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Comparing deliantra/server/common/living.C (file contents):
Revision 1.56 by root, Sun May 13 15:13:57 2007 UTC vs.
Revision 1.129 by root, Mon Nov 12 03:14:32 2012 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 (©) 2005,2006,2007,2008,2009,2010,2011,2012 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 *
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
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 * 17 *
18 * You should have received a copy of the Affero GNU General Public License
19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
21 *
22 * The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 23 */
24 24
25#include <global.h> 25#include <global.h>
26#include <funcpoint.h>
27 26
28/* Handy little macro that adds exp and keeps it within bounds. Since 27/* Handy little macro that adds exp and keeps it within bounds. Since
29 * we are now using 64 bit values, I'm not all concerned about overflow issues 28 * we are now using 64 bit values, I'm not all concerned about overflow issues
30 * with exptotal wrapping. exptotal is typically op->exp, or op->perm_exp 29 * with exptotal wrapping. exptotal is typically op->exp, or op->perm_exp
31 */ 30 */
109 * These limits are probably overly generous, but being there were no values 108 * These limits are probably overly generous, but being there were no values
110 * before, you need to start someplace. 109 * before, you need to start someplace.
111 */ 110 */
112 111
113const uint32 weight_limit[MAX_STAT + 1] = { 112const uint32 weight_limit[MAX_STAT + 1] = {
114 200000, /* 0 */ 113 200000, /* 0 */
115 250000, 300000, 350000, 400000, 500000, /* 5 */ 114 250000, 300000, 350000, 400000, 500000, /* 5 */
116 600000, 700000, 800000, 900000, 1000000, /* 10 */ 115 600000, 700000, 800000, 900000, 1000000, /* 10 */
117 1100000, 1200000, 1300000, 1400000, 1500000, /* 15 */ 116 1100000, 1200000, 1300000, 1400000, 1500000, /* 15 */
118 1650000, 1800000, 1950000, 2100000, 2250000, /* 20 */ 117 1650000, 1800000, 1950000, 2100000, 2250000, /* 20 */
119 2400000, 2550000, 2700000, 2850000, 3000000, /* 25 */ 118 2400000, 2550000, 2700000, 2850000, 3000000, /* 25 */
120 3250000, 3500000, 3750000, 4000000, 4500000 /*30 */ 119 3250000, 3500000, 3750000, 4000000, 4500000 /* 30 */
121}; 120};
122 121
123const int learn_spell[MAX_STAT + 1] = { 122const int learn_spell[MAX_STAT + 1] = {
124 0, 0, 0, 1, 2, 4, 8, 12, 16, 25, 36, 45, 55, 65, 70, 75, 80, 85, 90, 95, 100, 100, 100, 100, 100, 123 0, 0, 0, 1, 2, 4, 8, 12, 16, 25, 36, 45, 55, 65, 70, 75, 80, 85, 90, 95, 100, 100, 100, 100, 100,
125 100, 100, 100, 100, 100, 100 124 100, 100, 100, 100, 100, 100
140/* 139/*
141 Since this is nowhere defined ... 140 Since this is nowhere defined ...
142 Both come in handy at least in function add_exp() 141 Both come in handy at least in function add_exp()
143*/ 142*/
144 143
145#define MAX_EXPERIENCE levels[settings.max_level] 144#define MAX_EXPERIENCE levels [settings.max_level]
146 145
147/* because exp_obj sum to make the total score, 146/* because exp_obj sum to make the total score,
148 * we cannot allow that sum to exceed the maximum 147 * we cannot allow that sum to exceed the maximum
149 * amount of experience a player can gain. Thus 148 * amount of experience a player can gain. Thus
150 * we define MAX_EXP_IN_OBJ. It is important to try 149 * we define MAX_EXP_IN_OBJ. It is important to try
157 * line with progression of previous levels, so 156 * line with progression of previous levels, so
158 * if more levels are desired, this should be fixed. 157 * if more levels are desired, this should be fixed.
159 * -b.t. 158 * -b.t.
160 */ 159 */
161 160
162#define MAX_EXP_IN_OBJ levels[settings.max_level]/(MAX_EXP_CAT - 1) 161#define MAX_EXP_IN_OBJ MAX_EXP_IN_OBJ / (MAX_EXP_CAT - 1)
163
164extern sint64 *levels;
165 162
166#define MAX_SAVE_LEVEL 110 163#define MAX_SAVE_LEVEL 110
167 164
168/* This no longer needs to be changed anytime the number of 165/* This no longer needs to be changed anytime the number of
169 * levels is increased - rather, did_make_save will do the 166 * levels is increased - rather, did_make_save will do the
263/* Rather than having a whole bunch of if (flag) new_draw.. else new_draw, 260/* Rather than having a whole bunch of if (flag) new_draw.. else new_draw,
264 * make this macro to clean those up. Not usuable outside change_abil 261 * make this macro to clean those up. Not usuable outside change_abil
265 * function since some of the values passed to new_draw_info are hardcoded. 262 * function since some of the values passed to new_draw_info are hardcoded.
266 */ 263 */
267#define DIFF_MSG(flag, msg1, msg2) \ 264#define DIFF_MSG(flag, msg1, msg2) \
268 new_draw_info(NDI_UNIQUE, 0, op, (flag>0)?msg1:msg2); 265 new_draw_info (NDI_UNIQUE, 0, op, (flag > 0) ? msg1 : msg2);
269 266
270/* return 1 if we sucessfully changed a stat, 0 if nothing was changed. */ 267/* return 1 if we sucessfully changed a stat, 0 if nothing was changed. */
271 268
272/* flag is set to 1 if we are applying the object, -1 if we are removing 269/* flag is set to 1 if we are applying the object, -1 if we are removing
273 * the object. 270 * the object.
281 * that gives them that ability. 278 * that gives them that ability.
282 */ 279 */
283int 280int
284change_abil (object *op, object *tmp) 281change_abil (object *op, object *tmp)
285{ 282{
286 int flag = QUERY_FLAG (tmp, FLAG_APPLIED) ? 1 : -1, success = 0; 283 int flag = tmp->flag [FLAG_APPLIED] ? 1 : -1;
284 int success = 0;
287 char message[MAX_BUF]; 285 char message[MAX_BUF];
288 int potion_max = 0; 286 int potion_max = 0;
289 287
290 /* remember what object was like before it was changed. note that 288 // keep some stats for comparison purposes
291 * refop is a local copy of op only to be used for detecting changes 289 object::flags_t prev_flag = op->flag;
292 * found by update_stats. refop is not a real object 290 MoveType prev_move_type = op->move_type;
293 */ 291 sint16 prev_resist [NROFATTACKS]; // clumsy
294 object_copy refop = *op; 292 assert (sizeof (prev_resist) == sizeof (op->resist));
293 memcpy (prev_resist, op->resist, sizeof (prev_resist));
295 294
296 if (op->type == PLAYER) 295 if (op->type == PLAYER)
297 { 296 {
298 if (tmp->type == POTION) 297 if (tmp->type == POTION)
299 { 298 {
300 potion_max = 1; 299 potion_max = 1;
300
301 for (int j = 0; j < NUM_STATS; j++) 301 for (int j = 0; j < NUM_STATS; j++)
302 { 302 {
303 int ostat = op->contr->orig_stats.stat (j); 303 int ostat = op->contr->orig_stats.stat (j);
304 int i = tmp->stats.stat (j); 304 int i = tmp->stats.stat (j);
305 305
306 /* nstat is what the stat will be after use of the potion */ 306 /* nstat is what the stat will be after use of the potion */
307 int nstat = flag * i + ostat; 307 int nstat = flag * i + ostat;
308 308
309 /* Do some bounds checking. While I don't think any 309 /* Do some bounds checking. There is the potential for potions
310 * potions do so right now, there is the potential for potions
311 * that adjust that stat by more than one point, so we need 310 * that adjust that stat by more than one point, so we need
312 * to allow for that. 311 * to allow for that.
313 */ 312 */
314 if (nstat < 1 && i * flag < 0) 313 if (nstat < 1 && i * flag < 0)
315 nstat = 1; 314 nstat = 1;
316 else if (nstat > 20 + op->arch->clone.stats.stat (j)) 315 else if (nstat > 20 + op->arch->stats.stat (j))
317 nstat = 20 + op->arch->clone.stats.stat (j); 316 nstat = 20 + op->arch->stats.stat (j);
318 317
319 if (nstat != ostat) 318 if (nstat != ostat)
320 { 319 {
321 op->contr->orig_stats.stat (j) = nstat; 320 op->contr->orig_stats.stat (j) = nstat;
322 potion_max = 0; 321 potion_max = 0;
367 { 366 {
368 success = 1; 367 success = 1;
369 DIFF_MSG (flag, "Your hands begin to glow red.", "Your hands stop glowing red."); 368 DIFF_MSG (flag, "Your hands begin to glow red.", "Your hands stop glowing red.");
370 } 369 }
371 370
372 if (QUERY_FLAG (op, FLAG_LIFESAVE) != QUERY_FLAG (&refop, FLAG_LIFESAVE)) 371 if (op->flag [FLAG_LIFESAVE] != prev_flag [FLAG_LIFESAVE])
373 { 372 {
374 success = 1; 373 success = 1;
375 DIFF_MSG (flag, "You feel very protected.", "You don't feel protected anymore."); 374 DIFF_MSG (flag, "You feel very protected.", "You don't feel protected anymore.");
376 } 375 }
377 376
378 if (QUERY_FLAG (op, FLAG_REFL_MISSILE) != QUERY_FLAG (&refop, FLAG_REFL_MISSILE)) 377 if (op->flag [FLAG_REFL_MISSILE] != prev_flag [FLAG_REFL_MISSILE])
379 { 378 {
380 success = 1; 379 success = 1;
381 DIFF_MSG (flag, "A magic force shimmers around you.", "The magic force fades away."); 380 DIFF_MSG (flag, "A magic force shimmers around you.", "The magic force fades away.");
382 } 381 }
383 382
384 if (QUERY_FLAG (op, FLAG_REFL_SPELL) != QUERY_FLAG (&refop, FLAG_REFL_SPELL)) 383 if (op->flag [FLAG_REFL_SPELL] != prev_flag [FLAG_REFL_SPELL])
385 { 384 {
386 success = 1; 385 success = 1;
387 DIFF_MSG (flag, "You feel more safe now, somehow.", "Suddenly you feel less safe, somehow."); 386 DIFF_MSG (flag, "You feel more safe now, somehow.", "Suddenly you feel less safe, somehow.");
388 } 387 }
389 388
391 * user has multiple items giving the same type appled like we 390 * user has multiple items giving the same type appled like we
392 * used to - that is more work than what we gain, plus messages 391 * used to - that is more work than what we gain, plus messages
393 * can be misleading (a little higher could be miscontrued from 392 * can be misleading (a little higher could be miscontrued from
394 * from fly high) 393 * from fly high)
395 */ 394 */
396 if (tmp->move_type && op->move_type != refop.move_type) 395 if (tmp->move_type && op->move_type != prev_move_type)
397 { 396 {
398 success = 1; 397 success = 1;
399 398
400 /* MOVE_FLY_HIGH trumps MOVE_FLY_LOW - changing your move_fly_low 399 /* MOVE_FLY_HIGH trumps MOVE_FLY_LOW - changing your move_fly_low
401 * status doesn't make a difference if you are flying high 400 * status doesn't make a difference if you are flying high
402 */ 401 */
403 if (tmp->move_type & MOVE_FLY_LOW && !(op->move_type & MOVE_FLY_HIGH)) 402 if (tmp->move_type & MOVE_FLY_LOW && !(op->move_type & MOVE_FLY_HIGH))
404 { 403 {
405 DIFF_MSG (flag, "You start to float in the air!.", "You float down to the ground."); 404 DIFF_MSG (flag, "You start to float in the air!", "You float down to the ground.");
406 } 405 }
407 406
408 if (tmp->move_type & MOVE_FLY_HIGH) 407 if (tmp->move_type & MOVE_FLY_HIGH)
409 { 408 {
410 /* double conditional - second case covers if you have move_fly_low - 409 /* double conditional - second case covers if you have move_fly_low -
414 (op->move_type & MOVE_FLY_LOW ? "You fly lower in the air" : "You float down to the ground.")); 413 (op->move_type & MOVE_FLY_LOW ? "You fly lower in the air" : "You float down to the ground."));
415 } 414 }
416 415
417 if (tmp->move_type & MOVE_SWIM) 416 if (tmp->move_type & MOVE_SWIM)
418 DIFF_MSG (flag, "You feel ready for a swim", "You no longer feel like swimming"); 417 DIFF_MSG (flag, "You feel ready for a swim", "You no longer feel like swimming");
419
420 /* Changing move status may mean you are affected by things you weren't before */
421 check_move_on (op, op);
422 } 418 }
423 419
424 /* becoming UNDEAD... a special treatment for this flag. Only those not 420 /* becoming UNDEAD... a special treatment for this flag. Only those not
425 * originally undead may change their status 421 * originally undead may change their status
426 */ 422 */
427 if (!QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 423 if (!op->arch->flag [FLAG_UNDEAD])
428 if (QUERY_FLAG (op, FLAG_UNDEAD) != QUERY_FLAG (&refop, FLAG_UNDEAD)) 424 if (op->flag [FLAG_UNDEAD] != prev_flag [FLAG_UNDEAD])
429 { 425 {
430 success = 1; 426 success = 1;
431 if (flag > 0) 427 if (flag > 0)
432 { 428 {
433 op->race = "undead"; 429 op->race = "undead";
434 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce drains away!"); 430 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce drains away!");
435 } 431 }
436 else 432 else
437 { 433 {
438 op->race = op->arch->clone.race; 434 op->race = op->arch->race;
439 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!"); 435 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!");
440 } 436 }
441 } 437 }
442 438
443 if (QUERY_FLAG (op, FLAG_STEALTH) != QUERY_FLAG (&refop, FLAG_STEALTH)) 439 if (op->flag [FLAG_STEALTH] != prev_flag [FLAG_STEALTH])
444 { 440 {
445 success = 1; 441 success = 1;
446 DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily."); 442 DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily.");
447 } 443 }
448 444
449 if (QUERY_FLAG (op, FLAG_MAKE_INVIS) != QUERY_FLAG (&refop, FLAG_MAKE_INVIS)) 445 if (op->flag [FLAG_MAKE_INVIS] != prev_flag [FLAG_MAKE_INVIS])
450 { 446 {
451 success = 1; 447 success = 1;
452 DIFF_MSG (flag, "You become transparent.", "You can see yourself."); 448 DIFF_MSG (flag, "You become transparent.", "You can see yourself.");
453 } 449 }
454 450
455 /* blinded you can tell if more blinded since blinded player has minimal 451 /* blinded you can tell if more blinded since blinded player has minimal
456 * vision 452 * vision
457 */ 453 */
458 if (QUERY_FLAG (tmp, FLAG_BLIND)) 454 if (tmp->flag [FLAG_BLIND])
459 { 455 {
460 success = 1; 456 success = 1;
461 if (flag > 0) 457 if (flag > 0)
462 { 458 {
463 if (QUERY_FLAG (op, FLAG_WIZ)) 459 if (op->flag [FLAG_WIZ])
464 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self is blinded."); 460 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self is blinded.");
465 else 461 else
466 { 462 {
467 new_draw_info (NDI_UNIQUE, 0, op, "You are blinded."); 463 new_draw_info (NDI_UNIQUE, 0, op, "You are blinded.");
468 SET_FLAG (op, FLAG_BLIND); 464 op->set_flag (FLAG_BLIND);
469 if (op->type == PLAYER) 465 if (op->type == PLAYER)
470 op->contr->do_los = 1; 466 op->contr->do_los = 1;
471 } 467 }
472 } 468 }
473 else 469 else
474 { 470 {
475 if (QUERY_FLAG (op, FLAG_WIZ)) 471 if (op->flag [FLAG_WIZ])
476 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self can now see again."); 472 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self can now see again.");
477 else 473 else
478 { 474 {
479 new_draw_info (NDI_UNIQUE, 0, op, "Your vision returns."); 475 new_draw_info (NDI_UNIQUE, 0, op, "Your vision returns.");
480 CLEAR_FLAG (op, FLAG_BLIND); 476 op->clr_flag (FLAG_BLIND);
481 if (op->type == PLAYER) 477 if (op->type == PLAYER)
482 op->contr->do_los = 1; 478 op->contr->do_los = 1;
483 } 479 }
484 } 480 }
485 } 481 }
486 482
487 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK) != QUERY_FLAG (&refop, FLAG_SEE_IN_DARK)) 483 if (op->flag [FLAG_SEE_IN_DARK] != prev_flag [FLAG_SEE_IN_DARK])
488 { 484 {
489 success = 1; 485 success = 1;
490 if (op->type == PLAYER) 486 if (op->type == PLAYER)
491 op->contr->do_los = 1; 487 op->contr->do_los = 1;
492 DIFF_MSG (flag, "Your vision is better in the dark.", "You see less well in the dark."); 488 DIFF_MSG (flag, "Your vision is better in the dark.", "You see less well in the dark.");
493 } 489 }
494 490
495 if (QUERY_FLAG (op, FLAG_XRAYS) != QUERY_FLAG (&refop, FLAG_XRAYS)) 491 if (op->flag [FLAG_XRAYS] != prev_flag [FLAG_XRAYS])
496 { 492 {
497 success = 1; 493 success = 1;
498 if (flag > 0) 494 if (flag > 0)
499 { 495 {
500 if (QUERY_FLAG (op, FLAG_WIZ)) 496 if (op->flag [FLAG_WIZ])
501 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a little clearer."); 497 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a little clearer.");
502 else 498 else
503 { 499 {
504 new_draw_info (NDI_UNIQUE, 0, op, "Everything becomes transparent."); 500 new_draw_info (NDI_UNIQUE, 0, op, "Everything becomes transparent.");
505 if (op->type == PLAYER) 501 if (op->type == PLAYER)
506 op->contr->do_los = 1; 502 op->contr->do_los = 1;
507 } 503 }
508 } 504 }
509 else 505 else
510 { 506 {
511 if (QUERY_FLAG (op, FLAG_WIZ)) 507 if (op->flag [FLAG_WIZ])
512 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a bit out of focus."); 508 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a bit out of focus.");
513 else 509 else
514 { 510 {
515 new_draw_info (NDI_UNIQUE, 0, op, "Everything suddenly looks very solid."); 511 new_draw_info (NDI_UNIQUE, 0, op, "Everything suddenly looks very solid.");
516 if (op->type == PLAYER) 512 if (op->type == PLAYER)
523 { 519 {
524 success = 1; 520 success = 1;
525 DIFF_MSG (flag * tmp->stats.luck, "You feel more lucky.", "You feel less lucky."); 521 DIFF_MSG (flag * tmp->stats.luck, "You feel more lucky.", "You feel less lucky.");
526 } 522 }
527 523
524 if (digest_types [tmp->type])
525 {
528 if (tmp->stats.hp && op->type == PLAYER) 526 if (tmp->stats.hp && op->type == PLAYER)
529 { 527 {
530 success = 1; 528 success = 1;
531 DIFF_MSG (flag * tmp->stats.hp, "You feel much more healthy!", "You feel much less healthy!"); 529 DIFF_MSG (flag * tmp->stats.hp, "You feel much more healthy!", "You feel much less healthy!");
532 } 530 }
533 531
534 if (tmp->stats.sp && op->type == PLAYER && tmp->type != SKILL) 532 if (tmp->stats.sp && op->type == PLAYER
535 { 533 && tmp->type != SKILL && tmp->type != BOW)
534 {
536 success = 1; 535 success = 1;
537 DIFF_MSG (flag * tmp->stats.sp, "You feel one with the powers of magic!", "You suddenly feel very mundane."); 536 DIFF_MSG (flag * tmp->stats.sp, "You feel one with the powers of magic!", "You suddenly feel very mundane.");
538 } 537 }
539 538
540 /* for the future when artifacts set this -b.t. */ 539 /* for the future when artifacts set this -b.t. */
541 if (tmp->stats.grace && op->type == PLAYER) 540 if (tmp->stats.grace && op->type == PLAYER)
542 { 541 {
543 success = 1; 542 success = 1;
544 DIFF_MSG (flag * tmp->stats.grace, "You feel closer to your god!", "You suddenly feel less holy."); 543 DIFF_MSG (flag * tmp->stats.grace, "You feel closer to your god!", "You suddenly feel less holy.");
545 } 544 }
546 545
547 if (tmp->stats.food && op->type == PLAYER) 546 if (tmp->stats.food && op->type == PLAYER)
548 { 547 {
549 success = 1; 548 success = 1;
550 DIFF_MSG (flag * tmp->stats.food, "You feel your digestion slowing down.", "You feel your digestion speeding up."); 549 DIFF_MSG (flag * tmp->stats.food, "You feel your digestion slowing down.", "You feel your digestion speeding up.");
550 }
551 } 551 }
552 552
553 /* Messages for changed resistance */ 553 /* Messages for changed resistance */
554 for (int i = 0; i < NROFATTACKS; i++) 554 for (int i = 0; i < NROFATTACKS; i++)
555 { 555 {
556 if (i == ATNR_PHYSICAL) 556 if (i == ATNR_PHYSICAL)
557 continue; /* Don't display about armour */ 557 continue; /* Don't display about armour */
558 558
559 if (op->resist[i] != refop.resist[i]) 559 if (op->resist [i] != prev_resist [i])
560 { 560 {
561 success = 1; 561 success = 1;
562
562 if (op->resist[i] > refop.resist[i]) 563 if (op->resist [i] > prev_resist [i])
563 sprintf (message, "Your resistance to %s rises to %d%%.", change_resist_msg[i], op->resist[i]); 564 sprintf (message, "Your resistance to %s rises to %d%%.", change_resist_msg [i], op->resist [i]);
564 else 565 else
565 sprintf (message, "Your resistance to %s drops to %d%%.", change_resist_msg[i], op->resist[i]); 566 sprintf (message, "Your resistance to %s drops to %d%%.", change_resist_msg [i], op->resist [i]);
566 567
567 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message); 568 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message);
568 } 569 }
569 } 570 }
570 571
571 if (!potion_max) 572 if (!potion_max)
572 {
573 for (int j = 0; j < NUM_STATS; j++) 573 for (int j = 0; j < NUM_STATS; j++)
574 {
575 if (int i = tmp->stats.stat (j)) 574 if (int i = tmp->stats.stat (j))
576 { 575 {
577 success = 1; 576 success = 1;
578 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]); 577 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]);
579 } 578 }
580 }
581 }
582 579
583 return success; 580 return success;
584} 581}
585 582
586/* 583/*
597object::drain_specific_stat (int deplete_stats) 594object::drain_specific_stat (int deplete_stats)
598{ 595{
599 object *tmp; 596 object *tmp;
600 archetype *at; 597 archetype *at;
601 598
602 at = archetype::find (ARCH_DEPLETION); 599 at = archetype::find (shstr_depletion);
603 if (!at) 600 if (!at)
604 { 601 {
605 LOG (llevError, "Couldn't find archetype depletion.\n"); 602 LOG (llevError, "Couldn't find archetype depletion.\n");
606 return; 603 return;
607 } 604 }
609 { 606 {
610 tmp = present_arch_in_ob (at, this); 607 tmp = present_arch_in_ob (at, this);
611 608
612 if (!tmp) 609 if (!tmp)
613 { 610 {
614 tmp = arch_to_object (at); 611 tmp = at->instance ();
615 tmp = insert_ob_in_ob (tmp, this); 612 tmp = insert_ob_in_ob (tmp, this);
616 SET_FLAG (tmp, FLAG_APPLIED); 613 tmp->set_flag (FLAG_APPLIED);
617 } 614 }
618 } 615 }
619 616
620 new_draw_info (NDI_UNIQUE, 0, this, drain_msg[deplete_stats]); 617 new_draw_info (NDI_UNIQUE, 0, this, drain_msg[deplete_stats]);
621 change_attr_value (&tmp->stats, deplete_stats, -1); 618 change_attr_value (&tmp->stats, deplete_stats, -1);
627 * via an applied bad_luck object. 624 * via an applied bad_luck object.
628 */ 625 */
629void 626void
630object::change_luck (int value) 627object::change_luck (int value)
631{ 628{
632 archetype *at = archetype::find ("luck"); 629 archetype *at = archetype::find (shstr_luck);
633 if (!at) 630 if (!at)
634 LOG (llevError, "Couldn't find archetype luck.\n"); 631 LOG (llevError, "Couldn't find archetype luck.\n");
635 else 632 else
636 { 633 {
637 object *tmp = present_arch_in_ob (at, this); 634 object *tmp = present_arch_in_ob (at, this);
639 if (!tmp) 636 if (!tmp)
640 { 637 {
641 if (!value) 638 if (!value)
642 return; 639 return;
643 640
644 tmp = arch_to_object (at); 641 tmp = at->instance ();
645 tmp = insert_ob_in_ob (tmp, this); 642 tmp = insert_ob_in_ob (tmp, this);
646 SET_FLAG (tmp, FLAG_APPLIED); 643 tmp->set_flag (FLAG_APPLIED);
647 } 644 }
648 645
649 if (value) 646 if (value)
650 { 647 {
651 /* Limit the luck value of the bad luck object to +/-100. This 648 /* Limit the luck value of the bad luck object to +/-100. This
685void 682void
686object::remove_statbonus () 683object::remove_statbonus ()
687{ 684{
688 for (int i = 0; i < NUM_STATS; ++i) 685 for (int i = 0; i < NUM_STATS; ++i)
689 { 686 {
690 sint8 v = arch->clone.stats.stat (i); 687 sint8 v = arch->stats.stat (i);
691 stats.stat (i) -= v; 688 stats.stat (i) -= v;
692 contr->orig_stats.stat (i) -= v; 689 contr->orig_stats.stat (i) -= v;
693 } 690 }
694} 691}
695 692
699void 696void
700object::add_statbonus () 697object::add_statbonus ()
701{ 698{
702 for (int i = 0; i < NUM_STATS; ++i) 699 for (int i = 0; i < NUM_STATS; ++i)
703 { 700 {
704 sint8 v = arch->clone.stats.stat (i); 701 sint8 v = arch->stats.stat (i);
705 stats.stat (i) += v; 702 stats.stat (i) += v;
706 contr->orig_stats.stat (i) += v; 703 contr->orig_stats.stat (i) += v;
707 } 704 }
708} 705}
706
707static struct copy_flags : object::flags_t
708{
709 copy_flags ()
710 {
711 set (FLAG_LIFESAVE);
712 set (FLAG_REFL_SPELL);
713 set (FLAG_REFL_MISSILE);
714 set (FLAG_STEALTH);
715 set (FLAG_XRAYS);
716 set (FLAG_BLIND);
717 set (FLAG_SEE_IN_DARK);
718 }
719} copy_flags;
709 720
710/* 721/*
711 * Updates all abilities given by applied objects in the inventory 722 * Updates all abilities given by applied objects in the inventory
712 * of the given object. Note: This function works for both monsters 723 * of the given object. Note: This function works for both monsters
713 * and players; the "player" in the name is purely an archaic inheritance. 724 * and players; the "player" in the name is purely an archaic inheritance.
718 * spell system split, grace points now added to system --peterm 729 * spell system split, grace points now added to system --peterm
719 */ 730 */
720void 731void
721object::update_stats () 732object::update_stats ()
722{ 733{
723 int i, j;
724 float f, max = 9, added_speed = 0, bonus_speed = 0, sp_tmp, speed_reduce_from_disease = 1; 734 float max_speed = 9, added_speed = 0, bonus_speed = 0, speed_reduce_from_disease = 1;
725 int weapon_weight = 0, weapon_speed = 0; 735 int weapon_weight = 0, weapon_speed = 0;
726 int best_wc = 0, best_ac = 0, wc = 0, ac = 0; 736 int best_wc = 0, best_ac = 0, wc = 0, ac = 0;
727 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; 737 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS];
728 object *grace_obj = NULL, *mana_obj = NULL, *tmp; 738 object *grace_obj = NULL, *mana_obj = NULL, *tmp;
729 float old_speed = speed; 739 float old_speed = speed;
740 int stat_sum [NUM_STATS];
741
742 MoveType move_type; // we use change_move_type to change it, so use a local copy
730 743
731 /* First task is to clear all the values back to their original values */ 744 /* First task is to clear all the values back to their original values */
732 if (type == PLAYER) 745 if (type == PLAYER)
733 { 746 {
747 contr->delayed_update = false;
748
734 for (i = 0; i < NUM_STATS; i++) 749 for (int i = 0; i < NUM_STATS; i++)
735 stats.stat (i) = contr->orig_stats.stat (i); 750 stat_sum [i] = contr->orig_stats.stat (i);
736 751
737 if (settings.spell_encumbrance == TRUE) 752 if (settings.spell_encumbrance == TRUE)
738 contr->encumbrance = 0; 753 contr->encumbrance = 0;
739 754
740 attacktype = 0; 755 attacktype = 0;
750 for (int i = NUM_BODY_LOCATIONS; i--; ) 765 for (int i = NUM_BODY_LOCATIONS; i--; )
751 slot[i].used = slot[i].info; 766 slot[i].used = slot[i].info;
752 767
753 slaying = 0; 768 slaying = 0;
754 769
755 if (!QUERY_FLAG (this, FLAG_WIZ)) 770 if (!this->flag [FLAG_WIZ])
756 {
757 CLEAR_FLAG (this, FLAG_XRAYS);
758 CLEAR_FLAG (this, FLAG_MAKE_INVIS);
759 } 771 {
772 this->clr_flag (FLAG_XRAYS);
773 this->clr_flag (FLAG_MAKE_INVIS);
774 }
760 775
761 CLEAR_FLAG (this, FLAG_LIFESAVE); 776 this->clr_flag (FLAG_LIFESAVE);
762 CLEAR_FLAG (this, FLAG_STEALTH); 777 this->clr_flag (FLAG_STEALTH);
763 CLEAR_FLAG (this, FLAG_BLIND); 778 this->clr_flag (FLAG_BLIND);
764 779
765 if (!QUERY_FLAG (&arch->clone, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL); 780 if (!arch->flag [FLAG_REFL_SPELL ]) this->clr_flag (FLAG_REFL_SPELL);
766 if (!QUERY_FLAG (&arch->clone, FLAG_REFL_MISSILE)) CLEAR_FLAG (this, FLAG_REFL_MISSILE); 781 if (!arch->flag [FLAG_REFL_MISSILE]) this->clr_flag (FLAG_REFL_MISSILE);
767 if (!QUERY_FLAG (&arch->clone, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD); 782 if (!arch->flag [FLAG_UNDEAD ]) this->clr_flag (FLAG_UNDEAD);
768 if (!QUERY_FLAG (&arch->clone, FLAG_SEE_IN_DARK )) CLEAR_FLAG (this, FLAG_SEE_IN_DARK); 783 if (!arch->flag [FLAG_SEE_IN_DARK ]) this->clr_flag (FLAG_SEE_IN_DARK);
769 784
770 path_attuned = arch->clone.path_attuned; 785 path_attuned = arch->path_attuned;
771 path_repelled = arch->clone.path_repelled; 786 path_repelled = arch->path_repelled;
772 path_denied = arch->clone.path_denied; 787 path_denied = arch->path_denied;
773 glow_radius = arch->clone.glow_radius; 788 glow_radius = arch->glow_radius;
774 move_type = arch->clone.move_type; 789 move_type = arch->move_type;
775
776 chosen_skill = 0;
777 790
778 /* initializing resistances from the values in player/monster's 791 /* initializing resistances from the values in player/monster's
779 * archetype clone 792 * archetype clone
780 */ 793 */
781 memcpy (&resist, &arch->clone.resist, sizeof (resist)); 794 memcpy (&resist, &arch->resist, sizeof (resist));
782 795
783 for (i = 0; i < NROFATTACKS; i++) 796 for (int i = 0; i < NROFATTACKS; i++)
784 { 797 {
785 if (resist[i] > 0) 798 if (resist[i] > 0)
786 prot[i] = resist[i], vuln[i] = 0; 799 prot[i] = resist[i], vuln[i] = 0;
787 else 800 else
788 vuln[i] = -(resist[i]), prot[i] = 0; 801 vuln[i] = -resist[i], prot[i] = 0;
789 802
790 potion_resist[i] = 0; 803 potion_resist[i] = -1000;
791 } 804 }
792 805
793 wc = arch->clone.stats.wc; 806 wc = arch->stats.wc;
794 stats.dam = arch->clone.stats.dam; 807 stats.dam = arch->stats.dam;
795 808
796 /* for players which cannot use armour, they gain AC -1 per 3 levels, 809 /* for players which cannot use armour, they gain AC -1 per 3 levels,
797 * plus a small amount of physical resist, those poor suckers. ;) 810 * plus a small amount of physical resist, those poor suckers. ;)
798 * the fact that maxlevel is factored in could be considered sort of bogus - 811 * the fact that maxlevel is factored in could be considered sort of bogus -
799 * we should probably give them some bonus and cap it off - otherwise, 812 * we should probably give them some bonus and cap it off - otherwise,
800 * basically, if a server updates its max level, these playes may find 813 * basically, if a server updates its max level, these playes may find
801 * that their protection from physical goes down 814 * that their protection from physical goes down
802 */ 815 */
803 if (!QUERY_FLAG (this, FLAG_USE_ARMOUR) && type == PLAYER) 816 if (!this->flag [FLAG_USE_ARMOUR] && type == PLAYER)
804 { 817 {
805 ac = MAX (-10, arch->clone.stats.ac - level / 3); 818 ac = max (-10, arch->stats.ac - level / 3);
806 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100; 819 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100;
807 } 820 }
808 else 821 else
809 ac = arch->clone.stats.ac; 822 ac = arch->stats.ac;
810 823
811 stats.luck = arch->clone.stats.luck; 824 stats.luck = arch->stats.luck;
812 speed = arch->clone.speed; 825 speed = arch->speed;
826
827 chosen_skill = 0;
813 828
814 /* OK - we've reset most all the objects attributes to sane values. 829 /* OK - we've reset most all the objects attributes to sane values.
815 * now go through and make adjustments for what the player has equipped. 830 * now go through and make adjustments for what the player has equipped.
816 */ 831 */
817 for (tmp = inv; tmp; tmp = tmp->below) 832 for (tmp = inv; tmp; tmp = tmp->below)
818 { 833 {
819 /* See note in map.c:update_position about making this additive
820 * since light sources are never applied, need to put check here.
821 */
822 if (tmp->glow_radius > glow_radius)
823 glow_radius = tmp->glow_radius;
824
825 /* This happens because apply_potion calls change_abil with the potion 834 /* This happens because apply_potion calls change_abil with the potion
826 * applied so we can tell the player what changed. But change_abil 835 * applied so we can tell the player what changed. But change_abil
827 * then calls this function. 836 * then calls this function.
828 */ 837 */
829 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION) 838 if (tmp->flag [FLAG_APPLIED] && tmp->type == POTION)
830 continue; 839 continue;
840
841 glow_radius += tmp->glow_radius;
831 842
832 /* For some things, we don't care what is equipped */ 843 /* For some things, we don't care what is equipped */
833 if (tmp->type == SKILL) 844 if (tmp->type == SKILL)
834 { 845 {
835 /* Want to take the highest skill here. */ 846 /* Want to take the highest skill here. */
848 else if (tmp->level > grace_obj->level) 859 else if (tmp->level > grace_obj->level)
849 grace_obj = tmp; 860 grace_obj = tmp;
850 } 861 }
851 } 862 }
852 863
853 /* Container objects are not meant to adjust a players, but other applied 864 /* Container objects are not meant to adjust players, but other applied
854 * objects need to make adjustments. 865 * objects need to make adjustments.
855 * This block should handle all player specific changes 866 * This block should handle all player specific changes
856 * The check for Praying is a bit of a hack - god given bonuses are put 867 * The check for Praying is a bit of a hack - god given bonuses are put
857 * in the praying skill, and the player should always get those. 868 * in the praying skill, and the player should always get those.
858 * It also means we need to put in additional checks for applied below, 869 * It also means we need to put in additional checks for applied below,
859 * because the skill shouldn't count against body positions being used 870 * because the skill shouldn't count against body positions being used
860 * up, etc. 871 * up, etc.
861 */ 872 */
862 if ((tmp->flag [FLAG_APPLIED] 873 if ((tmp->flag [FLAG_APPLIED]
863 && tmp->type != CONTAINER 874 && tmp->type != CONTAINER
864 && tmp->type != CLOSE_CON) 875 && tmp->type != CLOSE_CON
865 || (tmp->type == SKILL 876 && tmp->type != SPELL)
866 && tmp->subtype == SK_PRAYING)) 877 || (tmp->type == SKILL && tmp->subtype == SK_PRAYING))
867 { 878 {
868 if (type == PLAYER) 879 if (type == PLAYER)
869 { 880 {
870 if (tmp == contr->combat_ob || tmp == contr->ranged_ob) 881 contr->item_power += tmp->item_power;
871 if (tmp != current_weapon && (tmp->type != SKILL || tmp->subtype != SK_PRAYING))
872 continue;
873 882
874 for (i = 0; i < NUM_STATS; i++) 883 for (int i = 0; i < NUM_STATS; i++)
875 change_attr_value (&stats, i, tmp->stats.stat (i)); 884 stat_sum [i] += tmp->stats.stat (i);
876 885
877 /* these are the items that currently can change digestion, regeneration, 886 if (digest_types [tmp->type])
878 * spell point recovery and mana point recovery. Seems sort of an arbitary
879 * list, but other items store other info into stats array.
880 */
881 if (tmp->type == WEAPON || tmp->type == BOW ||
882 tmp->type == ARMOUR || tmp->type == HELMET ||
883 tmp->type == SHIELD || tmp->type == RING ||
884 tmp->type == BOOTS || tmp->type == GLOVES ||
885 tmp->type == AMULET || tmp->type == GIRDLE ||
886 tmp->type == BRACERS || tmp->type == CLOAK ||
887 tmp->type == DISEASE || tmp->type == FORCE ||
888 tmp->type == SKILL)
889 { 887 {
890 contr->digestion += tmp->stats.food; 888 contr->digestion += tmp->stats.food;
891 contr->gen_hp += tmp->stats.hp; 889 contr->gen_hp += tmp->stats.hp;
890 if (tmp->type != BOW) // ugly exception for bows
892 contr->gen_sp += tmp->stats.sp; 891 contr->gen_sp += tmp->stats.sp;
893 contr->gen_grace += tmp->stats.grace; 892 contr->gen_grace += tmp->stats.grace;
894 contr->gen_sp_armour += tmp->gen_sp_armour; 893 contr->gen_sp_armour += tmp->gen_sp_armour;
895 contr->item_power += tmp->item_power;
896 } 894 }
897 } /* if this is a player */ 895 } /* if this is a player */
898 else 896 else
899 { 897 {
900 if (tmp->type == WEAPON) 898 if (tmp->type == WEAPON)
901 current_weapon = tmp; 899 current_weapon = tmp;
902 } 900 }
903 901
904 /* Update slots used for items */ 902 /* Update slots used for items */
905 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 903 if (tmp->flag [FLAG_APPLIED]) // exclude praying...
906 for (i = 0; i < NUM_BODY_LOCATIONS; i++) 904 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
907 slot[i].used += tmp->slot[i].info; 905 slot[i].used += tmp->slot[i].info;
908 906
909 if (tmp->type == SYMPTOM) 907 if (tmp->type == SYMPTOM)
910 {
911 speed_reduce_from_disease = tmp->last_sp / 100.f; 908 min_it (speed_reduce_from_disease, tmp->last_sp ? tmp->last_sp / 100.f : 1.f);
912 909
913 if (speed_reduce_from_disease == 0)
914 speed_reduce_from_disease = 1;
915 }
916
917 /* Pos. and neg. protections are counted seperate (-> pro/vuln). 910 /* Pos. and neg. protections are counted separate (-> pro/vuln).
918 * (Negative protections are calculated exactly like positive.) 911 * (Negative protections are calculated exactly like positive.)
919 * Resistance from potions are treated special as well. If there's 912 * Resistance from potions are treated special as well. If there's
920 * more than one potion-effect, the bigger prot.-value is taken. 913 * more than one potion-effect, the bigger prot.-value is taken.
921 */ 914 */
922 if (tmp->type != POTION) 915 if (tmp->type == POTION_EFFECT)
923 {
924 for (i = 0; i < NROFATTACKS; i++) 916 for (int i = 0; i < NROFATTACKS; i++)
925 {
926 /* Potential for cursed potions, in which case we just can use
927 * a straight MAX, as potion_resist is initialised to zero.
928 */
929 if (tmp->type == POTION_EFFECT)
930 {
931 if (potion_resist[i])
932 potion_resist[i] = MAX (potion_resist[i], tmp->resist[i]);
933 else
934 potion_resist[i] = tmp->resist[i]; 917 max_it (potion_resist[i], tmp->resist[i]);
935 } 918 else if (tmp->type != POTION)
919 for (int i = 0; i < NROFATTACKS; i++)
936 else if (tmp->resist[i] > 0) 920 if (tmp->resist[i] > 0)
937 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100; 921 prot[i] += (100 - prot[i]) * tmp->resist[i] / 100;
938 else if (tmp->resist[i] < 0) 922 else if (tmp->resist[i] < 0)
939 vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100; 923 vuln[i] += (100 - vuln[i]) * -tmp->resist[i] / 100;
940 }
941 }
942 924
943 /* There may be other things that should not adjust the attacktype */ 925 /* There may be other things that should not adjust the attacktype */
944 if (tmp->type != SYMPTOM) 926 if (tmp->type != SYMPTOM)
945 { 927 {
946 attacktype |= tmp->attacktype; 928 attacktype |= tmp->attacktype;
949 path_denied |= tmp->path_denied; 931 path_denied |= tmp->path_denied;
950 move_type |= tmp->move_type; 932 move_type |= tmp->move_type;
951 stats.luck += tmp->stats.luck; 933 stats.luck += tmp->stats.luck;
952 } 934 }
953 935
954 if (QUERY_FLAG (tmp, FLAG_LIFESAVE )) SET_FLAG (this, FLAG_LIFESAVE); 936 flag |= tmp->flag & copy_flags;
955 if (QUERY_FLAG (tmp, FLAG_REFL_SPELL )) SET_FLAG (this, FLAG_REFL_SPELL);
956 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE)) SET_FLAG (this, FLAG_REFL_MISSILE);
957 if (QUERY_FLAG (tmp, FLAG_STEALTH )) SET_FLAG (this, FLAG_STEALTH);
958 if (QUERY_FLAG (tmp, FLAG_XRAYS )) SET_FLAG (this, FLAG_XRAYS);
959 if (QUERY_FLAG (tmp, FLAG_BLIND )) SET_FLAG (this, FLAG_BLIND);
960 if (QUERY_FLAG (tmp, FLAG_SEE_IN_DARK )) SET_FLAG (this, FLAG_SEE_IN_DARK);
961 937
962 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (&arch->clone, FLAG_UNDEAD)) 938 if (tmp->flag [FLAG_UNDEAD] && !arch->flag [FLAG_UNDEAD])
963 SET_FLAG (this, FLAG_UNDEAD); 939 this->set_flag (FLAG_UNDEAD);
964 940
965 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS)) 941 //TODO: copy_flags?
942 if (tmp->flag [FLAG_MAKE_INVIS])
966 { 943 {
967 SET_FLAG (this, FLAG_MAKE_INVIS); 944 set_flag (FLAG_MAKE_INVIS);
968 invisible = 1; 945 invisible = 1;
969 } 946 }
970 947
971 if (tmp->stats.exp && tmp->type != SKILL) 948 if (tmp->stats.exp && tmp->type != SKILL)
972 { 949 {
979 added_speed += tmp->stats.exp; 956 added_speed += tmp->stats.exp;
980 } 957 }
981 958
982 switch (tmp->type) 959 switch (tmp->type)
983 { 960 {
984#if 0
985 case WAND:
986 case ROD: 961 case SKILL:
987 case HORN: 962 {
988 if (type != PLAYER || current_weapon == tmp) 963 // some skills will end up here without counting as "applied"
964 if (!tmp->flag [FLAG_APPLIED] || skill_flags [tmp->subtype] & SF_AUTARK)
965 break;
966
967 if (chosen_skill)
968 {
969 LOG (llevDebug, "fix_player, op %s has multiple skills applied (%s and %s)\n",
970 &name, &chosen_skill->name, &tmp->name);
971
972 tmp->flag [FLAG_APPLIED] = false;
973 update_stats ();
974 return;
975 }
976
989 chosen_skill = tmp; 977 chosen_skill = tmp;
990 break;
991#endif
992 978
993 /* skills modifying the character -b.t. */
994 /* for all skills and skill granting objects */
995 case SKILL:
996 if (!QUERY_FLAG (tmp, FLAG_APPLIED))
997 break;
998
999 if (chosen_skill)
1000 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name);
1001
1002 chosen_skill = tmp;
1003
1004 if (tmp->stats.dam > 0) 979 if (tmp->stats.dam > 0)
1005 { /* skill is a 'weapon' */ 980 { /* skill is a 'weapon' */
1006 if (!QUERY_FLAG (this, FLAG_READY_WEAPON)) 981 if (!this->flag [FLAG_READY_WEAPON])
1007 weapon_speed = WEAPON_SPEED (tmp); 982 weapon_speed = max (0, WEAPON_SPEED (tmp));
1008 983
1009 if (weapon_speed < 0)
1010 weapon_speed = 0;
1011
1012 weapon_weight = tmp->weight; 984 weapon_weight = tmp->weight;
1013 stats.dam += 1 + (chosen_skill->level * tmp->stats.dam / 9); 985 stats.dam += 1 + chosen_skill->level * tmp->stats.dam / 9;
1014 986
1015 if (tmp->magic) 987 if (tmp->magic)
1016 stats.dam += tmp->magic; 988 stats.dam += tmp->magic;
1017 } 989 }
1018 990
1019 if (tmp->stats.wc) 991 if (tmp->stats.wc)
1020 wc -= tmp->stats.wc + tmp->magic; 992 wc -= tmp->stats.wc + tmp->magic;
1021 993
1022 if (tmp->slaying) 994 if (tmp->slaying)
1023 slaying = tmp->slaying; 995 slaying = tmp->slaying;
1024 996
1025 if (tmp->stats.ac) 997 if (tmp->stats.ac)
1026 ac -= tmp->stats.ac + tmp->magic; 998 ac -= tmp->stats.ac + tmp->magic;
1027 999
1028 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1000 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1029 contr->encumbrance += (int) 3 *tmp->weight / 1000; 1001 contr->encumbrance += weight_to_kg_approx (3 * tmp->weight);
1030
1031 break; 1002 }
1032 1003
1033 case SKILL_TOOL:
1034 if (chosen_skill)
1035 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name);
1036
1037 chosen_skill = tmp;
1038 break; 1004 break;
1039 1005
1040 case SHIELD: 1006 case SHIELD:
1041 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1007 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1042 contr->encumbrance += (int) tmp->weight / 2000; 1008 contr->encumbrance += weight_to_kg_approx (tmp->weight) >> 1;
1009 //FALLTHROUGH
1043 case RING: 1010 case RING:
1044 case AMULET: 1011 case AMULET:
1045 case GIRDLE: 1012 case GIRDLE:
1046 case HELMET: 1013 case HELMET:
1047 case BOOTS: 1014 case BOOTS:
1056 if (tmp->stats.ac) 1023 if (tmp->stats.ac)
1057 ac -= tmp->stats.ac + tmp->magic; 1024 ac -= tmp->stats.ac + tmp->magic;
1058 1025
1059 break; 1026 break;
1060 1027
1028 case RANGED:
1061 case BOW: 1029 case BOW:
1062 case WEAPON: 1030 case WEAPON:
1063 if (type != PLAYER || current_weapon == tmp)
1064 {
1065 wc -= tmp->stats.wc + tmp->magic; 1031 wc -= tmp->stats.wc + tmp->magic;
1066 1032
1067 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0) 1033 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0)
1068 ac -= tmp->stats.ac + tmp->magic; 1034 ac -= tmp->stats.ac + tmp->magic;
1069 1035
1070 stats.dam += tmp->stats.dam + tmp->magic; 1036 stats.dam += tmp->stats.dam + tmp->magic;
1071 weapon_weight = tmp->weight; 1037 weapon_weight = tmp->weight;
1072 weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2; 1038 weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2;
1073 1039
1074 if (weapon_speed < 0) 1040 if (weapon_speed < 0)
1075 weapon_speed = 0; 1041 weapon_speed = 0;
1076 1042
1077 slaying = tmp->slaying; 1043 slaying = tmp->slaying;
1078 1044
1079 /* If there is desire that two handed weapons should do 1045 /* If there is desire that two handed weapons should do
1080 * extra strength damage, this is where the code should 1046 * extra strength damage, this is where the code should
1081 * go. 1047 * go.
1082 */ 1048 */
1083 1049
1084 if (type == PLAYER) 1050 if (type == PLAYER)
1085 if (settings.spell_encumbrance) 1051 if (settings.spell_encumbrance)
1086 contr->encumbrance += tmp->weight * 3 / 1000; 1052 contr->encumbrance += weight_to_kg_approx (3 * tmp->weight);
1087 }
1088 1053
1089 break; 1054 break;
1090 1055
1091 case ARMOUR: /* Only the best of these three are used: */ 1056 case ARMOUR: /* Only the best of these three are used: */
1092 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1057 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1093 contr->encumbrance += tmp->weight / 1000; 1058 contr->encumbrance += weight_to_kg_approx (tmp->weight);
1094 1059
1095 case BRACERS: 1060 case BRACERS:
1096 case FORCE: 1061 case FORCE:
1097 if (tmp->stats.wc) 1062 if (tmp->stats.wc)
1098 { 1063 {
1115 else /* To nullify the below effect */ 1080 else /* To nullify the below effect */
1116 ac += tmp->stats.ac + tmp->magic; 1081 ac += tmp->stats.ac + tmp->magic;
1117 } 1082 }
1118 1083
1119 if (tmp->stats.wc) 1084 if (tmp->stats.wc)
1120 wc -= (tmp->stats.wc + tmp->magic); 1085 wc -= tmp->stats.wc + tmp->magic;
1121 1086
1122 if (tmp->stats.ac) 1087 if (tmp->stats.ac)
1123 ac -= (tmp->stats.ac + tmp->magic); 1088 ac -= tmp->stats.ac + tmp->magic;
1124 1089
1125 if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.f < max) 1090 if (ARMOUR_SPEED (tmp))
1126 max = ARMOUR_SPEED (tmp) / 10.f; 1091 min_it (max_speed, ARMOUR_SPEED (tmp) / 10.f);
1127 1092
1128 break; 1093 break;
1129 } /* switch tmp->type */ 1094 } /* switch tmp->type */
1130 } /* item is equipped */ 1095 } /* item is equipped */
1131 } /* for loop of items */ 1096 } /* for loop of items */
1097
1098 min_it (glow_radius, MAX_LIGHT_RADIUS);
1132 1099
1133 /* We've gone through all the objects the player has equipped. For many things, we 1100 /* We've gone through all the objects the player has equipped. For many things, we
1134 * have generated intermediate values which we now need to assign. 1101 * have generated intermediate values which we now need to assign.
1135 */ 1102 */
1136 1103
1138 * If there is an uncursed potion in effect, granting more protection 1105 * If there is an uncursed potion in effect, granting more protection
1139 * than that, we take: 'total resistance = resistance from potion'. 1106 * than that, we take: 'total resistance = resistance from potion'.
1140 * If there is a cursed (and no uncursed) potion in effect, we take 1107 * If there is a cursed (and no uncursed) potion in effect, we take
1141 * 'total resistance = vulnerability from cursed potion'. 1108 * 'total resistance = vulnerability from cursed potion'.
1142 */ 1109 */
1143 for (i = 0; i < NROFATTACKS; i++) 1110 for (int i = 0; i < NROFATTACKS; i++)
1144 { 1111 {
1145 resist[i] = prot[i] - vuln[i]; 1112 resist[i] = prot[i] - vuln[i];
1146 1113
1147 if (potion_resist[i] && ((potion_resist[i] > resist[i]) || (potion_resist[i] < 0))) 1114 if (potion_resist[i] != -1000
1115 && (potion_resist[i] < 0 || potion_resist[i] > resist[i]))
1148 resist[i] = potion_resist[i]; 1116 resist[i] = potion_resist[i];
1149 } 1117 }
1150 1118
1151 /* Figure out the players sp/mana/hp totals. */
1152 if (type == PLAYER) 1119 if (type == PLAYER)
1153 { 1120 {
1121 // clamp various player stats
1122 for (int i = 0; i < NUM_STATS; ++i)
1123 stats.stat (i) = stat_sum [i];
1124
1125 check_stat_bounds (&stats);
1126
1127 contr->digestion = clamp (contr->digestion, MIN_DIGESTION, MAX_DIGESTION);
1128
1129 /* Figure out the players sp/mana/hp totals. */
1154 int pl_level; 1130 int pl_level;
1155 1131
1156 check_stat_bounds (&(stats));
1157 pl_level = level;
1158
1159 if (pl_level < 1)
1160 pl_level = 1; /* safety, we should always get 1 levels worth of hp! */ 1132 pl_level = max (1, level); /* safety, we should always get 1 levels worth of hp! */
1161 1133
1162 /* You basically get half a con bonus/level. But we do take into account rounding, 1134 /* You basically get half a con bonus/level. But we do take into account rounding,
1163 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels. 1135 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels.
1164 */ 1136 */
1165 for (i = 1, stats.maxhp = 0; i <= pl_level && i <= 10; i++) 1137 stats.maxhp = 0;
1138 for (int i = 1; i <= min (10, pl_level); i++)
1166 { 1139 {
1167 j = contr->levhp[i] + con_bonus[stats.Con] / 2; 1140 int j = contr->levhp[i] + con_bonus[stats.Con] / 2;
1168 1141
1169 if (i % 2 && con_bonus[stats.Con] % 2) 1142 if (i % 2 && con_bonus[stats.Con] % 2)
1170 {
1171 if (con_bonus[stats.Con] > 0) 1143 if (con_bonus[stats.Con] > 0)
1172 j++; 1144 j++;
1173 else 1145 else
1174 j--; 1146 j--;
1175 }
1176 1147
1177 stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */ 1148 stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */
1178 } 1149 }
1179 1150
1180 for (i = 11; i <= level; i++) 1151 stats.maxhp += 2 * max (0, level - 10);
1181 stats.maxhp += 2;
1182 1152
1183 if (stats.hp > stats.maxhp) 1153 if (stats.hp > stats.maxhp)
1184 stats.hp = stats.maxhp; 1154 stats.hp = stats.maxhp;
1185 1155
1186 /* Sp gain is controlled by the level of the player's 1156 /* Sp gain is controlled by the level of the player's
1199 1169
1200 if (mana_obj == this && type == PLAYER) 1170 if (mana_obj == this && type == PLAYER)
1201 stats.maxsp = 1; 1171 stats.maxsp = 1;
1202 else 1172 else
1203 { 1173 {
1204 sp_tmp = 0.f; 1174 float sp_tmp = 0.f;
1205 1175
1206 for (i = 1; i <= mana_obj->level && i <= 10; i++) 1176 for (int i = 1; i <= min (10, mana_obj->level); i++)
1207 { 1177 {
1208 float stmp; 1178 float stmp;
1209 1179
1210 /* Got some extra bonus at first level */ 1180 /* Got some extra bonus at first level */
1211 if (i < 2) 1181 if (i < 2)
1212 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 6.f; 1182 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 6.f;
1213 else 1183 else
1214 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 12.f; 1184 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 12.f;
1215 1185
1216 if (stmp < 1.f)
1217 stmp = 1.f;
1218
1219 sp_tmp += stmp; 1186 sp_tmp += max (1.f, stmp);
1220 } 1187 }
1221 1188
1222 stats.maxsp = (sint16)sp_tmp; 1189 stats.maxsp = int (sp_tmp) + 2 * max (0, mana_obj->level - 10);
1223
1224 for (i = 11; i <= mana_obj->level; i++)
1225 stats.maxsp += 2;
1226 } 1190 }
1227 1191
1228 /* Characters can get their sp supercharged via rune of transferrance */ 1192 /* Characters can get their sp supercharged via rune of transferrance */
1229 if (stats.sp > stats.maxsp * 2) 1193 stats.sp = min (stats.sp, stats.maxsp * 2);
1230 stats.sp = stats.maxsp * 2;
1231 1194
1232 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */ 1195 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */
1233 if (!grace_obj || !grace_obj->level || type != PLAYER) 1196 if (!grace_obj || !grace_obj->level || type != PLAYER)
1234 grace_obj = this; 1197 grace_obj = this;
1235 1198
1240 /* store grace in a float - this way, the divisions below don't create 1203 /* store grace in a float - this way, the divisions below don't create
1241 * big jumps when you go from level to level - with int's, it then 1204 * big jumps when you go from level to level - with int's, it then
1242 * becomes big jumps when the sums of the bonuses jump to the next 1205 * becomes big jumps when the sums of the bonuses jump to the next
1243 * step of 8 - with floats, even fractional ones are useful. 1206 * step of 8 - with floats, even fractional ones are useful.
1244 */ 1207 */
1245 sp_tmp = 0.f; 1208 float sp_tmp = 0.f;
1246 for (i = 1, stats.maxgrace = 0; i <= grace_obj->level && i <= 10; i++) 1209
1210 for (int i = 1; i <= min (10, grace_obj->level); i++)
1247 { 1211 {
1248 float grace_tmp = 0.f; 1212 float grace_tmp = 0.f;
1249 1213
1250 /* Got some extra bonus at first level */ 1214 /* Got some extra bonus at first level */
1251 if (i < 2) 1215 if (i < 2)
1252 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 6.f; 1216 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 6.f;
1253 else 1217 else
1254 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 12.f; 1218 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 12.f;
1255 1219
1256 if (grace_tmp < 1.f)
1257 grace_tmp = 1.f;
1258
1259 sp_tmp += grace_tmp; 1220 sp_tmp += max (1.f, grace_tmp);
1260 } 1221 }
1261 1222
1262 stats.maxgrace = (sint16)sp_tmp;
1263
1264 /* two grace points per level after 11 */ 1223 /* two grace points per level after 10 */
1265 for (i = 11; i <= grace_obj->level; i++) 1224 stats.maxgrace = int (sp_tmp) + 2 * max (0, grace_obj->level - 10);
1266 stats.maxgrace += 2;
1267 } 1225 }
1268 1226
1269 /* No limit on grace vs maxgrace */ 1227 /* No limit on grace vs maxgrace */
1270 1228
1271 if (contr->braced) 1229 if (contr->braced)
1291 1249
1292 if (contr && wc_obj && wc_obj->level > 1) 1250 if (contr && wc_obj && wc_obj->level > 1)
1293 { 1251 {
1294 wc -= wc_obj->level + thaco_bonus[stats.Str]; 1252 wc -= wc_obj->level + thaco_bonus[stats.Str];
1295 1253
1296 for (i = 1; i < wc_obj->level; i++) 1254 for (int i = 1; i < wc_obj->level; i++)
1297 { 1255 {
1298 /* additional wc every 6 levels */ 1256 /* additional wc every 6 levels */
1299 if (!(i % 6)) 1257 if (!(i % 6))
1300 wc--; 1258 wc--;
1301 1259
1314 1272
1315 speed = 1.f + speed_bonus[stats.Dex]; 1273 speed = 1.f + speed_bonus[stats.Dex];
1316 1274
1317 if (settings.search_items && contr->search_str[0]) 1275 if (settings.search_items && contr->search_str[0])
1318 speed -= 1; 1276 speed -= 1;
1319
1320 if (attacktype == 0)
1321 attacktype = arch->clone.attacktype;
1322 } /* End if player */ 1277 } /* End if player */
1323 1278
1324 if (added_speed >= 0) 1279 if (added_speed >= 0)
1325 speed += added_speed / 10.f; 1280 speed += added_speed / 10.f;
1326 else /* Something wrong here...: */ 1281 else /* Something wrong here...: */
1327 speed /= 1.f - added_speed; 1282 speed /= 1.f - added_speed;
1328 1283
1329 /* Max is determined by armour */ 1284 /* Max is determined by armour */
1330 if (speed > max) 1285 speed = min (speed, max_speed);
1331 speed = max;
1332 1286
1333 if (type == PLAYER) 1287 if (type == PLAYER)
1334 { 1288 {
1335 /* f is a number the represents the number of kg above (positive num) 1289 /* f is a number the represents the number of kg above (positive num)
1336 * or below (negative number) that the player is carrying. If above 1290 * or below (negative number) that the player is carrying. If above
1337 * weight limit, then player suffers a speed reduction based on how 1291 * weight limit, then player suffers a speed reduction based on how
1338 * much above he is, and what is max carry is 1292 * much above he is, and what is max carry is
1339 */ 1293 */
1340 f = (carrying / 1000) - max_carry[stats.Str]; 1294 double f = weight_to_kg_approx (carrying) - max_carry[stats.Str];
1341 if (f > 0) 1295 if (f > 0.f)
1342 speed = speed / (1.f + f / max_carry[stats.Str]); 1296 speed /= (1.f + f / max_carry[stats.Str]);
1343 } 1297 }
1344 1298
1345 speed += bonus_speed / 10.f; /* Not affected by limits */ 1299 speed += bonus_speed / 10.f; /* Not affected by limits */
1300 speed *= speed_reduce_from_disease;
1346 1301
1347 /* Put a lower limit on speed. Note with this speed, you move once every 1302 /* Put a lower limit on speed. Note with this speed, you move once every
1348 * 100 ticks or so. This amounts to once every 12 seconds of realtime. 1303 * 25 ticks or so. This amounts to once every 3 seconds of realtime.
1349 */ 1304 */
1350 speed = speed * speed_reduce_from_disease; 1305 max_it (speed, is_player () ? MIN_PLAYER_SPEED : MIN_ACTIVE_SPEED);
1351 1306
1352 if (speed < 0.01f && type == PLAYER) 1307 if (speed != old_speed)
1353 speed = 0.01f; 1308 set_speed (speed);
1354 1309
1355 if (type == PLAYER) 1310 if (type == PLAYER)
1356 { 1311 {
1357 /* (This formula was made by vidarl@ifi.uio.no) 1312 /* (This formula was made by vidarl@ifi.uio.no)
1358 * Note that we never used these values again - basically 1313 * Note that we never used these values again - basically
1369 K *= (4 + level) * 1.2f / (6 + level); 1324 K *= (4 + level) * 1.2f / (6 + level);
1370 1325
1371 if (K <= 0.01f) 1326 if (K <= 0.01f)
1372 K = 0.01f; 1327 K = 0.01f;
1373 1328
1374 float S = speed / (K * s); 1329 contr->weapon_sp = K * s * .5f; //TODO: balance the .5
1375
1376 contr->weapon_sp = S;
1377 } 1330 }
1378 1331
1379 /* I want to limit the power of small monsters with big weapons: */ 1332 /* I want to limit the power of small monsters with big weapons: */
1380 if (type != PLAYER && arch && stats.dam > arch->clone.stats.dam * 3) 1333 if (type != PLAYER && arch && stats.dam > arch->stats.dam * 3)
1381 stats.dam = arch->clone.stats.dam * 3; 1334 stats.dam = arch->stats.dam * 3;
1382 1335
1383 stats.wc = clamp (wc, MIN_WC, MAX_WC); 1336 stats.wc = clamp (wc, MIN_WC, MAX_WC);
1384 stats.ac = clamp (ac, MIN_AC, MAX_AC); 1337 stats.ac = clamp (ac, MIN_AC, MAX_AC);
1385 1338
1386 /* if for some reason the creature doesn't have any move type, 1339 /* if for some reason the creature doesn't have any move type,
1392 if (move_type == 0) 1345 if (move_type == 0)
1393 move_type = MOVE_WALK; 1346 move_type = MOVE_WALK;
1394 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) 1347 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH))
1395 move_type &= ~MOVE_WALK; 1348 move_type &= ~MOVE_WALK;
1396 1349
1397 if (speed != old_speed) 1350 // now apply the new move_type
1398 set_speed (speed); 1351 if (this->move_type != move_type)
1352 change_move_type (move_type);
1399 1353
1400 /* It is quite possible that a player's spell costing might have changed, 1354 /* It is quite possible that a player's spell costing might have changed,
1401 * so we will check that now. 1355 * so we will check that now.
1402 */ 1356 */
1403 if (type == PLAYER) 1357 if (is_player ())
1404 { 1358 contr->update_spells ();
1405 esrv_update_stats (contr);
1406 esrv_update_spells (contr);
1407 }
1408 1359
1409 // update the mapspace, if we are on a map 1360 // update the mapspace, if we are on a map
1410 if (!flag [FLAG_REMOVED] && map) 1361 if (!flag [FLAG_REMOVED] && map)
1411 map->at (x, y).flags_ = 0; 1362 map->at (x, y).flags_ = 0;
1363}
1364
1365void
1366object::set_glow_radius (sint8 rad)
1367{
1368 glow_radius = rad;
1369
1370 if (is_on_map ())
1371 update_all_los (map, x, y);
1372 else if (object *env = outer_env ())
1373 {
1374 env->update_stats ();
1375
1376 if (env->is_on_map ())
1377 update_all_los (env->map, env->x, env->y);
1378 }
1412} 1379}
1413 1380
1414/* 1381/*
1415 * Returns true if the given player is a legal class. 1382 * Returns true if the given player is a legal class.
1416 * The function to add and remove class-bonuses to the stats doesn't 1383 * The function to add and remove class-bonuses to the stats doesn't
1432 1399
1433/* 1400/*
1434 * set the new dragon name after gaining levels or 1401 * set the new dragon name after gaining levels or
1435 * changing ability focus (later this can be extended to 1402 * changing ability focus (later this can be extended to
1436 * eventually change the player's face and animation) 1403 * eventually change the player's face and animation)
1437 *
1438 * Note that the title is written to 'own_title' in the
1439 * player struct. This should be changed to 'ext_title'
1440 * as soon as clients support this!
1441 * Please, anyone, write support for 'ext_title'.
1442 */ 1404 */
1443void 1405void
1444set_dragon_name (object *pl, const object *abil, const object *skin) 1406set_dragon_name (object *pl, const object *abil, const object *skin)
1445{ 1407{
1446 int atnr = -1; /* attacknumber of highest level */ 1408 int atnr = -1; /* attacknumber of highest level */
1464 /* now if there are equals at highest level, pick the one with focus, 1426 /* now if there are equals at highest level, pick the one with focus,
1465 or else at random */ 1427 or else at random */
1466 if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level) 1428 if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level)
1467 atnr = abil->stats.exp; 1429 atnr = abil->stats.exp;
1468 1430
1469 level = (int) (level / 5.);
1470
1471 /* now set the new title */ 1431 /* now set the new title */
1472 if (pl->contr != NULL)
1473 {
1474 if (level == 0)
1475 sprintf (pl->contr->title, "%s hatchling", attacks[atnr]); 1432 if (level < 25) sprintf (pl->contr->title, "%s hatchling", attacks[atnr]);
1476 else if (level == 1)
1477 sprintf (pl->contr->title, "%s wyrm", attacks[atnr]); 1433 else if (level < 50) sprintf (pl->contr->title, "%s wyrm" , attacks[atnr]);
1478 else if (level == 2)
1479 sprintf (pl->contr->title, "%s wyvern", attacks[atnr]); 1434 else if (level < 75) sprintf (pl->contr->title, "%s wyvern" , attacks[atnr]);
1480 else if (level == 3)
1481 sprintf (pl->contr->title, "%s dragon", attacks[atnr]); 1435 else if (level < 100) sprintf (pl->contr->title, "%s dragon" , attacks[atnr]);
1482 else 1436 else
1483 { 1437 {
1484 /* special titles for extra high resistance! */ 1438 /* special titles for extra high resistance! */
1485 if (skin->resist[atnr] > 80)
1486 sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]); 1439 if (skin->resist[atnr] > 80) sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]);
1487 else if (skin->resist[atnr] > 50)
1488 sprintf (pl->contr->title, "ancient %s dragon", attacks[atnr]); 1440 else if (skin->resist[atnr] > 50) sprintf (pl->contr->title, "ancient %s dragon" , attacks[atnr]);
1489 else
1490 sprintf (pl->contr->title, "big %s dragon", attacks[atnr]); 1441 else sprintf (pl->contr->title, "big %s dragon" , attacks[atnr]);
1491 }
1492 } 1442 }
1493 1443
1494 strcpy (pl->contr->own_title, ""); 1444 strcpy (pl->contr->own_title, "");
1495} 1445}
1496 1446
1497/* 1447/*
1498 * This function is called when a dragon-player gains 1448 * This function is called when a dragon-player gains
1499 * an overall level. Here, the dragon might gain new abilities 1449 * an overall level. Here, the dragon might gain new abilities
1500 * or change the ability-focus. 1450 * or change the ability-focus.
1501 */ 1451 */
1502void 1452static void
1503dragon_level_gain (object *who) 1453dragon_level_gain (object *who)
1504{ 1454{
1505 object *abil = NULL; /* pointer to dragon ability force */ 1455 object *abil = NULL; /* pointer to dragon ability force */
1506 object *skin = NULL; /* pointer to dragon skin force */ 1456 object *skin = NULL; /* pointer to dragon skin force */
1507 object *tmp = NULL; /* tmp. object */ 1457 object *tmp = NULL; /* tmp. object */
1508 char buf[MAX_BUF]; /* tmp. string buffer */ 1458 char buf[MAX_BUF]; /* tmp. string buffer */
1509 1459
1510 /* now grab the 'dragon_ability'-forces from the player's inventory */ 1460 /* now grab the 'dragon_ability'-forces from the player's inventory */
1511 shstr_cmp dragon_ability_force ("dragon_ability_force");
1512 shstr_cmp dragon_skin_force ("dragon_skin_force");
1513
1514 for (tmp = who->inv; tmp; tmp = tmp->below) 1461 for (tmp = who->inv; tmp; tmp = tmp->below)
1515 if (tmp->type == FORCE) 1462 if (tmp->type == FORCE)
1516 if (tmp->arch->name == dragon_ability_force) 1463 if (tmp->arch->archname == shstr_dragon_ability_force)
1517 abil = tmp; 1464 abil = tmp;
1518 else if (tmp->arch->name == dragon_skin_force) 1465 else if (tmp->arch->archname == shstr_dragon_skin_force)
1519 skin = tmp; 1466 skin = tmp;
1520 1467
1521 /* if the force is missing -> bail out */ 1468 /* if the force is missing -> bail out */
1522 if (abil == NULL) 1469 if (abil == NULL)
1523 return; 1470 return;
1566 object *skill_obj; 1513 object *skill_obj;
1567 1514
1568 skill_obj = get_archetype_by_skill_name (skill_name, SKILL); 1515 skill_obj = get_archetype_by_skill_name (skill_name, SKILL);
1569 if (!skill_obj) 1516 if (!skill_obj)
1570 { 1517 {
1571 LOG (llevError, "add_player_exp: couldn't find skill %s\n", skill_name); 1518 LOG (llevError, "give_skill_by_name: couldn't find skill %s\n", skill_name);
1572 return NULL; 1519 return NULL;
1573 } 1520 }
1574 1521
1575 /* clear the flag - exp goes into this bucket, but player 1522 /* clear the flag - exp goes into this bucket, but player
1576 * still doesn't know it. 1523 * still doesn't know it.
1577 */ 1524 */
1578 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL); 1525 skill_obj->clr_flag (FLAG_CAN_USE_SKILL);
1579 skill_obj->stats.exp = 0; 1526 skill_obj->stats.exp = 0;
1580 skill_obj->level = 1; 1527 skill_obj->level = 1;
1581 insert_ob_in_ob (skill_obj, op); 1528 op->insert (skill_obj);
1582 1529
1583 if (op->contr) 1530 if (player *pl = op->contr)
1584 { 1531 pl->link_skills ();
1585 op->contr->last_skill_ob [skill_obj->subtype] = skill_obj;
1586 if (op->contr->ns)
1587 op->contr->ns->last_skill_exp[skill_obj->subtype] = -1;//TODO: should be made superfluous
1588 }
1589 1532
1590 return skill_obj; 1533 return skill_obj;
1591} 1534}
1592 1535
1593/* player_lvl_adj() - for the new exp system. we are concerned with 1536/* player_lvl_adj() - for the new exp system. we are concerned with
1599 */ 1542 */
1600void 1543void
1601player_lvl_adj (object *who, object *op) 1544player_lvl_adj (object *who, object *op)
1602{ 1545{
1603 char buf[MAX_BUF]; 1546 char buf[MAX_BUF];
1547 bool changed = false;
1604 1548
1605 if (!op) /* when rolling stats */ 1549 if (!op) /* when rolling stats */
1606 op = who; 1550 op = who;
1607 1551
1608 if (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul)) 1552 while (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul))
1609 { 1553 {
1554 changed = true;
1555
1610 op->level++; 1556 op->level++;
1611 1557
1612 if (op && op == who && op->stats.exp > 1 && is_dragon_pl (who)) 1558 if (op && op == who && op->stats.exp > 1 && who->is_dragon ())
1613 dragon_level_gain (who); 1559 dragon_level_gain (who);
1614 1560
1615 /* Only roll these if it is the player (who) that gained the level */ 1561 /* Only roll these if it is the player (who) that gained the level */
1616 if (op == who && (who->level < 11) && who->type == PLAYER) 1562 if (op == who && (who->level < 11) && who->type == PLAYER)
1617 { 1563 {
1618 who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1; 1564 who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1;
1619 who->contr->levsp[who->level] = die_roll (2, 3, who, PREFER_HIGH); 1565 who->contr->levsp[who->level] = die_roll (2, 3, who, PREFER_HIGH);
1620 who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1; 1566 who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1;
1621 } 1567 }
1622 1568
1623 who->update_stats ();
1624 if (op->level > 1) 1569 if (op->level > 1)
1625 { 1570 {
1626 if (op->type != PLAYER) 1571 if (op->type != PLAYER)
1572 {
1573 who->contr->play_sound (sound_find ("skill_up"));
1627 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); 1574 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1575 }
1628 else 1576 else
1577 {
1578 who->contr->play_sound (sound_find ("level_up"));
1629 sprintf (buf, "You are now level %d.", op->level); 1579 sprintf (buf, "You are now level %d.", op->level);
1580 }
1630 1581
1631 if (who) 1582 if (who)
1632 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); 1583 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1633 } 1584 }
1634
1635 player_lvl_adj (who, op); /* To increase more levels */
1636 } 1585 }
1586
1637 else if (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul)) 1587 while (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul))
1638 { 1588 {
1589 changed = true;
1590
1639 op->level--; 1591 op->level--;
1640 who->update_stats ();
1641 1592
1642 if (op->type != PLAYER) 1593 if (op->type != PLAYER)
1643 { 1594 {
1644 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); 1595 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1645 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); 1596 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1646 } 1597 }
1647
1648 player_lvl_adj (who, op); /* To decrease more levels */
1649 } 1598 }
1650 1599
1651 /* check if the spell data has changed */ 1600 if (changed)
1652 esrv_update_stats (who->contr); 1601 who->update_stats (); // should cause esrv_update_stats and esrv_update_spells
1653 esrv_update_spells (who->contr);
1654} 1602}
1655 1603
1656/* 1604/*
1657 * Returns how much experience is needed for a player to become 1605 * Returns how much experience is needed for a player to become
1658 * the given level. level should really never exceed max_level 1606 * the given level. level should really never exceed max_level
1659 */ 1607 */
1660 1608
1661sint64 1609sint64
1662level_exp (int level, double expmul) 1610level_exp (int level, double expmul)
1663{ 1611{
1664 if (level > settings.max_level) 1612 return expmul * level_to_min_exp (level);
1665 return (sint64) (expmul * levels[settings.max_level]);
1666
1667 return (sint64) (expmul * levels[level]);
1668} 1613}
1669 1614
1670/* 1615/*
1671 * Ensure that the permanent experience requirements in an exp object are met. 1616 * Ensure that the permanent experience requirements in an exp object are met.
1672 * This really just checks 'op to make sure the perm_exp value is within 1617 * This really just checks 'op to make sure the perm_exp value is within
1700 * NULL, in which case exp increases the players general 1645 * NULL, in which case exp increases the players general
1701 * total, but not any particular skill. 1646 * total, but not any particular skill.
1702 * flag is what to do if the player doesn't have the skill: 1647 * flag is what to do if the player doesn't have the skill:
1703 */ 1648 */
1704static void 1649static void
1705add_player_exp (object *op, sint64 exp, const char *skill_name, int flag) 1650add_player_exp (object *op, sint64 exp, shstr_tmp skill_name, int flag)
1706{ 1651{
1707 object *skill_obj = NULL; 1652 object *skill_obj;
1708 sint64 limit, exp_to_add; 1653 sint64 limit, exp_to_add;
1709 int i;
1710 1654
1711 /* prevents some forms of abuse. */ 1655 /* prevents some forms of abuse. */
1712 if (op->contr->braced) 1656 if (op->contr->braced)
1713 exp /= 5; 1657 exp /= 5;
1714 1658
1715 /* Try to find the matching skill. 1659 /* Try to find the matching skill.
1716 * We do a shortcut/time saving mechanism first - see if it matches 1660 * We do a shortcut/time saving mechanism first - see if it matches
1717 * chosen_skill. This means we don't need to search through 1661 * chosen_skill. This means we don't need to search through
1718 * the players inventory. 1662 * the players inventory.
1719 */ 1663 */
1664 skill_obj = 0;
1665
1720 if (skill_name) 1666 if (skill_name)
1721 { 1667 {
1722 if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill)) 1668 skill_obj = op->contr->find_skill (skill_name);
1723 skill_obj = op->chosen_skill;
1724 else
1725 {
1726 for (i = 0; i < NUM_SKILLS; i++)
1727 if (op->contr->last_skill_ob[i] && !strcmp (op->contr->last_skill_ob[i]->skill, skill_name))
1728 {
1729 skill_obj = op->contr->last_skill_ob[i];
1730 break;
1731 }
1732 1669
1733 /* Player doesn't have the skill. Check to see what to do, and give 1670 /* Player doesn't have the skill. Check to see what to do, and give
1734 * it to the player if necessary 1671 * it to the player if necessary
1735 */ 1672 */
1736 if (!skill_obj) 1673 if (!skill_obj)
1737 { 1674 {
1738 if (flag == SK_EXP_NONE) 1675 if (flag == SK_EXP_NONE)
1739 return; 1676 return;
1677
1740 else if (flag == SK_EXP_ADD_SKILL) 1678 if (flag == SK_EXP_ADD_SKILL)
1741 give_skill_by_name (op, skill_name); 1679 skill_obj = give_skill_by_name (op, skill_name);
1742 }
1743 } 1680 }
1744 } 1681 }
1745 1682
1746 if (flag != SK_EXP_SKILL_ONLY) 1683 if (flag != SK_EXP_SKILL_ONLY)
1747 { 1684 {
1748 /* Basically, you can never gain more experience in one shot 1685 /* Basically, you can never gain more experience in one shot
1749 * than half what you need to gain for next level. 1686 * than half what you need to gain for next level.
1750 */ 1687 */
1751 exp_to_add = exp; 1688 exp_to_add = exp;
1752 limit = (levels[op->level + 1] - levels[op->level]) / 2; 1689 limit = (levels [op->level + 1] - levels [op->level]) / 2;
1753 if (exp_to_add > limit) 1690 if (exp_to_add > limit)
1754 exp_to_add = limit; 1691 exp_to_add = limit;
1755 1692
1756 ADD_EXP (op->stats.exp, (sint64) ((float) exp_to_add * (skill_obj ? skill_obj->expmul : 1))); 1693 ADD_EXP (op->stats.exp, (sint64) ((float) exp_to_add * (skill_obj ? skill_obj->expmul : 1)));
1757 if (settings.permanent_exp_ratio) 1694 if (settings.permanent_exp_ratio)
1764 } 1701 }
1765 1702
1766 if (skill_obj) 1703 if (skill_obj)
1767 { 1704 {
1768 exp_to_add = exp; 1705 exp_to_add = exp;
1769 limit = (levels[skill_obj->level + 1] - levels[skill_obj->level]) / 2; 1706 limit = (levels [skill_obj->level + 1] - levels [skill_obj->level]) / 2;
1770 if (exp_to_add > limit) 1707 if (exp_to_add > limit)
1771 exp_to_add = limit; 1708 exp_to_add = limit;
1772 1709
1773 ADD_EXP (skill_obj->stats.exp, exp_to_add); 1710 ADD_EXP (skill_obj->stats.exp, exp_to_add);
1774 if (settings.permanent_exp_ratio) 1711 if (settings.permanent_exp_ratio)
1780 player_lvl_adj (op, skill_obj); 1717 player_lvl_adj (op, skill_obj);
1781 } 1718 }
1782} 1719}
1783 1720
1784/* This function checks to make sure that object 'op' can 1721/* This function checks to make sure that object 'op' can
1785 * lost 'exp' experience. It returns the amount of exp 1722 * lose 'exp' experience. It returns the amount of exp
1786 * object 'op' can in fact lose - it basically makes 1723 * object 'op' can in fact lose - it basically makes
1787 * adjustments based on permanent exp and the like. 1724 * adjustments based on permanent exp and the like.
1788 * This function should always be used for losing experience - 1725 * This function should always be used for losing experience -
1789 * the 'exp' value passed should be positive - this is the 1726 * the 'exp' value passed should be positive - this is the
1790 * amount that should get subtract from the player. 1727 * amount that should get subtract from the player.
1791 */ 1728 */
1792sint64 1729static sint64
1793check_exp_loss (const object *op, sint64 exp) 1730check_exp_loss (const object *op, sint64 exp)
1794{ 1731{
1795 sint64 del_exp; 1732 sint64 del_exp;
1796 1733
1797 if (exp > op->stats.exp) 1734 if (exp > op->stats.exp)
1798 exp = op->stats.exp; 1735 exp = op->stats.exp;
1736
1799 if (settings.permanent_exp_ratio) 1737 if (settings.permanent_exp_ratio)
1800 { 1738 {
1801 del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO); 1739 del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO);
1740
1802 if (del_exp < 0) 1741 if (del_exp < 0)
1803 del_exp = 0; 1742 del_exp = 0;
1743
1804 if (exp > del_exp) 1744 if (exp > del_exp)
1805 exp = del_exp; 1745 exp = del_exp;
1806 } 1746 }
1747
1807 return exp; 1748 return exp;
1808} 1749}
1809 1750
1810sint64 1751sint64
1811check_exp_adjust (const object *op, sint64 exp) 1752check_exp_adjust (const object *op, sint64 exp)
1812{ 1753{
1813 if (exp < 0) 1754 if (exp < 0)
1814 return check_exp_loss (op, exp); 1755 return check_exp_loss (op, exp);
1815 else 1756 else
1816 return MIN (exp, (sint64) MAX_EXPERIENCE - op->stats.exp); 1757 return min (exp, (sint64)MAX_EXPERIENCE - op->stats.exp);
1817} 1758}
1818
1819 1759
1820/* Subtracts experience from player. 1760/* Subtracts experience from player.
1821 * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we 1761 * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we
1822 * only subtract from the matching skill. Otherwise, 1762 * only subtract from the matching skill. Otherwise,
1823 * this subtracts a portion from all 1763 * this subtracts a portion from all
1828 * where everything is at the minimum perm exp, he would lose nothing. 1768 * where everything is at the minimum perm exp, he would lose nothing.
1829 * exp is the amount of exp to subtract - thus, it should be 1769 * exp is the amount of exp to subtract - thus, it should be
1830 * a postive number. 1770 * a postive number.
1831 */ 1771 */
1832static void 1772static void
1833subtract_player_exp (object *op, sint64 exp, const char *skill, int flag) 1773subtract_player_exp (object *op, sint64 exp, shstr_tmp skill, int flag)
1834{ 1774{
1835 float fraction = (float) exp / (float) op->stats.exp; 1775 float fraction = (float) exp / (float) op->stats.exp;
1836 object *tmp; 1776 object *tmp;
1837 sint64 del_exp; 1777 sint64 del_exp;
1838 1778
1839 for (tmp = op->inv; tmp; tmp = tmp->below) 1779 for (tmp = op->inv; tmp; tmp = tmp->below)
1840 if (tmp->type == SKILL && tmp->stats.exp) 1780 if (tmp->type == SKILL && tmp->stats.exp)
1841 { 1781 {
1842 if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (tmp->skill, skill)) 1782 if (flag == SK_SUBTRACT_SKILL_EXP && skill && tmp->skill == skill)
1843 { 1783 {
1844 del_exp = check_exp_loss (tmp, exp); 1784 del_exp = check_exp_loss (tmp, exp);
1845 tmp->stats.exp -= del_exp; 1785 tmp->stats.exp -= del_exp;
1846 player_lvl_adj (op, tmp); 1786 player_lvl_adj (op, tmp);
1847 } 1787 }
1848 else if (flag != SK_SUBTRACT_SKILL_EXP) 1788 else if (flag != SK_SUBTRACT_SKILL_EXP)
1849 { 1789 {
1850 /* only want to process other skills if we are not trying 1790 /* only want to process other skills if we are not trying
1851 * to match a specific skill. 1791 * to match a specific skill.
1852 */ 1792 */
1853 del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction)); 1793 del_exp = check_exp_loss (tmp, tmp->stats.exp * fraction);
1854 tmp->stats.exp -= del_exp; 1794 tmp->stats.exp -= del_exp;
1855 player_lvl_adj (op, tmp); 1795 player_lvl_adj (op, tmp);
1856 } 1796 }
1857 } 1797 }
1858 1798
1872 * skill_name is the skill that should get the exp added. 1812 * skill_name is the skill that should get the exp added.
1873 * flag is what to do if player doesn't have the skill. 1813 * flag is what to do if player doesn't have the skill.
1874 * these last two values are only used for players. 1814 * these last two values are only used for players.
1875 */ 1815 */
1876void 1816void
1877change_exp (object *op, sint64 exp, const char *skill_name, int flag) 1817change_exp (object *op, sint64 exp, shstr_tmp skill_name, int flag)
1878{ 1818{
1879#ifdef EXP_DEBUG 1819#ifdef EXP_DEBUG
1880 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp); 1820 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp);
1881#endif 1821#endif
1882 1822
1899 * worth. 1839 * worth.
1900 */ 1840 */
1901 if (op->type != PLAYER) 1841 if (op->type != PLAYER)
1902 { 1842 {
1903 /* Sanity check */ 1843 /* Sanity check */
1904 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1844 if (!op->flag [FLAG_ALIVE])
1905 return; 1845 return;
1906 1846
1907 /* reset exp to max allowed value. We subtract from 1847 /* reset exp to max allowed value. We subtract from
1908 * MAX_EXPERIENCE to prevent overflows. If the player somehow has 1848 * MAX_EXPERIENCE to prevent overflows. If the player somehow has
1909 * more than max exp, just return. 1849 * more than max exp, just return.
1935 * amount of permenent experience, whichever gives the lowest loss. 1875 * amount of permenent experience, whichever gives the lowest loss.
1936 */ 1876 */
1937void 1877void
1938apply_death_exp_penalty (object *op) 1878apply_death_exp_penalty (object *op)
1939{ 1879{
1940 object *tmp;
1941 sint64 loss; 1880 sint64 loss;
1942 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */ 1881 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */
1943 sint64 level_loss; /* defined by the setting 'death_penalty_levels */ 1882 sint64 level_loss; /* defined by the setting 'death_penalty_levels */
1944 1883
1945 for (tmp = op->inv; tmp; tmp = tmp->below) 1884 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1946 if (tmp->type == SKILL && tmp->stats.exp) 1885 if (tmp->type == SKILL && tmp->stats.exp)
1947 { 1886 {
1948
1949 percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100; 1887 percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100;
1950 level_loss = tmp->stats.exp - levels[MAX (0, tmp->level - settings.death_penalty_level)]; 1888 level_loss = tmp->stats.exp - levels [max (0, tmp->level - settings.death_penalty_level)];
1951 1889
1952 /* With the revised exp system, you can get cases where 1890 /* With the revised exp system, you can get cases where
1953 * losing several levels would still require that you have more 1891 * losing several levels would still require that you have more
1954 * exp than you currently have - this is true if the levels 1892 * exp than you currently have - this is true if the levels
1955 * tables is a lot harder. 1893 * tables is a lot harder.
1956 */ 1894 */
1957 if (level_loss < 0) 1895 if (level_loss < 0)
1958 level_loss = 0; 1896 level_loss = 0;
1959 1897
1960 loss = check_exp_loss (tmp, MIN (level_loss, percentage_loss)); 1898 loss = check_exp_loss (tmp, min (level_loss, percentage_loss));
1961 1899
1962 tmp->stats.exp -= loss; 1900 tmp->stats.exp -= loss;
1963 player_lvl_adj (op, tmp); 1901 player_lvl_adj (op, tmp);
1964 } 1902 }
1965 1903
1966 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100; 1904 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100;
1967 level_loss = op->stats.exp - levels[MAX (0, op->level - settings.death_penalty_level)]; 1905 level_loss = op->stats.exp - levels [max (0, op->level - settings.death_penalty_level)];
1968 1906
1969 if (level_loss < 0) 1907 if (level_loss < 0)
1970 level_loss = 0; 1908 level_loss = 0;
1909
1971 loss = check_exp_loss (op, MIN (level_loss, percentage_loss)); 1910 loss = check_exp_loss (op, min (level_loss, percentage_loss));
1972 1911
1973 op->stats.exp -= loss; 1912 op->stats.exp -= loss;
1974 player_lvl_adj (op, NULL); 1913 player_lvl_adj (op, NULL);
1975} 1914}
1976 1915

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