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Comparing deliantra/server/common/living.C (file contents):
Revision 1.20 by root, Sat Dec 23 06:30:49 2006 UTC vs.
Revision 1.95 by root, Wed Dec 31 17:35:37 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", "wisdom", "charisma", "intelligence", "power" 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", "Wis", "Cha", "Int", "Pow" 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;
765 float old_speed = speed;
766 int stat_sum [NUM_STATS];
837 767
838 /* 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 */
839 if (type == PLAYER) 769 if (type == PLAYER)
840 { 770 {
841 for (i = 0; i < NUM_STATS; i++) 771 for (int i = 0; i < NUM_STATS; i++)
842 set_attr_value (&(stats), i, get_attr_value (&(contr->orig_stats), i)); 772 stat_sum [i] = contr->orig_stats.stat (i);
843 773
844 if (settings.spell_encumbrance == TRUE) 774 if (settings.spell_encumbrance == TRUE)
845 contr->encumbrance = 0; 775 contr->encumbrance = 0;
846 776
847 attacktype = 0; 777 attacktype = 0;
778
848 contr->digestion = 0; 779 contr->digestion = 0;
849 contr->gen_hp = 0; 780 contr->gen_hp = 0;
850 contr->gen_sp = 0; 781 contr->gen_sp = 0;
851 contr->gen_grace = 0; 782 contr->gen_grace = 0;
852 contr->gen_sp_armour = 10; 783 contr->gen_sp_armour = 10;
853 contr->item_power = 0; 784 contr->item_power = 0;
854
855 /* Don't clobber all the range_ values. range_golem otherwise
856 * gets reset for no good reason, and we don't want to reset
857 * range_magic (what spell is readied). These three below
858 * well get filled in based on what the player has equipped.
859 */
860 contr->ranges[range_bow] = NULL;
861 contr->ranges[range_misc] = NULL;
862 contr->ranges[range_skill] = NULL;
863 } 785 }
864 786
865 memcpy (body_used, body_info, sizeof (body_info)); 787 for (int i = NUM_BODY_LOCATIONS; i--; )
788 slot[i].used = slot[i].info;
866 789
867 slaying = 0; 790 slaying = 0;
868 791
869 if (!QUERY_FLAG (this, FLAG_WIZ)) 792 if (!QUERY_FLAG (this, FLAG_WIZ))
870 { 793 {
874 797
875 CLEAR_FLAG (this, FLAG_LIFESAVE); 798 CLEAR_FLAG (this, FLAG_LIFESAVE);
876 CLEAR_FLAG (this, FLAG_STEALTH); 799 CLEAR_FLAG (this, FLAG_STEALTH);
877 CLEAR_FLAG (this, FLAG_BLIND); 800 CLEAR_FLAG (this, FLAG_BLIND);
878 801
879 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);
880 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);
881 if (!QUERY_FLAG (&arch->clone, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD); 804 if (!QUERY_FLAG (arch, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD);
882 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);
883 806
884 path_attuned = arch->clone.path_attuned; 807 path_attuned = arch->path_attuned;
885 path_repelled = arch->clone.path_repelled; 808 path_repelled = arch->path_repelled;
886 path_denied = arch->clone.path_denied; 809 path_denied = arch->path_denied;
887 glow_radius = arch->clone.glow_radius; 810 glow_radius = arch->glow_radius;
888 move_type = arch->clone.move_type; 811 move_type = arch->move_type;
812
889 chosen_skill = NULL; 813 chosen_skill = 0;
890 814
891 /* initializing resistances from the values in player/monster's 815 /* initializing resistances from the values in player/monster's
892 * archetype clone 816 * archetype clone
893 */ 817 */
894 memcpy (&resist, &arch->clone.resist, sizeof (resist)); 818 memcpy (&resist, &arch->resist, sizeof (resist));
895 819
896 for (i = 0; i < NROFATTACKS; i++) 820 for (int i = 0; i < NROFATTACKS; i++)
897 { 821 {
898 if (resist[i] > 0) 822 if (resist[i] > 0)
899 prot[i] = resist[i], vuln[i] = 0; 823 prot[i] = resist[i], vuln[i] = 0;
900 else 824 else
901 vuln[i] = -(resist[i]), prot[i] = 0; 825 vuln[i] = -(resist[i]), prot[i] = 0;
826
902 potion_resist[i] = 0; 827 potion_resist[i] = 0;
903 } 828 }
904 829
905 wc = arch->clone.stats.wc; 830 wc = arch->stats.wc;
906 stats.dam = arch->clone.stats.dam; 831 stats.dam = arch->stats.dam;
907 832
908 /* 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,
909 * plus a small amount of physical resist, those poor suckers. ;) 834 * plus a small amount of physical resist, those poor suckers. ;)
910 * 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 -
911 * 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,
912 * 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
913 * that their protection from physical goes down 838 * that their protection from physical goes down
914 */ 839 */
915 if (!QUERY_FLAG (this, FLAG_USE_ARMOUR) && type == PLAYER) 840 if (!QUERY_FLAG (this, FLAG_USE_ARMOUR) && type == PLAYER)
916 { 841 {
917 ac = MAX (-10, arch->clone.stats.ac - level / 3); 842 ac = max (-10, arch->stats.ac - level / 3);
918 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;
919 } 844 }
920 else 845 else
921 ac = arch->clone.stats.ac; 846 ac = arch->stats.ac;
922 847
923 stats.luck = arch->clone.stats.luck; 848 stats.luck = arch->stats.luck;
924 speed = arch->clone.speed; 849 speed = arch->speed;
925 850
926 /* 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.
927 * 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.
928 */ 853 */
929
930 for (tmp = inv; tmp; tmp = tmp->below) 854 for (tmp = inv; tmp; tmp = tmp->below)
931 { 855 {
932 /* See note in map.c:update_position about making this additive
933 * since light sources are never applied, need to put check here.
934 */
935 if (tmp->glow_radius > glow_radius)
936 glow_radius = tmp->glow_radius;
937
938 /* This happens because apply_potion calls change_abil with the potion 856 /* This happens because apply_potion calls change_abil with the potion
939 * 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
940 * then calls this function. 858 * then calls this function.
941 */ 859 */
942 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION) 860 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION)
943 continue; 861 continue;
862
863 glow_radius += tmp->glow_radius;
944 864
945 /* For some things, we don't care what is equipped */ 865 /* For some things, we don't care what is equipped */
946 if (tmp->type == SKILL) 866 if (tmp->type == SKILL)
947 { 867 {
948 /* Want to take the highest skill here. */ 868 /* Want to take the highest skill here. */
961 else if (tmp->level > grace_obj->level) 881 else if (tmp->level > grace_obj->level)
962 grace_obj = tmp; 882 grace_obj = tmp;
963 } 883 }
964 } 884 }
965 885
966 /* Container objects are not meant to adjust a players, but other applied 886 /* Container objects are not meant to adjust players, but other applied
967 * objects need to make adjustments. 887 * objects need to make adjustments.
968 * This block should handle all player specific changes 888 * This block should handle all player specific changes
969 * The check for Praying is a bit of a hack - god given bonuses are put 889 * The check for Praying is a bit of a hack - god given bonuses are put
970 * in the praying skill, and the player should always get those. 890 * in the praying skill, and the player should always get those.
971 * It also means we need to put in additional checks for applied below, 891 * It also means we need to put in additional checks for applied below,
972 * because the skill shouldn't count against body positions being used 892 * because the skill shouldn't count against body positions being used
973 * up, etc. 893 * up, etc.
974 */ 894 */
975 if ((QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type != CONTAINER && tmp->type != CLOSE_CON) || 895 if ((tmp->flag [FLAG_APPLIED]
896 && tmp->type != CONTAINER
897 && tmp->type != CLOSE_CON)
898 || (tmp->type == SKILL
976 (tmp->type == SKILL && tmp->subtype == SK_PRAYING)) 899 && tmp->subtype == SK_PRAYING))
977 { 900 {
978 if (type == PLAYER) 901 if (type == PLAYER)
979 { 902 {
980 if (tmp->type == BOW) 903 contr->item_power += tmp->item_power;
981 contr->ranges[range_bow] = tmp;
982 904
983 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 905 if (tmp == contr->combat_ob || tmp == contr->ranged_ob)
984 contr->ranges[range_misc] = tmp; 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;
985 911
986 for (i = 0; i < NUM_STATS; i++) 912 for (int i = 0; i < NUM_STATS; i++)
987 change_attr_value (&(stats), i, get_attr_value (&(tmp->stats), i)); 913 stat_sum [i] = stat_sum [i] + tmp->stats.stat (i);
988 914
989 /* these are the items that currently can change digestion, regeneration, 915 if (digest_types [tmp->type])
990 * spell point recovery and mana point recovery. Seems sort of an arbitary
991 * list, but other items store other info into stats array.
992 */
993 if ((tmp->type == WEAPON) ||
994 (tmp->type == ARMOUR) || (tmp->type == HELMET) ||
995 (tmp->type == SHIELD) || (tmp->type == RING) ||
996 (tmp->type == BOOTS) || (tmp->type == GLOVES) ||
997 (tmp->type == AMULET) || (tmp->type == GIRDLE) ||
998 (tmp->type == BRACERS) || (tmp->type == CLOAK) ||
999 (tmp->type == DISEASE) || (tmp->type == FORCE) ||
1000 (tmp->type == SKILL))
1001 { 916 {
1002 contr->digestion += tmp->stats.food; 917 contr->digestion += tmp->stats.food;
1003 contr->gen_hp += tmp->stats.hp; 918 contr->gen_hp += tmp->stats.hp;
919 if (tmp->type != BOW) // ugly exception for bows
1004 contr->gen_sp += tmp->stats.sp; 920 contr->gen_sp += tmp->stats.sp;
1005 contr->gen_grace += tmp->stats.grace; 921 contr->gen_grace += tmp->stats.grace;
1006 contr->gen_sp_armour += tmp->gen_sp_armour; 922 contr->gen_sp_armour += tmp->gen_sp_armour;
1007 contr->item_power += tmp->item_power;
1008 } 923 }
1009 } /* if this is a player */ 924 } /* if this is a player */
925 else
926 {
927 if (tmp->type == WEAPON)
928 current_weapon = tmp;
929 }
1010 930
1011 /* Update slots used for items */ 931 /* Update slots used for items */
1012 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 932 if (QUERY_FLAG (tmp, FLAG_APPLIED))
1013 for (i = 0; i < NUM_BODY_LOCATIONS; i++) 933 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
1014 body_used[i] += tmp->body_info[i]; 934 slot[i].used += tmp->slot[i].info;
1015 935
1016 if (tmp->type == SYMPTOM) 936 if (tmp->type == SYMPTOM)
1017 {
1018 speed_reduce_from_disease = tmp->last_sp / 100.0;
1019 if (speed_reduce_from_disease == 0)
1020 speed_reduce_from_disease = 1; 937 speed_reduce_from_disease =
1021 } 938 min (speed_reduce_from_disease, tmp->last_sp ? tmp->last_sp / 100.f : 1.f);
1022 939
1023 /* Pos. and neg. protections are counted seperate (-> pro/vuln). 940 /* Pos. and neg. protections are counted separate (-> pro/vuln).
1024 * (Negative protections are calculated extactly like positive.) 941 * (Negative protections are calculated exactly like positive.)
1025 * Resistance from potions are treated special as well. If there's 942 * Resistance from potions are treated special as well. If there's
1026 * more than one potion-effect, the bigger prot.-value is taken. 943 * more than one potion-effect, the bigger prot.-value is taken.
1027 */ 944 */
1028 if (tmp->type != POTION) 945 if (tmp->type != POTION)
1029 { 946 {
1030 for (i = 0; i < NROFATTACKS; i++) 947 for (int i = 0; i < NROFATTACKS; i++)
1031 { 948 {
1032 /* Potential for cursed potions, in which case we just can use 949 /* Potential for cursed potions, in which case we just can use
1033 * a straight MAX, as potion_resist is initialized to zero. 950 * a straight MAX, as potion_resist is initialised to zero.
1034 */ 951 */
1035 if (tmp->type == POTION_EFFECT) 952 if (tmp->type == POTION_EFFECT)
1036 { 953 {
1037 if (potion_resist[i]) 954 if (potion_resist[i])
1038 potion_resist[i] = MAX (potion_resist[i], tmp->resist[i]); 955 potion_resist[i] = max (potion_resist[i], tmp->resist[i]);
1039 else 956 else
1040 potion_resist[i] = tmp->resist[i]; 957 potion_resist[i] = tmp->resist[i];
1041 } 958 }
1042 else if (tmp->resist[i] > 0) 959 else if (tmp->resist[i] > 0)
1043 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100; 960 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100;
1044 else if (tmp->resist[i] < 0) 961 else if (tmp->resist[i] < 0)
1045 vuln[i] += ((100 - vuln[i]) * (-tmp->resist[i])) / 100; 962 vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100;
1046 } 963 }
1047 } 964 }
1048 965
1049 /* There may be other things that should not adjust the attacktype */ 966 /* There may be other things that should not adjust the attacktype */
1050 if (tmp->type != BOW && tmp->type != SYMPTOM) 967 if (tmp->type != SYMPTOM)
968 {
1051 attacktype |= tmp->attacktype; 969 attacktype |= tmp->attacktype;
1052
1053 path_attuned |= tmp->path_attuned; 970 path_attuned |= tmp->path_attuned;
1054 path_repelled |= tmp->path_repelled; 971 path_repelled |= tmp->path_repelled;
1055 path_denied |= tmp->path_denied; 972 path_denied |= tmp->path_denied;
973 move_type |= tmp->move_type;
1056 stats.luck += tmp->stats.luck; 974 stats.luck += tmp->stats.luck;
1057 move_type |= tmp->move_type; 975 }
1058 976
1059 if (QUERY_FLAG (tmp, FLAG_LIFESAVE )) SET_FLAG (this, FLAG_LIFESAVE); 977 flag |= tmp->flag & copy_flags;
1060 if (QUERY_FLAG (tmp, FLAG_REFL_SPELL )) SET_FLAG (this, FLAG_REFL_SPELL);
1061 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE)) SET_FLAG (this, FLAG_REFL_MISSILE);
1062 if (QUERY_FLAG (tmp, FLAG_STEALTH )) SET_FLAG (this, FLAG_STEALTH);
1063 if (QUERY_FLAG (tmp, FLAG_XRAYS )) SET_FLAG (this, FLAG_XRAYS);
1064 if (QUERY_FLAG (tmp, FLAG_BLIND )) SET_FLAG (this, FLAG_BLIND);
1065 if (QUERY_FLAG (tmp, FLAG_SEE_IN_DARK )) SET_FLAG (this, FLAG_SEE_IN_DARK);
1066 978
1067 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (&arch->clone, FLAG_UNDEAD)) 979 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (arch, FLAG_UNDEAD))
1068 SET_FLAG (this, FLAG_UNDEAD); 980 SET_FLAG (this, FLAG_UNDEAD);
1069 981
1070 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS)) 982 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS))
1071 { 983 {
1072 SET_FLAG (this, FLAG_MAKE_INVIS); 984 SET_FLAG (this, FLAG_MAKE_INVIS);
1075 987
1076 if (tmp->stats.exp && tmp->type != SKILL) 988 if (tmp->stats.exp && tmp->type != SKILL)
1077 { 989 {
1078 if (tmp->stats.exp > 0) 990 if (tmp->stats.exp > 0)
1079 { 991 {
1080 added_speed += (float) tmp->stats.exp / 3.0; 992 added_speed += tmp->stats.exp / 3.f;
1081 bonus_speed += 1.0 + (float) tmp->stats.exp / 3.0; 993 bonus_speed += tmp->stats.exp / 3.f + 1.f;
1082 } 994 }
1083 else 995 else
1084 added_speed += (float) tmp->stats.exp; 996 added_speed += tmp->stats.exp;
1085 } 997 }
1086 998
1087 switch (tmp->type) 999 switch (tmp->type)
1088 { 1000 {
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
1089 /* skills modifying the character -b.t. */ 1010 /* skills modifying the character -b.t. */
1090 /* for all skills and skill granting objects */ 1011 /* for all skills and skill granting objects */
1091 case SKILL: 1012 case SKILL:
1092 if (!QUERY_FLAG (tmp, FLAG_APPLIED)) 1013 {
1014 if (!QUERY_FLAG (tmp, FLAG_APPLIED) || skill_flags [tmp->subtype] & SF_APPLY)
1093 break; 1015 break;
1094 1016
1095 if (IS_COMBAT_SKILL (tmp->subtype))
1096 wc_obj = tmp;
1097
1098 if (chosen_skill) 1017 if (chosen_skill)
1018 {
1099 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name); 1019 LOG (llevDebug, "fix_player, op %s has multiple skills applied (%s and %s)\n",
1020 &name, &chosen_skill->name, &tmp->name);
1100 1021
1022 tmp->flag [FLAG_APPLIED] = false;
1023 update_stats ();
1024 return;
1025 }
1026 else
1101 chosen_skill = tmp; 1027 chosen_skill = tmp;
1102 1028
1103 if (tmp->stats.dam > 0) 1029 if (tmp->stats.dam > 0)
1104 { /* skill is a 'weapon' */ 1030 { /* skill is a 'weapon' */
1105 if (!QUERY_FLAG (this, FLAG_READY_WEAPON)) 1031 if (!QUERY_FLAG (this, FLAG_READY_WEAPON))
1106 weapon_speed = (int) WEAPON_SPEED (tmp); 1032 weapon_speed = WEAPON_SPEED (tmp);
1107 1033
1108 if (weapon_speed < 0) 1034 if (weapon_speed < 0)
1109 weapon_speed = 0; 1035 weapon_speed = 0;
1110 1036
1111 weapon_weight = tmp->weight; 1037 weapon_weight = tmp->weight;
1112 stats.dam += tmp->stats.dam * (1 + (chosen_skill->level / 9)); 1038 stats.dam += 1 + chosen_skill->level * tmp->stats.dam / 9;
1113 1039
1114 if (tmp->magic) 1040 if (tmp->magic)
1115 stats.dam += tmp->magic; 1041 stats.dam += tmp->magic;
1116 } 1042 }
1117 1043
1118 if (tmp->stats.wc) 1044 if (tmp->stats.wc)
1119 wc -= (tmp->stats.wc + tmp->magic); 1045 wc -= tmp->stats.wc + tmp->magic;
1120 1046
1121 if (tmp->slaying != NULL) 1047 if (tmp->slaying)
1122 slaying = tmp->slaying; 1048 slaying = tmp->slaying;
1123 1049
1124 if (tmp->stats.ac) 1050 if (tmp->stats.ac)
1125 ac -= (tmp->stats.ac + tmp->magic); 1051 ac -= tmp->stats.ac + tmp->magic;
1126 1052
1127 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1053 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1128 contr->encumbrance += (int) 3 *tmp->weight / 1000; 1054 contr->encumbrance += (int) 3 *tmp->weight / 1000;
1129
1130 if (type == PLAYER)
1131 contr->ranges[range_skill] = this;
1132
1133 break; 1055 }
1134 1056
1135 case SKILL_TOOL:
1136 if (chosen_skill)
1137 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name);
1138
1139 chosen_skill = tmp;
1140
1141 if (type == PLAYER)
1142 contr->ranges[range_skill] = this;
1143 break; 1057 break;
1144 1058
1145 case SHIELD: 1059 case SHIELD:
1146 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1060 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1147 contr->encumbrance += (int) tmp->weight / 2000; 1061 contr->encumbrance += (int) tmp->weight / 2000;
1151 case HELMET: 1065 case HELMET:
1152 case BOOTS: 1066 case BOOTS:
1153 case GLOVES: 1067 case GLOVES:
1154 case CLOAK: 1068 case CLOAK:
1155 if (tmp->stats.wc) 1069 if (tmp->stats.wc)
1156 wc -= (tmp->stats.wc + tmp->magic); 1070 wc -= tmp->stats.wc + tmp->magic;
1157 1071
1158 if (tmp->stats.dam) 1072 if (tmp->stats.dam)
1159 stats.dam += (tmp->stats.dam + tmp->magic); 1073 stats.dam += tmp->stats.dam + tmp->magic;
1160 1074
1161 if (tmp->stats.ac) 1075 if (tmp->stats.ac)
1162 ac -= (tmp->stats.ac + tmp->magic); 1076 ac -= tmp->stats.ac + tmp->magic;
1163 1077
1164 break; 1078 break;
1165 1079
1080 case BOW:
1166 case WEAPON: 1081 case WEAPON:
1082 if (type != PLAYER || current_weapon == tmp)
1083 {
1167 wc -= (tmp->stats.wc + tmp->magic); 1084 wc -= tmp->stats.wc + tmp->magic;
1168 1085
1169 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0) 1086 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0)
1170 ac -= tmp->stats.ac + tmp->magic; 1087 ac -= tmp->stats.ac + tmp->magic;
1171 1088
1172 stats.dam += (tmp->stats.dam + tmp->magic); 1089 stats.dam += tmp->stats.dam + tmp->magic;
1173 weapon_weight = tmp->weight; 1090 weapon_weight = tmp->weight;
1174 weapon_speed = ((int) WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2; 1091 weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2;
1175 1092
1176 if (weapon_speed < 0) 1093 if (weapon_speed < 0)
1177 weapon_speed = 0; 1094 weapon_speed = 0;
1178 1095
1179 slaying = tmp->slaying; 1096 slaying = tmp->slaying;
1097
1180 /* If there is desire that two handed weapons should do 1098 /* If there is desire that two handed weapons should do
1181 * extra strength damage, this is where the code should 1099 * extra strength damage, this is where the code should
1182 * go. 1100 * go.
1183 */ 1101 */
1184 current_weapon = tmp; 1102
1185 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1103 if (type == PLAYER)
1104 if (settings.spell_encumbrance)
1186 contr->encumbrance += (int) 3 *tmp->weight / 1000; 1105 contr->encumbrance += tmp->weight * 3 / 1000;
1106 }
1187 1107
1188 break; 1108 break;
1189 1109
1190 case ARMOUR: /* Only the best of these three are used: */ 1110 case ARMOUR: /* Only the best of these three are used: */
1191 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1111 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1192 contr->encumbrance += (int) tmp->weight / 1000; 1112 contr->encumbrance += tmp->weight / 1000;
1193 1113
1194 case BRACERS: 1114 case BRACERS:
1195 case FORCE: 1115 case FORCE:
1196 if (tmp->stats.wc) 1116 if (tmp->stats.wc)
1197 { 1117 {
1214 else /* To nullify the below effect */ 1134 else /* To nullify the below effect */
1215 ac += tmp->stats.ac + tmp->magic; 1135 ac += tmp->stats.ac + tmp->magic;
1216 } 1136 }
1217 1137
1218 if (tmp->stats.wc) 1138 if (tmp->stats.wc)
1219 wc -= (tmp->stats.wc + tmp->magic); 1139 wc -= tmp->stats.wc + tmp->magic;
1220 1140
1221 if (tmp->stats.ac) 1141 if (tmp->stats.ac)
1222 ac -= (tmp->stats.ac + tmp->magic); 1142 ac -= tmp->stats.ac + tmp->magic;
1223 1143
1224 if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.0 < max) 1144 if (ARMOUR_SPEED (tmp))
1225 max = ARMOUR_SPEED (tmp) / 10.0; 1145 max_speed = min (max_speed, ARMOUR_SPEED (tmp) / 10.f);
1226 1146
1227 break; 1147 break;
1228 } /* switch tmp->type */ 1148 } /* switch tmp->type */
1229 } /* item is equipped */ 1149 } /* item is equipped */
1230 } /* for loop of items */ 1150 } /* for loop of items */
1151
1152 glow_radius = min (glow_radius, MAX_LIGHT_RADIUS);
1231 1153
1232 /* We've gone through all the objects the player has equipped. For many things, we 1154 /* We've gone through all the objects the player has equipped. For many things, we
1233 * have generated intermediate values which we now need to assign. 1155 * have generated intermediate values which we now need to assign.
1234 */ 1156 */
1235 1157
1237 * If there is an uncursed potion in effect, granting more protection 1159 * If there is an uncursed potion in effect, granting more protection
1238 * than that, we take: 'total resistance = resistance from potion'. 1160 * than that, we take: 'total resistance = resistance from potion'.
1239 * If there is a cursed (and no uncursed) potion in effect, we take 1161 * If there is a cursed (and no uncursed) potion in effect, we take
1240 * 'total resistance = vulnerability from cursed potion'. 1162 * 'total resistance = vulnerability from cursed potion'.
1241 */ 1163 */
1242 for (i = 0; i < NROFATTACKS; i++) 1164 for (int i = 0; i < NROFATTACKS; i++)
1243 { 1165 {
1244 resist[i] = prot[i] - vuln[i]; 1166 resist[i] = prot[i] - vuln[i];
1245 1167
1246 if (potion_resist[i] && ((potion_resist[i] > resist[i]) || (potion_resist[i] < 0))) 1168 if (potion_resist[i] && ((potion_resist[i] > resist[i]) || (potion_resist[i] < 0)))
1247 resist[i] = potion_resist[i]; 1169 resist[i] = potion_resist[i];
1248 } 1170 }
1249 1171
1250 /* Figure out the players sp/mana/hp totals. */
1251 if (type == PLAYER) 1172 if (type == PLAYER)
1252 { 1173 {
1174 // clamp various player stats
1175 for (int i = 0; i < NUM_STATS; ++i)
1176 stats.stat (i) = clamp (stat_sum [i], MIN_STAT, MAX_STAT);
1177
1178 contr->digestion = clamp (contr->digestion, MIN_DIGESTION, MAX_DIGESTION);
1179
1180 /* Figure out the players sp/mana/hp totals. */
1253 int pl_level; 1181 int pl_level;
1254 1182
1255 check_stat_bounds (&(stats)); 1183 check_stat_bounds (&(stats));
1256 pl_level = level; 1184 pl_level = level;
1257 1185
1259 pl_level = 1; /* safety, we should always get 1 levels worth of hp! */ 1187 pl_level = 1; /* safety, we should always get 1 levels worth of hp! */
1260 1188
1261 /* You basically get half a con bonus/level. But we do take into account rounding, 1189 /* You basically get half a con bonus/level. But we do take into account rounding,
1262 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels. 1190 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels.
1263 */ 1191 */
1264 for (i = 1, stats.maxhp = 0; i <= pl_level && i <= 10; i++) 1192 stats.maxhp = 0;
1193 for (int i = 1; i <= min (10, pl_level); i++)
1265 { 1194 {
1266 j = contr->levhp[i] + con_bonus[stats.Con] / 2; 1195 int j = contr->levhp[i] + con_bonus[stats.Con] / 2;
1267 1196
1268 if (i % 2 && con_bonus[stats.Con] % 2) 1197 if (i % 2 && con_bonus[stats.Con] % 2)
1269 {
1270 if (con_bonus[stats.Con] > 0) 1198 if (con_bonus[stats.Con] > 0)
1271 j++; 1199 j++;
1272 else 1200 else
1273 j--; 1201 j--;
1274 }
1275 1202
1276 stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */ 1203 stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */
1277 } 1204 }
1278 1205
1279 for (i = 11; i <= level; i++) 1206 stats.maxhp += 2 * max (0, level - 10);
1280 stats.maxhp += 2;
1281 1207
1282 if (stats.hp > stats.maxhp) 1208 if (stats.hp > stats.maxhp)
1283 stats.hp = stats.maxhp; 1209 stats.hp = stats.maxhp;
1284 1210
1285 /* Sp gain is controlled by the level of the player's 1211 /* Sp gain is controlled by the level of the player's
1298 1224
1299 if (mana_obj == this && type == PLAYER) 1225 if (mana_obj == this && type == PLAYER)
1300 stats.maxsp = 1; 1226 stats.maxsp = 1;
1301 else 1227 else
1302 { 1228 {
1303 sp_tmp = 0.0; 1229 float sp_tmp = 0.f;
1304 1230
1305 for (i = 1; i <= mana_obj->level && i <= 10; i++) 1231 for (int i = 1; i <= min (10, mana_obj->level); i++)
1306 { 1232 {
1307 float stmp; 1233 float stmp;
1308 1234
1309 /* Got some extra bonus at first level */ 1235 /* Got some extra bonus at first level */
1310 if (i < 2) 1236 if (i < 2)
1311 stmp = contr->levsp[i] + ((2.0 * (float) sp_bonus[stats.Pow] + (float) sp_bonus[stats.Int]) / 6.0); 1237 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 6.f;
1312 else 1238 else
1313 stmp = (float) contr->levsp[i] + (2.0 * (float) sp_bonus[stats.Pow] + (float) sp_bonus[stats.Int]) / 12.0; 1239 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 12.f;
1314 1240
1315 if (stmp < 1.0)
1316 stmp = 1.0;
1317
1318 sp_tmp += stmp; 1241 sp_tmp += max (1.f, stmp);
1319 } 1242 }
1320 1243
1321 stats.maxsp = (int) sp_tmp; 1244 stats.maxsp = int (sp_tmp) + 2 * max (0, mana_obj->level - 10);
1322
1323 for (i = 11; i <= mana_obj->level; i++)
1324 stats.maxsp += 2;
1325 } 1245 }
1246
1326 /* Characters can get their sp supercharged via rune of transferrance */ 1247 /* Characters can get their sp supercharged via rune of transferrance */
1327 if (stats.sp > stats.maxsp * 2) 1248 stats.sp = min (stats.sp, stats.maxsp * 2);
1328 stats.sp = stats.maxsp * 2;
1329 1249
1330 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */ 1250 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */
1331 if (!grace_obj || !grace_obj->level || type != PLAYER) 1251 if (!grace_obj || !grace_obj->level || type != PLAYER)
1332 grace_obj = this; 1252 grace_obj = this;
1333 1253
1338 /* store grace in a float - this way, the divisions below don't create 1258 /* store grace in a float - this way, the divisions below don't create
1339 * big jumps when you go from level to level - with int's, it then 1259 * big jumps when you go from level to level - with int's, it then
1340 * becomes big jumps when the sums of the bonuses jump to the next 1260 * becomes big jumps when the sums of the bonuses jump to the next
1341 * step of 8 - with floats, even fractional ones are useful. 1261 * step of 8 - with floats, even fractional ones are useful.
1342 */ 1262 */
1343 sp_tmp = 0.0; 1263 float sp_tmp = 0.f;
1344 for (i = 1, stats.maxgrace = 0; i <= grace_obj->level && i <= 10; i++) 1264
1265 for (int i = 1; i <= min (10, grace_obj->level); i++)
1345 { 1266 {
1346 float grace_tmp = 0.0; 1267 float grace_tmp = 0.f;
1347 1268
1348 /* Got some extra bonus at first level */ 1269 /* Got some extra bonus at first level */
1349 if (i < 2) 1270 if (i < 2)
1350 grace_tmp = contr->levgrace[i] + (((float) grace_bonus[stats.Pow] + 1271 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 6.f;
1351 2.0 * (float) grace_bonus[stats.Wis]) / 6.0);
1352 else 1272 else
1353 grace_tmp = (float) contr->levgrace[i]
1354 + ((float) grace_bonus[stats.Pow] + 2.0 * (float) grace_bonus[stats.Wis]) / 12.0; 1273 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 12.f;
1355 1274
1356 if (grace_tmp < 1.0)
1357 grace_tmp = 1.0;
1358
1359 sp_tmp += grace_tmp; 1275 sp_tmp += max (1.f, grace_tmp);
1360 } 1276 }
1361 1277
1362 stats.maxgrace = (int) sp_tmp;
1363
1364 /* two grace points per level after 11 */ 1278 /* two grace points per level after 10 */
1365 for (i = 11; i <= grace_obj->level; i++) 1279 stats.maxgrace = int (sp_tmp) + 2 * max (0, grace_obj->level - 10);
1366 stats.maxgrace += 2;
1367 } 1280 }
1281
1368 /* No limit on grace vs maxgrace */ 1282 /* No limit on grace vs maxgrace */
1369 1283
1370 if (contr->braced) 1284 if (contr->braced)
1371 { 1285 {
1372 ac += 2; 1286 ac += 2;
1384 * improvement every level, now its fighterlevel/5. So 1298 * improvement every level, now its fighterlevel/5. So
1385 * we give the player a bonus here in wc and dam 1299 * we give the player a bonus here in wc and dam
1386 * to make up for the change. Note that I left the 1300 * to make up for the change. Note that I left the
1387 * monster bonus the same as before. -b.t. 1301 * monster bonus the same as before. -b.t.
1388 */ 1302 */
1303 object *wc_obj = chosen_skill;
1389 1304
1390 if (type == PLAYER && wc_obj && wc_obj->level > 1) 1305 if (contr && wc_obj && wc_obj->level > 1)
1391 { 1306 {
1392 wc -= (wc_obj->level + thaco_bonus[stats.Str]); 1307 wc -= wc_obj->level + thaco_bonus[stats.Str];
1308
1393 for (i = 1; i < wc_obj->level; i++) 1309 for (int i = 1; i < wc_obj->level; i++)
1394 { 1310 {
1395 /* addtional wc every 6 levels */ 1311 /* additional wc every 6 levels */
1396 if (!(i % 6)) 1312 if (!(i % 6))
1397 wc--; 1313 wc--;
1314
1398 /* addtional dam every 4 levels. */ 1315 /* additional dam every 4 levels. */
1399 if (!(i % 4) && (dam_bonus[stats.Str] >= 0)) 1316 if (!(i % 4) && dam_bonus[stats.Str] >= 0)
1400 stats.dam += (1 + (dam_bonus[stats.Str] / 5)); 1317 stats.dam += 1 + dam_bonus[stats.Str] / 5;
1401 } 1318 }
1402 } 1319 }
1403 else 1320 else
1404 wc -= (level + thaco_bonus[stats.Str]); 1321 wc -= level + thaco_bonus[stats.Str];
1405 1322
1406 stats.dam += dam_bonus[stats.Str]; 1323 stats.dam += dam_bonus[stats.Str];
1407 1324
1408 if (stats.dam < 1) 1325 if (stats.dam < 1)
1409 stats.dam = 1; 1326 stats.dam = 1;
1410 1327
1411 speed = 1.0 + speed_bonus[stats.Dex]; 1328 speed = 1.f + speed_bonus[stats.Dex];
1412 1329
1413 if (settings.search_items && contr->search_str[0]) 1330 if (settings.search_items && contr->search_str[0])
1414 speed -= 1; 1331 speed -= 1;
1415 1332
1416 if (attacktype == 0) 1333 if (attacktype == 0)
1417 attacktype = arch->clone.attacktype; 1334 attacktype = arch->attacktype;
1418
1419 } /* End if player */ 1335 } /* End if player */
1420 1336
1421 if (added_speed >= 0) 1337 if (added_speed >= 0)
1422 speed += added_speed / 10.0; 1338 speed += added_speed / 10.f;
1423 else /* Something wrong here...: */ 1339 else /* Something wrong here...: */
1424 speed /= (float) (1.0 - added_speed); 1340 speed /= 1.f - added_speed;
1425 1341
1426 /* Max is determined by armour */ 1342 /* Max is determined by armour */
1427 if (speed > max) 1343 speed = min (speed, max_speed);
1428 speed = max;
1429 1344
1430 if (type == PLAYER) 1345 if (type == PLAYER)
1431 { 1346 {
1432 /* f is a number the represents the number of kg above (positive num) 1347 /* f is a number the represents the number of kg above (positive num)
1433 * or below (negative number) that the player is carrying. If above 1348 * or below (negative number) that the player is carrying. If above
1434 * weight limit, then player suffers a speed reduction based on how 1349 * weight limit, then player suffers a speed reduction based on how
1435 * much above he is, and what is max carry is 1350 * much above he is, and what is max carry is
1436 */ 1351 */
1437 f = (carrying / 1000) - max_carry[stats.Str]; 1352 float f = (carrying / 1000) - max_carry[stats.Str];
1438 if (f > 0) 1353 if (f > 0.f)
1439 speed = speed / (1.0 + f / max_carry[stats.Str]); 1354 speed = speed / (1.f + f / max_carry[stats.Str]);
1440 } 1355 }
1441 1356
1442 speed += bonus_speed / 10.0; /* Not affected by limits */ 1357 speed += bonus_speed / 10.f; /* Not affected by limits */
1358 speed *= speed_reduce_from_disease;
1443 1359
1444 /* Put a lower limit on speed. Note with this speed, you move once every 1360 /* Put a lower limit on speed. Note with this speed, you move once every
1445 * 100 ticks or so. This amounts to once every 12 seconds of realtime. 1361 * 25 ticks or so. This amounts to once every 3 seconds of realtime.
1446 */ 1362 */
1447 speed = speed * speed_reduce_from_disease;
1448
1449 if (speed < 0.01 && type == PLAYER) 1363 if (speed < 0.04f && type == PLAYER)
1450 speed = 0.01; 1364 speed = 0.04f;
1365
1366 if (speed != old_speed)
1367 set_speed (speed);
1451 1368
1452 if (type == PLAYER) 1369 if (type == PLAYER)
1453 { 1370 {
1454 float M, W, s, D, K, S, M2;
1455
1456 /* (This formula was made by vidarl@ifi.uio.no) 1371 /* (This formula was made by vidarl@ifi.uio.no)
1457 * Note that we never used these values again - basically 1372 * Note that we never used these values again - basically
1458 * all of these could be subbed into one big equation, but 1373 * all of these could be subbed into one big equation, but
1459 * that would just be a real pain to read. 1374 * that would just be a real pain to read.
1460 */ 1375 */
1461 M = (max_carry[stats.Str] - 121) / 121.0; 1376 float M = (max_carry[stats.Str] - 121) / 121.f;
1462 M2 = max_carry[stats.Str] / 100.0; 1377 float M2 = max_carry[stats.Str] / 100.f;
1463 W = weapon_weight / 20000.0; 1378 float W = weapon_weight / 20000.f;
1464 s = 2 - weapon_speed / 10.0; 1379 float s = (20 - weapon_speed) / 10.f;
1465 D = (stats.Dex - 14) / 14.0; 1380 float D = (stats.Dex - 14) / 14.f;
1466 K = 1 + M / 3.0 - W / (3 * M2) + speed / 5.0 + D / 2.0; 1381 float K = 1 + M / 3.f - W / (3 * M2) + speed / 5.f + D / 2.f;
1382
1467 K *= (4 + level) / (float) (6 + level) * 1.2; 1383 K *= (4 + level) * 1.2f / (6 + level);
1384
1468 if (K <= 0) 1385 if (K <= 0.01f)
1469 K = 0.01; 1386 K = 0.01f;
1470 S = speed / (K * s); 1387
1471 contr->weapon_sp = S; 1388 contr->weapon_sp = K * s * .5f; //TODO: balance the .5
1472 } 1389 }
1473 1390
1474 /* I want to limit the power of small monsters with big weapons: */ 1391 /* I want to limit the power of small monsters with big weapons: */
1475 if (type != PLAYER && arch != NULL && stats.dam > arch->clone.stats.dam * 3) 1392 if (type != PLAYER && arch && stats.dam > arch->stats.dam * 3)
1476 stats.dam = arch->clone.stats.dam * 3; 1393 stats.dam = arch->stats.dam * 3;
1477 1394
1478 /* Prevent overflows of wc - best you can get is ABS(120) - this 1395 stats.wc = clamp (wc, MIN_WC, MAX_WC);
1479 * should be more than enough - remember, AC is also in 8 bits, 1396 stats.ac = clamp (ac, MIN_AC, MAX_AC);
1480 * so its value is the same.
1481 */
1482 if (wc > 120)
1483 wc = 120;
1484 else if (wc < -120)
1485 wc = -120;
1486
1487 stats.wc = wc;
1488
1489 if (ac > 120)
1490 ac = 120;
1491 else if (ac < -120)
1492 ac = -120;
1493
1494 stats.ac = ac;
1495 1397
1496 /* if for some reason the creature doesn't have any move type, 1398 /* if for some reason the creature doesn't have any move type,
1497 * give them walking as a default. 1399 * give them walking as a default.
1498 * The second case is a special case - to more closely mimic the 1400 * The second case is a special case - to more closely mimic the
1499 * old behaviour - if your flying, your not walking - just 1401 * old behaviour - if your flying, your not walking - just
1502 if (move_type == 0) 1404 if (move_type == 0)
1503 move_type = MOVE_WALK; 1405 move_type = MOVE_WALK;
1504 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) 1406 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH))
1505 move_type &= ~MOVE_WALK; 1407 move_type &= ~MOVE_WALK;
1506 1408
1507 update_ob_speed (this);
1508
1509 /* It is quite possible that a player's spell costing might have changed, 1409 /* It is quite possible that a player's spell costing might have changed,
1510 * so we will check that now. 1410 * so we will check that now.
1511 */ 1411 */
1512 if (type == PLAYER) 1412 if (type == PLAYER)
1513 { 1413 {
1514 esrv_update_stats (contr); 1414 esrv_update_stats (contr);
1515 esrv_update_spells (contr); 1415 esrv_update_spells (contr);
1516 } 1416 }
1417
1418 // update the mapspace, if we are on a map
1419 if (!flag [FLAG_REMOVED] && map)
1420 map->at (x, y).flags_ = 0;
1517} 1421}
1518 1422
1519/* 1423/*
1520 * Returns true if the given player is a legal class. 1424 * Returns true if the given player is a legal class.
1521 * The function to add and remove class-bonuses to the stats doesn't 1425 * The function to add and remove class-bonuses to the stats doesn't
1524 * false otherwise. 1428 * false otherwise.
1525 */ 1429 */
1526int 1430int
1527allowed_class (const object *op) 1431allowed_class (const object *op)
1528{ 1432{
1529 return op->stats.Dex > 0 && op->stats.Str > 0 && op->stats.Con > 0 && 1433 return op->stats.Dex > 0
1530 op->stats.Int > 0 && op->stats.Wis > 0 && op->stats.Pow > 0 && op->stats.Cha > 0; 1434 && op->stats.Str > 0
1435 && op->stats.Con > 0
1436 && op->stats.Int > 0
1437 && op->stats.Wis > 0
1438 && op->stats.Pow > 0
1439 && op->stats.Cha > 0;
1531} 1440}
1532 1441
1533/* 1442/*
1534 * set the new dragon name after gaining levels or 1443 * set the new dragon name after gaining levels or
1535 * changing ability focus (later this can be extended to 1444 * changing ability focus (later this can be extended to
1536 * eventually change the player's face and animation) 1445 * eventually change the player's face and animation)
1537 *
1538 * Note that the title is written to 'own_title' in the
1539 * player struct. This should be changed to 'ext_title'
1540 * as soon as clients support this!
1541 * Please, anyone, write support for 'ext_title'.
1542 */ 1446 */
1543void 1447void
1544set_dragon_name (object *pl, const object *abil, const object *skin) 1448set_dragon_name (object *pl, const object *abil, const object *skin)
1545{ 1449{
1546 int atnr = -1; /* attacknumber of highest level */ 1450 int atnr = -1; /* attacknumber of highest level */
1564 /* now if there are equals at highest level, pick the one with focus, 1468 /* now if there are equals at highest level, pick the one with focus,
1565 or else at random */ 1469 or else at random */
1566 if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level) 1470 if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level)
1567 atnr = abil->stats.exp; 1471 atnr = abil->stats.exp;
1568 1472
1569 level = (int) (level / 5.);
1570
1571 /* now set the new title */ 1473 /* now set the new title */
1572 if (pl->contr != NULL)
1573 {
1574 if (level == 0)
1575 sprintf (pl->contr->title, "%s hatchling", attacks[atnr]); 1474 if (level < 25) sprintf (pl->contr->title, "%s hatchling", attacks[atnr]);
1576 else if (level == 1)
1577 sprintf (pl->contr->title, "%s wyrm", attacks[atnr]); 1475 else if (level < 50) sprintf (pl->contr->title, "%s wyrm" , attacks[atnr]);
1578 else if (level == 2)
1579 sprintf (pl->contr->title, "%s wyvern", attacks[atnr]); 1476 else if (level < 75) sprintf (pl->contr->title, "%s wyvern" , attacks[atnr]);
1580 else if (level == 3)
1581 sprintf (pl->contr->title, "%s dragon", attacks[atnr]); 1477 else if (level < 100) sprintf (pl->contr->title, "%s dragon" , attacks[atnr]);
1582 else 1478 else
1583 { 1479 {
1584 /* special titles for extra high resistance! */ 1480 /* special titles for extra high resistance! */
1585 if (skin->resist[atnr] > 80)
1586 sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]); 1481 if (skin->resist[atnr] > 80) sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]);
1587 else if (skin->resist[atnr] > 50)
1588 sprintf (pl->contr->title, "ancient %s dragon", attacks[atnr]); 1482 else if (skin->resist[atnr] > 50) sprintf (pl->contr->title, "ancient %s dragon" , attacks[atnr]);
1589 else
1590 sprintf (pl->contr->title, "big %s dragon", attacks[atnr]); 1483 else sprintf (pl->contr->title, "big %s dragon" , attacks[atnr]);
1591 }
1592 } 1484 }
1593 1485
1594 strcpy (pl->contr->own_title, ""); 1486 strcpy (pl->contr->own_title, "");
1595} 1487}
1596 1488
1606 object *skin = NULL; /* pointer to dragon skin force */ 1498 object *skin = NULL; /* pointer to dragon skin force */
1607 object *tmp = NULL; /* tmp. object */ 1499 object *tmp = NULL; /* tmp. object */
1608 char buf[MAX_BUF]; /* tmp. string buffer */ 1500 char buf[MAX_BUF]; /* tmp. string buffer */
1609 1501
1610 /* now grab the 'dragon_ability'-forces from the player's inventory */ 1502 /* now grab the 'dragon_ability'-forces from the player's inventory */
1611 for (tmp = who->inv; tmp != NULL; tmp = tmp->below) 1503 for (tmp = who->inv; tmp; tmp = tmp->below)
1612 {
1613 if (tmp->type == FORCE) 1504 if (tmp->type == FORCE)
1614 { 1505 if (tmp->arch->archname == shstr_dragon_ability_force)
1615 if (strcmp (tmp->arch->name, "dragon_ability_force") == 0)
1616 abil = tmp; 1506 abil = tmp;
1617 if (strcmp (tmp->arch->name, "dragon_skin_force") == 0) 1507 else if (tmp->arch->archname == shstr_dragon_skin_force)
1618 skin = tmp; 1508 skin = tmp;
1619 } 1509
1620 }
1621 /* if the force is missing -> bail out */ 1510 /* if the force is missing -> bail out */
1622 if (abil == NULL) 1511 if (abil == NULL)
1623 return; 1512 return;
1624 1513
1625 /* The ability_force keeps track of maximum level ever achieved. 1514 /* The ability_force keeps track of maximum level ever achieved.
1666 object *skill_obj; 1555 object *skill_obj;
1667 1556
1668 skill_obj = get_archetype_by_skill_name (skill_name, SKILL); 1557 skill_obj = get_archetype_by_skill_name (skill_name, SKILL);
1669 if (!skill_obj) 1558 if (!skill_obj)
1670 { 1559 {
1671 LOG (llevError, "add_player_exp: couldn't find skill %s\n", skill_name); 1560 LOG (llevError, "give_skill_by_name: couldn't find skill %s\n", skill_name);
1672 return NULL; 1561 return NULL;
1673 } 1562 }
1563
1674 /* clear the flag - exp goes into this bucket, but player 1564 /* clear the flag - exp goes into this bucket, but player
1675 * still doesn't know it. 1565 * still doesn't know it.
1676 */ 1566 */
1677 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL); 1567 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL);
1678 skill_obj->stats.exp = 0; 1568 skill_obj->stats.exp = 0;
1679 skill_obj->level = 1; 1569 skill_obj->level = 1;
1680 insert_ob_in_ob (skill_obj, op); 1570 op->insert (skill_obj);
1681 if (op->contr) 1571
1682 { 1572 if (player *pl = op->contr)
1683 op->contr->last_skill_ob[skill_obj->subtype] = skill_obj; 1573 pl->link_skills ();
1684 op->contr->last_skill_exp[skill_obj->subtype] = -1; 1574
1685 }
1686 return skill_obj; 1575 return skill_obj;
1687} 1576}
1688
1689 1577
1690/* player_lvl_adj() - for the new exp system. we are concerned with 1578/* player_lvl_adj() - for the new exp system. we are concerned with
1691 * whether the player gets more hp, sp and new levels. 1579 * whether the player gets more hp, sp and new levels.
1692 * Note this this function should only be called for players. Monstes 1580 * Note this this function should only be called for players. Monstes
1693 * don't really gain levels 1581 * don't really gain levels
1696 */ 1584 */
1697void 1585void
1698player_lvl_adj (object *who, object *op) 1586player_lvl_adj (object *who, object *op)
1699{ 1587{
1700 char buf[MAX_BUF]; 1588 char buf[MAX_BUF];
1589 bool changed = false;
1701 1590
1702 if (!op) /* when rolling stats */ 1591 if (!op) /* when rolling stats */
1703 op = who; 1592 op = who;
1704 1593
1705 if (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul)) 1594 while (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul))
1706 { 1595 {
1596 changed = true;
1597
1707 op->level++; 1598 op->level++;
1708 1599
1709 if (op != NULL && op == who && op->stats.exp > 1 && is_dragon_pl (who)) 1600 if (op && op == who && op->stats.exp > 1 && is_dragon_pl (who))
1710 dragon_level_gain (who); 1601 dragon_level_gain (who);
1711 1602
1712 /* Only roll these if it is the player (who) that gained the level */ 1603 /* Only roll these if it is the player (who) that gained the level */
1713 if (op == who && (who->level < 11) && who->type == PLAYER) 1604 if (op == who && (who->level < 11) && who->type == PLAYER)
1714 { 1605 {
1715 who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1; 1606 who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1;
1716 who->contr->levsp[who->level] = die_roll (2, 3, who, PREFER_HIGH); 1607 who->contr->levsp[who->level] = die_roll (2, 3, who, PREFER_HIGH);
1717 who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1; 1608 who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1;
1718 } 1609 }
1719 1610
1720 who->update_stats ();
1721 if (op->level > 1) 1611 if (op->level > 1)
1722 { 1612 {
1723 if (op->type != PLAYER) 1613 if (op->type != PLAYER)
1614 {
1615 who->contr->play_sound (sound_find ("skill_up"));
1724 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); 1616 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1617 }
1725 else 1618 else
1619 {
1620 who->contr->play_sound (sound_find ("level_up"));
1726 sprintf (buf, "You are now level %d.", op->level); 1621 sprintf (buf, "You are now level %d.", op->level);
1622 }
1623
1727 if (who) 1624 if (who)
1728 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); 1625 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1729 } 1626 }
1730 player_lvl_adj (who, op); /* To increase more levels */
1731 } 1627 }
1628
1732 else if (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul)) 1629 while (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul))
1733 { 1630 {
1631 changed = true;
1632
1734 op->level--; 1633 op->level--;
1735 who->update_stats (); 1634
1736 if (op->type != PLAYER) 1635 if (op->type != PLAYER)
1737 { 1636 {
1738 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); 1637 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1739 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); 1638 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1740 } 1639 }
1741 player_lvl_adj (who, op); /* To decrease more levels */ 1640 }
1641
1642 if (changed)
1742 } 1643 {
1743 1644 who->update_stats ();
1645 esrv_update_stats (who->contr);
1744 /* check if the spell data has changed */ 1646 /* check if the spell data has changed */
1745 esrv_update_stats (who->contr);
1746 esrv_update_spells (who->contr); 1647 esrv_update_spells (who->contr);
1648 }
1747} 1649}
1748 1650
1749/* 1651/*
1750 * Returns how much experience is needed for a player to become 1652 * Returns how much experience is needed for a player to become
1751 * the given level. level should really never exceed max_level 1653 * the given level. level should really never exceed max_level
1754sint64 1656sint64
1755level_exp (int level, double expmul) 1657level_exp (int level, double expmul)
1756{ 1658{
1757 if (level > settings.max_level) 1659 if (level > settings.max_level)
1758 return (sint64) (expmul * levels[settings.max_level]); 1660 return (sint64) (expmul * levels[settings.max_level]);
1661
1759 return (sint64) (expmul * levels[level]); 1662 return (sint64) (expmul * levels[level]);
1760} 1663}
1761 1664
1762/* 1665/*
1763 * Ensure that the permanent experience requirements in an exp object are met. 1666 * Ensure that the permanent experience requirements in an exp object are met.
1794 * flag is what to do if the player doesn't have the skill: 1697 * flag is what to do if the player doesn't have the skill:
1795 */ 1698 */
1796static void 1699static void
1797add_player_exp (object *op, sint64 exp, const char *skill_name, int flag) 1700add_player_exp (object *op, sint64 exp, const char *skill_name, int flag)
1798{ 1701{
1799 object *skill_obj = NULL; 1702 object *skill_obj;
1800 sint64 limit, exp_to_add; 1703 sint64 limit, exp_to_add;
1801 int i; 1704 int i;
1802 1705
1803 /* prevents some forms of abuse. */ 1706 /* prevents some forms of abuse. */
1804 if (op->contr->braced) 1707 if (op->contr->braced)
1805 exp = exp / 5; 1708 exp /= 5;
1806 1709
1807 /* Try to find the matching skill. 1710 /* Try to find the matching skill.
1808 * We do a shortcut/time saving mechanism first - see if it matches 1711 * We do a shortcut/time saving mechanism first - see if it matches
1809 * chosen_skill. This means we don't need to search through 1712 * chosen_skill. This means we don't need to search through
1810 * the players inventory. 1713 * the players inventory.
1811 */ 1714 */
1715 skill_obj = 0;
1716
1812 if (skill_name) 1717 if (skill_name)
1813 { 1718 {
1814 if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill)) 1719 skill_obj = op->contr->find_skill (skill_name);
1815 skill_obj = op->chosen_skill;
1816 else
1817 {
1818 for (i = 0; i < NUM_SKILLS; i++)
1819 if (op->contr->last_skill_ob[i] && !strcmp (op->contr->last_skill_ob[i]->skill, skill_name))
1820 {
1821 skill_obj = op->contr->last_skill_ob[i];
1822 break;
1823 }
1824 1720
1825 /* Player doesn't have the skill. Check to see what to do, and give 1721 /* Player doesn't have the skill. Check to see what to do, and give
1826 * it to the player if necessary 1722 * it to the player if necessary
1827 */ 1723 */
1828 if (!skill_obj) 1724 if (!skill_obj)
1829 { 1725 {
1830 if (flag == SK_EXP_NONE) 1726 if (flag == SK_EXP_NONE)
1831 return; 1727 return;
1728
1832 else if (flag == SK_EXP_ADD_SKILL) 1729 if (flag == SK_EXP_ADD_SKILL)
1833 give_skill_by_name (op, skill_name); 1730 skill_obj = give_skill_by_name (op, skill_name);
1834 }
1835 } 1731 }
1836 } 1732 }
1837 1733
1838 if (flag != SK_EXP_SKILL_ONLY) 1734 if (flag != SK_EXP_SKILL_ONLY)
1839 { 1735 {
1872 player_lvl_adj (op, skill_obj); 1768 player_lvl_adj (op, skill_obj);
1873 } 1769 }
1874} 1770}
1875 1771
1876/* This function checks to make sure that object 'op' can 1772/* This function checks to make sure that object 'op' can
1877 * lost 'exp' experience. It returns the amount of exp 1773 * lose 'exp' experience. It returns the amount of exp
1878 * object 'op' can in fact lose - it basically makes 1774 * object 'op' can in fact lose - it basically makes
1879 * adjustments based on permanent exp and the like. 1775 * adjustments based on permanent exp and the like.
1880 * This function should always be used for losing experience - 1776 * This function should always be used for losing experience -
1881 * the 'exp' value passed should be positive - this is the 1777 * the 'exp' value passed should be positive - this is the
1882 * amount that should get subtract from the player. 1778 * amount that should get subtract from the player.
1886{ 1782{
1887 sint64 del_exp; 1783 sint64 del_exp;
1888 1784
1889 if (exp > op->stats.exp) 1785 if (exp > op->stats.exp)
1890 exp = op->stats.exp; 1786 exp = op->stats.exp;
1787
1891 if (settings.permanent_exp_ratio) 1788 if (settings.permanent_exp_ratio)
1892 { 1789 {
1893 del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO); 1790 del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO);
1791
1894 if (del_exp < 0) 1792 if (del_exp < 0)
1895 del_exp = 0; 1793 del_exp = 0;
1794
1896 if (exp > del_exp) 1795 if (exp > del_exp)
1897 exp = del_exp; 1796 exp = del_exp;
1898 } 1797 }
1798
1899 return exp; 1799 return exp;
1900} 1800}
1901 1801
1902sint64 1802sint64
1903check_exp_adjust (const object *op, sint64 exp) 1803check_exp_adjust (const object *op, sint64 exp)
1904{ 1804{
1905 if (exp < 0) 1805 if (exp < 0)
1906 return check_exp_loss (op, exp); 1806 return check_exp_loss (op, exp);
1907 else 1807 else
1908 return MIN (exp, (sint64) MAX_EXPERIENCE - op->stats.exp); 1808 return min (exp, (sint64)MAX_EXPERIENCE - op->stats.exp);
1909} 1809}
1910
1911 1810
1912/* Subtracts experience from player. 1811/* Subtracts experience from player.
1913 * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we 1812 * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we
1914 * only subtract from the matching skill. Otherwise, 1813 * only subtract from the matching skill. Otherwise,
1915 * this subtracts a portion from all 1814 * this subtracts a portion from all
1929 sint64 del_exp; 1828 sint64 del_exp;
1930 1829
1931 for (tmp = op->inv; tmp; tmp = tmp->below) 1830 for (tmp = op->inv; tmp; tmp = tmp->below)
1932 if (tmp->type == SKILL && tmp->stats.exp) 1831 if (tmp->type == SKILL && tmp->stats.exp)
1933 { 1832 {
1934 if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (tmp->skill, skill)) 1833 if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (&tmp->skill, skill))
1935 { 1834 {
1936 del_exp = check_exp_loss (tmp, exp); 1835 del_exp = check_exp_loss (tmp, exp);
1937 tmp->stats.exp -= del_exp; 1836 tmp->stats.exp -= del_exp;
1938 player_lvl_adj (op, tmp); 1837 player_lvl_adj (op, tmp);
1939 } 1838 }
1945 del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction)); 1844 del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction));
1946 tmp->stats.exp -= del_exp; 1845 tmp->stats.exp -= del_exp;
1947 player_lvl_adj (op, tmp); 1846 player_lvl_adj (op, tmp);
1948 } 1847 }
1949 } 1848 }
1849
1950 if (flag != SK_SUBTRACT_SKILL_EXP) 1850 if (flag != SK_SUBTRACT_SKILL_EXP)
1951 { 1851 {
1952 del_exp = check_exp_loss (op, exp); 1852 del_exp = check_exp_loss (op, exp);
1953 op->stats.exp -= del_exp; 1853 op->stats.exp -= del_exp;
1954 player_lvl_adj (op, NULL); 1854 player_lvl_adj (op, NULL);
1955 } 1855 }
1956} 1856}
1957
1958
1959 1857
1960/* change_exp() - changes experience to a player/monster. This 1858/* change_exp() - changes experience to a player/monster. This
1961 * does bounds checking to make sure we don't overflow the max exp. 1859 * does bounds checking to make sure we don't overflow the max exp.
1962 * 1860 *
1963 * The exp passed is typically not modified much by this function - 1861 * The exp passed is typically not modified much by this function -
1964 * it is assumed the caller has modified the exp as needed. 1862 * it is assumed the caller has modified the exp as needed.
1965 * skill_name is the skill that should get the exp added. 1863 * skill_name is the skill that should get the exp added.
1966 * flag is what to do if player doesn't have the skill. 1864 * flag is what to do if player doesn't have the skill.
1967 * these last two values are only used for players. 1865 * these last two values are only used for players.
1968 */ 1866 */
1969
1970void 1867void
1971change_exp (object *op, sint64 exp, const char *skill_name, int flag) 1868change_exp (object *op, sint64 exp, const char *skill_name, int flag)
1972{ 1869{
1973
1974#ifdef EXP_DEBUG 1870#ifdef EXP_DEBUG
1975 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp); 1871 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp);
1976#endif 1872#endif
1977 1873
1978 /* safety */ 1874 /* safety */
2019 else 1915 else
2020 /* note that when you lose exp, it doesn't go against 1916 /* note that when you lose exp, it doesn't go against
2021 * a particular skill, so we don't need to pass that 1917 * a particular skill, so we don't need to pass that
2022 * along. 1918 * along.
2023 */ 1919 */
2024 subtract_player_exp (op, FABS (exp), skill_name, flag); 1920 subtract_player_exp (op, abs (exp), skill_name, flag);
2025
2026 } 1921 }
2027} 1922}
2028 1923
2029/* Applies a death penalty experience, the size of this is defined by the 1924/* Applies a death penalty experience, the size of this is defined by the
2030 * settings death_penalty_percentage and death_penalty_levels, and by the 1925 * settings death_penalty_percentage and death_penalty_levels, and by the
2031 * amount of permenent experience, whichever gives the lowest loss. 1926 * amount of permenent experience, whichever gives the lowest loss.
2032 */ 1927 */
2033
2034void 1928void
2035apply_death_exp_penalty (object *op) 1929apply_death_exp_penalty (object *op)
2036{ 1930{
2037 object *tmp;
2038 sint64 loss; 1931 sint64 loss;
2039 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */ 1932 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */
2040 sint64 level_loss; /* defined by the setting 'death_penalty_levels */ 1933 sint64 level_loss; /* defined by the setting 'death_penalty_levels */
2041 1934
2042 for (tmp = op->inv; tmp; tmp = tmp->below) 1935 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2043 if (tmp->type == SKILL && tmp->stats.exp) 1936 if (tmp->type == SKILL && tmp->stats.exp)
2044 { 1937 {
2045
2046 percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100; 1938 percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100;
2047 level_loss = tmp->stats.exp - levels[MAX (0, tmp->level - settings.death_penalty_level)]; 1939 level_loss = tmp->stats.exp - levels[MAX (0, tmp->level - settings.death_penalty_level)];
2048 1940
2049 /* With the revised exp system, you can get cases where 1941 /* With the revised exp system, you can get cases where
2050 * losing several levels would still require that you have more 1942 * losing several levels would still require that you have more
2052 * tables is a lot harder. 1944 * tables is a lot harder.
2053 */ 1945 */
2054 if (level_loss < 0) 1946 if (level_loss < 0)
2055 level_loss = 0; 1947 level_loss = 0;
2056 1948
2057 loss = check_exp_loss (tmp, MIN (level_loss, percentage_loss)); 1949 loss = check_exp_loss (tmp, min (level_loss, percentage_loss));
2058 1950
2059 tmp->stats.exp -= loss; 1951 tmp->stats.exp -= loss;
2060 player_lvl_adj (op, tmp); 1952 player_lvl_adj (op, tmp);
2061 } 1953 }
2062 1954
2063 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100; 1955 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100;
2064 level_loss = op->stats.exp - levels[MAX (0, op->level - settings.death_penalty_level)]; 1956 level_loss = op->stats.exp - levels[max (0, op->level - settings.death_penalty_level)];
1957
2065 if (level_loss < 0) 1958 if (level_loss < 0)
2066 level_loss = 0; 1959 level_loss = 0;
1960
2067 loss = check_exp_loss (op, MIN (level_loss, percentage_loss)); 1961 loss = check_exp_loss (op, min (level_loss, percentage_loss));
2068 1962
2069 op->stats.exp -= loss; 1963 op->stats.exp -= loss;
2070 player_lvl_adj (op, NULL); 1964 player_lvl_adj (op, NULL);
2071} 1965}
2072 1966

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