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Comparing deliantra/server/common/living.C (file contents):
Revision 1.74 by root, Tue Aug 7 21:58:25 2007 UTC vs.
Revision 1.100 by root, Sat Nov 7 18:30:05 2009 UTC

1/* 1/*
2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * Crossfire TRT 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 3 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
20 * 21 *
21 * The authors can be reached via e-mail to <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 23 */
23 24
24#include <global.h> 25#include <global.h>
25#include <funcpoint.h>
26 26
27/* 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
28 * 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
29 * 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
30 */ 30 */
280 * that gives them that ability. 280 * that gives them that ability.
281 */ 281 */
282int 282int
283change_abil (object *op, object *tmp) 283change_abil (object *op, object *tmp)
284{ 284{
285 int flag = QUERY_FLAG (tmp, FLAG_APPLIED) ? 1 : -1, success = 0; 285 int flag = tmp->flag [FLAG_APPLIED] ? 1 : -1;
286 int success = 0;
286 char message[MAX_BUF]; 287 char message[MAX_BUF];
287 int potion_max = 0; 288 int potion_max = 0;
288 289
289 /* remember what object was like before it was changed. note that 290 // keep some stats for comparison purposes
290 * refop is a local copy of op only to be used for detecting changes 291 object::flags_t prev_flag = op->flag;
291 * found by update_stats. refop is not a real object 292 MoveType prev_move_type = op->move_type;
292 */ 293 sint16 prev_resist [NROFATTACKS]; // clumsy
293 object_copy refop = *op; 294 assert (sizeof (prev_resist) == sizeof (op->resist));
295 memcpy (prev_resist, op->resist, sizeof (prev_resist));
294 296
295 if (op->type == PLAYER) 297 if (op->type == PLAYER)
296 { 298 {
297 if (tmp->type == POTION) 299 if (tmp->type == POTION)
298 { 300 {
299 potion_max = 1; 301 potion_max = 1;
302
300 for (int j = 0; j < NUM_STATS; j++) 303 for (int j = 0; j < NUM_STATS; j++)
301 { 304 {
302 int ostat = op->contr->orig_stats.stat (j); 305 int ostat = op->contr->orig_stats.stat (j);
303 int i = tmp->stats.stat (j); 306 int i = tmp->stats.stat (j);
304 307
305 /* nstat is what the stat will be after use of the potion */ 308 /* nstat is what the stat will be after use of the potion */
306 int nstat = flag * i + ostat; 309 int nstat = flag * i + ostat;
307 310
308 /* Do some bounds checking. While I don't think any 311 /* Do some bounds checking. There is the potential for potions
309 * potions do so right now, there is the potential for potions
310 * that adjust that stat by more than one point, so we need 312 * that adjust that stat by more than one point, so we need
311 * to allow for that. 313 * to allow for that.
312 */ 314 */
313 if (nstat < 1 && i * flag < 0) 315 if (nstat < 1 && i * flag < 0)
314 nstat = 1; 316 nstat = 1;
366 { 368 {
367 success = 1; 369 success = 1;
368 DIFF_MSG (flag, "Your hands begin to glow red.", "Your hands stop glowing red."); 370 DIFF_MSG (flag, "Your hands begin to glow red.", "Your hands stop glowing red.");
369 } 371 }
370 372
371 if (QUERY_FLAG (op, FLAG_LIFESAVE) != QUERY_FLAG (&refop, FLAG_LIFESAVE)) 373 if (op->flag [FLAG_LIFESAVE] != prev_flag [FLAG_LIFESAVE])
372 { 374 {
373 success = 1; 375 success = 1;
374 DIFF_MSG (flag, "You feel very protected.", "You don't feel protected anymore."); 376 DIFF_MSG (flag, "You feel very protected.", "You don't feel protected anymore.");
375 } 377 }
376 378
377 if (QUERY_FLAG (op, FLAG_REFL_MISSILE) != QUERY_FLAG (&refop, FLAG_REFL_MISSILE)) 379 if (op->flag [FLAG_REFL_MISSILE] != prev_flag [FLAG_REFL_MISSILE])
378 { 380 {
379 success = 1; 381 success = 1;
380 DIFF_MSG (flag, "A magic force shimmers around you.", "The magic force fades away."); 382 DIFF_MSG (flag, "A magic force shimmers around you.", "The magic force fades away.");
381 } 383 }
382 384
383 if (QUERY_FLAG (op, FLAG_REFL_SPELL) != QUERY_FLAG (&refop, FLAG_REFL_SPELL)) 385 if (op->flag [FLAG_REFL_SPELL] != prev_flag [FLAG_REFL_SPELL])
384 { 386 {
385 success = 1; 387 success = 1;
386 DIFF_MSG (flag, "You feel more safe now, somehow.", "Suddenly you feel less safe, somehow."); 388 DIFF_MSG (flag, "You feel more safe now, somehow.", "Suddenly you feel less safe, somehow.");
387 } 389 }
388 390
390 * user has multiple items giving the same type appled like we 392 * user has multiple items giving the same type appled like we
391 * used to - that is more work than what we gain, plus messages 393 * used to - that is more work than what we gain, plus messages
392 * can be misleading (a little higher could be miscontrued from 394 * can be misleading (a little higher could be miscontrued from
393 * from fly high) 395 * from fly high)
394 */ 396 */
395 if (tmp->move_type && op->move_type != refop.move_type) 397 if (tmp->move_type && op->move_type != prev_move_type)
396 { 398 {
397 success = 1; 399 success = 1;
398 400
399 /* MOVE_FLY_HIGH trumps MOVE_FLY_LOW - changing your move_fly_low 401 /* MOVE_FLY_HIGH trumps MOVE_FLY_LOW - changing your move_fly_low
400 * status doesn't make a difference if you are flying high 402 * status doesn't make a difference if you are flying high
401 */ 403 */
402 if (tmp->move_type & MOVE_FLY_LOW && !(op->move_type & MOVE_FLY_HIGH)) 404 if (tmp->move_type & MOVE_FLY_LOW && !(op->move_type & MOVE_FLY_HIGH))
403 { 405 {
404 DIFF_MSG (flag, "You start to float in the air!.", "You float down to the ground."); 406 DIFF_MSG (flag, "You start to float in the air!", "You float down to the ground.");
405 } 407 }
406 408
407 if (tmp->move_type & MOVE_FLY_HIGH) 409 if (tmp->move_type & MOVE_FLY_HIGH)
408 { 410 {
409 /* double conditional - second case covers if you have move_fly_low - 411 /* double conditional - second case covers if you have move_fly_low -
421 } 423 }
422 424
423 /* becoming UNDEAD... a special treatment for this flag. Only those not 425 /* becoming UNDEAD... a special treatment for this flag. Only those not
424 * originally undead may change their status 426 * originally undead may change their status
425 */ 427 */
426 if (!QUERY_FLAG (op->arch, FLAG_UNDEAD)) 428 if (!op->arch->flag [FLAG_UNDEAD])
427 if (QUERY_FLAG (op, FLAG_UNDEAD) != QUERY_FLAG (&refop, FLAG_UNDEAD)) 429 if (op->flag [FLAG_UNDEAD] != prev_flag [FLAG_UNDEAD])
428 { 430 {
429 success = 1; 431 success = 1;
430 if (flag > 0) 432 if (flag > 0)
431 { 433 {
432 op->race = "undead"; 434 op->race = "undead";
437 op->race = op->arch->race; 439 op->race = op->arch->race;
438 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!"); 440 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!");
439 } 441 }
440 } 442 }
441 443
442 if (QUERY_FLAG (op, FLAG_STEALTH) != QUERY_FLAG (&refop, FLAG_STEALTH)) 444 if (op->flag [FLAG_STEALTH] != prev_flag [FLAG_STEALTH])
443 { 445 {
444 success = 1; 446 success = 1;
445 DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily."); 447 DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily.");
446 } 448 }
447 449
448 if (QUERY_FLAG (op, FLAG_MAKE_INVIS) != QUERY_FLAG (&refop, FLAG_MAKE_INVIS)) 450 if (op->flag [FLAG_MAKE_INVIS] != prev_flag [FLAG_MAKE_INVIS])
449 { 451 {
450 success = 1; 452 success = 1;
451 DIFF_MSG (flag, "You become transparent.", "You can see yourself."); 453 DIFF_MSG (flag, "You become transparent.", "You can see yourself.");
452 } 454 }
453 455
454 /* blinded you can tell if more blinded since blinded player has minimal 456 /* blinded you can tell if more blinded since blinded player has minimal
455 * vision 457 * vision
456 */ 458 */
457 if (QUERY_FLAG (tmp, FLAG_BLIND)) 459 if (tmp->flag [FLAG_BLIND])
458 { 460 {
459 success = 1; 461 success = 1;
460 if (flag > 0) 462 if (flag > 0)
461 { 463 {
462 if (QUERY_FLAG (op, FLAG_WIZ)) 464 if (op->flag [FLAG_WIZ])
463 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self is blinded."); 465 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self is blinded.");
464 else 466 else
465 { 467 {
466 new_draw_info (NDI_UNIQUE, 0, op, "You are blinded."); 468 new_draw_info (NDI_UNIQUE, 0, op, "You are blinded.");
467 SET_FLAG (op, FLAG_BLIND); 469 SET_FLAG (op, FLAG_BLIND);
469 op->contr->do_los = 1; 471 op->contr->do_los = 1;
470 } 472 }
471 } 473 }
472 else 474 else
473 { 475 {
474 if (QUERY_FLAG (op, FLAG_WIZ)) 476 if (op->flag [FLAG_WIZ])
475 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self can now see again."); 477 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self can now see again.");
476 else 478 else
477 { 479 {
478 new_draw_info (NDI_UNIQUE, 0, op, "Your vision returns."); 480 new_draw_info (NDI_UNIQUE, 0, op, "Your vision returns.");
479 CLEAR_FLAG (op, FLAG_BLIND); 481 CLEAR_FLAG (op, FLAG_BLIND);
481 op->contr->do_los = 1; 483 op->contr->do_los = 1;
482 } 484 }
483 } 485 }
484 } 486 }
485 487
486 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK) != QUERY_FLAG (&refop, FLAG_SEE_IN_DARK)) 488 if (op->flag [FLAG_SEE_IN_DARK] != prev_flag [FLAG_SEE_IN_DARK])
487 { 489 {
488 success = 1; 490 success = 1;
489 if (op->type == PLAYER) 491 if (op->type == PLAYER)
490 op->contr->do_los = 1; 492 op->contr->do_los = 1;
491 DIFF_MSG (flag, "Your vision is better in the dark.", "You see less well in the dark."); 493 DIFF_MSG (flag, "Your vision is better in the dark.", "You see less well in the dark.");
492 } 494 }
493 495
494 if (QUERY_FLAG (op, FLAG_XRAYS) != QUERY_FLAG (&refop, FLAG_XRAYS)) 496 if (op->flag [FLAG_XRAYS] != prev_flag [FLAG_XRAYS])
495 { 497 {
496 success = 1; 498 success = 1;
497 if (flag > 0) 499 if (flag > 0)
498 { 500 {
499 if (QUERY_FLAG (op, FLAG_WIZ)) 501 if (op->flag [FLAG_WIZ])
500 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a little clearer."); 502 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a little clearer.");
501 else 503 else
502 { 504 {
503 new_draw_info (NDI_UNIQUE, 0, op, "Everything becomes transparent."); 505 new_draw_info (NDI_UNIQUE, 0, op, "Everything becomes transparent.");
504 if (op->type == PLAYER) 506 if (op->type == PLAYER)
505 op->contr->do_los = 1; 507 op->contr->do_los = 1;
506 } 508 }
507 } 509 }
508 else 510 else
509 { 511 {
510 if (QUERY_FLAG (op, FLAG_WIZ)) 512 if (op->flag [FLAG_WIZ])
511 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a bit out of focus."); 513 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a bit out of focus.");
512 else 514 else
513 { 515 {
514 new_draw_info (NDI_UNIQUE, 0, op, "Everything suddenly looks very solid."); 516 new_draw_info (NDI_UNIQUE, 0, op, "Everything suddenly looks very solid.");
515 if (op->type == PLAYER) 517 if (op->type == PLAYER)
553 for (int i = 0; i < NROFATTACKS; i++) 555 for (int i = 0; i < NROFATTACKS; i++)
554 { 556 {
555 if (i == ATNR_PHYSICAL) 557 if (i == ATNR_PHYSICAL)
556 continue; /* Don't display about armour */ 558 continue; /* Don't display about armour */
557 559
558 if (op->resist[i] != refop.resist[i]) 560 if (op->resist [i] != prev_resist [i])
559 { 561 {
560 success = 1; 562 success = 1;
563
561 if (op->resist[i] > refop.resist[i]) 564 if (op->resist [i] > prev_resist [i])
562 sprintf (message, "Your resistance to %s rises to %d%%.", change_resist_msg[i], op->resist[i]); 565 sprintf (message, "Your resistance to %s rises to %d%%.", change_resist_msg [i], op->resist [i]);
563 else 566 else
564 sprintf (message, "Your resistance to %s drops to %d%%.", change_resist_msg[i], op->resist[i]); 567 sprintf (message, "Your resistance to %s drops to %d%%.", change_resist_msg [i], op->resist [i]);
565 568
566 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message); 569 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message);
567 } 570 }
568 } 571 }
569 572
570 if (!potion_max) 573 if (!potion_max)
571 {
572 for (int j = 0; j < NUM_STATS; j++) 574 for (int j = 0; j < NUM_STATS; j++)
573 {
574 if (int i = tmp->stats.stat (j)) 575 if (int i = tmp->stats.stat (j))
575 { 576 {
576 success = 1; 577 success = 1;
577 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]); 578 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]);
578 } 579 }
579 }
580 }
581 580
582 return success; 581 return success;
583} 582}
584 583
585/* 584/*
596object::drain_specific_stat (int deplete_stats) 595object::drain_specific_stat (int deplete_stats)
597{ 596{
598 object *tmp; 597 object *tmp;
599 archetype *at; 598 archetype *at;
600 599
601 at = archetype::find (ARCH_DEPLETION); 600 at = archetype::find (shstr_depletion);
602 if (!at) 601 if (!at)
603 { 602 {
604 LOG (llevError, "Couldn't find archetype depletion.\n"); 603 LOG (llevError, "Couldn't find archetype depletion.\n");
605 return; 604 return;
606 } 605 }
626 * via an applied bad_luck object. 625 * via an applied bad_luck object.
627 */ 626 */
628void 627void
629object::change_luck (int value) 628object::change_luck (int value)
630{ 629{
631 archetype *at = archetype::find ("luck"); 630 archetype *at = archetype::find (shstr_luck);
632 if (!at) 631 if (!at)
633 LOG (llevError, "Couldn't find archetype luck.\n"); 632 LOG (llevError, "Couldn't find archetype luck.\n");
634 else 633 else
635 { 634 {
636 object *tmp = present_arch_in_ob (at, this); 635 object *tmp = present_arch_in_ob (at, this);
757 * spell system split, grace points now added to system --peterm 756 * spell system split, grace points now added to system --peterm
758 */ 757 */
759void 758void
760object::update_stats () 759object::update_stats ()
761{ 760{
762 int i, j;
763 float f, max_speed = 9, added_speed = 0, bonus_speed = 0, speed_reduce_from_disease = 1; 761 float f, max_speed = 9, added_speed = 0, bonus_speed = 0, speed_reduce_from_disease = 1;
764 int weapon_weight = 0, weapon_speed = 0; 762 int weapon_weight = 0, weapon_speed = 0;
765 int best_wc = 0, best_ac = 0, wc = 0, ac = 0; 763 int best_wc = 0, best_ac = 0, wc = 0, ac = 0;
766 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; 764 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS];
767 object *grace_obj = NULL, *mana_obj = NULL, *tmp; 765 object *grace_obj = NULL, *mana_obj = NULL, *tmp;
768 float old_speed = speed; 766 float old_speed = speed;
767 int stat_sum [NUM_STATS];
769 768
770 /* First task is to clear all the values back to their original values */ 769 /* First task is to clear all the values back to their original values */
771 if (type == PLAYER) 770 if (type == PLAYER)
772 { 771 {
773 for (i = 0; i < NUM_STATS; i++) 772 for (int i = 0; i < NUM_STATS; i++)
774 stats.stat (i) = contr->orig_stats.stat (i); 773 stat_sum [i] = contr->orig_stats.stat (i);
775 774
776 if (settings.spell_encumbrance == TRUE) 775 if (settings.spell_encumbrance == TRUE)
777 contr->encumbrance = 0; 776 contr->encumbrance = 0;
778 777
779 attacktype = 0; 778 attacktype = 0;
817 /* initializing resistances from the values in player/monster's 816 /* initializing resistances from the values in player/monster's
818 * archetype clone 817 * archetype clone
819 */ 818 */
820 memcpy (&resist, &arch->resist, sizeof (resist)); 819 memcpy (&resist, &arch->resist, sizeof (resist));
821 820
822 for (i = 0; i < NROFATTACKS; i++) 821 for (int i = 0; i < NROFATTACKS; i++)
823 { 822 {
824 if (resist[i] > 0) 823 if (resist[i] > 0)
825 prot[i] = resist[i], vuln[i] = 0; 824 prot[i] = resist[i], vuln[i] = 0;
826 else 825 else
827 vuln[i] = -(resist[i]), prot[i] = 0; 826 vuln[i] = -(resist[i]), prot[i] = 0;
860 * then calls this function. 859 * then calls this function.
861 */ 860 */
862 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION) 861 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION)
863 continue; 862 continue;
864 863
865 /* See note in map.c:update_position about making this additive
866 * since light sources are never applied, need to put check here.
867 */
868 if (tmp->glow_radius > glow_radius)
869 glow_radius = tmp->glow_radius; 864 glow_radius += tmp->glow_radius;
870 865
871 /* For some things, we don't care what is equipped */ 866 /* For some things, we don't care what is equipped */
872 if (tmp->type == SKILL) 867 if (tmp->type == SKILL)
873 { 868 {
874 /* Want to take the highest skill here. */ 869 /* Want to take the highest skill here. */
887 else if (tmp->level > grace_obj->level) 882 else if (tmp->level > grace_obj->level)
888 grace_obj = tmp; 883 grace_obj = tmp;
889 } 884 }
890 } 885 }
891 886
892 /* Container objects are not meant to adjust a players, but other applied 887 /* Container objects are not meant to adjust players, but other applied
893 * objects need to make adjustments. 888 * objects need to make adjustments.
894 * This block should handle all player specific changes 889 * This block should handle all player specific changes
895 * The check for Praying is a bit of a hack - god given bonuses are put 890 * The check for Praying is a bit of a hack - god given bonuses are put
896 * in the praying skill, and the player should always get those. 891 * in the praying skill, and the player should always get those.
897 * It also means we need to put in additional checks for applied below, 892 * It also means we need to put in additional checks for applied below,
914 && !tmp->flag [FLAG_CURSED] 909 && !tmp->flag [FLAG_CURSED]
915 && !tmp->flag [FLAG_DAMNED]) 910 && !tmp->flag [FLAG_DAMNED])
916 continue; 911 continue;
917 912
918 for (int i = 0; i < NUM_STATS; i++) 913 for (int i = 0; i < NUM_STATS; i++)
919 if (expect_false (tmp->stats.stat (i))) 914 stat_sum [i] = stat_sum [i] + tmp->stats.stat (i);
920 stats.stat (i) = clamp (stats.stat (i) + tmp->stats.stat (i), MIN_STAT, MAX_STAT);
921 915
922 if (digest_types [tmp->type]) 916 if (digest_types [tmp->type])
923 { 917 {
924 contr->digestion = clamp (int (contr->digestion) + tmp->stats.food, MIN_DIGESTION, MAX_DIGESTION); 918 contr->digestion += tmp->stats.food;
925 contr->gen_hp += tmp->stats.hp; 919 contr->gen_hp += tmp->stats.hp;
920 if (tmp->type != BOW) // ugly exception for bows
926 contr->gen_sp += tmp->stats.sp; 921 contr->gen_sp += tmp->stats.sp;
927 contr->gen_grace += tmp->stats.grace; 922 contr->gen_grace += tmp->stats.grace;
928 contr->gen_sp_armour += tmp->gen_sp_armour; 923 contr->gen_sp_armour += tmp->gen_sp_armour;
929 } 924 }
930 } /* if this is a player */ 925 } /* if this is a player */
931 else 926 else
934 current_weapon = tmp; 929 current_weapon = tmp;
935 } 930 }
936 931
937 /* Update slots used for items */ 932 /* Update slots used for items */
938 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 933 if (QUERY_FLAG (tmp, FLAG_APPLIED))
939 for (i = 0; i < NUM_BODY_LOCATIONS; i++) 934 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
940 slot[i].used += tmp->slot[i].info; 935 slot[i].used += tmp->slot[i].info;
941 936
942 if (tmp->type == SYMPTOM) 937 if (tmp->type == SYMPTOM)
943 {
944 speed_reduce_from_disease = tmp->last_sp / 100.f;
945
946 if (speed_reduce_from_disease == 0)
947 speed_reduce_from_disease = 1; 938 speed_reduce_from_disease =
948 } 939 min (speed_reduce_from_disease, tmp->last_sp ? tmp->last_sp / 100.f : 1.f);
949 940
950 /* Pos. and neg. protections are counted seperate (-> pro/vuln). 941 /* Pos. and neg. protections are counted separate (-> pro/vuln).
951 * (Negative protections are calculated exactly like positive.) 942 * (Negative protections are calculated exactly like positive.)
952 * Resistance from potions are treated special as well. If there's 943 * Resistance from potions are treated special as well. If there's
953 * more than one potion-effect, the bigger prot.-value is taken. 944 * more than one potion-effect, the bigger prot.-value is taken.
954 */ 945 */
955 if (tmp->type != POTION) 946 if (tmp->type != POTION)
956 { 947 {
957 for (i = 0; i < NROFATTACKS; i++) 948 for (int i = 0; i < NROFATTACKS; i++)
958 { 949 {
959 /* Potential for cursed potions, in which case we just can use 950 /* Potential for cursed potions, in which case we just can use
960 * a straight MAX, as potion_resist is initialised to zero. 951 * a straight MAX, as potion_resist is initialised to zero.
961 */ 952 */
962 if (tmp->type == POTION_EFFECT) 953 if (tmp->type == POTION_EFFECT)
1144 else /* To nullify the below effect */ 1135 else /* To nullify the below effect */
1145 ac += tmp->stats.ac + tmp->magic; 1136 ac += tmp->stats.ac + tmp->magic;
1146 } 1137 }
1147 1138
1148 if (tmp->stats.wc) 1139 if (tmp->stats.wc)
1149 wc -= (tmp->stats.wc + tmp->magic); 1140 wc -= tmp->stats.wc + tmp->magic;
1150 1141
1151 if (tmp->stats.ac) 1142 if (tmp->stats.ac)
1152 ac -= (tmp->stats.ac + tmp->magic); 1143 ac -= tmp->stats.ac + tmp->magic;
1153 1144
1154 if (ARMOUR_SPEED (tmp)) 1145 if (ARMOUR_SPEED (tmp))
1155 max_speed = min (max_speed, ARMOUR_SPEED (tmp) / 10.f); 1146 max_speed = min (max_speed, ARMOUR_SPEED (tmp) / 10.f);
1156 1147
1157 break; 1148 break;
1158 } /* switch tmp->type */ 1149 } /* switch tmp->type */
1159 } /* item is equipped */ 1150 } /* item is equipped */
1160 } /* for loop of items */ 1151 } /* for loop of items */
1152
1153 glow_radius = min (glow_radius, MAX_LIGHT_RADIUS);
1161 1154
1162 /* We've gone through all the objects the player has equipped. For many things, we 1155 /* We've gone through all the objects the player has equipped. For many things, we
1163 * have generated intermediate values which we now need to assign. 1156 * have generated intermediate values which we now need to assign.
1164 */ 1157 */
1165 1158
1167 * If there is an uncursed potion in effect, granting more protection 1160 * If there is an uncursed potion in effect, granting more protection
1168 * than that, we take: 'total resistance = resistance from potion'. 1161 * than that, we take: 'total resistance = resistance from potion'.
1169 * If there is a cursed (and no uncursed) potion in effect, we take 1162 * If there is a cursed (and no uncursed) potion in effect, we take
1170 * 'total resistance = vulnerability from cursed potion'. 1163 * 'total resistance = vulnerability from cursed potion'.
1171 */ 1164 */
1172 for (i = 0; i < NROFATTACKS; i++) 1165 for (int i = 0; i < NROFATTACKS; i++)
1173 { 1166 {
1174 resist[i] = prot[i] - vuln[i]; 1167 resist[i] = prot[i] - vuln[i];
1175 1168
1176 if (potion_resist[i] && ((potion_resist[i] > resist[i]) || (potion_resist[i] < 0))) 1169 if (potion_resist[i] && ((potion_resist[i] > resist[i]) || (potion_resist[i] < 0)))
1177 resist[i] = potion_resist[i]; 1170 resist[i] = potion_resist[i];
1178 } 1171 }
1179 1172
1180 /* Figure out the players sp/mana/hp totals. */
1181 if (type == PLAYER) 1173 if (type == PLAYER)
1182 { 1174 {
1175 // clamp various player stats
1176 for (int i = 0; i < NUM_STATS; ++i)
1177 stats.stat (i) = clamp (stat_sum [i], MIN_STAT, MAX_STAT);
1178
1179 contr->digestion = clamp (contr->digestion, MIN_DIGESTION, MAX_DIGESTION);
1180
1181 /* Figure out the players sp/mana/hp totals. */
1183 int pl_level; 1182 int pl_level;
1184 1183
1185 check_stat_bounds (&(stats)); 1184 check_stat_bounds (&(stats));
1186 pl_level = level; 1185 pl_level = level;
1187 1186
1189 pl_level = 1; /* safety, we should always get 1 levels worth of hp! */ 1188 pl_level = 1; /* safety, we should always get 1 levels worth of hp! */
1190 1189
1191 /* You basically get half a con bonus/level. But we do take into account rounding, 1190 /* You basically get half a con bonus/level. But we do take into account rounding,
1192 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels. 1191 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels.
1193 */ 1192 */
1194 for (i = 1, stats.maxhp = 0; i <= pl_level && i <= 10; i++) 1193 stats.maxhp = 0;
1194 for (int i = 1; i <= min (10, pl_level); i++)
1195 { 1195 {
1196 j = contr->levhp[i] + con_bonus[stats.Con] / 2; 1196 int j = contr->levhp[i] + con_bonus[stats.Con] / 2;
1197 1197
1198 if (i % 2 && con_bonus[stats.Con] % 2) 1198 if (i % 2 && con_bonus[stats.Con] % 2)
1199 if (con_bonus[stats.Con] > 0) 1199 if (con_bonus[stats.Con] > 0)
1200 j++; 1200 j++;
1201 else 1201 else
1202 j--; 1202 j--;
1203 1203
1204 stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */ 1204 stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */
1205 } 1205 }
1206 1206
1207 for (i = 11; i <= level; i++) 1207 stats.maxhp += 2 * max (0, level - 10);
1208 stats.maxhp += 2;
1209 1208
1210 if (stats.hp > stats.maxhp) 1209 if (stats.hp > stats.maxhp)
1211 stats.hp = stats.maxhp; 1210 stats.hp = stats.maxhp;
1212 1211
1213 /* Sp gain is controlled by the level of the player's 1212 /* Sp gain is controlled by the level of the player's
1228 stats.maxsp = 1; 1227 stats.maxsp = 1;
1229 else 1228 else
1230 { 1229 {
1231 float sp_tmp = 0.f; 1230 float sp_tmp = 0.f;
1232 1231
1233 for (i = 1; i <= min (10, mana_obj->level); i++) 1232 for (int i = 1; i <= min (10, mana_obj->level); i++)
1234 { 1233 {
1235 float stmp; 1234 float stmp;
1236 1235
1237 /* Got some extra bonus at first level */ 1236 /* Got some extra bonus at first level */
1238 if (i < 2) 1237 if (i < 2)
1262 * becomes big jumps when the sums of the bonuses jump to the next 1261 * becomes big jumps when the sums of the bonuses jump to the next
1263 * step of 8 - with floats, even fractional ones are useful. 1262 * step of 8 - with floats, even fractional ones are useful.
1264 */ 1263 */
1265 float sp_tmp = 0.f; 1264 float sp_tmp = 0.f;
1266 1265
1267 for (i = 1; i <= min (10, grace_obj->level); i++) 1266 for (int i = 1; i <= min (10, grace_obj->level); i++)
1268 { 1267 {
1269 float grace_tmp = 0.f; 1268 float grace_tmp = 0.f;
1270 1269
1271 /* Got some extra bonus at first level */ 1270 /* Got some extra bonus at first level */
1272 if (i < 2) 1271 if (i < 2)
1306 1305
1307 if (contr && wc_obj && wc_obj->level > 1) 1306 if (contr && wc_obj && wc_obj->level > 1)
1308 { 1307 {
1309 wc -= wc_obj->level + thaco_bonus[stats.Str]; 1308 wc -= wc_obj->level + thaco_bonus[stats.Str];
1310 1309
1311 for (i = 1; i < wc_obj->level; i++) 1310 for (int i = 1; i < wc_obj->level; i++)
1312 { 1311 {
1313 /* additional wc every 6 levels */ 1312 /* additional wc every 6 levels */
1314 if (!(i % 6)) 1313 if (!(i % 6))
1315 wc--; 1314 wc--;
1316 1315
1329 1328
1330 speed = 1.f + speed_bonus[stats.Dex]; 1329 speed = 1.f + speed_bonus[stats.Dex];
1331 1330
1332 if (settings.search_items && contr->search_str[0]) 1331 if (settings.search_items && contr->search_str[0])
1333 speed -= 1; 1332 speed -= 1;
1334
1335 if (attacktype == 0)
1336 attacktype = arch->attacktype;
1337 } /* End if player */ 1333 } /* End if player */
1338 1334
1339 if (added_speed >= 0) 1335 if (added_speed >= 0)
1340 speed += added_speed / 10.f; 1336 speed += added_speed / 10.f;
1341 else /* Something wrong here...: */ 1337 else /* Something wrong here...: */
1349 /* f is a number the represents the number of kg above (positive num) 1345 /* f is a number the represents the number of kg above (positive num)
1350 * or below (negative number) that the player is carrying. If above 1346 * or below (negative number) that the player is carrying. If above
1351 * weight limit, then player suffers a speed reduction based on how 1347 * weight limit, then player suffers a speed reduction based on how
1352 * much above he is, and what is max carry is 1348 * much above he is, and what is max carry is
1353 */ 1349 */
1354 f = (carrying / 1000) - max_carry[stats.Str]; 1350 float f = (carrying / 1000) - max_carry[stats.Str];
1355 if (f > 0) 1351 if (f > 0.f)
1356 speed = speed / (1.f + f / max_carry[stats.Str]); 1352 speed = speed / (1.f + f / max_carry[stats.Str]);
1357 } 1353 }
1358 1354
1359 speed += bonus_speed / 10.f; /* Not affected by limits */ 1355 speed += bonus_speed / 10.f; /* Not affected by limits */
1356 speed *= speed_reduce_from_disease;
1360 1357
1361 /* Put a lower limit on speed. Note with this speed, you move once every 1358 /* Put a lower limit on speed. Note with this speed, you move once every
1362 * 100 ticks or so. This amounts to once every 12 seconds of realtime. 1359 * 25 ticks or so. This amounts to once every 3 seconds of realtime.
1363 */ 1360 */
1364 speed = speed * speed_reduce_from_disease;
1365
1366 if (speed < 0.01f && type == PLAYER) 1361 if (speed < 0.04f && type == PLAYER)
1367 speed = 0.01f; 1362 speed = 0.04f;
1363
1364 if (speed != old_speed)
1365 set_speed (speed);
1368 1366
1369 if (type == PLAYER) 1367 if (type == PLAYER)
1370 { 1368 {
1371 /* (This formula was made by vidarl@ifi.uio.no) 1369 /* (This formula was made by vidarl@ifi.uio.no)
1372 * Note that we never used these values again - basically 1370 * Note that we never used these values again - basically
1404 if (move_type == 0) 1402 if (move_type == 0)
1405 move_type = MOVE_WALK; 1403 move_type = MOVE_WALK;
1406 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) 1404 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH))
1407 move_type &= ~MOVE_WALK; 1405 move_type &= ~MOVE_WALK;
1408 1406
1409 if (speed != old_speed)
1410 set_speed (speed);
1411
1412 /* It is quite possible that a player's spell costing might have changed, 1407 /* It is quite possible that a player's spell costing might have changed,
1413 * so we will check that now. 1408 * so we will check that now.
1414 */ 1409 */
1415 if (type == PLAYER) 1410 if (type == PLAYER)
1416 { 1411 {
1419 } 1414 }
1420 1415
1421 // update the mapspace, if we are on a map 1416 // update the mapspace, if we are on a map
1422 if (!flag [FLAG_REMOVED] && map) 1417 if (!flag [FLAG_REMOVED] && map)
1423 map->at (x, y).flags_ = 0; 1418 map->at (x, y).flags_ = 0;
1419}
1420
1421void
1422object::set_glow_radius (sint8 rad)
1423{
1424 glow_radius = rad;
1425
1426 if (is_on_map ())
1427 update_all_los (map, x, y);
1428 else if (object *env = outer_env ())
1429 {
1430 env->update_stats ();
1431
1432 if (env->is_on_map ())
1433 update_all_los (env->map, env->x, env->y);
1434 }
1424} 1435}
1425 1436
1426/* 1437/*
1427 * Returns true if the given player is a legal class. 1438 * Returns true if the given player is a legal class.
1428 * The function to add and remove class-bonuses to the stats doesn't 1439 * The function to add and remove class-bonuses to the stats doesn't
1444 1455
1445/* 1456/*
1446 * set the new dragon name after gaining levels or 1457 * set the new dragon name after gaining levels or
1447 * changing ability focus (later this can be extended to 1458 * changing ability focus (later this can be extended to
1448 * eventually change the player's face and animation) 1459 * eventually change the player's face and animation)
1449 *
1450 * Note that the title is written to 'own_title' in the
1451 * player struct. This should be changed to 'ext_title'
1452 * as soon as clients support this!
1453 * Please, anyone, write support for 'ext_title'.
1454 */ 1460 */
1455void 1461void
1456set_dragon_name (object *pl, const object *abil, const object *skin) 1462set_dragon_name (object *pl, const object *abil, const object *skin)
1457{ 1463{
1458 int atnr = -1; /* attacknumber of highest level */ 1464 int atnr = -1; /* attacknumber of highest level */
1476 /* now if there are equals at highest level, pick the one with focus, 1482 /* now if there are equals at highest level, pick the one with focus,
1477 or else at random */ 1483 or else at random */
1478 if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level) 1484 if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level)
1479 atnr = abil->stats.exp; 1485 atnr = abil->stats.exp;
1480 1486
1481 level = (int) (level / 5.);
1482
1483 /* now set the new title */ 1487 /* now set the new title */
1484 if (pl->contr != NULL)
1485 {
1486 if (level == 0)
1487 sprintf (pl->contr->title, "%s hatchling", attacks[atnr]); 1488 if (level < 25) sprintf (pl->contr->title, "%s hatchling", attacks[atnr]);
1488 else if (level == 1)
1489 sprintf (pl->contr->title, "%s wyrm", attacks[atnr]); 1489 else if (level < 50) sprintf (pl->contr->title, "%s wyrm" , attacks[atnr]);
1490 else if (level == 2)
1491 sprintf (pl->contr->title, "%s wyvern", attacks[atnr]); 1490 else if (level < 75) sprintf (pl->contr->title, "%s wyvern" , attacks[atnr]);
1492 else if (level == 3)
1493 sprintf (pl->contr->title, "%s dragon", attacks[atnr]); 1491 else if (level < 100) sprintf (pl->contr->title, "%s dragon" , attacks[atnr]);
1494 else 1492 else
1495 { 1493 {
1496 /* special titles for extra high resistance! */ 1494 /* special titles for extra high resistance! */
1497 if (skin->resist[atnr] > 80)
1498 sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]); 1495 if (skin->resist[atnr] > 80) sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]);
1499 else if (skin->resist[atnr] > 50)
1500 sprintf (pl->contr->title, "ancient %s dragon", attacks[atnr]); 1496 else if (skin->resist[atnr] > 50) sprintf (pl->contr->title, "ancient %s dragon" , attacks[atnr]);
1501 else
1502 sprintf (pl->contr->title, "big %s dragon", attacks[atnr]); 1497 else sprintf (pl->contr->title, "big %s dragon" , attacks[atnr]);
1503 }
1504 } 1498 }
1505 1499
1506 strcpy (pl->contr->own_title, ""); 1500 strcpy (pl->contr->own_title, "");
1507} 1501}
1508 1502
1509/* 1503/*
1510 * This function is called when a dragon-player gains 1504 * This function is called when a dragon-player gains
1511 * an overall level. Here, the dragon might gain new abilities 1505 * an overall level. Here, the dragon might gain new abilities
1512 * or change the ability-focus. 1506 * or change the ability-focus.
1513 */ 1507 */
1514void 1508static void
1515dragon_level_gain (object *who) 1509dragon_level_gain (object *who)
1516{ 1510{
1517 object *abil = NULL; /* pointer to dragon ability force */ 1511 object *abil = NULL; /* pointer to dragon ability force */
1518 object *skin = NULL; /* pointer to dragon skin force */ 1512 object *skin = NULL; /* pointer to dragon skin force */
1519 object *tmp = NULL; /* tmp. object */ 1513 object *tmp = NULL; /* tmp. object */
1575 object *skill_obj; 1569 object *skill_obj;
1576 1570
1577 skill_obj = get_archetype_by_skill_name (skill_name, SKILL); 1571 skill_obj = get_archetype_by_skill_name (skill_name, SKILL);
1578 if (!skill_obj) 1572 if (!skill_obj)
1579 { 1573 {
1580 LOG (llevError, "add_player_exp: couldn't find skill %s\n", skill_name); 1574 LOG (llevError, "give_skill_by_name: couldn't find skill %s\n", skill_name);
1581 return NULL; 1575 return NULL;
1582 } 1576 }
1583 1577
1584 /* clear the flag - exp goes into this bucket, but player 1578 /* clear the flag - exp goes into this bucket, but player
1585 * still doesn't know it. 1579 * still doesn't know it.
1586 */ 1580 */
1587 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL); 1581 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL);
1588 skill_obj->stats.exp = 0; 1582 skill_obj->stats.exp = 0;
1589 skill_obj->level = 1; 1583 skill_obj->level = 1;
1590 insert_ob_in_ob (skill_obj, op); 1584 op->insert (skill_obj);
1591 1585
1592 if (player *pl = op->contr) 1586 if (player *pl = op->contr)
1593 { 1587 pl->link_skills ();
1594 pl->last_skill_ob [skill_obj->subtype] = skill_obj;
1595 if (pl->ns)
1596 pl->ns->last_skill_exp[skill_obj->subtype] = -1;//TODO: should be made superfluous
1597 }
1598 1588
1599 return skill_obj; 1589 return skill_obj;
1600} 1590}
1601 1591
1602/* player_lvl_adj() - for the new exp system. we are concerned with 1592/* player_lvl_adj() - for the new exp system. we are concerned with
1721 * flag is what to do if the player doesn't have the skill: 1711 * flag is what to do if the player doesn't have the skill:
1722 */ 1712 */
1723static void 1713static void
1724add_player_exp (object *op, sint64 exp, const char *skill_name, int flag) 1714add_player_exp (object *op, sint64 exp, const char *skill_name, int flag)
1725{ 1715{
1726 object *skill_obj = NULL; 1716 object *skill_obj;
1727 sint64 limit, exp_to_add; 1717 sint64 limit, exp_to_add;
1728 int i; 1718 int i;
1729 1719
1730 /* prevents some forms of abuse. */ 1720 /* prevents some forms of abuse. */
1731 if (op->contr->braced) 1721 if (op->contr->braced)
1734 /* Try to find the matching skill. 1724 /* Try to find the matching skill.
1735 * We do a shortcut/time saving mechanism first - see if it matches 1725 * We do a shortcut/time saving mechanism first - see if it matches
1736 * chosen_skill. This means we don't need to search through 1726 * chosen_skill. This means we don't need to search through
1737 * the players inventory. 1727 * the players inventory.
1738 */ 1728 */
1729 skill_obj = 0;
1730
1739 if (skill_name) 1731 if (skill_name)
1740 { 1732 {
1741 if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill)) 1733 skill_obj = op->contr->find_skill (skill_name);
1742 skill_obj = op->chosen_skill;
1743 else
1744 {
1745 for (i = 0; i < NUM_SKILLS; i++)
1746 if (op->contr->last_skill_ob[i] && !strcmp (op->contr->last_skill_ob[i]->skill, skill_name))
1747 {
1748 skill_obj = op->contr->last_skill_ob[i];
1749 break;
1750 }
1751 1734
1752 /* Player doesn't have the skill. Check to see what to do, and give 1735 /* Player doesn't have the skill. Check to see what to do, and give
1753 * it to the player if necessary 1736 * it to the player if necessary
1754 */ 1737 */
1755 if (!skill_obj) 1738 if (!skill_obj)
1756 { 1739 {
1757 if (flag == SK_EXP_NONE) 1740 if (flag == SK_EXP_NONE)
1758 return; 1741 return;
1742
1759 else if (flag == SK_EXP_ADD_SKILL) 1743 if (flag == SK_EXP_ADD_SKILL)
1760 give_skill_by_name (op, skill_name); 1744 skill_obj = give_skill_by_name (op, skill_name);
1761 }
1762 } 1745 }
1763 } 1746 }
1764 1747
1765 if (flag != SK_EXP_SKILL_ONLY) 1748 if (flag != SK_EXP_SKILL_ONLY)
1766 { 1749 {
1799 player_lvl_adj (op, skill_obj); 1782 player_lvl_adj (op, skill_obj);
1800 } 1783 }
1801} 1784}
1802 1785
1803/* This function checks to make sure that object 'op' can 1786/* This function checks to make sure that object 'op' can
1804 * lost 'exp' experience. It returns the amount of exp 1787 * lose 'exp' experience. It returns the amount of exp
1805 * object 'op' can in fact lose - it basically makes 1788 * object 'op' can in fact lose - it basically makes
1806 * adjustments based on permanent exp and the like. 1789 * adjustments based on permanent exp and the like.
1807 * This function should always be used for losing experience - 1790 * This function should always be used for losing experience -
1808 * the 'exp' value passed should be positive - this is the 1791 * the 'exp' value passed should be positive - this is the
1809 * amount that should get subtract from the player. 1792 * amount that should get subtract from the player.
1810 */ 1793 */
1811sint64 1794static sint64
1812check_exp_loss (const object *op, sint64 exp) 1795check_exp_loss (const object *op, sint64 exp)
1813{ 1796{
1814 sint64 del_exp; 1797 sint64 del_exp;
1815 1798
1816 if (exp > op->stats.exp) 1799 if (exp > op->stats.exp)
1817 exp = op->stats.exp; 1800 exp = op->stats.exp;
1801
1818 if (settings.permanent_exp_ratio) 1802 if (settings.permanent_exp_ratio)
1819 { 1803 {
1820 del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO); 1804 del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO);
1805
1821 if (del_exp < 0) 1806 if (del_exp < 0)
1822 del_exp = 0; 1807 del_exp = 0;
1808
1823 if (exp > del_exp) 1809 if (exp > del_exp)
1824 exp = del_exp; 1810 exp = del_exp;
1825 } 1811 }
1812
1826 return exp; 1813 return exp;
1827} 1814}
1828 1815
1829sint64 1816sint64
1830check_exp_adjust (const object *op, sint64 exp) 1817check_exp_adjust (const object *op, sint64 exp)
1831{ 1818{
1832 if (exp < 0) 1819 if (exp < 0)
1833 return check_exp_loss (op, exp); 1820 return check_exp_loss (op, exp);
1834 else 1821 else
1835 return MIN (exp, (sint64) MAX_EXPERIENCE - op->stats.exp); 1822 return min (exp, (sint64)MAX_EXPERIENCE - op->stats.exp);
1836} 1823}
1837
1838 1824
1839/* Subtracts experience from player. 1825/* Subtracts experience from player.
1840 * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we 1826 * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we
1841 * only subtract from the matching skill. Otherwise, 1827 * only subtract from the matching skill. Otherwise,
1842 * this subtracts a portion from all 1828 * this subtracts a portion from all
1856 sint64 del_exp; 1842 sint64 del_exp;
1857 1843
1858 for (tmp = op->inv; tmp; tmp = tmp->below) 1844 for (tmp = op->inv; tmp; tmp = tmp->below)
1859 if (tmp->type == SKILL && tmp->stats.exp) 1845 if (tmp->type == SKILL && tmp->stats.exp)
1860 { 1846 {
1861 if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (tmp->skill, skill)) 1847 if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (&tmp->skill, skill))
1862 { 1848 {
1863 del_exp = check_exp_loss (tmp, exp); 1849 del_exp = check_exp_loss (tmp, exp);
1864 tmp->stats.exp -= del_exp; 1850 tmp->stats.exp -= del_exp;
1865 player_lvl_adj (op, tmp); 1851 player_lvl_adj (op, tmp);
1866 } 1852 }
1954 * amount of permenent experience, whichever gives the lowest loss. 1940 * amount of permenent experience, whichever gives the lowest loss.
1955 */ 1941 */
1956void 1942void
1957apply_death_exp_penalty (object *op) 1943apply_death_exp_penalty (object *op)
1958{ 1944{
1959 object *tmp;
1960 sint64 loss; 1945 sint64 loss;
1961 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */ 1946 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */
1962 sint64 level_loss; /* defined by the setting 'death_penalty_levels */ 1947 sint64 level_loss; /* defined by the setting 'death_penalty_levels */
1963 1948
1964 for (tmp = op->inv; tmp; tmp = tmp->below) 1949 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1965 if (tmp->type == SKILL && tmp->stats.exp) 1950 if (tmp->type == SKILL && tmp->stats.exp)
1966 { 1951 {
1967
1968 percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100; 1952 percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100;
1969 level_loss = tmp->stats.exp - levels[MAX (0, tmp->level - settings.death_penalty_level)]; 1953 level_loss = tmp->stats.exp - levels [max (0, tmp->level - settings.death_penalty_level)];
1970 1954
1971 /* With the revised exp system, you can get cases where 1955 /* With the revised exp system, you can get cases where
1972 * losing several levels would still require that you have more 1956 * losing several levels would still require that you have more
1973 * exp than you currently have - this is true if the levels 1957 * exp than you currently have - this is true if the levels
1974 * tables is a lot harder. 1958 * tables is a lot harder.
1975 */ 1959 */
1976 if (level_loss < 0) 1960 if (level_loss < 0)
1977 level_loss = 0; 1961 level_loss = 0;
1978 1962
1979 loss = check_exp_loss (tmp, MIN (level_loss, percentage_loss)); 1963 loss = check_exp_loss (tmp, min (level_loss, percentage_loss));
1980 1964
1981 tmp->stats.exp -= loss; 1965 tmp->stats.exp -= loss;
1982 player_lvl_adj (op, tmp); 1966 player_lvl_adj (op, tmp);
1983 } 1967 }
1984 1968
1985 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100; 1969 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100;
1986 level_loss = op->stats.exp - levels[MAX (0, op->level - settings.death_penalty_level)]; 1970 level_loss = op->stats.exp - levels[max (0, op->level - settings.death_penalty_level)];
1987 1971
1988 if (level_loss < 0) 1972 if (level_loss < 0)
1989 level_loss = 0; 1973 level_loss = 0;
1974
1990 loss = check_exp_loss (op, MIN (level_loss, percentage_loss)); 1975 loss = check_exp_loss (op, min (level_loss, percentage_loss));
1991 1976
1992 op->stats.exp -= loss; 1977 op->stats.exp -= loss;
1993 player_lvl_adj (op, NULL); 1978 player_lvl_adj (op, NULL);
1994} 1979}
1995 1980

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