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Comparing deliantra/server/common/living.C (file contents):
Revision 1.24 by root, Thu Jan 4 16:19:31 2007 UTC vs.
Revision 1.47 by root, Mon May 7 03:05:57 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game
3 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * This program is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20 21 *
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail at <crossfire@schmorp.de>
22*/ 23 */
23 24
24#include <global.h> 25#include <global.h>
25#include <funcpoint.h> 26#include <funcpoint.h>
26 27
27/* Handy little macro that adds exp and keeps it within bounds. Since 28/* Handy little macro that adds exp and keeps it within bounds. Since
191static const char *const drain_msg[NUM_STATS] = { 192static const char *const drain_msg[NUM_STATS] = {
192 "Oh no! You are weakened!", 193 "Oh no! You are weakened!",
193 "You're feeling clumsy!", 194 "You're feeling clumsy!",
194 "You feel less healthy", 195 "You feel less healthy",
195 "You suddenly begin to lose your memory!", 196 "You suddenly begin to lose your memory!",
197 "Watch out, your mind is going!",
198 "Your spirit feels drained!",
196 "Your face gets distorted!", 199 "Your face gets distorted!",
197 "Watch out, your mind is going!",
198 "Your spirit feels drained!"
199}; 200};
200const char *const restore_msg[NUM_STATS] = { 201const char *const restore_msg[NUM_STATS] = {
201 "You feel your strength return.", 202 "You feel your strength return.",
202 "You feel your agility return.", 203 "You feel your agility return.",
203 "You feel your health return.", 204 "You feel your health return.",
205 "You feel your memory return.",
204 "You feel your wisdom return.", 206 "You feel your wisdom return.",
207 "You feel your spirits return.",
205 "You feel your charisma return.", 208 "You feel your charisma return.",
206 "You feel your memory return.",
207 "You feel your spirits return."
208}; 209};
209const char *const gain_msg[NUM_STATS] = { 210const char *const gain_msg[NUM_STATS] = {
210 "You feel stronger.", 211 "You feel stronger.",
211 "You feel more agile.", 212 "You feel more agile.",
212 "You feel healthy.", 213 "You feel healthy.",
214 "You feel smarter.",
213 "You feel wiser.", 215 "You feel wiser.",
216 "You feel more potent.",
214 "You seem to look better.", 217 "You seem to look better.",
215 "You feel smarter.",
216 "You feel more potent."
217}; 218};
218const char *const lose_msg[NUM_STATS] = { 219const char *const lose_msg[NUM_STATS] = {
219 "You feel weaker!", 220 "You feel weaker!",
220 "You feel clumsy!", 221 "You feel clumsy!",
221 "You feel less healthy!", 222 "You feel less healthy!",
223 "You feel stupid!",
222 "You lose some of your memory!", 224 "You lose some of your memory!",
225 "You feel less potent!",
223 "You look ugly!", 226 "You look ugly!",
224 "You feel stupid!",
225 "You feel less potent!"
226}; 227};
227 228
228const char *const statname[NUM_STATS] = { 229const char *const statname[NUM_STATS] = {
229 "strength", "dexterity", "constitution", "intelligence", "wisdom", "power", "charisma" 230 "strength", "dexterity", "constitution", "intelligence", "wisdom", "power", "charisma"
230}; 231};
676 */ 677 */
677 678
678void 679void
679object::drain_stat () 680object::drain_stat ()
680{ 681{
681 drain_specific_stat (RANDOM () % NUM_STATS); 682 drain_specific_stat (rndm (NUM_STATS));
682} 683}
683 684
684void 685void
685object::drain_specific_stat (int deplete_stats) 686object::drain_specific_stat (int deplete_stats)
686{ 687{
754 return; 755 return;
755 756
756 /* Randomly change the players luck. Basically, we move it 757 /* Randomly change the players luck. Basically, we move it
757 * back neutral (if greater>0, subtract, otherwise add) 758 * back neutral (if greater>0, subtract, otherwise add)
758 */ 759 */
759 if (RANDOM () % (FABS (tmp->stats.luck)) >= RANDOM () % 30) 760 if (rndm (abs (tmp->stats.luck)) >= rndm (30))
760 { 761 {
761 int diff = tmp->stats.luck > 0 ? -1 : 1; 762 int diff = tmp->stats.luck > 0 ? -1 : 1;
762 763
763 stats.luck += diff; 764 stats.luck += diff;
764 tmp->stats.luck += diff; 765 tmp->stats.luck += diff;
817 * Updates all abilities given by applied objects in the inventory 818 * Updates all abilities given by applied objects in the inventory
818 * of the given object. Note: This function works for both monsters 819 * of the given object. Note: This function works for both monsters
819 * and players; the "player" in the name is purely an archaic inheritance. 820 * and players; the "player" in the name is purely an archaic inheritance.
820 * This functions starts from base values (archetype or player object) 821 * This functions starts from base values (archetype or player object)
821 * and then adjusts them according to what the player has equipped. 822 * and then adjusts them according to what the player has equipped.
822 */ 823 *
823
824/* July 95 - inserted stuff to handle new skills/exp system - b.t. 824 * July 95 - inserted stuff to handle new skills/exp system - b.t.
825 spell system split, grace points now added to system --peterm 825 * spell system split, grace points now added to system --peterm
826 */ 826 */
827
828void 827void
829object::update_stats () 828object::update_stats ()
830{ 829{
831 int i, j; 830 int i, j;
832 float f, max = 9, added_speed = 0, bonus_speed = 0, sp_tmp, speed_reduce_from_disease = 1; 831 float f, max = 9, added_speed = 0, bonus_speed = 0, sp_tmp, speed_reduce_from_disease = 1;
844 843
845 if (settings.spell_encumbrance == TRUE) 844 if (settings.spell_encumbrance == TRUE)
846 contr->encumbrance = 0; 845 contr->encumbrance = 0;
847 846
848 attacktype = 0; 847 attacktype = 0;
848
849 contr->digestion = 0; 849 contr->digestion = 0;
850 contr->gen_hp = 0; 850 contr->gen_hp = 0;
851 contr->gen_sp = 0; 851 contr->gen_sp = 0;
852 contr->gen_grace = 0; 852 contr->gen_grace = 0;
853 contr->gen_sp_armour = 10; 853 contr->gen_sp_armour = 10;
854 contr->item_power = 0; 854 contr->item_power = 0;
855
856 /* Don't clobber all the range_ values. range_golem otherwise
857 * gets reset for no good reason, and we don't want to reset
858 * range_magic (what spell is readied). These three below
859 * well get filled in based on what the player has equipped.
860 */
861 contr->ranges[range_bow] = NULL;
862 contr->ranges[range_misc] = NULL;
863 contr->ranges[range_skill] = NULL;
864 } 855 }
865 856
866 memcpy (body_used, body_info, sizeof (body_info)); 857 for (int i = NUM_BODY_LOCATIONS; i--; )
858 slot[i].used = slot[i].info;
867 859
868 slaying = 0; 860 slaying = 0;
869 861
870 if (!QUERY_FLAG (this, FLAG_WIZ)) 862 if (!QUERY_FLAG (this, FLAG_WIZ))
871 { 863 {
880 if (!QUERY_FLAG (&arch->clone, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL); 872 if (!QUERY_FLAG (&arch->clone, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL);
881 if (!QUERY_FLAG (&arch->clone, FLAG_REFL_MISSILE)) CLEAR_FLAG (this, FLAG_REFL_MISSILE); 873 if (!QUERY_FLAG (&arch->clone, FLAG_REFL_MISSILE)) CLEAR_FLAG (this, FLAG_REFL_MISSILE);
882 if (!QUERY_FLAG (&arch->clone, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD); 874 if (!QUERY_FLAG (&arch->clone, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD);
883 if (!QUERY_FLAG (&arch->clone, FLAG_SEE_IN_DARK )) CLEAR_FLAG (this, FLAG_SEE_IN_DARK); 875 if (!QUERY_FLAG (&arch->clone, FLAG_SEE_IN_DARK )) CLEAR_FLAG (this, FLAG_SEE_IN_DARK);
884 876
885 path_attuned = arch->clone.path_attuned; 877 path_attuned = arch->clone.path_attuned;
886 path_repelled = arch->clone.path_repelled; 878 path_repelled = arch->clone.path_repelled;
887 path_denied = arch->clone.path_denied; 879 path_denied = arch->clone.path_denied;
888 glow_radius = arch->clone.glow_radius; 880 glow_radius = arch->clone.glow_radius;
889 move_type = arch->clone.move_type; 881 move_type = arch->clone.move_type;
882
890 chosen_skill = NULL; 883 chosen_skill = 0;
891 884
892 /* initializing resistances from the values in player/monster's 885 /* initializing resistances from the values in player/monster's
893 * archetype clone 886 * archetype clone
894 */ 887 */
895 memcpy (&resist, &arch->clone.resist, sizeof (resist)); 888 memcpy (&resist, &arch->clone.resist, sizeof (resist));
898 { 891 {
899 if (resist[i] > 0) 892 if (resist[i] > 0)
900 prot[i] = resist[i], vuln[i] = 0; 893 prot[i] = resist[i], vuln[i] = 0;
901 else 894 else
902 vuln[i] = -(resist[i]), prot[i] = 0; 895 vuln[i] = -(resist[i]), prot[i] = 0;
896
903 potion_resist[i] = 0; 897 potion_resist[i] = 0;
904 } 898 }
905 899
906 wc = arch->clone.stats.wc; 900 wc = arch->clone.stats.wc;
907 stats.dam = arch->clone.stats.dam; 901 stats.dam = arch->clone.stats.dam;
925 speed = arch->clone.speed; 919 speed = arch->clone.speed;
926 920
927 /* OK - we've reset most all the objects attributes to sane values. 921 /* OK - we've reset most all the objects attributes to sane values.
928 * now go through and make adjustments for what the player has equipped. 922 * now go through and make adjustments for what the player has equipped.
929 */ 923 */
930
931 for (tmp = inv; tmp; tmp = tmp->below) 924 for (tmp = inv; tmp; tmp = tmp->below)
932 { 925 {
933 /* See note in map.c:update_position about making this additive 926 /* See note in map.c:update_position about making this additive
934 * since light sources are never applied, need to put check here. 927 * since light sources are never applied, need to put check here.
935 */ 928 */
936 if (tmp->glow_radius > glow_radius) 929 if (tmp->glow_radius > glow_radius)
937 glow_radius = tmp->glow_radius; 930 glow_radius = tmp->glow_radius;
938 931
939 /* This happens because apply_potion calls change_abil with the potion 932 /* This happens because apply_potion calls change_abil with the potion
940 * applied so we can tell the player what chagned. But change_abil 933 * applied so we can tell the player what changed. But change_abil
941 * then calls this function. 934 * then calls this function.
942 */ 935 */
943 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION) 936 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION)
944 continue; 937 continue;
945 938
971 * in the praying skill, and the player should always get those. 964 * 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, 965 * 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 966 * because the skill shouldn't count against body positions being used
974 * up, etc. 967 * up, etc.
975 */ 968 */
976 if ((QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type != CONTAINER && tmp->type != CLOSE_CON) || 969 if ((QUERY_FLAG (tmp, FLAG_APPLIED)
970 && tmp->type != CONTAINER
971 && tmp->type != CLOSE_CON)
972 || (tmp->type == SKILL
977 (tmp->type == SKILL && tmp->subtype == SK_PRAYING)) 973 && tmp->subtype == SK_PRAYING))
978 { 974 {
979 if (type == PLAYER) 975 if (type == PLAYER)
980 { 976 {
981 if (tmp->type == BOW)
982 contr->ranges[range_bow] = tmp;
983
984 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 977 if ((tmp->type == WEAPON || tmp->type == BOW)
985 contr->ranges[range_misc] = tmp; 978 && tmp != current_weapon)
979 continue;
986 980
987 for (i = 0; i < NUM_STATS; i++) 981 for (i = 0; i < NUM_STATS; i++)
988 change_attr_value (&(stats), i, get_attr_value (&(tmp->stats), i)); 982 change_attr_value (&stats, i, get_attr_value (&tmp->stats, i));
989 983
990 /* these are the items that currently can change digestion, regeneration, 984 /* these are the items that currently can change digestion, regeneration,
991 * spell point recovery and mana point recovery. Seems sort of an arbitary 985 * spell point recovery and mana point recovery. Seems sort of an arbitary
992 * list, but other items store other info into stats array. 986 * list, but other items store other info into stats array.
993 */ 987 */
994 if ((tmp->type == WEAPON) || 988 if ((tmp->type == WEAPON) || (tmp->type == BOW) ||
995 (tmp->type == ARMOUR) || (tmp->type == HELMET) || 989 (tmp->type == ARMOUR) || (tmp->type == HELMET) ||
996 (tmp->type == SHIELD) || (tmp->type == RING) || 990 (tmp->type == SHIELD) || (tmp->type == RING) ||
997 (tmp->type == BOOTS) || (tmp->type == GLOVES) || 991 (tmp->type == BOOTS) || (tmp->type == GLOVES) ||
998 (tmp->type == AMULET) || (tmp->type == GIRDLE) || 992 (tmp->type == AMULET) || (tmp->type == GIRDLE) ||
999 (tmp->type == BRACERS) || (tmp->type == CLOAK) || 993 (tmp->type == BRACERS) || (tmp->type == CLOAK) ||
1006 contr->gen_grace += tmp->stats.grace; 1000 contr->gen_grace += tmp->stats.grace;
1007 contr->gen_sp_armour += tmp->gen_sp_armour; 1001 contr->gen_sp_armour += tmp->gen_sp_armour;
1008 contr->item_power += tmp->item_power; 1002 contr->item_power += tmp->item_power;
1009 } 1003 }
1010 } /* if this is a player */ 1004 } /* if this is a player */
1005 else
1006 {
1007 if (tmp->type == WEAPON)
1008 current_weapon = tmp;
1009 }
1011 1010
1012 /* Update slots used for items */ 1011 /* Update slots used for items */
1013 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 1012 if (QUERY_FLAG (tmp, FLAG_APPLIED))
1014 for (i = 0; i < NUM_BODY_LOCATIONS; i++) 1013 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
1015 body_used[i] += tmp->body_info[i]; 1014 slot[i].used += tmp->slot[i].info;
1016 1015
1017 if (tmp->type == SYMPTOM) 1016 if (tmp->type == SYMPTOM)
1018 { 1017 {
1019 speed_reduce_from_disease = tmp->last_sp / 100.0; 1018 speed_reduce_from_disease = tmp->last_sp / 100.f;
1019
1020 if (speed_reduce_from_disease == 0) 1020 if (speed_reduce_from_disease == 0)
1021 speed_reduce_from_disease = 1; 1021 speed_reduce_from_disease = 1;
1022 } 1022 }
1023 1023
1024 /* Pos. and neg. protections are counted seperate (-> pro/vuln). 1024 /* Pos. and neg. protections are counted seperate (-> pro/vuln).
1025 * (Negative protections are calculated extactly like positive.) 1025 * (Negative protections are calculated exactly like positive.)
1026 * Resistance from potions are treated special as well. If there's 1026 * Resistance from potions are treated special as well. If there's
1027 * more than one potion-effect, the bigger prot.-value is taken. 1027 * more than one potion-effect, the bigger prot.-value is taken.
1028 */ 1028 */
1029 if (tmp->type != POTION) 1029 if (tmp->type != POTION)
1030 { 1030 {
1039 potion_resist[i] = MAX (potion_resist[i], tmp->resist[i]); 1039 potion_resist[i] = MAX (potion_resist[i], tmp->resist[i]);
1040 else 1040 else
1041 potion_resist[i] = tmp->resist[i]; 1041 potion_resist[i] = tmp->resist[i];
1042 } 1042 }
1043 else if (tmp->resist[i] > 0) 1043 else if (tmp->resist[i] > 0)
1044 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100; 1044 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100;
1045 else if (tmp->resist[i] < 0) 1045 else if (tmp->resist[i] < 0)
1046 vuln[i] += ((100 - vuln[i]) * (-tmp->resist[i])) / 100; 1046 vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100;
1047 } 1047 }
1048 } 1048 }
1049 1049
1050 /* There may be other things that should not adjust the attacktype */ 1050 /* There may be other things that should not adjust the attacktype */
1051 if (tmp->type != BOW && tmp->type != SYMPTOM) 1051 if ((tmp->type != WEAPON && tmp->type != BOW && tmp->type != SYMPTOM)
1052 || current_weapon == tmp)
1053 {
1052 attacktype |= tmp->attacktype; 1054 attacktype |= tmp->attacktype;
1053
1054 path_attuned |= tmp->path_attuned; 1055 path_attuned |= tmp->path_attuned;
1055 path_repelled |= tmp->path_repelled; 1056 path_repelled |= tmp->path_repelled;
1056 path_denied |= tmp->path_denied; 1057 path_denied |= tmp->path_denied;
1058 move_type |= tmp->move_type;
1057 stats.luck += tmp->stats.luck; 1059 stats.luck += tmp->stats.luck;
1058 move_type |= tmp->move_type; 1060 }
1059 1061
1060 if (QUERY_FLAG (tmp, FLAG_LIFESAVE )) SET_FLAG (this, FLAG_LIFESAVE); 1062 if (QUERY_FLAG (tmp, FLAG_LIFESAVE )) SET_FLAG (this, FLAG_LIFESAVE);
1061 if (QUERY_FLAG (tmp, FLAG_REFL_SPELL )) SET_FLAG (this, FLAG_REFL_SPELL); 1063 if (QUERY_FLAG (tmp, FLAG_REFL_SPELL )) SET_FLAG (this, FLAG_REFL_SPELL);
1062 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE)) SET_FLAG (this, FLAG_REFL_MISSILE); 1064 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE)) SET_FLAG (this, FLAG_REFL_MISSILE);
1063 if (QUERY_FLAG (tmp, FLAG_STEALTH )) SET_FLAG (this, FLAG_STEALTH); 1065 if (QUERY_FLAG (tmp, FLAG_STEALTH )) SET_FLAG (this, FLAG_STEALTH);
1076 1078
1077 if (tmp->stats.exp && tmp->type != SKILL) 1079 if (tmp->stats.exp && tmp->type != SKILL)
1078 { 1080 {
1079 if (tmp->stats.exp > 0) 1081 if (tmp->stats.exp > 0)
1080 { 1082 {
1081 added_speed += (float) tmp->stats.exp / 3.0; 1083 added_speed += tmp->stats.exp / 3.f;
1082 bonus_speed += 1.0 + (float) tmp->stats.exp / 3.0; 1084 bonus_speed += tmp->stats.exp / 3.f + 1.f;
1083 } 1085 }
1084 else 1086 else
1085 added_speed += (float) tmp->stats.exp; 1087 added_speed += tmp->stats.exp;
1086 } 1088 }
1087 1089
1088 switch (tmp->type) 1090 switch (tmp->type)
1089 { 1091 {
1092#if 0
1093 case WAND:
1094 case ROD:
1095 case HORN:
1096 if (type != PLAYER || current_weapon == tmp)
1097 chosen_skill = tmp;
1098 break;
1099#endif
1100
1090 /* skills modifying the character -b.t. */ 1101 /* skills modifying the character -b.t. */
1091 /* for all skills and skill granting objects */ 1102 /* for all skills and skill granting objects */
1092 case SKILL: 1103 case SKILL:
1093 if (!QUERY_FLAG (tmp, FLAG_APPLIED)) 1104 if (!QUERY_FLAG (tmp, FLAG_APPLIED))
1094 break; 1105 break;
1102 chosen_skill = tmp; 1113 chosen_skill = tmp;
1103 1114
1104 if (tmp->stats.dam > 0) 1115 if (tmp->stats.dam > 0)
1105 { /* skill is a 'weapon' */ 1116 { /* skill is a 'weapon' */
1106 if (!QUERY_FLAG (this, FLAG_READY_WEAPON)) 1117 if (!QUERY_FLAG (this, FLAG_READY_WEAPON))
1107 weapon_speed = (int) WEAPON_SPEED (tmp); 1118 weapon_speed = WEAPON_SPEED (tmp);
1108 1119
1109 if (weapon_speed < 0) 1120 if (weapon_speed < 0)
1110 weapon_speed = 0; 1121 weapon_speed = 0;
1111 1122
1112 weapon_weight = tmp->weight; 1123 weapon_weight = tmp->weight;
1115 if (tmp->magic) 1126 if (tmp->magic)
1116 stats.dam += tmp->magic; 1127 stats.dam += tmp->magic;
1117 } 1128 }
1118 1129
1119 if (tmp->stats.wc) 1130 if (tmp->stats.wc)
1120 wc -= (tmp->stats.wc + tmp->magic); 1131 wc -= tmp->stats.wc + tmp->magic;
1121 1132
1122 if (tmp->slaying != NULL) 1133 if (tmp->slaying)
1123 slaying = tmp->slaying; 1134 slaying = tmp->slaying;
1124 1135
1125 if (tmp->stats.ac) 1136 if (tmp->stats.ac)
1126 ac -= (tmp->stats.ac + tmp->magic); 1137 ac -= tmp->stats.ac + tmp->magic;
1127 1138
1128 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1139 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1129 contr->encumbrance += (int) 3 *tmp->weight / 1000; 1140 contr->encumbrance += (int) 3 *tmp->weight / 1000;
1130
1131 if (type == PLAYER)
1132 contr->ranges[range_skill] = this;
1133 1141
1134 break; 1142 break;
1135 1143
1136 case SKILL_TOOL: 1144 case SKILL_TOOL:
1137 if (chosen_skill) 1145 if (chosen_skill)
1138 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name); 1146 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name);
1139 1147
1140 chosen_skill = tmp; 1148 chosen_skill = tmp;
1141
1142 if (type == PLAYER)
1143 contr->ranges[range_skill] = this;
1144 break; 1149 break;
1145 1150
1146 case SHIELD: 1151 case SHIELD:
1147 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1152 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1148 contr->encumbrance += (int) tmp->weight / 2000; 1153 contr->encumbrance += (int) tmp->weight / 2000;
1152 case HELMET: 1157 case HELMET:
1153 case BOOTS: 1158 case BOOTS:
1154 case GLOVES: 1159 case GLOVES:
1155 case CLOAK: 1160 case CLOAK:
1156 if (tmp->stats.wc) 1161 if (tmp->stats.wc)
1157 wc -= (tmp->stats.wc + tmp->magic); 1162 wc -= tmp->stats.wc + tmp->magic;
1158 1163
1159 if (tmp->stats.dam) 1164 if (tmp->stats.dam)
1160 stats.dam += (tmp->stats.dam + tmp->magic); 1165 stats.dam += tmp->stats.dam + tmp->magic;
1161 1166
1162 if (tmp->stats.ac) 1167 if (tmp->stats.ac)
1163 ac -= (tmp->stats.ac + tmp->magic); 1168 ac -= tmp->stats.ac + tmp->magic;
1164 1169
1165 break; 1170 break;
1166 1171
1172 case BOW:
1167 case WEAPON: 1173 case WEAPON:
1174 if (type != PLAYER || current_weapon == tmp)
1175 {
1168 wc -= (tmp->stats.wc + tmp->magic); 1176 wc -= tmp->stats.wc + tmp->magic;
1169 1177
1170 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0) 1178 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0)
1171 ac -= tmp->stats.ac + tmp->magic; 1179 ac -= tmp->stats.ac + tmp->magic;
1172 1180
1173 stats.dam += (tmp->stats.dam + tmp->magic); 1181 stats.dam += tmp->stats.dam + tmp->magic;
1174 weapon_weight = tmp->weight; 1182 weapon_weight = tmp->weight;
1175 weapon_speed = ((int) WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2; 1183 weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2;
1176 1184
1177 if (weapon_speed < 0) 1185 if (weapon_speed < 0)
1178 weapon_speed = 0; 1186 weapon_speed = 0;
1179 1187
1180 slaying = tmp->slaying; 1188 slaying = tmp->slaying;
1189
1181 /* If there is desire that two handed weapons should do 1190 /* If there is desire that two handed weapons should do
1182 * extra strength damage, this is where the code should 1191 * extra strength damage, this is where the code should
1183 * go. 1192 * go.
1184 */ 1193 */
1185 current_weapon = tmp; 1194
1186 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1195 if (type == PLAYER)
1196 if (settings.spell_encumbrance)
1187 contr->encumbrance += (int) 3 *tmp->weight / 1000; 1197 contr->encumbrance += tmp->weight * 3 / 1000;
1198 }
1188 1199
1189 break; 1200 break;
1190 1201
1191 case ARMOUR: /* Only the best of these three are used: */ 1202 case ARMOUR: /* Only the best of these three are used: */
1192 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1203 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1193 contr->encumbrance += (int) tmp->weight / 1000; 1204 contr->encumbrance += tmp->weight / 1000;
1194 1205
1195 case BRACERS: 1206 case BRACERS:
1196 case FORCE: 1207 case FORCE:
1197 if (tmp->stats.wc) 1208 if (tmp->stats.wc)
1198 { 1209 {
1220 wc -= (tmp->stats.wc + tmp->magic); 1231 wc -= (tmp->stats.wc + tmp->magic);
1221 1232
1222 if (tmp->stats.ac) 1233 if (tmp->stats.ac)
1223 ac -= (tmp->stats.ac + tmp->magic); 1234 ac -= (tmp->stats.ac + tmp->magic);
1224 1235
1225 if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.0 < max) 1236 if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.f < max)
1226 max = ARMOUR_SPEED (tmp) / 10.0; 1237 max = ARMOUR_SPEED (tmp) / 10.f;
1227 1238
1228 break; 1239 break;
1229 } /* switch tmp->type */ 1240 } /* switch tmp->type */
1230 } /* item is equipped */ 1241 } /* item is equipped */
1231 } /* for loop of items */ 1242 } /* for loop of items */
1299 1310
1300 if (mana_obj == this && type == PLAYER) 1311 if (mana_obj == this && type == PLAYER)
1301 stats.maxsp = 1; 1312 stats.maxsp = 1;
1302 else 1313 else
1303 { 1314 {
1304 sp_tmp = 0.0; 1315 sp_tmp = 0.f;
1305 1316
1306 for (i = 1; i <= mana_obj->level && i <= 10; i++) 1317 for (i = 1; i <= mana_obj->level && i <= 10; i++)
1307 { 1318 {
1308 float stmp; 1319 float stmp;
1309 1320
1310 /* Got some extra bonus at first level */ 1321 /* Got some extra bonus at first level */
1311 if (i < 2) 1322 if (i < 2)
1312 stmp = contr->levsp[i] + ((2.0 * (float) sp_bonus[stats.Pow] + (float) sp_bonus[stats.Int]) / 6.0); 1323 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 6.f;
1313 else 1324 else
1314 stmp = (float) contr->levsp[i] + (2.0 * (float) sp_bonus[stats.Pow] + (float) sp_bonus[stats.Int]) / 12.0; 1325 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 12.f;
1315 1326
1316 if (stmp < 1.0) 1327 if (stmp < 1.f)
1317 stmp = 1.0; 1328 stmp = 1.f;
1318 1329
1319 sp_tmp += stmp; 1330 sp_tmp += stmp;
1320 } 1331 }
1321 1332
1322 stats.maxsp = (int) sp_tmp; 1333 stats.maxsp = (sint16)sp_tmp;
1323 1334
1324 for (i = 11; i <= mana_obj->level; i++) 1335 for (i = 11; i <= mana_obj->level; i++)
1325 stats.maxsp += 2; 1336 stats.maxsp += 2;
1326 } 1337 }
1327 /* Characters can get their sp supercharged via rune of transferrance */ 1338 /* Characters can get their sp supercharged via rune of transferrance */
1339 /* store grace in a float - this way, the divisions below don't create 1350 /* store grace in a float - this way, the divisions below don't create
1340 * big jumps when you go from level to level - with int's, it then 1351 * big jumps when you go from level to level - with int's, it then
1341 * becomes big jumps when the sums of the bonuses jump to the next 1352 * becomes big jumps when the sums of the bonuses jump to the next
1342 * step of 8 - with floats, even fractional ones are useful. 1353 * step of 8 - with floats, even fractional ones are useful.
1343 */ 1354 */
1344 sp_tmp = 0.0; 1355 sp_tmp = 0.f;
1345 for (i = 1, stats.maxgrace = 0; i <= grace_obj->level && i <= 10; i++) 1356 for (i = 1, stats.maxgrace = 0; i <= grace_obj->level && i <= 10; i++)
1346 { 1357 {
1347 float grace_tmp = 0.0; 1358 float grace_tmp = 0.f;
1348 1359
1349 /* Got some extra bonus at first level */ 1360 /* Got some extra bonus at first level */
1350 if (i < 2) 1361 if (i < 2)
1351 grace_tmp = contr->levgrace[i] + (((float) grace_bonus[stats.Pow] + 1362 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 6.f;
1352 2.0 * (float) grace_bonus[stats.Wis]) / 6.0);
1353 else 1363 else
1354 grace_tmp = (float) contr->levgrace[i]
1355 + ((float) grace_bonus[stats.Pow] + 2.0 * (float) grace_bonus[stats.Wis]) / 12.0; 1364 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 12.f;
1356 1365
1357 if (grace_tmp < 1.0) 1366 if (grace_tmp < 1.f)
1358 grace_tmp = 1.0; 1367 grace_tmp = 1.f;
1359 1368
1360 sp_tmp += grace_tmp; 1369 sp_tmp += grace_tmp;
1361 } 1370 }
1362 1371
1363 stats.maxgrace = (int) sp_tmp; 1372 stats.maxgrace = (sint16)sp_tmp;
1364 1373
1365 /* two grace points per level after 11 */ 1374 /* two grace points per level after 11 */
1366 for (i = 11; i <= grace_obj->level; i++) 1375 for (i = 11; i <= grace_obj->level; i++)
1367 stats.maxgrace += 2; 1376 stats.maxgrace += 2;
1368 } 1377 }
1388 * monster bonus the same as before. -b.t. 1397 * monster bonus the same as before. -b.t.
1389 */ 1398 */
1390 1399
1391 if (type == PLAYER && wc_obj && wc_obj->level > 1) 1400 if (type == PLAYER && wc_obj && wc_obj->level > 1)
1392 { 1401 {
1393 wc -= (wc_obj->level + thaco_bonus[stats.Str]); 1402 wc -= wc_obj->level + thaco_bonus[stats.Str];
1403
1394 for (i = 1; i < wc_obj->level; i++) 1404 for (i = 1; i < wc_obj->level; i++)
1395 { 1405 {
1396 /* addtional wc every 6 levels */ 1406 /* addtional wc every 6 levels */
1397 if (!(i % 6)) 1407 if (!(i % 6))
1398 wc--; 1408 wc--;
1409
1399 /* addtional dam every 4 levels. */ 1410 /* addtional dam every 4 levels. */
1400 if (!(i % 4) && (dam_bonus[stats.Str] >= 0)) 1411 if (!(i % 4) && dam_bonus[stats.Str] >= 0)
1401 stats.dam += (1 + (dam_bonus[stats.Str] / 5)); 1412 stats.dam += 1 + dam_bonus[stats.Str] / 5;
1402 } 1413 }
1403 } 1414 }
1404 else 1415 else
1405 wc -= (level + thaco_bonus[stats.Str]); 1416 wc -= level + thaco_bonus[stats.Str];
1406 1417
1407 stats.dam += dam_bonus[stats.Str]; 1418 stats.dam += dam_bonus[stats.Str];
1408 1419
1409 if (stats.dam < 1) 1420 if (stats.dam < 1)
1410 stats.dam = 1; 1421 stats.dam = 1;
1411 1422
1412 speed = 1.0 + speed_bonus[stats.Dex]; 1423 speed = 1.f + speed_bonus[stats.Dex];
1413 1424
1414 if (settings.search_items && contr->search_str[0]) 1425 if (settings.search_items && contr->search_str[0])
1415 speed -= 1; 1426 speed -= 1;
1416 1427
1417 if (attacktype == 0) 1428 if (attacktype == 0)
1418 attacktype = arch->clone.attacktype; 1429 attacktype = arch->clone.attacktype;
1419 1430
1420 } /* End if player */ 1431 } /* End if player */
1421 1432
1422 if (added_speed >= 0) 1433 if (added_speed >= 0)
1423 speed += added_speed / 10.0; 1434 speed += added_speed / 10.f;
1424 else /* Something wrong here...: */ 1435 else /* Something wrong here...: */
1425 speed /= (float) (1.0 - added_speed); 1436 speed /= 1.f - added_speed;
1426 1437
1427 /* Max is determined by armour */ 1438 /* Max is determined by armour */
1428 if (speed > max) 1439 if (speed > max)
1429 speed = max; 1440 speed = max;
1430 1441
1435 * weight limit, then player suffers a speed reduction based on how 1446 * weight limit, then player suffers a speed reduction based on how
1436 * much above he is, and what is max carry is 1447 * much above he is, and what is max carry is
1437 */ 1448 */
1438 f = (carrying / 1000) - max_carry[stats.Str]; 1449 f = (carrying / 1000) - max_carry[stats.Str];
1439 if (f > 0) 1450 if (f > 0)
1440 speed = speed / (1.0 + f / max_carry[stats.Str]); 1451 speed = speed / (1.f + f / max_carry[stats.Str]);
1441 } 1452 }
1442 1453
1443 speed += bonus_speed / 10.0; /* Not affected by limits */ 1454 speed += bonus_speed / 10.f; /* Not affected by limits */
1444 1455
1445 /* Put a lower limit on speed. Note with this speed, you move once every 1456 /* Put a lower limit on speed. Note with this speed, you move once every
1446 * 100 ticks or so. This amounts to once every 12 seconds of realtime. 1457 * 100 ticks or so. This amounts to once every 12 seconds of realtime.
1447 */ 1458 */
1448 speed = speed * speed_reduce_from_disease; 1459 speed = speed * speed_reduce_from_disease;
1449 1460
1450 if (speed < 0.01 && type == PLAYER) 1461 if (speed < 0.01f && type == PLAYER)
1451 speed = 0.01; 1462 speed = 0.01f;
1452 1463
1453 if (type == PLAYER) 1464 if (type == PLAYER)
1454 { 1465 {
1455 float M, W, s, D, K, S, M2;
1456
1457 /* (This formula was made by vidarl@ifi.uio.no) 1466 /* (This formula was made by vidarl@ifi.uio.no)
1458 * Note that we never used these values again - basically 1467 * Note that we never used these values again - basically
1459 * all of these could be subbed into one big equation, but 1468 * all of these could be subbed into one big equation, but
1460 * that would just be a real pain to read. 1469 * that would just be a real pain to read.
1461 */ 1470 */
1462 M = (max_carry[stats.Str] - 121) / 121.0; 1471 float M = (max_carry[stats.Str] - 121) / 121.f;
1463 M2 = max_carry[stats.Str] / 100.0; 1472 float M2 = max_carry[stats.Str] / 100.f;
1464 W = weapon_weight / 20000.0; 1473 float W = weapon_weight / 20000.f;
1465 s = 2 - weapon_speed / 10.0; 1474 float s = 2 - weapon_speed / 10.f;
1466 D = (stats.Dex - 14) / 14.0; 1475 float D = (stats.Dex - 14) / 14.f;
1467 K = 1 + M / 3.0 - W / (3 * M2) + speed / 5.0 + D / 2.0; 1476 float K = 1 + M / 3.f - W / (3 * M2) + speed / 5.f + D / 2.f;
1477
1468 K *= (4 + level) / (float) (6 + level) * 1.2; 1478 K *= (4 + level) *1.2f / (6 + level);
1479
1469 if (K <= 0) 1480 if (K <= 0.f)
1470 K = 0.01; 1481 K = 0.01f;
1482
1471 S = speed / (K * s); 1483 float S = speed / (K * s);
1484
1472 contr->weapon_sp = S; 1485 contr->weapon_sp = S;
1473 } 1486 }
1474 1487
1475 /* I want to limit the power of small monsters with big weapons: */ 1488 /* I want to limit the power of small monsters with big weapons: */
1476 if (type != PLAYER && arch != NULL && stats.dam > arch->clone.stats.dam * 3) 1489 if (type != PLAYER && arch && stats.dam > arch->clone.stats.dam * 3)
1477 stats.dam = arch->clone.stats.dam * 3; 1490 stats.dam = arch->clone.stats.dam * 3;
1478 1491
1479 /* Prevent overflows of wc - best you can get is ABS(120) - this 1492 /* Prevent overflows of wc - best you can get is ABS(120) - this
1480 * should be more than enough - remember, AC is also in 8 bits, 1493 * should be more than enough - remember, AC is also in 8 bits,
1481 * so its value is the same. 1494 * so its value is the same.
1514 if (type == PLAYER) 1527 if (type == PLAYER)
1515 { 1528 {
1516 esrv_update_stats (contr); 1529 esrv_update_stats (contr);
1517 esrv_update_spells (contr); 1530 esrv_update_spells (contr);
1518 } 1531 }
1532
1533 // update the mapspace, if we are on a map
1534 if (!flag [FLAG_REMOVED] && map)
1535 map->at (x, y).flags_ = 0;
1519} 1536}
1520 1537
1521/* 1538/*
1522 * Returns true if the given player is a legal class. 1539 * Returns true if the given player is a legal class.
1523 * The function to add and remove class-bonuses to the stats doesn't 1540 * The function to add and remove class-bonuses to the stats doesn't
1526 * false otherwise. 1543 * false otherwise.
1527 */ 1544 */
1528int 1545int
1529allowed_class (const object *op) 1546allowed_class (const object *op)
1530{ 1547{
1531 return op->stats.Dex > 0 && op->stats.Str > 0 && op->stats.Con > 0 && 1548 return op->stats.Dex > 0
1532 op->stats.Int > 0 && op->stats.Wis > 0 && op->stats.Pow > 0 && op->stats.Cha > 0; 1549 && op->stats.Str > 0
1550 && op->stats.Con > 0
1551 && op->stats.Int > 0
1552 && op->stats.Wis > 0
1553 && op->stats.Pow > 0
1554 && op->stats.Cha > 0;
1533} 1555}
1534 1556
1535/* 1557/*
1536 * set the new dragon name after gaining levels or 1558 * set the new dragon name after gaining levels or
1537 * changing ability focus (later this can be extended to 1559 * changing ability focus (later this can be extended to
1608 object *skin = NULL; /* pointer to dragon skin force */ 1630 object *skin = NULL; /* pointer to dragon skin force */
1609 object *tmp = NULL; /* tmp. object */ 1631 object *tmp = NULL; /* tmp. object */
1610 char buf[MAX_BUF]; /* tmp. string buffer */ 1632 char buf[MAX_BUF]; /* tmp. string buffer */
1611 1633
1612 /* now grab the 'dragon_ability'-forces from the player's inventory */ 1634 /* now grab the 'dragon_ability'-forces from the player's inventory */
1635 shstr_cmp dragon_ability_force ("dragon_ability_force");
1636 shstr_cmp dragon_skin_force ("dragon_skin_force");
1637
1613 for (tmp = who->inv; tmp != NULL; tmp = tmp->below) 1638 for (tmp = who->inv; tmp; tmp = tmp->below)
1614 {
1615 if (tmp->type == FORCE) 1639 if (tmp->type == FORCE)
1616 {
1617 if (strcmp (tmp->arch->name, "dragon_ability_force") == 0) 1640 if (tmp->arch->name == dragon_ability_force)
1618 abil = tmp; 1641 abil = tmp;
1619 if (strcmp (tmp->arch->name, "dragon_skin_force") == 0) 1642 else if (tmp->arch->name == dragon_skin_force)
1620 skin = tmp; 1643 skin = tmp;
1621 } 1644
1622 }
1623 /* if the force is missing -> bail out */ 1645 /* if the force is missing -> bail out */
1624 if (abil == NULL) 1646 if (abil == NULL)
1625 return; 1647 return;
1626 1648
1627 /* The ability_force keeps track of maximum level ever achieved. 1649 /* The ability_force keeps track of maximum level ever achieved.
1678 */ 1700 */
1679 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL); 1701 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL);
1680 skill_obj->stats.exp = 0; 1702 skill_obj->stats.exp = 0;
1681 skill_obj->level = 1; 1703 skill_obj->level = 1;
1682 insert_ob_in_ob (skill_obj, op); 1704 insert_ob_in_ob (skill_obj, op);
1705
1683 if (op->contr) 1706 if (op->contr)
1684 { 1707 {
1685 op->contr->last_skill_ob[skill_obj->subtype] = skill_obj; 1708 op->contr->last_skill_ob [skill_obj->subtype] = skill_obj;
1686 op->contr->last_skill_exp[skill_obj->subtype] = -1; 1709 if (op->contr->ns)
1710 op->contr->ns->last_skill_exp[skill_obj->subtype] = -1;//TODO: should be made superfluous
1687 } 1711 }
1712
1688 return skill_obj; 1713 return skill_obj;
1689} 1714}
1690 1715
1691 1716
1692/* player_lvl_adj() - for the new exp system. we are concerned with 1717/* player_lvl_adj() - for the new exp system. we are concerned with
1756sint64 1781sint64
1757level_exp (int level, double expmul) 1782level_exp (int level, double expmul)
1758{ 1783{
1759 if (level > settings.max_level) 1784 if (level > settings.max_level)
1760 return (sint64) (expmul * levels[settings.max_level]); 1785 return (sint64) (expmul * levels[settings.max_level]);
1786
1761 return (sint64) (expmul * levels[level]); 1787 return (sint64) (expmul * levels[level]);
1762} 1788}
1763 1789
1764/* 1790/*
1765 * Ensure that the permanent experience requirements in an exp object are met. 1791 * Ensure that the permanent experience requirements in an exp object are met.
1802 sint64 limit, exp_to_add; 1828 sint64 limit, exp_to_add;
1803 int i; 1829 int i;
1804 1830
1805 /* prevents some forms of abuse. */ 1831 /* prevents some forms of abuse. */
1806 if (op->contr->braced) 1832 if (op->contr->braced)
1807 exp = exp / 5; 1833 exp /= 5;
1808 1834
1809 /* Try to find the matching skill. 1835 /* Try to find the matching skill.
1810 * We do a shortcut/time saving mechanism first - see if it matches 1836 * We do a shortcut/time saving mechanism first - see if it matches
1811 * chosen_skill. This means we don't need to search through 1837 * chosen_skill. This means we don't need to search through
1812 * the players inventory. 1838 * the players inventory.
1813 */ 1839 */
1814 if (skill_name) 1840 if (skill_name)
1815 { 1841 {
1816 if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill)) 1842 if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill))
1947 del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction)); 1973 del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction));
1948 tmp->stats.exp -= del_exp; 1974 tmp->stats.exp -= del_exp;
1949 player_lvl_adj (op, tmp); 1975 player_lvl_adj (op, tmp);
1950 } 1976 }
1951 } 1977 }
1978
1952 if (flag != SK_SUBTRACT_SKILL_EXP) 1979 if (flag != SK_SUBTRACT_SKILL_EXP)
1953 { 1980 {
1954 del_exp = check_exp_loss (op, exp); 1981 del_exp = check_exp_loss (op, exp);
1955 op->stats.exp -= del_exp; 1982 op->stats.exp -= del_exp;
1956 player_lvl_adj (op, NULL); 1983 player_lvl_adj (op, NULL);
1957 } 1984 }
1958} 1985}
1959
1960
1961 1986
1962/* change_exp() - changes experience to a player/monster. This 1987/* change_exp() - changes experience to a player/monster. This
1963 * does bounds checking to make sure we don't overflow the max exp. 1988 * does bounds checking to make sure we don't overflow the max exp.
1964 * 1989 *
1965 * The exp passed is typically not modified much by this function - 1990 * The exp passed is typically not modified much by this function -
1966 * it is assumed the caller has modified the exp as needed. 1991 * it is assumed the caller has modified the exp as needed.
1967 * skill_name is the skill that should get the exp added. 1992 * skill_name is the skill that should get the exp added.
1968 * flag is what to do if player doesn't have the skill. 1993 * flag is what to do if player doesn't have the skill.
1969 * these last two values are only used for players. 1994 * these last two values are only used for players.
1970 */ 1995 */
1971
1972void 1996void
1973change_exp (object *op, sint64 exp, const char *skill_name, int flag) 1997change_exp (object *op, sint64 exp, const char *skill_name, int flag)
1974{ 1998{
1975
1976#ifdef EXP_DEBUG 1999#ifdef EXP_DEBUG
1977 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp); 2000 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp);
1978#endif 2001#endif
1979 2002
1980 /* safety */ 2003 /* safety */
2021 else 2044 else
2022 /* note that when you lose exp, it doesn't go against 2045 /* note that when you lose exp, it doesn't go against
2023 * a particular skill, so we don't need to pass that 2046 * a particular skill, so we don't need to pass that
2024 * along. 2047 * along.
2025 */ 2048 */
2026 subtract_player_exp (op, FABS (exp), skill_name, flag); 2049 subtract_player_exp (op, abs (exp), skill_name, flag);
2027
2028 } 2050 }
2029} 2051}
2030 2052
2031/* Applies a death penalty experience, the size of this is defined by the 2053/* Applies a death penalty experience, the size of this is defined by the
2032 * settings death_penalty_percentage and death_penalty_levels, and by the 2054 * settings death_penalty_percentage and death_penalty_levels, and by the
2033 * amount of permenent experience, whichever gives the lowest loss. 2055 * amount of permenent experience, whichever gives the lowest loss.
2034 */ 2056 */
2035
2036void 2057void
2037apply_death_exp_penalty (object *op) 2058apply_death_exp_penalty (object *op)
2038{ 2059{
2039 object *tmp; 2060 object *tmp;
2040 sint64 loss; 2061 sint64 loss;

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