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Comparing deliantra/server/common/living.C (file contents):
Revision 1.95 by root, Wed Dec 31 17:35:37 2008 UTC vs.
Revision 1.125 by root, Sat Dec 31 06:18:01 2011 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 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 (©) 2005,2006,2007,2008,2009,2010,2011 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 * Deliantra 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 <support@deliantra.net> 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>
138/* 139/*
139 Since this is nowhere defined ... 140 Since this is nowhere defined ...
140 Both come in handy at least in function add_exp() 141 Both come in handy at least in function add_exp()
141*/ 142*/
142 143
143#define MAX_EXPERIENCE levels[settings.max_level] 144#define MAX_EXPERIENCE levels [settings.max_level]
144 145
145/* because exp_obj sum to make the total score, 146/* because exp_obj sum to make the total score,
146 * we cannot allow that sum to exceed the maximum 147 * we cannot allow that sum to exceed the maximum
147 * amount of experience a player can gain. Thus 148 * amount of experience a player can gain. Thus
148 * we define MAX_EXP_IN_OBJ. It is important to try 149 * we define MAX_EXP_IN_OBJ. It is important to try
155 * line with progression of previous levels, so 156 * line with progression of previous levels, so
156 * if more levels are desired, this should be fixed. 157 * if more levels are desired, this should be fixed.
157 * -b.t. 158 * -b.t.
158 */ 159 */
159 160
160#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)
161
162extern sint64 *levels;
163 162
164#define MAX_SAVE_LEVEL 110 163#define MAX_SAVE_LEVEL 110
165 164
166/* This no longer needs to be changed anytime the number of 165/* This no longer needs to be changed anytime the number of
167 * levels is increased - rather, did_make_save will do the 166 * levels is increased - rather, did_make_save will do the
261/* 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,
262 * 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
263 * 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.
264 */ 263 */
265#define DIFF_MSG(flag, msg1, msg2) \ 264#define DIFF_MSG(flag, msg1, msg2) \
266 new_draw_info(NDI_UNIQUE, 0, op, (flag>0)?msg1:msg2); 265 new_draw_info (NDI_UNIQUE, 0, op, (flag > 0) ? msg1 : msg2);
267 266
268/* 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. */
269 268
270/* 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
271 * the object. 270 * the object.
414 (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."));
415 } 414 }
416 415
417 if (tmp->move_type & MOVE_SWIM) 416 if (tmp->move_type & MOVE_SWIM)
418 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");
419
420 /* Changing move status may mean you are affected by things you weren't before */
421 check_move_on (op, op);
422 } 418 }
423 419
424 /* becoming UNDEAD... a special treatment for this flag. Only those not 420 /* becoming UNDEAD... a special treatment for this flag. Only those not
425 * originally undead may change their status 421 * originally undead may change their status
426 */ 422 */
463 if (op->flag [FLAG_WIZ]) 459 if (op->flag [FLAG_WIZ])
464 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.");
465 else 461 else
466 { 462 {
467 new_draw_info (NDI_UNIQUE, 0, op, "You are blinded."); 463 new_draw_info (NDI_UNIQUE, 0, op, "You are blinded.");
468 SET_FLAG (op, FLAG_BLIND); 464 op->set_flag (FLAG_BLIND);
469 if (op->type == PLAYER) 465 if (op->type == PLAYER)
470 op->contr->do_los = 1; 466 op->contr->do_los = 1;
471 } 467 }
472 } 468 }
473 else 469 else
475 if (op->flag [FLAG_WIZ]) 471 if (op->flag [FLAG_WIZ])
476 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.");
477 else 473 else
478 { 474 {
479 new_draw_info (NDI_UNIQUE, 0, op, "Your vision returns."); 475 new_draw_info (NDI_UNIQUE, 0, op, "Your vision returns.");
480 CLEAR_FLAG (op, FLAG_BLIND); 476 op->clr_flag (FLAG_BLIND);
481 if (op->type == PLAYER) 477 if (op->type == PLAYER)
482 op->contr->do_los = 1; 478 op->contr->do_los = 1;
483 } 479 }
484 } 480 }
485 } 481 }
523 { 519 {
524 success = 1; 520 success = 1;
525 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.");
526 } 522 }
527 523
524 if (digest_types [tmp->type])
525 {
528 if (tmp->stats.hp && op->type == PLAYER) 526 if (tmp->stats.hp && op->type == PLAYER)
529 { 527 {
530 success = 1; 528 success = 1;
531 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!");
532 } 530 }
533 531
534 if (tmp->stats.sp && op->type == PLAYER && tmp->type != SKILL) 532 if (tmp->stats.sp && op->type == PLAYER
535 { 533 && tmp->type != SKILL && tmp->type != BOW)
534 {
536 success = 1; 535 success = 1;
537 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.");
538 } 537 }
539 538
540 /* for the future when artifacts set this -b.t. */ 539 /* for the future when artifacts set this -b.t. */
541 if (tmp->stats.grace && op->type == PLAYER) 540 if (tmp->stats.grace && op->type == PLAYER)
542 { 541 {
543 success = 1; 542 success = 1;
544 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.");
545 } 544 }
546 545
547 if (tmp->stats.food && op->type == PLAYER) 546 if (tmp->stats.food && op->type == PLAYER)
548 { 547 {
549 success = 1; 548 success = 1;
550 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 }
551 } 551 }
552 552
553 /* Messages for changed resistance */ 553 /* Messages for changed resistance */
554 for (int i = 0; i < NROFATTACKS; i++) 554 for (int i = 0; i < NROFATTACKS; i++)
555 { 555 {
594object::drain_specific_stat (int deplete_stats) 594object::drain_specific_stat (int deplete_stats)
595{ 595{
596 object *tmp; 596 object *tmp;
597 archetype *at; 597 archetype *at;
598 598
599 at = archetype::find (ARCH_DEPLETION); 599 at = archetype::find (shstr_depletion);
600 if (!at) 600 if (!at)
601 { 601 {
602 LOG (llevError, "Couldn't find archetype depletion.\n"); 602 LOG (llevError, "Couldn't find archetype depletion.\n");
603 return; 603 return;
604 } 604 }
606 { 606 {
607 tmp = present_arch_in_ob (at, this); 607 tmp = present_arch_in_ob (at, this);
608 608
609 if (!tmp) 609 if (!tmp)
610 { 610 {
611 tmp = arch_to_object (at); 611 tmp = at->instance ();
612 tmp = insert_ob_in_ob (tmp, this); 612 tmp = insert_ob_in_ob (tmp, this);
613 SET_FLAG (tmp, FLAG_APPLIED); 613 tmp->set_flag (FLAG_APPLIED);
614 } 614 }
615 } 615 }
616 616
617 new_draw_info (NDI_UNIQUE, 0, this, drain_msg[deplete_stats]); 617 new_draw_info (NDI_UNIQUE, 0, this, drain_msg[deplete_stats]);
618 change_attr_value (&tmp->stats, deplete_stats, -1); 618 change_attr_value (&tmp->stats, deplete_stats, -1);
624 * via an applied bad_luck object. 624 * via an applied bad_luck object.
625 */ 625 */
626void 626void
627object::change_luck (int value) 627object::change_luck (int value)
628{ 628{
629 archetype *at = archetype::find ("luck"); 629 archetype *at = archetype::find (shstr_luck);
630 if (!at) 630 if (!at)
631 LOG (llevError, "Couldn't find archetype luck.\n"); 631 LOG (llevError, "Couldn't find archetype luck.\n");
632 else 632 else
633 { 633 {
634 object *tmp = present_arch_in_ob (at, this); 634 object *tmp = present_arch_in_ob (at, this);
636 if (!tmp) 636 if (!tmp)
637 { 637 {
638 if (!value) 638 if (!value)
639 return; 639 return;
640 640
641 tmp = arch_to_object (at); 641 tmp = at->instance ();
642 tmp = insert_ob_in_ob (tmp, this); 642 tmp = insert_ob_in_ob (tmp, this);
643 SET_FLAG (tmp, FLAG_APPLIED); 643 tmp->set_flag (FLAG_APPLIED);
644 } 644 }
645 645
646 if (value) 646 if (value)
647 { 647 {
648 /* 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
701 sint8 v = arch->stats.stat (i); 701 sint8 v = arch->stats.stat (i);
702 stats.stat (i) += v; 702 stats.stat (i) += v;
703 contr->orig_stats.stat (i) += v; 703 contr->orig_stats.stat (i) += v;
704 } 704 }
705} 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;
732 706
733static struct copy_flags : object::flags_t 707static struct copy_flags : object::flags_t
734{ 708{
735 copy_flags () 709 copy_flags ()
736 { 710 {
763 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; 737 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS];
764 object *grace_obj = NULL, *mana_obj = NULL, *tmp; 738 object *grace_obj = NULL, *mana_obj = NULL, *tmp;
765 float old_speed = speed; 739 float old_speed = speed;
766 int stat_sum [NUM_STATS]; 740 int stat_sum [NUM_STATS];
767 741
742 MoveType move_type; // we use change_move_type to change it, so use a local copy
743
768 /* 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 */
769 if (type == PLAYER) 745 if (type == PLAYER)
770 { 746 {
747 contr->delayed_update = false;
748
771 for (int i = 0; i < NUM_STATS; i++) 749 for (int i = 0; i < NUM_STATS; i++)
772 stat_sum [i] = contr->orig_stats.stat (i); 750 stat_sum [i] = contr->orig_stats.stat (i);
773 751
774 if (settings.spell_encumbrance == TRUE) 752 if (settings.spell_encumbrance == TRUE)
775 contr->encumbrance = 0; 753 contr->encumbrance = 0;
787 for (int i = NUM_BODY_LOCATIONS; i--; ) 765 for (int i = NUM_BODY_LOCATIONS; i--; )
788 slot[i].used = slot[i].info; 766 slot[i].used = slot[i].info;
789 767
790 slaying = 0; 768 slaying = 0;
791 769
792 if (!QUERY_FLAG (this, FLAG_WIZ)) 770 if (!this->flag [FLAG_WIZ])
793 {
794 CLEAR_FLAG (this, FLAG_XRAYS);
795 CLEAR_FLAG (this, FLAG_MAKE_INVIS);
796 } 771 {
772 this->clr_flag (FLAG_XRAYS);
773 this->clr_flag (FLAG_MAKE_INVIS);
774 }
797 775
798 CLEAR_FLAG (this, FLAG_LIFESAVE); 776 this->clr_flag (FLAG_LIFESAVE);
799 CLEAR_FLAG (this, FLAG_STEALTH); 777 this->clr_flag (FLAG_STEALTH);
800 CLEAR_FLAG (this, FLAG_BLIND); 778 this->clr_flag (FLAG_BLIND);
801 779
802 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);
803 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);
804 if (!QUERY_FLAG (arch, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD); 782 if (!arch->flag [FLAG_UNDEAD ]) this->clr_flag (FLAG_UNDEAD);
805 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);
806 784
807 path_attuned = arch->path_attuned; 785 path_attuned = arch->path_attuned;
808 path_repelled = arch->path_repelled; 786 path_repelled = arch->path_repelled;
809 path_denied = arch->path_denied; 787 path_denied = arch->path_denied;
810 glow_radius = arch->glow_radius; 788 glow_radius = arch->glow_radius;
811 move_type = arch->move_type; 789 move_type = arch->move_type;
812 790
813 chosen_skill = 0;
814
815 /* initializing resistances from the values in player/monster's 791 /* initializing resistances from the values in player/monster's
816 * archetype clone 792 * archetype clone
817 */ 793 */
818 memcpy (&resist, &arch->resist, sizeof (resist)); 794 memcpy (&resist, &arch->resist, sizeof (resist));
819 795
820 for (int i = 0; i < NROFATTACKS; i++) 796 for (int i = 0; i < NROFATTACKS; i++)
821 { 797 {
822 if (resist[i] > 0) 798 if (resist[i] > 0)
823 prot[i] = resist[i], vuln[i] = 0; 799 prot[i] = resist[i], vuln[i] = 0;
824 else 800 else
825 vuln[i] = -(resist[i]), prot[i] = 0; 801 vuln[i] = -resist[i], prot[i] = 0;
826 802
827 potion_resist[i] = 0; 803 potion_resist[i] = -1000;
828 } 804 }
829 805
830 wc = arch->stats.wc; 806 wc = arch->stats.wc;
831 stats.dam = arch->stats.dam; 807 stats.dam = arch->stats.dam;
832 808
835 * 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 -
836 * 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,
837 * 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
838 * that their protection from physical goes down 814 * that their protection from physical goes down
839 */ 815 */
840 if (!QUERY_FLAG (this, FLAG_USE_ARMOUR) && type == PLAYER) 816 if (!this->flag [FLAG_USE_ARMOUR] && type == PLAYER)
841 { 817 {
842 ac = max (-10, arch->stats.ac - level / 3); 818 ac = max (-10, arch->stats.ac - level / 3);
843 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;
844 } 820 }
845 else 821 else
846 ac = arch->stats.ac; 822 ac = arch->stats.ac;
847 823
848 stats.luck = arch->stats.luck; 824 stats.luck = arch->stats.luck;
849 speed = arch->speed; 825 speed = arch->speed;
826
827 chosen_skill = 0;
850 828
851 /* 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.
852 * 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.
853 */ 831 */
854 for (tmp = inv; tmp; tmp = tmp->below) 832 for (tmp = inv; tmp; tmp = tmp->below)
855 { 833 {
856 /* This happens because apply_potion calls change_abil with the potion 834 /* This happens because apply_potion calls change_abil with the potion
857 * 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
858 * then calls this function. 836 * then calls this function.
859 */ 837 */
860 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION) 838 if (tmp->flag [FLAG_APPLIED] && tmp->type == POTION)
861 continue; 839 continue;
862 840
863 glow_radius += tmp->glow_radius; 841 glow_radius += tmp->glow_radius;
864 842
865 /* For some things, we don't care what is equipped */ 843 /* For some things, we don't care what is equipped */
892 * because the skill shouldn't count against body positions being used 870 * because the skill shouldn't count against body positions being used
893 * up, etc. 871 * up, etc.
894 */ 872 */
895 if ((tmp->flag [FLAG_APPLIED] 873 if ((tmp->flag [FLAG_APPLIED]
896 && tmp->type != CONTAINER 874 && tmp->type != CONTAINER
897 && tmp->type != CLOSE_CON) 875 && tmp->type != CLOSE_CON
898 || (tmp->type == SKILL 876 && tmp->type != SPELL)
899 && tmp->subtype == SK_PRAYING)) 877 || (tmp->type == SKILL && tmp->subtype == SK_PRAYING))
900 { 878 {
901 if (type == PLAYER) 879 if (type == PLAYER)
902 { 880 {
903 contr->item_power += tmp->item_power; 881 contr->item_power += tmp->item_power;
904 882
905 if (tmp == contr->combat_ob || tmp == contr->ranged_ob)
906 if (tmp != current_weapon
907 && (tmp->type != SKILL || tmp->subtype != SK_PRAYING)
908 && !tmp->flag [FLAG_CURSED]
909 && !tmp->flag [FLAG_DAMNED])
910 continue;
911
912 for (int i = 0; i < NUM_STATS; i++) 883 for (int i = 0; i < NUM_STATS; i++)
913 stat_sum [i] = stat_sum [i] + tmp->stats.stat (i); 884 stat_sum [i] += tmp->stats.stat (i);
914 885
915 if (digest_types [tmp->type]) 886 if (digest_types [tmp->type])
916 { 887 {
917 contr->digestion += tmp->stats.food; 888 contr->digestion += tmp->stats.food;
918 contr->gen_hp += tmp->stats.hp; 889 contr->gen_hp += tmp->stats.hp;
927 if (tmp->type == WEAPON) 898 if (tmp->type == WEAPON)
928 current_weapon = tmp; 899 current_weapon = tmp;
929 } 900 }
930 901
931 /* Update slots used for items */ 902 /* Update slots used for items */
932 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 903 if (tmp->flag [FLAG_APPLIED]) // exclude praying...
933 for (int i = 0; i < NUM_BODY_LOCATIONS; i++) 904 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
934 slot[i].used += tmp->slot[i].info; 905 slot[i].used += tmp->slot[i].info;
935 906
936 if (tmp->type == SYMPTOM) 907 if (tmp->type == SYMPTOM)
937 speed_reduce_from_disease =
938 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);
939 909
940 /* Pos. and neg. protections are counted separate (-> pro/vuln). 910 /* Pos. and neg. protections are counted separate (-> pro/vuln).
941 * (Negative protections are calculated exactly like positive.) 911 * (Negative protections are calculated exactly like positive.)
942 * Resistance from potions are treated special as well. If there's 912 * Resistance from potions are treated special as well. If there's
943 * more than one potion-effect, the bigger prot.-value is taken. 913 * more than one potion-effect, the bigger prot.-value is taken.
944 */ 914 */
945 if (tmp->type != POTION) 915 if (tmp->type == POTION_EFFECT)
946 {
947 for (int i = 0; i < NROFATTACKS; i++) 916 for (int i = 0; i < NROFATTACKS; i++)
948 {
949 /* Potential for cursed potions, in which case we just can use
950 * a straight MAX, as potion_resist is initialised to zero.
951 */
952 if (tmp->type == POTION_EFFECT)
953 {
954 if (potion_resist[i])
955 potion_resist[i] = max (potion_resist[i], tmp->resist[i]);
956 else
957 potion_resist[i] = tmp->resist[i]; 917 max_it (potion_resist[i], tmp->resist[i]);
958 } 918 else if (tmp->type != POTION)
919 for (int i = 0; i < NROFATTACKS; i++)
959 else if (tmp->resist[i] > 0) 920 if (tmp->resist[i] > 0)
960 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100; 921 prot[i] += (100 - prot[i]) * tmp->resist[i] / 100;
961 else if (tmp->resist[i] < 0) 922 else if (tmp->resist[i] < 0)
962 vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100; 923 vuln[i] += (100 - vuln[i]) * -tmp->resist[i] / 100;
963 }
964 }
965 924
966 /* There may be other things that should not adjust the attacktype */ 925 /* There may be other things that should not adjust the attacktype */
967 if (tmp->type != SYMPTOM) 926 if (tmp->type != SYMPTOM)
968 { 927 {
969 attacktype |= tmp->attacktype; 928 attacktype |= tmp->attacktype;
974 stats.luck += tmp->stats.luck; 933 stats.luck += tmp->stats.luck;
975 } 934 }
976 935
977 flag |= tmp->flag & copy_flags; 936 flag |= tmp->flag & copy_flags;
978 937
979 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (arch, FLAG_UNDEAD)) 938 if (tmp->flag [FLAG_UNDEAD] && !arch->flag [FLAG_UNDEAD])
980 SET_FLAG (this, FLAG_UNDEAD); 939 this->set_flag (FLAG_UNDEAD);
981 940
982 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS)) 941 //TODO: copy_flags?
942 if (tmp->flag [FLAG_MAKE_INVIS])
983 { 943 {
984 SET_FLAG (this, FLAG_MAKE_INVIS); 944 set_flag (FLAG_MAKE_INVIS);
985 invisible = 1; 945 invisible = 1;
986 } 946 }
987 947
988 if (tmp->stats.exp && tmp->type != SKILL) 948 if (tmp->stats.exp && tmp->type != SKILL)
989 { 949 {
996 added_speed += tmp->stats.exp; 956 added_speed += tmp->stats.exp;
997 } 957 }
998 958
999 switch (tmp->type) 959 switch (tmp->type)
1000 { 960 {
1001#if 0
1002 case WAND:
1003 case ROD:
1004 case HORN:
1005 if (type != PLAYER || current_weapon == tmp)
1006 chosen_skill = tmp;
1007 break;
1008#endif
1009
1010 /* skills modifying the character -b.t. */
1011 /* for all skills and skill granting objects */
1012 case SKILL: 961 case SKILL:
1013 { 962 {
963 // some skills will end up here without counting as "applied"
1014 if (!QUERY_FLAG (tmp, FLAG_APPLIED) || skill_flags [tmp->subtype] & SF_APPLY) 964 if (!tmp->flag [FLAG_APPLIED] || skill_flags [tmp->subtype] & SF_AUTARK)
1015 break; 965 break;
1016 966
1017 if (chosen_skill) 967 if (chosen_skill)
1018 { 968 {
1019 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",
1021 971
1022 tmp->flag [FLAG_APPLIED] = false; 972 tmp->flag [FLAG_APPLIED] = false;
1023 update_stats (); 973 update_stats ();
1024 return; 974 return;
1025 } 975 }
1026 else 976
1027 chosen_skill = tmp; 977 chosen_skill = tmp;
1028 978
1029 if (tmp->stats.dam > 0) 979 if (tmp->stats.dam > 0)
1030 { /* skill is a 'weapon' */ 980 { /* skill is a 'weapon' */
1031 if (!QUERY_FLAG (this, FLAG_READY_WEAPON)) 981 if (!this->flag [FLAG_READY_WEAPON])
1032 weapon_speed = WEAPON_SPEED (tmp); 982 weapon_speed = max (0, WEAPON_SPEED (tmp));
1033
1034 if (weapon_speed < 0)
1035 weapon_speed = 0;
1036 983
1037 weapon_weight = tmp->weight; 984 weapon_weight = tmp->weight;
1038 stats.dam += 1 + chosen_skill->level * tmp->stats.dam / 9; 985 stats.dam += 1 + chosen_skill->level * tmp->stats.dam / 9;
1039 986
1040 if (tmp->magic) 987 if (tmp->magic)
1049 996
1050 if (tmp->stats.ac) 997 if (tmp->stats.ac)
1051 ac -= tmp->stats.ac + tmp->magic; 998 ac -= tmp->stats.ac + tmp->magic;
1052 999
1053 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1000 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1054 contr->encumbrance += (int) 3 *tmp->weight / 1000; 1001 contr->encumbrance += 3 * tmp->weight / 1000;
1055 } 1002 }
1056 1003
1057 break; 1004 break;
1058 1005
1059 case SHIELD: 1006 case SHIELD:
1060 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1007 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1061 contr->encumbrance += (int) tmp->weight / 2000; 1008 contr->encumbrance += tmp->weight / 2000;
1009 //FALLTHROUGH
1062 case RING: 1010 case RING:
1063 case AMULET: 1011 case AMULET:
1064 case GIRDLE: 1012 case GIRDLE:
1065 case HELMET: 1013 case HELMET:
1066 case BOOTS: 1014 case BOOTS:
1075 if (tmp->stats.ac) 1023 if (tmp->stats.ac)
1076 ac -= tmp->stats.ac + tmp->magic; 1024 ac -= tmp->stats.ac + tmp->magic;
1077 1025
1078 break; 1026 break;
1079 1027
1028 case RANGED:
1080 case BOW: 1029 case BOW:
1081 case WEAPON: 1030 case WEAPON:
1082 if (type != PLAYER || current_weapon == tmp)
1083 {
1084 wc -= tmp->stats.wc + tmp->magic; 1031 wc -= tmp->stats.wc + tmp->magic;
1085 1032
1086 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0) 1033 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0)
1087 ac -= tmp->stats.ac + tmp->magic; 1034 ac -= tmp->stats.ac + tmp->magic;
1088 1035
1089 stats.dam += tmp->stats.dam + tmp->magic; 1036 stats.dam += tmp->stats.dam + tmp->magic;
1090 weapon_weight = tmp->weight; 1037 weapon_weight = tmp->weight;
1091 weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2; 1038 weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2;
1092 1039
1093 if (weapon_speed < 0) 1040 if (weapon_speed < 0)
1094 weapon_speed = 0; 1041 weapon_speed = 0;
1095 1042
1096 slaying = tmp->slaying; 1043 slaying = tmp->slaying;
1097 1044
1098 /* If there is desire that two handed weapons should do 1045 /* If there is desire that two handed weapons should do
1099 * extra strength damage, this is where the code should 1046 * extra strength damage, this is where the code should
1100 * go. 1047 * go.
1101 */ 1048 */
1102 1049
1103 if (type == PLAYER) 1050 if (type == PLAYER)
1104 if (settings.spell_encumbrance) 1051 if (settings.spell_encumbrance)
1105 contr->encumbrance += tmp->weight * 3 / 1000; 1052 contr->encumbrance += tmp->weight * 3 / 1000;
1106 }
1107 1053
1108 break; 1054 break;
1109 1055
1110 case ARMOUR: /* Only the best of these three are used: */ 1056 case ARMOUR: /* Only the best of these three are used: */
1111 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1057 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1140 1086
1141 if (tmp->stats.ac) 1087 if (tmp->stats.ac)
1142 ac -= tmp->stats.ac + tmp->magic; 1088 ac -= tmp->stats.ac + tmp->magic;
1143 1089
1144 if (ARMOUR_SPEED (tmp)) 1090 if (ARMOUR_SPEED (tmp))
1145 max_speed = min (max_speed, ARMOUR_SPEED (tmp) / 10.f); 1091 min_it (max_speed, ARMOUR_SPEED (tmp) / 10.f);
1146 1092
1147 break; 1093 break;
1148 } /* switch tmp->type */ 1094 } /* switch tmp->type */
1149 } /* item is equipped */ 1095 } /* item is equipped */
1150 } /* for loop of items */ 1096 } /* for loop of items */
1151 1097
1152 glow_radius = min (glow_radius, MAX_LIGHT_RADIUS); 1098 min_it (glow_radius, MAX_LIGHT_RADIUS);
1153 1099
1154 /* 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
1155 * have generated intermediate values which we now need to assign. 1101 * have generated intermediate values which we now need to assign.
1156 */ 1102 */
1157 1103
1163 */ 1109 */
1164 for (int i = 0; i < NROFATTACKS; i++) 1110 for (int i = 0; i < NROFATTACKS; i++)
1165 { 1111 {
1166 resist[i] = prot[i] - vuln[i]; 1112 resist[i] = prot[i] - vuln[i];
1167 1113
1168 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]))
1169 resist[i] = potion_resist[i]; 1116 resist[i] = potion_resist[i];
1170 } 1117 }
1171 1118
1172 if (type == PLAYER) 1119 if (type == PLAYER)
1173 { 1120 {
1174 // clamp various player stats 1121 // clamp various player stats
1175 for (int i = 0; i < NUM_STATS; ++i) 1122 for (int i = 0; i < NUM_STATS; ++i)
1176 stats.stat (i) = clamp (stat_sum [i], MIN_STAT, MAX_STAT); 1123 stats.stat (i) = stat_sum [i];
1124
1125 check_stat_bounds (&stats);
1177 1126
1178 contr->digestion = clamp (contr->digestion, MIN_DIGESTION, MAX_DIGESTION); 1127 contr->digestion = clamp (contr->digestion, MIN_DIGESTION, MAX_DIGESTION);
1179 1128
1180 /* Figure out the players sp/mana/hp totals. */ 1129 /* Figure out the players sp/mana/hp totals. */
1181 int pl_level; 1130 int pl_level;
1182 1131
1183 check_stat_bounds (&(stats));
1184 pl_level = level;
1185
1186 if (pl_level < 1)
1187 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! */
1188 1133
1189 /* 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,
1190 * 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.
1191 */ 1136 */
1192 stats.maxhp = 0; 1137 stats.maxhp = 0;
1327 1272
1328 speed = 1.f + speed_bonus[stats.Dex]; 1273 speed = 1.f + speed_bonus[stats.Dex];
1329 1274
1330 if (settings.search_items && contr->search_str[0]) 1275 if (settings.search_items && contr->search_str[0])
1331 speed -= 1; 1276 speed -= 1;
1332
1333 if (attacktype == 0)
1334 attacktype = arch->attacktype;
1335 } /* End if player */ 1277 } /* End if player */
1336 1278
1337 if (added_speed >= 0) 1279 if (added_speed >= 0)
1338 speed += added_speed / 10.f; 1280 speed += added_speed / 10.f;
1339 else /* Something wrong here...: */ 1281 else /* Something wrong here...: */
1358 speed *= speed_reduce_from_disease; 1300 speed *= speed_reduce_from_disease;
1359 1301
1360 /* 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
1361 * 25 ticks or so. This amounts to once every 3 seconds of realtime. 1303 * 25 ticks or so. This amounts to once every 3 seconds of realtime.
1362 */ 1304 */
1363 if (speed < 0.04f && type == PLAYER) 1305 max_it (speed, is_player () ? MIN_PLAYER_SPEED : MIN_ACTIVE_SPEED);
1364 speed = 0.04f;
1365 1306
1366 if (speed != old_speed) 1307 if (speed != old_speed)
1367 set_speed (speed); 1308 set_speed (speed);
1368 1309
1369 if (type == PLAYER) 1310 if (type == PLAYER)
1404 if (move_type == 0) 1345 if (move_type == 0)
1405 move_type = MOVE_WALK; 1346 move_type = MOVE_WALK;
1406 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) 1347 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH))
1407 move_type &= ~MOVE_WALK; 1348 move_type &= ~MOVE_WALK;
1408 1349
1350 // now apply the new move_type
1351 if (this->move_type != move_type)
1352 change_move_type (move_type);
1353
1409 /* 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,
1410 * so we will check that now. 1355 * so we will check that now.
1411 */ 1356 */
1412 if (type == PLAYER) 1357 if (is_player ())
1413 { 1358 contr->update_spells ();
1414 esrv_update_stats (contr);
1415 esrv_update_spells (contr);
1416 }
1417 1359
1418 // update the mapspace, if we are on a map 1360 // update the mapspace, if we are on a map
1419 if (!flag [FLAG_REMOVED] && map) 1361 if (!flag [FLAG_REMOVED] && map)
1420 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 }
1421} 1379}
1422 1380
1423/* 1381/*
1424 * Returns true if the given player is a legal class. 1382 * Returns true if the given player is a legal class.
1425 * 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
1489/* 1447/*
1490 * This function is called when a dragon-player gains 1448 * This function is called when a dragon-player gains
1491 * an overall level. Here, the dragon might gain new abilities 1449 * an overall level. Here, the dragon might gain new abilities
1492 * or change the ability-focus. 1450 * or change the ability-focus.
1493 */ 1451 */
1494void 1452static void
1495dragon_level_gain (object *who) 1453dragon_level_gain (object *who)
1496{ 1454{
1497 object *abil = NULL; /* pointer to dragon ability force */ 1455 object *abil = NULL; /* pointer to dragon ability force */
1498 object *skin = NULL; /* pointer to dragon skin force */ 1456 object *skin = NULL; /* pointer to dragon skin force */
1499 object *tmp = NULL; /* tmp. object */ 1457 object *tmp = NULL; /* tmp. object */
1562 } 1520 }
1563 1521
1564 /* clear the flag - exp goes into this bucket, but player 1522 /* clear the flag - exp goes into this bucket, but player
1565 * still doesn't know it. 1523 * still doesn't know it.
1566 */ 1524 */
1567 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL); 1525 skill_obj->clr_flag (FLAG_CAN_USE_SKILL);
1568 skill_obj->stats.exp = 0; 1526 skill_obj->stats.exp = 0;
1569 skill_obj->level = 1; 1527 skill_obj->level = 1;
1570 op->insert (skill_obj); 1528 op->insert (skill_obj);
1571 1529
1572 if (player *pl = op->contr) 1530 if (player *pl = op->contr)
1595 { 1553 {
1596 changed = true; 1554 changed = true;
1597 1555
1598 op->level++; 1556 op->level++;
1599 1557
1600 if (op && op == who && op->stats.exp > 1 && is_dragon_pl (who)) 1558 if (op && op == who && op->stats.exp > 1 && who->is_dragon ())
1601 dragon_level_gain (who); 1559 dragon_level_gain (who);
1602 1560
1603 /* 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 */
1604 if (op == who && (who->level < 11) && who->type == PLAYER) 1562 if (op == who && (who->level < 11) && who->type == PLAYER)
1605 { 1563 {
1638 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); 1596 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1639 } 1597 }
1640 } 1598 }
1641 1599
1642 if (changed) 1600 if (changed)
1643 { 1601 who->update_stats (); // should cause esrv_update_stats and esrv_update_spells
1644 who->update_stats ();
1645 esrv_update_stats (who->contr);
1646 /* check if the spell data has changed */
1647 esrv_update_spells (who->contr);
1648 }
1649} 1602}
1650 1603
1651/* 1604/*
1652 * Returns how much experience is needed for a player to become 1605 * Returns how much experience is needed for a player to become
1653 * the given level. level should really never exceed max_level 1606 * the given level. level should really never exceed max_level
1654 */ 1607 */
1655 1608
1656sint64 1609sint64
1657level_exp (int level, double expmul) 1610level_exp (int level, double expmul)
1658{ 1611{
1659 if (level > settings.max_level) 1612 return expmul * level_to_min_exp (level);
1660 return (sint64) (expmul * levels[settings.max_level]);
1661
1662 return (sint64) (expmul * levels[level]);
1663} 1613}
1664 1614
1665/* 1615/*
1666 * 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.
1667 * 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
1695 * NULL, in which case exp increases the players general 1645 * NULL, in which case exp increases the players general
1696 * total, but not any particular skill. 1646 * total, but not any particular skill.
1697 * 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:
1698 */ 1648 */
1699static void 1649static void
1700add_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)
1701{ 1651{
1702 object *skill_obj; 1652 object *skill_obj;
1703 sint64 limit, exp_to_add; 1653 sint64 limit, exp_to_add;
1704 int i; 1654 int i;
1705 1655
1735 { 1685 {
1736 /* Basically, you can never gain more experience in one shot 1686 /* Basically, you can never gain more experience in one shot
1737 * than half what you need to gain for next level. 1687 * than half what you need to gain for next level.
1738 */ 1688 */
1739 exp_to_add = exp; 1689 exp_to_add = exp;
1740 limit = (levels[op->level + 1] - levels[op->level]) / 2; 1690 limit = (levels [op->level + 1] - levels [op->level]) / 2;
1741 if (exp_to_add > limit) 1691 if (exp_to_add > limit)
1742 exp_to_add = limit; 1692 exp_to_add = limit;
1743 1693
1744 ADD_EXP (op->stats.exp, (sint64) ((float) exp_to_add * (skill_obj ? skill_obj->expmul : 1))); 1694 ADD_EXP (op->stats.exp, (sint64) ((float) exp_to_add * (skill_obj ? skill_obj->expmul : 1)));
1745 if (settings.permanent_exp_ratio) 1695 if (settings.permanent_exp_ratio)
1752 } 1702 }
1753 1703
1754 if (skill_obj) 1704 if (skill_obj)
1755 { 1705 {
1756 exp_to_add = exp; 1706 exp_to_add = exp;
1757 limit = (levels[skill_obj->level + 1] - levels[skill_obj->level]) / 2; 1707 limit = (levels [skill_obj->level + 1] - levels [skill_obj->level]) / 2;
1758 if (exp_to_add > limit) 1708 if (exp_to_add > limit)
1759 exp_to_add = limit; 1709 exp_to_add = limit;
1760 1710
1761 ADD_EXP (skill_obj->stats.exp, exp_to_add); 1711 ADD_EXP (skill_obj->stats.exp, exp_to_add);
1762 if (settings.permanent_exp_ratio) 1712 if (settings.permanent_exp_ratio)
1775 * adjustments based on permanent exp and the like. 1725 * adjustments based on permanent exp and the like.
1776 * This function should always be used for losing experience - 1726 * This function should always be used for losing experience -
1777 * the 'exp' value passed should be positive - this is the 1727 * the 'exp' value passed should be positive - this is the
1778 * amount that should get subtract from the player. 1728 * amount that should get subtract from the player.
1779 */ 1729 */
1780sint64 1730static sint64
1781check_exp_loss (const object *op, sint64 exp) 1731check_exp_loss (const object *op, sint64 exp)
1782{ 1732{
1783 sint64 del_exp; 1733 sint64 del_exp;
1784 1734
1785 if (exp > op->stats.exp) 1735 if (exp > op->stats.exp)
1819 * where everything is at the minimum perm exp, he would lose nothing. 1769 * where everything is at the minimum perm exp, he would lose nothing.
1820 * exp is the amount of exp to subtract - thus, it should be 1770 * exp is the amount of exp to subtract - thus, it should be
1821 * a postive number. 1771 * a postive number.
1822 */ 1772 */
1823static void 1773static void
1824subtract_player_exp (object *op, sint64 exp, const char *skill, int flag) 1774subtract_player_exp (object *op, sint64 exp, shstr_tmp skill, int flag)
1825{ 1775{
1826 float fraction = (float) exp / (float) op->stats.exp; 1776 float fraction = (float) exp / (float) op->stats.exp;
1827 object *tmp; 1777 object *tmp;
1828 sint64 del_exp; 1778 sint64 del_exp;
1829 1779
1830 for (tmp = op->inv; tmp; tmp = tmp->below) 1780 for (tmp = op->inv; tmp; tmp = tmp->below)
1831 if (tmp->type == SKILL && tmp->stats.exp) 1781 if (tmp->type == SKILL && tmp->stats.exp)
1832 { 1782 {
1833 if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (&tmp->skill, skill)) 1783 if (flag == SK_SUBTRACT_SKILL_EXP && skill && tmp->skill == skill)
1834 { 1784 {
1835 del_exp = check_exp_loss (tmp, exp); 1785 del_exp = check_exp_loss (tmp, exp);
1836 tmp->stats.exp -= del_exp; 1786 tmp->stats.exp -= del_exp;
1837 player_lvl_adj (op, tmp); 1787 player_lvl_adj (op, tmp);
1838 } 1788 }
1839 else if (flag != SK_SUBTRACT_SKILL_EXP) 1789 else if (flag != SK_SUBTRACT_SKILL_EXP)
1840 { 1790 {
1841 /* only want to process other skills if we are not trying 1791 /* only want to process other skills if we are not trying
1842 * to match a specific skill. 1792 * to match a specific skill.
1843 */ 1793 */
1844 del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction)); 1794 del_exp = check_exp_loss (tmp, tmp->stats.exp * fraction);
1845 tmp->stats.exp -= del_exp; 1795 tmp->stats.exp -= del_exp;
1846 player_lvl_adj (op, tmp); 1796 player_lvl_adj (op, tmp);
1847 } 1797 }
1848 } 1798 }
1849 1799
1863 * skill_name is the skill that should get the exp added. 1813 * skill_name is the skill that should get the exp added.
1864 * flag is what to do if player doesn't have the skill. 1814 * flag is what to do if player doesn't have the skill.
1865 * these last two values are only used for players. 1815 * these last two values are only used for players.
1866 */ 1816 */
1867void 1817void
1868change_exp (object *op, sint64 exp, const char *skill_name, int flag) 1818change_exp (object *op, sint64 exp, shstr_tmp skill_name, int flag)
1869{ 1819{
1870#ifdef EXP_DEBUG 1820#ifdef EXP_DEBUG
1871 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp); 1821 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp);
1872#endif 1822#endif
1873 1823
1890 * worth. 1840 * worth.
1891 */ 1841 */
1892 if (op->type != PLAYER) 1842 if (op->type != PLAYER)
1893 { 1843 {
1894 /* Sanity check */ 1844 /* Sanity check */
1895 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1845 if (!op->flag [FLAG_ALIVE])
1896 return; 1846 return;
1897 1847
1898 /* reset exp to max allowed value. We subtract from 1848 /* reset exp to max allowed value. We subtract from
1899 * MAX_EXPERIENCE to prevent overflows. If the player somehow has 1849 * MAX_EXPERIENCE to prevent overflows. If the player somehow has
1900 * more than max exp, just return. 1850 * more than max exp, just return.
1934 1884
1935 for (object *tmp = op->inv; tmp; tmp = tmp->below) 1885 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1936 if (tmp->type == SKILL && tmp->stats.exp) 1886 if (tmp->type == SKILL && tmp->stats.exp)
1937 { 1887 {
1938 percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100; 1888 percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100;
1939 level_loss = tmp->stats.exp - levels[MAX (0, tmp->level - settings.death_penalty_level)]; 1889 level_loss = tmp->stats.exp - levels [max (0, tmp->level - settings.death_penalty_level)];
1940 1890
1941 /* With the revised exp system, you can get cases where 1891 /* With the revised exp system, you can get cases where
1942 * losing several levels would still require that you have more 1892 * losing several levels would still require that you have more
1943 * exp than you currently have - this is true if the levels 1893 * exp than you currently have - this is true if the levels
1944 * tables is a lot harder. 1894 * tables is a lot harder.
1951 tmp->stats.exp -= loss; 1901 tmp->stats.exp -= loss;
1952 player_lvl_adj (op, tmp); 1902 player_lvl_adj (op, tmp);
1953 } 1903 }
1954 1904
1955 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100; 1905 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100;
1956 level_loss = op->stats.exp - levels[max (0, op->level - settings.death_penalty_level)]; 1906 level_loss = op->stats.exp - levels [max (0, op->level - settings.death_penalty_level)];
1957 1907
1958 if (level_loss < 0) 1908 if (level_loss < 0)
1959 level_loss = 0; 1909 level_loss = 0;
1960 1910
1961 loss = check_exp_loss (op, min (level_loss, percentage_loss)); 1911 loss = check_exp_loss (op, min (level_loss, percentage_loss));

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