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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 1.129 by root, Mon Nov 12 03:14:32 2012 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 (©) 2005,2006,2007,2008,2009,2010,2011,2012 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 */
108 * These limits are probably overly generous, but being there were no values 108 * These limits are probably overly generous, but being there were no values
109 * before, you need to start someplace. 109 * before, you need to start someplace.
110 */ 110 */
111 111
112const uint32 weight_limit[MAX_STAT + 1] = { 112const uint32 weight_limit[MAX_STAT + 1] = {
113 200000, /* 0 */ 113 200000, /* 0 */
114 250000, 300000, 350000, 400000, 500000, /* 5 */ 114 250000, 300000, 350000, 400000, 500000, /* 5 */
115 600000, 700000, 800000, 900000, 1000000, /* 10 */ 115 600000, 700000, 800000, 900000, 1000000, /* 10 */
116 1100000, 1200000, 1300000, 1400000, 1500000, /* 15 */ 116 1100000, 1200000, 1300000, 1400000, 1500000, /* 15 */
117 1650000, 1800000, 1950000, 2100000, 2250000, /* 20 */ 117 1650000, 1800000, 1950000, 2100000, 2250000, /* 20 */
118 2400000, 2550000, 2700000, 2850000, 3000000, /* 25 */ 118 2400000, 2550000, 2700000, 2850000, 3000000, /* 25 */
119 3250000, 3500000, 3750000, 4000000, 4500000 /*30 */ 119 3250000, 3500000, 3750000, 4000000, 4500000 /* 30 */
120}; 120};
121 121
122const int learn_spell[MAX_STAT + 1] = { 122const int learn_spell[MAX_STAT + 1] = {
123 0, 0, 0, 1, 2, 4, 8, 12, 16, 25, 36, 45, 55, 65, 70, 75, 80, 85, 90, 95, 100, 100, 100, 100, 100, 123 0, 0, 0, 1, 2, 4, 8, 12, 16, 25, 36, 45, 55, 65, 70, 75, 80, 85, 90, 95, 100, 100, 100, 100, 100,
124 100, 100, 100, 100, 100, 100 124 100, 100, 100, 100, 100, 100
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 {
757 * spell system split, grace points now added to system --peterm 729 * spell system split, grace points now added to system --peterm
758 */ 730 */
759void 731void
760object::update_stats () 732object::update_stats ()
761{ 733{
762 float f, max_speed = 9, added_speed = 0, bonus_speed = 0, speed_reduce_from_disease = 1; 734 float max_speed = 9, added_speed = 0, bonus_speed = 0, speed_reduce_from_disease = 1;
763 int weapon_weight = 0, weapon_speed = 0; 735 int weapon_weight = 0, weapon_speed = 0;
764 int best_wc = 0, best_ac = 0, wc = 0, ac = 0; 736 int best_wc = 0, best_ac = 0, wc = 0, ac = 0;
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,
898 * because the skill shouldn't count against body positions being used 870 * because the skill shouldn't count against body positions being used
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 876 && tmp->type != SPELL)
905 && tmp->subtype == SK_PRAYING)) 877 || (tmp->type == SKILL && tmp->subtype == SK_PRAYING))
906 { 878 {
907 if (type == PLAYER) 879 if (type == PLAYER)
908 { 880 {
909 contr->item_power += tmp->item_power; 881 contr->item_power += tmp->item_power;
910 882
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++) 883 for (int i = 0; i < NUM_STATS; i++)
919 stat_sum [i] = stat_sum [i] + tmp->stats.stat (i); 884 stat_sum [i] += tmp->stats.stat (i);
920 885
921 if (digest_types [tmp->type]) 886 if (digest_types [tmp->type])
922 { 887 {
923 contr->digestion += tmp->stats.food; 888 contr->digestion += tmp->stats.food;
924 contr->gen_hp += tmp->stats.hp; 889 contr->gen_hp += tmp->stats.hp;
890 if (tmp->type != BOW) // ugly exception for bows
925 contr->gen_sp += tmp->stats.sp; 891 contr->gen_sp += tmp->stats.sp;
926 contr->gen_grace += tmp->stats.grace; 892 contr->gen_grace += tmp->stats.grace;
927 contr->gen_sp_armour += tmp->gen_sp_armour; 893 contr->gen_sp_armour += tmp->gen_sp_armour;
928 } 894 }
929 } /* if this is a player */ 895 } /* if this is a player */
930 else 896 else
932 if (tmp->type == WEAPON) 898 if (tmp->type == WEAPON)
933 current_weapon = tmp; 899 current_weapon = tmp;
934 } 900 }
935 901
936 /* Update slots used for items */ 902 /* Update slots used for items */
937 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 903 if (tmp->flag [FLAG_APPLIED]) // exclude praying...
938 for (int i = 0; i < NUM_BODY_LOCATIONS; i++) 904 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
939 slot[i].used += tmp->slot[i].info; 905 slot[i].used += tmp->slot[i].info;
940 906
941 if (tmp->type == SYMPTOM) 907 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); 908 min_it (speed_reduce_from_disease, tmp->last_sp ? tmp->last_sp / 100.f : 1.f);
944 909
945 /* Pos. and neg. protections are counted seperate (-> pro/vuln). 910 /* Pos. and neg. protections are counted separate (-> pro/vuln).
946 * (Negative protections are calculated exactly like positive.) 911 * (Negative protections are calculated exactly like positive.)
947 * Resistance from potions are treated special as well. If there's 912 * Resistance from potions are treated special as well. If there's
948 * more than one potion-effect, the bigger prot.-value is taken. 913 * more than one potion-effect, the bigger prot.-value is taken.
949 */ 914 */
950 if (tmp->type != POTION) 915 if (tmp->type == POTION_EFFECT)
951 {
952 for (int i = 0; i < NROFATTACKS; i++) 916 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]; 917 max_it (potion_resist[i], tmp->resist[i]);
963 } 918 else if (tmp->type != POTION)
919 for (int i = 0; i < NROFATTACKS; i++)
964 else if (tmp->resist[i] > 0) 920 if (tmp->resist[i] > 0)
965 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100; 921 prot[i] += (100 - prot[i]) * tmp->resist[i] / 100;
966 else if (tmp->resist[i] < 0) 922 else if (tmp->resist[i] < 0)
967 vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100; 923 vuln[i] += (100 - vuln[i]) * -tmp->resist[i] / 100;
968 }
969 }
970 924
971 /* There may be other things that should not adjust the attacktype */ 925 /* There may be other things that should not adjust the attacktype */
972 if (tmp->type != SYMPTOM) 926 if (tmp->type != SYMPTOM)
973 { 927 {
974 attacktype |= tmp->attacktype; 928 attacktype |= tmp->attacktype;
979 stats.luck += tmp->stats.luck; 933 stats.luck += tmp->stats.luck;
980 } 934 }
981 935
982 flag |= tmp->flag & copy_flags; 936 flag |= tmp->flag & copy_flags;
983 937
984 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (arch, FLAG_UNDEAD)) 938 if (tmp->flag [FLAG_UNDEAD] && !arch->flag [FLAG_UNDEAD])
985 SET_FLAG (this, FLAG_UNDEAD); 939 this->set_flag (FLAG_UNDEAD);
986 940
987 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS)) 941 //TODO: copy_flags?
942 if (tmp->flag [FLAG_MAKE_INVIS])
988 { 943 {
989 SET_FLAG (this, FLAG_MAKE_INVIS); 944 set_flag (FLAG_MAKE_INVIS);
990 invisible = 1; 945 invisible = 1;
991 } 946 }
992 947
993 if (tmp->stats.exp && tmp->type != SKILL) 948 if (tmp->stats.exp && tmp->type != SKILL)
994 { 949 {
1001 added_speed += tmp->stats.exp; 956 added_speed += tmp->stats.exp;
1002 } 957 }
1003 958
1004 switch (tmp->type) 959 switch (tmp->type)
1005 { 960 {
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: 961 case SKILL:
1018 { 962 {
963 // some skills will end up here without counting as "applied"
1019 if (!QUERY_FLAG (tmp, FLAG_APPLIED) || skill_flags [tmp->subtype] & SF_APPLY) 964 if (!tmp->flag [FLAG_APPLIED] || skill_flags [tmp->subtype] & SF_AUTARK)
1020 break; 965 break;
1021 966
1022 if (chosen_skill) 967 if (chosen_skill)
1023 { 968 {
1024 LOG (llevDebug, "fix_player, op %s has multiple skills applied (%s and %s)\n", 969 LOG (llevDebug, "fix_player, op %s has multiple skills applied (%s and %s)\n",
1026 971
1027 tmp->flag [FLAG_APPLIED] = false; 972 tmp->flag [FLAG_APPLIED] = false;
1028 update_stats (); 973 update_stats ();
1029 return; 974 return;
1030 } 975 }
1031 else 976
1032 chosen_skill = tmp; 977 chosen_skill = tmp;
1033 978
1034 if (tmp->stats.dam > 0) 979 if (tmp->stats.dam > 0)
1035 { /* skill is a 'weapon' */ 980 { /* skill is a 'weapon' */
1036 if (!QUERY_FLAG (this, FLAG_READY_WEAPON)) 981 if (!this->flag [FLAG_READY_WEAPON])
1037 weapon_speed = WEAPON_SPEED (tmp); 982 weapon_speed = max (0, WEAPON_SPEED (tmp));
1038
1039 if (weapon_speed < 0)
1040 weapon_speed = 0;
1041 983
1042 weapon_weight = tmp->weight; 984 weapon_weight = tmp->weight;
1043 stats.dam += 1 + chosen_skill->level * tmp->stats.dam / 9; 985 stats.dam += 1 + chosen_skill->level * tmp->stats.dam / 9;
1044 986
1045 if (tmp->magic) 987 if (tmp->magic)
1054 996
1055 if (tmp->stats.ac) 997 if (tmp->stats.ac)
1056 ac -= tmp->stats.ac + tmp->magic; 998 ac -= tmp->stats.ac + tmp->magic;
1057 999
1058 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1000 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1059 contr->encumbrance += (int) 3 *tmp->weight / 1000; 1001 contr->encumbrance += weight_to_kg_approx (3 * tmp->weight);
1060 } 1002 }
1061 1003
1062 break; 1004 break;
1063 1005
1064 case SHIELD: 1006 case SHIELD:
1065 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1007 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1066 contr->encumbrance += (int) tmp->weight / 2000; 1008 contr->encumbrance += weight_to_kg_approx (tmp->weight) >> 1;
1009 //FALLTHROUGH
1067 case RING: 1010 case RING:
1068 case AMULET: 1011 case AMULET:
1069 case GIRDLE: 1012 case GIRDLE:
1070 case HELMET: 1013 case HELMET:
1071 case BOOTS: 1014 case BOOTS:
1080 if (tmp->stats.ac) 1023 if (tmp->stats.ac)
1081 ac -= tmp->stats.ac + tmp->magic; 1024 ac -= tmp->stats.ac + tmp->magic;
1082 1025
1083 break; 1026 break;
1084 1027
1028 case RANGED:
1085 case BOW: 1029 case BOW:
1086 case WEAPON: 1030 case WEAPON:
1087 if (type != PLAYER || current_weapon == tmp)
1088 {
1089 wc -= tmp->stats.wc + tmp->magic; 1031 wc -= tmp->stats.wc + tmp->magic;
1090 1032
1091 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0) 1033 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0)
1092 ac -= tmp->stats.ac + tmp->magic; 1034 ac -= tmp->stats.ac + tmp->magic;
1093 1035
1094 stats.dam += tmp->stats.dam + tmp->magic; 1036 stats.dam += tmp->stats.dam + tmp->magic;
1095 weapon_weight = tmp->weight; 1037 weapon_weight = tmp->weight;
1096 weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2; 1038 weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2;
1097 1039
1098 if (weapon_speed < 0) 1040 if (weapon_speed < 0)
1099 weapon_speed = 0; 1041 weapon_speed = 0;
1100 1042
1101 slaying = tmp->slaying; 1043 slaying = tmp->slaying;
1102 1044
1103 /* If there is desire that two handed weapons should do 1045 /* If there is desire that two handed weapons should do
1104 * extra strength damage, this is where the code should 1046 * extra strength damage, this is where the code should
1105 * go. 1047 * go.
1106 */ 1048 */
1107 1049
1108 if (type == PLAYER) 1050 if (type == PLAYER)
1109 if (settings.spell_encumbrance) 1051 if (settings.spell_encumbrance)
1110 contr->encumbrance += tmp->weight * 3 / 1000; 1052 contr->encumbrance += weight_to_kg_approx (3 * tmp->weight);
1111 }
1112 1053
1113 break; 1054 break;
1114 1055
1115 case ARMOUR: /* Only the best of these three are used: */ 1056 case ARMOUR: /* Only the best of these three are used: */
1116 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1057 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1117 contr->encumbrance += tmp->weight / 1000; 1058 contr->encumbrance += weight_to_kg_approx (tmp->weight);
1118 1059
1119 case BRACERS: 1060 case BRACERS:
1120 case FORCE: 1061 case FORCE:
1121 if (tmp->stats.wc) 1062 if (tmp->stats.wc)
1122 { 1063 {
1139 else /* To nullify the below effect */ 1080 else /* To nullify the below effect */
1140 ac += tmp->stats.ac + tmp->magic; 1081 ac += tmp->stats.ac + tmp->magic;
1141 } 1082 }
1142 1083
1143 if (tmp->stats.wc) 1084 if (tmp->stats.wc)
1144 wc -= (tmp->stats.wc + tmp->magic); 1085 wc -= tmp->stats.wc + tmp->magic;
1145 1086
1146 if (tmp->stats.ac) 1087 if (tmp->stats.ac)
1147 ac -= (tmp->stats.ac + tmp->magic); 1088 ac -= tmp->stats.ac + tmp->magic;
1148 1089
1149 if (ARMOUR_SPEED (tmp)) 1090 if (ARMOUR_SPEED (tmp))
1150 max_speed = min (max_speed, ARMOUR_SPEED (tmp) / 10.f); 1091 min_it (max_speed, ARMOUR_SPEED (tmp) / 10.f);
1151 1092
1152 break; 1093 break;
1153 } /* switch tmp->type */ 1094 } /* switch tmp->type */
1154 } /* item is equipped */ 1095 } /* item is equipped */
1155 } /* for loop of items */ 1096 } /* for loop of items */
1097
1098 min_it (glow_radius, MAX_LIGHT_RADIUS);
1156 1099
1157 /* We've gone through all the objects the player has equipped. For many things, we 1100 /* 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. 1101 * have generated intermediate values which we now need to assign.
1159 */ 1102 */
1160 1103
1166 */ 1109 */
1167 for (int i = 0; i < NROFATTACKS; i++) 1110 for (int i = 0; i < NROFATTACKS; i++)
1168 { 1111 {
1169 resist[i] = prot[i] - vuln[i]; 1112 resist[i] = prot[i] - vuln[i];
1170 1113
1171 if (potion_resist[i] && ((potion_resist[i] > resist[i]) || (potion_resist[i] < 0))) 1114 if (potion_resist[i] != -1000
1115 && (potion_resist[i] < 0 || potion_resist[i] > resist[i]))
1172 resist[i] = potion_resist[i]; 1116 resist[i] = potion_resist[i];
1173 } 1117 }
1174 1118
1175 if (type == PLAYER) 1119 if (type == PLAYER)
1176 { 1120 {
1177 // clamp various player stats 1121 // clamp various player stats
1178 for (int i = 0; i < NUM_STATS; ++i) 1122 for (int i = 0; i < NUM_STATS; ++i)
1179 stats.stat (i) = clamp (stat_sum [i], MIN_STAT, MAX_STAT); 1123 stats.stat (i) = stat_sum [i];
1124
1125 check_stat_bounds (&stats);
1180 1126
1181 contr->digestion = clamp (contr->digestion, MIN_DIGESTION, MAX_DIGESTION); 1127 contr->digestion = clamp (contr->digestion, MIN_DIGESTION, MAX_DIGESTION);
1182 1128
1183 /* Figure out the players sp/mana/hp totals. */ 1129 /* Figure out the players sp/mana/hp totals. */
1184 int pl_level; 1130 int pl_level;
1185 1131
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! */ 1132 pl_level = max (1, level); /* safety, we should always get 1 levels worth of hp! */
1191 1133
1192 /* You basically get half a con bonus/level. But we do take into account rounding, 1134 /* 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. 1135 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels.
1194 */ 1136 */
1195 stats.maxhp = 0; 1137 stats.maxhp = 0;
1330 1272
1331 speed = 1.f + speed_bonus[stats.Dex]; 1273 speed = 1.f + speed_bonus[stats.Dex];
1332 1274
1333 if (settings.search_items && contr->search_str[0]) 1275 if (settings.search_items && contr->search_str[0])
1334 speed -= 1; 1276 speed -= 1;
1335
1336 if (attacktype == 0)
1337 attacktype = arch->attacktype;
1338 } /* End if player */ 1277 } /* End if player */
1339 1278
1340 if (added_speed >= 0) 1279 if (added_speed >= 0)
1341 speed += added_speed / 10.f; 1280 speed += added_speed / 10.f;
1342 else /* Something wrong here...: */ 1281 else /* Something wrong here...: */
1350 /* f is a number the represents the number of kg above (positive num) 1289 /* 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 1290 * or below (negative number) that the player is carrying. If above
1352 * weight limit, then player suffers a speed reduction based on how 1291 * weight limit, then player suffers a speed reduction based on how
1353 * much above he is, and what is max carry is 1292 * much above he is, and what is max carry is
1354 */ 1293 */
1355 f = (carrying / 1000) - max_carry[stats.Str]; 1294 double f = weight_to_kg_approx (carrying) - max_carry[stats.Str];
1356 if (f > 0) 1295 if (f > 0.f)
1357 speed = speed / (1.f + f / max_carry[stats.Str]); 1296 speed /= (1.f + f / max_carry[stats.Str]);
1358 } 1297 }
1359 1298
1360 speed += bonus_speed / 10.f; /* Not affected by limits */ 1299 speed += bonus_speed / 10.f; /* Not affected by limits */
1361
1362 speed = speed * speed_reduce_from_disease; 1300 speed *= speed_reduce_from_disease;
1363 1301
1364 /* Put a lower limit on speed. Note with this speed, you move once every 1302 /* 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. 1303 * 25 ticks or so. This amounts to once every 3 seconds of realtime.
1366 */ 1304 */
1367 if (speed < 0.01f && type == PLAYER) 1305 max_it (speed, is_player () ? MIN_PLAYER_SPEED : MIN_ACTIVE_SPEED);
1368 speed = 0.01f;
1369 1306
1370 if (speed != old_speed) 1307 if (speed != old_speed)
1371 set_speed (speed); 1308 set_speed (speed);
1372 1309
1373 if (type == PLAYER) 1310 if (type == PLAYER)
1408 if (move_type == 0) 1345 if (move_type == 0)
1409 move_type = MOVE_WALK; 1346 move_type = MOVE_WALK;
1410 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) 1347 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH))
1411 move_type &= ~MOVE_WALK; 1348 move_type &= ~MOVE_WALK;
1412 1349
1350 // now apply the new move_type
1351 if (this->move_type != move_type)
1352 change_move_type (move_type);
1353
1413 /* It is quite possible that a player's spell costing might have changed, 1354 /* It is quite possible that a player's spell costing might have changed,
1414 * so we will check that now. 1355 * so we will check that now.
1415 */ 1356 */
1416 if (type == PLAYER) 1357 if (is_player ())
1417 { 1358 contr->update_spells ();
1418 esrv_update_stats (contr);
1419 esrv_update_spells (contr);
1420 }
1421 1359
1422 // update the mapspace, if we are on a map 1360 // update the mapspace, if we are on a map
1423 if (!flag [FLAG_REMOVED] && map) 1361 if (!flag [FLAG_REMOVED] && map)
1424 map->at (x, y).flags_ = 0; 1362 map->at (x, y).flags_ = 0;
1363}
1364
1365void
1366object::set_glow_radius (sint8 rad)
1367{
1368 glow_radius = rad;
1369
1370 if (is_on_map ())
1371 update_all_los (map, x, y);
1372 else if (object *env = outer_env ())
1373 {
1374 env->update_stats ();
1375
1376 if (env->is_on_map ())
1377 update_all_los (env->map, env->x, env->y);
1378 }
1425} 1379}
1426 1380
1427/* 1381/*
1428 * Returns true if the given player is a legal class. 1382 * Returns true if the given player is a legal class.
1429 * The function to add and remove class-bonuses to the stats doesn't 1383 * The function to add and remove class-bonuses to the stats doesn't
1445 1399
1446/* 1400/*
1447 * set the new dragon name after gaining levels or 1401 * set the new dragon name after gaining levels or
1448 * changing ability focus (later this can be extended to 1402 * changing ability focus (later this can be extended to
1449 * eventually change the player's face and animation) 1403 * 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 */ 1404 */
1456void 1405void
1457set_dragon_name (object *pl, const object *abil, const object *skin) 1406set_dragon_name (object *pl, const object *abil, const object *skin)
1458{ 1407{
1459 int atnr = -1; /* attacknumber of highest level */ 1408 int atnr = -1; /* attacknumber of highest level */
1477 /* now if there are equals at highest level, pick the one with focus, 1426 /* now if there are equals at highest level, pick the one with focus,
1478 or else at random */ 1427 or else at random */
1479 if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level) 1428 if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level)
1480 atnr = abil->stats.exp; 1429 atnr = abil->stats.exp;
1481 1430
1482 level = (int) (level / 5.);
1483
1484 /* now set the new title */ 1431 /* now set the new title */
1485 if (pl->contr != NULL)
1486 {
1487 if (level == 0)
1488 sprintf (pl->contr->title, "%s hatchling", attacks[atnr]); 1432 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]); 1433 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]); 1434 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]); 1435 else if (level < 100) sprintf (pl->contr->title, "%s dragon" , attacks[atnr]);
1495 else 1436 else
1496 { 1437 {
1497 /* special titles for extra high resistance! */ 1438 /* special titles for extra high resistance! */
1498 if (skin->resist[atnr] > 80)
1499 sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]); 1439 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]); 1440 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]); 1441 else sprintf (pl->contr->title, "big %s dragon" , attacks[atnr]);
1504 }
1505 } 1442 }
1506 1443
1507 strcpy (pl->contr->own_title, ""); 1444 strcpy (pl->contr->own_title, "");
1508} 1445}
1509 1446
1510/* 1447/*
1511 * This function is called when a dragon-player gains 1448 * This function is called when a dragon-player gains
1512 * an overall level. Here, the dragon might gain new abilities 1449 * an overall level. Here, the dragon might gain new abilities
1513 * or change the ability-focus. 1450 * or change the ability-focus.
1514 */ 1451 */
1515void 1452static void
1516dragon_level_gain (object *who) 1453dragon_level_gain (object *who)
1517{ 1454{
1518 object *abil = NULL; /* pointer to dragon ability force */ 1455 object *abil = NULL; /* pointer to dragon ability force */
1519 object *skin = NULL; /* pointer to dragon skin force */ 1456 object *skin = NULL; /* pointer to dragon skin force */
1520 object *tmp = NULL; /* tmp. object */ 1457 object *tmp = NULL; /* tmp. object */
1576 object *skill_obj; 1513 object *skill_obj;
1577 1514
1578 skill_obj = get_archetype_by_skill_name (skill_name, SKILL); 1515 skill_obj = get_archetype_by_skill_name (skill_name, SKILL);
1579 if (!skill_obj) 1516 if (!skill_obj)
1580 { 1517 {
1581 LOG (llevError, "add_player_exp: couldn't find skill %s\n", skill_name); 1518 LOG (llevError, "give_skill_by_name: couldn't find skill %s\n", skill_name);
1582 return NULL; 1519 return NULL;
1583 } 1520 }
1584 1521
1585 /* clear the flag - exp goes into this bucket, but player 1522 /* clear the flag - exp goes into this bucket, but player
1586 * still doesn't know it. 1523 * still doesn't know it.
1587 */ 1524 */
1588 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL); 1525 skill_obj->clr_flag (FLAG_CAN_USE_SKILL);
1589 skill_obj->stats.exp = 0; 1526 skill_obj->stats.exp = 0;
1590 skill_obj->level = 1; 1527 skill_obj->level = 1;
1591 insert_ob_in_ob (skill_obj, op); 1528 op->insert (skill_obj);
1592 1529
1593 if (player *pl = op->contr) 1530 if (player *pl = op->contr)
1594 { 1531 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 1532
1600 return skill_obj; 1533 return skill_obj;
1601} 1534}
1602 1535
1603/* player_lvl_adj() - for the new exp system. we are concerned with 1536/* player_lvl_adj() - for the new exp system. we are concerned with
1620 { 1553 {
1621 changed = true; 1554 changed = true;
1622 1555
1623 op->level++; 1556 op->level++;
1624 1557
1625 if (op && op == who && op->stats.exp > 1 && is_dragon_pl (who)) 1558 if (op && op == who && op->stats.exp > 1 && who->is_dragon ())
1626 dragon_level_gain (who); 1559 dragon_level_gain (who);
1627 1560
1628 /* Only roll these if it is the player (who) that gained the level */ 1561 /* Only roll these if it is the player (who) that gained the level */
1629 if (op == who && (who->level < 11) && who->type == PLAYER) 1562 if (op == who && (who->level < 11) && who->type == PLAYER)
1630 { 1563 {
1663 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); 1596 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1664 } 1597 }
1665 } 1598 }
1666 1599
1667 if (changed) 1600 if (changed)
1668 { 1601 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} 1602}
1675 1603
1676/* 1604/*
1677 * Returns how much experience is needed for a player to become 1605 * Returns how much experience is needed for a player to become
1678 * the given level. level should really never exceed max_level 1606 * the given level. level should really never exceed max_level
1679 */ 1607 */
1680 1608
1681sint64 1609sint64
1682level_exp (int level, double expmul) 1610level_exp (int level, double expmul)
1683{ 1611{
1684 if (level > settings.max_level) 1612 return expmul * level_to_min_exp (level);
1685 return (sint64) (expmul * levels[settings.max_level]);
1686
1687 return (sint64) (expmul * levels[level]);
1688} 1613}
1689 1614
1690/* 1615/*
1691 * Ensure that the permanent experience requirements in an exp object are met. 1616 * 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 1617 * This really just checks 'op to make sure the perm_exp value is within
1720 * NULL, in which case exp increases the players general 1645 * NULL, in which case exp increases the players general
1721 * total, but not any particular skill. 1646 * total, but not any particular skill.
1722 * flag is what to do if the player doesn't have the skill: 1647 * flag is what to do if the player doesn't have the skill:
1723 */ 1648 */
1724static void 1649static void
1725add_player_exp (object *op, sint64 exp, const char *skill_name, int flag) 1650add_player_exp (object *op, sint64 exp, shstr_tmp skill_name, int flag)
1726{ 1651{
1727 object *skill_obj = NULL; 1652 object *skill_obj;
1728 sint64 limit, exp_to_add; 1653 sint64 limit, exp_to_add;
1729 int i;
1730 1654
1731 /* prevents some forms of abuse. */ 1655 /* prevents some forms of abuse. */
1732 if (op->contr->braced) 1656 if (op->contr->braced)
1733 exp /= 5; 1657 exp /= 5;
1734 1658
1735 /* Try to find the matching skill. 1659 /* Try to find the matching skill.
1736 * We do a shortcut/time saving mechanism first - see if it matches 1660 * We do a shortcut/time saving mechanism first - see if it matches
1737 * chosen_skill. This means we don't need to search through 1661 * chosen_skill. This means we don't need to search through
1738 * the players inventory. 1662 * the players inventory.
1739 */ 1663 */
1664 skill_obj = 0;
1665
1740 if (skill_name) 1666 if (skill_name)
1741 { 1667 {
1742 if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill)) 1668 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 1669
1753 /* Player doesn't have the skill. Check to see what to do, and give 1670 /* Player doesn't have the skill. Check to see what to do, and give
1754 * it to the player if necessary 1671 * it to the player if necessary
1755 */ 1672 */
1756 if (!skill_obj) 1673 if (!skill_obj)
1757 { 1674 {
1758 if (flag == SK_EXP_NONE) 1675 if (flag == SK_EXP_NONE)
1759 return; 1676 return;
1677
1760 else if (flag == SK_EXP_ADD_SKILL) 1678 if (flag == SK_EXP_ADD_SKILL)
1761 give_skill_by_name (op, skill_name); 1679 skill_obj = give_skill_by_name (op, skill_name);
1762 }
1763 } 1680 }
1764 } 1681 }
1765 1682
1766 if (flag != SK_EXP_SKILL_ONLY) 1683 if (flag != SK_EXP_SKILL_ONLY)
1767 { 1684 {
1768 /* Basically, you can never gain more experience in one shot 1685 /* Basically, you can never gain more experience in one shot
1769 * than half what you need to gain for next level. 1686 * than half what you need to gain for next level.
1770 */ 1687 */
1771 exp_to_add = exp; 1688 exp_to_add = exp;
1772 limit = (levels[op->level + 1] - levels[op->level]) / 2; 1689 limit = (levels [op->level + 1] - levels [op->level]) / 2;
1773 if (exp_to_add > limit) 1690 if (exp_to_add > limit)
1774 exp_to_add = limit; 1691 exp_to_add = limit;
1775 1692
1776 ADD_EXP (op->stats.exp, (sint64) ((float) exp_to_add * (skill_obj ? skill_obj->expmul : 1))); 1693 ADD_EXP (op->stats.exp, (sint64) ((float) exp_to_add * (skill_obj ? skill_obj->expmul : 1)));
1777 if (settings.permanent_exp_ratio) 1694 if (settings.permanent_exp_ratio)
1784 } 1701 }
1785 1702
1786 if (skill_obj) 1703 if (skill_obj)
1787 { 1704 {
1788 exp_to_add = exp; 1705 exp_to_add = exp;
1789 limit = (levels[skill_obj->level + 1] - levels[skill_obj->level]) / 2; 1706 limit = (levels [skill_obj->level + 1] - levels [skill_obj->level]) / 2;
1790 if (exp_to_add > limit) 1707 if (exp_to_add > limit)
1791 exp_to_add = limit; 1708 exp_to_add = limit;
1792 1709
1793 ADD_EXP (skill_obj->stats.exp, exp_to_add); 1710 ADD_EXP (skill_obj->stats.exp, exp_to_add);
1794 if (settings.permanent_exp_ratio) 1711 if (settings.permanent_exp_ratio)
1800 player_lvl_adj (op, skill_obj); 1717 player_lvl_adj (op, skill_obj);
1801 } 1718 }
1802} 1719}
1803 1720
1804/* This function checks to make sure that object 'op' can 1721/* This function checks to make sure that object 'op' can
1805 * lost 'exp' experience. It returns the amount of exp 1722 * lose 'exp' experience. It returns the amount of exp
1806 * object 'op' can in fact lose - it basically makes 1723 * object 'op' can in fact lose - it basically makes
1807 * adjustments based on permanent exp and the like. 1724 * adjustments based on permanent exp and the like.
1808 * This function should always be used for losing experience - 1725 * This function should always be used for losing experience -
1809 * the 'exp' value passed should be positive - this is the 1726 * the 'exp' value passed should be positive - this is the
1810 * amount that should get subtract from the player. 1727 * amount that should get subtract from the player.
1811 */ 1728 */
1812sint64 1729static sint64
1813check_exp_loss (const object *op, sint64 exp) 1730check_exp_loss (const object *op, sint64 exp)
1814{ 1731{
1815 sint64 del_exp; 1732 sint64 del_exp;
1816 1733
1817 if (exp > op->stats.exp) 1734 if (exp > op->stats.exp)
1818 exp = op->stats.exp; 1735 exp = op->stats.exp;
1736
1819 if (settings.permanent_exp_ratio) 1737 if (settings.permanent_exp_ratio)
1820 { 1738 {
1821 del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO); 1739 del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO);
1740
1822 if (del_exp < 0) 1741 if (del_exp < 0)
1823 del_exp = 0; 1742 del_exp = 0;
1743
1824 if (exp > del_exp) 1744 if (exp > del_exp)
1825 exp = del_exp; 1745 exp = del_exp;
1826 } 1746 }
1747
1827 return exp; 1748 return exp;
1828} 1749}
1829 1750
1830sint64 1751sint64
1831check_exp_adjust (const object *op, sint64 exp) 1752check_exp_adjust (const object *op, sint64 exp)
1832{ 1753{
1833 if (exp < 0) 1754 if (exp < 0)
1834 return check_exp_loss (op, exp); 1755 return check_exp_loss (op, exp);
1835 else 1756 else
1836 return MIN (exp, (sint64) MAX_EXPERIENCE - op->stats.exp); 1757 return min (exp, (sint64)MAX_EXPERIENCE - op->stats.exp);
1837} 1758}
1838
1839 1759
1840/* Subtracts experience from player. 1760/* Subtracts experience from player.
1841 * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we 1761 * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we
1842 * only subtract from the matching skill. Otherwise, 1762 * only subtract from the matching skill. Otherwise,
1843 * this subtracts a portion from all 1763 * this subtracts a portion from all
1848 * where everything is at the minimum perm exp, he would lose nothing. 1768 * where everything is at the minimum perm exp, he would lose nothing.
1849 * exp is the amount of exp to subtract - thus, it should be 1769 * exp is the amount of exp to subtract - thus, it should be
1850 * a postive number. 1770 * a postive number.
1851 */ 1771 */
1852static void 1772static void
1853subtract_player_exp (object *op, sint64 exp, const char *skill, int flag) 1773subtract_player_exp (object *op, sint64 exp, shstr_tmp skill, int flag)
1854{ 1774{
1855 float fraction = (float) exp / (float) op->stats.exp; 1775 float fraction = (float) exp / (float) op->stats.exp;
1856 object *tmp; 1776 object *tmp;
1857 sint64 del_exp; 1777 sint64 del_exp;
1858 1778
1859 for (tmp = op->inv; tmp; tmp = tmp->below) 1779 for (tmp = op->inv; tmp; tmp = tmp->below)
1860 if (tmp->type == SKILL && tmp->stats.exp) 1780 if (tmp->type == SKILL && tmp->stats.exp)
1861 { 1781 {
1862 if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (tmp->skill, skill)) 1782 if (flag == SK_SUBTRACT_SKILL_EXP && skill && tmp->skill == skill)
1863 { 1783 {
1864 del_exp = check_exp_loss (tmp, exp); 1784 del_exp = check_exp_loss (tmp, exp);
1865 tmp->stats.exp -= del_exp; 1785 tmp->stats.exp -= del_exp;
1866 player_lvl_adj (op, tmp); 1786 player_lvl_adj (op, tmp);
1867 } 1787 }
1868 else if (flag != SK_SUBTRACT_SKILL_EXP) 1788 else if (flag != SK_SUBTRACT_SKILL_EXP)
1869 { 1789 {
1870 /* only want to process other skills if we are not trying 1790 /* only want to process other skills if we are not trying
1871 * to match a specific skill. 1791 * to match a specific skill.
1872 */ 1792 */
1873 del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction)); 1793 del_exp = check_exp_loss (tmp, tmp->stats.exp * fraction);
1874 tmp->stats.exp -= del_exp; 1794 tmp->stats.exp -= del_exp;
1875 player_lvl_adj (op, tmp); 1795 player_lvl_adj (op, tmp);
1876 } 1796 }
1877 } 1797 }
1878 1798
1892 * skill_name is the skill that should get the exp added. 1812 * skill_name is the skill that should get the exp added.
1893 * flag is what to do if player doesn't have the skill. 1813 * flag is what to do if player doesn't have the skill.
1894 * these last two values are only used for players. 1814 * these last two values are only used for players.
1895 */ 1815 */
1896void 1816void
1897change_exp (object *op, sint64 exp, const char *skill_name, int flag) 1817change_exp (object *op, sint64 exp, shstr_tmp skill_name, int flag)
1898{ 1818{
1899#ifdef EXP_DEBUG 1819#ifdef EXP_DEBUG
1900 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp); 1820 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp);
1901#endif 1821#endif
1902 1822
1919 * worth. 1839 * worth.
1920 */ 1840 */
1921 if (op->type != PLAYER) 1841 if (op->type != PLAYER)
1922 { 1842 {
1923 /* Sanity check */ 1843 /* Sanity check */
1924 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1844 if (!op->flag [FLAG_ALIVE])
1925 return; 1845 return;
1926 1846
1927 /* reset exp to max allowed value. We subtract from 1847 /* reset exp to max allowed value. We subtract from
1928 * MAX_EXPERIENCE to prevent overflows. If the player somehow has 1848 * MAX_EXPERIENCE to prevent overflows. If the player somehow has
1929 * more than max exp, just return. 1849 * more than max exp, just return.
1955 * amount of permenent experience, whichever gives the lowest loss. 1875 * amount of permenent experience, whichever gives the lowest loss.
1956 */ 1876 */
1957void 1877void
1958apply_death_exp_penalty (object *op) 1878apply_death_exp_penalty (object *op)
1959{ 1879{
1960 object *tmp;
1961 sint64 loss; 1880 sint64 loss;
1962 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */ 1881 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */
1963 sint64 level_loss; /* defined by the setting 'death_penalty_levels */ 1882 sint64 level_loss; /* defined by the setting 'death_penalty_levels */
1964 1883
1965 for (tmp = op->inv; tmp; tmp = tmp->below) 1884 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1966 if (tmp->type == SKILL && tmp->stats.exp) 1885 if (tmp->type == SKILL && tmp->stats.exp)
1967 { 1886 {
1968
1969 percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100; 1887 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)]; 1888 level_loss = tmp->stats.exp - levels [max (0, tmp->level - settings.death_penalty_level)];
1971 1889
1972 /* With the revised exp system, you can get cases where 1890 /* With the revised exp system, you can get cases where
1973 * losing several levels would still require that you have more 1891 * losing several levels would still require that you have more
1974 * exp than you currently have - this is true if the levels 1892 * exp than you currently have - this is true if the levels
1975 * tables is a lot harder. 1893 * tables is a lot harder.
1976 */ 1894 */
1977 if (level_loss < 0) 1895 if (level_loss < 0)
1978 level_loss = 0; 1896 level_loss = 0;
1979 1897
1980 loss = check_exp_loss (tmp, MIN (level_loss, percentage_loss)); 1898 loss = check_exp_loss (tmp, min (level_loss, percentage_loss));
1981 1899
1982 tmp->stats.exp -= loss; 1900 tmp->stats.exp -= loss;
1983 player_lvl_adj (op, tmp); 1901 player_lvl_adj (op, tmp);
1984 } 1902 }
1985 1903
1986 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100; 1904 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)]; 1905 level_loss = op->stats.exp - levels [max (0, op->level - settings.death_penalty_level)];
1988 1906
1989 if (level_loss < 0) 1907 if (level_loss < 0)
1990 level_loss = 0; 1908 level_loss = 0;
1909
1991 loss = check_exp_loss (op, MIN (level_loss, percentage_loss)); 1910 loss = check_exp_loss (op, min (level_loss, percentage_loss));
1992 1911
1993 op->stats.exp -= loss; 1912 op->stats.exp -= loss;
1994 player_lvl_adj (op, NULL); 1913 player_lvl_adj (op, NULL);
1995} 1914}
1996 1915

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