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Comparing deliantra/server/common/living.C (file contents):
Revision 1.24 by root, Thu Jan 4 16:19:31 2007 UTC vs.
Revision 1.90 by root, Thu Sep 25 22:58:13 2008 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
20 21 * The authors can be reached via e-mail to <support@deliantra.net>
21 The authors can be reached via e-mail at <crossfire@schmorp.de>
22*/ 22 */
23 23
24#include <global.h> 24#include <global.h>
25#include <funcpoint.h>
26 25
27/* Handy little macro that adds exp and keeps it within bounds. Since 26/* 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 27 * 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 28 * with exptotal wrapping. exptotal is typically op->exp, or op->perm_exp
30 */ 29 */
191static const char *const drain_msg[NUM_STATS] = { 190static const char *const drain_msg[NUM_STATS] = {
192 "Oh no! You are weakened!", 191 "Oh no! You are weakened!",
193 "You're feeling clumsy!", 192 "You're feeling clumsy!",
194 "You feel less healthy", 193 "You feel less healthy",
195 "You suddenly begin to lose your memory!", 194 "You suddenly begin to lose your memory!",
195 "Watch out, your mind is going!",
196 "Your spirit feels drained!",
196 "Your face gets distorted!", 197 "Your face gets distorted!",
197 "Watch out, your mind is going!",
198 "Your spirit feels drained!"
199}; 198};
200const char *const restore_msg[NUM_STATS] = { 199const char *const restore_msg[NUM_STATS] = {
201 "You feel your strength return.", 200 "You feel your strength return.",
202 "You feel your agility return.", 201 "You feel your agility return.",
203 "You feel your health return.", 202 "You feel your health return.",
203 "You feel your memory return.",
204 "You feel your wisdom return.", 204 "You feel your wisdom return.",
205 "You feel your spirits return.",
205 "You feel your charisma return.", 206 "You feel your charisma return.",
206 "You feel your memory return.",
207 "You feel your spirits return."
208}; 207};
209const char *const gain_msg[NUM_STATS] = { 208const char *const gain_msg[NUM_STATS] = {
210 "You feel stronger.", 209 "You feel stronger.",
211 "You feel more agile.", 210 "You feel more agile.",
212 "You feel healthy.", 211 "You feel healthy.",
212 "You feel smarter.",
213 "You feel wiser.", 213 "You feel wiser.",
214 "You feel more potent.",
214 "You seem to look better.", 215 "You seem to look better.",
215 "You feel smarter.",
216 "You feel more potent."
217}; 216};
218const char *const lose_msg[NUM_STATS] = { 217const char *const lose_msg[NUM_STATS] = {
219 "You feel weaker!", 218 "You feel weaker!",
220 "You feel clumsy!", 219 "You feel clumsy!",
221 "You feel less healthy!", 220 "You feel less healthy!",
221 "You feel stupid!",
222 "You lose some of your memory!", 222 "You lose some of your memory!",
223 "You feel less potent!",
223 "You look ugly!", 224 "You look ugly!",
224 "You feel stupid!",
225 "You feel less potent!"
226}; 225};
227 226
228const char *const statname[NUM_STATS] = { 227const char *const statname[NUM_STATS] = {
229 "strength", "dexterity", "constitution", "intelligence", "wisdom", "power", "charisma" 228 "strength", "dexterity", "constitution", "intelligence", "wisdom", "power", "charisma"
230}; 229};
231 230
232const char *const short_stat_name[NUM_STATS] = { 231const char *const short_stat_name[NUM_STATS] = {
233 "Str", "Dex", "Con", "Int", "Wis", "Pow", "Cha" 232 "Str", "Dex", "Con", "Int", "Wis", "Pow", "Cha"
234}; 233};
235
236/*
237 * sets Str/Dex/con/Wis/Cha/Int/Pow in stats to value, depending on
238 * what attr is (STR to POW).
239 */
240void
241set_attr_value (living *stats, int attr, sint8 value)
242{
243 switch (attr)
244 {
245 case STR:
246 stats->Str = value;
247 break;
248 case DEX:
249 stats->Dex = value;
250 break;
251 case CON:
252 stats->Con = value;
253 break;
254 case WIS:
255 stats->Wis = value;
256 break;
257 case POW:
258 stats->Pow = value;
259 break;
260 case CHA:
261 stats->Cha = value;
262 break;
263 case INT:
264 stats->Int = value;
265 break;
266 }
267}
268 234
269/* 235/*
270 * Like set_attr_value(), but instead the value (which can be negative) 236 * Like set_attr_value(), but instead the value (which can be negative)
271 * is added to the specified stat. 237 * is added to the specified stat.
272 */ 238 */
273void 239void
274change_attr_value (living *stats, int attr, sint8 value) 240change_attr_value (living *stats, int attr, sint8 value)
275{ 241{
276 if (value == 0) 242 stats->stat (attr) += value;
277 return;
278
279 switch (attr)
280 {
281 case STR:
282 stats->Str += value;
283 break;
284 case DEX:
285 stats->Dex += value;
286 break;
287 case CON:
288 stats->Con += value;
289 break;
290 case WIS:
291 stats->Wis += value;
292 break;
293 case POW:
294 stats->Pow += value;
295 break;
296 case CHA:
297 stats->Cha += value;
298 break;
299 case INT:
300 stats->Int += value;
301 break;
302 default:
303 LOG (llevError, "Invalid attribute in change_attr_value: %d\n", attr);
304 }
305}
306
307/*
308 * returns the specified stat. See also set_attr_value().
309 */
310
311sint8
312get_attr_value (const living *stats, int attr)
313{
314 switch (attr)
315 {
316 case STR: return stats->Str;
317 case DEX: return stats->Dex;
318 case CON: return stats->Con;
319 case WIS: return stats->Wis;
320 case CHA: return stats->Cha;
321 case INT: return stats->Int;
322 case POW: return stats->Pow;
323 }
324
325 return 0;
326} 243}
327 244
328/* 245/*
329 * Ensures that all stats (str/dex/con/wis/cha/int) are within the 246 * Ensures that all stats (str/dex/con/wis/cha/int) are within the
330 * 1-30 stat limit. 247 * 1-30 stat limit.
331 */ 248 */
332
333void 249void
334check_stat_bounds (living *stats) 250check_stat_bounds (living *stats)
335{ 251{
336 int i, v;
337
338 for (i = 0; i < NUM_STATS; i++) 252 for (int i = 0; i < NUM_STATS; i++)
339 if ((v = get_attr_value (stats, i)) > MAX_STAT) 253 {
340 set_attr_value (stats, i, MAX_STAT); 254 sint8 &v = stats->stat (i);
341 else if (v < MIN_STAT) 255 v = clamp (v, MIN_STAT, MAX_STAT);
342 set_attr_value (stats, i, MIN_STAT); 256 }
343} 257}
344 258
345#define ORIG_S(xyz,abc) (op->contr->orig_stats.abc) 259#define ORIG_S(xyz,abc) (op->contr->orig_stats.abc)
346 260
347/* Rather than having a whole bunch of if (flag) new_draw.. else new_draw, 261/* Rather than having a whole bunch of if (flag) new_draw.. else new_draw,
356/* flag is set to 1 if we are applying the object, -1 if we are removing 270/* flag is set to 1 if we are applying the object, -1 if we are removing
357 * the object. 271 * the object.
358 * It is the calling functions responsibilty to check to see if the object 272 * It is the calling functions responsibilty to check to see if the object
359 * can be applied or not. 273 * can be applied or not.
360 * The main purpose of calling this function is the messages that are 274 * The main purpose of calling this function is the messages that are
361 * displayed - fix_player should really always be called after this when 275 * displayed - update_stats should really always be called after this when
362 * removing an object - that is because it is impossible to know if some object 276 * removing an object - that is because it is impossible to know if some object
363 * is the only source of an attacktype or spell attunement, so this function 277 * is the only source of an attacktype or spell attunement, so this function
364 * will clear the bits, but the player may still have some other object 278 * will clear the bits, but the player may still have some other object
365 * that gives them that ability. 279 * that gives them that ability.
366 */ 280 */
367int 281int
368change_abil (object *op, object *tmp) 282change_abil (object *op, object *tmp)
369{ 283{
370 int flag = QUERY_FLAG (tmp, FLAG_APPLIED) ? 1 : -1, i, j, success = 0; 284 int flag = tmp->flag [FLAG_APPLIED] ? 1 : -1;
285 int success = 0;
371 char message[MAX_BUF]; 286 char message[MAX_BUF];
372 int potion_max = 0; 287 int potion_max = 0;
373 288
374 /* remember what object was like before it was changed. note that 289 // keep some stats for comparison purposes
375 * refop is a local copy of op only to be used for detecting changes 290 object::flags_t prev_flag = op->flag;
376 * found by update_stats. refop is not a real object 291 MoveType prev_move_type = op->move_type;
377 */ 292 sint16 prev_resist [NROFATTACKS]; // clumsy
378 object_copy refop = *op; 293 assert (sizeof (prev_resist) == sizeof (op->resist));
294 memcpy (prev_resist, op->resist, sizeof (prev_resist));
379 295
380 if (op->type == PLAYER) 296 if (op->type == PLAYER)
381 { 297 {
382 if (tmp->type == POTION) 298 if (tmp->type == POTION)
383 { 299 {
384 potion_max = 1; 300 potion_max = 1;
301
385 for (j = 0; j < NUM_STATS; j++) 302 for (int j = 0; j < NUM_STATS; j++)
386 { 303 {
387 int nstat, ostat; 304 int ostat = op->contr->orig_stats.stat (j);
388 305 int i = tmp->stats.stat (j);
389 ostat = get_attr_value (&(op->contr->orig_stats), j);
390 i = get_attr_value (&(tmp->stats), j);
391 306
392 /* nstat is what the stat will be after use of the potion */ 307 /* nstat is what the stat will be after use of the potion */
393 nstat = flag * i + ostat; 308 int nstat = flag * i + ostat;
394 309
395 /* Do some bounds checking. While I don't think any 310 /* Do some bounds checking. There is the potential for potions
396 * potions do so right now, there is the potential for potions
397 * that adjust that stat by more than one point, so we need 311 * that adjust that stat by more than one point, so we need
398 * to allow for that. 312 * to allow for that.
399 */ 313 */
400 if (nstat < 1 && i * flag < 0) 314 if (nstat < 1 && i * flag < 0)
401 nstat = 1; 315 nstat = 1;
402 else if (nstat > 20 + get_attr_value (&(op->arch->clone.stats), j)) 316 else if (nstat > 20 + op->arch->stats.stat (j))
403 { 317 nstat = 20 + op->arch->stats.stat (j);
404 nstat = 20 + get_attr_value (&(op->arch->clone.stats), j);
405 }
406 318
407 if (nstat != ostat) 319 if (nstat != ostat)
408 { 320 {
409 set_attr_value (&(op->contr->orig_stats), j, nstat); 321 op->contr->orig_stats.stat (j) = nstat;
410 potion_max = 0; 322 potion_max = 0;
411 } 323 }
412 else if (i) 324 else if (i)
413 { 325 {
414 /* potion is useless - player has already hit the natural maximum */ 326 /* potion is useless - player has already hit the natural maximum */
418 330
419 /* This section of code ups the characters normal stats also. I am not 331 /* This section of code ups the characters normal stats also. I am not
420 * sure if this is strictly necessary, being that fix_player probably 332 * sure if this is strictly necessary, being that fix_player probably
421 * recalculates this anyway. 333 * recalculates this anyway.
422 */ 334 */
423 for (j = 0; j < NUM_STATS; j++) 335 for (int j = 0; j < NUM_STATS; j++)
424 change_attr_value (&(op->stats), j, flag * get_attr_value (&(tmp->stats), j)); 336 change_attr_value (&op->stats, j, flag * tmp->stats.stat (j));
425 337
426 check_stat_bounds (&(op->stats)); 338 check_stat_bounds (&op->stats);
427 } /* end of potion handling code */ 339 } /* end of potion handling code */
428 } 340 }
429 341
430 /* reset attributes that fix_player doesn't reset since it doesn't search 342 /* reset attributes that update_stats doesn't reset since it doesn't search
431 * everything to set 343 * everything to set
432 */ 344 */
433 if (flag == -1) 345 if (flag == -1)
434 { 346 {
435 op->attacktype &= ~tmp->attacktype; 347 op->attacktype &= ~tmp->attacktype;
436 op->path_attuned &= ~tmp->path_attuned; 348 op->path_attuned &= ~tmp->path_attuned;
437 op->path_repelled &= ~tmp->path_repelled; 349 op->path_repelled &= ~tmp->path_repelled;
438 op->path_denied &= ~tmp->path_denied; 350 op->path_denied &= ~tmp->path_denied;
439 /* Presuming here that creatures only have move_type, 351 /* Presuming here that creatures only have move_type,
440 * and not the other move_ fields. 352 * and not the other move_ fields.
441 */ 353 */
442 op->move_type &= ~tmp->move_type; 354 op->move_type &= ~tmp->move_type;
443 } 355 }
444 356
445 /* call fix_player since op object could have whatever attribute due 357 /* call fix_player since op object could have whatever attribute due
446 * to multiple items. if fix_player always has to be called after 358 * to multiple items. if update_stats always has to be called after
447 * change_ability then might as well call it from here 359 * change_ability then might as well call it from here
448 */ 360 */
449 op->update_stats (); 361 op->update_stats ();
450 362
451 /* Fix player won't add the bows ability to the player, so don't 363 /* update_stats won't add the bows ability to the player, so don't
452 * print out message if this is a bow. 364 * print out message if this is a bow.
453 */ 365 */
454 if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW) 366 if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW)
455 { 367 {
456 success = 1; 368 success = 1;
457 DIFF_MSG (flag, "Your hands begin to glow red.", "Your hands stop glowing red."); 369 DIFF_MSG (flag, "Your hands begin to glow red.", "Your hands stop glowing red.");
458 } 370 }
459 371
460 if (QUERY_FLAG (op, FLAG_LIFESAVE) != QUERY_FLAG (&refop, FLAG_LIFESAVE)) 372 if (op->flag [FLAG_LIFESAVE] != prev_flag [FLAG_LIFESAVE])
461 { 373 {
462 success = 1; 374 success = 1;
463 DIFF_MSG (flag, "You feel very protected.", "You don't feel protected anymore."); 375 DIFF_MSG (flag, "You feel very protected.", "You don't feel protected anymore.");
464 } 376 }
465 377
466 if (QUERY_FLAG (op, FLAG_REFL_MISSILE) != QUERY_FLAG (&refop, FLAG_REFL_MISSILE)) 378 if (op->flag [FLAG_REFL_MISSILE] != prev_flag [FLAG_REFL_MISSILE])
467 { 379 {
468 success = 1; 380 success = 1;
469 DIFF_MSG (flag, "A magic force shimmers around you.", "The magic force fades away."); 381 DIFF_MSG (flag, "A magic force shimmers around you.", "The magic force fades away.");
470 } 382 }
471 383
472 if (QUERY_FLAG (op, FLAG_REFL_SPELL) != QUERY_FLAG (&refop, FLAG_REFL_SPELL)) 384 if (op->flag [FLAG_REFL_SPELL] != prev_flag [FLAG_REFL_SPELL])
473 { 385 {
474 success = 1; 386 success = 1;
475 DIFF_MSG (flag, "You feel more safe now, somehow.", "Suddenly you feel less safe, somehow."); 387 DIFF_MSG (flag, "You feel more safe now, somehow.", "Suddenly you feel less safe, somehow.");
476 } 388 }
477 389
479 * user has multiple items giving the same type appled like we 391 * user has multiple items giving the same type appled like we
480 * used to - that is more work than what we gain, plus messages 392 * used to - that is more work than what we gain, plus messages
481 * can be misleading (a little higher could be miscontrued from 393 * can be misleading (a little higher could be miscontrued from
482 * from fly high) 394 * from fly high)
483 */ 395 */
484 if (tmp->move_type && op->move_type != refop.move_type) 396 if (tmp->move_type && op->move_type != prev_move_type)
485 { 397 {
486 success = 1; 398 success = 1;
487 399
488 /* MOVE_FLY_HIGH trumps MOVE_FLY_LOW - changing your move_fly_low 400 /* MOVE_FLY_HIGH trumps MOVE_FLY_LOW - changing your move_fly_low
489 * status doesn't make a difference if you are flying high 401 * status doesn't make a difference if you are flying high
490 */ 402 */
491 if (tmp->move_type & MOVE_FLY_LOW && !(op->move_type & MOVE_FLY_HIGH)) 403 if (tmp->move_type & MOVE_FLY_LOW && !(op->move_type & MOVE_FLY_HIGH))
492 { 404 {
493 DIFF_MSG (flag, "You start to float in the air!.", "You float down to the ground."); 405 DIFF_MSG (flag, "You start to float in the air!", "You float down to the ground.");
494 } 406 }
495 407
496 if (tmp->move_type & MOVE_FLY_HIGH) 408 if (tmp->move_type & MOVE_FLY_HIGH)
497 { 409 {
498 /* double conditional - second case covers if you have move_fly_low - 410 /* double conditional - second case covers if you have move_fly_low -
499 * in that case, you don't actually land 411 * in that case, you don't actually land
500 */ 412 */
501 DIFF_MSG (flag, "You soar into the air air!.", 413 DIFF_MSG (flag, "You soar into the air!",
502 (op->move_type & MOVE_FLY_LOW ? "You fly lower in the air" : "You float down to the ground.")); 414 (op->move_type & MOVE_FLY_LOW ? "You fly lower in the air" : "You float down to the ground."));
503 } 415 }
416
504 if (tmp->move_type & MOVE_SWIM) 417 if (tmp->move_type & MOVE_SWIM)
505 DIFF_MSG (flag, "You feel ready for a swim", "You no longer feel like swimming"); 418 DIFF_MSG (flag, "You feel ready for a swim", "You no longer feel like swimming");
506 419
507 /* Changing move status may mean you are affected by things you weren't before */ 420 /* Changing move status may mean you are affected by things you weren't before */
508 check_move_on (op, op); 421 check_move_on (op, op);
509 } 422 }
510 423
511 /* becoming UNDEAD... a special treatment for this flag. Only those not 424 /* becoming UNDEAD... a special treatment for this flag. Only those not
512 * originally undead may change their status 425 * originally undead may change their status
513 */ 426 */
514 if (!QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 427 if (!op->arch->flag [FLAG_UNDEAD])
515 if (QUERY_FLAG (op, FLAG_UNDEAD) != QUERY_FLAG (&refop, FLAG_UNDEAD)) 428 if (op->flag [FLAG_UNDEAD] != prev_flag [FLAG_UNDEAD])
516 { 429 {
517 success = 1; 430 success = 1;
518 if (flag > 0) 431 if (flag > 0)
519 { 432 {
520 op->race = "undead"; 433 op->race = "undead";
521 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce drains away!"); 434 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce drains away!");
522 } 435 }
523 else 436 else
524 { 437 {
525 op->race = op->arch->clone.race; 438 op->race = op->arch->race;
526 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!"); 439 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!");
527 } 440 }
528 } 441 }
529 442
530 if (QUERY_FLAG (op, FLAG_STEALTH) != QUERY_FLAG (&refop, FLAG_STEALTH)) 443 if (op->flag [FLAG_STEALTH] != prev_flag [FLAG_STEALTH])
531 { 444 {
532 success = 1; 445 success = 1;
533 DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily."); 446 DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily.");
534 } 447 }
535 448
536 if (QUERY_FLAG (op, FLAG_MAKE_INVIS) != QUERY_FLAG (&refop, FLAG_MAKE_INVIS)) 449 if (op->flag [FLAG_MAKE_INVIS] != prev_flag [FLAG_MAKE_INVIS])
537 { 450 {
538 success = 1; 451 success = 1;
539 DIFF_MSG (flag, "You become transparent.", "You can see yourself."); 452 DIFF_MSG (flag, "You become transparent.", "You can see yourself.");
540 } 453 }
541 454
542 /* blinded you can tell if more blinded since blinded player has minimal 455 /* blinded you can tell if more blinded since blinded player has minimal
543 * vision 456 * vision
544 */ 457 */
545 if (QUERY_FLAG (tmp, FLAG_BLIND)) 458 if (tmp->flag [FLAG_BLIND])
546 { 459 {
547 success = 1; 460 success = 1;
548 if (flag > 0) 461 if (flag > 0)
549 { 462 {
550 if (QUERY_FLAG (op, FLAG_WIZ)) 463 if (op->flag [FLAG_WIZ])
551 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self is blinded."); 464 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self is blinded.");
552 else 465 else
553 { 466 {
554 new_draw_info (NDI_UNIQUE, 0, op, "You are blinded."); 467 new_draw_info (NDI_UNIQUE, 0, op, "You are blinded.");
555 SET_FLAG (op, FLAG_BLIND); 468 SET_FLAG (op, FLAG_BLIND);
557 op->contr->do_los = 1; 470 op->contr->do_los = 1;
558 } 471 }
559 } 472 }
560 else 473 else
561 { 474 {
562 if (QUERY_FLAG (op, FLAG_WIZ)) 475 if (op->flag [FLAG_WIZ])
563 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self can now see again."); 476 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self can now see again.");
564 else 477 else
565 { 478 {
566 new_draw_info (NDI_UNIQUE, 0, op, "Your vision returns."); 479 new_draw_info (NDI_UNIQUE, 0, op, "Your vision returns.");
567 CLEAR_FLAG (op, FLAG_BLIND); 480 CLEAR_FLAG (op, FLAG_BLIND);
569 op->contr->do_los = 1; 482 op->contr->do_los = 1;
570 } 483 }
571 } 484 }
572 } 485 }
573 486
574 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK) != QUERY_FLAG (&refop, FLAG_SEE_IN_DARK)) 487 if (op->flag [FLAG_SEE_IN_DARK] != prev_flag [FLAG_SEE_IN_DARK])
575 { 488 {
576 success = 1; 489 success = 1;
577 if (op->type == PLAYER) 490 if (op->type == PLAYER)
578 op->contr->do_los = 1; 491 op->contr->do_los = 1;
579 DIFF_MSG (flag, "Your vision is better in the dark.", "You see less well in the dark."); 492 DIFF_MSG (flag, "Your vision is better in the dark.", "You see less well in the dark.");
580 } 493 }
581 494
582 if (QUERY_FLAG (op, FLAG_XRAYS) != QUERY_FLAG (&refop, FLAG_XRAYS)) 495 if (op->flag [FLAG_XRAYS] != prev_flag [FLAG_XRAYS])
583 { 496 {
584 success = 1; 497 success = 1;
585 if (flag > 0) 498 if (flag > 0)
586 { 499 {
587 if (QUERY_FLAG (op, FLAG_WIZ)) 500 if (op->flag [FLAG_WIZ])
588 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a little clearer."); 501 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a little clearer.");
589 else 502 else
590 { 503 {
591 new_draw_info (NDI_UNIQUE, 0, op, "Everything becomes transparent."); 504 new_draw_info (NDI_UNIQUE, 0, op, "Everything becomes transparent.");
592 if (op->type == PLAYER) 505 if (op->type == PLAYER)
593 op->contr->do_los = 1; 506 op->contr->do_los = 1;
594 } 507 }
595 } 508 }
596 else 509 else
597 { 510 {
598 if (QUERY_FLAG (op, FLAG_WIZ)) 511 if (op->flag [FLAG_WIZ])
599 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a bit out of focus."); 512 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a bit out of focus.");
600 else 513 else
601 { 514 {
602 new_draw_info (NDI_UNIQUE, 0, op, "Everything suddenly looks very solid."); 515 new_draw_info (NDI_UNIQUE, 0, op, "Everything suddenly looks very solid.");
603 if (op->type == PLAYER) 516 if (op->type == PLAYER)
636 success = 1; 549 success = 1;
637 DIFF_MSG (flag * tmp->stats.food, "You feel your digestion slowing down.", "You feel your digestion speeding up."); 550 DIFF_MSG (flag * tmp->stats.food, "You feel your digestion slowing down.", "You feel your digestion speeding up.");
638 } 551 }
639 552
640 /* Messages for changed resistance */ 553 /* Messages for changed resistance */
641 for (i = 0; i < NROFATTACKS; i++) 554 for (int i = 0; i < NROFATTACKS; i++)
642 { 555 {
643 if (i == ATNR_PHYSICAL) 556 if (i == ATNR_PHYSICAL)
644 continue; /* Don't display about armour */ 557 continue; /* Don't display about armour */
645 558
646 if (op->resist[i] != refop.resist[i]) 559 if (op->resist [i] != prev_resist [i])
647 { 560 {
648 success = 1; 561 success = 1;
562
649 if (op->resist[i] > refop.resist[i]) 563 if (op->resist [i] > prev_resist [i])
650 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]);
651 else 565 else
652 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]);
653 567
654 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message); 568 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message);
655 } 569 }
656 } 570 }
657 571
658 if (!potion_max) 572 if (!potion_max)
659 {
660 for (j = 0; j < NUM_STATS; j++) 573 for (int j = 0; j < NUM_STATS; j++)
661 { 574 if (int i = tmp->stats.stat (j))
662 if ((i = get_attr_value (&(tmp->stats), j)) != 0)
663 { 575 {
664 success = 1; 576 success = 1;
665 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]); 577 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]);
666 } 578 }
667 }
668 }
669 579
670 return success; 580 return success;
671} 581}
672 582
673/* 583/*
674 * Stat draining by Vick 930307 584 * Stat draining by Vick 930307
675 * (Feeling evil, I made it work as well now. -Frank 8) 585 * (Feeling evil, I made it work as well now. -Frank 8)
676 */ 586 */
677
678void 587void
679object::drain_stat () 588object::drain_stat ()
680{ 589{
681 drain_specific_stat (RANDOM () % NUM_STATS); 590 drain_specific_stat (rndm (NUM_STATS));
682} 591}
683 592
684void 593void
685object::drain_specific_stat (int deplete_stats) 594object::drain_specific_stat (int deplete_stats)
686{ 595{
754 return; 663 return;
755 664
756 /* Randomly change the players luck. Basically, we move it 665 /* Randomly change the players luck. Basically, we move it
757 * back neutral (if greater>0, subtract, otherwise add) 666 * back neutral (if greater>0, subtract, otherwise add)
758 */ 667 */
759 if (RANDOM () % (FABS (tmp->stats.luck)) >= RANDOM () % 30) 668 if (rndm (abs (tmp->stats.luck)) >= rndm (30))
760 { 669 {
761 int diff = tmp->stats.luck > 0 ? -1 : 1; 670 int diff = tmp->stats.luck > 0 ? -1 : 1;
762 671
763 stats.luck += diff; 672 stats.luck += diff;
764 tmp->stats.luck += diff; 673 tmp->stats.luck += diff;
771 * Subtracts stat-bonuses given by the class which the player has chosen. 680 * Subtracts stat-bonuses given by the class which the player has chosen.
772 */ 681 */
773void 682void
774object::remove_statbonus () 683object::remove_statbonus ()
775{ 684{
776 stats.Str -= arch->clone.stats.Str; 685 for (int i = 0; i < NUM_STATS; ++i)
777 stats.Dex -= arch->clone.stats.Dex; 686 {
778 stats.Con -= arch->clone.stats.Con; 687 sint8 v = arch->stats.stat (i);
779 stats.Wis -= arch->clone.stats.Wis; 688 stats.stat (i) -= v;
780 stats.Pow -= arch->clone.stats.Pow; 689 contr->orig_stats.stat (i) -= v;
781 stats.Cha -= arch->clone.stats.Cha; 690 }
782 stats.Int -= arch->clone.stats.Int;
783
784 contr->orig_stats.Str -= arch->clone.stats.Str;
785 contr->orig_stats.Dex -= arch->clone.stats.Dex;
786 contr->orig_stats.Con -= arch->clone.stats.Con;
787 contr->orig_stats.Wis -= arch->clone.stats.Wis;
788 contr->orig_stats.Pow -= arch->clone.stats.Pow;
789 contr->orig_stats.Cha -= arch->clone.stats.Cha;
790 contr->orig_stats.Int -= arch->clone.stats.Int;
791} 691}
792 692
793/* 693/*
794 * Adds stat-bonuses given by the class which the player has chosen. 694 * Adds stat-bonuses given by the class which the player has chosen.
795 */ 695 */
796void 696void
797object::add_statbonus () 697object::add_statbonus ()
798{ 698{
799 stats.Str += arch->clone.stats.Str; 699 for (int i = 0; i < NUM_STATS; ++i)
800 stats.Dex += arch->clone.stats.Dex; 700 {
801 stats.Con += arch->clone.stats.Con; 701 sint8 v = arch->stats.stat (i);
802 stats.Wis += arch->clone.stats.Wis; 702 stats.stat (i) += v;
803 stats.Pow += arch->clone.stats.Pow; 703 contr->orig_stats.stat (i) += v;
804 stats.Cha += arch->clone.stats.Cha; 704 }
805 stats.Int += arch->clone.stats.Int;
806
807 contr->orig_stats.Str += arch->clone.stats.Str;
808 contr->orig_stats.Dex += arch->clone.stats.Dex;
809 contr->orig_stats.Con += arch->clone.stats.Con;
810 contr->orig_stats.Wis += arch->clone.stats.Wis;
811 contr->orig_stats.Pow += arch->clone.stats.Pow;
812 contr->orig_stats.Cha += arch->clone.stats.Cha;
813 contr->orig_stats.Int += arch->clone.stats.Int;
814} 705}
706
707/* These are the items that currently can change digestion, regeneration,
708 * spell point recovery and mana point recovery. Seems sort of an arbitary
709 * list, but other items store other info into stats array.
710 */
711static struct digest_types : std::bitset<NUM_TYPES>
712{
713 digest_types ()
714 {
715 set (WEAPON);
716 set (BOW);
717 set (ARMOUR);
718 set (HELMET);
719 set (SHIELD);
720 set (RING);
721 set (BOOTS);
722 set (GLOVES);
723 set (AMULET);
724 set (GIRDLE);
725 set (BRACERS);
726 set (CLOAK);
727 set (DISEASE);
728 set (FORCE);
729 set (SKILL);
730 }
731} digest_types;
732
733static struct copy_flags : object::flags_t
734{
735 copy_flags ()
736 {
737 set (FLAG_LIFESAVE);
738 set (FLAG_REFL_SPELL);
739 set (FLAG_REFL_MISSILE);
740 set (FLAG_STEALTH);
741 set (FLAG_XRAYS);
742 set (FLAG_BLIND);
743 set (FLAG_SEE_IN_DARK);
744 }
745} copy_flags;
815 746
816/* 747/*
817 * Updates all abilities given by applied objects in the inventory 748 * Updates all abilities given by applied objects in the inventory
818 * of the given object. Note: This function works for both monsters 749 * of the given object. Note: This function works for both monsters
819 * and players; the "player" in the name is purely an archaic inheritance. 750 * and players; the "player" in the name is purely an archaic inheritance.
820 * This functions starts from base values (archetype or player object) 751 * This functions starts from base values (archetype or player object)
821 * and then adjusts them according to what the player has equipped. 752 * and then adjusts them according to what the player has equipped.
822 */ 753 *
823
824/* July 95 - inserted stuff to handle new skills/exp system - b.t. 754 * July 95 - inserted stuff to handle new skills/exp system - b.t.
825 spell system split, grace points now added to system --peterm 755 * spell system split, grace points now added to system --peterm
826 */ 756 */
827
828void 757void
829object::update_stats () 758object::update_stats ()
830{ 759{
831 int i, j;
832 float f, max = 9, added_speed = 0, bonus_speed = 0, sp_tmp, speed_reduce_from_disease = 1; 760 float f, max_speed = 9, added_speed = 0, bonus_speed = 0, speed_reduce_from_disease = 1;
833 int weapon_weight = 0, weapon_speed = 0; 761 int weapon_weight = 0, weapon_speed = 0;
834 int best_wc = 0, best_ac = 0, wc = 0, ac = 0; 762 int best_wc = 0, best_ac = 0, wc = 0, ac = 0;
835 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; 763 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS];
836 object *grace_obj = NULL, *mana_obj = NULL, *wc_obj = NULL, *tmp; 764 object *grace_obj = NULL, *mana_obj = NULL, *tmp;
837 float old_speed = speed; 765 float old_speed = speed;
766 int stat_sum [NUM_STATS];
838 767
839 /* First task is to clear all the values back to their original values */ 768 /* First task is to clear all the values back to their original values */
840 if (type == PLAYER) 769 if (type == PLAYER)
841 { 770 {
842 for (i = 0; i < NUM_STATS; i++) 771 for (int i = 0; i < NUM_STATS; i++)
843 set_attr_value (&(stats), i, get_attr_value (&(contr->orig_stats), i)); 772 stat_sum [i] = contr->orig_stats.stat (i);
844 773
845 if (settings.spell_encumbrance == TRUE) 774 if (settings.spell_encumbrance == TRUE)
846 contr->encumbrance = 0; 775 contr->encumbrance = 0;
847 776
848 attacktype = 0; 777 attacktype = 0;
778
849 contr->digestion = 0; 779 contr->digestion = 0;
850 contr->gen_hp = 0; 780 contr->gen_hp = 0;
851 contr->gen_sp = 0; 781 contr->gen_sp = 0;
852 contr->gen_grace = 0; 782 contr->gen_grace = 0;
853 contr->gen_sp_armour = 10; 783 contr->gen_sp_armour = 10;
854 contr->item_power = 0; 784 contr->item_power = 0;
855
856 /* Don't clobber all the range_ values. range_golem otherwise
857 * gets reset for no good reason, and we don't want to reset
858 * range_magic (what spell is readied). These three below
859 * well get filled in based on what the player has equipped.
860 */
861 contr->ranges[range_bow] = NULL;
862 contr->ranges[range_misc] = NULL;
863 contr->ranges[range_skill] = NULL;
864 } 785 }
865 786
866 memcpy (body_used, body_info, sizeof (body_info)); 787 for (int i = NUM_BODY_LOCATIONS; i--; )
788 slot[i].used = slot[i].info;
867 789
868 slaying = 0; 790 slaying = 0;
869 791
870 if (!QUERY_FLAG (this, FLAG_WIZ)) 792 if (!QUERY_FLAG (this, FLAG_WIZ))
871 { 793 {
875 797
876 CLEAR_FLAG (this, FLAG_LIFESAVE); 798 CLEAR_FLAG (this, FLAG_LIFESAVE);
877 CLEAR_FLAG (this, FLAG_STEALTH); 799 CLEAR_FLAG (this, FLAG_STEALTH);
878 CLEAR_FLAG (this, FLAG_BLIND); 800 CLEAR_FLAG (this, FLAG_BLIND);
879 801
880 if (!QUERY_FLAG (&arch->clone, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL); 802 if (!QUERY_FLAG (arch, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL);
881 if (!QUERY_FLAG (&arch->clone, FLAG_REFL_MISSILE)) CLEAR_FLAG (this, FLAG_REFL_MISSILE); 803 if (!QUERY_FLAG (arch, FLAG_REFL_MISSILE)) CLEAR_FLAG (this, FLAG_REFL_MISSILE);
882 if (!QUERY_FLAG (&arch->clone, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD); 804 if (!QUERY_FLAG (arch, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD);
883 if (!QUERY_FLAG (&arch->clone, FLAG_SEE_IN_DARK )) CLEAR_FLAG (this, FLAG_SEE_IN_DARK); 805 if (!QUERY_FLAG (arch, FLAG_SEE_IN_DARK )) CLEAR_FLAG (this, FLAG_SEE_IN_DARK);
884 806
885 path_attuned = arch->clone.path_attuned; 807 path_attuned = arch->path_attuned;
886 path_repelled = arch->clone.path_repelled; 808 path_repelled = arch->path_repelled;
887 path_denied = arch->clone.path_denied; 809 path_denied = arch->path_denied;
888 glow_radius = arch->clone.glow_radius; 810 glow_radius = arch->glow_radius;
889 move_type = arch->clone.move_type; 811 move_type = arch->move_type;
812
890 chosen_skill = NULL; 813 chosen_skill = 0;
891 814
892 /* initializing resistances from the values in player/monster's 815 /* initializing resistances from the values in player/monster's
893 * archetype clone 816 * archetype clone
894 */ 817 */
895 memcpy (&resist, &arch->clone.resist, sizeof (resist)); 818 memcpy (&resist, &arch->resist, sizeof (resist));
896 819
897 for (i = 0; i < NROFATTACKS; i++) 820 for (int i = 0; i < NROFATTACKS; i++)
898 { 821 {
899 if (resist[i] > 0) 822 if (resist[i] > 0)
900 prot[i] = resist[i], vuln[i] = 0; 823 prot[i] = resist[i], vuln[i] = 0;
901 else 824 else
902 vuln[i] = -(resist[i]), prot[i] = 0; 825 vuln[i] = -(resist[i]), prot[i] = 0;
826
903 potion_resist[i] = 0; 827 potion_resist[i] = 0;
904 } 828 }
905 829
906 wc = arch->clone.stats.wc; 830 wc = arch->stats.wc;
907 stats.dam = arch->clone.stats.dam; 831 stats.dam = arch->stats.dam;
908 832
909 /* for players which cannot use armour, they gain AC -1 per 3 levels, 833 /* for players which cannot use armour, they gain AC -1 per 3 levels,
910 * plus a small amount of physical resist, those poor suckers. ;) 834 * plus a small amount of physical resist, those poor suckers. ;)
911 * the fact that maxlevel is factored in could be considered sort of bogus - 835 * the fact that maxlevel is factored in could be considered sort of bogus -
912 * we should probably give them some bonus and cap it off - otherwise, 836 * we should probably give them some bonus and cap it off - otherwise,
913 * basically, if a server updates its max level, these playes may find 837 * basically, if a server updates its max level, these playes may find
914 * that their protection from physical goes down 838 * that their protection from physical goes down
915 */ 839 */
916 if (!QUERY_FLAG (this, FLAG_USE_ARMOUR) && type == PLAYER) 840 if (!QUERY_FLAG (this, FLAG_USE_ARMOUR) && type == PLAYER)
917 { 841 {
918 ac = MAX (-10, arch->clone.stats.ac - level / 3); 842 ac = max (-10, arch->stats.ac - level / 3);
919 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100; 843 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100;
920 } 844 }
921 else 845 else
922 ac = arch->clone.stats.ac; 846 ac = arch->stats.ac;
923 847
924 stats.luck = arch->clone.stats.luck; 848 stats.luck = arch->stats.luck;
925 speed = arch->clone.speed; 849 speed = arch->speed;
926 850
927 /* OK - we've reset most all the objects attributes to sane values. 851 /* OK - we've reset most all the objects attributes to sane values.
928 * now go through and make adjustments for what the player has equipped. 852 * now go through and make adjustments for what the player has equipped.
929 */ 853 */
930
931 for (tmp = inv; tmp; tmp = tmp->below) 854 for (tmp = inv; tmp; tmp = tmp->below)
932 { 855 {
933 /* See note in map.c:update_position about making this additive
934 * since light sources are never applied, need to put check here.
935 */
936 if (tmp->glow_radius > glow_radius)
937 glow_radius = tmp->glow_radius;
938
939 /* This happens because apply_potion calls change_abil with the potion 856 /* This happens because apply_potion calls change_abil with the potion
940 * applied so we can tell the player what chagned. But change_abil 857 * applied so we can tell the player what changed. But change_abil
941 * then calls this function. 858 * then calls this function.
942 */ 859 */
943 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION) 860 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION)
944 continue; 861 continue;
862
863 /* See note in map.c:update_position about making this additive
864 * since light sources are never applied, need to put check here.
865 */
866 glow_radius = max (glow_radius, tmp->glow_radius);
945 867
946 /* For some things, we don't care what is equipped */ 868 /* For some things, we don't care what is equipped */
947 if (tmp->type == SKILL) 869 if (tmp->type == SKILL)
948 { 870 {
949 /* Want to take the highest skill here. */ 871 /* Want to take the highest skill here. */
962 else if (tmp->level > grace_obj->level) 884 else if (tmp->level > grace_obj->level)
963 grace_obj = tmp; 885 grace_obj = tmp;
964 } 886 }
965 } 887 }
966 888
967 /* Container objects are not meant to adjust a players, but other applied 889 /* Container objects are not meant to adjust players, but other applied
968 * objects need to make adjustments. 890 * objects need to make adjustments.
969 * This block should handle all player specific changes 891 * This block should handle all player specific changes
970 * The check for Praying is a bit of a hack - god given bonuses are put 892 * The check for Praying is a bit of a hack - god given bonuses are put
971 * in the praying skill, and the player should always get those. 893 * in the praying skill, and the player should always get those.
972 * It also means we need to put in additional checks for applied below, 894 * It also means we need to put in additional checks for applied below,
973 * because the skill shouldn't count against body positions being used 895 * because the skill shouldn't count against body positions being used
974 * up, etc. 896 * up, etc.
975 */ 897 */
976 if ((QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type != CONTAINER && tmp->type != CLOSE_CON) || 898 if ((tmp->flag [FLAG_APPLIED]
899 && tmp->type != CONTAINER
900 && tmp->type != CLOSE_CON)
901 || (tmp->type == SKILL
977 (tmp->type == SKILL && tmp->subtype == SK_PRAYING)) 902 && tmp->subtype == SK_PRAYING))
978 { 903 {
979 if (type == PLAYER) 904 if (type == PLAYER)
980 { 905 {
981 if (tmp->type == BOW) 906 contr->item_power += tmp->item_power;
982 contr->ranges[range_bow] = tmp;
983 907
984 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 908 if (tmp == contr->combat_ob || tmp == contr->ranged_ob)
985 contr->ranges[range_misc] = tmp; 909 if (tmp != current_weapon
910 && (tmp->type != SKILL || tmp->subtype != SK_PRAYING)
911 && !tmp->flag [FLAG_CURSED]
912 && !tmp->flag [FLAG_DAMNED])
913 continue;
986 914
987 for (i = 0; i < NUM_STATS; i++) 915 for (int i = 0; i < NUM_STATS; i++)
988 change_attr_value (&(stats), i, get_attr_value (&(tmp->stats), i)); 916 stat_sum [i] = stat_sum [i] + tmp->stats.stat (i);
989 917
990 /* these are the items that currently can change digestion, regeneration, 918 if (digest_types [tmp->type])
991 * spell point recovery and mana point recovery. Seems sort of an arbitary
992 * list, but other items store other info into stats array.
993 */
994 if ((tmp->type == WEAPON) ||
995 (tmp->type == ARMOUR) || (tmp->type == HELMET) ||
996 (tmp->type == SHIELD) || (tmp->type == RING) ||
997 (tmp->type == BOOTS) || (tmp->type == GLOVES) ||
998 (tmp->type == AMULET) || (tmp->type == GIRDLE) ||
999 (tmp->type == BRACERS) || (tmp->type == CLOAK) ||
1000 (tmp->type == DISEASE) || (tmp->type == FORCE) ||
1001 (tmp->type == SKILL))
1002 { 919 {
1003 contr->digestion += tmp->stats.food; 920 contr->digestion += tmp->stats.food;
1004 contr->gen_hp += tmp->stats.hp; 921 contr->gen_hp += tmp->stats.hp;
922 if (tmp->type != BOW) // ugly exception for bows
1005 contr->gen_sp += tmp->stats.sp; 923 contr->gen_sp += tmp->stats.sp;
1006 contr->gen_grace += tmp->stats.grace; 924 contr->gen_grace += tmp->stats.grace;
1007 contr->gen_sp_armour += tmp->gen_sp_armour; 925 contr->gen_sp_armour += tmp->gen_sp_armour;
1008 contr->item_power += tmp->item_power;
1009 } 926 }
1010 } /* if this is a player */ 927 } /* if this is a player */
928 else
929 {
930 if (tmp->type == WEAPON)
931 current_weapon = tmp;
932 }
1011 933
1012 /* Update slots used for items */ 934 /* Update slots used for items */
1013 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 935 if (QUERY_FLAG (tmp, FLAG_APPLIED))
1014 for (i = 0; i < NUM_BODY_LOCATIONS; i++) 936 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
1015 body_used[i] += tmp->body_info[i]; 937 slot[i].used += tmp->slot[i].info;
1016 938
1017 if (tmp->type == SYMPTOM) 939 if (tmp->type == SYMPTOM)
1018 {
1019 speed_reduce_from_disease = tmp->last_sp / 100.0;
1020 if (speed_reduce_from_disease == 0)
1021 speed_reduce_from_disease = 1; 940 speed_reduce_from_disease =
1022 } 941 min (speed_reduce_from_disease, tmp->last_sp ? tmp->last_sp / 100.f : 1.f);
1023 942
1024 /* Pos. and neg. protections are counted seperate (-> pro/vuln). 943 /* Pos. and neg. protections are counted separate (-> pro/vuln).
1025 * (Negative protections are calculated extactly like positive.) 944 * (Negative protections are calculated exactly like positive.)
1026 * Resistance from potions are treated special as well. If there's 945 * Resistance from potions are treated special as well. If there's
1027 * more than one potion-effect, the bigger prot.-value is taken. 946 * more than one potion-effect, the bigger prot.-value is taken.
1028 */ 947 */
1029 if (tmp->type != POTION) 948 if (tmp->type != POTION)
1030 { 949 {
1031 for (i = 0; i < NROFATTACKS; i++) 950 for (int i = 0; i < NROFATTACKS; i++)
1032 { 951 {
1033 /* Potential for cursed potions, in which case we just can use 952 /* Potential for cursed potions, in which case we just can use
1034 * a straight MAX, as potion_resist is initialised to zero. 953 * a straight MAX, as potion_resist is initialised to zero.
1035 */ 954 */
1036 if (tmp->type == POTION_EFFECT) 955 if (tmp->type == POTION_EFFECT)
1037 { 956 {
1038 if (potion_resist[i]) 957 if (potion_resist[i])
1039 potion_resist[i] = MAX (potion_resist[i], tmp->resist[i]); 958 potion_resist[i] = max (potion_resist[i], tmp->resist[i]);
1040 else 959 else
1041 potion_resist[i] = tmp->resist[i]; 960 potion_resist[i] = tmp->resist[i];
1042 } 961 }
1043 else if (tmp->resist[i] > 0) 962 else if (tmp->resist[i] > 0)
1044 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100; 963 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100;
1045 else if (tmp->resist[i] < 0) 964 else if (tmp->resist[i] < 0)
1046 vuln[i] += ((100 - vuln[i]) * (-tmp->resist[i])) / 100; 965 vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100;
1047 } 966 }
1048 } 967 }
1049 968
1050 /* There may be other things that should not adjust the attacktype */ 969 /* There may be other things that should not adjust the attacktype */
1051 if (tmp->type != BOW && tmp->type != SYMPTOM) 970 if (tmp->type != SYMPTOM)
971 {
1052 attacktype |= tmp->attacktype; 972 attacktype |= tmp->attacktype;
1053
1054 path_attuned |= tmp->path_attuned; 973 path_attuned |= tmp->path_attuned;
1055 path_repelled |= tmp->path_repelled; 974 path_repelled |= tmp->path_repelled;
1056 path_denied |= tmp->path_denied; 975 path_denied |= tmp->path_denied;
976 move_type |= tmp->move_type;
1057 stats.luck += tmp->stats.luck; 977 stats.luck += tmp->stats.luck;
1058 move_type |= tmp->move_type; 978 }
1059 979
1060 if (QUERY_FLAG (tmp, FLAG_LIFESAVE )) SET_FLAG (this, FLAG_LIFESAVE); 980 flag |= tmp->flag & copy_flags;
1061 if (QUERY_FLAG (tmp, FLAG_REFL_SPELL )) SET_FLAG (this, FLAG_REFL_SPELL);
1062 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE)) SET_FLAG (this, FLAG_REFL_MISSILE);
1063 if (QUERY_FLAG (tmp, FLAG_STEALTH )) SET_FLAG (this, FLAG_STEALTH);
1064 if (QUERY_FLAG (tmp, FLAG_XRAYS )) SET_FLAG (this, FLAG_XRAYS);
1065 if (QUERY_FLAG (tmp, FLAG_BLIND )) SET_FLAG (this, FLAG_BLIND);
1066 if (QUERY_FLAG (tmp, FLAG_SEE_IN_DARK )) SET_FLAG (this, FLAG_SEE_IN_DARK);
1067 981
1068 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (&arch->clone, FLAG_UNDEAD)) 982 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (arch, FLAG_UNDEAD))
1069 SET_FLAG (this, FLAG_UNDEAD); 983 SET_FLAG (this, FLAG_UNDEAD);
1070 984
1071 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS)) 985 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS))
1072 { 986 {
1073 SET_FLAG (this, FLAG_MAKE_INVIS); 987 SET_FLAG (this, FLAG_MAKE_INVIS);
1076 990
1077 if (tmp->stats.exp && tmp->type != SKILL) 991 if (tmp->stats.exp && tmp->type != SKILL)
1078 { 992 {
1079 if (tmp->stats.exp > 0) 993 if (tmp->stats.exp > 0)
1080 { 994 {
1081 added_speed += (float) tmp->stats.exp / 3.0; 995 added_speed += tmp->stats.exp / 3.f;
1082 bonus_speed += 1.0 + (float) tmp->stats.exp / 3.0; 996 bonus_speed += tmp->stats.exp / 3.f + 1.f;
1083 } 997 }
1084 else 998 else
1085 added_speed += (float) tmp->stats.exp; 999 added_speed += tmp->stats.exp;
1086 } 1000 }
1087 1001
1088 switch (tmp->type) 1002 switch (tmp->type)
1089 { 1003 {
1004#if 0
1005 case WAND:
1006 case ROD:
1007 case HORN:
1008 if (type != PLAYER || current_weapon == tmp)
1009 chosen_skill = tmp;
1010 break;
1011#endif
1012
1090 /* skills modifying the character -b.t. */ 1013 /* skills modifying the character -b.t. */
1091 /* for all skills and skill granting objects */ 1014 /* for all skills and skill granting objects */
1092 case SKILL: 1015 case SKILL:
1093 if (!QUERY_FLAG (tmp, FLAG_APPLIED)) 1016 {
1017 if (!QUERY_FLAG (tmp, FLAG_APPLIED) || skill_flags [tmp->subtype] & SF_APPLY)
1094 break; 1018 break;
1095 1019
1096 if (IS_COMBAT_SKILL (tmp->subtype))
1097 wc_obj = tmp;
1098
1099 if (chosen_skill) 1020 if (chosen_skill)
1021 {
1100 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name); 1022 LOG (llevDebug, "fix_player, op %s has multiple skills applied (%s and %s)\n",
1023 &name, &chosen_skill->name, &tmp->name);
1101 1024
1025 tmp->flag [FLAG_APPLIED] = false;
1026 update_stats ();
1027 return;
1028 }
1029 else
1102 chosen_skill = tmp; 1030 chosen_skill = tmp;
1103 1031
1104 if (tmp->stats.dam > 0) 1032 if (tmp->stats.dam > 0)
1105 { /* skill is a 'weapon' */ 1033 { /* skill is a 'weapon' */
1106 if (!QUERY_FLAG (this, FLAG_READY_WEAPON)) 1034 if (!QUERY_FLAG (this, FLAG_READY_WEAPON))
1107 weapon_speed = (int) WEAPON_SPEED (tmp); 1035 weapon_speed = WEAPON_SPEED (tmp);
1108 1036
1109 if (weapon_speed < 0) 1037 if (weapon_speed < 0)
1110 weapon_speed = 0; 1038 weapon_speed = 0;
1111 1039
1112 weapon_weight = tmp->weight; 1040 weapon_weight = tmp->weight;
1113 stats.dam += tmp->stats.dam * (1 + (chosen_skill->level / 9)); 1041 stats.dam += 1 + chosen_skill->level * tmp->stats.dam / 9;
1114 1042
1115 if (tmp->magic) 1043 if (tmp->magic)
1116 stats.dam += tmp->magic; 1044 stats.dam += tmp->magic;
1117 } 1045 }
1118 1046
1119 if (tmp->stats.wc) 1047 if (tmp->stats.wc)
1120 wc -= (tmp->stats.wc + tmp->magic); 1048 wc -= tmp->stats.wc + tmp->magic;
1121 1049
1122 if (tmp->slaying != NULL) 1050 if (tmp->slaying)
1123 slaying = tmp->slaying; 1051 slaying = tmp->slaying;
1124 1052
1125 if (tmp->stats.ac) 1053 if (tmp->stats.ac)
1126 ac -= (tmp->stats.ac + tmp->magic); 1054 ac -= tmp->stats.ac + tmp->magic;
1127 1055
1128 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1056 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1129 contr->encumbrance += (int) 3 *tmp->weight / 1000; 1057 contr->encumbrance += (int) 3 *tmp->weight / 1000;
1130
1131 if (type == PLAYER)
1132 contr->ranges[range_skill] = this;
1133
1134 break; 1058 }
1135 1059
1136 case SKILL_TOOL:
1137 if (chosen_skill)
1138 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name);
1139
1140 chosen_skill = tmp;
1141
1142 if (type == PLAYER)
1143 contr->ranges[range_skill] = this;
1144 break; 1060 break;
1145 1061
1146 case SHIELD: 1062 case SHIELD:
1147 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1063 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1148 contr->encumbrance += (int) tmp->weight / 2000; 1064 contr->encumbrance += (int) tmp->weight / 2000;
1152 case HELMET: 1068 case HELMET:
1153 case BOOTS: 1069 case BOOTS:
1154 case GLOVES: 1070 case GLOVES:
1155 case CLOAK: 1071 case CLOAK:
1156 if (tmp->stats.wc) 1072 if (tmp->stats.wc)
1157 wc -= (tmp->stats.wc + tmp->magic); 1073 wc -= tmp->stats.wc + tmp->magic;
1158 1074
1159 if (tmp->stats.dam) 1075 if (tmp->stats.dam)
1160 stats.dam += (tmp->stats.dam + tmp->magic); 1076 stats.dam += tmp->stats.dam + tmp->magic;
1161 1077
1162 if (tmp->stats.ac) 1078 if (tmp->stats.ac)
1163 ac -= (tmp->stats.ac + tmp->magic); 1079 ac -= tmp->stats.ac + tmp->magic;
1164 1080
1165 break; 1081 break;
1166 1082
1083 case BOW:
1167 case WEAPON: 1084 case WEAPON:
1085 if (type != PLAYER || current_weapon == tmp)
1086 {
1168 wc -= (tmp->stats.wc + tmp->magic); 1087 wc -= tmp->stats.wc + tmp->magic;
1169 1088
1170 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0) 1089 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0)
1171 ac -= tmp->stats.ac + tmp->magic; 1090 ac -= tmp->stats.ac + tmp->magic;
1172 1091
1173 stats.dam += (tmp->stats.dam + tmp->magic); 1092 stats.dam += tmp->stats.dam + tmp->magic;
1174 weapon_weight = tmp->weight; 1093 weapon_weight = tmp->weight;
1175 weapon_speed = ((int) WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2; 1094 weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2;
1176 1095
1177 if (weapon_speed < 0) 1096 if (weapon_speed < 0)
1178 weapon_speed = 0; 1097 weapon_speed = 0;
1179 1098
1180 slaying = tmp->slaying; 1099 slaying = tmp->slaying;
1100
1181 /* If there is desire that two handed weapons should do 1101 /* If there is desire that two handed weapons should do
1182 * extra strength damage, this is where the code should 1102 * extra strength damage, this is where the code should
1183 * go. 1103 * go.
1184 */ 1104 */
1185 current_weapon = tmp; 1105
1186 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1106 if (type == PLAYER)
1107 if (settings.spell_encumbrance)
1187 contr->encumbrance += (int) 3 *tmp->weight / 1000; 1108 contr->encumbrance += tmp->weight * 3 / 1000;
1109 }
1188 1110
1189 break; 1111 break;
1190 1112
1191 case ARMOUR: /* Only the best of these three are used: */ 1113 case ARMOUR: /* Only the best of these three are used: */
1192 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1114 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1193 contr->encumbrance += (int) tmp->weight / 1000; 1115 contr->encumbrance += tmp->weight / 1000;
1194 1116
1195 case BRACERS: 1117 case BRACERS:
1196 case FORCE: 1118 case FORCE:
1197 if (tmp->stats.wc) 1119 if (tmp->stats.wc)
1198 { 1120 {
1220 wc -= (tmp->stats.wc + tmp->magic); 1142 wc -= (tmp->stats.wc + tmp->magic);
1221 1143
1222 if (tmp->stats.ac) 1144 if (tmp->stats.ac)
1223 ac -= (tmp->stats.ac + tmp->magic); 1145 ac -= (tmp->stats.ac + tmp->magic);
1224 1146
1225 if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.0 < max) 1147 if (ARMOUR_SPEED (tmp))
1226 max = ARMOUR_SPEED (tmp) / 10.0; 1148 max_speed = min (max_speed, ARMOUR_SPEED (tmp) / 10.f);
1227 1149
1228 break; 1150 break;
1229 } /* switch tmp->type */ 1151 } /* switch tmp->type */
1230 } /* item is equipped */ 1152 } /* item is equipped */
1231 } /* for loop of items */ 1153 } /* for loop of items */
1238 * If there is an uncursed potion in effect, granting more protection 1160 * If there is an uncursed potion in effect, granting more protection
1239 * than that, we take: 'total resistance = resistance from potion'. 1161 * than that, we take: 'total resistance = resistance from potion'.
1240 * If there is a cursed (and no uncursed) potion in effect, we take 1162 * If there is a cursed (and no uncursed) potion in effect, we take
1241 * 'total resistance = vulnerability from cursed potion'. 1163 * 'total resistance = vulnerability from cursed potion'.
1242 */ 1164 */
1243 for (i = 0; i < NROFATTACKS; i++) 1165 for (int i = 0; i < NROFATTACKS; i++)
1244 { 1166 {
1245 resist[i] = prot[i] - vuln[i]; 1167 resist[i] = prot[i] - vuln[i];
1246 1168
1247 if (potion_resist[i] && ((potion_resist[i] > resist[i]) || (potion_resist[i] < 0))) 1169 if (potion_resist[i] && ((potion_resist[i] > resist[i]) || (potion_resist[i] < 0)))
1248 resist[i] = potion_resist[i]; 1170 resist[i] = potion_resist[i];
1249 } 1171 }
1250 1172
1251 /* Figure out the players sp/mana/hp totals. */
1252 if (type == PLAYER) 1173 if (type == PLAYER)
1253 { 1174 {
1175 // clamp various player stats
1176 for (int i = 0; i < NUM_STATS; ++i)
1177 stats.stat (i) = clamp (stat_sum [i], MIN_STAT, MAX_STAT);
1178
1179 contr->digestion = clamp (contr->digestion, MIN_DIGESTION, MAX_DIGESTION);
1180
1181 /* Figure out the players sp/mana/hp totals. */
1254 int pl_level; 1182 int pl_level;
1255 1183
1256 check_stat_bounds (&(stats)); 1184 check_stat_bounds (&(stats));
1257 pl_level = level; 1185 pl_level = level;
1258 1186
1260 pl_level = 1; /* safety, we should always get 1 levels worth of hp! */ 1188 pl_level = 1; /* safety, we should always get 1 levels worth of hp! */
1261 1189
1262 /* You basically get half a con bonus/level. But we do take into account rounding, 1190 /* You basically get half a con bonus/level. But we do take into account rounding,
1263 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels. 1191 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels.
1264 */ 1192 */
1265 for (i = 1, stats.maxhp = 0; i <= pl_level && i <= 10; i++) 1193 stats.maxhp = 0;
1194 for (int i = 1; i <= min (10, pl_level); i++)
1266 { 1195 {
1267 j = contr->levhp[i] + con_bonus[stats.Con] / 2; 1196 int j = contr->levhp[i] + con_bonus[stats.Con] / 2;
1268 1197
1269 if (i % 2 && con_bonus[stats.Con] % 2) 1198 if (i % 2 && con_bonus[stats.Con] % 2)
1270 {
1271 if (con_bonus[stats.Con] > 0) 1199 if (con_bonus[stats.Con] > 0)
1272 j++; 1200 j++;
1273 else 1201 else
1274 j--; 1202 j--;
1275 }
1276 1203
1277 stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */ 1204 stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */
1278 } 1205 }
1279 1206
1280 for (i = 11; i <= level; i++) 1207 stats.maxhp += 2 * max (0, level - 10);
1281 stats.maxhp += 2;
1282 1208
1283 if (stats.hp > stats.maxhp) 1209 if (stats.hp > stats.maxhp)
1284 stats.hp = stats.maxhp; 1210 stats.hp = stats.maxhp;
1285 1211
1286 /* Sp gain is controlled by the level of the player's 1212 /* Sp gain is controlled by the level of the player's
1299 1225
1300 if (mana_obj == this && type == PLAYER) 1226 if (mana_obj == this && type == PLAYER)
1301 stats.maxsp = 1; 1227 stats.maxsp = 1;
1302 else 1228 else
1303 { 1229 {
1304 sp_tmp = 0.0; 1230 float sp_tmp = 0.f;
1305 1231
1306 for (i = 1; i <= mana_obj->level && i <= 10; i++) 1232 for (int i = 1; i <= min (10, mana_obj->level); i++)
1307 { 1233 {
1308 float stmp; 1234 float stmp;
1309 1235
1310 /* Got some extra bonus at first level */ 1236 /* Got some extra bonus at first level */
1311 if (i < 2) 1237 if (i < 2)
1312 stmp = contr->levsp[i] + ((2.0 * (float) sp_bonus[stats.Pow] + (float) sp_bonus[stats.Int]) / 6.0); 1238 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 6.f;
1313 else 1239 else
1314 stmp = (float) contr->levsp[i] + (2.0 * (float) sp_bonus[stats.Pow] + (float) sp_bonus[stats.Int]) / 12.0; 1240 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 12.f;
1315 1241
1316 if (stmp < 1.0)
1317 stmp = 1.0;
1318
1319 sp_tmp += stmp; 1242 sp_tmp += max (1.f, stmp);
1320 } 1243 }
1321 1244
1322 stats.maxsp = (int) sp_tmp; 1245 stats.maxsp = int (sp_tmp) + 2 * max (0, mana_obj->level - 10);
1323
1324 for (i = 11; i <= mana_obj->level; i++)
1325 stats.maxsp += 2;
1326 } 1246 }
1247
1327 /* Characters can get their sp supercharged via rune of transferrance */ 1248 /* Characters can get their sp supercharged via rune of transferrance */
1328 if (stats.sp > stats.maxsp * 2) 1249 stats.sp = min (stats.sp, stats.maxsp * 2);
1329 stats.sp = stats.maxsp * 2;
1330 1250
1331 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */ 1251 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */
1332 if (!grace_obj || !grace_obj->level || type != PLAYER) 1252 if (!grace_obj || !grace_obj->level || type != PLAYER)
1333 grace_obj = this; 1253 grace_obj = this;
1334 1254
1339 /* store grace in a float - this way, the divisions below don't create 1259 /* store grace in a float - this way, the divisions below don't create
1340 * big jumps when you go from level to level - with int's, it then 1260 * big jumps when you go from level to level - with int's, it then
1341 * becomes big jumps when the sums of the bonuses jump to the next 1261 * becomes big jumps when the sums of the bonuses jump to the next
1342 * step of 8 - with floats, even fractional ones are useful. 1262 * step of 8 - with floats, even fractional ones are useful.
1343 */ 1263 */
1344 sp_tmp = 0.0; 1264 float sp_tmp = 0.f;
1345 for (i = 1, stats.maxgrace = 0; i <= grace_obj->level && i <= 10; i++) 1265
1266 for (int i = 1; i <= min (10, grace_obj->level); i++)
1346 { 1267 {
1347 float grace_tmp = 0.0; 1268 float grace_tmp = 0.f;
1348 1269
1349 /* Got some extra bonus at first level */ 1270 /* Got some extra bonus at first level */
1350 if (i < 2) 1271 if (i < 2)
1351 grace_tmp = contr->levgrace[i] + (((float) grace_bonus[stats.Pow] + 1272 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 6.f;
1352 2.0 * (float) grace_bonus[stats.Wis]) / 6.0);
1353 else 1273 else
1354 grace_tmp = (float) contr->levgrace[i]
1355 + ((float) grace_bonus[stats.Pow] + 2.0 * (float) grace_bonus[stats.Wis]) / 12.0; 1274 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 12.f;
1356 1275
1357 if (grace_tmp < 1.0)
1358 grace_tmp = 1.0;
1359
1360 sp_tmp += grace_tmp; 1276 sp_tmp += max (1.f, grace_tmp);
1361 } 1277 }
1362 1278
1363 stats.maxgrace = (int) sp_tmp;
1364
1365 /* two grace points per level after 11 */ 1279 /* two grace points per level after 10 */
1366 for (i = 11; i <= grace_obj->level; i++) 1280 stats.maxgrace = int (sp_tmp) + 2 * max (0, grace_obj->level - 10);
1367 stats.maxgrace += 2;
1368 } 1281 }
1282
1369 /* No limit on grace vs maxgrace */ 1283 /* No limit on grace vs maxgrace */
1370 1284
1371 if (contr->braced) 1285 if (contr->braced)
1372 { 1286 {
1373 ac += 2; 1287 ac += 2;
1385 * improvement every level, now its fighterlevel/5. So 1299 * improvement every level, now its fighterlevel/5. So
1386 * we give the player a bonus here in wc and dam 1300 * we give the player a bonus here in wc and dam
1387 * to make up for the change. Note that I left the 1301 * to make up for the change. Note that I left the
1388 * monster bonus the same as before. -b.t. 1302 * monster bonus the same as before. -b.t.
1389 */ 1303 */
1304 object *wc_obj = chosen_skill;
1390 1305
1391 if (type == PLAYER && wc_obj && wc_obj->level > 1) 1306 if (contr && wc_obj && wc_obj->level > 1)
1392 { 1307 {
1393 wc -= (wc_obj->level + thaco_bonus[stats.Str]); 1308 wc -= wc_obj->level + thaco_bonus[stats.Str];
1309
1394 for (i = 1; i < wc_obj->level; i++) 1310 for (int i = 1; i < wc_obj->level; i++)
1395 { 1311 {
1396 /* addtional wc every 6 levels */ 1312 /* additional wc every 6 levels */
1397 if (!(i % 6)) 1313 if (!(i % 6))
1398 wc--; 1314 wc--;
1315
1399 /* addtional dam every 4 levels. */ 1316 /* additional dam every 4 levels. */
1400 if (!(i % 4) && (dam_bonus[stats.Str] >= 0)) 1317 if (!(i % 4) && dam_bonus[stats.Str] >= 0)
1401 stats.dam += (1 + (dam_bonus[stats.Str] / 5)); 1318 stats.dam += 1 + dam_bonus[stats.Str] / 5;
1402 } 1319 }
1403 } 1320 }
1404 else 1321 else
1405 wc -= (level + thaco_bonus[stats.Str]); 1322 wc -= level + thaco_bonus[stats.Str];
1406 1323
1407 stats.dam += dam_bonus[stats.Str]; 1324 stats.dam += dam_bonus[stats.Str];
1408 1325
1409 if (stats.dam < 1) 1326 if (stats.dam < 1)
1410 stats.dam = 1; 1327 stats.dam = 1;
1411 1328
1412 speed = 1.0 + speed_bonus[stats.Dex]; 1329 speed = 1.f + speed_bonus[stats.Dex];
1413 1330
1414 if (settings.search_items && contr->search_str[0]) 1331 if (settings.search_items && contr->search_str[0])
1415 speed -= 1; 1332 speed -= 1;
1416 1333
1417 if (attacktype == 0) 1334 if (attacktype == 0)
1418 attacktype = arch->clone.attacktype; 1335 attacktype = arch->attacktype;
1419
1420 } /* End if player */ 1336 } /* End if player */
1421 1337
1422 if (added_speed >= 0) 1338 if (added_speed >= 0)
1423 speed += added_speed / 10.0; 1339 speed += added_speed / 10.f;
1424 else /* Something wrong here...: */ 1340 else /* Something wrong here...: */
1425 speed /= (float) (1.0 - added_speed); 1341 speed /= 1.f - added_speed;
1426 1342
1427 /* Max is determined by armour */ 1343 /* Max is determined by armour */
1428 if (speed > max) 1344 speed = min (speed, max_speed);
1429 speed = max;
1430 1345
1431 if (type == PLAYER) 1346 if (type == PLAYER)
1432 { 1347 {
1433 /* f is a number the represents the number of kg above (positive num) 1348 /* f is a number the represents the number of kg above (positive num)
1434 * or below (negative number) that the player is carrying. If above 1349 * or below (negative number) that the player is carrying. If above
1435 * weight limit, then player suffers a speed reduction based on how 1350 * weight limit, then player suffers a speed reduction based on how
1436 * much above he is, and what is max carry is 1351 * much above he is, and what is max carry is
1437 */ 1352 */
1438 f = (carrying / 1000) - max_carry[stats.Str]; 1353 float f = (carrying / 1000) - max_carry[stats.Str];
1439 if (f > 0) 1354 if (f > 0.f)
1440 speed = speed / (1.0 + f / max_carry[stats.Str]); 1355 speed = speed / (1.f + f / max_carry[stats.Str]);
1441 } 1356 }
1442 1357
1443 speed += bonus_speed / 10.0; /* Not affected by limits */ 1358 speed += bonus_speed / 10.f; /* Not affected by limits */
1359 speed *= speed_reduce_from_disease;
1444 1360
1445 /* Put a lower limit on speed. Note with this speed, you move once every 1361 /* Put a lower limit on speed. Note with this speed, you move once every
1446 * 100 ticks or so. This amounts to once every 12 seconds of realtime. 1362 * 25 ticks or so. This amounts to once every 3 seconds of realtime.
1447 */ 1363 */
1448 speed = speed * speed_reduce_from_disease;
1449
1450 if (speed < 0.01 && type == PLAYER) 1364 if (speed < 0.04f && type == PLAYER)
1451 speed = 0.01; 1365 speed = 0.04f;
1366
1367 if (speed != old_speed)
1368 set_speed (speed);
1452 1369
1453 if (type == PLAYER) 1370 if (type == PLAYER)
1454 { 1371 {
1455 float M, W, s, D, K, S, M2;
1456
1457 /* (This formula was made by vidarl@ifi.uio.no) 1372 /* (This formula was made by vidarl@ifi.uio.no)
1458 * Note that we never used these values again - basically 1373 * Note that we never used these values again - basically
1459 * all of these could be subbed into one big equation, but 1374 * all of these could be subbed into one big equation, but
1460 * that would just be a real pain to read. 1375 * that would just be a real pain to read.
1461 */ 1376 */
1462 M = (max_carry[stats.Str] - 121) / 121.0; 1377 float M = (max_carry[stats.Str] - 121) / 121.f;
1463 M2 = max_carry[stats.Str] / 100.0; 1378 float M2 = max_carry[stats.Str] / 100.f;
1464 W = weapon_weight / 20000.0; 1379 float W = weapon_weight / 20000.f;
1465 s = 2 - weapon_speed / 10.0; 1380 float s = (20 - weapon_speed) / 10.f;
1466 D = (stats.Dex - 14) / 14.0; 1381 float D = (stats.Dex - 14) / 14.f;
1467 K = 1 + M / 3.0 - W / (3 * M2) + speed / 5.0 + D / 2.0; 1382 float K = 1 + M / 3.f - W / (3 * M2) + speed / 5.f + D / 2.f;
1383
1468 K *= (4 + level) / (float) (6 + level) * 1.2; 1384 K *= (4 + level) * 1.2f / (6 + level);
1385
1469 if (K <= 0) 1386 if (K <= 0.01f)
1470 K = 0.01; 1387 K = 0.01f;
1471 S = speed / (K * s); 1388
1472 contr->weapon_sp = S; 1389 contr->weapon_sp = K * s * .5f; //TODO: balance the .5
1473 } 1390 }
1474 1391
1475 /* I want to limit the power of small monsters with big weapons: */ 1392 /* I want to limit the power of small monsters with big weapons: */
1476 if (type != PLAYER && arch != NULL && stats.dam > arch->clone.stats.dam * 3) 1393 if (type != PLAYER && arch && stats.dam > arch->stats.dam * 3)
1477 stats.dam = arch->clone.stats.dam * 3; 1394 stats.dam = arch->stats.dam * 3;
1478 1395
1479 /* Prevent overflows of wc - best you can get is ABS(120) - this 1396 stats.wc = clamp (wc, MIN_WC, MAX_WC);
1480 * should be more than enough - remember, AC is also in 8 bits, 1397 stats.ac = clamp (ac, MIN_AC, MAX_AC);
1481 * so its value is the same.
1482 */
1483 if (wc > 120)
1484 wc = 120;
1485 else if (wc < -120)
1486 wc = -120;
1487
1488 stats.wc = wc;
1489
1490 if (ac > 120)
1491 ac = 120;
1492 else if (ac < -120)
1493 ac = -120;
1494
1495 stats.ac = ac;
1496 1398
1497 /* if for some reason the creature doesn't have any move type, 1399 /* if for some reason the creature doesn't have any move type,
1498 * give them walking as a default. 1400 * give them walking as a default.
1499 * The second case is a special case - to more closely mimic the 1401 * The second case is a special case - to more closely mimic the
1500 * old behaviour - if your flying, your not walking - just 1402 * old behaviour - if your flying, your not walking - just
1503 if (move_type == 0) 1405 if (move_type == 0)
1504 move_type = MOVE_WALK; 1406 move_type = MOVE_WALK;
1505 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) 1407 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH))
1506 move_type &= ~MOVE_WALK; 1408 move_type &= ~MOVE_WALK;
1507 1409
1508 if (speed != old_speed)
1509 set_speed (speed);
1510
1511 /* It is quite possible that a player's spell costing might have changed, 1410 /* It is quite possible that a player's spell costing might have changed,
1512 * so we will check that now. 1411 * so we will check that now.
1513 */ 1412 */
1514 if (type == PLAYER) 1413 if (type == PLAYER)
1515 { 1414 {
1516 esrv_update_stats (contr); 1415 esrv_update_stats (contr);
1517 esrv_update_spells (contr); 1416 esrv_update_spells (contr);
1518 } 1417 }
1418
1419 // update the mapspace, if we are on a map
1420 if (!flag [FLAG_REMOVED] && map)
1421 map->at (x, y).flags_ = 0;
1519} 1422}
1520 1423
1521/* 1424/*
1522 * Returns true if the given player is a legal class. 1425 * Returns true if the given player is a legal class.
1523 * The function to add and remove class-bonuses to the stats doesn't 1426 * The function to add and remove class-bonuses to the stats doesn't
1526 * false otherwise. 1429 * false otherwise.
1527 */ 1430 */
1528int 1431int
1529allowed_class (const object *op) 1432allowed_class (const object *op)
1530{ 1433{
1531 return op->stats.Dex > 0 && op->stats.Str > 0 && op->stats.Con > 0 && 1434 return op->stats.Dex > 0
1532 op->stats.Int > 0 && op->stats.Wis > 0 && op->stats.Pow > 0 && op->stats.Cha > 0; 1435 && op->stats.Str > 0
1436 && op->stats.Con > 0
1437 && op->stats.Int > 0
1438 && op->stats.Wis > 0
1439 && op->stats.Pow > 0
1440 && op->stats.Cha > 0;
1533} 1441}
1534 1442
1535/* 1443/*
1536 * set the new dragon name after gaining levels or 1444 * set the new dragon name after gaining levels or
1537 * changing ability focus (later this can be extended to 1445 * changing ability focus (later this can be extended to
1538 * eventually change the player's face and animation) 1446 * eventually change the player's face and animation)
1539 *
1540 * Note that the title is written to 'own_title' in the
1541 * player struct. This should be changed to 'ext_title'
1542 * as soon as clients support this!
1543 * Please, anyone, write support for 'ext_title'.
1544 */ 1447 */
1545void 1448void
1546set_dragon_name (object *pl, const object *abil, const object *skin) 1449set_dragon_name (object *pl, const object *abil, const object *skin)
1547{ 1450{
1548 int atnr = -1; /* attacknumber of highest level */ 1451 int atnr = -1; /* attacknumber of highest level */
1566 /* now if there are equals at highest level, pick the one with focus, 1469 /* now if there are equals at highest level, pick the one with focus,
1567 or else at random */ 1470 or else at random */
1568 if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level) 1471 if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level)
1569 atnr = abil->stats.exp; 1472 atnr = abil->stats.exp;
1570 1473
1571 level = (int) (level / 5.);
1572
1573 /* now set the new title */ 1474 /* now set the new title */
1574 if (pl->contr != NULL)
1575 {
1576 if (level == 0)
1577 sprintf (pl->contr->title, "%s hatchling", attacks[atnr]); 1475 if (level < 25) sprintf (pl->contr->title, "%s hatchling", attacks[atnr]);
1578 else if (level == 1)
1579 sprintf (pl->contr->title, "%s wyrm", attacks[atnr]); 1476 else if (level < 50) sprintf (pl->contr->title, "%s wyrm" , attacks[atnr]);
1580 else if (level == 2)
1581 sprintf (pl->contr->title, "%s wyvern", attacks[atnr]); 1477 else if (level < 75) sprintf (pl->contr->title, "%s wyvern" , attacks[atnr]);
1582 else if (level == 3)
1583 sprintf (pl->contr->title, "%s dragon", attacks[atnr]); 1478 else if (level < 100) sprintf (pl->contr->title, "%s dragon" , attacks[atnr]);
1584 else 1479 else
1585 { 1480 {
1586 /* special titles for extra high resistance! */ 1481 /* special titles for extra high resistance! */
1587 if (skin->resist[atnr] > 80)
1588 sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]); 1482 if (skin->resist[atnr] > 80) sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]);
1589 else if (skin->resist[atnr] > 50)
1590 sprintf (pl->contr->title, "ancient %s dragon", attacks[atnr]); 1483 else if (skin->resist[atnr] > 50) sprintf (pl->contr->title, "ancient %s dragon" , attacks[atnr]);
1591 else
1592 sprintf (pl->contr->title, "big %s dragon", attacks[atnr]); 1484 else sprintf (pl->contr->title, "big %s dragon" , attacks[atnr]);
1593 }
1594 } 1485 }
1595 1486
1596 strcpy (pl->contr->own_title, ""); 1487 strcpy (pl->contr->own_title, "");
1597} 1488}
1598 1489
1608 object *skin = NULL; /* pointer to dragon skin force */ 1499 object *skin = NULL; /* pointer to dragon skin force */
1609 object *tmp = NULL; /* tmp. object */ 1500 object *tmp = NULL; /* tmp. object */
1610 char buf[MAX_BUF]; /* tmp. string buffer */ 1501 char buf[MAX_BUF]; /* tmp. string buffer */
1611 1502
1612 /* now grab the 'dragon_ability'-forces from the player's inventory */ 1503 /* now grab the 'dragon_ability'-forces from the player's inventory */
1613 for (tmp = who->inv; tmp != NULL; tmp = tmp->below) 1504 for (tmp = who->inv; tmp; tmp = tmp->below)
1614 {
1615 if (tmp->type == FORCE) 1505 if (tmp->type == FORCE)
1616 { 1506 if (tmp->arch->archname == shstr_dragon_ability_force)
1617 if (strcmp (tmp->arch->name, "dragon_ability_force") == 0)
1618 abil = tmp; 1507 abil = tmp;
1619 if (strcmp (tmp->arch->name, "dragon_skin_force") == 0) 1508 else if (tmp->arch->archname == shstr_dragon_skin_force)
1620 skin = tmp; 1509 skin = tmp;
1621 } 1510
1622 }
1623 /* if the force is missing -> bail out */ 1511 /* if the force is missing -> bail out */
1624 if (abil == NULL) 1512 if (abil == NULL)
1625 return; 1513 return;
1626 1514
1627 /* The ability_force keeps track of maximum level ever achieved. 1515 /* The ability_force keeps track of maximum level ever achieved.
1668 object *skill_obj; 1556 object *skill_obj;
1669 1557
1670 skill_obj = get_archetype_by_skill_name (skill_name, SKILL); 1558 skill_obj = get_archetype_by_skill_name (skill_name, SKILL);
1671 if (!skill_obj) 1559 if (!skill_obj)
1672 { 1560 {
1673 LOG (llevError, "add_player_exp: couldn't find skill %s\n", skill_name); 1561 LOG (llevError, "give_skill_by_name: couldn't find skill %s\n", skill_name);
1674 return NULL; 1562 return NULL;
1675 } 1563 }
1564
1676 /* clear the flag - exp goes into this bucket, but player 1565 /* clear the flag - exp goes into this bucket, but player
1677 * still doesn't know it. 1566 * still doesn't know it.
1678 */ 1567 */
1679 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL); 1568 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL);
1680 skill_obj->stats.exp = 0; 1569 skill_obj->stats.exp = 0;
1681 skill_obj->level = 1; 1570 skill_obj->level = 1;
1682 insert_ob_in_ob (skill_obj, op); 1571 op->insert (skill_obj);
1683 if (op->contr) 1572
1684 { 1573 if (player *pl = op->contr)
1685 op->contr->last_skill_ob[skill_obj->subtype] = skill_obj; 1574 pl->link_skills ();
1686 op->contr->last_skill_exp[skill_obj->subtype] = -1; 1575
1687 }
1688 return skill_obj; 1576 return skill_obj;
1689} 1577}
1690
1691 1578
1692/* player_lvl_adj() - for the new exp system. we are concerned with 1579/* player_lvl_adj() - for the new exp system. we are concerned with
1693 * whether the player gets more hp, sp and new levels. 1580 * whether the player gets more hp, sp and new levels.
1694 * Note this this function should only be called for players. Monstes 1581 * Note this this function should only be called for players. Monstes
1695 * don't really gain levels 1582 * don't really gain levels
1698 */ 1585 */
1699void 1586void
1700player_lvl_adj (object *who, object *op) 1587player_lvl_adj (object *who, object *op)
1701{ 1588{
1702 char buf[MAX_BUF]; 1589 char buf[MAX_BUF];
1590 bool changed = false;
1703 1591
1704 if (!op) /* when rolling stats */ 1592 if (!op) /* when rolling stats */
1705 op = who; 1593 op = who;
1706 1594
1707 if (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul)) 1595 while (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul))
1708 { 1596 {
1597 changed = true;
1598
1709 op->level++; 1599 op->level++;
1710 1600
1711 if (op != NULL && op == who && op->stats.exp > 1 && is_dragon_pl (who)) 1601 if (op && op == who && op->stats.exp > 1 && is_dragon_pl (who))
1712 dragon_level_gain (who); 1602 dragon_level_gain (who);
1713 1603
1714 /* Only roll these if it is the player (who) that gained the level */ 1604 /* Only roll these if it is the player (who) that gained the level */
1715 if (op == who && (who->level < 11) && who->type == PLAYER) 1605 if (op == who && (who->level < 11) && who->type == PLAYER)
1716 { 1606 {
1717 who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1; 1607 who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1;
1718 who->contr->levsp[who->level] = die_roll (2, 3, who, PREFER_HIGH); 1608 who->contr->levsp[who->level] = die_roll (2, 3, who, PREFER_HIGH);
1719 who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1; 1609 who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1;
1720 } 1610 }
1721 1611
1722 who->update_stats ();
1723 if (op->level > 1) 1612 if (op->level > 1)
1724 { 1613 {
1725 if (op->type != PLAYER) 1614 if (op->type != PLAYER)
1615 {
1616 who->contr->play_sound (sound_find ("skill_up"));
1726 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); 1617 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1618 }
1727 else 1619 else
1620 {
1621 who->contr->play_sound (sound_find ("level_up"));
1728 sprintf (buf, "You are now level %d.", op->level); 1622 sprintf (buf, "You are now level %d.", op->level);
1623 }
1624
1729 if (who) 1625 if (who)
1730 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); 1626 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1731 } 1627 }
1732 player_lvl_adj (who, op); /* To increase more levels */
1733 } 1628 }
1629
1734 else if (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul)) 1630 while (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul))
1735 { 1631 {
1632 changed = true;
1633
1736 op->level--; 1634 op->level--;
1737 who->update_stats (); 1635
1738 if (op->type != PLAYER) 1636 if (op->type != PLAYER)
1739 { 1637 {
1740 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); 1638 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1741 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); 1639 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1742 } 1640 }
1743 player_lvl_adj (who, op); /* To decrease more levels */ 1641 }
1642
1643 if (changed)
1744 } 1644 {
1745 1645 who->update_stats ();
1646 esrv_update_stats (who->contr);
1746 /* check if the spell data has changed */ 1647 /* check if the spell data has changed */
1747 esrv_update_stats (who->contr);
1748 esrv_update_spells (who->contr); 1648 esrv_update_spells (who->contr);
1649 }
1749} 1650}
1750 1651
1751/* 1652/*
1752 * Returns how much experience is needed for a player to become 1653 * Returns how much experience is needed for a player to become
1753 * the given level. level should really never exceed max_level 1654 * the given level. level should really never exceed max_level
1756sint64 1657sint64
1757level_exp (int level, double expmul) 1658level_exp (int level, double expmul)
1758{ 1659{
1759 if (level > settings.max_level) 1660 if (level > settings.max_level)
1760 return (sint64) (expmul * levels[settings.max_level]); 1661 return (sint64) (expmul * levels[settings.max_level]);
1662
1761 return (sint64) (expmul * levels[level]); 1663 return (sint64) (expmul * levels[level]);
1762} 1664}
1763 1665
1764/* 1666/*
1765 * Ensure that the permanent experience requirements in an exp object are met. 1667 * Ensure that the permanent experience requirements in an exp object are met.
1796 * flag is what to do if the player doesn't have the skill: 1698 * flag is what to do if the player doesn't have the skill:
1797 */ 1699 */
1798static void 1700static void
1799add_player_exp (object *op, sint64 exp, const char *skill_name, int flag) 1701add_player_exp (object *op, sint64 exp, const char *skill_name, int flag)
1800{ 1702{
1801 object *skill_obj = NULL; 1703 object *skill_obj;
1802 sint64 limit, exp_to_add; 1704 sint64 limit, exp_to_add;
1803 int i; 1705 int i;
1804 1706
1805 /* prevents some forms of abuse. */ 1707 /* prevents some forms of abuse. */
1806 if (op->contr->braced) 1708 if (op->contr->braced)
1807 exp = exp / 5; 1709 exp /= 5;
1808 1710
1809 /* Try to find the matching skill. 1711 /* Try to find the matching skill.
1810 * We do a shortcut/time saving mechanism first - see if it matches 1712 * We do a shortcut/time saving mechanism first - see if it matches
1811 * chosen_skill. This means we don't need to search through 1713 * chosen_skill. This means we don't need to search through
1812 * the players inventory. 1714 * the players inventory.
1813 */ 1715 */
1716 skill_obj = 0;
1717
1814 if (skill_name) 1718 if (skill_name)
1815 { 1719 {
1816 if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill)) 1720 skill_obj = op->contr->find_skill (skill_name);
1817 skill_obj = op->chosen_skill;
1818 else
1819 {
1820 for (i = 0; i < NUM_SKILLS; i++)
1821 if (op->contr->last_skill_ob[i] && !strcmp (op->contr->last_skill_ob[i]->skill, skill_name))
1822 {
1823 skill_obj = op->contr->last_skill_ob[i];
1824 break;
1825 }
1826 1721
1827 /* Player doesn't have the skill. Check to see what to do, and give 1722 /* Player doesn't have the skill. Check to see what to do, and give
1828 * it to the player if necessary 1723 * it to the player if necessary
1829 */ 1724 */
1830 if (!skill_obj) 1725 if (!skill_obj)
1831 { 1726 {
1832 if (flag == SK_EXP_NONE) 1727 if (flag == SK_EXP_NONE)
1833 return; 1728 return;
1729
1834 else if (flag == SK_EXP_ADD_SKILL) 1730 if (flag == SK_EXP_ADD_SKILL)
1835 give_skill_by_name (op, skill_name); 1731 skill_obj = give_skill_by_name (op, skill_name);
1836 }
1837 } 1732 }
1838 } 1733 }
1839 1734
1840 if (flag != SK_EXP_SKILL_ONLY) 1735 if (flag != SK_EXP_SKILL_ONLY)
1841 { 1736 {
1907 if (exp < 0) 1802 if (exp < 0)
1908 return check_exp_loss (op, exp); 1803 return check_exp_loss (op, exp);
1909 else 1804 else
1910 return MIN (exp, (sint64) MAX_EXPERIENCE - op->stats.exp); 1805 return MIN (exp, (sint64) MAX_EXPERIENCE - op->stats.exp);
1911} 1806}
1912
1913 1807
1914/* Subtracts experience from player. 1808/* Subtracts experience from player.
1915 * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we 1809 * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we
1916 * only subtract from the matching skill. Otherwise, 1810 * only subtract from the matching skill. Otherwise,
1917 * this subtracts a portion from all 1811 * this subtracts a portion from all
1931 sint64 del_exp; 1825 sint64 del_exp;
1932 1826
1933 for (tmp = op->inv; tmp; tmp = tmp->below) 1827 for (tmp = op->inv; tmp; tmp = tmp->below)
1934 if (tmp->type == SKILL && tmp->stats.exp) 1828 if (tmp->type == SKILL && tmp->stats.exp)
1935 { 1829 {
1936 if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (tmp->skill, skill)) 1830 if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (&tmp->skill, skill))
1937 { 1831 {
1938 del_exp = check_exp_loss (tmp, exp); 1832 del_exp = check_exp_loss (tmp, exp);
1939 tmp->stats.exp -= del_exp; 1833 tmp->stats.exp -= del_exp;
1940 player_lvl_adj (op, tmp); 1834 player_lvl_adj (op, tmp);
1941 } 1835 }
1947 del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction)); 1841 del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction));
1948 tmp->stats.exp -= del_exp; 1842 tmp->stats.exp -= del_exp;
1949 player_lvl_adj (op, tmp); 1843 player_lvl_adj (op, tmp);
1950 } 1844 }
1951 } 1845 }
1846
1952 if (flag != SK_SUBTRACT_SKILL_EXP) 1847 if (flag != SK_SUBTRACT_SKILL_EXP)
1953 { 1848 {
1954 del_exp = check_exp_loss (op, exp); 1849 del_exp = check_exp_loss (op, exp);
1955 op->stats.exp -= del_exp; 1850 op->stats.exp -= del_exp;
1956 player_lvl_adj (op, NULL); 1851 player_lvl_adj (op, NULL);
1957 } 1852 }
1958} 1853}
1959
1960
1961 1854
1962/* change_exp() - changes experience to a player/monster. This 1855/* change_exp() - changes experience to a player/monster. This
1963 * does bounds checking to make sure we don't overflow the max exp. 1856 * does bounds checking to make sure we don't overflow the max exp.
1964 * 1857 *
1965 * The exp passed is typically not modified much by this function - 1858 * The exp passed is typically not modified much by this function -
1966 * it is assumed the caller has modified the exp as needed. 1859 * it is assumed the caller has modified the exp as needed.
1967 * skill_name is the skill that should get the exp added. 1860 * skill_name is the skill that should get the exp added.
1968 * flag is what to do if player doesn't have the skill. 1861 * flag is what to do if player doesn't have the skill.
1969 * these last two values are only used for players. 1862 * these last two values are only used for players.
1970 */ 1863 */
1971
1972void 1864void
1973change_exp (object *op, sint64 exp, const char *skill_name, int flag) 1865change_exp (object *op, sint64 exp, const char *skill_name, int flag)
1974{ 1866{
1975
1976#ifdef EXP_DEBUG 1867#ifdef EXP_DEBUG
1977 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp); 1868 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp);
1978#endif 1869#endif
1979 1870
1980 /* safety */ 1871 /* safety */
2021 else 1912 else
2022 /* note that when you lose exp, it doesn't go against 1913 /* note that when you lose exp, it doesn't go against
2023 * a particular skill, so we don't need to pass that 1914 * a particular skill, so we don't need to pass that
2024 * along. 1915 * along.
2025 */ 1916 */
2026 subtract_player_exp (op, FABS (exp), skill_name, flag); 1917 subtract_player_exp (op, abs (exp), skill_name, flag);
2027
2028 } 1918 }
2029} 1919}
2030 1920
2031/* Applies a death penalty experience, the size of this is defined by the 1921/* Applies a death penalty experience, the size of this is defined by the
2032 * settings death_penalty_percentage and death_penalty_levels, and by the 1922 * settings death_penalty_percentage and death_penalty_levels, and by the
2033 * amount of permenent experience, whichever gives the lowest loss. 1923 * amount of permenent experience, whichever gives the lowest loss.
2034 */ 1924 */
2035
2036void 1925void
2037apply_death_exp_penalty (object *op) 1926apply_death_exp_penalty (object *op)
2038{ 1927{
2039 object *tmp; 1928 object *tmp;
2040 sint64 loss; 1929 sint64 loss;
2062 player_lvl_adj (op, tmp); 1951 player_lvl_adj (op, tmp);
2063 } 1952 }
2064 1953
2065 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100; 1954 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100;
2066 level_loss = op->stats.exp - levels[MAX (0, op->level - settings.death_penalty_level)]; 1955 level_loss = op->stats.exp - levels[MAX (0, op->level - settings.death_penalty_level)];
1956
2067 if (level_loss < 0) 1957 if (level_loss < 0)
2068 level_loss = 0; 1958 level_loss = 0;
2069 loss = check_exp_loss (op, MIN (level_loss, percentage_loss)); 1959 loss = check_exp_loss (op, MIN (level_loss, percentage_loss));
2070 1960
2071 op->stats.exp -= loss; 1961 op->stats.exp -= loss;

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