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Comparing deliantra/server/common/living.C (file contents):
Revision 1.28 by root, Tue Jan 9 00:22:01 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 (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 7 *
8 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
9 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
10 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 (at your option) any later version. 11 * (at your option) any later version.
12 12 *
13 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 GNU General Public License for more details. 16 * GNU General Public License for more details.
17 17 *
18 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
19 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
21 21 * The authors can be reached via e-mail to <support@deliantra.net>
22 The authors can be reached via e-mail at <crossfire@schmorp.de>
23*/ 22 */
24 23
25#include <global.h> 24#include <global.h>
26#include <funcpoint.h>
27 25
28/* 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
29 * 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
30 * 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
31 */ 29 */
233const char *const short_stat_name[NUM_STATS] = { 231const char *const short_stat_name[NUM_STATS] = {
234 "Str", "Dex", "Con", "Int", "Wis", "Pow", "Cha" 232 "Str", "Dex", "Con", "Int", "Wis", "Pow", "Cha"
235}; 233};
236 234
237/* 235/*
238 * sets Str/Dex/con/Wis/Cha/Int/Pow in stats to value, depending on
239 * what attr is (STR to POW).
240 */
241void
242set_attr_value (living *stats, int attr, sint8 value)
243{
244 switch (attr)
245 {
246 case STR:
247 stats->Str = value;
248 break;
249 case DEX:
250 stats->Dex = value;
251 break;
252 case CON:
253 stats->Con = value;
254 break;
255 case WIS:
256 stats->Wis = value;
257 break;
258 case POW:
259 stats->Pow = value;
260 break;
261 case CHA:
262 stats->Cha = value;
263 break;
264 case INT:
265 stats->Int = value;
266 break;
267 }
268}
269
270/*
271 * 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)
272 * is added to the specified stat. 237 * is added to the specified stat.
273 */ 238 */
274void 239void
275change_attr_value (living *stats, int attr, sint8 value) 240change_attr_value (living *stats, int attr, sint8 value)
276{ 241{
277 if (value == 0) 242 stats->stat (attr) += value;
278 return;
279
280 switch (attr)
281 {
282 case STR:
283 stats->Str += value;
284 break;
285 case DEX:
286 stats->Dex += value;
287 break;
288 case CON:
289 stats->Con += value;
290 break;
291 case WIS:
292 stats->Wis += value;
293 break;
294 case POW:
295 stats->Pow += value;
296 break;
297 case CHA:
298 stats->Cha += value;
299 break;
300 case INT:
301 stats->Int += value;
302 break;
303 default:
304 LOG (llevError, "Invalid attribute in change_attr_value: %d\n", attr);
305 }
306}
307
308/*
309 * returns the specified stat. See also set_attr_value().
310 */
311
312sint8
313get_attr_value (const living *stats, int attr)
314{
315 switch (attr)
316 {
317 case STR: return stats->Str;
318 case DEX: return stats->Dex;
319 case CON: return stats->Con;
320 case WIS: return stats->Wis;
321 case CHA: return stats->Cha;
322 case INT: return stats->Int;
323 case POW: return stats->Pow;
324 }
325
326 return 0;
327} 243}
328 244
329/* 245/*
330 * 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
331 * 1-30 stat limit. 247 * 1-30 stat limit.
332 */ 248 */
333
334void 249void
335check_stat_bounds (living *stats) 250check_stat_bounds (living *stats)
336{ 251{
337 int i, v;
338
339 for (i = 0; i < NUM_STATS; i++) 252 for (int i = 0; i < NUM_STATS; i++)
340 if ((v = get_attr_value (stats, i)) > MAX_STAT) 253 {
341 set_attr_value (stats, i, MAX_STAT); 254 sint8 &v = stats->stat (i);
342 else if (v < MIN_STAT) 255 v = clamp (v, MIN_STAT, MAX_STAT);
343 set_attr_value (stats, i, MIN_STAT); 256 }
344} 257}
345 258
346#define ORIG_S(xyz,abc) (op->contr->orig_stats.abc) 259#define ORIG_S(xyz,abc) (op->contr->orig_stats.abc)
347 260
348/* 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,
357/* 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
358 * the object. 271 * the object.
359 * 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
360 * can be applied or not. 273 * can be applied or not.
361 * 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
362 * displayed - fix_player should really always be called after this when 275 * displayed - update_stats should really always be called after this when
363 * 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
364 * 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
365 * 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
366 * that gives them that ability. 279 * that gives them that ability.
367 */ 280 */
368int 281int
369change_abil (object *op, object *tmp) 282change_abil (object *op, object *tmp)
370{ 283{
371 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;
372 char message[MAX_BUF]; 286 char message[MAX_BUF];
373 int potion_max = 0; 287 int potion_max = 0;
374 288
375 /* remember what object was like before it was changed. note that 289 // keep some stats for comparison purposes
376 * refop is a local copy of op only to be used for detecting changes 290 object::flags_t prev_flag = op->flag;
377 * found by update_stats. refop is not a real object 291 MoveType prev_move_type = op->move_type;
378 */ 292 sint16 prev_resist [NROFATTACKS]; // clumsy
379 object_copy refop = *op; 293 assert (sizeof (prev_resist) == sizeof (op->resist));
294 memcpy (prev_resist, op->resist, sizeof (prev_resist));
380 295
381 if (op->type == PLAYER) 296 if (op->type == PLAYER)
382 { 297 {
383 if (tmp->type == POTION) 298 if (tmp->type == POTION)
384 { 299 {
385 potion_max = 1; 300 potion_max = 1;
301
386 for (j = 0; j < NUM_STATS; j++) 302 for (int j = 0; j < NUM_STATS; j++)
387 { 303 {
388 int nstat, ostat; 304 int ostat = op->contr->orig_stats.stat (j);
389 305 int i = tmp->stats.stat (j);
390 ostat = get_attr_value (&(op->contr->orig_stats), j);
391 i = get_attr_value (&(tmp->stats), j);
392 306
393 /* 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 */
394 nstat = flag * i + ostat; 308 int nstat = flag * i + ostat;
395 309
396 /* Do some bounds checking. While I don't think any 310 /* Do some bounds checking. There is the potential for potions
397 * potions do so right now, there is the potential for potions
398 * 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
399 * to allow for that. 312 * to allow for that.
400 */ 313 */
401 if (nstat < 1 && i * flag < 0) 314 if (nstat < 1 && i * flag < 0)
402 nstat = 1; 315 nstat = 1;
403 else if (nstat > 20 + get_attr_value (&(op->arch->clone.stats), j)) 316 else if (nstat > 20 + op->arch->stats.stat (j))
404 { 317 nstat = 20 + op->arch->stats.stat (j);
405 nstat = 20 + get_attr_value (&(op->arch->clone.stats), j);
406 }
407 318
408 if (nstat != ostat) 319 if (nstat != ostat)
409 { 320 {
410 set_attr_value (&(op->contr->orig_stats), j, nstat); 321 op->contr->orig_stats.stat (j) = nstat;
411 potion_max = 0; 322 potion_max = 0;
412 } 323 }
413 else if (i) 324 else if (i)
414 { 325 {
415 /* potion is useless - player has already hit the natural maximum */ 326 /* potion is useless - player has already hit the natural maximum */
419 330
420 /* 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
421 * sure if this is strictly necessary, being that fix_player probably 332 * sure if this is strictly necessary, being that fix_player probably
422 * recalculates this anyway. 333 * recalculates this anyway.
423 */ 334 */
424 for (j = 0; j < NUM_STATS; j++) 335 for (int j = 0; j < NUM_STATS; j++)
425 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));
426 337
427 check_stat_bounds (&(op->stats)); 338 check_stat_bounds (&op->stats);
428 } /* end of potion handling code */ 339 } /* end of potion handling code */
429 } 340 }
430 341
431 /* 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
432 * everything to set 343 * everything to set
433 */ 344 */
434 if (flag == -1) 345 if (flag == -1)
435 { 346 {
436 op->attacktype &= ~tmp->attacktype; 347 op->attacktype &= ~tmp->attacktype;
437 op->path_attuned &= ~tmp->path_attuned; 348 op->path_attuned &= ~tmp->path_attuned;
438 op->path_repelled &= ~tmp->path_repelled; 349 op->path_repelled &= ~tmp->path_repelled;
439 op->path_denied &= ~tmp->path_denied; 350 op->path_denied &= ~tmp->path_denied;
440 /* Presuming here that creatures only have move_type, 351 /* Presuming here that creatures only have move_type,
441 * and not the other move_ fields. 352 * and not the other move_ fields.
442 */ 353 */
443 op->move_type &= ~tmp->move_type; 354 op->move_type &= ~tmp->move_type;
444 } 355 }
445 356
446 /* call fix_player since op object could have whatever attribute due 357 /* call fix_player since op object could have whatever attribute due
447 * 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
448 * change_ability then might as well call it from here 359 * change_ability then might as well call it from here
449 */ 360 */
450 op->update_stats (); 361 op->update_stats ();
451 362
452 /* 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
453 * print out message if this is a bow. 364 * print out message if this is a bow.
454 */ 365 */
455 if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW) 366 if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW)
456 { 367 {
457 success = 1; 368 success = 1;
458 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.");
459 } 370 }
460 371
461 if (QUERY_FLAG (op, FLAG_LIFESAVE) != QUERY_FLAG (&refop, FLAG_LIFESAVE)) 372 if (op->flag [FLAG_LIFESAVE] != prev_flag [FLAG_LIFESAVE])
462 { 373 {
463 success = 1; 374 success = 1;
464 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.");
465 } 376 }
466 377
467 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])
468 { 379 {
469 success = 1; 380 success = 1;
470 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.");
471 } 382 }
472 383
473 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])
474 { 385 {
475 success = 1; 386 success = 1;
476 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.");
477 } 388 }
478 389
480 * user has multiple items giving the same type appled like we 391 * user has multiple items giving the same type appled like we
481 * 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
482 * can be misleading (a little higher could be miscontrued from 393 * can be misleading (a little higher could be miscontrued from
483 * from fly high) 394 * from fly high)
484 */ 395 */
485 if (tmp->move_type && op->move_type != refop.move_type) 396 if (tmp->move_type && op->move_type != prev_move_type)
486 { 397 {
487 success = 1; 398 success = 1;
488 399
489 /* 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
490 * status doesn't make a difference if you are flying high 401 * status doesn't make a difference if you are flying high
491 */ 402 */
492 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))
493 { 404 {
494 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.");
495 } 406 }
496 407
497 if (tmp->move_type & MOVE_FLY_HIGH) 408 if (tmp->move_type & MOVE_FLY_HIGH)
498 { 409 {
499 /* double conditional - second case covers if you have move_fly_low - 410 /* double conditional - second case covers if you have move_fly_low -
500 * in that case, you don't actually land 411 * in that case, you don't actually land
501 */ 412 */
502 DIFF_MSG (flag, "You soar into the air air!.", 413 DIFF_MSG (flag, "You soar into the air!",
503 (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."));
504 } 415 }
416
505 if (tmp->move_type & MOVE_SWIM) 417 if (tmp->move_type & MOVE_SWIM)
506 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");
507 419
508 /* 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 */
509 check_move_on (op, op); 421 check_move_on (op, op);
510 } 422 }
511 423
512 /* becoming UNDEAD... a special treatment for this flag. Only those not 424 /* becoming UNDEAD... a special treatment for this flag. Only those not
513 * originally undead may change their status 425 * originally undead may change their status
514 */ 426 */
515 if (!QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 427 if (!op->arch->flag [FLAG_UNDEAD])
516 if (QUERY_FLAG (op, FLAG_UNDEAD) != QUERY_FLAG (&refop, FLAG_UNDEAD)) 428 if (op->flag [FLAG_UNDEAD] != prev_flag [FLAG_UNDEAD])
517 { 429 {
518 success = 1; 430 success = 1;
519 if (flag > 0) 431 if (flag > 0)
520 { 432 {
521 op->race = "undead"; 433 op->race = "undead";
522 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce drains away!"); 434 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce drains away!");
523 } 435 }
524 else 436 else
525 { 437 {
526 op->race = op->arch->clone.race; 438 op->race = op->arch->race;
527 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!"); 439 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!");
528 } 440 }
529 } 441 }
530 442
531 if (QUERY_FLAG (op, FLAG_STEALTH) != QUERY_FLAG (&refop, FLAG_STEALTH)) 443 if (op->flag [FLAG_STEALTH] != prev_flag [FLAG_STEALTH])
532 { 444 {
533 success = 1; 445 success = 1;
534 DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily."); 446 DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily.");
535 } 447 }
536 448
537 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])
538 { 450 {
539 success = 1; 451 success = 1;
540 DIFF_MSG (flag, "You become transparent.", "You can see yourself."); 452 DIFF_MSG (flag, "You become transparent.", "You can see yourself.");
541 } 453 }
542 454
543 /* 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
544 * vision 456 * vision
545 */ 457 */
546 if (QUERY_FLAG (tmp, FLAG_BLIND)) 458 if (tmp->flag [FLAG_BLIND])
547 { 459 {
548 success = 1; 460 success = 1;
549 if (flag > 0) 461 if (flag > 0)
550 { 462 {
551 if (QUERY_FLAG (op, FLAG_WIZ)) 463 if (op->flag [FLAG_WIZ])
552 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.");
553 else 465 else
554 { 466 {
555 new_draw_info (NDI_UNIQUE, 0, op, "You are blinded."); 467 new_draw_info (NDI_UNIQUE, 0, op, "You are blinded.");
556 SET_FLAG (op, FLAG_BLIND); 468 SET_FLAG (op, FLAG_BLIND);
558 op->contr->do_los = 1; 470 op->contr->do_los = 1;
559 } 471 }
560 } 472 }
561 else 473 else
562 { 474 {
563 if (QUERY_FLAG (op, FLAG_WIZ)) 475 if (op->flag [FLAG_WIZ])
564 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.");
565 else 477 else
566 { 478 {
567 new_draw_info (NDI_UNIQUE, 0, op, "Your vision returns."); 479 new_draw_info (NDI_UNIQUE, 0, op, "Your vision returns.");
568 CLEAR_FLAG (op, FLAG_BLIND); 480 CLEAR_FLAG (op, FLAG_BLIND);
570 op->contr->do_los = 1; 482 op->contr->do_los = 1;
571 } 483 }
572 } 484 }
573 } 485 }
574 486
575 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])
576 { 488 {
577 success = 1; 489 success = 1;
578 if (op->type == PLAYER) 490 if (op->type == PLAYER)
579 op->contr->do_los = 1; 491 op->contr->do_los = 1;
580 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.");
581 } 493 }
582 494
583 if (QUERY_FLAG (op, FLAG_XRAYS) != QUERY_FLAG (&refop, FLAG_XRAYS)) 495 if (op->flag [FLAG_XRAYS] != prev_flag [FLAG_XRAYS])
584 { 496 {
585 success = 1; 497 success = 1;
586 if (flag > 0) 498 if (flag > 0)
587 { 499 {
588 if (QUERY_FLAG (op, FLAG_WIZ)) 500 if (op->flag [FLAG_WIZ])
589 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.");
590 else 502 else
591 { 503 {
592 new_draw_info (NDI_UNIQUE, 0, op, "Everything becomes transparent."); 504 new_draw_info (NDI_UNIQUE, 0, op, "Everything becomes transparent.");
593 if (op->type == PLAYER) 505 if (op->type == PLAYER)
594 op->contr->do_los = 1; 506 op->contr->do_los = 1;
595 } 507 }
596 } 508 }
597 else 509 else
598 { 510 {
599 if (QUERY_FLAG (op, FLAG_WIZ)) 511 if (op->flag [FLAG_WIZ])
600 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.");
601 else 513 else
602 { 514 {
603 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.");
604 if (op->type == PLAYER) 516 if (op->type == PLAYER)
637 success = 1; 549 success = 1;
638 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.");
639 } 551 }
640 552
641 /* Messages for changed resistance */ 553 /* Messages for changed resistance */
642 for (i = 0; i < NROFATTACKS; i++) 554 for (int i = 0; i < NROFATTACKS; i++)
643 { 555 {
644 if (i == ATNR_PHYSICAL) 556 if (i == ATNR_PHYSICAL)
645 continue; /* Don't display about armour */ 557 continue; /* Don't display about armour */
646 558
647 if (op->resist[i] != refop.resist[i]) 559 if (op->resist [i] != prev_resist [i])
648 { 560 {
649 success = 1; 561 success = 1;
562
650 if (op->resist[i] > refop.resist[i]) 563 if (op->resist [i] > prev_resist [i])
651 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]);
652 else 565 else
653 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]);
654 567
655 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message); 568 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message);
656 } 569 }
657 } 570 }
658 571
659 if (!potion_max) 572 if (!potion_max)
660 {
661 for (j = 0; j < NUM_STATS; j++) 573 for (int j = 0; j < NUM_STATS; j++)
662 { 574 if (int i = tmp->stats.stat (j))
663 if ((i = get_attr_value (&(tmp->stats), j)) != 0)
664 { 575 {
665 success = 1; 576 success = 1;
666 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]); 577 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]);
667 } 578 }
668 }
669 }
670 579
671 return success; 580 return success;
672} 581}
673 582
674/* 583/*
675 * Stat draining by Vick 930307 584 * Stat draining by Vick 930307
676 * (Feeling evil, I made it work as well now. -Frank 8) 585 * (Feeling evil, I made it work as well now. -Frank 8)
677 */ 586 */
678
679void 587void
680object::drain_stat () 588object::drain_stat ()
681{ 589{
682 drain_specific_stat (RANDOM () % NUM_STATS); 590 drain_specific_stat (rndm (NUM_STATS));
683} 591}
684 592
685void 593void
686object::drain_specific_stat (int deplete_stats) 594object::drain_specific_stat (int deplete_stats)
687{ 595{
755 return; 663 return;
756 664
757 /* Randomly change the players luck. Basically, we move it 665 /* Randomly change the players luck. Basically, we move it
758 * back neutral (if greater>0, subtract, otherwise add) 666 * back neutral (if greater>0, subtract, otherwise add)
759 */ 667 */
760 if (RANDOM () % (FABS (tmp->stats.luck)) >= RANDOM () % 30) 668 if (rndm (abs (tmp->stats.luck)) >= rndm (30))
761 { 669 {
762 int diff = tmp->stats.luck > 0 ? -1 : 1; 670 int diff = tmp->stats.luck > 0 ? -1 : 1;
763 671
764 stats.luck += diff; 672 stats.luck += diff;
765 tmp->stats.luck += diff; 673 tmp->stats.luck += diff;
772 * 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.
773 */ 681 */
774void 682void
775object::remove_statbonus () 683object::remove_statbonus ()
776{ 684{
777 stats.Str -= arch->clone.stats.Str; 685 for (int i = 0; i < NUM_STATS; ++i)
778 stats.Dex -= arch->clone.stats.Dex; 686 {
779 stats.Con -= arch->clone.stats.Con; 687 sint8 v = arch->stats.stat (i);
780 stats.Wis -= arch->clone.stats.Wis; 688 stats.stat (i) -= v;
781 stats.Pow -= arch->clone.stats.Pow; 689 contr->orig_stats.stat (i) -= v;
782 stats.Cha -= arch->clone.stats.Cha; 690 }
783 stats.Int -= arch->clone.stats.Int;
784
785 contr->orig_stats.Str -= arch->clone.stats.Str;
786 contr->orig_stats.Dex -= arch->clone.stats.Dex;
787 contr->orig_stats.Con -= arch->clone.stats.Con;
788 contr->orig_stats.Wis -= arch->clone.stats.Wis;
789 contr->orig_stats.Pow -= arch->clone.stats.Pow;
790 contr->orig_stats.Cha -= arch->clone.stats.Cha;
791 contr->orig_stats.Int -= arch->clone.stats.Int;
792} 691}
793 692
794/* 693/*
795 * 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.
796 */ 695 */
797void 696void
798object::add_statbonus () 697object::add_statbonus ()
799{ 698{
800 stats.Str += arch->clone.stats.Str; 699 for (int i = 0; i < NUM_STATS; ++i)
801 stats.Dex += arch->clone.stats.Dex; 700 {
802 stats.Con += arch->clone.stats.Con; 701 sint8 v = arch->stats.stat (i);
803 stats.Wis += arch->clone.stats.Wis; 702 stats.stat (i) += v;
804 stats.Pow += arch->clone.stats.Pow; 703 contr->orig_stats.stat (i) += v;
805 stats.Cha += arch->clone.stats.Cha; 704 }
806 stats.Int += arch->clone.stats.Int;
807
808 contr->orig_stats.Str += arch->clone.stats.Str;
809 contr->orig_stats.Dex += arch->clone.stats.Dex;
810 contr->orig_stats.Con += arch->clone.stats.Con;
811 contr->orig_stats.Wis += arch->clone.stats.Wis;
812 contr->orig_stats.Pow += arch->clone.stats.Pow;
813 contr->orig_stats.Cha += arch->clone.stats.Cha;
814 contr->orig_stats.Int += arch->clone.stats.Int;
815} 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;
816 746
817/* 747/*
818 * Updates all abilities given by applied objects in the inventory 748 * Updates all abilities given by applied objects in the inventory
819 * of the given object. Note: This function works for both monsters 749 * of the given object. Note: This function works for both monsters
820 * 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.
821 * This functions starts from base values (archetype or player object) 751 * This functions starts from base values (archetype or player object)
822 * and then adjusts them according to what the player has equipped. 752 * and then adjusts them according to what the player has equipped.
823 */ 753 *
824
825/* 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.
826 spell system split, grace points now added to system --peterm 755 * spell system split, grace points now added to system --peterm
827 */ 756 */
828
829void 757void
830object::update_stats () 758object::update_stats ()
831{ 759{
832 int i, j;
833 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;
834 int weapon_weight = 0, weapon_speed = 0; 761 int weapon_weight = 0, weapon_speed = 0;
835 int best_wc = 0, best_ac = 0, wc = 0, ac = 0; 762 int best_wc = 0, best_ac = 0, wc = 0, ac = 0;
836 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; 763 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS];
837 object *grace_obj = NULL, *mana_obj = NULL, *wc_obj = NULL, *tmp; 764 object *grace_obj = NULL, *mana_obj = NULL, *tmp;
838 float old_speed = speed; 765 float old_speed = speed;
766 int stat_sum [NUM_STATS];
839 767
840 /* 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 */
841 if (type == PLAYER) 769 if (type == PLAYER)
842 { 770 {
843 for (i = 0; i < NUM_STATS; i++) 771 for (int i = 0; i < NUM_STATS; i++)
844 set_attr_value (&(stats), i, get_attr_value (&(contr->orig_stats), i)); 772 stat_sum [i] = contr->orig_stats.stat (i);
845 773
846 if (settings.spell_encumbrance == TRUE) 774 if (settings.spell_encumbrance == TRUE)
847 contr->encumbrance = 0; 775 contr->encumbrance = 0;
848 776
849 attacktype = 0; 777 attacktype = 0;
778
850 contr->digestion = 0; 779 contr->digestion = 0;
851 contr->gen_hp = 0; 780 contr->gen_hp = 0;
852 contr->gen_sp = 0; 781 contr->gen_sp = 0;
853 contr->gen_grace = 0; 782 contr->gen_grace = 0;
854 contr->gen_sp_armour = 10; 783 contr->gen_sp_armour = 10;
855 contr->item_power = 0; 784 contr->item_power = 0;
856
857 /* Don't clobber all the range_ values. range_golem otherwise
858 * gets reset for no good reason, and we don't want to reset
859 * range_magic (what spell is readied). These three below
860 * well get filled in based on what the player has equipped.
861 */
862 contr->ranges[range_bow] = NULL;
863 contr->ranges[range_misc] = NULL;
864 contr->ranges[range_skill] = NULL;
865 } 785 }
866 786
867 memcpy (body_used, body_info, sizeof (body_info)); 787 for (int i = NUM_BODY_LOCATIONS; i--; )
788 slot[i].used = slot[i].info;
868 789
869 slaying = 0; 790 slaying = 0;
870 791
871 if (!QUERY_FLAG (this, FLAG_WIZ)) 792 if (!QUERY_FLAG (this, FLAG_WIZ))
872 { 793 {
876 797
877 CLEAR_FLAG (this, FLAG_LIFESAVE); 798 CLEAR_FLAG (this, FLAG_LIFESAVE);
878 CLEAR_FLAG (this, FLAG_STEALTH); 799 CLEAR_FLAG (this, FLAG_STEALTH);
879 CLEAR_FLAG (this, FLAG_BLIND); 800 CLEAR_FLAG (this, FLAG_BLIND);
880 801
881 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);
882 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);
883 if (!QUERY_FLAG (&arch->clone, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD); 804 if (!QUERY_FLAG (arch, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD);
884 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);
885 806
886 path_attuned = arch->clone.path_attuned; 807 path_attuned = arch->path_attuned;
887 path_repelled = arch->clone.path_repelled; 808 path_repelled = arch->path_repelled;
888 path_denied = arch->clone.path_denied; 809 path_denied = arch->path_denied;
889 glow_radius = arch->clone.glow_radius; 810 glow_radius = arch->glow_radius;
890 move_type = arch->clone.move_type; 811 move_type = arch->move_type;
812
891 chosen_skill = NULL; 813 chosen_skill = 0;
892 814
893 /* initializing resistances from the values in player/monster's 815 /* initializing resistances from the values in player/monster's
894 * archetype clone 816 * archetype clone
895 */ 817 */
896 memcpy (&resist, &arch->clone.resist, sizeof (resist)); 818 memcpy (&resist, &arch->resist, sizeof (resist));
897 819
898 for (i = 0; i < NROFATTACKS; i++) 820 for (int i = 0; i < NROFATTACKS; i++)
899 { 821 {
900 if (resist[i] > 0) 822 if (resist[i] > 0)
901 prot[i] = resist[i], vuln[i] = 0; 823 prot[i] = resist[i], vuln[i] = 0;
902 else 824 else
903 vuln[i] = -(resist[i]), prot[i] = 0; 825 vuln[i] = -(resist[i]), prot[i] = 0;
826
904 potion_resist[i] = 0; 827 potion_resist[i] = 0;
905 } 828 }
906 829
907 wc = arch->clone.stats.wc; 830 wc = arch->stats.wc;
908 stats.dam = arch->clone.stats.dam; 831 stats.dam = arch->stats.dam;
909 832
910 /* 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,
911 * plus a small amount of physical resist, those poor suckers. ;) 834 * plus a small amount of physical resist, those poor suckers. ;)
912 * 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 -
913 * 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,
914 * 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
915 * that their protection from physical goes down 838 * that their protection from physical goes down
916 */ 839 */
917 if (!QUERY_FLAG (this, FLAG_USE_ARMOUR) && type == PLAYER) 840 if (!QUERY_FLAG (this, FLAG_USE_ARMOUR) && type == PLAYER)
918 { 841 {
919 ac = MAX (-10, arch->clone.stats.ac - level / 3); 842 ac = max (-10, arch->stats.ac - level / 3);
920 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;
921 } 844 }
922 else 845 else
923 ac = arch->clone.stats.ac; 846 ac = arch->stats.ac;
924 847
925 stats.luck = arch->clone.stats.luck; 848 stats.luck = arch->stats.luck;
926 speed = arch->clone.speed; 849 speed = arch->speed;
927 850
928 /* 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.
929 * 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.
930 */ 853 */
931
932 for (tmp = inv; tmp; tmp = tmp->below) 854 for (tmp = inv; tmp; tmp = tmp->below)
933 { 855 {
934 /* See note in map.c:update_position about making this additive
935 * since light sources are never applied, need to put check here.
936 */
937 if (tmp->glow_radius > glow_radius)
938 glow_radius = tmp->glow_radius;
939
940 /* This happens because apply_potion calls change_abil with the potion 856 /* This happens because apply_potion calls change_abil with the potion
941 * 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
942 * then calls this function. 858 * then calls this function.
943 */ 859 */
944 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION) 860 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION)
945 continue; 861 continue;
862
863 glow_radius += tmp->glow_radius;
946 864
947 /* For some things, we don't care what is equipped */ 865 /* For some things, we don't care what is equipped */
948 if (tmp->type == SKILL) 866 if (tmp->type == SKILL)
949 { 867 {
950 /* Want to take the highest skill here. */ 868 /* Want to take the highest skill here. */
963 else if (tmp->level > grace_obj->level) 881 else if (tmp->level > grace_obj->level)
964 grace_obj = tmp; 882 grace_obj = tmp;
965 } 883 }
966 } 884 }
967 885
968 /* Container objects are not meant to adjust a players, but other applied 886 /* Container objects are not meant to adjust players, but other applied
969 * objects need to make adjustments. 887 * objects need to make adjustments.
970 * This block should handle all player specific changes 888 * This block should handle all player specific changes
971 * 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
972 * in the praying skill, and the player should always get those. 890 * in the praying skill, and the player should always get those.
973 * 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,
974 * because the skill shouldn't count against body positions being used 892 * because the skill shouldn't count against body positions being used
975 * up, etc. 893 * up, etc.
976 */ 894 */
977 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
978 (tmp->type == SKILL && tmp->subtype == SK_PRAYING)) 899 && tmp->subtype == SK_PRAYING))
979 { 900 {
980 if (type == PLAYER) 901 if (type == PLAYER)
981 { 902 {
982 if (tmp->type == BOW) 903 contr->item_power += tmp->item_power;
983 contr->ranges[range_bow] = tmp;
984 904
985 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 905 if (tmp == contr->combat_ob || tmp == contr->ranged_ob)
986 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;
987 911
988 for (i = 0; i < NUM_STATS; i++) 912 for (int i = 0; i < NUM_STATS; i++)
989 change_attr_value (&(stats), i, get_attr_value (&(tmp->stats), i)); 913 stat_sum [i] = stat_sum [i] + tmp->stats.stat (i);
990 914
991 /* these are the items that currently can change digestion, regeneration, 915 if (digest_types [tmp->type])
992 * spell point recovery and mana point recovery. Seems sort of an arbitary
993 * list, but other items store other info into stats array.
994 */
995 if ((tmp->type == WEAPON) ||
996 (tmp->type == ARMOUR) || (tmp->type == HELMET) ||
997 (tmp->type == SHIELD) || (tmp->type == RING) ||
998 (tmp->type == BOOTS) || (tmp->type == GLOVES) ||
999 (tmp->type == AMULET) || (tmp->type == GIRDLE) ||
1000 (tmp->type == BRACERS) || (tmp->type == CLOAK) ||
1001 (tmp->type == DISEASE) || (tmp->type == FORCE) ||
1002 (tmp->type == SKILL))
1003 { 916 {
1004 contr->digestion += tmp->stats.food; 917 contr->digestion += tmp->stats.food;
1005 contr->gen_hp += tmp->stats.hp; 918 contr->gen_hp += tmp->stats.hp;
919 if (tmp->type != BOW) // ugly exception for bows
1006 contr->gen_sp += tmp->stats.sp; 920 contr->gen_sp += tmp->stats.sp;
1007 contr->gen_grace += tmp->stats.grace; 921 contr->gen_grace += tmp->stats.grace;
1008 contr->gen_sp_armour += tmp->gen_sp_armour; 922 contr->gen_sp_armour += tmp->gen_sp_armour;
1009 contr->item_power += tmp->item_power;
1010 } 923 }
1011 } /* if this is a player */ 924 } /* if this is a player */
925 else
926 {
927 if (tmp->type == WEAPON)
928 current_weapon = tmp;
929 }
1012 930
1013 /* Update slots used for items */ 931 /* Update slots used for items */
1014 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 932 if (QUERY_FLAG (tmp, FLAG_APPLIED))
1015 for (i = 0; i < NUM_BODY_LOCATIONS; i++) 933 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
1016 body_used[i] += tmp->body_info[i]; 934 slot[i].used += tmp->slot[i].info;
1017 935
1018 if (tmp->type == SYMPTOM) 936 if (tmp->type == SYMPTOM)
1019 {
1020 speed_reduce_from_disease = tmp->last_sp / 100.0;
1021 if (speed_reduce_from_disease == 0)
1022 speed_reduce_from_disease = 1; 937 speed_reduce_from_disease =
1023 } 938 min (speed_reduce_from_disease, tmp->last_sp ? tmp->last_sp / 100.f : 1.f);
1024 939
1025 /* Pos. and neg. protections are counted seperate (-> pro/vuln). 940 /* Pos. and neg. protections are counted separate (-> pro/vuln).
1026 * (Negative protections are calculated extactly like positive.) 941 * (Negative protections are calculated exactly like positive.)
1027 * Resistance from potions are treated special as well. If there's 942 * Resistance from potions are treated special as well. If there's
1028 * more than one potion-effect, the bigger prot.-value is taken. 943 * more than one potion-effect, the bigger prot.-value is taken.
1029 */ 944 */
1030 if (tmp->type != POTION) 945 if (tmp->type != POTION)
1031 { 946 {
1032 for (i = 0; i < NROFATTACKS; i++) 947 for (int i = 0; i < NROFATTACKS; i++)
1033 { 948 {
1034 /* Potential for cursed potions, in which case we just can use 949 /* Potential for cursed potions, in which case we just can use
1035 * a straight MAX, as potion_resist is initialised to zero. 950 * a straight MAX, as potion_resist is initialised to zero.
1036 */ 951 */
1037 if (tmp->type == POTION_EFFECT) 952 if (tmp->type == POTION_EFFECT)
1038 { 953 {
1039 if (potion_resist[i]) 954 if (potion_resist[i])
1040 potion_resist[i] = MAX (potion_resist[i], tmp->resist[i]); 955 potion_resist[i] = max (potion_resist[i], tmp->resist[i]);
1041 else 956 else
1042 potion_resist[i] = tmp->resist[i]; 957 potion_resist[i] = tmp->resist[i];
1043 } 958 }
1044 else if (tmp->resist[i] > 0) 959 else if (tmp->resist[i] > 0)
1045 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100; 960 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100;
1046 else if (tmp->resist[i] < 0) 961 else if (tmp->resist[i] < 0)
1047 vuln[i] += ((100 - vuln[i]) * (-tmp->resist[i])) / 100; 962 vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100;
1048 } 963 }
1049 } 964 }
1050 965
1051 /* There may be other things that should not adjust the attacktype */ 966 /* There may be other things that should not adjust the attacktype */
1052 if (tmp->type != BOW && tmp->type != SYMPTOM) 967 if (tmp->type != SYMPTOM)
968 {
1053 attacktype |= tmp->attacktype; 969 attacktype |= tmp->attacktype;
1054
1055 path_attuned |= tmp->path_attuned; 970 path_attuned |= tmp->path_attuned;
1056 path_repelled |= tmp->path_repelled; 971 path_repelled |= tmp->path_repelled;
1057 path_denied |= tmp->path_denied; 972 path_denied |= tmp->path_denied;
973 move_type |= tmp->move_type;
1058 stats.luck += tmp->stats.luck; 974 stats.luck += tmp->stats.luck;
1059 move_type |= tmp->move_type; 975 }
1060 976
1061 if (QUERY_FLAG (tmp, FLAG_LIFESAVE )) SET_FLAG (this, FLAG_LIFESAVE); 977 flag |= tmp->flag & copy_flags;
1062 if (QUERY_FLAG (tmp, FLAG_REFL_SPELL )) SET_FLAG (this, FLAG_REFL_SPELL);
1063 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE)) SET_FLAG (this, FLAG_REFL_MISSILE);
1064 if (QUERY_FLAG (tmp, FLAG_STEALTH )) SET_FLAG (this, FLAG_STEALTH);
1065 if (QUERY_FLAG (tmp, FLAG_XRAYS )) SET_FLAG (this, FLAG_XRAYS);
1066 if (QUERY_FLAG (tmp, FLAG_BLIND )) SET_FLAG (this, FLAG_BLIND);
1067 if (QUERY_FLAG (tmp, FLAG_SEE_IN_DARK )) SET_FLAG (this, FLAG_SEE_IN_DARK);
1068 978
1069 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (&arch->clone, FLAG_UNDEAD)) 979 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (arch, FLAG_UNDEAD))
1070 SET_FLAG (this, FLAG_UNDEAD); 980 SET_FLAG (this, FLAG_UNDEAD);
1071 981
1072 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS)) 982 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS))
1073 { 983 {
1074 SET_FLAG (this, FLAG_MAKE_INVIS); 984 SET_FLAG (this, FLAG_MAKE_INVIS);
1077 987
1078 if (tmp->stats.exp && tmp->type != SKILL) 988 if (tmp->stats.exp && tmp->type != SKILL)
1079 { 989 {
1080 if (tmp->stats.exp > 0) 990 if (tmp->stats.exp > 0)
1081 { 991 {
1082 added_speed += (float) tmp->stats.exp / 3.0; 992 added_speed += tmp->stats.exp / 3.f;
1083 bonus_speed += 1.0 + (float) tmp->stats.exp / 3.0; 993 bonus_speed += tmp->stats.exp / 3.f + 1.f;
1084 } 994 }
1085 else 995 else
1086 added_speed += (float) tmp->stats.exp; 996 added_speed += tmp->stats.exp;
1087 } 997 }
1088 998
1089 switch (tmp->type) 999 switch (tmp->type)
1090 { 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
1091 /* skills modifying the character -b.t. */ 1010 /* skills modifying the character -b.t. */
1092 /* for all skills and skill granting objects */ 1011 /* for all skills and skill granting objects */
1093 case SKILL: 1012 case SKILL:
1094 if (!QUERY_FLAG (tmp, FLAG_APPLIED)) 1013 {
1014 if (!QUERY_FLAG (tmp, FLAG_APPLIED) || skill_flags [tmp->subtype] & SF_APPLY)
1095 break; 1015 break;
1096 1016
1097 if (IS_COMBAT_SKILL (tmp->subtype))
1098 wc_obj = tmp;
1099
1100 if (chosen_skill) 1017 if (chosen_skill)
1018 {
1101 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);
1102 1021
1022 tmp->flag [FLAG_APPLIED] = false;
1023 update_stats ();
1024 return;
1025 }
1026 else
1103 chosen_skill = tmp; 1027 chosen_skill = tmp;
1104 1028
1105 if (tmp->stats.dam > 0) 1029 if (tmp->stats.dam > 0)
1106 { /* skill is a 'weapon' */ 1030 { /* skill is a 'weapon' */
1107 if (!QUERY_FLAG (this, FLAG_READY_WEAPON)) 1031 if (!QUERY_FLAG (this, FLAG_READY_WEAPON))
1108 weapon_speed = (int) WEAPON_SPEED (tmp); 1032 weapon_speed = WEAPON_SPEED (tmp);
1109 1033
1110 if (weapon_speed < 0) 1034 if (weapon_speed < 0)
1111 weapon_speed = 0; 1035 weapon_speed = 0;
1112 1036
1113 weapon_weight = tmp->weight; 1037 weapon_weight = tmp->weight;
1114 stats.dam += tmp->stats.dam * (1 + (chosen_skill->level / 9)); 1038 stats.dam += 1 + chosen_skill->level * tmp->stats.dam / 9;
1115 1039
1116 if (tmp->magic) 1040 if (tmp->magic)
1117 stats.dam += tmp->magic; 1041 stats.dam += tmp->magic;
1118 } 1042 }
1119 1043
1120 if (tmp->stats.wc) 1044 if (tmp->stats.wc)
1121 wc -= (tmp->stats.wc + tmp->magic); 1045 wc -= tmp->stats.wc + tmp->magic;
1122 1046
1123 if (tmp->slaying != NULL) 1047 if (tmp->slaying)
1124 slaying = tmp->slaying; 1048 slaying = tmp->slaying;
1125 1049
1126 if (tmp->stats.ac) 1050 if (tmp->stats.ac)
1127 ac -= (tmp->stats.ac + tmp->magic); 1051 ac -= tmp->stats.ac + tmp->magic;
1128 1052
1129 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1053 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1130 contr->encumbrance += (int) 3 *tmp->weight / 1000; 1054 contr->encumbrance += (int) 3 *tmp->weight / 1000;
1131
1132 if (type == PLAYER)
1133 contr->ranges[range_skill] = this;
1134
1135 break; 1055 }
1136 1056
1137 case SKILL_TOOL:
1138 if (chosen_skill)
1139 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name);
1140
1141 chosen_skill = tmp;
1142
1143 if (type == PLAYER)
1144 contr->ranges[range_skill] = this;
1145 break; 1057 break;
1146 1058
1147 case SHIELD: 1059 case SHIELD:
1148 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1060 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1149 contr->encumbrance += (int) tmp->weight / 2000; 1061 contr->encumbrance += (int) tmp->weight / 2000;
1153 case HELMET: 1065 case HELMET:
1154 case BOOTS: 1066 case BOOTS:
1155 case GLOVES: 1067 case GLOVES:
1156 case CLOAK: 1068 case CLOAK:
1157 if (tmp->stats.wc) 1069 if (tmp->stats.wc)
1158 wc -= (tmp->stats.wc + tmp->magic); 1070 wc -= tmp->stats.wc + tmp->magic;
1159 1071
1160 if (tmp->stats.dam) 1072 if (tmp->stats.dam)
1161 stats.dam += (tmp->stats.dam + tmp->magic); 1073 stats.dam += tmp->stats.dam + tmp->magic;
1162 1074
1163 if (tmp->stats.ac) 1075 if (tmp->stats.ac)
1164 ac -= (tmp->stats.ac + tmp->magic); 1076 ac -= tmp->stats.ac + tmp->magic;
1165 1077
1166 break; 1078 break;
1167 1079
1080 case BOW:
1168 case WEAPON: 1081 case WEAPON:
1082 if (type != PLAYER || current_weapon == tmp)
1083 {
1169 wc -= (tmp->stats.wc + tmp->magic); 1084 wc -= tmp->stats.wc + tmp->magic;
1170 1085
1171 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0) 1086 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0)
1172 ac -= tmp->stats.ac + tmp->magic; 1087 ac -= tmp->stats.ac + tmp->magic;
1173 1088
1174 stats.dam += (tmp->stats.dam + tmp->magic); 1089 stats.dam += tmp->stats.dam + tmp->magic;
1175 weapon_weight = tmp->weight; 1090 weapon_weight = tmp->weight;
1176 weapon_speed = ((int) WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2; 1091 weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2;
1177 1092
1178 if (weapon_speed < 0) 1093 if (weapon_speed < 0)
1179 weapon_speed = 0; 1094 weapon_speed = 0;
1180 1095
1181 slaying = tmp->slaying; 1096 slaying = tmp->slaying;
1097
1182 /* If there is desire that two handed weapons should do 1098 /* If there is desire that two handed weapons should do
1183 * extra strength damage, this is where the code should 1099 * extra strength damage, this is where the code should
1184 * go. 1100 * go.
1185 */ 1101 */
1186 current_weapon = tmp; 1102
1187 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1103 if (type == PLAYER)
1104 if (settings.spell_encumbrance)
1188 contr->encumbrance += (int) 3 *tmp->weight / 1000; 1105 contr->encumbrance += tmp->weight * 3 / 1000;
1106 }
1189 1107
1190 break; 1108 break;
1191 1109
1192 case ARMOUR: /* Only the best of these three are used: */ 1110 case ARMOUR: /* Only the best of these three are used: */
1193 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1111 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1194 contr->encumbrance += (int) tmp->weight / 1000; 1112 contr->encumbrance += tmp->weight / 1000;
1195 1113
1196 case BRACERS: 1114 case BRACERS:
1197 case FORCE: 1115 case FORCE:
1198 if (tmp->stats.wc) 1116 if (tmp->stats.wc)
1199 { 1117 {
1216 else /* To nullify the below effect */ 1134 else /* To nullify the below effect */
1217 ac += tmp->stats.ac + tmp->magic; 1135 ac += tmp->stats.ac + tmp->magic;
1218 } 1136 }
1219 1137
1220 if (tmp->stats.wc) 1138 if (tmp->stats.wc)
1221 wc -= (tmp->stats.wc + tmp->magic); 1139 wc -= tmp->stats.wc + tmp->magic;
1222 1140
1223 if (tmp->stats.ac) 1141 if (tmp->stats.ac)
1224 ac -= (tmp->stats.ac + tmp->magic); 1142 ac -= tmp->stats.ac + tmp->magic;
1225 1143
1226 if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.0 < max) 1144 if (ARMOUR_SPEED (tmp))
1227 max = ARMOUR_SPEED (tmp) / 10.0; 1145 max_speed = min (max_speed, ARMOUR_SPEED (tmp) / 10.f);
1228 1146
1229 break; 1147 break;
1230 } /* switch tmp->type */ 1148 } /* switch tmp->type */
1231 } /* item is equipped */ 1149 } /* item is equipped */
1232 } /* for loop of items */ 1150 } /* for loop of items */
1151
1152 glow_radius = min (glow_radius, MAX_LIGHT_RADIUS);
1233 1153
1234 /* 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
1235 * have generated intermediate values which we now need to assign. 1155 * have generated intermediate values which we now need to assign.
1236 */ 1156 */
1237 1157
1239 * If there is an uncursed potion in effect, granting more protection 1159 * If there is an uncursed potion in effect, granting more protection
1240 * than that, we take: 'total resistance = resistance from potion'. 1160 * than that, we take: 'total resistance = resistance from potion'.
1241 * 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
1242 * 'total resistance = vulnerability from cursed potion'. 1162 * 'total resistance = vulnerability from cursed potion'.
1243 */ 1163 */
1244 for (i = 0; i < NROFATTACKS; i++) 1164 for (int i = 0; i < NROFATTACKS; i++)
1245 { 1165 {
1246 resist[i] = prot[i] - vuln[i]; 1166 resist[i] = prot[i] - vuln[i];
1247 1167
1248 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)))
1249 resist[i] = potion_resist[i]; 1169 resist[i] = potion_resist[i];
1250 } 1170 }
1251 1171
1252 /* Figure out the players sp/mana/hp totals. */
1253 if (type == PLAYER) 1172 if (type == PLAYER)
1254 { 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. */
1255 int pl_level; 1181 int pl_level;
1256 1182
1257 check_stat_bounds (&(stats)); 1183 check_stat_bounds (&(stats));
1258 pl_level = level; 1184 pl_level = level;
1259 1185
1261 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! */
1262 1188
1263 /* 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,
1264 * 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.
1265 */ 1191 */
1266 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++)
1267 { 1194 {
1268 j = contr->levhp[i] + con_bonus[stats.Con] / 2; 1195 int j = contr->levhp[i] + con_bonus[stats.Con] / 2;
1269 1196
1270 if (i % 2 && con_bonus[stats.Con] % 2) 1197 if (i % 2 && con_bonus[stats.Con] % 2)
1271 {
1272 if (con_bonus[stats.Con] > 0) 1198 if (con_bonus[stats.Con] > 0)
1273 j++; 1199 j++;
1274 else 1200 else
1275 j--; 1201 j--;
1276 }
1277 1202
1278 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 */
1279 } 1204 }
1280 1205
1281 for (i = 11; i <= level; i++) 1206 stats.maxhp += 2 * max (0, level - 10);
1282 stats.maxhp += 2;
1283 1207
1284 if (stats.hp > stats.maxhp) 1208 if (stats.hp > stats.maxhp)
1285 stats.hp = stats.maxhp; 1209 stats.hp = stats.maxhp;
1286 1210
1287 /* Sp gain is controlled by the level of the player's 1211 /* Sp gain is controlled by the level of the player's
1300 1224
1301 if (mana_obj == this && type == PLAYER) 1225 if (mana_obj == this && type == PLAYER)
1302 stats.maxsp = 1; 1226 stats.maxsp = 1;
1303 else 1227 else
1304 { 1228 {
1305 sp_tmp = 0.0; 1229 float sp_tmp = 0.f;
1306 1230
1307 for (i = 1; i <= mana_obj->level && i <= 10; i++) 1231 for (int i = 1; i <= min (10, mana_obj->level); i++)
1308 { 1232 {
1309 float stmp; 1233 float stmp;
1310 1234
1311 /* Got some extra bonus at first level */ 1235 /* Got some extra bonus at first level */
1312 if (i < 2) 1236 if (i < 2)
1313 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;
1314 else 1238 else
1315 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;
1316 1240
1317 if (stmp < 1.0)
1318 stmp = 1.0;
1319
1320 sp_tmp += stmp; 1241 sp_tmp += max (1.f, stmp);
1321 } 1242 }
1322 1243
1323 stats.maxsp = (int) sp_tmp; 1244 stats.maxsp = int (sp_tmp) + 2 * max (0, mana_obj->level - 10);
1324
1325 for (i = 11; i <= mana_obj->level; i++)
1326 stats.maxsp += 2;
1327 } 1245 }
1246
1328 /* Characters can get their sp supercharged via rune of transferrance */ 1247 /* Characters can get their sp supercharged via rune of transferrance */
1329 if (stats.sp > stats.maxsp * 2) 1248 stats.sp = min (stats.sp, stats.maxsp * 2);
1330 stats.sp = stats.maxsp * 2;
1331 1249
1332 /* 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 */
1333 if (!grace_obj || !grace_obj->level || type != PLAYER) 1251 if (!grace_obj || !grace_obj->level || type != PLAYER)
1334 grace_obj = this; 1252 grace_obj = this;
1335 1253
1340 /* 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
1341 * 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
1342 * 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
1343 * step of 8 - with floats, even fractional ones are useful. 1261 * step of 8 - with floats, even fractional ones are useful.
1344 */ 1262 */
1345 sp_tmp = 0.0; 1263 float sp_tmp = 0.f;
1346 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++)
1347 { 1266 {
1348 float grace_tmp = 0.0; 1267 float grace_tmp = 0.f;
1349 1268
1350 /* Got some extra bonus at first level */ 1269 /* Got some extra bonus at first level */
1351 if (i < 2) 1270 if (i < 2)
1352 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;
1353 2.0 * (float) grace_bonus[stats.Wis]) / 6.0);
1354 else 1272 else
1355 grace_tmp = (float) contr->levgrace[i]
1356 + ((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;
1357 1274
1358 if (grace_tmp < 1.0)
1359 grace_tmp = 1.0;
1360
1361 sp_tmp += grace_tmp; 1275 sp_tmp += max (1.f, grace_tmp);
1362 } 1276 }
1363 1277
1364 stats.maxgrace = (int) sp_tmp;
1365
1366 /* two grace points per level after 11 */ 1278 /* two grace points per level after 10 */
1367 for (i = 11; i <= grace_obj->level; i++) 1279 stats.maxgrace = int (sp_tmp) + 2 * max (0, grace_obj->level - 10);
1368 stats.maxgrace += 2;
1369 } 1280 }
1281
1370 /* No limit on grace vs maxgrace */ 1282 /* No limit on grace vs maxgrace */
1371 1283
1372 if (contr->braced) 1284 if (contr->braced)
1373 { 1285 {
1374 ac += 2; 1286 ac += 2;
1386 * improvement every level, now its fighterlevel/5. So 1298 * improvement every level, now its fighterlevel/5. So
1387 * we give the player a bonus here in wc and dam 1299 * we give the player a bonus here in wc and dam
1388 * to make up for the change. Note that I left the 1300 * to make up for the change. Note that I left the
1389 * monster bonus the same as before. -b.t. 1301 * monster bonus the same as before. -b.t.
1390 */ 1302 */
1303 object *wc_obj = chosen_skill;
1391 1304
1392 if (type == PLAYER && wc_obj && wc_obj->level > 1) 1305 if (contr && wc_obj && wc_obj->level > 1)
1393 { 1306 {
1394 wc -= (wc_obj->level + thaco_bonus[stats.Str]); 1307 wc -= wc_obj->level + thaco_bonus[stats.Str];
1308
1395 for (i = 1; i < wc_obj->level; i++) 1309 for (int i = 1; i < wc_obj->level; i++)
1396 { 1310 {
1397 /* addtional wc every 6 levels */ 1311 /* additional wc every 6 levels */
1398 if (!(i % 6)) 1312 if (!(i % 6))
1399 wc--; 1313 wc--;
1314
1400 /* addtional dam every 4 levels. */ 1315 /* additional dam every 4 levels. */
1401 if (!(i % 4) && (dam_bonus[stats.Str] >= 0)) 1316 if (!(i % 4) && dam_bonus[stats.Str] >= 0)
1402 stats.dam += (1 + (dam_bonus[stats.Str] / 5)); 1317 stats.dam += 1 + dam_bonus[stats.Str] / 5;
1403 } 1318 }
1404 } 1319 }
1405 else 1320 else
1406 wc -= (level + thaco_bonus[stats.Str]); 1321 wc -= level + thaco_bonus[stats.Str];
1407 1322
1408 stats.dam += dam_bonus[stats.Str]; 1323 stats.dam += dam_bonus[stats.Str];
1409 1324
1410 if (stats.dam < 1) 1325 if (stats.dam < 1)
1411 stats.dam = 1; 1326 stats.dam = 1;
1412 1327
1413 speed = 1.0 + speed_bonus[stats.Dex]; 1328 speed = 1.f + speed_bonus[stats.Dex];
1414 1329
1415 if (settings.search_items && contr->search_str[0]) 1330 if (settings.search_items && contr->search_str[0])
1416 speed -= 1; 1331 speed -= 1;
1417 1332
1418 if (attacktype == 0) 1333 if (attacktype == 0)
1419 attacktype = arch->clone.attacktype; 1334 attacktype = arch->attacktype;
1420
1421 } /* End if player */ 1335 } /* End if player */
1422 1336
1423 if (added_speed >= 0) 1337 if (added_speed >= 0)
1424 speed += added_speed / 10.0; 1338 speed += added_speed / 10.f;
1425 else /* Something wrong here...: */ 1339 else /* Something wrong here...: */
1426 speed /= (float) (1.0 - added_speed); 1340 speed /= 1.f - added_speed;
1427 1341
1428 /* Max is determined by armour */ 1342 /* Max is determined by armour */
1429 if (speed > max) 1343 speed = min (speed, max_speed);
1430 speed = max;
1431 1344
1432 if (type == PLAYER) 1345 if (type == PLAYER)
1433 { 1346 {
1434 /* 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)
1435 * or below (negative number) that the player is carrying. If above 1348 * or below (negative number) that the player is carrying. If above
1436 * weight limit, then player suffers a speed reduction based on how 1349 * weight limit, then player suffers a speed reduction based on how
1437 * much above he is, and what is max carry is 1350 * much above he is, and what is max carry is
1438 */ 1351 */
1439 f = (carrying / 1000) - max_carry[stats.Str]; 1352 float f = (carrying / 1000) - max_carry[stats.Str];
1440 if (f > 0) 1353 if (f > 0.f)
1441 speed = speed / (1.0 + f / max_carry[stats.Str]); 1354 speed = speed / (1.f + f / max_carry[stats.Str]);
1442 } 1355 }
1443 1356
1444 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;
1445 1359
1446 /* 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
1447 * 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.
1448 */ 1362 */
1449 speed = speed * speed_reduce_from_disease;
1450
1451 if (speed < 0.01 && type == PLAYER) 1363 if (speed < 0.04f && type == PLAYER)
1452 speed = 0.01; 1364 speed = 0.04f;
1365
1366 if (speed != old_speed)
1367 set_speed (speed);
1453 1368
1454 if (type == PLAYER) 1369 if (type == PLAYER)
1455 { 1370 {
1456 float M, W, s, D, K, S, M2;
1457
1458 /* (This formula was made by vidarl@ifi.uio.no) 1371 /* (This formula was made by vidarl@ifi.uio.no)
1459 * Note that we never used these values again - basically 1372 * Note that we never used these values again - basically
1460 * all of these could be subbed into one big equation, but 1373 * all of these could be subbed into one big equation, but
1461 * that would just be a real pain to read. 1374 * that would just be a real pain to read.
1462 */ 1375 */
1463 M = (max_carry[stats.Str] - 121) / 121.0; 1376 float M = (max_carry[stats.Str] - 121) / 121.f;
1464 M2 = max_carry[stats.Str] / 100.0; 1377 float M2 = max_carry[stats.Str] / 100.f;
1465 W = weapon_weight / 20000.0; 1378 float W = weapon_weight / 20000.f;
1466 s = 2 - weapon_speed / 10.0; 1379 float s = (20 - weapon_speed) / 10.f;
1467 D = (stats.Dex - 14) / 14.0; 1380 float D = (stats.Dex - 14) / 14.f;
1468 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
1469 K *= (4 + level) / (float) (6 + level) * 1.2; 1383 K *= (4 + level) * 1.2f / (6 + level);
1384
1470 if (K <= 0) 1385 if (K <= 0.01f)
1471 K = 0.01; 1386 K = 0.01f;
1472 S = speed / (K * s); 1387
1473 contr->weapon_sp = S; 1388 contr->weapon_sp = K * s * .5f; //TODO: balance the .5
1474 } 1389 }
1475 1390
1476 /* 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: */
1477 if (type != PLAYER && arch != NULL && stats.dam > arch->clone.stats.dam * 3) 1392 if (type != PLAYER && arch && stats.dam > arch->stats.dam * 3)
1478 stats.dam = arch->clone.stats.dam * 3; 1393 stats.dam = arch->stats.dam * 3;
1479 1394
1480 /* Prevent overflows of wc - best you can get is ABS(120) - this 1395 stats.wc = clamp (wc, MIN_WC, MAX_WC);
1481 * should be more than enough - remember, AC is also in 8 bits, 1396 stats.ac = clamp (ac, MIN_AC, MAX_AC);
1482 * so its value is the same.
1483 */
1484 if (wc > 120)
1485 wc = 120;
1486 else if (wc < -120)
1487 wc = -120;
1488
1489 stats.wc = wc;
1490
1491 if (ac > 120)
1492 ac = 120;
1493 else if (ac < -120)
1494 ac = -120;
1495
1496 stats.ac = ac;
1497 1397
1498 /* 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,
1499 * give them walking as a default. 1399 * give them walking as a default.
1500 * 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
1501 * old behaviour - if your flying, your not walking - just 1401 * old behaviour - if your flying, your not walking - just
1504 if (move_type == 0) 1404 if (move_type == 0)
1505 move_type = MOVE_WALK; 1405 move_type = MOVE_WALK;
1506 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) 1406 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH))
1507 move_type &= ~MOVE_WALK; 1407 move_type &= ~MOVE_WALK;
1508 1408
1509 if (speed != old_speed)
1510 set_speed (speed);
1511
1512 /* 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,
1513 * so we will check that now. 1410 * so we will check that now.
1514 */ 1411 */
1515 if (type == PLAYER) 1412 if (type == PLAYER)
1516 { 1413 {
1517 esrv_update_stats (contr); 1414 esrv_update_stats (contr);
1518 esrv_update_spells (contr); 1415 esrv_update_spells (contr);
1519 } 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;
1520} 1421}
1521 1422
1522/* 1423/*
1523 * Returns true if the given player is a legal class. 1424 * Returns true if the given player is a legal class.
1524 * 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
1527 * false otherwise. 1428 * false otherwise.
1528 */ 1429 */
1529int 1430int
1530allowed_class (const object *op) 1431allowed_class (const object *op)
1531{ 1432{
1532 return op->stats.Dex > 0 && op->stats.Str > 0 && op->stats.Con > 0 && 1433 return op->stats.Dex > 0
1533 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;
1534} 1440}
1535 1441
1536/* 1442/*
1537 * set the new dragon name after gaining levels or 1443 * set the new dragon name after gaining levels or
1538 * changing ability focus (later this can be extended to 1444 * changing ability focus (later this can be extended to
1539 * eventually change the player's face and animation) 1445 * eventually change the player's face and animation)
1540 *
1541 * Note that the title is written to 'own_title' in the
1542 * player struct. This should be changed to 'ext_title'
1543 * as soon as clients support this!
1544 * Please, anyone, write support for 'ext_title'.
1545 */ 1446 */
1546void 1447void
1547set_dragon_name (object *pl, const object *abil, const object *skin) 1448set_dragon_name (object *pl, const object *abil, const object *skin)
1548{ 1449{
1549 int atnr = -1; /* attacknumber of highest level */ 1450 int atnr = -1; /* attacknumber of highest level */
1567 /* 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,
1568 or else at random */ 1469 or else at random */
1569 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)
1570 atnr = abil->stats.exp; 1471 atnr = abil->stats.exp;
1571 1472
1572 level = (int) (level / 5.);
1573
1574 /* now set the new title */ 1473 /* now set the new title */
1575 if (pl->contr != NULL)
1576 {
1577 if (level == 0)
1578 sprintf (pl->contr->title, "%s hatchling", attacks[atnr]); 1474 if (level < 25) sprintf (pl->contr->title, "%s hatchling", attacks[atnr]);
1579 else if (level == 1)
1580 sprintf (pl->contr->title, "%s wyrm", attacks[atnr]); 1475 else if (level < 50) sprintf (pl->contr->title, "%s wyrm" , attacks[atnr]);
1581 else if (level == 2)
1582 sprintf (pl->contr->title, "%s wyvern", attacks[atnr]); 1476 else if (level < 75) sprintf (pl->contr->title, "%s wyvern" , attacks[atnr]);
1583 else if (level == 3)
1584 sprintf (pl->contr->title, "%s dragon", attacks[atnr]); 1477 else if (level < 100) sprintf (pl->contr->title, "%s dragon" , attacks[atnr]);
1585 else 1478 else
1586 { 1479 {
1587 /* special titles for extra high resistance! */ 1480 /* special titles for extra high resistance! */
1588 if (skin->resist[atnr] > 80)
1589 sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]); 1481 if (skin->resist[atnr] > 80) sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]);
1590 else if (skin->resist[atnr] > 50)
1591 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]);
1592 else
1593 sprintf (pl->contr->title, "big %s dragon", attacks[atnr]); 1483 else sprintf (pl->contr->title, "big %s dragon" , attacks[atnr]);
1594 }
1595 } 1484 }
1596 1485
1597 strcpy (pl->contr->own_title, ""); 1486 strcpy (pl->contr->own_title, "");
1598} 1487}
1599 1488
1609 object *skin = NULL; /* pointer to dragon skin force */ 1498 object *skin = NULL; /* pointer to dragon skin force */
1610 object *tmp = NULL; /* tmp. object */ 1499 object *tmp = NULL; /* tmp. object */
1611 char buf[MAX_BUF]; /* tmp. string buffer */ 1500 char buf[MAX_BUF]; /* tmp. string buffer */
1612 1501
1613 /* now grab the 'dragon_ability'-forces from the player's inventory */ 1502 /* now grab the 'dragon_ability'-forces from the player's inventory */
1614 for (tmp = who->inv; tmp != NULL; tmp = tmp->below) 1503 for (tmp = who->inv; tmp; tmp = tmp->below)
1615 {
1616 if (tmp->type == FORCE) 1504 if (tmp->type == FORCE)
1617 { 1505 if (tmp->arch->archname == shstr_dragon_ability_force)
1618 if (strcmp (tmp->arch->name, "dragon_ability_force") == 0)
1619 abil = tmp; 1506 abil = tmp;
1620 if (strcmp (tmp->arch->name, "dragon_skin_force") == 0) 1507 else if (tmp->arch->archname == shstr_dragon_skin_force)
1621 skin = tmp; 1508 skin = tmp;
1622 } 1509
1623 }
1624 /* if the force is missing -> bail out */ 1510 /* if the force is missing -> bail out */
1625 if (abil == NULL) 1511 if (abil == NULL)
1626 return; 1512 return;
1627 1513
1628 /* The ability_force keeps track of maximum level ever achieved. 1514 /* The ability_force keeps track of maximum level ever achieved.
1669 object *skill_obj; 1555 object *skill_obj;
1670 1556
1671 skill_obj = get_archetype_by_skill_name (skill_name, SKILL); 1557 skill_obj = get_archetype_by_skill_name (skill_name, SKILL);
1672 if (!skill_obj) 1558 if (!skill_obj)
1673 { 1559 {
1674 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);
1675 return NULL; 1561 return NULL;
1676 } 1562 }
1563
1677 /* clear the flag - exp goes into this bucket, but player 1564 /* clear the flag - exp goes into this bucket, but player
1678 * still doesn't know it. 1565 * still doesn't know it.
1679 */ 1566 */
1680 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL); 1567 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL);
1681 skill_obj->stats.exp = 0; 1568 skill_obj->stats.exp = 0;
1682 skill_obj->level = 1; 1569 skill_obj->level = 1;
1683 insert_ob_in_ob (skill_obj, op); 1570 op->insert (skill_obj);
1684 1571
1685 if (op->contr) 1572 if (player *pl = op->contr)
1686 { 1573 pl->link_skills ();
1687 op->contr->last_skill_ob [skill_obj->subtype] = skill_obj;
1688 if (op->contr->ns)
1689 op->contr->ns->last_skill_exp[skill_obj->subtype] = -1;//TODO: should be made superfluous
1690 }
1691 1574
1692 return skill_obj; 1575 return skill_obj;
1693} 1576}
1694
1695 1577
1696/* 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
1697 * whether the player gets more hp, sp and new levels. 1579 * whether the player gets more hp, sp and new levels.
1698 * Note this this function should only be called for players. Monstes 1580 * Note this this function should only be called for players. Monstes
1699 * don't really gain levels 1581 * don't really gain levels
1702 */ 1584 */
1703void 1585void
1704player_lvl_adj (object *who, object *op) 1586player_lvl_adj (object *who, object *op)
1705{ 1587{
1706 char buf[MAX_BUF]; 1588 char buf[MAX_BUF];
1589 bool changed = false;
1707 1590
1708 if (!op) /* when rolling stats */ 1591 if (!op) /* when rolling stats */
1709 op = who; 1592 op = who;
1710 1593
1711 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))
1712 { 1595 {
1596 changed = true;
1597
1713 op->level++; 1598 op->level++;
1714 1599
1715 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))
1716 dragon_level_gain (who); 1601 dragon_level_gain (who);
1717 1602
1718 /* 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 */
1719 if (op == who && (who->level < 11) && who->type == PLAYER) 1604 if (op == who && (who->level < 11) && who->type == PLAYER)
1720 { 1605 {
1721 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;
1722 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);
1723 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;
1724 } 1609 }
1725 1610
1726 who->update_stats ();
1727 if (op->level > 1) 1611 if (op->level > 1)
1728 { 1612 {
1729 if (op->type != PLAYER) 1613 if (op->type != PLAYER)
1614 {
1615 who->contr->play_sound (sound_find ("skill_up"));
1730 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 }
1731 else 1618 else
1619 {
1620 who->contr->play_sound (sound_find ("level_up"));
1732 sprintf (buf, "You are now level %d.", op->level); 1621 sprintf (buf, "You are now level %d.", op->level);
1622 }
1623
1733 if (who) 1624 if (who)
1734 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); 1625 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1735 } 1626 }
1736 player_lvl_adj (who, op); /* To increase more levels */
1737 } 1627 }
1628
1738 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))
1739 { 1630 {
1631 changed = true;
1632
1740 op->level--; 1633 op->level--;
1741 who->update_stats (); 1634
1742 if (op->type != PLAYER) 1635 if (op->type != PLAYER)
1743 { 1636 {
1744 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);
1745 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); 1638 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1746 } 1639 }
1747 player_lvl_adj (who, op); /* To decrease more levels */ 1640 }
1641
1642 if (changed)
1748 } 1643 {
1749 1644 who->update_stats ();
1645 esrv_update_stats (who->contr);
1750 /* check if the spell data has changed */ 1646 /* check if the spell data has changed */
1751 esrv_update_stats (who->contr);
1752 esrv_update_spells (who->contr); 1647 esrv_update_spells (who->contr);
1648 }
1753} 1649}
1754 1650
1755/* 1651/*
1756 * Returns how much experience is needed for a player to become 1652 * Returns how much experience is needed for a player to become
1757 * the given level. level should really never exceed max_level 1653 * the given level. level should really never exceed max_level
1760sint64 1656sint64
1761level_exp (int level, double expmul) 1657level_exp (int level, double expmul)
1762{ 1658{
1763 if (level > settings.max_level) 1659 if (level > settings.max_level)
1764 return (sint64) (expmul * levels[settings.max_level]); 1660 return (sint64) (expmul * levels[settings.max_level]);
1661
1765 return (sint64) (expmul * levels[level]); 1662 return (sint64) (expmul * levels[level]);
1766} 1663}
1767 1664
1768/* 1665/*
1769 * 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.
1800 * 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:
1801 */ 1698 */
1802static void 1699static void
1803add_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)
1804{ 1701{
1805 object *skill_obj = NULL; 1702 object *skill_obj;
1806 sint64 limit, exp_to_add; 1703 sint64 limit, exp_to_add;
1807 int i; 1704 int i;
1808 1705
1809 /* prevents some forms of abuse. */ 1706 /* prevents some forms of abuse. */
1810 if (op->contr->braced) 1707 if (op->contr->braced)
1811 exp = exp / 5; 1708 exp /= 5;
1812 1709
1813 /* Try to find the matching skill. 1710 /* Try to find the matching skill.
1814 * 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
1815 * chosen_skill. This means we don't need to search through 1712 * chosen_skill. This means we don't need to search through
1816 * the players inventory. 1713 * the players inventory.
1817 */ 1714 */
1715 skill_obj = 0;
1716
1818 if (skill_name) 1717 if (skill_name)
1819 { 1718 {
1820 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);
1821 skill_obj = op->chosen_skill;
1822 else
1823 {
1824 for (i = 0; i < NUM_SKILLS; i++)
1825 if (op->contr->last_skill_ob[i] && !strcmp (op->contr->last_skill_ob[i]->skill, skill_name))
1826 {
1827 skill_obj = op->contr->last_skill_ob[i];
1828 break;
1829 }
1830 1720
1831 /* 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
1832 * it to the player if necessary 1722 * it to the player if necessary
1833 */ 1723 */
1834 if (!skill_obj) 1724 if (!skill_obj)
1835 { 1725 {
1836 if (flag == SK_EXP_NONE) 1726 if (flag == SK_EXP_NONE)
1837 return; 1727 return;
1728
1838 else if (flag == SK_EXP_ADD_SKILL) 1729 if (flag == SK_EXP_ADD_SKILL)
1839 give_skill_by_name (op, skill_name); 1730 skill_obj = give_skill_by_name (op, skill_name);
1840 }
1841 } 1731 }
1842 } 1732 }
1843 1733
1844 if (flag != SK_EXP_SKILL_ONLY) 1734 if (flag != SK_EXP_SKILL_ONLY)
1845 { 1735 {
1878 player_lvl_adj (op, skill_obj); 1768 player_lvl_adj (op, skill_obj);
1879 } 1769 }
1880} 1770}
1881 1771
1882/* This function checks to make sure that object 'op' can 1772/* This function checks to make sure that object 'op' can
1883 * lost 'exp' experience. It returns the amount of exp 1773 * lose 'exp' experience. It returns the amount of exp
1884 * object 'op' can in fact lose - it basically makes 1774 * object 'op' can in fact lose - it basically makes
1885 * adjustments based on permanent exp and the like. 1775 * adjustments based on permanent exp and the like.
1886 * This function should always be used for losing experience - 1776 * This function should always be used for losing experience -
1887 * the 'exp' value passed should be positive - this is the 1777 * the 'exp' value passed should be positive - this is the
1888 * amount that should get subtract from the player. 1778 * amount that should get subtract from the player.
1892{ 1782{
1893 sint64 del_exp; 1783 sint64 del_exp;
1894 1784
1895 if (exp > op->stats.exp) 1785 if (exp > op->stats.exp)
1896 exp = op->stats.exp; 1786 exp = op->stats.exp;
1787
1897 if (settings.permanent_exp_ratio) 1788 if (settings.permanent_exp_ratio)
1898 { 1789 {
1899 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
1900 if (del_exp < 0) 1792 if (del_exp < 0)
1901 del_exp = 0; 1793 del_exp = 0;
1794
1902 if (exp > del_exp) 1795 if (exp > del_exp)
1903 exp = del_exp; 1796 exp = del_exp;
1904 } 1797 }
1798
1905 return exp; 1799 return exp;
1906} 1800}
1907 1801
1908sint64 1802sint64
1909check_exp_adjust (const object *op, sint64 exp) 1803check_exp_adjust (const object *op, sint64 exp)
1910{ 1804{
1911 if (exp < 0) 1805 if (exp < 0)
1912 return check_exp_loss (op, exp); 1806 return check_exp_loss (op, exp);
1913 else 1807 else
1914 return MIN (exp, (sint64) MAX_EXPERIENCE - op->stats.exp); 1808 return min (exp, (sint64)MAX_EXPERIENCE - op->stats.exp);
1915} 1809}
1916
1917 1810
1918/* Subtracts experience from player. 1811/* Subtracts experience from player.
1919 * 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
1920 * only subtract from the matching skill. Otherwise, 1813 * only subtract from the matching skill. Otherwise,
1921 * this subtracts a portion from all 1814 * this subtracts a portion from all
1935 sint64 del_exp; 1828 sint64 del_exp;
1936 1829
1937 for (tmp = op->inv; tmp; tmp = tmp->below) 1830 for (tmp = op->inv; tmp; tmp = tmp->below)
1938 if (tmp->type == SKILL && tmp->stats.exp) 1831 if (tmp->type == SKILL && tmp->stats.exp)
1939 { 1832 {
1940 if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (tmp->skill, skill)) 1833 if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (&tmp->skill, skill))
1941 { 1834 {
1942 del_exp = check_exp_loss (tmp, exp); 1835 del_exp = check_exp_loss (tmp, exp);
1943 tmp->stats.exp -= del_exp; 1836 tmp->stats.exp -= del_exp;
1944 player_lvl_adj (op, tmp); 1837 player_lvl_adj (op, tmp);
1945 } 1838 }
1951 del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction)); 1844 del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction));
1952 tmp->stats.exp -= del_exp; 1845 tmp->stats.exp -= del_exp;
1953 player_lvl_adj (op, tmp); 1846 player_lvl_adj (op, tmp);
1954 } 1847 }
1955 } 1848 }
1849
1956 if (flag != SK_SUBTRACT_SKILL_EXP) 1850 if (flag != SK_SUBTRACT_SKILL_EXP)
1957 { 1851 {
1958 del_exp = check_exp_loss (op, exp); 1852 del_exp = check_exp_loss (op, exp);
1959 op->stats.exp -= del_exp; 1853 op->stats.exp -= del_exp;
1960 player_lvl_adj (op, NULL); 1854 player_lvl_adj (op, NULL);
1961 } 1855 }
1962} 1856}
1963
1964
1965 1857
1966/* change_exp() - changes experience to a player/monster. This 1858/* change_exp() - changes experience to a player/monster. This
1967 * 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.
1968 * 1860 *
1969 * The exp passed is typically not modified much by this function - 1861 * The exp passed is typically not modified much by this function -
1970 * it is assumed the caller has modified the exp as needed. 1862 * it is assumed the caller has modified the exp as needed.
1971 * skill_name is the skill that should get the exp added. 1863 * skill_name is the skill that should get the exp added.
1972 * 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.
1973 * these last two values are only used for players. 1865 * these last two values are only used for players.
1974 */ 1866 */
1975
1976void 1867void
1977change_exp (object *op, sint64 exp, const char *skill_name, int flag) 1868change_exp (object *op, sint64 exp, const char *skill_name, int flag)
1978{ 1869{
1979
1980#ifdef EXP_DEBUG 1870#ifdef EXP_DEBUG
1981 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);
1982#endif 1872#endif
1983 1873
1984 /* safety */ 1874 /* safety */
2025 else 1915 else
2026 /* note that when you lose exp, it doesn't go against 1916 /* note that when you lose exp, it doesn't go against
2027 * a particular skill, so we don't need to pass that 1917 * a particular skill, so we don't need to pass that
2028 * along. 1918 * along.
2029 */ 1919 */
2030 subtract_player_exp (op, FABS (exp), skill_name, flag); 1920 subtract_player_exp (op, abs (exp), skill_name, flag);
2031
2032 } 1921 }
2033} 1922}
2034 1923
2035/* 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
2036 * settings death_penalty_percentage and death_penalty_levels, and by the 1925 * settings death_penalty_percentage and death_penalty_levels, and by the
2037 * amount of permenent experience, whichever gives the lowest loss. 1926 * amount of permenent experience, whichever gives the lowest loss.
2038 */ 1927 */
2039
2040void 1928void
2041apply_death_exp_penalty (object *op) 1929apply_death_exp_penalty (object *op)
2042{ 1930{
2043 object *tmp;
2044 sint64 loss; 1931 sint64 loss;
2045 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */ 1932 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */
2046 sint64 level_loss; /* defined by the setting 'death_penalty_levels */ 1933 sint64 level_loss; /* defined by the setting 'death_penalty_levels */
2047 1934
2048 for (tmp = op->inv; tmp; tmp = tmp->below) 1935 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2049 if (tmp->type == SKILL && tmp->stats.exp) 1936 if (tmp->type == SKILL && tmp->stats.exp)
2050 { 1937 {
2051
2052 percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100; 1938 percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100;
2053 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)];
2054 1940
2055 /* With the revised exp system, you can get cases where 1941 /* With the revised exp system, you can get cases where
2056 * losing several levels would still require that you have more 1942 * losing several levels would still require that you have more
2058 * tables is a lot harder. 1944 * tables is a lot harder.
2059 */ 1945 */
2060 if (level_loss < 0) 1946 if (level_loss < 0)
2061 level_loss = 0; 1947 level_loss = 0;
2062 1948
2063 loss = check_exp_loss (tmp, MIN (level_loss, percentage_loss)); 1949 loss = check_exp_loss (tmp, min (level_loss, percentage_loss));
2064 1950
2065 tmp->stats.exp -= loss; 1951 tmp->stats.exp -= loss;
2066 player_lvl_adj (op, tmp); 1952 player_lvl_adj (op, tmp);
2067 } 1953 }
2068 1954
2069 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100; 1955 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100;
2070 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
2071 if (level_loss < 0) 1958 if (level_loss < 0)
2072 level_loss = 0; 1959 level_loss = 0;
1960
2073 loss = check_exp_loss (op, MIN (level_loss, percentage_loss)); 1961 loss = check_exp_loss (op, min (level_loss, percentage_loss));
2074 1962
2075 op->stats.exp -= loss; 1963 op->stats.exp -= loss;
2076 player_lvl_adj (op, NULL); 1964 player_lvl_adj (op, NULL);
2077} 1965}
2078 1966

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