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Comparing deliantra/server/common/living.C (file contents):
Revision 1.25 by pippijn, Sat Jan 6 14:42:29 2007 UTC vs.
Revision 1.99 by root, Fri Nov 6 12:49:19 2009 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 it under
9 it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 (at your option) any later version. 11 * option) any later version.
12 12 *
13 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 GNU General Public License for more details. 16 * GNU General Public License for more details.
17 17 *
18 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
21 21 *
22 The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
23*/ 23 */
24 24
25#include <global.h> 25#include <global.h>
26#include <funcpoint.h>
27 26
28/* Handy little macro that adds exp and keeps it within bounds. Since 27/* 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 28 * 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 29 * with exptotal wrapping. exptotal is typically op->exp, or op->perm_exp
31 */ 30 */
192static const char *const drain_msg[NUM_STATS] = { 191static const char *const drain_msg[NUM_STATS] = {
193 "Oh no! You are weakened!", 192 "Oh no! You are weakened!",
194 "You're feeling clumsy!", 193 "You're feeling clumsy!",
195 "You feel less healthy", 194 "You feel less healthy",
196 "You suddenly begin to lose your memory!", 195 "You suddenly begin to lose your memory!",
196 "Watch out, your mind is going!",
197 "Your spirit feels drained!",
197 "Your face gets distorted!", 198 "Your face gets distorted!",
198 "Watch out, your mind is going!",
199 "Your spirit feels drained!"
200}; 199};
201const char *const restore_msg[NUM_STATS] = { 200const char *const restore_msg[NUM_STATS] = {
202 "You feel your strength return.", 201 "You feel your strength return.",
203 "You feel your agility return.", 202 "You feel your agility return.",
204 "You feel your health return.", 203 "You feel your health return.",
204 "You feel your memory return.",
205 "You feel your wisdom return.", 205 "You feel your wisdom return.",
206 "You feel your spirits return.",
206 "You feel your charisma return.", 207 "You feel your charisma return.",
207 "You feel your memory return.",
208 "You feel your spirits return."
209}; 208};
210const char *const gain_msg[NUM_STATS] = { 209const char *const gain_msg[NUM_STATS] = {
211 "You feel stronger.", 210 "You feel stronger.",
212 "You feel more agile.", 211 "You feel more agile.",
213 "You feel healthy.", 212 "You feel healthy.",
213 "You feel smarter.",
214 "You feel wiser.", 214 "You feel wiser.",
215 "You feel more potent.",
215 "You seem to look better.", 216 "You seem to look better.",
216 "You feel smarter.",
217 "You feel more potent."
218}; 217};
219const char *const lose_msg[NUM_STATS] = { 218const char *const lose_msg[NUM_STATS] = {
220 "You feel weaker!", 219 "You feel weaker!",
221 "You feel clumsy!", 220 "You feel clumsy!",
222 "You feel less healthy!", 221 "You feel less healthy!",
222 "You feel stupid!",
223 "You lose some of your memory!", 223 "You lose some of your memory!",
224 "You feel less potent!",
224 "You look ugly!", 225 "You look ugly!",
225 "You feel stupid!",
226 "You feel less potent!"
227}; 226};
228 227
229const char *const statname[NUM_STATS] = { 228const char *const statname[NUM_STATS] = {
230 "strength", "dexterity", "constitution", "intelligence", "wisdom", "power", "charisma" 229 "strength", "dexterity", "constitution", "intelligence", "wisdom", "power", "charisma"
231}; 230};
232 231
233const char *const short_stat_name[NUM_STATS] = { 232const char *const short_stat_name[NUM_STATS] = {
234 "Str", "Dex", "Con", "Int", "Wis", "Pow", "Cha" 233 "Str", "Dex", "Con", "Int", "Wis", "Pow", "Cha"
235}; 234};
236
237/*
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}
269 235
270/* 236/*
271 * Like set_attr_value(), but instead the value (which can be negative) 237 * Like set_attr_value(), but instead the value (which can be negative)
272 * is added to the specified stat. 238 * is added to the specified stat.
273 */ 239 */
274void 240void
275change_attr_value (living *stats, int attr, sint8 value) 241change_attr_value (living *stats, int attr, sint8 value)
276{ 242{
277 if (value == 0) 243 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} 244}
328 245
329/* 246/*
330 * Ensures that all stats (str/dex/con/wis/cha/int) are within the 247 * Ensures that all stats (str/dex/con/wis/cha/int) are within the
331 * 1-30 stat limit. 248 * 1-30 stat limit.
332 */ 249 */
333
334void 250void
335check_stat_bounds (living *stats) 251check_stat_bounds (living *stats)
336{ 252{
337 int i, v;
338
339 for (i = 0; i < NUM_STATS; i++) 253 for (int i = 0; i < NUM_STATS; i++)
340 if ((v = get_attr_value (stats, i)) > MAX_STAT) 254 {
341 set_attr_value (stats, i, MAX_STAT); 255 sint8 &v = stats->stat (i);
342 else if (v < MIN_STAT) 256 v = clamp (v, MIN_STAT, MAX_STAT);
343 set_attr_value (stats, i, MIN_STAT); 257 }
344} 258}
345 259
346#define ORIG_S(xyz,abc) (op->contr->orig_stats.abc) 260#define ORIG_S(xyz,abc) (op->contr->orig_stats.abc)
347 261
348/* Rather than having a whole bunch of if (flag) new_draw.. else new_draw, 262/* 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 271/* flag is set to 1 if we are applying the object, -1 if we are removing
358 * the object. 272 * the object.
359 * It is the calling functions responsibilty to check to see if the object 273 * It is the calling functions responsibilty to check to see if the object
360 * can be applied or not. 274 * can be applied or not.
361 * The main purpose of calling this function is the messages that are 275 * The main purpose of calling this function is the messages that are
362 * displayed - fix_player should really always be called after this when 276 * 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 277 * 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 278 * 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 279 * will clear the bits, but the player may still have some other object
366 * that gives them that ability. 280 * that gives them that ability.
367 */ 281 */
368int 282int
369change_abil (object *op, object *tmp) 283change_abil (object *op, object *tmp)
370{ 284{
371 int flag = QUERY_FLAG (tmp, FLAG_APPLIED) ? 1 : -1, i, j, success = 0; 285 int flag = tmp->flag [FLAG_APPLIED] ? 1 : -1;
286 int success = 0;
372 char message[MAX_BUF]; 287 char message[MAX_BUF];
373 int potion_max = 0; 288 int potion_max = 0;
374 289
375 /* remember what object was like before it was changed. note that 290 // keep some stats for comparison purposes
376 * refop is a local copy of op only to be used for detecting changes 291 object::flags_t prev_flag = op->flag;
377 * found by update_stats. refop is not a real object 292 MoveType prev_move_type = op->move_type;
378 */ 293 sint16 prev_resist [NROFATTACKS]; // clumsy
379 object_copy refop = *op; 294 assert (sizeof (prev_resist) == sizeof (op->resist));
295 memcpy (prev_resist, op->resist, sizeof (prev_resist));
380 296
381 if (op->type == PLAYER) 297 if (op->type == PLAYER)
382 { 298 {
383 if (tmp->type == POTION) 299 if (tmp->type == POTION)
384 { 300 {
385 potion_max = 1; 301 potion_max = 1;
302
386 for (j = 0; j < NUM_STATS; j++) 303 for (int j = 0; j < NUM_STATS; j++)
387 { 304 {
388 int nstat, ostat; 305 int ostat = op->contr->orig_stats.stat (j);
389 306 int i = tmp->stats.stat (j);
390 ostat = get_attr_value (&(op->contr->orig_stats), j);
391 i = get_attr_value (&(tmp->stats), j);
392 307
393 /* nstat is what the stat will be after use of the potion */ 308 /* nstat is what the stat will be after use of the potion */
394 nstat = flag * i + ostat; 309 int nstat = flag * i + ostat;
395 310
396 /* Do some bounds checking. While I don't think any 311 /* 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 312 * that adjust that stat by more than one point, so we need
399 * to allow for that. 313 * to allow for that.
400 */ 314 */
401 if (nstat < 1 && i * flag < 0) 315 if (nstat < 1 && i * flag < 0)
402 nstat = 1; 316 nstat = 1;
403 else if (nstat > 20 + get_attr_value (&(op->arch->clone.stats), j)) 317 else if (nstat > 20 + op->arch->stats.stat (j))
404 { 318 nstat = 20 + op->arch->stats.stat (j);
405 nstat = 20 + get_attr_value (&(op->arch->clone.stats), j);
406 }
407 319
408 if (nstat != ostat) 320 if (nstat != ostat)
409 { 321 {
410 set_attr_value (&(op->contr->orig_stats), j, nstat); 322 op->contr->orig_stats.stat (j) = nstat;
411 potion_max = 0; 323 potion_max = 0;
412 } 324 }
413 else if (i) 325 else if (i)
414 { 326 {
415 /* potion is useless - player has already hit the natural maximum */ 327 /* potion is useless - player has already hit the natural maximum */
419 331
420 /* This section of code ups the characters normal stats also. I am not 332 /* 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 333 * sure if this is strictly necessary, being that fix_player probably
422 * recalculates this anyway. 334 * recalculates this anyway.
423 */ 335 */
424 for (j = 0; j < NUM_STATS; j++) 336 for (int j = 0; j < NUM_STATS; j++)
425 change_attr_value (&(op->stats), j, flag * get_attr_value (&(tmp->stats), j)); 337 change_attr_value (&op->stats, j, flag * tmp->stats.stat (j));
426 338
427 check_stat_bounds (&(op->stats)); 339 check_stat_bounds (&op->stats);
428 } /* end of potion handling code */ 340 } /* end of potion handling code */
429 } 341 }
430 342
431 /* reset attributes that fix_player doesn't reset since it doesn't search 343 /* reset attributes that update_stats doesn't reset since it doesn't search
432 * everything to set 344 * everything to set
433 */ 345 */
434 if (flag == -1) 346 if (flag == -1)
435 { 347 {
436 op->attacktype &= ~tmp->attacktype; 348 op->attacktype &= ~tmp->attacktype;
437 op->path_attuned &= ~tmp->path_attuned; 349 op->path_attuned &= ~tmp->path_attuned;
438 op->path_repelled &= ~tmp->path_repelled; 350 op->path_repelled &= ~tmp->path_repelled;
439 op->path_denied &= ~tmp->path_denied; 351 op->path_denied &= ~tmp->path_denied;
440 /* Presuming here that creatures only have move_type, 352 /* Presuming here that creatures only have move_type,
441 * and not the other move_ fields. 353 * and not the other move_ fields.
442 */ 354 */
443 op->move_type &= ~tmp->move_type; 355 op->move_type &= ~tmp->move_type;
444 } 356 }
445 357
446 /* call fix_player since op object could have whatever attribute due 358 /* call fix_player since op object could have whatever attribute due
447 * to multiple items. if fix_player always has to be called after 359 * to multiple items. if update_stats always has to be called after
448 * change_ability then might as well call it from here 360 * change_ability then might as well call it from here
449 */ 361 */
450 op->update_stats (); 362 op->update_stats ();
451 363
452 /* Fix player won't add the bows ability to the player, so don't 364 /* update_stats won't add the bows ability to the player, so don't
453 * print out message if this is a bow. 365 * print out message if this is a bow.
454 */ 366 */
455 if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW) 367 if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW)
456 { 368 {
457 success = 1; 369 success = 1;
458 DIFF_MSG (flag, "Your hands begin to glow red.", "Your hands stop glowing red."); 370 DIFF_MSG (flag, "Your hands begin to glow red.", "Your hands stop glowing red.");
459 } 371 }
460 372
461 if (QUERY_FLAG (op, FLAG_LIFESAVE) != QUERY_FLAG (&refop, FLAG_LIFESAVE)) 373 if (op->flag [FLAG_LIFESAVE] != prev_flag [FLAG_LIFESAVE])
462 { 374 {
463 success = 1; 375 success = 1;
464 DIFF_MSG (flag, "You feel very protected.", "You don't feel protected anymore."); 376 DIFF_MSG (flag, "You feel very protected.", "You don't feel protected anymore.");
465 } 377 }
466 378
467 if (QUERY_FLAG (op, FLAG_REFL_MISSILE) != QUERY_FLAG (&refop, FLAG_REFL_MISSILE)) 379 if (op->flag [FLAG_REFL_MISSILE] != prev_flag [FLAG_REFL_MISSILE])
468 { 380 {
469 success = 1; 381 success = 1;
470 DIFF_MSG (flag, "A magic force shimmers around you.", "The magic force fades away."); 382 DIFF_MSG (flag, "A magic force shimmers around you.", "The magic force fades away.");
471 } 383 }
472 384
473 if (QUERY_FLAG (op, FLAG_REFL_SPELL) != QUERY_FLAG (&refop, FLAG_REFL_SPELL)) 385 if (op->flag [FLAG_REFL_SPELL] != prev_flag [FLAG_REFL_SPELL])
474 { 386 {
475 success = 1; 387 success = 1;
476 DIFF_MSG (flag, "You feel more safe now, somehow.", "Suddenly you feel less safe, somehow."); 388 DIFF_MSG (flag, "You feel more safe now, somehow.", "Suddenly you feel less safe, somehow.");
477 } 389 }
478 390
480 * user has multiple items giving the same type appled like we 392 * user has multiple items giving the same type appled like we
481 * used to - that is more work than what we gain, plus messages 393 * used to - that is more work than what we gain, plus messages
482 * can be misleading (a little higher could be miscontrued from 394 * can be misleading (a little higher could be miscontrued from
483 * from fly high) 395 * from fly high)
484 */ 396 */
485 if (tmp->move_type && op->move_type != refop.move_type) 397 if (tmp->move_type && op->move_type != prev_move_type)
486 { 398 {
487 success = 1; 399 success = 1;
488 400
489 /* MOVE_FLY_HIGH trumps MOVE_FLY_LOW - changing your move_fly_low 401 /* MOVE_FLY_HIGH trumps MOVE_FLY_LOW - changing your move_fly_low
490 * status doesn't make a difference if you are flying high 402 * status doesn't make a difference if you are flying high
491 */ 403 */
492 if (tmp->move_type & MOVE_FLY_LOW && !(op->move_type & MOVE_FLY_HIGH)) 404 if (tmp->move_type & MOVE_FLY_LOW && !(op->move_type & MOVE_FLY_HIGH))
493 { 405 {
494 DIFF_MSG (flag, "You start to float in the air!.", "You float down to the ground."); 406 DIFF_MSG (flag, "You start to float in the air!", "You float down to the ground.");
495 } 407 }
496 408
497 if (tmp->move_type & MOVE_FLY_HIGH) 409 if (tmp->move_type & MOVE_FLY_HIGH)
498 { 410 {
499 /* double conditional - second case covers if you have move_fly_low - 411 /* double conditional - second case covers if you have move_fly_low -
500 * in that case, you don't actually land 412 * in that case, you don't actually land
501 */ 413 */
502 DIFF_MSG (flag, "You soar into the air air!.", 414 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.")); 415 (op->move_type & MOVE_FLY_LOW ? "You fly lower in the air" : "You float down to the ground."));
504 } 416 }
417
505 if (tmp->move_type & MOVE_SWIM) 418 if (tmp->move_type & MOVE_SWIM)
506 DIFF_MSG (flag, "You feel ready for a swim", "You no longer feel like swimming"); 419 DIFF_MSG (flag, "You feel ready for a swim", "You no longer feel like swimming");
507 420
508 /* Changing move status may mean you are affected by things you weren't before */ 421 /* Changing move status may mean you are affected by things you weren't before */
509 check_move_on (op, op); 422 check_move_on (op, op);
510 } 423 }
511 424
512 /* becoming UNDEAD... a special treatment for this flag. Only those not 425 /* becoming UNDEAD... a special treatment for this flag. Only those not
513 * originally undead may change their status 426 * originally undead may change their status
514 */ 427 */
515 if (!QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 428 if (!op->arch->flag [FLAG_UNDEAD])
516 if (QUERY_FLAG (op, FLAG_UNDEAD) != QUERY_FLAG (&refop, FLAG_UNDEAD)) 429 if (op->flag [FLAG_UNDEAD] != prev_flag [FLAG_UNDEAD])
517 { 430 {
518 success = 1; 431 success = 1;
519 if (flag > 0) 432 if (flag > 0)
520 { 433 {
521 op->race = "undead"; 434 op->race = "undead";
522 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce drains away!"); 435 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce drains away!");
523 } 436 }
524 else 437 else
525 { 438 {
526 op->race = op->arch->clone.race; 439 op->race = op->arch->race;
527 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!"); 440 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!");
528 } 441 }
529 } 442 }
530 443
531 if (QUERY_FLAG (op, FLAG_STEALTH) != QUERY_FLAG (&refop, FLAG_STEALTH)) 444 if (op->flag [FLAG_STEALTH] != prev_flag [FLAG_STEALTH])
532 { 445 {
533 success = 1; 446 success = 1;
534 DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily."); 447 DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily.");
535 } 448 }
536 449
537 if (QUERY_FLAG (op, FLAG_MAKE_INVIS) != QUERY_FLAG (&refop, FLAG_MAKE_INVIS)) 450 if (op->flag [FLAG_MAKE_INVIS] != prev_flag [FLAG_MAKE_INVIS])
538 { 451 {
539 success = 1; 452 success = 1;
540 DIFF_MSG (flag, "You become transparent.", "You can see yourself."); 453 DIFF_MSG (flag, "You become transparent.", "You can see yourself.");
541 } 454 }
542 455
543 /* blinded you can tell if more blinded since blinded player has minimal 456 /* blinded you can tell if more blinded since blinded player has minimal
544 * vision 457 * vision
545 */ 458 */
546 if (QUERY_FLAG (tmp, FLAG_BLIND)) 459 if (tmp->flag [FLAG_BLIND])
547 { 460 {
548 success = 1; 461 success = 1;
549 if (flag > 0) 462 if (flag > 0)
550 { 463 {
551 if (QUERY_FLAG (op, FLAG_WIZ)) 464 if (op->flag [FLAG_WIZ])
552 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self is blinded."); 465 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self is blinded.");
553 else 466 else
554 { 467 {
555 new_draw_info (NDI_UNIQUE, 0, op, "You are blinded."); 468 new_draw_info (NDI_UNIQUE, 0, op, "You are blinded.");
556 SET_FLAG (op, FLAG_BLIND); 469 SET_FLAG (op, FLAG_BLIND);
558 op->contr->do_los = 1; 471 op->contr->do_los = 1;
559 } 472 }
560 } 473 }
561 else 474 else
562 { 475 {
563 if (QUERY_FLAG (op, FLAG_WIZ)) 476 if (op->flag [FLAG_WIZ])
564 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self can now see again."); 477 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self can now see again.");
565 else 478 else
566 { 479 {
567 new_draw_info (NDI_UNIQUE, 0, op, "Your vision returns."); 480 new_draw_info (NDI_UNIQUE, 0, op, "Your vision returns.");
568 CLEAR_FLAG (op, FLAG_BLIND); 481 CLEAR_FLAG (op, FLAG_BLIND);
570 op->contr->do_los = 1; 483 op->contr->do_los = 1;
571 } 484 }
572 } 485 }
573 } 486 }
574 487
575 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK) != QUERY_FLAG (&refop, FLAG_SEE_IN_DARK)) 488 if (op->flag [FLAG_SEE_IN_DARK] != prev_flag [FLAG_SEE_IN_DARK])
576 { 489 {
577 success = 1; 490 success = 1;
578 if (op->type == PLAYER) 491 if (op->type == PLAYER)
579 op->contr->do_los = 1; 492 op->contr->do_los = 1;
580 DIFF_MSG (flag, "Your vision is better in the dark.", "You see less well in the dark."); 493 DIFF_MSG (flag, "Your vision is better in the dark.", "You see less well in the dark.");
581 } 494 }
582 495
583 if (QUERY_FLAG (op, FLAG_XRAYS) != QUERY_FLAG (&refop, FLAG_XRAYS)) 496 if (op->flag [FLAG_XRAYS] != prev_flag [FLAG_XRAYS])
584 { 497 {
585 success = 1; 498 success = 1;
586 if (flag > 0) 499 if (flag > 0)
587 { 500 {
588 if (QUERY_FLAG (op, FLAG_WIZ)) 501 if (op->flag [FLAG_WIZ])
589 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a little clearer."); 502 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a little clearer.");
590 else 503 else
591 { 504 {
592 new_draw_info (NDI_UNIQUE, 0, op, "Everything becomes transparent."); 505 new_draw_info (NDI_UNIQUE, 0, op, "Everything becomes transparent.");
593 if (op->type == PLAYER) 506 if (op->type == PLAYER)
594 op->contr->do_los = 1; 507 op->contr->do_los = 1;
595 } 508 }
596 } 509 }
597 else 510 else
598 { 511 {
599 if (QUERY_FLAG (op, FLAG_WIZ)) 512 if (op->flag [FLAG_WIZ])
600 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a bit out of focus."); 513 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a bit out of focus.");
601 else 514 else
602 { 515 {
603 new_draw_info (NDI_UNIQUE, 0, op, "Everything suddenly looks very solid."); 516 new_draw_info (NDI_UNIQUE, 0, op, "Everything suddenly looks very solid.");
604 if (op->type == PLAYER) 517 if (op->type == PLAYER)
637 success = 1; 550 success = 1;
638 DIFF_MSG (flag * tmp->stats.food, "You feel your digestion slowing down.", "You feel your digestion speeding up."); 551 DIFF_MSG (flag * tmp->stats.food, "You feel your digestion slowing down.", "You feel your digestion speeding up.");
639 } 552 }
640 553
641 /* Messages for changed resistance */ 554 /* Messages for changed resistance */
642 for (i = 0; i < NROFATTACKS; i++) 555 for (int i = 0; i < NROFATTACKS; i++)
643 { 556 {
644 if (i == ATNR_PHYSICAL) 557 if (i == ATNR_PHYSICAL)
645 continue; /* Don't display about armour */ 558 continue; /* Don't display about armour */
646 559
647 if (op->resist[i] != refop.resist[i]) 560 if (op->resist [i] != prev_resist [i])
648 { 561 {
649 success = 1; 562 success = 1;
563
650 if (op->resist[i] > refop.resist[i]) 564 if (op->resist [i] > prev_resist [i])
651 sprintf (message, "Your resistance to %s rises to %d%%.", change_resist_msg[i], op->resist[i]); 565 sprintf (message, "Your resistance to %s rises to %d%%.", change_resist_msg [i], op->resist [i]);
652 else 566 else
653 sprintf (message, "Your resistance to %s drops to %d%%.", change_resist_msg[i], op->resist[i]); 567 sprintf (message, "Your resistance to %s drops to %d%%.", change_resist_msg [i], op->resist [i]);
654 568
655 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message); 569 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message);
656 } 570 }
657 } 571 }
658 572
659 if (!potion_max) 573 if (!potion_max)
660 {
661 for (j = 0; j < NUM_STATS; j++) 574 for (int j = 0; j < NUM_STATS; j++)
662 { 575 if (int i = tmp->stats.stat (j))
663 if ((i = get_attr_value (&(tmp->stats), j)) != 0)
664 { 576 {
665 success = 1; 577 success = 1;
666 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]); 578 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]);
667 } 579 }
668 }
669 }
670 580
671 return success; 581 return success;
672} 582}
673 583
674/* 584/*
675 * Stat draining by Vick 930307 585 * Stat draining by Vick 930307
676 * (Feeling evil, I made it work as well now. -Frank 8) 586 * (Feeling evil, I made it work as well now. -Frank 8)
677 */ 587 */
678
679void 588void
680object::drain_stat () 589object::drain_stat ()
681{ 590{
682 drain_specific_stat (RANDOM () % NUM_STATS); 591 drain_specific_stat (rndm (NUM_STATS));
683} 592}
684 593
685void 594void
686object::drain_specific_stat (int deplete_stats) 595object::drain_specific_stat (int deplete_stats)
687{ 596{
755 return; 664 return;
756 665
757 /* Randomly change the players luck. Basically, we move it 666 /* Randomly change the players luck. Basically, we move it
758 * back neutral (if greater>0, subtract, otherwise add) 667 * back neutral (if greater>0, subtract, otherwise add)
759 */ 668 */
760 if (RANDOM () % (FABS (tmp->stats.luck)) >= RANDOM () % 30) 669 if (rndm (abs (tmp->stats.luck)) >= rndm (30))
761 { 670 {
762 int diff = tmp->stats.luck > 0 ? -1 : 1; 671 int diff = tmp->stats.luck > 0 ? -1 : 1;
763 672
764 stats.luck += diff; 673 stats.luck += diff;
765 tmp->stats.luck += diff; 674 tmp->stats.luck += diff;
772 * Subtracts stat-bonuses given by the class which the player has chosen. 681 * Subtracts stat-bonuses given by the class which the player has chosen.
773 */ 682 */
774void 683void
775object::remove_statbonus () 684object::remove_statbonus ()
776{ 685{
777 stats.Str -= arch->clone.stats.Str; 686 for (int i = 0; i < NUM_STATS; ++i)
778 stats.Dex -= arch->clone.stats.Dex; 687 {
779 stats.Con -= arch->clone.stats.Con; 688 sint8 v = arch->stats.stat (i);
780 stats.Wis -= arch->clone.stats.Wis; 689 stats.stat (i) -= v;
781 stats.Pow -= arch->clone.stats.Pow; 690 contr->orig_stats.stat (i) -= v;
782 stats.Cha -= arch->clone.stats.Cha; 691 }
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} 692}
793 693
794/* 694/*
795 * Adds stat-bonuses given by the class which the player has chosen. 695 * Adds stat-bonuses given by the class which the player has chosen.
796 */ 696 */
797void 697void
798object::add_statbonus () 698object::add_statbonus ()
799{ 699{
800 stats.Str += arch->clone.stats.Str; 700 for (int i = 0; i < NUM_STATS; ++i)
801 stats.Dex += arch->clone.stats.Dex; 701 {
802 stats.Con += arch->clone.stats.Con; 702 sint8 v = arch->stats.stat (i);
803 stats.Wis += arch->clone.stats.Wis; 703 stats.stat (i) += v;
804 stats.Pow += arch->clone.stats.Pow; 704 contr->orig_stats.stat (i) += v;
805 stats.Cha += arch->clone.stats.Cha; 705 }
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} 706}
707
708/* These are the items that currently can change digestion, regeneration,
709 * spell point recovery and mana point recovery. Seems sort of an arbitary
710 * list, but other items store other info into stats array.
711 */
712static struct digest_types : std::bitset<NUM_TYPES>
713{
714 digest_types ()
715 {
716 set (WEAPON);
717 set (BOW);
718 set (ARMOUR);
719 set (HELMET);
720 set (SHIELD);
721 set (RING);
722 set (BOOTS);
723 set (GLOVES);
724 set (AMULET);
725 set (GIRDLE);
726 set (BRACERS);
727 set (CLOAK);
728 set (DISEASE);
729 set (FORCE);
730 set (SKILL);
731 }
732} digest_types;
733
734static struct copy_flags : object::flags_t
735{
736 copy_flags ()
737 {
738 set (FLAG_LIFESAVE);
739 set (FLAG_REFL_SPELL);
740 set (FLAG_REFL_MISSILE);
741 set (FLAG_STEALTH);
742 set (FLAG_XRAYS);
743 set (FLAG_BLIND);
744 set (FLAG_SEE_IN_DARK);
745 }
746} copy_flags;
816 747
817/* 748/*
818 * Updates all abilities given by applied objects in the inventory 749 * Updates all abilities given by applied objects in the inventory
819 * of the given object. Note: This function works for both monsters 750 * of the given object. Note: This function works for both monsters
820 * and players; the "player" in the name is purely an archaic inheritance. 751 * and players; the "player" in the name is purely an archaic inheritance.
821 * This functions starts from base values (archetype or player object) 752 * This functions starts from base values (archetype or player object)
822 * and then adjusts them according to what the player has equipped. 753 * and then adjusts them according to what the player has equipped.
823 */ 754 *
824
825/* July 95 - inserted stuff to handle new skills/exp system - b.t. 755 * July 95 - inserted stuff to handle new skills/exp system - b.t.
826 spell system split, grace points now added to system --peterm 756 * spell system split, grace points now added to system --peterm
827 */ 757 */
828
829void 758void
830object::update_stats () 759object::update_stats ()
831{ 760{
832 int i, j;
833 float f, max = 9, added_speed = 0, bonus_speed = 0, sp_tmp, speed_reduce_from_disease = 1; 761 float f, max_speed = 9, added_speed = 0, bonus_speed = 0, speed_reduce_from_disease = 1;
834 int weapon_weight = 0, weapon_speed = 0; 762 int weapon_weight = 0, weapon_speed = 0;
835 int best_wc = 0, best_ac = 0, wc = 0, ac = 0; 763 int best_wc = 0, best_ac = 0, wc = 0, ac = 0;
836 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; 764 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS];
837 object *grace_obj = NULL, *mana_obj = NULL, *wc_obj = NULL, *tmp; 765 object *grace_obj = NULL, *mana_obj = NULL, *tmp;
838 float old_speed = speed; 766 float old_speed = speed;
767 int stat_sum [NUM_STATS];
839 768
840 /* First task is to clear all the values back to their original values */ 769 /* First task is to clear all the values back to their original values */
841 if (type == PLAYER) 770 if (type == PLAYER)
842 { 771 {
843 for (i = 0; i < NUM_STATS; i++) 772 for (int i = 0; i < NUM_STATS; i++)
844 set_attr_value (&(stats), i, get_attr_value (&(contr->orig_stats), i)); 773 stat_sum [i] = contr->orig_stats.stat (i);
845 774
846 if (settings.spell_encumbrance == TRUE) 775 if (settings.spell_encumbrance == TRUE)
847 contr->encumbrance = 0; 776 contr->encumbrance = 0;
848 777
849 attacktype = 0; 778 attacktype = 0;
779
850 contr->digestion = 0; 780 contr->digestion = 0;
851 contr->gen_hp = 0; 781 contr->gen_hp = 0;
852 contr->gen_sp = 0; 782 contr->gen_sp = 0;
853 contr->gen_grace = 0; 783 contr->gen_grace = 0;
854 contr->gen_sp_armour = 10; 784 contr->gen_sp_armour = 10;
855 contr->item_power = 0; 785 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 } 786 }
866 787
867 memcpy (body_used, body_info, sizeof (body_info)); 788 for (int i = NUM_BODY_LOCATIONS; i--; )
789 slot[i].used = slot[i].info;
868 790
869 slaying = 0; 791 slaying = 0;
870 792
871 if (!QUERY_FLAG (this, FLAG_WIZ)) 793 if (!QUERY_FLAG (this, FLAG_WIZ))
872 { 794 {
876 798
877 CLEAR_FLAG (this, FLAG_LIFESAVE); 799 CLEAR_FLAG (this, FLAG_LIFESAVE);
878 CLEAR_FLAG (this, FLAG_STEALTH); 800 CLEAR_FLAG (this, FLAG_STEALTH);
879 CLEAR_FLAG (this, FLAG_BLIND); 801 CLEAR_FLAG (this, FLAG_BLIND);
880 802
881 if (!QUERY_FLAG (&arch->clone, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL); 803 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); 804 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); 805 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); 806 if (!QUERY_FLAG (arch, FLAG_SEE_IN_DARK )) CLEAR_FLAG (this, FLAG_SEE_IN_DARK);
885 807
886 path_attuned = arch->clone.path_attuned; 808 path_attuned = arch->path_attuned;
887 path_repelled = arch->clone.path_repelled; 809 path_repelled = arch->path_repelled;
888 path_denied = arch->clone.path_denied; 810 path_denied = arch->path_denied;
889 glow_radius = arch->clone.glow_radius; 811 glow_radius = arch->glow_radius;
890 move_type = arch->clone.move_type; 812 move_type = arch->move_type;
813
891 chosen_skill = NULL; 814 chosen_skill = 0;
892 815
893 /* initializing resistances from the values in player/monster's 816 /* initializing resistances from the values in player/monster's
894 * archetype clone 817 * archetype clone
895 */ 818 */
896 memcpy (&resist, &arch->clone.resist, sizeof (resist)); 819 memcpy (&resist, &arch->resist, sizeof (resist));
897 820
898 for (i = 0; i < NROFATTACKS; i++) 821 for (int i = 0; i < NROFATTACKS; i++)
899 { 822 {
900 if (resist[i] > 0) 823 if (resist[i] > 0)
901 prot[i] = resist[i], vuln[i] = 0; 824 prot[i] = resist[i], vuln[i] = 0;
902 else 825 else
903 vuln[i] = -(resist[i]), prot[i] = 0; 826 vuln[i] = -(resist[i]), prot[i] = 0;
827
904 potion_resist[i] = 0; 828 potion_resist[i] = 0;
905 } 829 }
906 830
907 wc = arch->clone.stats.wc; 831 wc = arch->stats.wc;
908 stats.dam = arch->clone.stats.dam; 832 stats.dam = arch->stats.dam;
909 833
910 /* for players which cannot use armour, they gain AC -1 per 3 levels, 834 /* for players which cannot use armour, they gain AC -1 per 3 levels,
911 * plus a small amount of physical resist, those poor suckers. ;) 835 * plus a small amount of physical resist, those poor suckers. ;)
912 * the fact that maxlevel is factored in could be considered sort of bogus - 836 * 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, 837 * 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 838 * basically, if a server updates its max level, these playes may find
915 * that their protection from physical goes down 839 * that their protection from physical goes down
916 */ 840 */
917 if (!QUERY_FLAG (this, FLAG_USE_ARMOUR) && type == PLAYER) 841 if (!QUERY_FLAG (this, FLAG_USE_ARMOUR) && type == PLAYER)
918 { 842 {
919 ac = MAX (-10, arch->clone.stats.ac - level / 3); 843 ac = max (-10, arch->stats.ac - level / 3);
920 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100; 844 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100;
921 } 845 }
922 else 846 else
923 ac = arch->clone.stats.ac; 847 ac = arch->stats.ac;
924 848
925 stats.luck = arch->clone.stats.luck; 849 stats.luck = arch->stats.luck;
926 speed = arch->clone.speed; 850 speed = arch->speed;
927 851
928 /* OK - we've reset most all the objects attributes to sane values. 852 /* 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. 853 * now go through and make adjustments for what the player has equipped.
930 */ 854 */
931
932 for (tmp = inv; tmp; tmp = tmp->below) 855 for (tmp = inv; tmp; tmp = tmp->below)
933 { 856 {
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 857 /* This happens because apply_potion calls change_abil with the potion
941 * applied so we can tell the player what chagned. But change_abil 858 * applied so we can tell the player what changed. But change_abil
942 * then calls this function. 859 * then calls this function.
943 */ 860 */
944 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION) 861 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION)
945 continue; 862 continue;
863
864 glow_radius += tmp->glow_radius;
946 865
947 /* For some things, we don't care what is equipped */ 866 /* For some things, we don't care what is equipped */
948 if (tmp->type == SKILL) 867 if (tmp->type == SKILL)
949 { 868 {
950 /* Want to take the highest skill here. */ 869 /* Want to take the highest skill here. */
963 else if (tmp->level > grace_obj->level) 882 else if (tmp->level > grace_obj->level)
964 grace_obj = tmp; 883 grace_obj = tmp;
965 } 884 }
966 } 885 }
967 886
968 /* Container objects are not meant to adjust a players, but other applied 887 /* Container objects are not meant to adjust players, but other applied
969 * objects need to make adjustments. 888 * objects need to make adjustments.
970 * This block should handle all player specific changes 889 * This block should handle all player specific changes
971 * The check for Praying is a bit of a hack - god given bonuses are put 890 * 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. 891 * 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, 892 * 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 893 * because the skill shouldn't count against body positions being used
975 * up, etc. 894 * up, etc.
976 */ 895 */
977 if ((QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type != CONTAINER && tmp->type != CLOSE_CON) || 896 if ((tmp->flag [FLAG_APPLIED]
897 && tmp->type != CONTAINER
898 && tmp->type != CLOSE_CON)
899 || (tmp->type == SKILL
978 (tmp->type == SKILL && tmp->subtype == SK_PRAYING)) 900 && tmp->subtype == SK_PRAYING))
979 { 901 {
980 if (type == PLAYER) 902 if (type == PLAYER)
981 { 903 {
982 if (tmp->type == BOW) 904 contr->item_power += tmp->item_power;
983 contr->ranges[range_bow] = tmp;
984 905
985 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 906 if (tmp == contr->combat_ob || tmp == contr->ranged_ob)
986 contr->ranges[range_misc] = tmp; 907 if (tmp != current_weapon
908 && (tmp->type != SKILL || tmp->subtype != SK_PRAYING)
909 && !tmp->flag [FLAG_CURSED]
910 && !tmp->flag [FLAG_DAMNED])
911 continue;
987 912
988 for (i = 0; i < NUM_STATS; i++) 913 for (int i = 0; i < NUM_STATS; i++)
989 change_attr_value (&(stats), i, get_attr_value (&(tmp->stats), i)); 914 stat_sum [i] = stat_sum [i] + tmp->stats.stat (i);
990 915
991 /* these are the items that currently can change digestion, regeneration, 916 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 { 917 {
1004 contr->digestion += tmp->stats.food; 918 contr->digestion += tmp->stats.food;
1005 contr->gen_hp += tmp->stats.hp; 919 contr->gen_hp += tmp->stats.hp;
920 if (tmp->type != BOW) // ugly exception for bows
1006 contr->gen_sp += tmp->stats.sp; 921 contr->gen_sp += tmp->stats.sp;
1007 contr->gen_grace += tmp->stats.grace; 922 contr->gen_grace += tmp->stats.grace;
1008 contr->gen_sp_armour += tmp->gen_sp_armour; 923 contr->gen_sp_armour += tmp->gen_sp_armour;
1009 contr->item_power += tmp->item_power;
1010 } 924 }
1011 } /* if this is a player */ 925 } /* if this is a player */
926 else
927 {
928 if (tmp->type == WEAPON)
929 current_weapon = tmp;
930 }
1012 931
1013 /* Update slots used for items */ 932 /* Update slots used for items */
1014 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 933 if (QUERY_FLAG (tmp, FLAG_APPLIED))
1015 for (i = 0; i < NUM_BODY_LOCATIONS; i++) 934 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
1016 body_used[i] += tmp->body_info[i]; 935 slot[i].used += tmp->slot[i].info;
1017 936
1018 if (tmp->type == SYMPTOM) 937 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; 938 speed_reduce_from_disease =
1023 } 939 min (speed_reduce_from_disease, tmp->last_sp ? tmp->last_sp / 100.f : 1.f);
1024 940
1025 /* Pos. and neg. protections are counted seperate (-> pro/vuln). 941 /* Pos. and neg. protections are counted separate (-> pro/vuln).
1026 * (Negative protections are calculated extactly like positive.) 942 * (Negative protections are calculated exactly like positive.)
1027 * Resistance from potions are treated special as well. If there's 943 * Resistance from potions are treated special as well. If there's
1028 * more than one potion-effect, the bigger prot.-value is taken. 944 * more than one potion-effect, the bigger prot.-value is taken.
1029 */ 945 */
1030 if (tmp->type != POTION) 946 if (tmp->type != POTION)
1031 { 947 {
1032 for (i = 0; i < NROFATTACKS; i++) 948 for (int i = 0; i < NROFATTACKS; i++)
1033 { 949 {
1034 /* Potential for cursed potions, in which case we just can use 950 /* Potential for cursed potions, in which case we just can use
1035 * a straight MAX, as potion_resist is initialised to zero. 951 * a straight MAX, as potion_resist is initialised to zero.
1036 */ 952 */
1037 if (tmp->type == POTION_EFFECT) 953 if (tmp->type == POTION_EFFECT)
1038 { 954 {
1039 if (potion_resist[i]) 955 if (potion_resist[i])
1040 potion_resist[i] = MAX (potion_resist[i], tmp->resist[i]); 956 potion_resist[i] = max (potion_resist[i], tmp->resist[i]);
1041 else 957 else
1042 potion_resist[i] = tmp->resist[i]; 958 potion_resist[i] = tmp->resist[i];
1043 } 959 }
1044 else if (tmp->resist[i] > 0) 960 else if (tmp->resist[i] > 0)
1045 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100; 961 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100;
1046 else if (tmp->resist[i] < 0) 962 else if (tmp->resist[i] < 0)
1047 vuln[i] += ((100 - vuln[i]) * (-tmp->resist[i])) / 100; 963 vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100;
1048 } 964 }
1049 } 965 }
1050 966
1051 /* There may be other things that should not adjust the attacktype */ 967 /* There may be other things that should not adjust the attacktype */
1052 if (tmp->type != BOW && tmp->type != SYMPTOM) 968 if (tmp->type != SYMPTOM)
969 {
1053 attacktype |= tmp->attacktype; 970 attacktype |= tmp->attacktype;
1054
1055 path_attuned |= tmp->path_attuned; 971 path_attuned |= tmp->path_attuned;
1056 path_repelled |= tmp->path_repelled; 972 path_repelled |= tmp->path_repelled;
1057 path_denied |= tmp->path_denied; 973 path_denied |= tmp->path_denied;
974 move_type |= tmp->move_type;
1058 stats.luck += tmp->stats.luck; 975 stats.luck += tmp->stats.luck;
1059 move_type |= tmp->move_type; 976 }
1060 977
1061 if (QUERY_FLAG (tmp, FLAG_LIFESAVE )) SET_FLAG (this, FLAG_LIFESAVE); 978 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 979
1069 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (&arch->clone, FLAG_UNDEAD)) 980 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (arch, FLAG_UNDEAD))
1070 SET_FLAG (this, FLAG_UNDEAD); 981 SET_FLAG (this, FLAG_UNDEAD);
1071 982
1072 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS)) 983 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS))
1073 { 984 {
1074 SET_FLAG (this, FLAG_MAKE_INVIS); 985 SET_FLAG (this, FLAG_MAKE_INVIS);
1077 988
1078 if (tmp->stats.exp && tmp->type != SKILL) 989 if (tmp->stats.exp && tmp->type != SKILL)
1079 { 990 {
1080 if (tmp->stats.exp > 0) 991 if (tmp->stats.exp > 0)
1081 { 992 {
1082 added_speed += (float) tmp->stats.exp / 3.0; 993 added_speed += tmp->stats.exp / 3.f;
1083 bonus_speed += 1.0 + (float) tmp->stats.exp / 3.0; 994 bonus_speed += tmp->stats.exp / 3.f + 1.f;
1084 } 995 }
1085 else 996 else
1086 added_speed += (float) tmp->stats.exp; 997 added_speed += tmp->stats.exp;
1087 } 998 }
1088 999
1089 switch (tmp->type) 1000 switch (tmp->type)
1090 { 1001 {
1002#if 0
1003 case WAND:
1004 case ROD:
1005 case HORN:
1006 if (type != PLAYER || current_weapon == tmp)
1007 chosen_skill = tmp;
1008 break;
1009#endif
1010
1091 /* skills modifying the character -b.t. */ 1011 /* skills modifying the character -b.t. */
1092 /* for all skills and skill granting objects */ 1012 /* for all skills and skill granting objects */
1093 case SKILL: 1013 case SKILL:
1094 if (!QUERY_FLAG (tmp, FLAG_APPLIED)) 1014 {
1015 if (!QUERY_FLAG (tmp, FLAG_APPLIED) || skill_flags [tmp->subtype] & SF_APPLY)
1095 break; 1016 break;
1096 1017
1097 if (IS_COMBAT_SKILL (tmp->subtype))
1098 wc_obj = tmp;
1099
1100 if (chosen_skill) 1018 if (chosen_skill)
1019 {
1101 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name); 1020 LOG (llevDebug, "fix_player, op %s has multiple skills applied (%s and %s)\n",
1021 &name, &chosen_skill->name, &tmp->name);
1102 1022
1023 tmp->flag [FLAG_APPLIED] = false;
1024 update_stats ();
1025 return;
1026 }
1027 else
1103 chosen_skill = tmp; 1028 chosen_skill = tmp;
1104 1029
1105 if (tmp->stats.dam > 0) 1030 if (tmp->stats.dam > 0)
1106 { /* skill is a 'weapon' */ 1031 { /* skill is a 'weapon' */
1107 if (!QUERY_FLAG (this, FLAG_READY_WEAPON)) 1032 if (!QUERY_FLAG (this, FLAG_READY_WEAPON))
1108 weapon_speed = (int) WEAPON_SPEED (tmp); 1033 weapon_speed = WEAPON_SPEED (tmp);
1109 1034
1110 if (weapon_speed < 0) 1035 if (weapon_speed < 0)
1111 weapon_speed = 0; 1036 weapon_speed = 0;
1112 1037
1113 weapon_weight = tmp->weight; 1038 weapon_weight = tmp->weight;
1114 stats.dam += tmp->stats.dam * (1 + (chosen_skill->level / 9)); 1039 stats.dam += 1 + chosen_skill->level * tmp->stats.dam / 9;
1115 1040
1116 if (tmp->magic) 1041 if (tmp->magic)
1117 stats.dam += tmp->magic; 1042 stats.dam += tmp->magic;
1118 } 1043 }
1119 1044
1120 if (tmp->stats.wc) 1045 if (tmp->stats.wc)
1121 wc -= (tmp->stats.wc + tmp->magic); 1046 wc -= tmp->stats.wc + tmp->magic;
1122 1047
1123 if (tmp->slaying != NULL) 1048 if (tmp->slaying)
1124 slaying = tmp->slaying; 1049 slaying = tmp->slaying;
1125 1050
1126 if (tmp->stats.ac) 1051 if (tmp->stats.ac)
1127 ac -= (tmp->stats.ac + tmp->magic); 1052 ac -= tmp->stats.ac + tmp->magic;
1128 1053
1129 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1054 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1130 contr->encumbrance += (int) 3 *tmp->weight / 1000; 1055 contr->encumbrance += (int) 3 *tmp->weight / 1000;
1131
1132 if (type == PLAYER)
1133 contr->ranges[range_skill] = this;
1134
1135 break; 1056 }
1136 1057
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; 1058 break;
1146 1059
1147 case SHIELD: 1060 case SHIELD:
1148 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1061 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1149 contr->encumbrance += (int) tmp->weight / 2000; 1062 contr->encumbrance += (int) tmp->weight / 2000;
1153 case HELMET: 1066 case HELMET:
1154 case BOOTS: 1067 case BOOTS:
1155 case GLOVES: 1068 case GLOVES:
1156 case CLOAK: 1069 case CLOAK:
1157 if (tmp->stats.wc) 1070 if (tmp->stats.wc)
1158 wc -= (tmp->stats.wc + tmp->magic); 1071 wc -= tmp->stats.wc + tmp->magic;
1159 1072
1160 if (tmp->stats.dam) 1073 if (tmp->stats.dam)
1161 stats.dam += (tmp->stats.dam + tmp->magic); 1074 stats.dam += tmp->stats.dam + tmp->magic;
1162 1075
1163 if (tmp->stats.ac) 1076 if (tmp->stats.ac)
1164 ac -= (tmp->stats.ac + tmp->magic); 1077 ac -= tmp->stats.ac + tmp->magic;
1165 1078
1166 break; 1079 break;
1167 1080
1081 case BOW:
1168 case WEAPON: 1082 case WEAPON:
1083 if (type != PLAYER || current_weapon == tmp)
1084 {
1169 wc -= (tmp->stats.wc + tmp->magic); 1085 wc -= tmp->stats.wc + tmp->magic;
1170 1086
1171 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0) 1087 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0)
1172 ac -= tmp->stats.ac + tmp->magic; 1088 ac -= tmp->stats.ac + tmp->magic;
1173 1089
1174 stats.dam += (tmp->stats.dam + tmp->magic); 1090 stats.dam += tmp->stats.dam + tmp->magic;
1175 weapon_weight = tmp->weight; 1091 weapon_weight = tmp->weight;
1176 weapon_speed = ((int) WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2; 1092 weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2;
1177 1093
1178 if (weapon_speed < 0) 1094 if (weapon_speed < 0)
1179 weapon_speed = 0; 1095 weapon_speed = 0;
1180 1096
1181 slaying = tmp->slaying; 1097 slaying = tmp->slaying;
1098
1182 /* If there is desire that two handed weapons should do 1099 /* If there is desire that two handed weapons should do
1183 * extra strength damage, this is where the code should 1100 * extra strength damage, this is where the code should
1184 * go. 1101 * go.
1185 */ 1102 */
1186 current_weapon = tmp; 1103
1187 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1104 if (type == PLAYER)
1105 if (settings.spell_encumbrance)
1188 contr->encumbrance += (int) 3 *tmp->weight / 1000; 1106 contr->encumbrance += tmp->weight * 3 / 1000;
1107 }
1189 1108
1190 break; 1109 break;
1191 1110
1192 case ARMOUR: /* Only the best of these three are used: */ 1111 case ARMOUR: /* Only the best of these three are used: */
1193 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1112 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1194 contr->encumbrance += (int) tmp->weight / 1000; 1113 contr->encumbrance += tmp->weight / 1000;
1195 1114
1196 case BRACERS: 1115 case BRACERS:
1197 case FORCE: 1116 case FORCE:
1198 if (tmp->stats.wc) 1117 if (tmp->stats.wc)
1199 { 1118 {
1216 else /* To nullify the below effect */ 1135 else /* To nullify the below effect */
1217 ac += tmp->stats.ac + tmp->magic; 1136 ac += tmp->stats.ac + tmp->magic;
1218 } 1137 }
1219 1138
1220 if (tmp->stats.wc) 1139 if (tmp->stats.wc)
1221 wc -= (tmp->stats.wc + tmp->magic); 1140 wc -= tmp->stats.wc + tmp->magic;
1222 1141
1223 if (tmp->stats.ac) 1142 if (tmp->stats.ac)
1224 ac -= (tmp->stats.ac + tmp->magic); 1143 ac -= tmp->stats.ac + tmp->magic;
1225 1144
1226 if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.0 < max) 1145 if (ARMOUR_SPEED (tmp))
1227 max = ARMOUR_SPEED (tmp) / 10.0; 1146 max_speed = min (max_speed, ARMOUR_SPEED (tmp) / 10.f);
1228 1147
1229 break; 1148 break;
1230 } /* switch tmp->type */ 1149 } /* switch tmp->type */
1231 } /* item is equipped */ 1150 } /* item is equipped */
1232 } /* for loop of items */ 1151 } /* for loop of items */
1152
1153 glow_radius = min (glow_radius, MAX_LIGHT_RADIUS);
1233 1154
1234 /* We've gone through all the objects the player has equipped. For many things, we 1155 /* 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. 1156 * have generated intermediate values which we now need to assign.
1236 */ 1157 */
1237 1158
1239 * If there is an uncursed potion in effect, granting more protection 1160 * If there is an uncursed potion in effect, granting more protection
1240 * than that, we take: 'total resistance = resistance from potion'. 1161 * than that, we take: 'total resistance = resistance from potion'.
1241 * If there is a cursed (and no uncursed) potion in effect, we take 1162 * If there is a cursed (and no uncursed) potion in effect, we take
1242 * 'total resistance = vulnerability from cursed potion'. 1163 * 'total resistance = vulnerability from cursed potion'.
1243 */ 1164 */
1244 for (i = 0; i < NROFATTACKS; i++) 1165 for (int i = 0; i < NROFATTACKS; i++)
1245 { 1166 {
1246 resist[i] = prot[i] - vuln[i]; 1167 resist[i] = prot[i] - vuln[i];
1247 1168
1248 if (potion_resist[i] && ((potion_resist[i] > resist[i]) || (potion_resist[i] < 0))) 1169 if (potion_resist[i] && ((potion_resist[i] > resist[i]) || (potion_resist[i] < 0)))
1249 resist[i] = potion_resist[i]; 1170 resist[i] = potion_resist[i];
1250 } 1171 }
1251 1172
1252 /* Figure out the players sp/mana/hp totals. */
1253 if (type == PLAYER) 1173 if (type == PLAYER)
1254 { 1174 {
1175 // clamp various player stats
1176 for (int i = 0; i < NUM_STATS; ++i)
1177 stats.stat (i) = clamp (stat_sum [i], MIN_STAT, MAX_STAT);
1178
1179 contr->digestion = clamp (contr->digestion, MIN_DIGESTION, MAX_DIGESTION);
1180
1181 /* Figure out the players sp/mana/hp totals. */
1255 int pl_level; 1182 int pl_level;
1256 1183
1257 check_stat_bounds (&(stats)); 1184 check_stat_bounds (&(stats));
1258 pl_level = level; 1185 pl_level = level;
1259 1186
1261 pl_level = 1; /* safety, we should always get 1 levels worth of hp! */ 1188 pl_level = 1; /* safety, we should always get 1 levels worth of hp! */
1262 1189
1263 /* You basically get half a con bonus/level. But we do take into account rounding, 1190 /* You basically get half a con bonus/level. But we do take into account rounding,
1264 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels. 1191 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels.
1265 */ 1192 */
1266 for (i = 1, stats.maxhp = 0; i <= pl_level && i <= 10; i++) 1193 stats.maxhp = 0;
1194 for (int i = 1; i <= min (10, pl_level); i++)
1267 { 1195 {
1268 j = contr->levhp[i] + con_bonus[stats.Con] / 2; 1196 int j = contr->levhp[i] + con_bonus[stats.Con] / 2;
1269 1197
1270 if (i % 2 && con_bonus[stats.Con] % 2) 1198 if (i % 2 && con_bonus[stats.Con] % 2)
1271 {
1272 if (con_bonus[stats.Con] > 0) 1199 if (con_bonus[stats.Con] > 0)
1273 j++; 1200 j++;
1274 else 1201 else
1275 j--; 1202 j--;
1276 }
1277 1203
1278 stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */ 1204 stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */
1279 } 1205 }
1280 1206
1281 for (i = 11; i <= level; i++) 1207 stats.maxhp += 2 * max (0, level - 10);
1282 stats.maxhp += 2;
1283 1208
1284 if (stats.hp > stats.maxhp) 1209 if (stats.hp > stats.maxhp)
1285 stats.hp = stats.maxhp; 1210 stats.hp = stats.maxhp;
1286 1211
1287 /* Sp gain is controlled by the level of the player's 1212 /* Sp gain is controlled by the level of the player's
1300 1225
1301 if (mana_obj == this && type == PLAYER) 1226 if (mana_obj == this && type == PLAYER)
1302 stats.maxsp = 1; 1227 stats.maxsp = 1;
1303 else 1228 else
1304 { 1229 {
1305 sp_tmp = 0.0; 1230 float sp_tmp = 0.f;
1306 1231
1307 for (i = 1; i <= mana_obj->level && i <= 10; i++) 1232 for (int i = 1; i <= min (10, mana_obj->level); i++)
1308 { 1233 {
1309 float stmp; 1234 float stmp;
1310 1235
1311 /* Got some extra bonus at first level */ 1236 /* Got some extra bonus at first level */
1312 if (i < 2) 1237 if (i < 2)
1313 stmp = contr->levsp[i] + ((2.0 * (float) sp_bonus[stats.Pow] + (float) sp_bonus[stats.Int]) / 6.0); 1238 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 6.f;
1314 else 1239 else
1315 stmp = (float) contr->levsp[i] + (2.0 * (float) sp_bonus[stats.Pow] + (float) sp_bonus[stats.Int]) / 12.0; 1240 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 12.f;
1316 1241
1317 if (stmp < 1.0)
1318 stmp = 1.0;
1319
1320 sp_tmp += stmp; 1242 sp_tmp += max (1.f, stmp);
1321 } 1243 }
1322 1244
1323 stats.maxsp = (int) sp_tmp; 1245 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 } 1246 }
1247
1328 /* Characters can get their sp supercharged via rune of transferrance */ 1248 /* Characters can get their sp supercharged via rune of transferrance */
1329 if (stats.sp > stats.maxsp * 2) 1249 stats.sp = min (stats.sp, stats.maxsp * 2);
1330 stats.sp = stats.maxsp * 2;
1331 1250
1332 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */ 1251 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */
1333 if (!grace_obj || !grace_obj->level || type != PLAYER) 1252 if (!grace_obj || !grace_obj->level || type != PLAYER)
1334 grace_obj = this; 1253 grace_obj = this;
1335 1254
1340 /* store grace in a float - this way, the divisions below don't create 1259 /* store grace in a float - this way, the divisions below don't create
1341 * big jumps when you go from level to level - with int's, it then 1260 * big jumps when you go from level to level - with int's, it then
1342 * becomes big jumps when the sums of the bonuses jump to the next 1261 * becomes big jumps when the sums of the bonuses jump to the next
1343 * step of 8 - with floats, even fractional ones are useful. 1262 * step of 8 - with floats, even fractional ones are useful.
1344 */ 1263 */
1345 sp_tmp = 0.0; 1264 float sp_tmp = 0.f;
1346 for (i = 1, stats.maxgrace = 0; i <= grace_obj->level && i <= 10; i++) 1265
1266 for (int i = 1; i <= min (10, grace_obj->level); i++)
1347 { 1267 {
1348 float grace_tmp = 0.0; 1268 float grace_tmp = 0.f;
1349 1269
1350 /* Got some extra bonus at first level */ 1270 /* Got some extra bonus at first level */
1351 if (i < 2) 1271 if (i < 2)
1352 grace_tmp = contr->levgrace[i] + (((float) grace_bonus[stats.Pow] + 1272 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 6.f;
1353 2.0 * (float) grace_bonus[stats.Wis]) / 6.0);
1354 else 1273 else
1355 grace_tmp = (float) contr->levgrace[i]
1356 + ((float) grace_bonus[stats.Pow] + 2.0 * (float) grace_bonus[stats.Wis]) / 12.0; 1274 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 12.f;
1357 1275
1358 if (grace_tmp < 1.0)
1359 grace_tmp = 1.0;
1360
1361 sp_tmp += grace_tmp; 1276 sp_tmp += max (1.f, grace_tmp);
1362 } 1277 }
1363 1278
1364 stats.maxgrace = (int) sp_tmp;
1365
1366 /* two grace points per level after 11 */ 1279 /* two grace points per level after 10 */
1367 for (i = 11; i <= grace_obj->level; i++) 1280 stats.maxgrace = int (sp_tmp) + 2 * max (0, grace_obj->level - 10);
1368 stats.maxgrace += 2;
1369 } 1281 }
1282
1370 /* No limit on grace vs maxgrace */ 1283 /* No limit on grace vs maxgrace */
1371 1284
1372 if (contr->braced) 1285 if (contr->braced)
1373 { 1286 {
1374 ac += 2; 1287 ac += 2;
1386 * improvement every level, now its fighterlevel/5. So 1299 * improvement every level, now its fighterlevel/5. So
1387 * we give the player a bonus here in wc and dam 1300 * we give the player a bonus here in wc and dam
1388 * to make up for the change. Note that I left the 1301 * to make up for the change. Note that I left the
1389 * monster bonus the same as before. -b.t. 1302 * monster bonus the same as before. -b.t.
1390 */ 1303 */
1304 object *wc_obj = chosen_skill;
1391 1305
1392 if (type == PLAYER && wc_obj && wc_obj->level > 1) 1306 if (contr && wc_obj && wc_obj->level > 1)
1393 { 1307 {
1394 wc -= (wc_obj->level + thaco_bonus[stats.Str]); 1308 wc -= wc_obj->level + thaco_bonus[stats.Str];
1309
1395 for (i = 1; i < wc_obj->level; i++) 1310 for (int i = 1; i < wc_obj->level; i++)
1396 { 1311 {
1397 /* addtional wc every 6 levels */ 1312 /* additional wc every 6 levels */
1398 if (!(i % 6)) 1313 if (!(i % 6))
1399 wc--; 1314 wc--;
1315
1400 /* addtional dam every 4 levels. */ 1316 /* additional dam every 4 levels. */
1401 if (!(i % 4) && (dam_bonus[stats.Str] >= 0)) 1317 if (!(i % 4) && dam_bonus[stats.Str] >= 0)
1402 stats.dam += (1 + (dam_bonus[stats.Str] / 5)); 1318 stats.dam += 1 + dam_bonus[stats.Str] / 5;
1403 } 1319 }
1404 } 1320 }
1405 else 1321 else
1406 wc -= (level + thaco_bonus[stats.Str]); 1322 wc -= level + thaco_bonus[stats.Str];
1407 1323
1408 stats.dam += dam_bonus[stats.Str]; 1324 stats.dam += dam_bonus[stats.Str];
1409 1325
1410 if (stats.dam < 1) 1326 if (stats.dam < 1)
1411 stats.dam = 1; 1327 stats.dam = 1;
1412 1328
1413 speed = 1.0 + speed_bonus[stats.Dex]; 1329 speed = 1.f + speed_bonus[stats.Dex];
1414 1330
1415 if (settings.search_items && contr->search_str[0]) 1331 if (settings.search_items && contr->search_str[0])
1416 speed -= 1; 1332 speed -= 1;
1417
1418 if (attacktype == 0)
1419 attacktype = arch->clone.attacktype;
1420
1421 } /* End if player */ 1333 } /* End if player */
1422 1334
1423 if (added_speed >= 0) 1335 if (added_speed >= 0)
1424 speed += added_speed / 10.0; 1336 speed += added_speed / 10.f;
1425 else /* Something wrong here...: */ 1337 else /* Something wrong here...: */
1426 speed /= (float) (1.0 - added_speed); 1338 speed /= 1.f - added_speed;
1427 1339
1428 /* Max is determined by armour */ 1340 /* Max is determined by armour */
1429 if (speed > max) 1341 speed = min (speed, max_speed);
1430 speed = max;
1431 1342
1432 if (type == PLAYER) 1343 if (type == PLAYER)
1433 { 1344 {
1434 /* f is a number the represents the number of kg above (positive num) 1345 /* 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 1346 * or below (negative number) that the player is carrying. If above
1436 * weight limit, then player suffers a speed reduction based on how 1347 * weight limit, then player suffers a speed reduction based on how
1437 * much above he is, and what is max carry is 1348 * much above he is, and what is max carry is
1438 */ 1349 */
1439 f = (carrying / 1000) - max_carry[stats.Str]; 1350 float f = (carrying / 1000) - max_carry[stats.Str];
1440 if (f > 0) 1351 if (f > 0.f)
1441 speed = speed / (1.0 + f / max_carry[stats.Str]); 1352 speed = speed / (1.f + f / max_carry[stats.Str]);
1442 } 1353 }
1443 1354
1444 speed += bonus_speed / 10.0; /* Not affected by limits */ 1355 speed += bonus_speed / 10.f; /* Not affected by limits */
1356 speed *= speed_reduce_from_disease;
1445 1357
1446 /* Put a lower limit on speed. Note with this speed, you move once every 1358 /* 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. 1359 * 25 ticks or so. This amounts to once every 3 seconds of realtime.
1448 */ 1360 */
1449 speed = speed * speed_reduce_from_disease;
1450
1451 if (speed < 0.01 && type == PLAYER) 1361 if (speed < 0.04f && type == PLAYER)
1452 speed = 0.01; 1362 speed = 0.04f;
1363
1364 if (speed != old_speed)
1365 set_speed (speed);
1453 1366
1454 if (type == PLAYER) 1367 if (type == PLAYER)
1455 { 1368 {
1456 float M, W, s, D, K, S, M2;
1457
1458 /* (This formula was made by vidarl@ifi.uio.no) 1369 /* (This formula was made by vidarl@ifi.uio.no)
1459 * Note that we never used these values again - basically 1370 * Note that we never used these values again - basically
1460 * all of these could be subbed into one big equation, but 1371 * all of these could be subbed into one big equation, but
1461 * that would just be a real pain to read. 1372 * that would just be a real pain to read.
1462 */ 1373 */
1463 M = (max_carry[stats.Str] - 121) / 121.0; 1374 float M = (max_carry[stats.Str] - 121) / 121.f;
1464 M2 = max_carry[stats.Str] / 100.0; 1375 float M2 = max_carry[stats.Str] / 100.f;
1465 W = weapon_weight / 20000.0; 1376 float W = weapon_weight / 20000.f;
1466 s = 2 - weapon_speed / 10.0; 1377 float s = (20 - weapon_speed) / 10.f;
1467 D = (stats.Dex - 14) / 14.0; 1378 float D = (stats.Dex - 14) / 14.f;
1468 K = 1 + M / 3.0 - W / (3 * M2) + speed / 5.0 + D / 2.0; 1379 float K = 1 + M / 3.f - W / (3 * M2) + speed / 5.f + D / 2.f;
1380
1469 K *= (4 + level) / (float) (6 + level) * 1.2; 1381 K *= (4 + level) * 1.2f / (6 + level);
1382
1470 if (K <= 0) 1383 if (K <= 0.01f)
1471 K = 0.01; 1384 K = 0.01f;
1472 S = speed / (K * s); 1385
1473 contr->weapon_sp = S; 1386 contr->weapon_sp = K * s * .5f; //TODO: balance the .5
1474 } 1387 }
1475 1388
1476 /* I want to limit the power of small monsters with big weapons: */ 1389 /* 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) 1390 if (type != PLAYER && arch && stats.dam > arch->stats.dam * 3)
1478 stats.dam = arch->clone.stats.dam * 3; 1391 stats.dam = arch->stats.dam * 3;
1479 1392
1480 /* Prevent overflows of wc - best you can get is ABS(120) - this 1393 stats.wc = clamp (wc, MIN_WC, MAX_WC);
1481 * should be more than enough - remember, AC is also in 8 bits, 1394 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 1395
1498 /* if for some reason the creature doesn't have any move type, 1396 /* if for some reason the creature doesn't have any move type,
1499 * give them walking as a default. 1397 * give them walking as a default.
1500 * The second case is a special case - to more closely mimic the 1398 * The second case is a special case - to more closely mimic the
1501 * old behaviour - if your flying, your not walking - just 1399 * old behaviour - if your flying, your not walking - just
1504 if (move_type == 0) 1402 if (move_type == 0)
1505 move_type = MOVE_WALK; 1403 move_type = MOVE_WALK;
1506 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) 1404 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH))
1507 move_type &= ~MOVE_WALK; 1405 move_type &= ~MOVE_WALK;
1508 1406
1509 if (speed != old_speed)
1510 set_speed (speed);
1511
1512 /* It is quite possible that a player's spell costing might have changed, 1407 /* It is quite possible that a player's spell costing might have changed,
1513 * so we will check that now. 1408 * so we will check that now.
1514 */ 1409 */
1515 if (type == PLAYER) 1410 if (type == PLAYER)
1516 { 1411 {
1517 esrv_update_stats (contr); 1412 esrv_update_stats (contr);
1518 esrv_update_spells (contr); 1413 esrv_update_spells (contr);
1414 }
1415
1416 // update the mapspace, if we are on a map
1417 if (!flag [FLAG_REMOVED] && map)
1418 map->at (x, y).flags_ = 0;
1419}
1420
1421void
1422object::set_glow_radius (sint8 rad)
1423{
1424 glow_radius = rad;
1425
1426 if (is_on_map ())
1427 update_all_los (map, x, y);
1428 else if (object *env = outer_env ())
1429 {
1430 env->update_stats ();
1431
1432 if (env->is_on_map ())
1433 update_all_los (env->map, env->x, env->y);
1519 } 1434 }
1520} 1435}
1521 1436
1522/* 1437/*
1523 * Returns true if the given player is a legal class. 1438 * Returns true if the given player is a legal class.
1527 * false otherwise. 1442 * false otherwise.
1528 */ 1443 */
1529int 1444int
1530allowed_class (const object *op) 1445allowed_class (const object *op)
1531{ 1446{
1532 return op->stats.Dex > 0 && op->stats.Str > 0 && op->stats.Con > 0 && 1447 return op->stats.Dex > 0
1533 op->stats.Int > 0 && op->stats.Wis > 0 && op->stats.Pow > 0 && op->stats.Cha > 0; 1448 && op->stats.Str > 0
1449 && op->stats.Con > 0
1450 && op->stats.Int > 0
1451 && op->stats.Wis > 0
1452 && op->stats.Pow > 0
1453 && op->stats.Cha > 0;
1534} 1454}
1535 1455
1536/* 1456/*
1537 * set the new dragon name after gaining levels or 1457 * set the new dragon name after gaining levels or
1538 * changing ability focus (later this can be extended to 1458 * changing ability focus (later this can be extended to
1539 * eventually change the player's face and animation) 1459 * 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 */ 1460 */
1546void 1461void
1547set_dragon_name (object *pl, const object *abil, const object *skin) 1462set_dragon_name (object *pl, const object *abil, const object *skin)
1548{ 1463{
1549 int atnr = -1; /* attacknumber of highest level */ 1464 int atnr = -1; /* attacknumber of highest level */
1567 /* now if there are equals at highest level, pick the one with focus, 1482 /* now if there are equals at highest level, pick the one with focus,
1568 or else at random */ 1483 or else at random */
1569 if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level) 1484 if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level)
1570 atnr = abil->stats.exp; 1485 atnr = abil->stats.exp;
1571 1486
1572 level = (int) (level / 5.);
1573
1574 /* now set the new title */ 1487 /* now set the new title */
1575 if (pl->contr != NULL)
1576 {
1577 if (level == 0)
1578 sprintf (pl->contr->title, "%s hatchling", attacks[atnr]); 1488 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]); 1489 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]); 1490 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]); 1491 else if (level < 100) sprintf (pl->contr->title, "%s dragon" , attacks[atnr]);
1585 else 1492 else
1586 { 1493 {
1587 /* special titles for extra high resistance! */ 1494 /* special titles for extra high resistance! */
1588 if (skin->resist[atnr] > 80)
1589 sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]); 1495 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]); 1496 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]); 1497 else sprintf (pl->contr->title, "big %s dragon" , attacks[atnr]);
1594 }
1595 } 1498 }
1596 1499
1597 strcpy (pl->contr->own_title, ""); 1500 strcpy (pl->contr->own_title, "");
1598} 1501}
1599 1502
1600/* 1503/*
1601 * This function is called when a dragon-player gains 1504 * This function is called when a dragon-player gains
1602 * an overall level. Here, the dragon might gain new abilities 1505 * an overall level. Here, the dragon might gain new abilities
1603 * or change the ability-focus. 1506 * or change the ability-focus.
1604 */ 1507 */
1605void 1508static void
1606dragon_level_gain (object *who) 1509dragon_level_gain (object *who)
1607{ 1510{
1608 object *abil = NULL; /* pointer to dragon ability force */ 1511 object *abil = NULL; /* pointer to dragon ability force */
1609 object *skin = NULL; /* pointer to dragon skin force */ 1512 object *skin = NULL; /* pointer to dragon skin force */
1610 object *tmp = NULL; /* tmp. object */ 1513 object *tmp = NULL; /* tmp. object */
1611 char buf[MAX_BUF]; /* tmp. string buffer */ 1514 char buf[MAX_BUF]; /* tmp. string buffer */
1612 1515
1613 /* now grab the 'dragon_ability'-forces from the player's inventory */ 1516 /* now grab the 'dragon_ability'-forces from the player's inventory */
1614 for (tmp = who->inv; tmp != NULL; tmp = tmp->below) 1517 for (tmp = who->inv; tmp; tmp = tmp->below)
1615 {
1616 if (tmp->type == FORCE) 1518 if (tmp->type == FORCE)
1617 { 1519 if (tmp->arch->archname == shstr_dragon_ability_force)
1618 if (strcmp (tmp->arch->name, "dragon_ability_force") == 0)
1619 abil = tmp; 1520 abil = tmp;
1620 if (strcmp (tmp->arch->name, "dragon_skin_force") == 0) 1521 else if (tmp->arch->archname == shstr_dragon_skin_force)
1621 skin = tmp; 1522 skin = tmp;
1622 } 1523
1623 }
1624 /* if the force is missing -> bail out */ 1524 /* if the force is missing -> bail out */
1625 if (abil == NULL) 1525 if (abil == NULL)
1626 return; 1526 return;
1627 1527
1628 /* The ability_force keeps track of maximum level ever achieved. 1528 /* The ability_force keeps track of maximum level ever achieved.
1669 object *skill_obj; 1569 object *skill_obj;
1670 1570
1671 skill_obj = get_archetype_by_skill_name (skill_name, SKILL); 1571 skill_obj = get_archetype_by_skill_name (skill_name, SKILL);
1672 if (!skill_obj) 1572 if (!skill_obj)
1673 { 1573 {
1674 LOG (llevError, "add_player_exp: couldn't find skill %s\n", skill_name); 1574 LOG (llevError, "give_skill_by_name: couldn't find skill %s\n", skill_name);
1675 return NULL; 1575 return NULL;
1676 } 1576 }
1577
1677 /* clear the flag - exp goes into this bucket, but player 1578 /* clear the flag - exp goes into this bucket, but player
1678 * still doesn't know it. 1579 * still doesn't know it.
1679 */ 1580 */
1680 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL); 1581 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL);
1681 skill_obj->stats.exp = 0; 1582 skill_obj->stats.exp = 0;
1682 skill_obj->level = 1; 1583 skill_obj->level = 1;
1683 insert_ob_in_ob (skill_obj, op); 1584 op->insert (skill_obj);
1684 if (op->contr) 1585
1685 { 1586 if (player *pl = op->contr)
1686 op->contr->last_skill_ob[skill_obj->subtype] = skill_obj; 1587 pl->link_skills ();
1687 op->contr->last_skill_exp[skill_obj->subtype] = -1; 1588
1688 }
1689 return skill_obj; 1589 return skill_obj;
1690} 1590}
1691
1692 1591
1693/* player_lvl_adj() - for the new exp system. we are concerned with 1592/* player_lvl_adj() - for the new exp system. we are concerned with
1694 * whether the player gets more hp, sp and new levels. 1593 * whether the player gets more hp, sp and new levels.
1695 * Note this this function should only be called for players. Monstes 1594 * Note this this function should only be called for players. Monstes
1696 * don't really gain levels 1595 * don't really gain levels
1699 */ 1598 */
1700void 1599void
1701player_lvl_adj (object *who, object *op) 1600player_lvl_adj (object *who, object *op)
1702{ 1601{
1703 char buf[MAX_BUF]; 1602 char buf[MAX_BUF];
1603 bool changed = false;
1704 1604
1705 if (!op) /* when rolling stats */ 1605 if (!op) /* when rolling stats */
1706 op = who; 1606 op = who;
1707 1607
1708 if (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul)) 1608 while (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul))
1709 { 1609 {
1610 changed = true;
1611
1710 op->level++; 1612 op->level++;
1711 1613
1712 if (op != NULL && op == who && op->stats.exp > 1 && is_dragon_pl (who)) 1614 if (op && op == who && op->stats.exp > 1 && is_dragon_pl (who))
1713 dragon_level_gain (who); 1615 dragon_level_gain (who);
1714 1616
1715 /* Only roll these if it is the player (who) that gained the level */ 1617 /* Only roll these if it is the player (who) that gained the level */
1716 if (op == who && (who->level < 11) && who->type == PLAYER) 1618 if (op == who && (who->level < 11) && who->type == PLAYER)
1717 { 1619 {
1718 who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1; 1620 who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1;
1719 who->contr->levsp[who->level] = die_roll (2, 3, who, PREFER_HIGH); 1621 who->contr->levsp[who->level] = die_roll (2, 3, who, PREFER_HIGH);
1720 who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1; 1622 who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1;
1721 } 1623 }
1722 1624
1723 who->update_stats ();
1724 if (op->level > 1) 1625 if (op->level > 1)
1725 { 1626 {
1726 if (op->type != PLAYER) 1627 if (op->type != PLAYER)
1628 {
1629 who->contr->play_sound (sound_find ("skill_up"));
1727 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); 1630 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1631 }
1728 else 1632 else
1633 {
1634 who->contr->play_sound (sound_find ("level_up"));
1729 sprintf (buf, "You are now level %d.", op->level); 1635 sprintf (buf, "You are now level %d.", op->level);
1636 }
1637
1730 if (who) 1638 if (who)
1731 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); 1639 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1732 } 1640 }
1733 player_lvl_adj (who, op); /* To increase more levels */
1734 } 1641 }
1642
1735 else if (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul)) 1643 while (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul))
1736 { 1644 {
1645 changed = true;
1646
1737 op->level--; 1647 op->level--;
1738 who->update_stats (); 1648
1739 if (op->type != PLAYER) 1649 if (op->type != PLAYER)
1740 { 1650 {
1741 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); 1651 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1742 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); 1652 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1743 } 1653 }
1744 player_lvl_adj (who, op); /* To decrease more levels */ 1654 }
1655
1656 if (changed)
1745 } 1657 {
1746 1658 who->update_stats ();
1659 esrv_update_stats (who->contr);
1747 /* check if the spell data has changed */ 1660 /* check if the spell data has changed */
1748 esrv_update_stats (who->contr);
1749 esrv_update_spells (who->contr); 1661 esrv_update_spells (who->contr);
1662 }
1750} 1663}
1751 1664
1752/* 1665/*
1753 * Returns how much experience is needed for a player to become 1666 * Returns how much experience is needed for a player to become
1754 * the given level. level should really never exceed max_level 1667 * the given level. level should really never exceed max_level
1757sint64 1670sint64
1758level_exp (int level, double expmul) 1671level_exp (int level, double expmul)
1759{ 1672{
1760 if (level > settings.max_level) 1673 if (level > settings.max_level)
1761 return (sint64) (expmul * levels[settings.max_level]); 1674 return (sint64) (expmul * levels[settings.max_level]);
1675
1762 return (sint64) (expmul * levels[level]); 1676 return (sint64) (expmul * levels[level]);
1763} 1677}
1764 1678
1765/* 1679/*
1766 * Ensure that the permanent experience requirements in an exp object are met. 1680 * Ensure that the permanent experience requirements in an exp object are met.
1797 * flag is what to do if the player doesn't have the skill: 1711 * flag is what to do if the player doesn't have the skill:
1798 */ 1712 */
1799static void 1713static void
1800add_player_exp (object *op, sint64 exp, const char *skill_name, int flag) 1714add_player_exp (object *op, sint64 exp, const char *skill_name, int flag)
1801{ 1715{
1802 object *skill_obj = NULL; 1716 object *skill_obj;
1803 sint64 limit, exp_to_add; 1717 sint64 limit, exp_to_add;
1804 int i; 1718 int i;
1805 1719
1806 /* prevents some forms of abuse. */ 1720 /* prevents some forms of abuse. */
1807 if (op->contr->braced) 1721 if (op->contr->braced)
1808 exp = exp / 5; 1722 exp /= 5;
1809 1723
1810 /* Try to find the matching skill. 1724 /* Try to find the matching skill.
1811 * We do a shortcut/time saving mechanism first - see if it matches 1725 * We do a shortcut/time saving mechanism first - see if it matches
1812 * chosen_skill. This means we don't need to search through 1726 * chosen_skill. This means we don't need to search through
1813 * the players inventory. 1727 * the players inventory.
1814 */ 1728 */
1729 skill_obj = 0;
1730
1815 if (skill_name) 1731 if (skill_name)
1816 { 1732 {
1817 if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill)) 1733 skill_obj = op->contr->find_skill (skill_name);
1818 skill_obj = op->chosen_skill;
1819 else
1820 {
1821 for (i = 0; i < NUM_SKILLS; i++)
1822 if (op->contr->last_skill_ob[i] && !strcmp (op->contr->last_skill_ob[i]->skill, skill_name))
1823 {
1824 skill_obj = op->contr->last_skill_ob[i];
1825 break;
1826 }
1827 1734
1828 /* Player doesn't have the skill. Check to see what to do, and give 1735 /* Player doesn't have the skill. Check to see what to do, and give
1829 * it to the player if necessary 1736 * it to the player if necessary
1830 */ 1737 */
1831 if (!skill_obj) 1738 if (!skill_obj)
1832 { 1739 {
1833 if (flag == SK_EXP_NONE) 1740 if (flag == SK_EXP_NONE)
1834 return; 1741 return;
1742
1835 else if (flag == SK_EXP_ADD_SKILL) 1743 if (flag == SK_EXP_ADD_SKILL)
1836 give_skill_by_name (op, skill_name); 1744 skill_obj = give_skill_by_name (op, skill_name);
1837 }
1838 } 1745 }
1839 } 1746 }
1840 1747
1841 if (flag != SK_EXP_SKILL_ONLY) 1748 if (flag != SK_EXP_SKILL_ONLY)
1842 { 1749 {
1875 player_lvl_adj (op, skill_obj); 1782 player_lvl_adj (op, skill_obj);
1876 } 1783 }
1877} 1784}
1878 1785
1879/* This function checks to make sure that object 'op' can 1786/* This function checks to make sure that object 'op' can
1880 * lost 'exp' experience. It returns the amount of exp 1787 * lose 'exp' experience. It returns the amount of exp
1881 * object 'op' can in fact lose - it basically makes 1788 * object 'op' can in fact lose - it basically makes
1882 * adjustments based on permanent exp and the like. 1789 * adjustments based on permanent exp and the like.
1883 * This function should always be used for losing experience - 1790 * This function should always be used for losing experience -
1884 * the 'exp' value passed should be positive - this is the 1791 * the 'exp' value passed should be positive - this is the
1885 * amount that should get subtract from the player. 1792 * amount that should get subtract from the player.
1886 */ 1793 */
1887sint64 1794static sint64
1888check_exp_loss (const object *op, sint64 exp) 1795check_exp_loss (const object *op, sint64 exp)
1889{ 1796{
1890 sint64 del_exp; 1797 sint64 del_exp;
1891 1798
1892 if (exp > op->stats.exp) 1799 if (exp > op->stats.exp)
1893 exp = op->stats.exp; 1800 exp = op->stats.exp;
1801
1894 if (settings.permanent_exp_ratio) 1802 if (settings.permanent_exp_ratio)
1895 { 1803 {
1896 del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO); 1804 del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO);
1805
1897 if (del_exp < 0) 1806 if (del_exp < 0)
1898 del_exp = 0; 1807 del_exp = 0;
1808
1899 if (exp > del_exp) 1809 if (exp > del_exp)
1900 exp = del_exp; 1810 exp = del_exp;
1901 } 1811 }
1812
1902 return exp; 1813 return exp;
1903} 1814}
1904 1815
1905sint64 1816sint64
1906check_exp_adjust (const object *op, sint64 exp) 1817check_exp_adjust (const object *op, sint64 exp)
1907{ 1818{
1908 if (exp < 0) 1819 if (exp < 0)
1909 return check_exp_loss (op, exp); 1820 return check_exp_loss (op, exp);
1910 else 1821 else
1911 return MIN (exp, (sint64) MAX_EXPERIENCE - op->stats.exp); 1822 return min (exp, (sint64)MAX_EXPERIENCE - op->stats.exp);
1912} 1823}
1913
1914 1824
1915/* Subtracts experience from player. 1825/* Subtracts experience from player.
1916 * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we 1826 * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we
1917 * only subtract from the matching skill. Otherwise, 1827 * only subtract from the matching skill. Otherwise,
1918 * this subtracts a portion from all 1828 * this subtracts a portion from all
1932 sint64 del_exp; 1842 sint64 del_exp;
1933 1843
1934 for (tmp = op->inv; tmp; tmp = tmp->below) 1844 for (tmp = op->inv; tmp; tmp = tmp->below)
1935 if (tmp->type == SKILL && tmp->stats.exp) 1845 if (tmp->type == SKILL && tmp->stats.exp)
1936 { 1846 {
1937 if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (tmp->skill, skill)) 1847 if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (&tmp->skill, skill))
1938 { 1848 {
1939 del_exp = check_exp_loss (tmp, exp); 1849 del_exp = check_exp_loss (tmp, exp);
1940 tmp->stats.exp -= del_exp; 1850 tmp->stats.exp -= del_exp;
1941 player_lvl_adj (op, tmp); 1851 player_lvl_adj (op, tmp);
1942 } 1852 }
1948 del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction)); 1858 del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction));
1949 tmp->stats.exp -= del_exp; 1859 tmp->stats.exp -= del_exp;
1950 player_lvl_adj (op, tmp); 1860 player_lvl_adj (op, tmp);
1951 } 1861 }
1952 } 1862 }
1863
1953 if (flag != SK_SUBTRACT_SKILL_EXP) 1864 if (flag != SK_SUBTRACT_SKILL_EXP)
1954 { 1865 {
1955 del_exp = check_exp_loss (op, exp); 1866 del_exp = check_exp_loss (op, exp);
1956 op->stats.exp -= del_exp; 1867 op->stats.exp -= del_exp;
1957 player_lvl_adj (op, NULL); 1868 player_lvl_adj (op, NULL);
1958 } 1869 }
1959} 1870}
1960
1961
1962 1871
1963/* change_exp() - changes experience to a player/monster. This 1872/* change_exp() - changes experience to a player/monster. This
1964 * does bounds checking to make sure we don't overflow the max exp. 1873 * does bounds checking to make sure we don't overflow the max exp.
1965 * 1874 *
1966 * The exp passed is typically not modified much by this function - 1875 * The exp passed is typically not modified much by this function -
1967 * it is assumed the caller has modified the exp as needed. 1876 * it is assumed the caller has modified the exp as needed.
1968 * skill_name is the skill that should get the exp added. 1877 * skill_name is the skill that should get the exp added.
1969 * flag is what to do if player doesn't have the skill. 1878 * flag is what to do if player doesn't have the skill.
1970 * these last two values are only used for players. 1879 * these last two values are only used for players.
1971 */ 1880 */
1972
1973void 1881void
1974change_exp (object *op, sint64 exp, const char *skill_name, int flag) 1882change_exp (object *op, sint64 exp, const char *skill_name, int flag)
1975{ 1883{
1976
1977#ifdef EXP_DEBUG 1884#ifdef EXP_DEBUG
1978 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp); 1885 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp);
1979#endif 1886#endif
1980 1887
1981 /* safety */ 1888 /* safety */
2022 else 1929 else
2023 /* note that when you lose exp, it doesn't go against 1930 /* note that when you lose exp, it doesn't go against
2024 * a particular skill, so we don't need to pass that 1931 * a particular skill, so we don't need to pass that
2025 * along. 1932 * along.
2026 */ 1933 */
2027 subtract_player_exp (op, FABS (exp), skill_name, flag); 1934 subtract_player_exp (op, abs (exp), skill_name, flag);
2028
2029 } 1935 }
2030} 1936}
2031 1937
2032/* Applies a death penalty experience, the size of this is defined by the 1938/* Applies a death penalty experience, the size of this is defined by the
2033 * settings death_penalty_percentage and death_penalty_levels, and by the 1939 * settings death_penalty_percentage and death_penalty_levels, and by the
2034 * amount of permenent experience, whichever gives the lowest loss. 1940 * amount of permenent experience, whichever gives the lowest loss.
2035 */ 1941 */
2036
2037void 1942void
2038apply_death_exp_penalty (object *op) 1943apply_death_exp_penalty (object *op)
2039{ 1944{
2040 object *tmp;
2041 sint64 loss; 1945 sint64 loss;
2042 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */ 1946 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */
2043 sint64 level_loss; /* defined by the setting 'death_penalty_levels */ 1947 sint64 level_loss; /* defined by the setting 'death_penalty_levels */
2044 1948
2045 for (tmp = op->inv; tmp; tmp = tmp->below) 1949 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2046 if (tmp->type == SKILL && tmp->stats.exp) 1950 if (tmp->type == SKILL && tmp->stats.exp)
2047 { 1951 {
2048
2049 percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100; 1952 percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100;
2050 level_loss = tmp->stats.exp - levels[MAX (0, tmp->level - settings.death_penalty_level)]; 1953 level_loss = tmp->stats.exp - levels[MAX (0, tmp->level - settings.death_penalty_level)];
2051 1954
2052 /* With the revised exp system, you can get cases where 1955 /* With the revised exp system, you can get cases where
2053 * losing several levels would still require that you have more 1956 * losing several levels would still require that you have more
2055 * tables is a lot harder. 1958 * tables is a lot harder.
2056 */ 1959 */
2057 if (level_loss < 0) 1960 if (level_loss < 0)
2058 level_loss = 0; 1961 level_loss = 0;
2059 1962
2060 loss = check_exp_loss (tmp, MIN (level_loss, percentage_loss)); 1963 loss = check_exp_loss (tmp, min (level_loss, percentage_loss));
2061 1964
2062 tmp->stats.exp -= loss; 1965 tmp->stats.exp -= loss;
2063 player_lvl_adj (op, tmp); 1966 player_lvl_adj (op, tmp);
2064 } 1967 }
2065 1968
2066 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100; 1969 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100;
2067 level_loss = op->stats.exp - levels[MAX (0, op->level - settings.death_penalty_level)]; 1970 level_loss = op->stats.exp - levels[max (0, op->level - settings.death_penalty_level)];
1971
2068 if (level_loss < 0) 1972 if (level_loss < 0)
2069 level_loss = 0; 1973 level_loss = 0;
1974
2070 loss = check_exp_loss (op, MIN (level_loss, percentage_loss)); 1975 loss = check_exp_loss (op, min (level_loss, percentage_loss));
2071 1976
2072 op->stats.exp -= loss; 1977 op->stats.exp -= loss;
2073 player_lvl_adj (op, NULL); 1978 player_lvl_adj (op, NULL);
2074} 1979}
2075 1980

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