maxlevel is factored in could be considered sort of bogus -
838 * we should probably give them some bonus and cap it off - otherwise, 812 * we should probably give them some bonus and cap it off - otherwise,
839 * basically, if a server updates its max level, these playes may find 813 * basically, if a server updates its max level, these playes may find
840 * that their protection from physical goes down 814 * that their protection from physical goes down
841 */ 815 */
842 if (!QUERY_FLAG (this, FLAG_USE_ARMOUR) && type == PLAYER) 816 if (!this->flag [FLAG_USE_ARMOUR] && type == PLAYER)
843 { 817 {
844 ac = max (-10, arch->stats.ac - level / 3); 818 ac = max (-10, arch->stats.ac - level / 3);
845 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100; 819 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100;
846 } 820 }
847 else 821 else
848 ac = arch->stats.ac; 822 ac = arch->stats.ac;
849 823
850 stats.luck = arch->stats.luck; 824 stats.luck = arch->stats.luck;
851 speed = arch->speed; 825 speed = arch->speed;
826
827 chosen_skill = 0;
852 828
853 /* OK - we've reset most all the objects attributes to sane values. 829 /* OK - we've reset most all the objects attributes to sane values.
854 * now go through and make adjustments for what the player has equipped. 830 * now go through and make adjustments for what the player has equipped.
855 */ 831 */
856 for (tmp = inv; tmp; tmp = tmp->below) 832 for (tmp = inv; tmp; tmp = tmp->below)
857 { 833 {
858 /* This happens because apply_potion calls change_abil with the potion 834 /* This happens because apply_potion calls change_abil with the potion
859 * applied so we can tell the player what changed. But change_abil 835 * applied so we can tell the player what changed. But change_abil
860 * then calls this function. 836 * then calls this function.
861 */ 837 */
862 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION) 838 if (tmp->flag [FLAG_APPLIED] && tmp->type == POTION)
863 continue; 839 continue;
864 840
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; 841 glow_radius += tmp->glow_radius;
870 842
871 /* For some things, we don't care what is equipped */ 843 /* For some things, we don't care what is equipped */
872 if (tmp->type == SKILL) 844 if (tmp->type == SKILL)
873 { 845 {
874 /* Want to take the highest skill here. */ 846 /* Want to take the highest skill here. */
887 else if (tmp->level > grace_obj->level) 859 else if (tmp->level > grace_obj->level)
888 grace_obj = tmp; 860 grace_obj = tmp;
889 } 861 }
890 } 862 }
891 863
892 /* Container objects are not meant to adjust a players, but other applied 864 /* Container objects are not meant to adjust players, but other applied
893 * objects need to make adjustments. 865 * objects need to make adjustments.
894 * This block should handle all player specific changes 866 * This block should handle all player specific changes
895 * The check for Praying is a bit of a hack - god given bonuses are put 867 * 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. 868 * 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, 869 * It also means we need to put in additional checks for applied below,
899 * up, etc. 871 * up, etc.
900 */ 872 */
901 if ((tmp->flag [FLAG_APPLIED] 873 if ((tmp->flag [FLAG_APPLIED]
902 && tmp->type != CONTAINER 874 && tmp->type != CONTAINER
903 && tmp->type != CLOSE_CON) 875 && tmp->type != CLOSE_CON)
904 || (tmp->type == SKILL
905 && tmp->subtype == SK_PRAYING)) 876 || (tmp->type == SKILL && tmp->subtype == SK_PRAYING))
906 { 877 {
907 if (type == PLAYER) 878 if (type == PLAYER)
908 { 879 {
909 contr->item_power += tmp->item_power; 880 contr->item_power += tmp->item_power;
910 881
911 if (tmp == contr->combat_ob || tmp == contr->ranged_ob)
912 if (tmp != current_weapon
913 && (tmp->type != SKILL || tmp->subtype != SK_PRAYING)
914 && !tmp->flag [FLAG_CURSED]
915 && !tmp->flag [FLAG_DAMNED])
916 continue;
917
918 for (int i = 0; i < NUM_STATS; i++) 882 for (int i = 0; i < NUM_STATS; i++)
919 stat_sum [i] = stat_sum [i] + tmp->stats.stat (i); 883 stat_sum [i] += tmp->stats.stat (i);
920 884
921 if (digest_types [tmp->type]) 885 if (digest_types [tmp->type])
922 { 886 {
923 contr->digestion += tmp->stats.food; 887 contr->digestion += tmp->stats.food;
924 contr->gen_hp += tmp->stats.hp; 888 contr->gen_hp += tmp->stats.hp;
889 if (tmp->type != BOW) // ugly exception for bows
925 contr->gen_sp += tmp->stats.sp; 890 contr->gen_sp += tmp->stats.sp;
926 contr->gen_grace += tmp->stats.grace; 891 contr->gen_grace += tmp->stats.grace;
927 contr->gen_sp_armour += tmp->gen_sp_armour; 892 contr->gen_sp_armour += tmp->gen_sp_armour;
928 } 893 }
929 } /* if this is a player */ 894 } /* if this is a player */
930 else 895 else
932 if (tmp->type == WEAPON) 897 if (tmp->type == WEAPON)
933 current_weapon = tmp; 898 current_weapon = tmp;
934 } 899 }
935 900
936 /* Update slots used for items */ 901 /* Update slots used for items */
937 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 902 if (tmp->flag [FLAG_APPLIED]) // exclude praying...
938 for (int i = 0; i < NUM_BODY_LOCATIONS; i++) 903 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
939 slot[i].used += tmp->slot[i].info; 904 slot[i].used += tmp->slot[i].info;
940 905
941 if (tmp->type == SYMPTOM) 906 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); 907 min_it (speed_reduce_from_disease, tmp->last_sp ? tmp->last_sp / 100.f : 1.f);
944 908
945 /* Pos. and neg. protections are counted seperate (-> pro/vuln). 909 /* Pos. and neg. protections are counted separate (-> pro/vuln).
946 * (Negative protections are calculated exactly like positive.) 910 * (Negative protections are calculated exactly like positive.)
947 * Resistance from potions are treated special as well. If there's 911 * Resistance from potions are treated special as well. If there's
948 * more than one potion-effect, the bigger prot.-value is taken. 912 * more than one potion-effect, the bigger prot.-value is taken.
949 */ 913 */
950 if (tmp->type != POTION) 914 if (tmp->type == POTION_EFFECT)
951 {
952 for (int i = 0; i < NROFATTACKS; i++) 915 for (int i = 0; i < NROFATTACKS; i++)
953 {
954 /* Potential for cursed potions, in which case we just can use
955 * a straight MAX, as potion_resist is initialised to zero.
956 */
957 if (tmp->type == POTION_EFFECT)
958 {
959 if (potion_resist[i])
960 potion_resist[i] = max (potion_resist[i], tmp->resist[i]);
961 else
962 potion_resist[i] = tmp->resist[i]; 916 max_it (potion_resist[i], tmp->resist[i]);
963 } 917 else if (tmp->type != POTION)
918 for (int i = 0; i < NROFATTACKS; i++)
964 else if (tmp->resist[i] > 0) 919 if (tmp->resist[i] > 0)
965 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100; 920 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100;
966 else if (tmp->resist[i] < 0) 921 else if (tmp->resist[i] < 0)
967 vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100; 922 vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100;
968 }
969 }
970 923
971 /* There may be other things that should not adjust the attacktype */ 924 /* There may be other things that should not adjust the attacktype */
972 if (tmp->type != SYMPTOM) 925 if (tmp->type != SYMPTOM)
973 { 926 {
974 attacktype |= tmp->attacktype; 927 attacktype |= tmp->attacktype;
979 stats.luck += tmp->stats.luck; 932 stats.luck += tmp->stats.luck;
980 } 933 }
981 934
982 flag |= tmp->flag & copy_flags; 935 flag |= tmp->flag & copy_flags;
983 936
984 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (arch, FLAG_UNDEAD)) 937 if (tmp->flag [FLAG_UNDEAD] && !arch->flag [FLAG_UNDEAD])
985 SET_FLAG (this, FLAG_UNDEAD); 938 this->set_flag (FLAG_UNDEAD);
986 939
987 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS)) 940 //TODO: copy_flags?
941 if (tmp->flag [FLAG_MAKE_INVIS])
988 { 942 {
989 SET_FLAG (this, FLAG_MAKE_INVIS); 943 this->set_flag (FLAG_MAKE_INVIS);
990 invisible = 1; 944 invisible = 1;
991 } 945 }
992 946
993 if (tmp->stats.exp && tmp->type != SKILL) 947 if (tmp->stats.exp && tmp->type != SKILL)
994 { 948 {
1001 added_speed += tmp->stats.exp; 955 added_speed += tmp->stats.exp;
1002 } 956 }
1003 957
1004 switch (tmp->type) 958 switch (tmp->type)
1005 { 959 {
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. */
1016 /* for all skills and skill granting objects */
1017 case SKILL: 960 case SKILL:
1018 { 961 {
962 // some skills will end up here without counting as "applied"
1019 if (!QUERY_FLAG (tmp, FLAG_APPLIED) || skill_flags [tmp->subtype] & SF_APPLY) 963 if (!tmp->flag [FLAG_APPLIED] || skill_flags [tmp->subtype] & SF_AUTARK)
1020 break; 964 break;
1021 965
1022 if (chosen_skill) 966 if (chosen_skill)
1023 { 967 {
1024 LOG (llevDebug, "fix_player, op %s has multiple skills applied (%s and %s)\n", 968 LOG (llevDebug, "fix_player, op %s has multiple skills applied (%s and %s)\n",
1026 970
1027 tmp->flag [FLAG_APPLIED] = false; 971 tmp->flag [FLAG_APPLIED] = false;
1028 update_stats (); 972 update_stats ();
1029 return; 973 return;
1030 } 974 }
1031 else 975
1032 chosen_skill = tmp; 976 chosen_skill = tmp;
1033 977
1034 if (tmp->stats.dam > 0) 978 if (tmp->stats.dam > 0)
1035 { /* skill is a 'weapon' */ 979 { /* skill is a 'weapon' */
1036 if (!QUERY_FLAG (this, FLAG_READY_WEAPON)) 980 if (!this->flag [FLAG_READY_WEAPON])
1037 weapon_speed = WEAPON_SPEED (tmp); 981 weapon_speed = max (0, WEAPON_SPEED (tmp));
1038
1039 if (weapon_speed < 0)
1040 weapon_speed = 0;
1041 982
1042 weapon_weight = tmp->weight; 983 weapon_weight = tmp->weight;
1043 stats.dam += 1 + chosen_skill->level * tmp->stats.dam / 9; 984 stats.dam += 1 + chosen_skill->level * tmp->stats.dam / 9;
1044 985
1045 if (tmp->magic) 986 if (tmp->magic)
1054 995
1055 if (tmp->stats.ac) 996 if (tmp->stats.ac)
1056 ac -= tmp->stats.ac + tmp->magic; 997 ac -= tmp->stats.ac + tmp->magic;
1057 998
1058 if (settings.spell_encumbrance == TRUE && type == PLAYER) 999 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1059 contr->encumbrance += (int) 3 *tmp->weight / 1000; 1000 contr->encumbrance += 3 * tmp->weight / 1000;
1060 } 1001 }
1061 1002
1062 break; 1003 break;
1063 1004
1064 case SHIELD: 1005 case SHIELD:
1065 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1006 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1066 contr->encumbrance += (int) tmp->weight / 2000; 1007 contr->encumbrance += tmp->weight / 2000;
1008 //FALLTHROUGH
1067 case RING: 1009 case RING:
1068 case AMULET: 1010 case AMULET:
1069 case GIRDLE: 1011 case GIRDLE:
1070 case HELMET: 1012 case HELMET:
1071 case BOOTS: 1013 case BOOTS:
1080 if (tmp->stats.ac) 1022 if (tmp->stats.ac)
1081 ac -= tmp->stats.ac + tmp->magic; 1023 ac -= tmp->stats.ac + tmp->magic;
1082 1024
1083 break; 1025 break;
1084 1026
1027 case WAND:
1028 case ROD:
1029 case HORN:
1030 break;
1031
1085 case BOW: 1032 case BOW:
1086 case WEAPON: 1033 case WEAPON:
1087 if (type != PLAYER || current_weapon == tmp)
1088 {
1089 wc -= tmp->stats.wc + tmp->magic; 1034 wc -= tmp->stats.wc + tmp->magic;
1090 1035
1091 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0) 1036 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0)
1092 ac -= tmp->stats.ac + tmp->magic; 1037 ac -= tmp->stats.ac + tmp->magic;
1093 1038
1094 stats.dam += tmp->stats.dam + tmp->magic; 1039 stats.dam += tmp->stats.dam + tmp->magic;
1095 weapon_weight = tmp->weight; 1040 weapon_weight = tmp->weight;
1096 weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2; 1041 weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2;
1097 1042
1098 if (weapon_speed < 0) 1043 if (weapon_speed < 0)
1099 weapon_speed = 0; 1044 weapon_speed = 0;
1100 1045
1101 slaying = tmp->slaying; 1046 slaying = tmp->slaying;
1102 1047
1103 /* If there is desire that two handed weapons should do 1048 /* If there is desire that two handed weapons should do
1104 * extra strength damage, this is where the code should 1049 * extra strength damage, this is where the code should
1105 * go. 1050 * go.
1106 */ 1051 */
1107 1052
1108 if (type == PLAYER) 1053 if (type == PLAYER)
1109 if (settings.spell_encumbrance) 1054 if (settings.spell_encumbrance)
1110 contr->encumbrance += tmp->weight * 3 / 1000; 1055 contr->encumbrance += tmp->weight * 3 / 1000;
1111 }
1112 1056
1113 break; 1057 break;
1114 1058
1115 case ARMOUR: /* Only the best of these three are used: */ 1059 case ARMOUR: /* Only the best of these three are used: */
1116 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1060 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1139 else /* To nullify the below effect */ 1083 else /* To nullify the below effect */
1140 ac += tmp->stats.ac + tmp->magic; 1084 ac += tmp->stats.ac + tmp->magic;
1141 } 1085 }
1142 1086
1143 if (tmp->stats.wc) 1087 if (tmp->stats.wc)
1144 wc -= (tmp->stats.wc + tmp->magic); 1088 wc -= tmp->stats.wc + tmp->magic;
1145 1089
1146 if (tmp->stats.ac) 1090 if (tmp->stats.ac)
1147 ac -= (tmp->stats.ac + tmp->magic); 1091 ac -= tmp->stats.ac + tmp->magic;
1148 1092
1149 if (ARMOUR_SPEED (tmp)) 1093 if (ARMOUR_SPEED (tmp))
1150 max_speed = min (max_speed, ARMOUR_SPEED (tmp) / 10.f); 1094 max_speed = min (max_speed, ARMOUR_SPEED (tmp) / 10.f);
1151 1095
1152 break; 1096 break;
1153 } /* switch tmp->type */ 1097 } /* switch tmp->type */
1154 } /* item is equipped */ 1098 } /* item is equipped */
1155 } /* for loop of items */ 1099 } /* for loop of items */
1100
1101 min_it (glow_radius, MAX_LIGHT_RADIUS);
1156 1102
1157 /* We've gone through all the objects the player has equipped. For many things, we 1103 /* 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. 1104 * have generated intermediate values which we now need to assign.
1159 */ 1105 */
1160 1106
1166 */ 1112 */
1167 for (int i = 0; i < NROFATTACKS; i++) 1113 for (int i = 0; i < NROFATTACKS; i++)
1168 { 1114 {
1169 resist[i] = prot[i] - vuln[i]; 1115 resist[i] = prot[i] - vuln[i];
1170 1116
1171 if (potion_resist[i] && ((potion_resist[i] > resist[i]) || (potion_resist[i] < 0))) 1117 if (potion_resist[i] != -1000
1118 && (potion_resist[i] < 0 || potion_resist[i] > resist[i]))
1172 resist[i] = potion_resist[i]; 1119 resist[i] = potion_resist[i];
1173 } 1120 }
1174 1121
1175 if (type == PLAYER) 1122 if (type == PLAYER)
1176 { 1123 {
1177 // clamp various player stats 1124 // clamp various player stats
1178 for (int i = 0; i < NUM_STATS; ++i) 1125 for (int i = 0; i < NUM_STATS; ++i)
1179 stats.stat (i) = clamp (stat_sum [i], MIN_STAT, MAX_STAT); 1126 stats.stat (i) = stat_sum [i];
1127
1128 check_stat_bounds (&stats);
1180 1129
1181 contr->digestion = clamp (contr->digestion, MIN_DIGESTION, MAX_DIGESTION); 1130 contr->digestion = clamp (contr->digestion, MIN_DIGESTION, MAX_DIGESTION);
1182 1131
1183 /* Figure out the players sp/mana/hp totals. */ 1132 /* Figure out the players sp/mana/hp totals. */
1184 int pl_level; 1133 int pl_level;
1185 1134
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! */ 1135 pl_level = max (1, level); /* safety, we should always get 1 levels worth of hp! */
1191 1136
1192 /* You basically get half a con bonus/level. But we do take into account rounding, 1137 /* 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. 1138 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels.
1194 */ 1139 */
1195 stats.maxhp = 0; 1140 stats.maxhp = 0;
1330 1275
1331 speed = 1.f + speed_bonus[stats.Dex]; 1276 speed = 1.f + speed_bonus[stats.Dex];
1332 1277
1333 if (settings.search_items && contr->search_str[0]) 1278 if (settings.search_items && contr->search_str[0])
1334 speed -= 1; 1279 speed -= 1;
1335
1336 if (attacktype == 0)
1337 attacktype = arch->attacktype;
1338 } /* End if player */ 1280 } /* End if player */
1339 1281
1340 if (added_speed >= 0) 1282 if (added_speed >= 0)
1341 speed += added_speed / 10.f; 1283 speed += added_speed / 10.f;
1342 else /* Something wrong here...: */ 1284 else /* Something wrong here...: */
1350 /* f is a number the represents the number of kg above (positive num) 1292 /* 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 1293 * or below (negative number) that the player is carrying. If above
1352 * weight limit, then player suffers a speed reduction based on how 1294 * weight limit, then player suffers a speed reduction based on how
1353 * much above he is, and what is max carry is 1295 * much above he is, and what is max carry is
1354 */ 1296 */
1355 f = (carrying / 1000) - max_carry[stats.Str]; 1297 float f = (carrying / 1000) - max_carry[stats.Str];
1356 if (f > 0) 1298 if (f > 0.f)
1357 speed = speed / (1.f + f / max_carry[stats.Str]); 1299 speed = speed / (1.f + f / max_carry[stats.Str]);
1358 } 1300 }
1359 1301
1360 speed += bonus_speed / 10.f; /* Not affected by limits */ 1302 speed += bonus_speed / 10.f; /* Not affected by limits */
1361
1362 speed = speed * speed_reduce_from_disease; 1303 speed *= speed_reduce_from_disease;
1363 1304
1364 /* Put a lower limit on speed. Note with this speed, you move once every 1305 /* 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. 1306 * 25 ticks or so. This amounts to once every 3 seconds of realtime.
1366 */ 1307 */
1367 if (speed < 0.01f && type == PLAYER) 1308 max_it (speed, is_player () ? MIN_PLAYER_SPEED : MIN_ACTIVE_SPEED);
1368 speed = 0.01f;
1369 1309
1370 if (speed != old_speed) 1310 if (speed != old_speed)
1371 set_speed (speed); 1311 set_speed (speed);
1372 1312
1373 if (type == PLAYER) 1313 if (type == PLAYER)
1408 if (move_type == 0) 1348 if (move_type == 0)
1409 move_type = MOVE_WALK; 1349 move_type = MOVE_WALK;
1410 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) 1350 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH))
1411 move_type &= ~MOVE_WALK; 1351 move_type &= ~MOVE_WALK;
1412 1352
1353 // now apply the new move_type
1354 if (this->move_type != move_type)
1355 change_move_type (move_type);
1356
1413 /* It is quite possible that a player's spell costing might have changed, 1357 /* It is quite possible that a player's spell costing might have changed,
1414 * so we will check that now. 1358 * so we will check that now.
1415 */ 1359 */
1416 if (type == PLAYER) 1360 if (is_player ())
1417 { 1361 contr->update_spells ();
1418 esrv_update_stats (contr);
1419 esrv_update_spells (contr);
1420 }
1421 1362
1422 // update the mapspace, if we are on a map 1363 // update the mapspace, if we are on a map
1423 if (!flag [FLAG_REMOVED] && map) 1364 if (!flag [FLAG_REMOVED] && map)
1424 map->at (x, y).flags_ = 0; 1365 map->at (x, y).flags_ = 0;
1366}
1367
1368void
1369object::set_glow_radius (sint8 rad)
1370{
1371 glow_radius = rad;
1372
1373 if (is_on_map ())
1374 update_all_los (map, x, y);
1375 else if (object *env = outer_env ())
1376 {
1377 env->update_stats ();
1378
1379 if (env->is_on_map ())
1380 update_all_los (env->map, env->x, env->y);
1381 }
1425} 1382}
1426 1383
1427/* 1384/*
1428 * Returns true if the given player is a legal class. 1385 * Returns true if the given player is a legal class.
1429 * The function to add and remove class-bonuses to the stats doesn't 1386 * The function to add and remove class-bonuses to the stats doesn't
1445 1402
1446/* 1403/*
1447 * set the new dragon name after gaining levels or 1404 * set the new dragon name after gaining levels or
1448 * changing ability focus (later this can be extended to 1405 * changing ability focus (later this can be extended to
1449 * eventually change the player's face and animation) 1406 * 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 */ 1407 */
1456void 1408void
1457set_dragon_name (object *pl, const object *abil, const object *skin) 1409set_dragon_name (object *pl, const object *abil, const object *skin)
1458{ 1410{
1459 int atnr = -1; /* attacknumber of highest level */ 1411 int atnr = -1; /* attacknumber of highest level */
1477 /* now if there are equals at highest level, pick the one with focus, 1429 /* now if there are equals at highest level, pick the one with focus,
1478 or else at random */ 1430 or else at random */
1479 if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level) 1431 if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level)
1480 atnr = abil->stats.exp; 1432 atnr = abil->stats.exp;
1481 1433
1482 level = (int) (level / 5.);
1483
1484 /* now set the new title */ 1434 /* now set the new title */
1485 if (pl->contr != NULL)
1486 {
1487 if (level == 0)
1488 sprintf (pl->contr->title, "%s hatchling", attacks[atnr]); 1435 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]); 1436 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]); 1437 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]); 1438 else if (level < 100) sprintf (pl->contr->title, "%s dragon" , attacks[atnr]);
1495 else 1439 else
1496 { 1440 {
1497 /* special titles for extra high resistance! */ 1441 /* special titles for extra high resistance! */
1498 if (skin->resist[atnr] > 80)
1499 sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]); 1442 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]); 1443 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]); 1444 else sprintf (pl->contr->title, "big %s dragon" , attacks[atnr]);
1504 }
1505 } 1445 }
1506 1446
1507 strcpy (pl->contr->own_title, ""); 1447 strcpy (pl->contr->own_title, "");
1508} 1448}
1509 1449
1510/* 1450/*
1511 * This function is called when a dragon-player gains 1451 * This function is called when a dragon-player gains
1512 * an overall level. Here, the dragon might gain new abilities 1452 * an overall level. Here, the dragon might gain new abilities
1513 * or change the ability-focus. 1453 * or change the ability-focus.
1514 */ 1454 */
1515void 1455static void
1516dragon_level_gain (object *who) 1456dragon_level_gain (object *who)
1517{ 1457{
1518 object *abil = NULL; /* pointer to dragon ability force */ 1458 object *abil = NULL; /* pointer to dragon ability force */
1519 object *skin = NULL; /* pointer to dragon skin force */ 1459 object *skin = NULL; /* pointer to dragon skin force */
1520 object *tmp = NULL; /* tmp. object */ 1460 object *tmp = NULL; /* tmp. object */
1576 object *skill_obj; 1516 object *skill_obj;
1577 1517
1578 skill_obj = get_archetype_by_skill_name (skill_name, SKILL); 1518 skill_obj = get_archetype_by_skill_name (skill_name, SKILL);
1579 if (!skill_obj) 1519 if (!skill_obj)
1580 { 1520 {
1581 LOG (llevError, "add_player_exp: couldn't find skill %s\n", skill_name); 1521 LOG (llevError, "give_skill_by_name: couldn't find skill %s\n", skill_name);
1582 return NULL; 1522 return NULL;
1583 } 1523 }
1584 1524
1585 /* clear the flag - exp goes into this bucket, but player 1525 /* clear the flag - exp goes into this bucket, but player
1586 * still doesn't know it. 1526 * still doesn't know it.
1587 */ 1527 */
1588 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL); 1528 skill_obj->clr_flag (FLAG_CAN_USE_SKILL);
1589 skill_obj->stats.exp = 0; 1529 skill_obj->stats.exp = 0;
1590 skill_obj->level = 1; 1530 skill_obj->level = 1;
1591 insert_ob_in_ob (skill_obj, op); 1531 op->insert (skill_obj);
1592 1532
1593 if (player *pl = op->contr) 1533 if (player *pl = op->contr)
1594 { 1534 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 1535
1600 return skill_obj; 1536 return skill_obj;
1601} 1537}
1602 1538
1603/* player_lvl_adj() - for the new exp system. we are concerned with 1539/* player_lvl_adj() - for the new exp system. we are concerned with
1620 { 1556 {
1621 changed = true; 1557 changed = true;
1622 1558
1623 op->level++; 1559 op->level++;
1624 1560
1625 if (op && op == who && op->stats.exp > 1 && is_dragon_pl (who)) 1561 if (op && op == who && op->stats.exp > 1 && who->is_dragon ())
1626 dragon_level_gain (who); 1562 dragon_level_gain (who);
1627 1563
1628 /* Only roll these if it is the player (who) that gained the level */ 1564 /* Only roll these if it is the player (who) that gained the level */
1629 if (op == who && (who->level < 11) && who->type == PLAYER) 1565 if (op == who && (who->level < 11) && who->type == PLAYER)
1630 { 1566 {
1663 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); 1599 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1664 } 1600 }
1665 } 1601 }
1666 1602
1667 if (changed) 1603 if (changed)
1668 { 1604 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} 1605}
1675 1606
1676/* 1607/*
1677 * Returns how much experience is needed for a player to become 1608 * Returns how much experience is needed for a player to become
1678 * the given level. level should really never exceed max_level 1609 * the given level. level should really never exceed max_level
1679 */ 1610 */
1680 1611
1681sint64 1612sint64
1682level_exp (int level, double expmul) 1613level_exp (int level, double expmul)
1683{ 1614{
1684 if (level > settings.max_level) 1615 return expmul * level_to_min_exp (level);
1685 return (sint64) (expmul * levels[settings.max_level]);
1686
1687 return (sint64) (expmul * levels[level]);
1688} 1616}
1689 1617
1690/* 1618/*
1691 * Ensure that the permanent experience requirements in an exp object are met. 1619 * Ensure that the permanent experience requirements in an exp object are met.
1692 * This really just checks 'op to make sure the perm_exp value is within 1620 * This really just checks 'op to make sure the perm_exp value is within
1722 * flag is what to do if the player doesn't have the skill: 1650 * flag is what to do if the player doesn't have the skill:
1723 */ 1651 */
1724static void 1652static void
1725add_player_exp (object *op, sint64 exp, const char *skill_name, int flag) 1653add_player_exp (object *op, sint64 exp, const char *skill_name, int flag)
1726{ 1654{
1727 object *skill_obj = NULL; 1655 object *skill_obj;
1728 sint64 limit, exp_to_add; 1656 sint64 limit, exp_to_add;
1729 int i; 1657 int i;
1730 1658
1731 /* prevents some forms of abuse. */ 1659 /* prevents some forms of abuse. */
1732 if (op->contr->braced) 1660 if (op->contr->braced)
1735 /* Try to find the matching skill. 1663 /* Try to find the matching skill.
1736 * We do a shortcut/time saving mechanism first - see if it matches 1664 * We do a shortcut/time saving mechanism first - see if it matches
1737 * chosen_skill. This means we don't need to search through 1665 * chosen_skill. This means we don't need to search through
1738 * the players inventory. 1666 * the players inventory.
1739 */ 1667 */
1668 skill_obj = 0;
1669
1740 if (skill_name) 1670 if (skill_name)
1741 { 1671 {
1742 if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill)) 1672 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 1673
1753 /* Player doesn't have the skill. Check to see what to do, and give 1674 /* Player doesn't have the skill. Check to see what to do, and give
1754 * it to the player if necessary 1675 * it to the player if necessary
1755 */ 1676 */
1756 if (!skill_obj) 1677 if (!skill_obj)
1757 { 1678 {
1758 if (flag == SK_EXP_NONE) 1679 if (flag == SK_EXP_NONE)
1759 return; 1680 return;
1681
1760 else if (flag == SK_EXP_ADD_SKILL) 1682 if (flag == SK_EXP_ADD_SKILL)
1761 give_skill_by_name (op, skill_name); 1683 skill_obj = give_skill_by_name (op, skill_name);
1762 }
1763 } 1684 }
1764 } 1685 }
1765 1686
1766 if (flag != SK_EXP_SKILL_ONLY) 1687 if (flag != SK_EXP_SKILL_ONLY)
1767 { 1688 {
1768 /* Basically, you can never gain more experience in one shot 1689 /* Basically, you can never gain more experience in one shot
1769 * than half what you need to gain for next level. 1690 * than half what you need to gain for next level.
1770 */ 1691 */
1771 exp_to_add = exp; 1692 exp_to_add = exp;
1772 limit = (levels[op->level + 1] - levels[op->level]) / 2; 1693 limit = (levels [op->level + 1] - levels [op->level]) / 2;
1773 if (exp_to_add > limit) 1694 if (exp_to_add > limit)
1774 exp_to_add = limit; 1695 exp_to_add = limit;
1775 1696
1776 ADD_EXP (op->stats.exp, (sint64) ((float) exp_to_add * (skill_obj ? skill_obj->expmul : 1))); 1697 ADD_EXP (op->stats.exp, (sint64) ((float) exp_to_add * (skill_obj ? skill_obj->expmul : 1)));
1777 if (settings.permanent_exp_ratio) 1698 if (settings.permanent_exp_ratio)
1784 } 1705 }
1785 1706
1786 if (skill_obj) 1707 if (skill_obj)
1787 { 1708 {
1788 exp_to_add = exp; 1709 exp_to_add = exp;
1789 limit = (levels[skill_obj->level + 1] - levels[skill_obj->level]) / 2; 1710 limit = (levels [skill_obj->level + 1] - levels [skill_obj->level]) / 2;
1790 if (exp_to_add > limit) 1711 if (exp_to_add > limit)
1791 exp_to_add = limit; 1712 exp_to_add = limit;
1792 1713
1793 ADD_EXP (skill_obj->stats.exp, exp_to_add); 1714 ADD_EXP (skill_obj->stats.exp, exp_to_add);
1794 if (settings.permanent_exp_ratio) 1715 if (settings.permanent_exp_ratio)
1800 player_lvl_adj (op, skill_obj); 1721 player_lvl_adj (op, skill_obj);
1801 } 1722 }
1802} 1723}
1803 1724
1804/* This function checks to make sure that object 'op' can 1725/* This function checks to make sure that object 'op' can
1805 * lost 'exp' experience. It returns the amount of exp 1726 * lose 'exp' experience. It returns the amount of exp
1806 * object 'op' can in fact lose - it basically makes 1727 * object 'op' can in fact lose - it basically makes
1807 * adjustments based on permanent exp and the like. 1728 * adjustments based on permanent exp and the like.
1808 * This function should always be used for losing experience - 1729 * This function should always be used for losing experience -
1809 * the 'exp' value passed should be positive - this is the 1730 * the 'exp' value passed should be positive - this is the
1810 * amount that should get subtract from the player. 1731 * amount that should get subtract from the player.
1811 */ 1732 */
1812sint64 1733static sint64
1813check_exp_loss (const object *op, sint64 exp) 1734check_exp_loss (const object *op, sint64 exp)
1814{ 1735{
1815 sint64 del_exp; 1736 sint64 del_exp;
1816 1737
1817 if (exp > op->stats.exp) 1738 if (exp > op->stats.exp)
1818 exp = op->stats.exp; 1739 exp = op->stats.exp;
1740
1819 if (settings.permanent_exp_ratio) 1741 if (settings.permanent_exp_ratio)
1820 { 1742 {
1821 del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO); 1743 del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO);
1744
1822 if (del_exp < 0) 1745 if (del_exp < 0)
1823 del_exp = 0; 1746 del_exp = 0;
1747
1824 if (exp > del_exp) 1748 if (exp > del_exp)
1825 exp = del_exp; 1749 exp = del_exp;
1826 } 1750 }
1751
1827 return exp; 1752 return exp;
1828} 1753}
1829 1754
1830sint64 1755sint64
1831check_exp_adjust (const object *op, sint64 exp) 1756check_exp_adjust (const object *op, sint64 exp)
1832{ 1757{
1833 if (exp < 0) 1758 if (exp < 0)
1834 return check_exp_loss (op, exp); 1759 return check_exp_loss (op, exp);
1835 else 1760 else
1836 return MIN (exp, (sint64) MAX_EXPERIENCE - op->stats.exp); 1761 return min (exp, (sint64)MAX_EXPERIENCE - op->stats.exp);
1837} 1762}
1838
1839 1763
1840/* Subtracts experience from player. 1764/* Subtracts experience from player.
1841 * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we 1765 * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we
1842 * only subtract from the matching skill. Otherwise, 1766 * only subtract from the matching skill. Otherwise,
1843 * this subtracts a portion from all 1767 * this subtracts a portion from all
1857 sint64 del_exp; 1781 sint64 del_exp;
1858 1782
1859 for (tmp = op->inv; tmp; tmp = tmp->below) 1783 for (tmp = op->inv; tmp; tmp = tmp->below)
1860 if (tmp->type == SKILL && tmp->stats.exp) 1784 if (tmp->type == SKILL && tmp->stats.exp)
1861 { 1785 {
1862 if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (tmp->skill, skill)) 1786 if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (&tmp->skill, skill))
1863 { 1787 {
1864 del_exp = check_exp_loss (tmp, exp); 1788 del_exp = check_exp_loss (tmp, exp);
1865 tmp->stats.exp -= del_exp; 1789 tmp->stats.exp -= del_exp;
1866 player_lvl_adj (op, tmp); 1790 player_lvl_adj (op, tmp);
1867 } 1791 }
1919 * worth. 1843 * worth.
1920 */ 1844 */
1921 if (op->type != PLAYER) 1845 if (op->type != PLAYER)
1922 { 1846 {
1923 /* Sanity check */ 1847 /* Sanity check */
1924 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1848 if (!op->flag [FLAG_ALIVE])
1925 return; 1849 return;
1926 1850
1927 /* reset exp to max allowed value. We subtract from 1851 /* reset exp to max allowed value. We subtract from
1928 * MAX_EXPERIENCE to prevent overflows. If the player somehow has 1852 * MAX_EXPERIENCE to prevent overflows. If the player somehow has
1929 * more than max exp, just return. 1853 * more than max exp, just return.
1955 * amount of permenent experience, whichever gives the lowest loss. 1879 * amount of permenent experience, whichever gives the lowest loss.
1956 */ 1880 */
1957void 1881void
1958apply_death_exp_penalty (object *op) 1882apply_death_exp_penalty (object *op)
1959{ 1883{
1960 object *tmp;
1961 sint64 loss; 1884 sint64 loss;
1962 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */ 1885 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */
1963 sint64 level_loss; /* defined by the setting 'death_penalty_levels */ 1886 sint64 level_loss; /* defined by the setting 'death_penalty_levels */
1964 1887
1965 for (tmp = op->inv; tmp; tmp = tmp->below) 1888 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1966 if (tmp->type == SKILL && tmp->stats.exp) 1889 if (tmp->type == SKILL && tmp->stats.exp)
1967 { 1890 {
1968
1969 percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100; 1891 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)]; 1892 level_loss = tmp->stats.exp - levels [max (0, tmp->level - settings.death_penalty_level)];
1971 1893
1972 /* With the revised exp system, you can get cases where 1894 /* With the revised exp system, you can get cases where
1973 * losing several levels would still require that you have more 1895 * losing several levels would still require that you have more
1974 * exp than you currently have - this is true if the levels 1896 * exp than you currently have - this is true if the levels
1975 * tables is a lot harder. 1897 * tables is a lot harder.
1976 */ 1898 */
1977 if (level_loss < 0) 1899 if (level_loss < 0)
1978 level_loss = 0; 1900 level_loss = 0;
1979 1901
1980 loss = check_exp_loss (tmp, MIN (level_loss, percentage_loss)); 1902 loss = check_exp_loss (tmp, min (level_loss, percentage_loss));
1981 1903
1982 tmp->stats.exp -= loss; 1904 tmp->stats.exp -= loss;
1983 player_lvl_adj (op, tmp); 1905 player_lvl_adj (op, tmp);
1984 } 1906 }
1985 1907
1986 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100; 1908 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)]; 1909 level_loss = op->stats.exp - levels[max (0, op->level - settings.death_penalty_level)];
1988 1910
1989 if (level_loss < 0) 1911 if (level_loss < 0)
1990 level_loss = 0; 1912 level_loss = 0;
1913
1991 loss = check_exp_loss (op, MIN (level_loss, percentage_loss)); 1914 loss = check_exp_loss (op, min (level_loss, percentage_loss));
1992 1915
1993 op->stats.exp -= loss; 1916 op->stats.exp -= loss;
1994 player_lvl_adj (op, NULL); 1917 player_lvl_adj (op, NULL);
1995} 1918}
1996 1919

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