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Comparing deliantra/server/common/living.C (file contents):
Revision 1.42 by root, Sun Apr 29 18:32:18 2007 UTC vs.
Revision 1.82 by root, Mon Apr 21 23:35:24 2008 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game 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.
21 * 20 *
22 * The authors can be reached via e-mail at <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <support@deliantra.net>
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 = QUERY_FLAG (tmp, FLAG_APPLIED) ? 1 : -1, success = 0;
372 char message[MAX_BUF]; 285 char message[MAX_BUF];
373 int potion_max = 0; 286 int potion_max = 0;
374 287
375 /* remember what object was like before it was changed. note that 288 /* remember what object was like before it was changed. note that
376 * refop is a local copy of op only to be used for detecting changes 289 * refop is a local copy of op only to be used for detecting changes
381 if (op->type == PLAYER) 294 if (op->type == PLAYER)
382 { 295 {
383 if (tmp->type == POTION) 296 if (tmp->type == POTION)
384 { 297 {
385 potion_max = 1; 298 potion_max = 1;
386 for (j = 0; j < NUM_STATS; j++) 299 for (int j = 0; j < NUM_STATS; j++)
387 { 300 {
388 int nstat, ostat; 301 int ostat = op->contr->orig_stats.stat (j);
389 302 int i = tmp->stats.stat (j);
390 ostat = get_attr_value (&(op->contr->orig_stats), j);
391 i = get_attr_value (&(tmp->stats), j);
392 303
393 /* nstat is what the stat will be after use of the potion */ 304 /* nstat is what the stat will be after use of the potion */
394 nstat = flag * i + ostat; 305 int nstat = flag * i + ostat;
395 306
396 /* Do some bounds checking. While I don't think any 307 /* Do some bounds checking. While I don't think any
397 * potions do so right now, there is the potential for potions 308 * potions do so right now, there is the potential for potions
398 * that adjust that stat by more than one point, so we need 309 * that adjust that stat by more than one point, so we need
399 * to allow for that. 310 * to allow for that.
400 */ 311 */
401 if (nstat < 1 && i * flag < 0) 312 if (nstat < 1 && i * flag < 0)
402 nstat = 1; 313 nstat = 1;
403 else if (nstat > 20 + get_attr_value (&(op->arch->clone.stats), j)) 314 else if (nstat > 20 + op->arch->stats.stat (j))
404 { 315 nstat = 20 + op->arch->stats.stat (j);
405 nstat = 20 + get_attr_value (&(op->arch->clone.stats), j);
406 }
407 316
408 if (nstat != ostat) 317 if (nstat != ostat)
409 { 318 {
410 set_attr_value (&(op->contr->orig_stats), j, nstat); 319 op->contr->orig_stats.stat (j) = nstat;
411 potion_max = 0; 320 potion_max = 0;
412 } 321 }
413 else if (i) 322 else if (i)
414 { 323 {
415 /* potion is useless - player has already hit the natural maximum */ 324 /* potion is useless - player has already hit the natural maximum */
419 328
420 /* This section of code ups the characters normal stats also. I am not 329 /* 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 330 * sure if this is strictly necessary, being that fix_player probably
422 * recalculates this anyway. 331 * recalculates this anyway.
423 */ 332 */
424 for (j = 0; j < NUM_STATS; j++) 333 for (int j = 0; j < NUM_STATS; j++)
425 change_attr_value (&(op->stats), j, flag * get_attr_value (&(tmp->stats), j)); 334 change_attr_value (&op->stats, j, flag * tmp->stats.stat (j));
426 335
427 check_stat_bounds (&(op->stats)); 336 check_stat_bounds (&op->stats);
428 } /* end of potion handling code */ 337 } /* end of potion handling code */
429 } 338 }
430 339
431 /* reset attributes that fix_player doesn't reset since it doesn't search 340 /* reset attributes that update_stats doesn't reset since it doesn't search
432 * everything to set 341 * everything to set
433 */ 342 */
434 if (flag == -1) 343 if (flag == -1)
435 { 344 {
436 op->attacktype &= ~tmp->attacktype; 345 op->attacktype &= ~tmp->attacktype;
437 op->path_attuned &= ~tmp->path_attuned; 346 op->path_attuned &= ~tmp->path_attuned;
438 op->path_repelled &= ~tmp->path_repelled; 347 op->path_repelled &= ~tmp->path_repelled;
439 op->path_denied &= ~tmp->path_denied; 348 op->path_denied &= ~tmp->path_denied;
440 /* Presuming here that creatures only have move_type, 349 /* Presuming here that creatures only have move_type,
441 * and not the other move_ fields. 350 * and not the other move_ fields.
442 */ 351 */
443 op->move_type &= ~tmp->move_type; 352 op->move_type &= ~tmp->move_type;
444 } 353 }
445 354
446 /* call fix_player since op object could have whatever attribute due 355 /* call fix_player since op object could have whatever attribute due
447 * to multiple items. if fix_player always has to be called after 356 * to multiple items. if update_stats always has to be called after
448 * change_ability then might as well call it from here 357 * change_ability then might as well call it from here
449 */ 358 */
450 op->update_stats (); 359 op->update_stats ();
451 360
452 /* Fix player won't add the bows ability to the player, so don't 361 /* update_stats won't add the bows ability to the player, so don't
453 * print out message if this is a bow. 362 * print out message if this is a bow.
454 */ 363 */
455 if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW) 364 if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW)
456 { 365 {
457 success = 1; 366 success = 1;
497 if (tmp->move_type & MOVE_FLY_HIGH) 406 if (tmp->move_type & MOVE_FLY_HIGH)
498 { 407 {
499 /* double conditional - second case covers if you have move_fly_low - 408 /* double conditional - second case covers if you have move_fly_low -
500 * in that case, you don't actually land 409 * in that case, you don't actually land
501 */ 410 */
502 DIFF_MSG (flag, "You soar into the air air!.", 411 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.")); 412 (op->move_type & MOVE_FLY_LOW ? "You fly lower in the air" : "You float down to the ground."));
504 } 413 }
414
505 if (tmp->move_type & MOVE_SWIM) 415 if (tmp->move_type & MOVE_SWIM)
506 DIFF_MSG (flag, "You feel ready for a swim", "You no longer feel like swimming"); 416 DIFF_MSG (flag, "You feel ready for a swim", "You no longer feel like swimming");
507 417
508 /* Changing move status may mean you are affected by things you weren't before */ 418 /* Changing move status may mean you are affected by things you weren't before */
509 check_move_on (op, op); 419 check_move_on (op, op);
510 } 420 }
511 421
512 /* becoming UNDEAD... a special treatment for this flag. Only those not 422 /* becoming UNDEAD... a special treatment for this flag. Only those not
513 * originally undead may change their status 423 * originally undead may change their status
514 */ 424 */
515 if (!QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 425 if (!QUERY_FLAG (op->arch, FLAG_UNDEAD))
516 if (QUERY_FLAG (op, FLAG_UNDEAD) != QUERY_FLAG (&refop, FLAG_UNDEAD)) 426 if (QUERY_FLAG (op, FLAG_UNDEAD) != QUERY_FLAG (&refop, FLAG_UNDEAD))
517 { 427 {
518 success = 1; 428 success = 1;
519 if (flag > 0) 429 if (flag > 0)
520 { 430 {
521 op->race = "undead"; 431 op->race = "undead";
522 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce drains away!"); 432 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce drains away!");
523 } 433 }
524 else 434 else
525 { 435 {
526 op->race = op->arch->clone.race; 436 op->race = op->arch->race;
527 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!"); 437 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!");
528 } 438 }
529 } 439 }
530 440
531 if (QUERY_FLAG (op, FLAG_STEALTH) != QUERY_FLAG (&refop, FLAG_STEALTH)) 441 if (QUERY_FLAG (op, FLAG_STEALTH) != QUERY_FLAG (&refop, FLAG_STEALTH))
637 success = 1; 547 success = 1;
638 DIFF_MSG (flag * tmp->stats.food, "You feel your digestion slowing down.", "You feel your digestion speeding up."); 548 DIFF_MSG (flag * tmp->stats.food, "You feel your digestion slowing down.", "You feel your digestion speeding up.");
639 } 549 }
640 550
641 /* Messages for changed resistance */ 551 /* Messages for changed resistance */
642 for (i = 0; i < NROFATTACKS; i++) 552 for (int i = 0; i < NROFATTACKS; i++)
643 { 553 {
644 if (i == ATNR_PHYSICAL) 554 if (i == ATNR_PHYSICAL)
645 continue; /* Don't display about armour */ 555 continue; /* Don't display about armour */
646 556
647 if (op->resist[i] != refop.resist[i]) 557 if (op->resist[i] != refop.resist[i])
656 } 566 }
657 } 567 }
658 568
659 if (!potion_max) 569 if (!potion_max)
660 { 570 {
661 for (j = 0; j < NUM_STATS; j++) 571 for (int j = 0; j < NUM_STATS; j++)
662 { 572 {
663 if ((i = get_attr_value (&(tmp->stats), j)) != 0) 573 if (int i = tmp->stats.stat (j))
664 { 574 {
665 success = 1; 575 success = 1;
666 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]); 576 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]);
667 } 577 }
668 } 578 }
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 (rndm (NUM_STATS)); 591 drain_specific_stat (rndm (NUM_STATS));
683} 592}
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.
825 * spell system split, grace points now added to system --peterm 756 * spell system split, grace points now added to system --peterm
826 */ 757 */
827void 758void
828object::update_stats () 759object::update_stats ()
829{ 760{
830 int i, j;
831 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;
832 int weapon_weight = 0, weapon_speed = 0; 762 int weapon_weight = 0, weapon_speed = 0;
833 int best_wc = 0, best_ac = 0, wc = 0, ac = 0; 763 int best_wc = 0, best_ac = 0, wc = 0, ac = 0;
834 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; 764 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS];
835 object *grace_obj = NULL, *mana_obj = NULL, *wc_obj = NULL, *tmp; 765 object *grace_obj = NULL, *mana_obj = NULL, *tmp;
836 float old_speed = speed; 766 float old_speed = speed;
767 int stat_sum [NUM_STATS];
837 768
838 /* 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 */
839 if (type == PLAYER) 770 if (type == PLAYER)
840 { 771 {
841 for (i = 0; i < NUM_STATS; i++) 772 for (int i = 0; i < NUM_STATS; i++)
842 set_attr_value (&(stats), i, get_attr_value (&(contr->orig_stats), i)); 773 stat_sum [i] = contr->orig_stats.stat (i);
843 774
844 if (settings.spell_encumbrance == TRUE) 775 if (settings.spell_encumbrance == TRUE)
845 contr->encumbrance = 0; 776 contr->encumbrance = 0;
846 777
847 attacktype = 0; 778 attacktype = 0;
850 contr->gen_hp = 0; 781 contr->gen_hp = 0;
851 contr->gen_sp = 0; 782 contr->gen_sp = 0;
852 contr->gen_grace = 0; 783 contr->gen_grace = 0;
853 contr->gen_sp_armour = 10; 784 contr->gen_sp_armour = 10;
854 contr->item_power = 0; 785 contr->item_power = 0;
855
856 /* Don't clobber all the range_ values. range_golem otherwise
857 * gets reset for no good reason, and we don't want to reset
858 * range_magic (what spell is readied). These three below
859 * well get filled in based on what the player has equipped.
860 */
861 contr->ranges[range_bow] = 0;
862 contr->ranges[range_misc] = 0;
863 contr->ranges[range_skill] = 0;
864 } 786 }
865 787
866 memcpy (body_used, body_info, sizeof (body_info)); 788 for (int i = NUM_BODY_LOCATIONS; i--; )
789 slot[i].used = slot[i].info;
867 790
868 slaying = 0; 791 slaying = 0;
869 792
870 if (!QUERY_FLAG (this, FLAG_WIZ)) 793 if (!QUERY_FLAG (this, FLAG_WIZ))
871 { 794 {
875 798
876 CLEAR_FLAG (this, FLAG_LIFESAVE); 799 CLEAR_FLAG (this, FLAG_LIFESAVE);
877 CLEAR_FLAG (this, FLAG_STEALTH); 800 CLEAR_FLAG (this, FLAG_STEALTH);
878 CLEAR_FLAG (this, FLAG_BLIND); 801 CLEAR_FLAG (this, FLAG_BLIND);
879 802
880 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);
881 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);
882 if (!QUERY_FLAG (&arch->clone, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD); 805 if (!QUERY_FLAG (arch, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD);
883 if (!QUERY_FLAG (&arch->clone, FLAG_SEE_IN_DARK )) CLEAR_FLAG (this, FLAG_SEE_IN_DARK); 806 if (!QUERY_FLAG (arch, FLAG_SEE_IN_DARK )) CLEAR_FLAG (this, FLAG_SEE_IN_DARK);
884 807
885 path_attuned = arch->clone.path_attuned; 808 path_attuned = arch->path_attuned;
886 path_repelled = arch->clone.path_repelled; 809 path_repelled = arch->path_repelled;
887 path_denied = arch->clone.path_denied; 810 path_denied = arch->path_denied;
888 glow_radius = arch->clone.glow_radius; 811 glow_radius = arch->glow_radius;
889 move_type = arch->clone.move_type; 812 move_type = arch->move_type;
890 813
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 for (tmp = inv; tmp; tmp = tmp->below) 855 for (tmp = inv; tmp; tmp = tmp->below)
932 { 856 {
933 /* See note in map.c:update_position about making this additive
934 * since light sources are never applied, need to put check here.
935 */
936 if (tmp->glow_radius > glow_radius)
937 glow_radius = tmp->glow_radius;
938
939 /* This happens because apply_potion calls change_abil with the potion 857 /* This happens because apply_potion calls change_abil with the potion
940 * applied so we can tell the player what changed. But change_abil 858 * applied so we can tell the player what changed. But change_abil
941 * then calls this function. 859 * then calls this function.
942 */ 860 */
943 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION) 861 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION)
944 continue; 862 continue;
863
864 /* See note in map.c:update_position about making this additive
865 * since light sources are never applied, need to put check here.
866 */
867 if (tmp->glow_radius > glow_radius)
868 glow_radius = tmp->glow_radius;
945 869
946 /* For some things, we don't care what is equipped */ 870 /* For some things, we don't care what is equipped */
947 if (tmp->type == SKILL) 871 if (tmp->type == SKILL)
948 { 872 {
949 /* Want to take the highest skill here. */ 873 /* Want to take the highest skill here. */
971 * in the praying skill, and the player should always get those. 895 * in the praying skill, and the player should always get those.
972 * It also means we need to put in additional checks for applied below, 896 * It also means we need to put in additional checks for applied below,
973 * because the skill shouldn't count against body positions being used 897 * because the skill shouldn't count against body positions being used
974 * up, etc. 898 * up, etc.
975 */ 899 */
976 if ((QUERY_FLAG (tmp, FLAG_APPLIED) 900 if ((tmp->flag [FLAG_APPLIED]
977 && tmp->type != CONTAINER 901 && tmp->type != CONTAINER
978 && tmp->type != CLOSE_CON) 902 && tmp->type != CLOSE_CON)
979 || (tmp->type == SKILL 903 || (tmp->type == SKILL
980 && tmp->subtype == SK_PRAYING)) 904 && tmp->subtype == SK_PRAYING))
981 { 905 {
982 if (type == PLAYER) 906 if (type == PLAYER)
983 { 907 {
984 if (tmp->type == BOW) 908 contr->item_power += tmp->item_power;
985 contr->ranges[range_bow] = tmp;
986 909
987 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 910 if (tmp == contr->combat_ob || tmp == contr->ranged_ob)
988 contr->ranges[range_misc] = tmp; 911 if (tmp != current_weapon
912 && (tmp->type != SKILL || tmp->subtype != SK_PRAYING)
913 && !tmp->flag [FLAG_CURSED]
914 && !tmp->flag [FLAG_DAMNED])
915 continue;
989 916
990 for (i = 0; i < NUM_STATS; i++) 917 for (int i = 0; i < NUM_STATS; i++)
991 change_attr_value (&stats, i, get_attr_value (&tmp->stats, i)); 918 stat_sum [i] = stat_sum [i] + tmp->stats.stat (i);
992 919
993 /* these are the items that currently can change digestion, regeneration, 920 if (digest_types [tmp->type])
994 * spell point recovery and mana point recovery. Seems sort of an arbitary
995 * list, but other items store other info into stats array.
996 */
997 if ((tmp->type == WEAPON) || (tmp->type == BOW) ||
998 (tmp->type == ARMOUR) || (tmp->type == HELMET) ||
999 (tmp->type == SHIELD) || (tmp->type == RING) ||
1000 (tmp->type == BOOTS) || (tmp->type == GLOVES) ||
1001 (tmp->type == AMULET) || (tmp->type == GIRDLE) ||
1002 (tmp->type == BRACERS) || (tmp->type == CLOAK) ||
1003 (tmp->type == DISEASE) || (tmp->type == FORCE) ||
1004 (tmp->type == SKILL))
1005 { 921 {
1006 contr->digestion += tmp->stats.food; 922 contr->digestion += tmp->stats.food;
1007 contr->gen_hp += tmp->stats.hp; 923 contr->gen_hp += tmp->stats.hp;
1008 contr->gen_sp += tmp->stats.sp; 924 contr->gen_sp += tmp->stats.sp;
1009 contr->gen_grace += tmp->stats.grace; 925 contr->gen_grace += tmp->stats.grace;
1010 contr->gen_sp_armour += tmp->gen_sp_armour; 926 contr->gen_sp_armour += tmp->gen_sp_armour;
1011 contr->item_power += tmp->item_power;
1012 } 927 }
1013 } /* if this is a player */ 928 } /* if this is a player */
929 else
930 {
931 if (tmp->type == WEAPON)
932 current_weapon = tmp;
933 }
1014 934
1015 /* Update slots used for items */ 935 /* Update slots used for items */
1016 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 936 if (QUERY_FLAG (tmp, FLAG_APPLIED))
1017 for (i = 0; i < NUM_BODY_LOCATIONS; i++) 937 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
1018 body_used[i] += tmp->body_info[i]; 938 slot[i].used += tmp->slot[i].info;
1019 939
1020 if (tmp->type == SYMPTOM) 940 if (tmp->type == SYMPTOM)
1021 {
1022 speed_reduce_from_disease = tmp->last_sp / 100.f;
1023
1024 if (speed_reduce_from_disease == 0)
1025 speed_reduce_from_disease = 1; 941 speed_reduce_from_disease =
1026 } 942 min (speed_reduce_from_disease, tmp->last_sp ? tmp->last_sp / 100.f : 1.f);
1027 943
1028 /* Pos. and neg. protections are counted seperate (-> pro/vuln). 944 /* Pos. and neg. protections are counted seperate (-> pro/vuln).
1029 * (Negative protections are calculated exactly like positive.) 945 * (Negative protections are calculated exactly like positive.)
1030 * Resistance from potions are treated special as well. If there's 946 * Resistance from potions are treated special as well. If there's
1031 * more than one potion-effect, the bigger prot.-value is taken. 947 * more than one potion-effect, the bigger prot.-value is taken.
1032 */ 948 */
1033 if (tmp->type != POTION) 949 if (tmp->type != POTION)
1034 { 950 {
1035 for (i = 0; i < NROFATTACKS; i++) 951 for (int i = 0; i < NROFATTACKS; i++)
1036 { 952 {
1037 /* Potential for cursed potions, in which case we just can use 953 /* Potential for cursed potions, in which case we just can use
1038 * a straight MAX, as potion_resist is initialised to zero. 954 * a straight MAX, as potion_resist is initialised to zero.
1039 */ 955 */
1040 if (tmp->type == POTION_EFFECT) 956 if (tmp->type == POTION_EFFECT)
1041 { 957 {
1042 if (potion_resist[i]) 958 if (potion_resist[i])
1043 potion_resist[i] = MAX (potion_resist[i], tmp->resist[i]); 959 potion_resist[i] = max (potion_resist[i], tmp->resist[i]);
1044 else 960 else
1045 potion_resist[i] = tmp->resist[i]; 961 potion_resist[i] = tmp->resist[i];
1046 } 962 }
1047 else if (tmp->resist[i] > 0) 963 else if (tmp->resist[i] > 0)
1048 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100; 964 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100;
1050 vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100; 966 vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100;
1051 } 967 }
1052 } 968 }
1053 969
1054 /* There may be other things that should not adjust the attacktype */ 970 /* There may be other things that should not adjust the attacktype */
1055 if (tmp>-type != BOW && tmp->type != SYMPTOM) 971 if (tmp->type != SYMPTOM)
972 {
1056 attacktype |= tmp->attacktype; 973 attacktype |= tmp->attacktype;
1057
1058 path_attuned |= tmp->path_attuned; 974 path_attuned |= tmp->path_attuned;
1059 path_repelled |= tmp->path_repelled; 975 path_repelled |= tmp->path_repelled;
1060 path_denied |= tmp->path_denied; 976 path_denied |= tmp->path_denied;
1061 move_type |= tmp->move_type; 977 move_type |= tmp->move_type;
1062 stats.luck += tmp->stats.luck; 978 stats.luck += tmp->stats.luck;
979 }
1063 980
1064 if (QUERY_FLAG (tmp, FLAG_LIFESAVE )) SET_FLAG (this, FLAG_LIFESAVE); 981 flag |= tmp->flag & copy_flags;
1065 if (QUERY_FLAG (tmp, FLAG_REFL_SPELL )) SET_FLAG (this, FLAG_REFL_SPELL);
1066 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE)) SET_FLAG (this, FLAG_REFL_MISSILE);
1067 if (QUERY_FLAG (tmp, FLAG_STEALTH )) SET_FLAG (this, FLAG_STEALTH);
1068 if (QUERY_FLAG (tmp, FLAG_XRAYS )) SET_FLAG (this, FLAG_XRAYS);
1069 if (QUERY_FLAG (tmp, FLAG_BLIND )) SET_FLAG (this, FLAG_BLIND);
1070 if (QUERY_FLAG (tmp, FLAG_SEE_IN_DARK )) SET_FLAG (this, FLAG_SEE_IN_DARK);
1071 982
1072 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (&arch->clone, FLAG_UNDEAD)) 983 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (arch, FLAG_UNDEAD))
1073 SET_FLAG (this, FLAG_UNDEAD); 984 SET_FLAG (this, FLAG_UNDEAD);
1074 985
1075 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS)) 986 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS))
1076 { 987 {
1077 SET_FLAG (this, FLAG_MAKE_INVIS); 988 SET_FLAG (this, FLAG_MAKE_INVIS);
1081 if (tmp->stats.exp && tmp->type != SKILL) 992 if (tmp->stats.exp && tmp->type != SKILL)
1082 { 993 {
1083 if (tmp->stats.exp > 0) 994 if (tmp->stats.exp > 0)
1084 { 995 {
1085 added_speed += tmp->stats.exp / 3.f; 996 added_speed += tmp->stats.exp / 3.f;
1086 bonus_speed += 1.f + tmp->stats.exp / 3.f; 997 bonus_speed += tmp->stats.exp / 3.f + 1.f;
1087 } 998 }
1088 else 999 else
1089 added_speed += tmp->stats.exp; 1000 added_speed += tmp->stats.exp;
1090 } 1001 }
1091 1002
1092 switch (tmp->type) 1003 switch (tmp->type)
1093 { 1004 {
1005#if 0
1006 case WAND:
1007 case ROD:
1008 case HORN:
1009 if (type != PLAYER || current_weapon == tmp)
1010 chosen_skill = tmp;
1011 break;
1012#endif
1013
1094 /* skills modifying the character -b.t. */ 1014 /* skills modifying the character -b.t. */
1095 /* for all skills and skill granting objects */ 1015 /* for all skills and skill granting objects */
1096 case SKILL: 1016 case SKILL:
1097 if (!QUERY_FLAG (tmp, FLAG_APPLIED)) 1017 {
1018 if (!QUERY_FLAG (tmp, FLAG_APPLIED) || skill_flags [tmp->subtype] & SF_APPLY)
1098 break; 1019 break;
1099 1020
1100 if (IS_COMBAT_SKILL (tmp->subtype))
1101 wc_obj = tmp;
1102
1103 if (chosen_skill) 1021 if (chosen_skill)
1022 {
1104 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name); 1023 LOG (llevDebug, "fix_player, op %s has multiple skills applied (%s and %s)\n",
1024 &name, &chosen_skill->name, &tmp->name);
1105 1025
1026 tmp->flag [FLAG_APPLIED] = false;
1027 update_stats ();
1028 return;
1029 }
1030 else
1106 chosen_skill = tmp; 1031 chosen_skill = tmp;
1107 1032
1108 if (tmp->stats.dam > 0) 1033 if (tmp->stats.dam > 0)
1109 { /* skill is a 'weapon' */ 1034 { /* skill is a 'weapon' */
1110 if (!QUERY_FLAG (this, FLAG_READY_WEAPON)) 1035 if (!QUERY_FLAG (this, FLAG_READY_WEAPON))
1111 weapon_speed = WEAPON_SPEED (tmp); 1036 weapon_speed = WEAPON_SPEED (tmp);
1112 1037
1113 if (weapon_speed < 0) 1038 if (weapon_speed < 0)
1114 weapon_speed = 0; 1039 weapon_speed = 0;
1115 1040
1116 weapon_weight = tmp->weight; 1041 weapon_weight = tmp->weight;
1117 stats.dam += tmp->stats.dam * (1 + (chosen_skill->level / 9)); 1042 stats.dam += 1 + chosen_skill->level * tmp->stats.dam / 9;
1118 1043
1119 if (tmp->magic) 1044 if (tmp->magic)
1120 stats.dam += tmp->magic; 1045 stats.dam += tmp->magic;
1121 } 1046 }
1122 1047
1123 if (tmp->stats.wc) 1048 if (tmp->stats.wc)
1124 wc -= (tmp->stats.wc + tmp->magic); 1049 wc -= tmp->stats.wc + tmp->magic;
1125 1050
1126 if (tmp->slaying) 1051 if (tmp->slaying)
1127 slaying = tmp->slaying; 1052 slaying = tmp->slaying;
1128 1053
1129 if (tmp->stats.ac) 1054 if (tmp->stats.ac)
1130 ac -= (tmp->stats.ac + tmp->magic); 1055 ac -= tmp->stats.ac + tmp->magic;
1131 1056
1132 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1057 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1133 contr->encumbrance += (int) 3 *tmp->weight / 1000; 1058 contr->encumbrance += (int) 3 *tmp->weight / 1000;
1134
1135 if (type == PLAYER)
1136 contr->ranges[range_skill] = this;
1137
1138 break; 1059 }
1139 1060
1140 case SKILL_TOOL:
1141 if (chosen_skill)
1142 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name);
1143
1144 chosen_skill = tmp;
1145
1146 if (type == PLAYER)
1147 contr->ranges[range_skill] = this;
1148 break; 1061 break;
1149 1062
1150 case SHIELD: 1063 case SHIELD:
1151 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1064 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1152 contr->encumbrance += (int) tmp->weight / 2000; 1065 contr->encumbrance += (int) tmp->weight / 2000;
1166 if (tmp->stats.ac) 1079 if (tmp->stats.ac)
1167 ac -= tmp->stats.ac + tmp->magic; 1080 ac -= tmp->stats.ac + tmp->magic;
1168 1081
1169 break; 1082 break;
1170 1083
1084 case BOW:
1171 case WEAPON: 1085 case WEAPON:
1086 if (type != PLAYER || current_weapon == tmp)
1087 {
1172 wc -= tmp->stats.wc + tmp->magic; 1088 wc -= tmp->stats.wc + tmp->magic;
1173 1089
1174 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0) 1090 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0)
1175 ac -= tmp->stats.ac + tmp->magic; 1091 ac -= tmp->stats.ac + tmp->magic;
1176 1092
1177 stats.dam += tmp->stats.dam + tmp->magic; 1093 stats.dam += tmp->stats.dam + tmp->magic;
1178 weapon_weight = tmp->weight; 1094 weapon_weight = tmp->weight;
1179 weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2; 1095 weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2;
1180 1096
1181 if (weapon_speed < 0) 1097 if (weapon_speed < 0)
1182 weapon_speed = 0; 1098 weapon_speed = 0;
1183 1099
1184 slaying = tmp->slaying; 1100 slaying = tmp->slaying;
1185 1101
1186 /* If there is desire that two handed weapons should do 1102 /* If there is desire that two handed weapons should do
1187 * extra strength damage, this is where the code should 1103 * extra strength damage, this is where the code should
1188 * go. 1104 * go.
1189 */ 1105 */
1190 1106
1191 current_weapon = tmp; 1107 if (type == PLAYER)
1192 if (type == PLAYER && settings.spell_encumbrance) 1108 if (settings.spell_encumbrance)
1193 contr->encumbrance += tmp->weight * 3 / 1000; 1109 contr->encumbrance += tmp->weight * 3 / 1000;
1110 }
1194 1111
1195 break; 1112 break;
1196 1113
1197 case ARMOUR: /* Only the best of these three are used: */ 1114 case ARMOUR: /* Only the best of these three are used: */
1198 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1115 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1226 wc -= (tmp->stats.wc + tmp->magic); 1143 wc -= (tmp->stats.wc + tmp->magic);
1227 1144
1228 if (tmp->stats.ac) 1145 if (tmp->stats.ac)
1229 ac -= (tmp->stats.ac + tmp->magic); 1146 ac -= (tmp->stats.ac + tmp->magic);
1230 1147
1231 if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.f < max) 1148 if (ARMOUR_SPEED (tmp))
1232 max = ARMOUR_SPEED (tmp) / 10.f; 1149 max_speed = min (max_speed, ARMOUR_SPEED (tmp) / 10.f);
1233 1150
1234 break; 1151 break;
1235 } /* switch tmp->type */ 1152 } /* switch tmp->type */
1236 } /* item is equipped */ 1153 } /* item is equipped */
1237 } /* for loop of items */ 1154 } /* for loop of items */
1244 * If there is an uncursed potion in effect, granting more protection 1161 * If there is an uncursed potion in effect, granting more protection
1245 * than that, we take: 'total resistance = resistance from potion'. 1162 * than that, we take: 'total resistance = resistance from potion'.
1246 * If there is a cursed (and no uncursed) potion in effect, we take 1163 * If there is a cursed (and no uncursed) potion in effect, we take
1247 * 'total resistance = vulnerability from cursed potion'. 1164 * 'total resistance = vulnerability from cursed potion'.
1248 */ 1165 */
1249 for (i = 0; i < NROFATTACKS; i++) 1166 for (int i = 0; i < NROFATTACKS; i++)
1250 { 1167 {
1251 resist[i] = prot[i] - vuln[i]; 1168 resist[i] = prot[i] - vuln[i];
1252 1169
1253 if (potion_resist[i] && ((potion_resist[i] > resist[i]) || (potion_resist[i] < 0))) 1170 if (potion_resist[i] && ((potion_resist[i] > resist[i]) || (potion_resist[i] < 0)))
1254 resist[i] = potion_resist[i]; 1171 resist[i] = potion_resist[i];
1255 } 1172 }
1256 1173
1257 /* Figure out the players sp/mana/hp totals. */
1258 if (type == PLAYER) 1174 if (type == PLAYER)
1259 { 1175 {
1176 // clamp various player stats
1177 for (int i = 0; i < NUM_STATS; ++i)
1178 stats.stat (i) = clamp (stat_sum [i], MIN_STAT, MAX_STAT);
1179
1180 contr->digestion = clamp (contr->digestion, MIN_DIGESTION, MAX_DIGESTION);
1181
1182 /* Figure out the players sp/mana/hp totals. */
1260 int pl_level; 1183 int pl_level;
1261 1184
1262 check_stat_bounds (&(stats)); 1185 check_stat_bounds (&(stats));
1263 pl_level = level; 1186 pl_level = level;
1264 1187
1266 pl_level = 1; /* safety, we should always get 1 levels worth of hp! */ 1189 pl_level = 1; /* safety, we should always get 1 levels worth of hp! */
1267 1190
1268 /* You basically get half a con bonus/level. But we do take into account rounding, 1191 /* You basically get half a con bonus/level. But we do take into account rounding,
1269 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels. 1192 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels.
1270 */ 1193 */
1271 for (i = 1, stats.maxhp = 0; i <= pl_level && i <= 10; i++) 1194 stats.maxhp = 0;
1195 for (int i = 1; i <= min (10, pl_level); i++)
1272 { 1196 {
1273 j = contr->levhp[i] + con_bonus[stats.Con] / 2; 1197 int j = contr->levhp[i] + con_bonus[stats.Con] / 2;
1274 1198
1275 if (i % 2 && con_bonus[stats.Con] % 2) 1199 if (i % 2 && con_bonus[stats.Con] % 2)
1276 {
1277 if (con_bonus[stats.Con] > 0) 1200 if (con_bonus[stats.Con] > 0)
1278 j++; 1201 j++;
1279 else 1202 else
1280 j--; 1203 j--;
1281 }
1282 1204
1283 stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */ 1205 stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */
1284 } 1206 }
1285 1207
1286 for (i = 11; i <= level; i++) 1208 stats.maxhp += 2 * max (0, level - 10);
1287 stats.maxhp += 2;
1288 1209
1289 if (stats.hp > stats.maxhp) 1210 if (stats.hp > stats.maxhp)
1290 stats.hp = stats.maxhp; 1211 stats.hp = stats.maxhp;
1291 1212
1292 /* Sp gain is controlled by the level of the player's 1213 /* Sp gain is controlled by the level of the player's
1305 1226
1306 if (mana_obj == this && type == PLAYER) 1227 if (mana_obj == this && type == PLAYER)
1307 stats.maxsp = 1; 1228 stats.maxsp = 1;
1308 else 1229 else
1309 { 1230 {
1310 sp_tmp = 0.f; 1231 float sp_tmp = 0.f;
1311 1232
1312 for (i = 1; i <= mana_obj->level && i <= 10; i++) 1233 for (int i = 1; i <= min (10, mana_obj->level); i++)
1313 { 1234 {
1314 float stmp; 1235 float stmp;
1315 1236
1316 /* Got some extra bonus at first level */ 1237 /* Got some extra bonus at first level */
1317 if (i < 2) 1238 if (i < 2)
1318 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 6.f; 1239 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 6.f;
1319 else 1240 else
1320 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 12.f; 1241 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 12.f;
1321 1242
1322 if (stmp < 1.f)
1323 stmp = 1.f;
1324
1325 sp_tmp += stmp; 1243 sp_tmp += max (1.f, stmp);
1326 } 1244 }
1327 1245
1328 stats.maxsp = (sint16)sp_tmp; 1246 stats.maxsp = int (sp_tmp) + 2 * max (0, mana_obj->level - 10);
1329
1330 for (i = 11; i <= mana_obj->level; i++)
1331 stats.maxsp += 2;
1332 } 1247 }
1248
1333 /* Characters can get their sp supercharged via rune of transferrance */ 1249 /* Characters can get their sp supercharged via rune of transferrance */
1334 if (stats.sp > stats.maxsp * 2) 1250 stats.sp = min (stats.sp, stats.maxsp * 2);
1335 stats.sp = stats.maxsp * 2;
1336 1251
1337 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */ 1252 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */
1338 if (!grace_obj || !grace_obj->level || type != PLAYER) 1253 if (!grace_obj || !grace_obj->level || type != PLAYER)
1339 grace_obj = this; 1254 grace_obj = this;
1340 1255
1345 /* store grace in a float - this way, the divisions below don't create 1260 /* store grace in a float - this way, the divisions below don't create
1346 * big jumps when you go from level to level - with int's, it then 1261 * big jumps when you go from level to level - with int's, it then
1347 * becomes big jumps when the sums of the bonuses jump to the next 1262 * becomes big jumps when the sums of the bonuses jump to the next
1348 * step of 8 - with floats, even fractional ones are useful. 1263 * step of 8 - with floats, even fractional ones are useful.
1349 */ 1264 */
1350 sp_tmp = 0.f; 1265 float sp_tmp = 0.f;
1351 for (i = 1, stats.maxgrace = 0; i <= grace_obj->level && i <= 10; i++) 1266
1267 for (int i = 1; i <= min (10, grace_obj->level); i++)
1352 { 1268 {
1353 float grace_tmp = 0.f; 1269 float grace_tmp = 0.f;
1354 1270
1355 /* Got some extra bonus at first level */ 1271 /* Got some extra bonus at first level */
1356 if (i < 2) 1272 if (i < 2)
1357 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 6.f; 1273 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 6.f;
1358 else 1274 else
1359 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 12.f; 1275 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 12.f;
1360 1276
1361 if (grace_tmp < 1.f)
1362 grace_tmp = 1.f;
1363
1364 sp_tmp += grace_tmp; 1277 sp_tmp += max (1.f, grace_tmp);
1365 } 1278 }
1366 1279
1367 stats.maxgrace = (sint16)sp_tmp;
1368
1369 /* two grace points per level after 11 */ 1280 /* two grace points per level after 10 */
1370 for (i = 11; i <= grace_obj->level; i++) 1281 stats.maxgrace = int (sp_tmp) + 2 * max (0, grace_obj->level - 10);
1371 stats.maxgrace += 2;
1372 } 1282 }
1283
1373 /* No limit on grace vs maxgrace */ 1284 /* No limit on grace vs maxgrace */
1374 1285
1375 if (contr->braced) 1286 if (contr->braced)
1376 { 1287 {
1377 ac += 2; 1288 ac += 2;
1389 * improvement every level, now its fighterlevel/5. So 1300 * improvement every level, now its fighterlevel/5. So
1390 * we give the player a bonus here in wc and dam 1301 * we give the player a bonus here in wc and dam
1391 * to make up for the change. Note that I left the 1302 * to make up for the change. Note that I left the
1392 * monster bonus the same as before. -b.t. 1303 * monster bonus the same as before. -b.t.
1393 */ 1304 */
1305 object *wc_obj = chosen_skill;
1394 1306
1395 if (type == PLAYER && wc_obj && wc_obj->level > 1) 1307 if (contr && wc_obj && wc_obj->level > 1)
1396 { 1308 {
1397 wc -= wc_obj->level + thaco_bonus[stats.Str]; 1309 wc -= wc_obj->level + thaco_bonus[stats.Str];
1398 1310
1399 for (i = 1; i < wc_obj->level; i++) 1311 for (int i = 1; i < wc_obj->level; i++)
1400 { 1312 {
1401 /* addtional wc every 6 levels */ 1313 /* additional wc every 6 levels */
1402 if (!(i % 6)) 1314 if (!(i % 6))
1403 wc--; 1315 wc--;
1404 1316
1405 /* addtional dam every 4 levels. */ 1317 /* additional dam every 4 levels. */
1406 if (!(i % 4) && dam_bonus[stats.Str] >= 0) 1318 if (!(i % 4) && dam_bonus[stats.Str] >= 0)
1407 stats.dam += 1 + dam_bonus[stats.Str] / 5; 1319 stats.dam += 1 + dam_bonus[stats.Str] / 5;
1408 } 1320 }
1409 } 1321 }
1410 else 1322 else
1419 1331
1420 if (settings.search_items && contr->search_str[0]) 1332 if (settings.search_items && contr->search_str[0])
1421 speed -= 1; 1333 speed -= 1;
1422 1334
1423 if (attacktype == 0) 1335 if (attacktype == 0)
1424 attacktype = arch->clone.attacktype; 1336 attacktype = arch->attacktype;
1425
1426 } /* End if player */ 1337 } /* End if player */
1427 1338
1428 if (added_speed >= 0) 1339 if (added_speed >= 0)
1429 speed += added_speed / 10.f; 1340 speed += added_speed / 10.f;
1430 else /* Something wrong here...: */ 1341 else /* Something wrong here...: */
1431 speed /= 1.f - added_speed; 1342 speed /= 1.f - added_speed;
1432 1343
1433 /* Max is determined by armour */ 1344 /* Max is determined by armour */
1434 if (speed > max) 1345 speed = min (speed, max_speed);
1435 speed = max;
1436 1346
1437 if (type == PLAYER) 1347 if (type == PLAYER)
1438 { 1348 {
1439 /* f is a number the represents the number of kg above (positive num) 1349 /* f is a number the represents the number of kg above (positive num)
1440 * or below (negative number) that the player is carrying. If above 1350 * or below (negative number) that the player is carrying. If above
1441 * weight limit, then player suffers a speed reduction based on how 1351 * weight limit, then player suffers a speed reduction based on how
1442 * much above he is, and what is max carry is 1352 * much above he is, and what is max carry is
1443 */ 1353 */
1444 f = (carrying / 1000) - max_carry[stats.Str]; 1354 float f = (carrying / 1000) - max_carry[stats.Str];
1445 if (f > 0) 1355 if (f > 0.f)
1446 speed = speed / (1.f + f / max_carry[stats.Str]); 1356 speed = speed / (1.f + f / max_carry[stats.Str]);
1447 } 1357 }
1448 1358
1449 speed += bonus_speed / 10.f; /* Not affected by limits */ 1359 speed += bonus_speed / 10.f; /* Not affected by limits */
1360 speed *= speed_reduce_from_disease;
1450 1361
1451 /* Put a lower limit on speed. Note with this speed, you move once every 1362 /* Put a lower limit on speed. Note with this speed, you move once every
1452 * 100 ticks or so. This amounts to once every 12 seconds of realtime. 1363 * 25 ticks or so. This amounts to once every 3 seconds of realtime.
1453 */ 1364 */
1454 speed = speed * speed_reduce_from_disease;
1455
1456 if (speed < 0.01f && type == PLAYER) 1365 if (speed < 0.04f && type == PLAYER)
1457 speed = 0.01f; 1366 speed = 0.04f;
1367
1368 if (speed != old_speed)
1369 set_speed (speed);
1458 1370
1459 if (type == PLAYER) 1371 if (type == PLAYER)
1460 { 1372 {
1461 /* (This formula was made by vidarl@ifi.uio.no) 1373 /* (This formula was made by vidarl@ifi.uio.no)
1462 * Note that we never used these values again - basically 1374 * Note that we never used these values again - basically
1464 * that would just be a real pain to read. 1376 * that would just be a real pain to read.
1465 */ 1377 */
1466 float M = (max_carry[stats.Str] - 121) / 121.f; 1378 float M = (max_carry[stats.Str] - 121) / 121.f;
1467 float M2 = max_carry[stats.Str] / 100.f; 1379 float M2 = max_carry[stats.Str] / 100.f;
1468 float W = weapon_weight / 20000.f; 1380 float W = weapon_weight / 20000.f;
1469 float s = 2 - weapon_speed / 10.f; 1381 float s = (20 - weapon_speed) / 10.f;
1470 float D = (stats.Dex - 14) / 14.f; 1382 float D = (stats.Dex - 14) / 14.f;
1471 float K = 1 + M / 3.f - W / (3 * M2) + speed / 5.f + D / 2.f; 1383 float K = 1 + M / 3.f - W / (3 * M2) + speed / 5.f + D / 2.f;
1472 1384
1473 K *= (4 + level) *1.2f / (6 + level); 1385 K *= (4 + level) * 1.2f / (6 + level);
1474 1386
1475 if (K <= 0.f) 1387 if (K <= 0.01f)
1476 K = 0.01f; 1388 K = 0.01f;
1477 1389
1478 float S = speed / (K * s); 1390 contr->weapon_sp = K * s * .5f; //TODO: balance the .5
1479
1480 contr->weapon_sp = S;
1481 } 1391 }
1482 1392
1483 /* I want to limit the power of small monsters with big weapons: */ 1393 /* I want to limit the power of small monsters with big weapons: */
1484 if (type != PLAYER && arch && stats.dam > arch->clone.stats.dam * 3) 1394 if (type != PLAYER && arch && stats.dam > arch->stats.dam * 3)
1485 stats.dam = arch->clone.stats.dam * 3; 1395 stats.dam = arch->stats.dam * 3;
1486 1396
1487 /* Prevent overflows of wc - best you can get is ABS(120) - this 1397 stats.wc = clamp (wc, MIN_WC, MAX_WC);
1488 * should be more than enough - remember, AC is also in 8 bits, 1398 stats.ac = clamp (ac, MIN_AC, MAX_AC);
1489 * so its value is the same.
1490 */
1491 if (wc > 120)
1492 wc = 120;
1493 else if (wc < -120)
1494 wc = -120;
1495
1496 stats.wc = wc;
1497
1498 if (ac > 120)
1499 ac = 120;
1500 else if (ac < -120)
1501 ac = -120;
1502
1503 stats.ac = ac;
1504 1399
1505 /* if for some reason the creature doesn't have any move type, 1400 /* if for some reason the creature doesn't have any move type,
1506 * give them walking as a default. 1401 * give them walking as a default.
1507 * The second case is a special case - to more closely mimic the 1402 * The second case is a special case - to more closely mimic the
1508 * old behaviour - if your flying, your not walking - just 1403 * old behaviour - if your flying, your not walking - just
1511 if (move_type == 0) 1406 if (move_type == 0)
1512 move_type = MOVE_WALK; 1407 move_type = MOVE_WALK;
1513 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) 1408 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH))
1514 move_type &= ~MOVE_WALK; 1409 move_type &= ~MOVE_WALK;
1515 1410
1516 if (speed != old_speed)
1517 set_speed (speed);
1518
1519 /* It is quite possible that a player's spell costing might have changed, 1411 /* It is quite possible that a player's spell costing might have changed,
1520 * so we will check that now. 1412 * so we will check that now.
1521 */ 1413 */
1522 if (type == PLAYER) 1414 if (type == PLAYER)
1523 { 1415 {
1583 /* now if there are equals at highest level, pick the one with focus, 1475 /* now if there are equals at highest level, pick the one with focus,
1584 or else at random */ 1476 or else at random */
1585 if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level) 1477 if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level)
1586 atnr = abil->stats.exp; 1478 atnr = abil->stats.exp;
1587 1479
1588 level = (int) (level / 5.); 1480 level = (int) (level / 25.);
1589 1481
1590 /* now set the new title */ 1482 /* now set the new title */
1591 if (pl->contr != NULL) 1483 if (pl->contr)
1592 { 1484 {
1593 if (level == 0) 1485 if (level == 0)
1594 sprintf (pl->contr->title, "%s hatchling", attacks[atnr]); 1486 sprintf (pl->contr->title, "%s hatchling", attacks[atnr]);
1595 else if (level == 1) 1487 else if (level == 1)
1596 sprintf (pl->contr->title, "%s wyrm", attacks[atnr]); 1488 sprintf (pl->contr->title, "%s wyrm", attacks[atnr]);
1625 object *skin = NULL; /* pointer to dragon skin force */ 1517 object *skin = NULL; /* pointer to dragon skin force */
1626 object *tmp = NULL; /* tmp. object */ 1518 object *tmp = NULL; /* tmp. object */
1627 char buf[MAX_BUF]; /* tmp. string buffer */ 1519 char buf[MAX_BUF]; /* tmp. string buffer */
1628 1520
1629 /* now grab the 'dragon_ability'-forces from the player's inventory */ 1521 /* now grab the 'dragon_ability'-forces from the player's inventory */
1630 shstr_cmp dragon_ability_force ("dragon_ability_force");
1631 shstr_cmp dragon_skin_force ("dragon_skin_force");
1632
1633 for (tmp = who->inv; tmp; tmp = tmp->below) 1522 for (tmp = who->inv; tmp; tmp = tmp->below)
1634 if (tmp->type == FORCE) 1523 if (tmp->type == FORCE)
1635 if (tmp->arch->name == dragon_ability_force) 1524 if (tmp->arch->archname == shstr_dragon_ability_force)
1636 abil = tmp; 1525 abil = tmp;
1637 else if (tmp->arch->name == dragon_skin_force) 1526 else if (tmp->arch->archname == shstr_dragon_skin_force)
1638 skin = tmp; 1527 skin = tmp;
1639 1528
1640 /* if the force is missing -> bail out */ 1529 /* if the force is missing -> bail out */
1641 if (abil == NULL) 1530 if (abil == NULL)
1642 return; 1531 return;
1688 if (!skill_obj) 1577 if (!skill_obj)
1689 { 1578 {
1690 LOG (llevError, "add_player_exp: couldn't find skill %s\n", skill_name); 1579 LOG (llevError, "add_player_exp: couldn't find skill %s\n", skill_name);
1691 return NULL; 1580 return NULL;
1692 } 1581 }
1582
1693 /* clear the flag - exp goes into this bucket, but player 1583 /* clear the flag - exp goes into this bucket, but player
1694 * still doesn't know it. 1584 * still doesn't know it.
1695 */ 1585 */
1696 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL); 1586 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL);
1697 skill_obj->stats.exp = 0; 1587 skill_obj->stats.exp = 0;
1698 skill_obj->level = 1; 1588 skill_obj->level = 1;
1699 insert_ob_in_ob (skill_obj, op); 1589 insert_ob_in_ob (skill_obj, op);
1700 1590
1701 if (op->contr) 1591 if (player *pl = op->contr)
1702 { 1592 {
1703 op->contr->last_skill_ob [skill_obj->subtype] = skill_obj; 1593 pl->last_skill_ob [skill_obj->subtype] = skill_obj;
1704 if (op->contr->ns) 1594 if (pl->ns)
1705 op->contr->ns->last_skill_exp[skill_obj->subtype] = -1;//TODO: should be made superfluous 1595 pl->ns->last_skill_exp[skill_obj->subtype] = -1;//TODO: should be made superfluous
1706 } 1596 }
1707 1597
1708 return skill_obj; 1598 return skill_obj;
1709} 1599}
1710
1711 1600
1712/* player_lvl_adj() - for the new exp system. we are concerned with 1601/* player_lvl_adj() - for the new exp system. we are concerned with
1713 * whether the player gets more hp, sp and new levels. 1602 * whether the player gets more hp, sp and new levels.
1714 * Note this this function should only be called for players. Monstes 1603 * Note this this function should only be called for players. Monstes
1715 * don't really gain levels 1604 * don't really gain levels
1718 */ 1607 */
1719void 1608void
1720player_lvl_adj (object *who, object *op) 1609player_lvl_adj (object *who, object *op)
1721{ 1610{
1722 char buf[MAX_BUF]; 1611 char buf[MAX_BUF];
1612 bool changed = false;
1723 1613
1724 if (!op) /* when rolling stats */ 1614 if (!op) /* when rolling stats */
1725 op = who; 1615 op = who;
1726 1616
1727 if (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul)) 1617 while (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul))
1728 { 1618 {
1619 changed = true;
1620
1729 op->level++; 1621 op->level++;
1730 1622
1731 if (op != NULL && op == who && op->stats.exp > 1 && is_dragon_pl (who)) 1623 if (op && op == who && op->stats.exp > 1 && is_dragon_pl (who))
1732 dragon_level_gain (who); 1624 dragon_level_gain (who);
1733 1625
1734 /* Only roll these if it is the player (who) that gained the level */ 1626 /* Only roll these if it is the player (who) that gained the level */
1735 if (op == who && (who->level < 11) && who->type == PLAYER) 1627 if (op == who && (who->level < 11) && who->type == PLAYER)
1736 { 1628 {
1737 who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1; 1629 who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1;
1738 who->contr->levsp[who->level] = die_roll (2, 3, who, PREFER_HIGH); 1630 who->contr->levsp[who->level] = die_roll (2, 3, who, PREFER_HIGH);
1739 who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1; 1631 who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1;
1740 } 1632 }
1741 1633
1742 who->update_stats ();
1743 if (op->level > 1) 1634 if (op->level > 1)
1744 { 1635 {
1745 if (op->type != PLAYER) 1636 if (op->type != PLAYER)
1637 {
1638 who->contr->play_sound (sound_find ("skill_up"));
1746 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); 1639 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1640 }
1747 else 1641 else
1642 {
1643 who->contr->play_sound (sound_find ("level_up"));
1748 sprintf (buf, "You are now level %d.", op->level); 1644 sprintf (buf, "You are now level %d.", op->level);
1645 }
1646
1749 if (who) 1647 if (who)
1750 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); 1648 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1751 } 1649 }
1752 player_lvl_adj (who, op); /* To increase more levels */
1753 } 1650 }
1651
1754 else if (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul)) 1652 while (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul))
1755 { 1653 {
1654 changed = true;
1655
1756 op->level--; 1656 op->level--;
1757 who->update_stats (); 1657
1758 if (op->type != PLAYER) 1658 if (op->type != PLAYER)
1759 { 1659 {
1760 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); 1660 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1761 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); 1661 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1762 } 1662 }
1763 player_lvl_adj (who, op); /* To decrease more levels */ 1663 }
1664
1665 if (changed)
1764 } 1666 {
1765 1667 who->update_stats ();
1668 esrv_update_stats (who->contr);
1766 /* check if the spell data has changed */ 1669 /* check if the spell data has changed */
1767 esrv_update_stats (who->contr);
1768 esrv_update_spells (who->contr); 1670 esrv_update_spells (who->contr);
1671 }
1769} 1672}
1770 1673
1771/* 1674/*
1772 * Returns how much experience is needed for a player to become 1675 * Returns how much experience is needed for a player to become
1773 * the given level. level should really never exceed max_level 1676 * the given level. level should really never exceed max_level
1823 sint64 limit, exp_to_add; 1726 sint64 limit, exp_to_add;
1824 int i; 1727 int i;
1825 1728
1826 /* prevents some forms of abuse. */ 1729 /* prevents some forms of abuse. */
1827 if (op->contr->braced) 1730 if (op->contr->braced)
1828 exp = exp / 5; 1731 exp /= 5;
1829 1732
1830 /* Try to find the matching skill. 1733 /* Try to find the matching skill.
1831 * We do a shortcut/time saving mechanism first - see if it matches 1734 * We do a shortcut/time saving mechanism first - see if it matches
1832 * chosen_skill. This means we don't need to search through 1735 * chosen_skill. This means we don't need to search through
1833 * the players inventory. 1736 * the players inventory.
1834 */ 1737 */
1835 if (skill_name) 1738 if (skill_name)
1836 { 1739 {
1837 if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill)) 1740 if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill))
2078 player_lvl_adj (op, tmp); 1981 player_lvl_adj (op, tmp);
2079 } 1982 }
2080 1983
2081 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100; 1984 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100;
2082 level_loss = op->stats.exp - levels[MAX (0, op->level - settings.death_penalty_level)]; 1985 level_loss = op->stats.exp - levels[MAX (0, op->level - settings.death_penalty_level)];
1986
2083 if (level_loss < 0) 1987 if (level_loss < 0)
2084 level_loss = 0; 1988 level_loss = 0;
2085 loss = check_exp_loss (op, MIN (level_loss, percentage_loss)); 1989 loss = check_exp_loss (op, MIN (level_loss, percentage_loss));
2086 1990
2087 op->stats.exp -= loss; 1991 op->stats.exp -= loss;

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