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Comparing deliantra/server/common/living.C (file contents):
Revision 1.24 by root, Thu Jan 4 16:19:31 2007 UTC vs.
Revision 1.95 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", "intelligence", "wisdom", "power", "charisma" 228 "strength", "dexterity", "constitution", "intelligence", "wisdom", "power", "charisma"
230}; 229};
231 230
232const char *const short_stat_name[NUM_STATS] = { 231const char *const short_stat_name[NUM_STATS] = {
233 "Str", "Dex", "Con", "Int", "Wis", "Pow", "Cha" 232 "Str", "Dex", "Con", "Int", "Wis", "Pow", "Cha"
234}; 233};
235
236/*
237 * sets Str/Dex/con/Wis/Cha/Int/Pow in stats to value, depending on
238 * what attr is (STR to POW).
239 */
240void
241set_attr_value (living *stats, int attr, sint8 value)
242{
243 switch (attr)
244 {
245 case STR:
246 stats->Str = value;
247 break;
248 case DEX:
249 stats->Dex = value;
250 break;
251 case CON:
252 stats->Con = value;
253 break;
254 case WIS:
255 stats->Wis = value;
256 break;
257 case POW:
258 stats->Pow = value;
259 break;
260 case CHA:
261 stats->Cha = value;
262 break;
263 case INT:
264 stats->Int = value;
265 break;
266 }
267}
268 234
269/* 235/*
270 * Like set_attr_value(), but instead the value (which can be negative) 236 * Like set_attr_value(), but instead the value (which can be negative)
271 * is added to the specified stat. 237 * is added to the specified stat.
272 */ 238 */
273void 239void
274change_attr_value (living *stats, int attr, sint8 value) 240change_attr_value (living *stats, int attr, sint8 value)
275{ 241{
276 if (value == 0) 242 stats->stat (attr) += value;
277 return;
278
279 switch (attr)
280 {
281 case STR:
282 stats->Str += value;
283 break;
284 case DEX:
285 stats->Dex += value;
286 break;
287 case CON:
288 stats->Con += value;
289 break;
290 case WIS:
291 stats->Wis += value;
292 break;
293 case POW:
294 stats->Pow += value;
295 break;
296 case CHA:
297 stats->Cha += value;
298 break;
299 case INT:
300 stats->Int += value;
301 break;
302 default:
303 LOG (llevError, "Invalid attribute in change_attr_value: %d\n", attr);
304 }
305}
306
307/*
308 * returns the specified stat. See also set_attr_value().
309 */
310
311sint8
312get_attr_value (const living *stats, int attr)
313{
314 switch (attr)
315 {
316 case STR: return stats->Str;
317 case DEX: return stats->Dex;
318 case CON: return stats->Con;
319 case WIS: return stats->Wis;
320 case CHA: return stats->Cha;
321 case INT: return stats->Int;
322 case POW: return stats->Pow;
323 }
324
325 return 0;
326} 243}
327 244
328/* 245/*
329 * Ensures that all stats (str/dex/con/wis/cha/int) are within the 246 * Ensures that all stats (str/dex/con/wis/cha/int) are within the
330 * 1-30 stat limit. 247 * 1-30 stat limit.
331 */ 248 */
332
333void 249void
334check_stat_bounds (living *stats) 250check_stat_bounds (living *stats)
335{ 251{
336 int i, v;
337
338 for (i = 0; i < NUM_STATS; i++) 252 for (int i = 0; i < NUM_STATS; i++)
339 if ((v = get_attr_value (stats, i)) > MAX_STAT) 253 {
340 set_attr_value (stats, i, MAX_STAT); 254 sint8 &v = stats->stat (i);
341 else if (v < MIN_STAT) 255 v = clamp (v, MIN_STAT, MAX_STAT);
342 set_attr_value (stats, i, MIN_STAT); 256 }
343} 257}
344 258
345#define ORIG_S(xyz,abc) (op->contr->orig_stats.abc) 259#define ORIG_S(xyz,abc) (op->contr->orig_stats.abc)
346 260
347/* Rather than having a whole bunch of if (flag) new_draw.. else new_draw, 261/* Rather than having a whole bunch of if (flag) new_draw.. else new_draw,
356/* flag is set to 1 if we are applying the object, -1 if we are removing 270/* flag is set to 1 if we are applying the object, -1 if we are removing
357 * the object. 271 * the object.
358 * It is the calling functions responsibilty to check to see if the object 272 * It is the calling functions responsibilty to check to see if the object
359 * can be applied or not. 273 * can be applied or not.
360 * The main purpose of calling this function is the messages that are 274 * The main purpose of calling this function is the messages that are
361 * displayed - fix_player should really always be called after this when 275 * displayed - update_stats should really always be called after this when
362 * removing an object - that is because it is impossible to know if some object 276 * removing an object - that is because it is impossible to know if some object
363 * is the only source of an attacktype or spell attunement, so this function 277 * is the only source of an attacktype or spell attunement, so this function
364 * will clear the bits, but the player may still have some other object 278 * will clear the bits, but the player may still have some other object
365 * that gives them that ability. 279 * that gives them that ability.
366 */ 280 */
367int 281int
368change_abil (object *op, object *tmp) 282change_abil (object *op, object *tmp)
369{ 283{
370 int flag = QUERY_FLAG (tmp, FLAG_APPLIED) ? 1 : -1, i, j, success = 0; 284 int flag = tmp->flag [FLAG_APPLIED] ? 1 : -1;
285 int success = 0;
371 char message[MAX_BUF]; 286 char message[MAX_BUF];
372 int potion_max = 0; 287 int potion_max = 0;
373 288
374 /* remember what object was like before it was changed. note that 289 // keep some stats for comparison purposes
375 * refop is a local copy of op only to be used for detecting changes 290 object::flags_t prev_flag = op->flag;
376 * found by update_stats. refop is not a real object 291 MoveType prev_move_type = op->move_type;
377 */ 292 sint16 prev_resist [NROFATTACKS]; // clumsy
378 object_copy refop = *op; 293 assert (sizeof (prev_resist) == sizeof (op->resist));
294 memcpy (prev_resist, op->resist, sizeof (prev_resist));
379 295
380 if (op->type == PLAYER) 296 if (op->type == PLAYER)
381 { 297 {
382 if (tmp->type == POTION) 298 if (tmp->type == POTION)
383 { 299 {
384 potion_max = 1; 300 potion_max = 1;
301
385 for (j = 0; j < NUM_STATS; j++) 302 for (int j = 0; j < NUM_STATS; j++)
386 { 303 {
387 int nstat, ostat; 304 int ostat = op->contr->orig_stats.stat (j);
388 305 int i = tmp->stats.stat (j);
389 ostat = get_attr_value (&(op->contr->orig_stats), j);
390 i = get_attr_value (&(tmp->stats), j);
391 306
392 /* nstat is what the stat will be after use of the potion */ 307 /* nstat is what the stat will be after use of the potion */
393 nstat = flag * i + ostat; 308 int nstat = flag * i + ostat;
394 309
395 /* Do some bounds checking. While I don't think any 310 /* Do some bounds checking. There is the potential for potions
396 * potions do so right now, there is the potential for potions
397 * that adjust that stat by more than one point, so we need 311 * that adjust that stat by more than one point, so we need
398 * to allow for that. 312 * to allow for that.
399 */ 313 */
400 if (nstat < 1 && i * flag < 0) 314 if (nstat < 1 && i * flag < 0)
401 nstat = 1; 315 nstat = 1;
402 else if (nstat > 20 + get_attr_value (&(op->arch->clone.stats), j)) 316 else if (nstat > 20 + op->arch->stats.stat (j))
403 { 317 nstat = 20 + op->arch->stats.stat (j);
404 nstat = 20 + get_attr_value (&(op->arch->clone.stats), j);
405 }
406 318
407 if (nstat != ostat) 319 if (nstat != ostat)
408 { 320 {
409 set_attr_value (&(op->contr->orig_stats), j, nstat); 321 op->contr->orig_stats.stat (j) = nstat;
410 potion_max = 0; 322 potion_max = 0;
411 } 323 }
412 else if (i) 324 else if (i)
413 { 325 {
414 /* potion is useless - player has already hit the natural maximum */ 326 /* potion is useless - player has already hit the natural maximum */
418 330
419 /* This section of code ups the characters normal stats also. I am not 331 /* This section of code ups the characters normal stats also. I am not
420 * sure if this is strictly necessary, being that fix_player probably 332 * sure if this is strictly necessary, being that fix_player probably
421 * recalculates this anyway. 333 * recalculates this anyway.
422 */ 334 */
423 for (j = 0; j < NUM_STATS; j++) 335 for (int j = 0; j < NUM_STATS; j++)
424 change_attr_value (&(op->stats), j, flag * get_attr_value (&(tmp->stats), j)); 336 change_attr_value (&op->stats, j, flag * tmp->stats.stat (j));
425 337
426 check_stat_bounds (&(op->stats)); 338 check_stat_bounds (&op->stats);
427 } /* end of potion handling code */ 339 } /* end of potion handling code */
428 } 340 }
429 341
430 /* reset attributes that fix_player doesn't reset since it doesn't search 342 /* reset attributes that update_stats doesn't reset since it doesn't search
431 * everything to set 343 * everything to set
432 */ 344 */
433 if (flag == -1) 345 if (flag == -1)
434 { 346 {
435 op->attacktype &= ~tmp->attacktype; 347 op->attacktype &= ~tmp->attacktype;
436 op->path_attuned &= ~tmp->path_attuned; 348 op->path_attuned &= ~tmp->path_attuned;
437 op->path_repelled &= ~tmp->path_repelled; 349 op->path_repelled &= ~tmp->path_repelled;
438 op->path_denied &= ~tmp->path_denied; 350 op->path_denied &= ~tmp->path_denied;
439 /* Presuming here that creatures only have move_type, 351 /* Presuming here that creatures only have move_type,
440 * and not the other move_ fields. 352 * and not the other move_ fields.
441 */ 353 */
442 op->move_type &= ~tmp->move_type; 354 op->move_type &= ~tmp->move_type;
443 } 355 }
444 356
445 /* call fix_player since op object could have whatever attribute due 357 /* call fix_player since op object could have whatever attribute due
446 * to multiple items. if fix_player always has to be called after 358 * to multiple items. if update_stats always has to be called after
447 * change_ability then might as well call it from here 359 * change_ability then might as well call it from here
448 */ 360 */
449 op->update_stats (); 361 op->update_stats ();
450 362
451 /* Fix player won't add the bows ability to the player, so don't 363 /* update_stats won't add the bows ability to the player, so don't
452 * print out message if this is a bow. 364 * print out message if this is a bow.
453 */ 365 */
454 if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW) 366 if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW)
455 { 367 {
456 success = 1; 368 success = 1;
457 DIFF_MSG (flag, "Your hands begin to glow red.", "Your hands stop glowing red."); 369 DIFF_MSG (flag, "Your hands begin to glow red.", "Your hands stop glowing red.");
458 } 370 }
459 371
460 if (QUERY_FLAG (op, FLAG_LIFESAVE) != QUERY_FLAG (&refop, FLAG_LIFESAVE)) 372 if (op->flag [FLAG_LIFESAVE] != prev_flag [FLAG_LIFESAVE])
461 { 373 {
462 success = 1; 374 success = 1;
463 DIFF_MSG (flag, "You feel very protected.", "You don't feel protected anymore."); 375 DIFF_MSG (flag, "You feel very protected.", "You don't feel protected anymore.");
464 } 376 }
465 377
466 if (QUERY_FLAG (op, FLAG_REFL_MISSILE) != QUERY_FLAG (&refop, FLAG_REFL_MISSILE)) 378 if (op->flag [FLAG_REFL_MISSILE] != prev_flag [FLAG_REFL_MISSILE])
467 { 379 {
468 success = 1; 380 success = 1;
469 DIFF_MSG (flag, "A magic force shimmers around you.", "The magic force fades away."); 381 DIFF_MSG (flag, "A magic force shimmers around you.", "The magic force fades away.");
470 } 382 }
471 383
472 if (QUERY_FLAG (op, FLAG_REFL_SPELL) != QUERY_FLAG (&refop, FLAG_REFL_SPELL)) 384 if (op->flag [FLAG_REFL_SPELL] != prev_flag [FLAG_REFL_SPELL])
473 { 385 {
474 success = 1; 386 success = 1;
475 DIFF_MSG (flag, "You feel more safe now, somehow.", "Suddenly you feel less safe, somehow."); 387 DIFF_MSG (flag, "You feel more safe now, somehow.", "Suddenly you feel less safe, somehow.");
476 } 388 }
477 389
479 * user has multiple items giving the same type appled like we 391 * user has multiple items giving the same type appled like we
480 * used to - that is more work than what we gain, plus messages 392 * used to - that is more work than what we gain, plus messages
481 * can be misleading (a little higher could be miscontrued from 393 * can be misleading (a little higher could be miscontrued from
482 * from fly high) 394 * from fly high)
483 */ 395 */
484 if (tmp->move_type && op->move_type != refop.move_type) 396 if (tmp->move_type && op->move_type != prev_move_type)
485 { 397 {
486 success = 1; 398 success = 1;
487 399
488 /* MOVE_FLY_HIGH trumps MOVE_FLY_LOW - changing your move_fly_low 400 /* MOVE_FLY_HIGH trumps MOVE_FLY_LOW - changing your move_fly_low
489 * status doesn't make a difference if you are flying high 401 * status doesn't make a difference if you are flying high
490 */ 402 */
491 if (tmp->move_type & MOVE_FLY_LOW && !(op->move_type & MOVE_FLY_HIGH)) 403 if (tmp->move_type & MOVE_FLY_LOW && !(op->move_type & MOVE_FLY_HIGH))
492 { 404 {
493 DIFF_MSG (flag, "You start to float in the air!.", "You float down to the ground."); 405 DIFF_MSG (flag, "You start to float in the air!", "You float down to the ground.");
494 } 406 }
495 407
496 if (tmp->move_type & MOVE_FLY_HIGH) 408 if (tmp->move_type & MOVE_FLY_HIGH)
497 { 409 {
498 /* double conditional - second case covers if you have move_fly_low - 410 /* double conditional - second case covers if you have move_fly_low -
499 * in that case, you don't actually land 411 * in that case, you don't actually land
500 */ 412 */
501 DIFF_MSG (flag, "You soar into the air air!.", 413 DIFF_MSG (flag, "You soar into the air!",
502 (op->move_type & MOVE_FLY_LOW ? "You fly lower in the air" : "You float down to the ground.")); 414 (op->move_type & MOVE_FLY_LOW ? "You fly lower in the air" : "You float down to the ground."));
503 } 415 }
416
504 if (tmp->move_type & MOVE_SWIM) 417 if (tmp->move_type & MOVE_SWIM)
505 DIFF_MSG (flag, "You feel ready for a swim", "You no longer feel like swimming"); 418 DIFF_MSG (flag, "You feel ready for a swim", "You no longer feel like swimming");
506 419
507 /* Changing move status may mean you are affected by things you weren't before */ 420 /* Changing move status may mean you are affected by things you weren't before */
508 check_move_on (op, op); 421 check_move_on (op, op);
509 } 422 }
510 423
511 /* becoming UNDEAD... a special treatment for this flag. Only those not 424 /* becoming UNDEAD... a special treatment for this flag. Only those not
512 * originally undead may change their status 425 * originally undead may change their status
513 */ 426 */
514 if (!QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 427 if (!op->arch->flag [FLAG_UNDEAD])
515 if (QUERY_FLAG (op, FLAG_UNDEAD) != QUERY_FLAG (&refop, FLAG_UNDEAD)) 428 if (op->flag [FLAG_UNDEAD] != prev_flag [FLAG_UNDEAD])
516 { 429 {
517 success = 1; 430 success = 1;
518 if (flag > 0) 431 if (flag > 0)
519 { 432 {
520 op->race = "undead"; 433 op->race = "undead";
521 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce drains away!"); 434 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce drains away!");
522 } 435 }
523 else 436 else
524 { 437 {
525 op->race = op->arch->clone.race; 438 op->race = op->arch->race;
526 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!"); 439 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!");
527 } 440 }
528 } 441 }
529 442
530 if (QUERY_FLAG (op, FLAG_STEALTH) != QUERY_FLAG (&refop, FLAG_STEALTH)) 443 if (op->flag [FLAG_STEALTH] != prev_flag [FLAG_STEALTH])
531 { 444 {
532 success = 1; 445 success = 1;
533 DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily."); 446 DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily.");
534 } 447 }
535 448
536 if (QUERY_FLAG (op, FLAG_MAKE_INVIS) != QUERY_FLAG (&refop, FLAG_MAKE_INVIS)) 449 if (op->flag [FLAG_MAKE_INVIS] != prev_flag [FLAG_MAKE_INVIS])
537 { 450 {
538 success = 1; 451 success = 1;
539 DIFF_MSG (flag, "You become transparent.", "You can see yourself."); 452 DIFF_MSG (flag, "You become transparent.", "You can see yourself.");
540 } 453 }
541 454
542 /* blinded you can tell if more blinded since blinded player has minimal 455 /* blinded you can tell if more blinded since blinded player has minimal
543 * vision 456 * vision
544 */ 457 */
545 if (QUERY_FLAG (tmp, FLAG_BLIND)) 458 if (tmp->flag [FLAG_BLIND])
546 { 459 {
547 success = 1; 460 success = 1;
548 if (flag > 0) 461 if (flag > 0)
549 { 462 {
550 if (QUERY_FLAG (op, FLAG_WIZ)) 463 if (op->flag [FLAG_WIZ])
551 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self is blinded."); 464 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self is blinded.");
552 else 465 else
553 { 466 {
554 new_draw_info (NDI_UNIQUE, 0, op, "You are blinded."); 467 new_draw_info (NDI_UNIQUE, 0, op, "You are blinded.");
555 SET_FLAG (op, FLAG_BLIND); 468 SET_FLAG (op, FLAG_BLIND);
557 op->contr->do_los = 1; 470 op->contr->do_los = 1;
558 } 471 }
559 } 472 }
560 else 473 else
561 { 474 {
562 if (QUERY_FLAG (op, FLAG_WIZ)) 475 if (op->flag [FLAG_WIZ])
563 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self can now see again."); 476 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self can now see again.");
564 else 477 else
565 { 478 {
566 new_draw_info (NDI_UNIQUE, 0, op, "Your vision returns."); 479 new_draw_info (NDI_UNIQUE, 0, op, "Your vision returns.");
567 CLEAR_FLAG (op, FLAG_BLIND); 480 CLEAR_FLAG (op, FLAG_BLIND);
569 op->contr->do_los = 1; 482 op->contr->do_los = 1;
570 } 483 }
571 } 484 }
572 } 485 }
573 486
574 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK) != QUERY_FLAG (&refop, FLAG_SEE_IN_DARK)) 487 if (op->flag [FLAG_SEE_IN_DARK] != prev_flag [FLAG_SEE_IN_DARK])
575 { 488 {
576 success = 1; 489 success = 1;
577 if (op->type == PLAYER) 490 if (op->type == PLAYER)
578 op->contr->do_los = 1; 491 op->contr->do_los = 1;
579 DIFF_MSG (flag, "Your vision is better in the dark.", "You see less well in the dark."); 492 DIFF_MSG (flag, "Your vision is better in the dark.", "You see less well in the dark.");
580 } 493 }
581 494
582 if (QUERY_FLAG (op, FLAG_XRAYS) != QUERY_FLAG (&refop, FLAG_XRAYS)) 495 if (op->flag [FLAG_XRAYS] != prev_flag [FLAG_XRAYS])
583 { 496 {
584 success = 1; 497 success = 1;
585 if (flag > 0) 498 if (flag > 0)
586 { 499 {
587 if (QUERY_FLAG (op, FLAG_WIZ)) 500 if (op->flag [FLAG_WIZ])
588 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a little clearer."); 501 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a little clearer.");
589 else 502 else
590 { 503 {
591 new_draw_info (NDI_UNIQUE, 0, op, "Everything becomes transparent."); 504 new_draw_info (NDI_UNIQUE, 0, op, "Everything becomes transparent.");
592 if (op->type == PLAYER) 505 if (op->type == PLAYER)
593 op->contr->do_los = 1; 506 op->contr->do_los = 1;
594 } 507 }
595 } 508 }
596 else 509 else
597 { 510 {
598 if (QUERY_FLAG (op, FLAG_WIZ)) 511 if (op->flag [FLAG_WIZ])
599 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a bit out of focus."); 512 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a bit out of focus.");
600 else 513 else
601 { 514 {
602 new_draw_info (NDI_UNIQUE, 0, op, "Everything suddenly looks very solid."); 515 new_draw_info (NDI_UNIQUE, 0, op, "Everything suddenly looks very solid.");
603 if (op->type == PLAYER) 516 if (op->type == PLAYER)
636 success = 1; 549 success = 1;
637 DIFF_MSG (flag * tmp->stats.food, "You feel your digestion slowing down.", "You feel your digestion speeding up."); 550 DIFF_MSG (flag * tmp->stats.food, "You feel your digestion slowing down.", "You feel your digestion speeding up.");
638 } 551 }
639 552
640 /* Messages for changed resistance */ 553 /* Messages for changed resistance */
641 for (i = 0; i < NROFATTACKS; i++) 554 for (int i = 0; i < NROFATTACKS; i++)
642 { 555 {
643 if (i == ATNR_PHYSICAL) 556 if (i == ATNR_PHYSICAL)
644 continue; /* Don't display about armour */ 557 continue; /* Don't display about armour */
645 558
646 if (op->resist[i] != refop.resist[i]) 559 if (op->resist [i] != prev_resist [i])
647 { 560 {
648 success = 1; 561 success = 1;
562
649 if (op->resist[i] > refop.resist[i]) 563 if (op->resist [i] > prev_resist [i])
650 sprintf (message, "Your resistance to %s rises to %d%%.", change_resist_msg[i], op->resist[i]); 564 sprintf (message, "Your resistance to %s rises to %d%%.", change_resist_msg [i], op->resist [i]);
651 else 565 else
652 sprintf (message, "Your resistance to %s drops to %d%%.", change_resist_msg[i], op->resist[i]); 566 sprintf (message, "Your resistance to %s drops to %d%%.", change_resist_msg [i], op->resist [i]);
653 567
654 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message); 568 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message);
655 } 569 }
656 } 570 }
657 571
658 if (!potion_max) 572 if (!potion_max)
659 {
660 for (j = 0; j < NUM_STATS; j++) 573 for (int j = 0; j < NUM_STATS; j++)
661 { 574 if (int i = tmp->stats.stat (j))
662 if ((i = get_attr_value (&(tmp->stats), j)) != 0)
663 { 575 {
664 success = 1; 576 success = 1;
665 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]); 577 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]);
666 } 578 }
667 }
668 }
669 579
670 return success; 580 return success;
671} 581}
672 582
673/* 583/*
674 * Stat draining by Vick 930307 584 * Stat draining by Vick 930307
675 * (Feeling evil, I made it work as well now. -Frank 8) 585 * (Feeling evil, I made it work as well now. -Frank 8)
676 */ 586 */
677
678void 587void
679object::drain_stat () 588object::drain_stat ()
680{ 589{
681 drain_specific_stat (RANDOM () % NUM_STATS); 590 drain_specific_stat (rndm (NUM_STATS));
682} 591}
683 592
684void 593void
685object::drain_specific_stat (int deplete_stats) 594object::drain_specific_stat (int deplete_stats)
686{ 595{
754 return; 663 return;
755 664
756 /* Randomly change the players luck. Basically, we move it 665 /* Randomly change the players luck. Basically, we move it
757 * back neutral (if greater>0, subtract, otherwise add) 666 * back neutral (if greater>0, subtract, otherwise add)
758 */ 667 */
759 if (RANDOM () % (FABS (tmp->stats.luck)) >= RANDOM () % 30) 668 if (rndm (abs (tmp->stats.luck)) >= rndm (30))
760 { 669 {
761 int diff = tmp->stats.luck > 0 ? -1 : 1; 670 int diff = tmp->stats.luck > 0 ? -1 : 1;
762 671
763 stats.luck += diff; 672 stats.luck += diff;
764 tmp->stats.luck += diff; 673 tmp->stats.luck += diff;
771 * Subtracts stat-bonuses given by the class which the player has chosen. 680 * Subtracts stat-bonuses given by the class which the player has chosen.
772 */ 681 */
773void 682void
774object::remove_statbonus () 683object::remove_statbonus ()
775{ 684{
776 stats.Str -= arch->clone.stats.Str; 685 for (int i = 0; i < NUM_STATS; ++i)
777 stats.Dex -= arch->clone.stats.Dex; 686 {
778 stats.Con -= arch->clone.stats.Con; 687 sint8 v = arch->stats.stat (i);
779 stats.Wis -= arch->clone.stats.Wis; 688 stats.stat (i) -= v;
780 stats.Pow -= arch->clone.stats.Pow; 689 contr->orig_stats.stat (i) -= v;
781 stats.Cha -= arch->clone.stats.Cha; 690 }
782 stats.Int -= arch->clone.stats.Int;
783
784 contr->orig_stats.Str -= arch->clone.stats.Str;
785 contr->orig_stats.Dex -= arch->clone.stats.Dex;
786 contr->orig_stats.Con -= arch->clone.stats.Con;
787 contr->orig_stats.Wis -= arch->clone.stats.Wis;
788 contr->orig_stats.Pow -= arch->clone.stats.Pow;
789 contr->orig_stats.Cha -= arch->clone.stats.Cha;
790 contr->orig_stats.Int -= arch->clone.stats.Int;
791} 691}
792 692
793/* 693/*
794 * Adds stat-bonuses given by the class which the player has chosen. 694 * Adds stat-bonuses given by the class which the player has chosen.
795 */ 695 */
796void 696void
797object::add_statbonus () 697object::add_statbonus ()
798{ 698{
799 stats.Str += arch->clone.stats.Str; 699 for (int i = 0; i < NUM_STATS; ++i)
800 stats.Dex += arch->clone.stats.Dex; 700 {
801 stats.Con += arch->clone.stats.Con; 701 sint8 v = arch->stats.stat (i);
802 stats.Wis += arch->clone.stats.Wis; 702 stats.stat (i) += v;
803 stats.Pow += arch->clone.stats.Pow; 703 contr->orig_stats.stat (i) += v;
804 stats.Cha += arch->clone.stats.Cha; 704 }
805 stats.Int += arch->clone.stats.Int;
806
807 contr->orig_stats.Str += arch->clone.stats.Str;
808 contr->orig_stats.Dex += arch->clone.stats.Dex;
809 contr->orig_stats.Con += arch->clone.stats.Con;
810 contr->orig_stats.Wis += arch->clone.stats.Wis;
811 contr->orig_stats.Pow += arch->clone.stats.Pow;
812 contr->orig_stats.Cha += arch->clone.stats.Cha;
813 contr->orig_stats.Int += arch->clone.stats.Int;
814} 705}
706
707/* These are the items that currently can change digestion, regeneration,
708 * spell point recovery and mana point recovery. Seems sort of an arbitary
709 * list, but other items store other info into stats array.
710 */
711static struct digest_types : std::bitset<NUM_TYPES>
712{
713 digest_types ()
714 {
715 set (WEAPON);
716 set (BOW);
717 set (ARMOUR);
718 set (HELMET);
719 set (SHIELD);
720 set (RING);
721 set (BOOTS);
722 set (GLOVES);
723 set (AMULET);
724 set (GIRDLE);
725 set (BRACERS);
726 set (CLOAK);
727 set (DISEASE);
728 set (FORCE);
729 set (SKILL);
730 }
731} digest_types;
732
733static struct copy_flags : object::flags_t
734{
735 copy_flags ()
736 {
737 set (FLAG_LIFESAVE);
738 set (FLAG_REFL_SPELL);
739 set (FLAG_REFL_MISSILE);
740 set (FLAG_STEALTH);
741 set (FLAG_XRAYS);
742 set (FLAG_BLIND);
743 set (FLAG_SEE_IN_DARK);
744 }
745} copy_flags;
815 746
816/* 747/*
817 * Updates all abilities given by applied objects in the inventory 748 * Updates all abilities given by applied objects in the inventory
818 * of the given object. Note: This function works for both monsters 749 * of the given object. Note: This function works for both monsters
819 * and players; the "player" in the name is purely an archaic inheritance. 750 * and players; the "player" in the name is purely an archaic inheritance.
820 * This functions starts from base values (archetype or player object) 751 * This functions starts from base values (archetype or player object)
821 * and then adjusts them according to what the player has equipped. 752 * and then adjusts them according to what the player has equipped.
822 */ 753 *
823
824/* July 95 - inserted stuff to handle new skills/exp system - b.t. 754 * July 95 - inserted stuff to handle new skills/exp system - b.t.
825 spell system split, grace points now added to system --peterm 755 * spell system split, grace points now added to system --peterm
826 */ 756 */
827
828void 757void
829object::update_stats () 758object::update_stats ()
830{ 759{
831 int i, j;
832 float f, max = 9, added_speed = 0, bonus_speed = 0, sp_tmp, speed_reduce_from_disease = 1; 760 float f, max_speed = 9, added_speed = 0, bonus_speed = 0, speed_reduce_from_disease = 1;
833 int weapon_weight = 0, weapon_speed = 0; 761 int weapon_weight = 0, weapon_speed = 0;
834 int best_wc = 0, best_ac = 0, wc = 0, ac = 0; 762 int best_wc = 0, best_ac = 0, wc = 0, ac = 0;
835 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; 763 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS];
836 object *grace_obj = NULL, *mana_obj = NULL, *wc_obj = NULL, *tmp; 764 object *grace_obj = NULL, *mana_obj = NULL, *tmp;
837 float old_speed = speed; 765 float old_speed = speed;
766 int stat_sum [NUM_STATS];
838 767
839 /* First task is to clear all the values back to their original values */ 768 /* First task is to clear all the values back to their original values */
840 if (type == PLAYER) 769 if (type == PLAYER)
841 { 770 {
842 for (i = 0; i < NUM_STATS; i++) 771 for (int i = 0; i < NUM_STATS; i++)
843 set_attr_value (&(stats), i, get_attr_value (&(contr->orig_stats), i)); 772 stat_sum [i] = contr->orig_stats.stat (i);
844 773
845 if (settings.spell_encumbrance == TRUE) 774 if (settings.spell_encumbrance == TRUE)
846 contr->encumbrance = 0; 775 contr->encumbrance = 0;
847 776
848 attacktype = 0; 777 attacktype = 0;
778
849 contr->digestion = 0; 779 contr->digestion = 0;
850 contr->gen_hp = 0; 780 contr->gen_hp = 0;
851 contr->gen_sp = 0; 781 contr->gen_sp = 0;
852 contr->gen_grace = 0; 782 contr->gen_grace = 0;
853 contr->gen_sp_armour = 10; 783 contr->gen_sp_armour = 10;
854 contr->item_power = 0; 784 contr->item_power = 0;
855
856 /* Don't clobber all the range_ values. range_golem otherwise
857 * gets reset for no good reason, and we don't want to reset
858 * range_magic (what spell is readied). These three below
859 * well get filled in based on what the player has equipped.
860 */
861 contr->ranges[range_bow] = NULL;
862 contr->ranges[range_misc] = NULL;
863 contr->ranges[range_skill] = NULL;
864 } 785 }
865 786
866 memcpy (body_used, body_info, sizeof (body_info)); 787 for (int i = NUM_BODY_LOCATIONS; i--; )
788 slot[i].used = slot[i].info;
867 789
868 slaying = 0; 790 slaying = 0;
869 791
870 if (!QUERY_FLAG (this, FLAG_WIZ)) 792 if (!QUERY_FLAG (this, FLAG_WIZ))
871 { 793 {
875 797
876 CLEAR_FLAG (this, FLAG_LIFESAVE); 798 CLEAR_FLAG (this, FLAG_LIFESAVE);
877 CLEAR_FLAG (this, FLAG_STEALTH); 799 CLEAR_FLAG (this, FLAG_STEALTH);
878 CLEAR_FLAG (this, FLAG_BLIND); 800 CLEAR_FLAG (this, FLAG_BLIND);
879 801
880 if (!QUERY_FLAG (&arch->clone, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL); 802 if (!QUERY_FLAG (arch, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL);
881 if (!QUERY_FLAG (&arch->clone, FLAG_REFL_MISSILE)) CLEAR_FLAG (this, FLAG_REFL_MISSILE); 803 if (!QUERY_FLAG (arch, FLAG_REFL_MISSILE)) CLEAR_FLAG (this, FLAG_REFL_MISSILE);
882 if (!QUERY_FLAG (&arch->clone, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD); 804 if (!QUERY_FLAG (arch, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD);
883 if (!QUERY_FLAG (&arch->clone, FLAG_SEE_IN_DARK )) CLEAR_FLAG (this, FLAG_SEE_IN_DARK); 805 if (!QUERY_FLAG (arch, FLAG_SEE_IN_DARK )) CLEAR_FLAG (this, FLAG_SEE_IN_DARK);
884 806
885 path_attuned = arch->clone.path_attuned; 807 path_attuned = arch->path_attuned;
886 path_repelled = arch->clone.path_repelled; 808 path_repelled = arch->path_repelled;
887 path_denied = arch->clone.path_denied; 809 path_denied = arch->path_denied;
888 glow_radius = arch->clone.glow_radius; 810 glow_radius = arch->glow_radius;
889 move_type = arch->clone.move_type; 811 move_type = arch->move_type;
812
890 chosen_skill = NULL; 813 chosen_skill = 0;
891 814
892 /* initializing resistances from the values in player/monster's 815 /* initializing resistances from the values in player/monster's
893 * archetype clone 816 * archetype clone
894 */ 817 */
895 memcpy (&resist, &arch->clone.resist, sizeof (resist)); 818 memcpy (&resist, &arch->resist, sizeof (resist));
896 819
897 for (i = 0; i < NROFATTACKS; i++) 820 for (int i = 0; i < NROFATTACKS; i++)
898 { 821 {
899 if (resist[i] > 0) 822 if (resist[i] > 0)
900 prot[i] = resist[i], vuln[i] = 0; 823 prot[i] = resist[i], vuln[i] = 0;
901 else 824 else
902 vuln[i] = -(resist[i]), prot[i] = 0; 825 vuln[i] = -(resist[i]), prot[i] = 0;
826
903 potion_resist[i] = 0; 827 potion_resist[i] = 0;
904 } 828 }
905 829
906 wc = arch->clone.stats.wc; 830 wc = arch->stats.wc;
907 stats.dam = arch->clone.stats.dam; 831 stats.dam = arch->stats.dam;
908 832
909 /* for players which cannot use armour, they gain AC -1 per 3 levels, 833 /* for players which cannot use armour, they gain AC -1 per 3 levels,
910 * plus a small amount of physical resist, those poor suckers. ;) 834 * plus a small amount of physical resist, those poor suckers. ;)
911 * the fact that maxlevel is factored in could be considered sort of bogus - 835 * the fact that maxlevel is factored in could be considered sort of bogus -
912 * we should probably give them some bonus and cap it off - otherwise, 836 * we should probably give them some bonus and cap it off - otherwise,
913 * basically, if a server updates its max level, these playes may find 837 * basically, if a server updates its max level, these playes may find
914 * that their protection from physical goes down 838 * that their protection from physical goes down
915 */ 839 */
916 if (!QUERY_FLAG (this, FLAG_USE_ARMOUR) && type == PLAYER) 840 if (!QUERY_FLAG (this, FLAG_USE_ARMOUR) && type == PLAYER)
917 { 841 {
918 ac = MAX (-10, arch->clone.stats.ac - level / 3); 842 ac = max (-10, arch->stats.ac - level / 3);
919 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100; 843 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100;
920 } 844 }
921 else 845 else
922 ac = arch->clone.stats.ac; 846 ac = arch->stats.ac;
923 847
924 stats.luck = arch->clone.stats.luck; 848 stats.luck = arch->stats.luck;
925 speed = arch->clone.speed; 849 speed = arch->speed;
926 850
927 /* OK - we've reset most all the objects attributes to sane values. 851 /* OK - we've reset most all the objects attributes to sane values.
928 * now go through and make adjustments for what the player has equipped. 852 * now go through and make adjustments for what the player has equipped.
929 */ 853 */
930
931 for (tmp = inv; tmp; tmp = tmp->below) 854 for (tmp = inv; tmp; tmp = tmp->below)
932 { 855 {
933 /* See note in map.c:update_position about making this additive
934 * since light sources are never applied, need to put check here.
935 */
936 if (tmp->glow_radius > glow_radius)
937 glow_radius = tmp->glow_radius;
938
939 /* This happens because apply_potion calls change_abil with the potion 856 /* This happens because apply_potion calls change_abil with the potion
940 * applied so we can tell the player what chagned. But change_abil 857 * applied so we can tell the player what changed. But change_abil
941 * then calls this function. 858 * then calls this function.
942 */ 859 */
943 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION) 860 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION)
944 continue; 861 continue;
862
863 glow_radius += tmp->glow_radius;
945 864
946 /* For some things, we don't care what is equipped */ 865 /* For some things, we don't care what is equipped */
947 if (tmp->type == SKILL) 866 if (tmp->type == SKILL)
948 { 867 {
949 /* Want to take the highest skill here. */ 868 /* Want to take the highest skill here. */
962 else if (tmp->level > grace_obj->level) 881 else if (tmp->level > grace_obj->level)
963 grace_obj = tmp; 882 grace_obj = tmp;
964 } 883 }
965 } 884 }
966 885
967 /* Container objects are not meant to adjust a players, but other applied 886 /* Container objects are not meant to adjust players, but other applied
968 * objects need to make adjustments. 887 * objects need to make adjustments.
969 * This block should handle all player specific changes 888 * This block should handle all player specific changes
970 * 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
971 * in the praying skill, and the player should always get those. 890 * in the praying skill, and the player should always get those.
972 * It also means we need to put in additional checks for applied below, 891 * It also means we need to put in additional checks for applied below,
973 * because the skill shouldn't count against body positions being used 892 * because the skill shouldn't count against body positions being used
974 * up, etc. 893 * up, etc.
975 */ 894 */
976 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
977 (tmp->type == SKILL && tmp->subtype == SK_PRAYING)) 899 && tmp->subtype == SK_PRAYING))
978 { 900 {
979 if (type == PLAYER) 901 if (type == PLAYER)
980 { 902 {
981 if (tmp->type == BOW) 903 contr->item_power += tmp->item_power;
982 contr->ranges[range_bow] = tmp;
983 904
984 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 905 if (tmp == contr->combat_ob || tmp == contr->ranged_ob)
985 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;
986 911
987 for (i = 0; i < NUM_STATS; i++) 912 for (int i = 0; i < NUM_STATS; i++)
988 change_attr_value (&(stats), i, get_attr_value (&(tmp->stats), i)); 913 stat_sum [i] = stat_sum [i] + tmp->stats.stat (i);
989 914
990 /* these are the items that currently can change digestion, regeneration, 915 if (digest_types [tmp->type])
991 * spell point recovery and mana point recovery. Seems sort of an arbitary
992 * list, but other items store other info into stats array.
993 */
994 if ((tmp->type == WEAPON) ||
995 (tmp->type == ARMOUR) || (tmp->type == HELMET) ||
996 (tmp->type == SHIELD) || (tmp->type == RING) ||
997 (tmp->type == BOOTS) || (tmp->type == GLOVES) ||
998 (tmp->type == AMULET) || (tmp->type == GIRDLE) ||
999 (tmp->type == BRACERS) || (tmp->type == CLOAK) ||
1000 (tmp->type == DISEASE) || (tmp->type == FORCE) ||
1001 (tmp->type == SKILL))
1002 { 916 {
1003 contr->digestion += tmp->stats.food; 917 contr->digestion += tmp->stats.food;
1004 contr->gen_hp += tmp->stats.hp; 918 contr->gen_hp += tmp->stats.hp;
919 if (tmp->type != BOW) // ugly exception for bows
1005 contr->gen_sp += tmp->stats.sp; 920 contr->gen_sp += tmp->stats.sp;
1006 contr->gen_grace += tmp->stats.grace; 921 contr->gen_grace += tmp->stats.grace;
1007 contr->gen_sp_armour += tmp->gen_sp_armour; 922 contr->gen_sp_armour += tmp->gen_sp_armour;
1008 contr->item_power += tmp->item_power;
1009 } 923 }
1010 } /* if this is a player */ 924 } /* if this is a player */
925 else
926 {
927 if (tmp->type == WEAPON)
928 current_weapon = tmp;
929 }
1011 930
1012 /* Update slots used for items */ 931 /* Update slots used for items */
1013 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 932 if (QUERY_FLAG (tmp, FLAG_APPLIED))
1014 for (i = 0; i < NUM_BODY_LOCATIONS; i++) 933 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
1015 body_used[i] += tmp->body_info[i]; 934 slot[i].used += tmp->slot[i].info;
1016 935
1017 if (tmp->type == SYMPTOM) 936 if (tmp->type == SYMPTOM)
1018 {
1019 speed_reduce_from_disease = tmp->last_sp / 100.0;
1020 if (speed_reduce_from_disease == 0)
1021 speed_reduce_from_disease = 1; 937 speed_reduce_from_disease =
1022 } 938 min (speed_reduce_from_disease, tmp->last_sp ? tmp->last_sp / 100.f : 1.f);
1023 939
1024 /* Pos. and neg. protections are counted seperate (-> pro/vuln). 940 /* Pos. and neg. protections are counted separate (-> pro/vuln).
1025 * (Negative protections are calculated extactly like positive.) 941 * (Negative protections are calculated exactly like positive.)
1026 * Resistance from potions are treated special as well. If there's 942 * Resistance from potions are treated special as well. If there's
1027 * more than one potion-effect, the bigger prot.-value is taken. 943 * more than one potion-effect, the bigger prot.-value is taken.
1028 */ 944 */
1029 if (tmp->type != POTION) 945 if (tmp->type != POTION)
1030 { 946 {
1031 for (i = 0; i < NROFATTACKS; i++) 947 for (int i = 0; i < NROFATTACKS; i++)
1032 { 948 {
1033 /* Potential for cursed potions, in which case we just can use 949 /* Potential for cursed potions, in which case we just can use
1034 * a straight MAX, as potion_resist is initialised to zero. 950 * a straight MAX, as potion_resist is initialised to zero.
1035 */ 951 */
1036 if (tmp->type == POTION_EFFECT) 952 if (tmp->type == POTION_EFFECT)
1037 { 953 {
1038 if (potion_resist[i]) 954 if (potion_resist[i])
1039 potion_resist[i] = MAX (potion_resist[i], tmp->resist[i]); 955 potion_resist[i] = max (potion_resist[i], tmp->resist[i]);
1040 else 956 else
1041 potion_resist[i] = tmp->resist[i]; 957 potion_resist[i] = tmp->resist[i];
1042 } 958 }
1043 else if (tmp->resist[i] > 0) 959 else if (tmp->resist[i] > 0)
1044 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100; 960 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100;
1045 else if (tmp->resist[i] < 0) 961 else if (tmp->resist[i] < 0)
1046 vuln[i] += ((100 - vuln[i]) * (-tmp->resist[i])) / 100; 962 vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100;
1047 } 963 }
1048 } 964 }
1049 965
1050 /* There may be other things that should not adjust the attacktype */ 966 /* There may be other things that should not adjust the attacktype */
1051 if (tmp->type != BOW && tmp->type != SYMPTOM) 967 if (tmp->type != SYMPTOM)
968 {
1052 attacktype |= tmp->attacktype; 969 attacktype |= tmp->attacktype;
1053
1054 path_attuned |= tmp->path_attuned; 970 path_attuned |= tmp->path_attuned;
1055 path_repelled |= tmp->path_repelled; 971 path_repelled |= tmp->path_repelled;
1056 path_denied |= tmp->path_denied; 972 path_denied |= tmp->path_denied;
973 move_type |= tmp->move_type;
1057 stats.luck += tmp->stats.luck; 974 stats.luck += tmp->stats.luck;
1058 move_type |= tmp->move_type; 975 }
1059 976
1060 if (QUERY_FLAG (tmp, FLAG_LIFESAVE )) SET_FLAG (this, FLAG_LIFESAVE); 977 flag |= tmp->flag & copy_flags;
1061 if (QUERY_FLAG (tmp, FLAG_REFL_SPELL )) SET_FLAG (this, FLAG_REFL_SPELL);
1062 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE)) SET_FLAG (this, FLAG_REFL_MISSILE);
1063 if (QUERY_FLAG (tmp, FLAG_STEALTH )) SET_FLAG (this, FLAG_STEALTH);
1064 if (QUERY_FLAG (tmp, FLAG_XRAYS )) SET_FLAG (this, FLAG_XRAYS);
1065 if (QUERY_FLAG (tmp, FLAG_BLIND )) SET_FLAG (this, FLAG_BLIND);
1066 if (QUERY_FLAG (tmp, FLAG_SEE_IN_DARK )) SET_FLAG (this, FLAG_SEE_IN_DARK);
1067 978
1068 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (&arch->clone, FLAG_UNDEAD)) 979 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (arch, FLAG_UNDEAD))
1069 SET_FLAG (this, FLAG_UNDEAD); 980 SET_FLAG (this, FLAG_UNDEAD);
1070 981
1071 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS)) 982 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS))
1072 { 983 {
1073 SET_FLAG (this, FLAG_MAKE_INVIS); 984 SET_FLAG (this, FLAG_MAKE_INVIS);
1076 987
1077 if (tmp->stats.exp && tmp->type != SKILL) 988 if (tmp->stats.exp && tmp->type != SKILL)
1078 { 989 {
1079 if (tmp->stats.exp > 0) 990 if (tmp->stats.exp > 0)
1080 { 991 {
1081 added_speed += (float) tmp->stats.exp / 3.0; 992 added_speed += tmp->stats.exp / 3.f;
1082 bonus_speed += 1.0 + (float) tmp->stats.exp / 3.0; 993 bonus_speed += tmp->stats.exp / 3.f + 1.f;
1083 } 994 }
1084 else 995 else
1085 added_speed += (float) tmp->stats.exp; 996 added_speed += tmp->stats.exp;
1086 } 997 }
1087 998
1088 switch (tmp->type) 999 switch (tmp->type)
1089 { 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
1090 /* skills modifying the character -b.t. */ 1010 /* skills modifying the character -b.t. */
1091 /* for all skills and skill granting objects */ 1011 /* for all skills and skill granting objects */
1092 case SKILL: 1012 case SKILL:
1093 if (!QUERY_FLAG (tmp, FLAG_APPLIED)) 1013 {
1014 if (!QUERY_FLAG (tmp, FLAG_APPLIED) || skill_flags [tmp->subtype] & SF_APPLY)
1094 break; 1015 break;
1095 1016
1096 if (IS_COMBAT_SKILL (tmp->subtype))
1097 wc_obj = tmp;
1098
1099 if (chosen_skill) 1017 if (chosen_skill)
1018 {
1100 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);
1101 1021
1022 tmp->flag [FLAG_APPLIED] = false;
1023 update_stats ();
1024 return;
1025 }
1026 else
1102 chosen_skill = tmp; 1027 chosen_skill = tmp;
1103 1028
1104 if (tmp->stats.dam > 0) 1029 if (tmp->stats.dam > 0)
1105 { /* skill is a 'weapon' */ 1030 { /* skill is a 'weapon' */
1106 if (!QUERY_FLAG (this, FLAG_READY_WEAPON)) 1031 if (!QUERY_FLAG (this, FLAG_READY_WEAPON))
1107 weapon_speed = (int) WEAPON_SPEED (tmp); 1032 weapon_speed = WEAPON_SPEED (tmp);
1108 1033
1109 if (weapon_speed < 0) 1034 if (weapon_speed < 0)
1110 weapon_speed = 0; 1035 weapon_speed = 0;
1111 1036
1112 weapon_weight = tmp->weight; 1037 weapon_weight = tmp->weight;
1113 stats.dam += tmp->stats.dam * (1 + (chosen_skill->level / 9)); 1038 stats.dam += 1 + chosen_skill->level * tmp->stats.dam / 9;
1114 1039
1115 if (tmp->magic) 1040 if (tmp->magic)
1116 stats.dam += tmp->magic; 1041 stats.dam += tmp->magic;
1117 } 1042 }
1118 1043
1119 if (tmp->stats.wc) 1044 if (tmp->stats.wc)
1120 wc -= (tmp->stats.wc + tmp->magic); 1045 wc -= tmp->stats.wc + tmp->magic;
1121 1046
1122 if (tmp->slaying != NULL) 1047 if (tmp->slaying)
1123 slaying = tmp->slaying; 1048 slaying = tmp->slaying;
1124 1049
1125 if (tmp->stats.ac) 1050 if (tmp->stats.ac)
1126 ac -= (tmp->stats.ac + tmp->magic); 1051 ac -= tmp->stats.ac + tmp->magic;
1127 1052
1128 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1053 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1129 contr->encumbrance += (int) 3 *tmp->weight / 1000; 1054 contr->encumbrance += (int) 3 *tmp->weight / 1000;
1130
1131 if (type == PLAYER)
1132 contr->ranges[range_skill] = this;
1133
1134 break; 1055 }
1135 1056
1136 case SKILL_TOOL:
1137 if (chosen_skill)
1138 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name);
1139
1140 chosen_skill = tmp;
1141
1142 if (type == PLAYER)
1143 contr->ranges[range_skill] = this;
1144 break; 1057 break;
1145 1058
1146 case SHIELD: 1059 case SHIELD:
1147 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1060 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1148 contr->encumbrance += (int) tmp->weight / 2000; 1061 contr->encumbrance += (int) tmp->weight / 2000;
1152 case HELMET: 1065 case HELMET:
1153 case BOOTS: 1066 case BOOTS:
1154 case GLOVES: 1067 case GLOVES:
1155 case CLOAK: 1068 case CLOAK:
1156 if (tmp->stats.wc) 1069 if (tmp->stats.wc)
1157 wc -= (tmp->stats.wc + tmp->magic); 1070 wc -= tmp->stats.wc + tmp->magic;
1158 1071
1159 if (tmp->stats.dam) 1072 if (tmp->stats.dam)
1160 stats.dam += (tmp->stats.dam + tmp->magic); 1073 stats.dam += tmp->stats.dam + tmp->magic;
1161 1074
1162 if (tmp->stats.ac) 1075 if (tmp->stats.ac)
1163 ac -= (tmp->stats.ac + tmp->magic); 1076 ac -= tmp->stats.ac + tmp->magic;
1164 1077
1165 break; 1078 break;
1166 1079
1080 case BOW:
1167 case WEAPON: 1081 case WEAPON:
1082 if (type != PLAYER || current_weapon == tmp)
1083 {
1168 wc -= (tmp->stats.wc + tmp->magic); 1084 wc -= tmp->stats.wc + tmp->magic;
1169 1085
1170 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0) 1086 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0)
1171 ac -= tmp->stats.ac + tmp->magic; 1087 ac -= tmp->stats.ac + tmp->magic;
1172 1088
1173 stats.dam += (tmp->stats.dam + tmp->magic); 1089 stats.dam += tmp->stats.dam + tmp->magic;
1174 weapon_weight = tmp->weight; 1090 weapon_weight = tmp->weight;
1175 weapon_speed = ((int) WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2; 1091 weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2;
1176 1092
1177 if (weapon_speed < 0) 1093 if (weapon_speed < 0)
1178 weapon_speed = 0; 1094 weapon_speed = 0;
1179 1095
1180 slaying = tmp->slaying; 1096 slaying = tmp->slaying;
1097
1181 /* If there is desire that two handed weapons should do 1098 /* If there is desire that two handed weapons should do
1182 * extra strength damage, this is where the code should 1099 * extra strength damage, this is where the code should
1183 * go. 1100 * go.
1184 */ 1101 */
1185 current_weapon = tmp; 1102
1186 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1103 if (type == PLAYER)
1104 if (settings.spell_encumbrance)
1187 contr->encumbrance += (int) 3 *tmp->weight / 1000; 1105 contr->encumbrance += tmp->weight * 3 / 1000;
1106 }
1188 1107
1189 break; 1108 break;
1190 1109
1191 case ARMOUR: /* Only the best of these three are used: */ 1110 case ARMOUR: /* Only the best of these three are used: */
1192 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1111 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1193 contr->encumbrance += (int) tmp->weight / 1000; 1112 contr->encumbrance += tmp->weight / 1000;
1194 1113
1195 case BRACERS: 1114 case BRACERS:
1196 case FORCE: 1115 case FORCE:
1197 if (tmp->stats.wc) 1116 if (tmp->stats.wc)
1198 { 1117 {
1215 else /* To nullify the below effect */ 1134 else /* To nullify the below effect */
1216 ac += tmp->stats.ac + tmp->magic; 1135 ac += tmp->stats.ac + tmp->magic;
1217 } 1136 }
1218 1137
1219 if (tmp->stats.wc) 1138 if (tmp->stats.wc)
1220 wc -= (tmp->stats.wc + tmp->magic); 1139 wc -= tmp->stats.wc + tmp->magic;
1221 1140
1222 if (tmp->stats.ac) 1141 if (tmp->stats.ac)
1223 ac -= (tmp->stats.ac + tmp->magic); 1142 ac -= tmp->stats.ac + tmp->magic;
1224 1143
1225 if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.0 < max) 1144 if (ARMOUR_SPEED (tmp))
1226 max = ARMOUR_SPEED (tmp) / 10.0; 1145 max_speed = min (max_speed, ARMOUR_SPEED (tmp) / 10.f);
1227 1146
1228 break; 1147 break;
1229 } /* switch tmp->type */ 1148 } /* switch tmp->type */
1230 } /* item is equipped */ 1149 } /* item is equipped */
1231 } /* for loop of items */ 1150 } /* for loop of items */
1151
1152 glow_radius = min (glow_radius, MAX_LIGHT_RADIUS);
1232 1153
1233 /* 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
1234 * have generated intermediate values which we now need to assign. 1155 * have generated intermediate values which we now need to assign.
1235 */ 1156 */
1236 1157
1238 * If there is an uncursed potion in effect, granting more protection 1159 * If there is an uncursed potion in effect, granting more protection
1239 * than that, we take: 'total resistance = resistance from potion'. 1160 * than that, we take: 'total resistance = resistance from potion'.
1240 * 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
1241 * 'total resistance = vulnerability from cursed potion'. 1162 * 'total resistance = vulnerability from cursed potion'.
1242 */ 1163 */
1243 for (i = 0; i < NROFATTACKS; i++) 1164 for (int i = 0; i < NROFATTACKS; i++)
1244 { 1165 {
1245 resist[i] = prot[i] - vuln[i]; 1166 resist[i] = prot[i] - vuln[i];
1246 1167
1247 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)))
1248 resist[i] = potion_resist[i]; 1169 resist[i] = potion_resist[i];
1249 } 1170 }
1250 1171
1251 /* Figure out the players sp/mana/hp totals. */
1252 if (type == PLAYER) 1172 if (type == PLAYER)
1253 { 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. */
1254 int pl_level; 1181 int pl_level;
1255 1182
1256 check_stat_bounds (&(stats)); 1183 check_stat_bounds (&(stats));
1257 pl_level = level; 1184 pl_level = level;
1258 1185
1260 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! */
1261 1188
1262 /* 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,
1263 * 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.
1264 */ 1191 */
1265 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++)
1266 { 1194 {
1267 j = contr->levhp[i] + con_bonus[stats.Con] / 2; 1195 int j = contr->levhp[i] + con_bonus[stats.Con] / 2;
1268 1196
1269 if (i % 2 && con_bonus[stats.Con] % 2) 1197 if (i % 2 && con_bonus[stats.Con] % 2)
1270 {
1271 if (con_bonus[stats.Con] > 0) 1198 if (con_bonus[stats.Con] > 0)
1272 j++; 1199 j++;
1273 else 1200 else
1274 j--; 1201 j--;
1275 }
1276 1202
1277 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 */
1278 } 1204 }
1279 1205
1280 for (i = 11; i <= level; i++) 1206 stats.maxhp += 2 * max (0, level - 10);
1281 stats.maxhp += 2;
1282 1207
1283 if (stats.hp > stats.maxhp) 1208 if (stats.hp > stats.maxhp)
1284 stats.hp = stats.maxhp; 1209 stats.hp = stats.maxhp;
1285 1210
1286 /* Sp gain is controlled by the level of the player's 1211 /* Sp gain is controlled by the level of the player's
1299 1224
1300 if (mana_obj == this && type == PLAYER) 1225 if (mana_obj == this && type == PLAYER)
1301 stats.maxsp = 1; 1226 stats.maxsp = 1;
1302 else 1227 else
1303 { 1228 {
1304 sp_tmp = 0.0; 1229 float sp_tmp = 0.f;
1305 1230
1306 for (i = 1; i <= mana_obj->level && i <= 10; i++) 1231 for (int i = 1; i <= min (10, mana_obj->level); i++)
1307 { 1232 {
1308 float stmp; 1233 float stmp;
1309 1234
1310 /* Got some extra bonus at first level */ 1235 /* Got some extra bonus at first level */
1311 if (i < 2) 1236 if (i < 2)
1312 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;
1313 else 1238 else
1314 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;
1315 1240
1316 if (stmp < 1.0)
1317 stmp = 1.0;
1318
1319 sp_tmp += stmp; 1241 sp_tmp += max (1.f, stmp);
1320 } 1242 }
1321 1243
1322 stats.maxsp = (int) sp_tmp; 1244 stats.maxsp = int (sp_tmp) + 2 * max (0, mana_obj->level - 10);
1323
1324 for (i = 11; i <= mana_obj->level; i++)
1325 stats.maxsp += 2;
1326 } 1245 }
1246
1327 /* Characters can get their sp supercharged via rune of transferrance */ 1247 /* Characters can get their sp supercharged via rune of transferrance */
1328 if (stats.sp > stats.maxsp * 2) 1248 stats.sp = min (stats.sp, stats.maxsp * 2);
1329 stats.sp = stats.maxsp * 2;
1330 1249
1331 /* 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 */
1332 if (!grace_obj || !grace_obj->level || type != PLAYER) 1251 if (!grace_obj || !grace_obj->level || type != PLAYER)
1333 grace_obj = this; 1252 grace_obj = this;
1334 1253
1339 /* 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
1340 * 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
1341 * 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
1342 * step of 8 - with floats, even fractional ones are useful. 1261 * step of 8 - with floats, even fractional ones are useful.
1343 */ 1262 */
1344 sp_tmp = 0.0; 1263 float sp_tmp = 0.f;
1345 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++)
1346 { 1266 {
1347 float grace_tmp = 0.0; 1267 float grace_tmp = 0.f;
1348 1268
1349 /* Got some extra bonus at first level */ 1269 /* Got some extra bonus at first level */
1350 if (i < 2) 1270 if (i < 2)
1351 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;
1352 2.0 * (float) grace_bonus[stats.Wis]) / 6.0);
1353 else 1272 else
1354 grace_tmp = (float) contr->levgrace[i]
1355 + ((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;
1356 1274
1357 if (grace_tmp < 1.0)
1358 grace_tmp = 1.0;
1359
1360 sp_tmp += grace_tmp; 1275 sp_tmp += max (1.f, grace_tmp);
1361 } 1276 }
1362 1277
1363 stats.maxgrace = (int) sp_tmp;
1364
1365 /* two grace points per level after 11 */ 1278 /* two grace points per level after 10 */
1366 for (i = 11; i <= grace_obj->level; i++) 1279 stats.maxgrace = int (sp_tmp) + 2 * max (0, grace_obj->level - 10);
1367 stats.maxgrace += 2;
1368 } 1280 }
1281
1369 /* No limit on grace vs maxgrace */ 1282 /* No limit on grace vs maxgrace */
1370 1283
1371 if (contr->braced) 1284 if (contr->braced)
1372 { 1285 {
1373 ac += 2; 1286 ac += 2;
1385 * improvement every level, now its fighterlevel/5. So 1298 * improvement every level, now its fighterlevel/5. So
1386 * we give the player a bonus here in wc and dam 1299 * we give the player a bonus here in wc and dam
1387 * to make up for the change. Note that I left the 1300 * to make up for the change. Note that I left the
1388 * monster bonus the same as before. -b.t. 1301 * monster bonus the same as before. -b.t.
1389 */ 1302 */
1303 object *wc_obj = chosen_skill;
1390 1304
1391 if (type == PLAYER && wc_obj && wc_obj->level > 1) 1305 if (contr && wc_obj && wc_obj->level > 1)
1392 { 1306 {
1393 wc -= (wc_obj->level + thaco_bonus[stats.Str]); 1307 wc -= wc_obj->level + thaco_bonus[stats.Str];
1308
1394 for (i = 1; i < wc_obj->level; i++) 1309 for (int i = 1; i < wc_obj->level; i++)
1395 { 1310 {
1396 /* addtional wc every 6 levels */ 1311 /* additional wc every 6 levels */
1397 if (!(i % 6)) 1312 if (!(i % 6))
1398 wc--; 1313 wc--;
1314
1399 /* addtional dam every 4 levels. */ 1315 /* additional dam every 4 levels. */
1400 if (!(i % 4) && (dam_bonus[stats.Str] >= 0)) 1316 if (!(i % 4) && dam_bonus[stats.Str] >= 0)
1401 stats.dam += (1 + (dam_bonus[stats.Str] / 5)); 1317 stats.dam += 1 + dam_bonus[stats.Str] / 5;
1402 } 1318 }
1403 } 1319 }
1404 else 1320 else
1405 wc -= (level + thaco_bonus[stats.Str]); 1321 wc -= level + thaco_bonus[stats.Str];
1406 1322
1407 stats.dam += dam_bonus[stats.Str]; 1323 stats.dam += dam_bonus[stats.Str];
1408 1324
1409 if (stats.dam < 1) 1325 if (stats.dam < 1)
1410 stats.dam = 1; 1326 stats.dam = 1;
1411 1327
1412 speed = 1.0 + speed_bonus[stats.Dex]; 1328 speed = 1.f + speed_bonus[stats.Dex];
1413 1329
1414 if (settings.search_items && contr->search_str[0]) 1330 if (settings.search_items && contr->search_str[0])
1415 speed -= 1; 1331 speed -= 1;
1416 1332
1417 if (attacktype == 0) 1333 if (attacktype == 0)
1418 attacktype = arch->clone.attacktype; 1334 attacktype = arch->attacktype;
1419
1420 } /* End if player */ 1335 } /* End if player */
1421 1336
1422 if (added_speed >= 0) 1337 if (added_speed >= 0)
1423 speed += added_speed / 10.0; 1338 speed += added_speed / 10.f;
1424 else /* Something wrong here...: */ 1339 else /* Something wrong here...: */
1425 speed /= (float) (1.0 - added_speed); 1340 speed /= 1.f - added_speed;
1426 1341
1427 /* Max is determined by armour */ 1342 /* Max is determined by armour */
1428 if (speed > max) 1343 speed = min (speed, max_speed);
1429 speed = max;
1430 1344
1431 if (type == PLAYER) 1345 if (type == PLAYER)
1432 { 1346 {
1433 /* 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)
1434 * or below (negative number) that the player is carrying. If above 1348 * or below (negative number) that the player is carrying. If above
1435 * weight limit, then player suffers a speed reduction based on how 1349 * weight limit, then player suffers a speed reduction based on how
1436 * much above he is, and what is max carry is 1350 * much above he is, and what is max carry is
1437 */ 1351 */
1438 f = (carrying / 1000) - max_carry[stats.Str]; 1352 float f = (carrying / 1000) - max_carry[stats.Str];
1439 if (f > 0) 1353 if (f > 0.f)
1440 speed = speed / (1.0 + f / max_carry[stats.Str]); 1354 speed = speed / (1.f + f / max_carry[stats.Str]);
1441 } 1355 }
1442 1356
1443 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;
1444 1359
1445 /* 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
1446 * 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.
1447 */ 1362 */
1448 speed = speed * speed_reduce_from_disease;
1449
1450 if (speed < 0.01 && type == PLAYER) 1363 if (speed < 0.04f && type == PLAYER)
1451 speed = 0.01; 1364 speed = 0.04f;
1365
1366 if (speed != old_speed)
1367 set_speed (speed);
1452 1368
1453 if (type == PLAYER) 1369 if (type == PLAYER)
1454 { 1370 {
1455 float M, W, s, D, K, S, M2;
1456
1457 /* (This formula was made by vidarl@ifi.uio.no) 1371 /* (This formula was made by vidarl@ifi.uio.no)
1458 * Note that we never used these values again - basically 1372 * Note that we never used these values again - basically
1459 * all of these could be subbed into one big equation, but 1373 * all of these could be subbed into one big equation, but
1460 * that would just be a real pain to read. 1374 * that would just be a real pain to read.
1461 */ 1375 */
1462 M = (max_carry[stats.Str] - 121) / 121.0; 1376 float M = (max_carry[stats.Str] - 121) / 121.f;
1463 M2 = max_carry[stats.Str] / 100.0; 1377 float M2 = max_carry[stats.Str] / 100.f;
1464 W = weapon_weight / 20000.0; 1378 float W = weapon_weight / 20000.f;
1465 s = 2 - weapon_speed / 10.0; 1379 float s = (20 - weapon_speed) / 10.f;
1466 D = (stats.Dex - 14) / 14.0; 1380 float D = (stats.Dex - 14) / 14.f;
1467 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
1468 K *= (4 + level) / (float) (6 + level) * 1.2; 1383 K *= (4 + level) * 1.2f / (6 + level);
1384
1469 if (K <= 0) 1385 if (K <= 0.01f)
1470 K = 0.01; 1386 K = 0.01f;
1471 S = speed / (K * s); 1387
1472 contr->weapon_sp = S; 1388 contr->weapon_sp = K * s * .5f; //TODO: balance the .5
1473 } 1389 }
1474 1390
1475 /* 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: */
1476 if (type != PLAYER && arch != NULL && stats.dam > arch->clone.stats.dam * 3) 1392 if (type != PLAYER && arch && stats.dam > arch->stats.dam * 3)
1477 stats.dam = arch->clone.stats.dam * 3; 1393 stats.dam = arch->stats.dam * 3;
1478 1394
1479 /* Prevent overflows of wc - best you can get is ABS(120) - this 1395 stats.wc = clamp (wc, MIN_WC, MAX_WC);
1480 * should be more than enough - remember, AC is also in 8 bits, 1396 stats.ac = clamp (ac, MIN_AC, MAX_AC);
1481 * so its value is the same.
1482 */
1483 if (wc > 120)
1484 wc = 120;
1485 else if (wc < -120)
1486 wc = -120;
1487
1488 stats.wc = wc;
1489
1490 if (ac > 120)
1491 ac = 120;
1492 else if (ac < -120)
1493 ac = -120;
1494
1495 stats.ac = ac;
1496 1397
1497 /* 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,
1498 * give them walking as a default. 1399 * give them walking as a default.
1499 * 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
1500 * old behaviour - if your flying, your not walking - just 1401 * old behaviour - if your flying, your not walking - just
1503 if (move_type == 0) 1404 if (move_type == 0)
1504 move_type = MOVE_WALK; 1405 move_type = MOVE_WALK;
1505 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) 1406 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH))
1506 move_type &= ~MOVE_WALK; 1407 move_type &= ~MOVE_WALK;
1507 1408
1508 if (speed != old_speed)
1509 set_speed (speed);
1510
1511 /* 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,
1512 * so we will check that now. 1410 * so we will check that now.
1513 */ 1411 */
1514 if (type == PLAYER) 1412 if (type == PLAYER)
1515 { 1413 {
1516 esrv_update_stats (contr); 1414 esrv_update_stats (contr);
1517 esrv_update_spells (contr); 1415 esrv_update_spells (contr);
1518 } 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;
1519} 1421}
1520 1422
1521/* 1423/*
1522 * Returns true if the given player is a legal class. 1424 * Returns true if the given player is a legal class.
1523 * 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
1526 * false otherwise. 1428 * false otherwise.
1527 */ 1429 */
1528int 1430int
1529allowed_class (const object *op) 1431allowed_class (const object *op)
1530{ 1432{
1531 return op->stats.Dex > 0 && op->stats.Str > 0 && op->stats.Con > 0 && 1433 return op->stats.Dex > 0
1532 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;
1533} 1440}
1534 1441
1535/* 1442/*
1536 * set the new dragon name after gaining levels or 1443 * set the new dragon name after gaining levels or
1537 * changing ability focus (later this can be extended to 1444 * changing ability focus (later this can be extended to
1538 * eventually change the player's face and animation) 1445 * eventually change the player's face and animation)
1539 *
1540 * Note that the title is written to 'own_title' in the
1541 * player struct. This should be changed to 'ext_title'
1542 * as soon as clients support this!
1543 * Please, anyone, write support for 'ext_title'.
1544 */ 1446 */
1545void 1447void
1546set_dragon_name (object *pl, const object *abil, const object *skin) 1448set_dragon_name (object *pl, const object *abil, const object *skin)
1547{ 1449{
1548 int atnr = -1; /* attacknumber of highest level */ 1450 int atnr = -1; /* attacknumber of highest level */
1566 /* 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,
1567 or else at random */ 1469 or else at random */
1568 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)
1569 atnr = abil->stats.exp; 1471 atnr = abil->stats.exp;
1570 1472
1571 level = (int) (level / 5.);
1572
1573 /* now set the new title */ 1473 /* now set the new title */
1574 if (pl->contr != NULL)
1575 {
1576 if (level == 0)
1577 sprintf (pl->contr->title, "%s hatchling", attacks[atnr]); 1474 if (level < 25) sprintf (pl->contr->title, "%s hatchling", attacks[atnr]);
1578 else if (level == 1)
1579 sprintf (pl->contr->title, "%s wyrm", attacks[atnr]); 1475 else if (level < 50) sprintf (pl->contr->title, "%s wyrm" , attacks[atnr]);
1580 else if (level == 2)
1581 sprintf (pl->contr->title, "%s wyvern", attacks[atnr]); 1476 else if (level < 75) sprintf (pl->contr->title, "%s wyvern" , attacks[atnr]);
1582 else if (level == 3)
1583 sprintf (pl->contr->title, "%s dragon", attacks[atnr]); 1477 else if (level < 100) sprintf (pl->contr->title, "%s dragon" , attacks[atnr]);
1584 else 1478 else
1585 { 1479 {
1586 /* special titles for extra high resistance! */ 1480 /* special titles for extra high resistance! */
1587 if (skin->resist[atnr] > 80)
1588 sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]); 1481 if (skin->resist[atnr] > 80) sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]);
1589 else if (skin->resist[atnr] > 50)
1590 sprintf (pl->contr->title, "ancient %s dragon", attacks[atnr]); 1482 else if (skin->resist[atnr] > 50) sprintf (pl->contr->title, "ancient %s dragon" , attacks[atnr]);
1591 else
1592 sprintf (pl->contr->title, "big %s dragon", attacks[atnr]); 1483 else sprintf (pl->contr->title, "big %s dragon" , attacks[atnr]);
1593 }
1594 } 1484 }
1595 1485
1596 strcpy (pl->contr->own_title, ""); 1486 strcpy (pl->contr->own_title, "");
1597} 1487}
1598 1488
1608 object *skin = NULL; /* pointer to dragon skin force */ 1498 object *skin = NULL; /* pointer to dragon skin force */
1609 object *tmp = NULL; /* tmp. object */ 1499 object *tmp = NULL; /* tmp. object */
1610 char buf[MAX_BUF]; /* tmp. string buffer */ 1500 char buf[MAX_BUF]; /* tmp. string buffer */
1611 1501
1612 /* now grab the 'dragon_ability'-forces from the player's inventory */ 1502 /* now grab the 'dragon_ability'-forces from the player's inventory */
1613 for (tmp = who->inv; tmp != NULL; tmp = tmp->below) 1503 for (tmp = who->inv; tmp; tmp = tmp->below)
1614 {
1615 if (tmp->type == FORCE) 1504 if (tmp->type == FORCE)
1616 { 1505 if (tmp->arch->archname == shstr_dragon_ability_force)
1617 if (strcmp (tmp->arch->name, "dragon_ability_force") == 0)
1618 abil = tmp; 1506 abil = tmp;
1619 if (strcmp (tmp->arch->name, "dragon_skin_force") == 0) 1507 else if (tmp->arch->archname == shstr_dragon_skin_force)
1620 skin = tmp; 1508 skin = tmp;
1621 } 1509
1622 }
1623 /* if the force is missing -> bail out */ 1510 /* if the force is missing -> bail out */
1624 if (abil == NULL) 1511 if (abil == NULL)
1625 return; 1512 return;
1626 1513
1627 /* The ability_force keeps track of maximum level ever achieved. 1514 /* The ability_force keeps track of maximum level ever achieved.
1668 object *skill_obj; 1555 object *skill_obj;
1669 1556
1670 skill_obj = get_archetype_by_skill_name (skill_name, SKILL); 1557 skill_obj = get_archetype_by_skill_name (skill_name, SKILL);
1671 if (!skill_obj) 1558 if (!skill_obj)
1672 { 1559 {
1673 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);
1674 return NULL; 1561 return NULL;
1675 } 1562 }
1563
1676 /* clear the flag - exp goes into this bucket, but player 1564 /* clear the flag - exp goes into this bucket, but player
1677 * still doesn't know it. 1565 * still doesn't know it.
1678 */ 1566 */
1679 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL); 1567 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL);
1680 skill_obj->stats.exp = 0; 1568 skill_obj->stats.exp = 0;
1681 skill_obj->level = 1; 1569 skill_obj->level = 1;
1682 insert_ob_in_ob (skill_obj, op); 1570 op->insert (skill_obj);
1683 if (op->contr) 1571
1684 { 1572 if (player *pl = op->contr)
1685 op->contr->last_skill_ob[skill_obj->subtype] = skill_obj; 1573 pl->link_skills ();
1686 op->contr->last_skill_exp[skill_obj->subtype] = -1; 1574
1687 }
1688 return skill_obj; 1575 return skill_obj;
1689} 1576}
1690
1691 1577
1692/* 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
1693 * whether the player gets more hp, sp and new levels. 1579 * whether the player gets more hp, sp and new levels.
1694 * Note this this function should only be called for players. Monstes 1580 * Note this this function should only be called for players. Monstes
1695 * don't really gain levels 1581 * don't really gain levels
1698 */ 1584 */
1699void 1585void
1700player_lvl_adj (object *who, object *op) 1586player_lvl_adj (object *who, object *op)
1701{ 1587{
1702 char buf[MAX_BUF]; 1588 char buf[MAX_BUF];
1589 bool changed = false;
1703 1590
1704 if (!op) /* when rolling stats */ 1591 if (!op) /* when rolling stats */
1705 op = who; 1592 op = who;
1706 1593
1707 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))
1708 { 1595 {
1596 changed = true;
1597
1709 op->level++; 1598 op->level++;
1710 1599
1711 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))
1712 dragon_level_gain (who); 1601 dragon_level_gain (who);
1713 1602
1714 /* 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 */
1715 if (op == who && (who->level < 11) && who->type == PLAYER) 1604 if (op == who && (who->level < 11) && who->type == PLAYER)
1716 { 1605 {
1717 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;
1718 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);
1719 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;
1720 } 1609 }
1721 1610
1722 who->update_stats ();
1723 if (op->level > 1) 1611 if (op->level > 1)
1724 { 1612 {
1725 if (op->type != PLAYER) 1613 if (op->type != PLAYER)
1614 {
1615 who->contr->play_sound (sound_find ("skill_up"));
1726 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 }
1727 else 1618 else
1619 {
1620 who->contr->play_sound (sound_find ("level_up"));
1728 sprintf (buf, "You are now level %d.", op->level); 1621 sprintf (buf, "You are now level %d.", op->level);
1622 }
1623
1729 if (who) 1624 if (who)
1730 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); 1625 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1731 } 1626 }
1732 player_lvl_adj (who, op); /* To increase more levels */
1733 } 1627 }
1628
1734 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))
1735 { 1630 {
1631 changed = true;
1632
1736 op->level--; 1633 op->level--;
1737 who->update_stats (); 1634
1738 if (op->type != PLAYER) 1635 if (op->type != PLAYER)
1739 { 1636 {
1740 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);
1741 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); 1638 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1742 } 1639 }
1743 player_lvl_adj (who, op); /* To decrease more levels */ 1640 }
1641
1642 if (changed)
1744 } 1643 {
1745 1644 who->update_stats ();
1645 esrv_update_stats (who->contr);
1746 /* check if the spell data has changed */ 1646 /* check if the spell data has changed */
1747 esrv_update_stats (who->contr);
1748 esrv_update_spells (who->contr); 1647 esrv_update_spells (who->contr);
1648 }
1749} 1649}
1750 1650
1751/* 1651/*
1752 * Returns how much experience is needed for a player to become 1652 * Returns how much experience is needed for a player to become
1753 * the given level. level should really never exceed max_level 1653 * the given level. level should really never exceed max_level
1756sint64 1656sint64
1757level_exp (int level, double expmul) 1657level_exp (int level, double expmul)
1758{ 1658{
1759 if (level > settings.max_level) 1659 if (level > settings.max_level)
1760 return (sint64) (expmul * levels[settings.max_level]); 1660 return (sint64) (expmul * levels[settings.max_level]);
1661
1761 return (sint64) (expmul * levels[level]); 1662 return (sint64) (expmul * levels[level]);
1762} 1663}
1763 1664
1764/* 1665/*
1765 * 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.
1796 * 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:
1797 */ 1698 */
1798static void 1699static void
1799add_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)
1800{ 1701{
1801 object *skill_obj = NULL; 1702 object *skill_obj;
1802 sint64 limit, exp_to_add; 1703 sint64 limit, exp_to_add;
1803 int i; 1704 int i;
1804 1705
1805 /* prevents some forms of abuse. */ 1706 /* prevents some forms of abuse. */
1806 if (op->contr->braced) 1707 if (op->contr->braced)
1807 exp = exp / 5; 1708 exp /= 5;
1808 1709
1809 /* Try to find the matching skill. 1710 /* Try to find the matching skill.
1810 * 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
1811 * chosen_skill. This means we don't need to search through 1712 * chosen_skill. This means we don't need to search through
1812 * the players inventory. 1713 * the players inventory.
1813 */ 1714 */
1715 skill_obj = 0;
1716
1814 if (skill_name) 1717 if (skill_name)
1815 { 1718 {
1816 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);
1817 skill_obj = op->chosen_skill;
1818 else
1819 {
1820 for (i = 0; i < NUM_SKILLS; i++)
1821 if (op->contr->last_skill_ob[i] && !strcmp (op->contr->last_skill_ob[i]->skill, skill_name))
1822 {
1823 skill_obj = op->contr->last_skill_ob[i];
1824 break;
1825 }
1826 1720
1827 /* 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
1828 * it to the player if necessary 1722 * it to the player if necessary
1829 */ 1723 */
1830 if (!skill_obj) 1724 if (!skill_obj)
1831 { 1725 {
1832 if (flag == SK_EXP_NONE) 1726 if (flag == SK_EXP_NONE)
1833 return; 1727 return;
1728
1834 else if (flag == SK_EXP_ADD_SKILL) 1729 if (flag == SK_EXP_ADD_SKILL)
1835 give_skill_by_name (op, skill_name); 1730 skill_obj = give_skill_by_name (op, skill_name);
1836 }
1837 } 1731 }
1838 } 1732 }
1839 1733
1840 if (flag != SK_EXP_SKILL_ONLY) 1734 if (flag != SK_EXP_SKILL_ONLY)
1841 { 1735 {
1874 player_lvl_adj (op, skill_obj); 1768 player_lvl_adj (op, skill_obj);
1875 } 1769 }
1876} 1770}
1877 1771
1878/* This function checks to make sure that object 'op' can 1772/* This function checks to make sure that object 'op' can
1879 * lost 'exp' experience. It returns the amount of exp 1773 * lose 'exp' experience. It returns the amount of exp
1880 * object 'op' can in fact lose - it basically makes 1774 * object 'op' can in fact lose - it basically makes
1881 * adjustments based on permanent exp and the like. 1775 * adjustments based on permanent exp and the like.
1882 * This function should always be used for losing experience - 1776 * This function should always be used for losing experience -
1883 * the 'exp' value passed should be positive - this is the 1777 * the 'exp' value passed should be positive - this is the
1884 * amount that should get subtract from the player. 1778 * amount that should get subtract from the player.
1888{ 1782{
1889 sint64 del_exp; 1783 sint64 del_exp;
1890 1784
1891 if (exp > op->stats.exp) 1785 if (exp > op->stats.exp)
1892 exp = op->stats.exp; 1786 exp = op->stats.exp;
1787
1893 if (settings.permanent_exp_ratio) 1788 if (settings.permanent_exp_ratio)
1894 { 1789 {
1895 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
1896 if (del_exp < 0) 1792 if (del_exp < 0)
1897 del_exp = 0; 1793 del_exp = 0;
1794
1898 if (exp > del_exp) 1795 if (exp > del_exp)
1899 exp = del_exp; 1796 exp = del_exp;
1900 } 1797 }
1798
1901 return exp; 1799 return exp;
1902} 1800}
1903 1801
1904sint64 1802sint64
1905check_exp_adjust (const object *op, sint64 exp) 1803check_exp_adjust (const object *op, sint64 exp)
1906{ 1804{
1907 if (exp < 0) 1805 if (exp < 0)
1908 return check_exp_loss (op, exp); 1806 return check_exp_loss (op, exp);
1909 else 1807 else
1910 return MIN (exp, (sint64) MAX_EXPERIENCE - op->stats.exp); 1808 return min (exp, (sint64)MAX_EXPERIENCE - op->stats.exp);
1911} 1809}
1912
1913 1810
1914/* Subtracts experience from player. 1811/* Subtracts experience from player.
1915 * 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
1916 * only subtract from the matching skill. Otherwise, 1813 * only subtract from the matching skill. Otherwise,
1917 * this subtracts a portion from all 1814 * this subtracts a portion from all
1931 sint64 del_exp; 1828 sint64 del_exp;
1932 1829
1933 for (tmp = op->inv; tmp; tmp = tmp->below) 1830 for (tmp = op->inv; tmp; tmp = tmp->below)
1934 if (tmp->type == SKILL && tmp->stats.exp) 1831 if (tmp->type == SKILL && tmp->stats.exp)
1935 { 1832 {
1936 if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (tmp->skill, skill)) 1833 if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (&tmp->skill, skill))
1937 { 1834 {
1938 del_exp = check_exp_loss (tmp, exp); 1835 del_exp = check_exp_loss (tmp, exp);
1939 tmp->stats.exp -= del_exp; 1836 tmp->stats.exp -= del_exp;
1940 player_lvl_adj (op, tmp); 1837 player_lvl_adj (op, tmp);
1941 } 1838 }
1947 del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction)); 1844 del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction));
1948 tmp->stats.exp -= del_exp; 1845 tmp->stats.exp -= del_exp;
1949 player_lvl_adj (op, tmp); 1846 player_lvl_adj (op, tmp);
1950 } 1847 }
1951 } 1848 }
1849
1952 if (flag != SK_SUBTRACT_SKILL_EXP) 1850 if (flag != SK_SUBTRACT_SKILL_EXP)
1953 { 1851 {
1954 del_exp = check_exp_loss (op, exp); 1852 del_exp = check_exp_loss (op, exp);
1955 op->stats.exp -= del_exp; 1853 op->stats.exp -= del_exp;
1956 player_lvl_adj (op, NULL); 1854 player_lvl_adj (op, NULL);
1957 } 1855 }
1958} 1856}
1959
1960
1961 1857
1962/* change_exp() - changes experience to a player/monster. This 1858/* change_exp() - changes experience to a player/monster. This
1963 * 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.
1964 * 1860 *
1965 * The exp passed is typically not modified much by this function - 1861 * The exp passed is typically not modified much by this function -
1966 * it is assumed the caller has modified the exp as needed. 1862 * it is assumed the caller has modified the exp as needed.
1967 * skill_name is the skill that should get the exp added. 1863 * skill_name is the skill that should get the exp added.
1968 * 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.
1969 * these last two values are only used for players. 1865 * these last two values are only used for players.
1970 */ 1866 */
1971
1972void 1867void
1973change_exp (object *op, sint64 exp, const char *skill_name, int flag) 1868change_exp (object *op, sint64 exp, const char *skill_name, int flag)
1974{ 1869{
1975
1976#ifdef EXP_DEBUG 1870#ifdef EXP_DEBUG
1977 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);
1978#endif 1872#endif
1979 1873
1980 /* safety */ 1874 /* safety */
2021 else 1915 else
2022 /* note that when you lose exp, it doesn't go against 1916 /* note that when you lose exp, it doesn't go against
2023 * a particular skill, so we don't need to pass that 1917 * a particular skill, so we don't need to pass that
2024 * along. 1918 * along.
2025 */ 1919 */
2026 subtract_player_exp (op, FABS (exp), skill_name, flag); 1920 subtract_player_exp (op, abs (exp), skill_name, flag);
2027
2028 } 1921 }
2029} 1922}
2030 1923
2031/* 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
2032 * settings death_penalty_percentage and death_penalty_levels, and by the 1925 * settings death_penalty_percentage and death_penalty_levels, and by the
2033 * amount of permenent experience, whichever gives the lowest loss. 1926 * amount of permenent experience, whichever gives the lowest loss.
2034 */ 1927 */
2035
2036void 1928void
2037apply_death_exp_penalty (object *op) 1929apply_death_exp_penalty (object *op)
2038{ 1930{
2039 object *tmp;
2040 sint64 loss; 1931 sint64 loss;
2041 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */ 1932 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */
2042 sint64 level_loss; /* defined by the setting 'death_penalty_levels */ 1933 sint64 level_loss; /* defined by the setting 'death_penalty_levels */
2043 1934
2044 for (tmp = op->inv; tmp; tmp = tmp->below) 1935 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2045 if (tmp->type == SKILL && tmp->stats.exp) 1936 if (tmp->type == SKILL && tmp->stats.exp)
2046 { 1937 {
2047
2048 percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100; 1938 percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100;
2049 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)];
2050 1940
2051 /* With the revised exp system, you can get cases where 1941 /* With the revised exp system, you can get cases where
2052 * losing several levels would still require that you have more 1942 * losing several levels would still require that you have more
2054 * tables is a lot harder. 1944 * tables is a lot harder.
2055 */ 1945 */
2056 if (level_loss < 0) 1946 if (level_loss < 0)
2057 level_loss = 0; 1947 level_loss = 0;
2058 1948
2059 loss = check_exp_loss (tmp, MIN (level_loss, percentage_loss)); 1949 loss = check_exp_loss (tmp, min (level_loss, percentage_loss));
2060 1950
2061 tmp->stats.exp -= loss; 1951 tmp->stats.exp -= loss;
2062 player_lvl_adj (op, tmp); 1952 player_lvl_adj (op, tmp);
2063 } 1953 }
2064 1954
2065 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100; 1955 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100;
2066 level_loss = op->stats.exp - levels[MAX (0, op->level - settings.death_penalty_level)]; 1956 level_loss = op->stats.exp - levels[max (0, op->level - settings.death_penalty_level)];
1957
2067 if (level_loss < 0) 1958 if (level_loss < 0)
2068 level_loss = 0; 1959 level_loss = 0;
1960
2069 loss = check_exp_loss (op, MIN (level_loss, percentage_loss)); 1961 loss = check_exp_loss (op, min (level_loss, percentage_loss));
2070 1962
2071 op->stats.exp -= loss; 1963 op->stats.exp -= loss;
2072 player_lvl_adj (op, NULL); 1964 player_lvl_adj (op, NULL);
2073} 1965}
2074 1966

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