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Comparing deliantra/server/common/living.C (file contents):
Revision 1.98 by root, Mon Oct 12 14:00:57 2009 UTC vs.
Revision 1.127 by root, Fri Jan 27 22:00:39 2012 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * Deliantra is free software: you can redistribute it and/or modify it under 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * the terms of the Affero GNU General Public License as published by the 9 * the terms of the Affero GNU General Public License as published by the
10 * Free Software Foundation, either version 3 of the License, or (at your 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * option) any later version. 11 * option) any later version.
139/* 139/*
140 Since this is nowhere defined ... 140 Since this is nowhere defined ...
141 Both come in handy at least in function add_exp() 141 Both come in handy at least in function add_exp()
142*/ 142*/
143 143
144#define MAX_EXPERIENCE levels[settings.max_level] 144#define MAX_EXPERIENCE levels [settings.max_level]
145 145
146/* because exp_obj sum to make the total score, 146/* because exp_obj sum to make the total score,
147 * we cannot allow that sum to exceed the maximum 147 * we cannot allow that sum to exceed the maximum
148 * amount of experience a player can gain. Thus 148 * amount of experience a player can gain. Thus
149 * we define MAX_EXP_IN_OBJ. It is important to try 149 * we define MAX_EXP_IN_OBJ. It is important to try
156 * line with progression of previous levels, so 156 * line with progression of previous levels, so
157 * if more levels are desired, this should be fixed. 157 * if more levels are desired, this should be fixed.
158 * -b.t. 158 * -b.t.
159 */ 159 */
160 160
161#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)
162
163extern sint64 *levels;
164 162
165#define MAX_SAVE_LEVEL 110 163#define MAX_SAVE_LEVEL 110
166 164
167/* This no longer needs to be changed anytime the number of 165/* This no longer needs to be changed anytime the number of
168 * levels is increased - rather, did_make_save will do the 166 * levels is increased - rather, did_make_save will do the
262/* 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,
263 * 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
264 * 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.
265 */ 263 */
266#define DIFF_MSG(flag, msg1, msg2) \ 264#define DIFF_MSG(flag, msg1, msg2) \
267 new_draw_info(NDI_UNIQUE, 0, op, (flag>0)?msg1:msg2); 265 new_draw_info (NDI_UNIQUE, 0, op, (flag > 0) ? msg1 : msg2);
268 266
269/* 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. */
270 268
271/* 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
272 * the object. 270 * the object.
415 (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."));
416 } 414 }
417 415
418 if (tmp->move_type & MOVE_SWIM) 416 if (tmp->move_type & MOVE_SWIM)
419 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");
420
421 /* Changing move status may mean you are affected by things you weren't before */
422 check_move_on (op, op);
423 } 418 }
424 419
425 /* becoming UNDEAD... a special treatment for this flag. Only those not 420 /* becoming UNDEAD... a special treatment for this flag. Only those not
426 * originally undead may change their status 421 * originally undead may change their status
427 */ 422 */
464 if (op->flag [FLAG_WIZ]) 459 if (op->flag [FLAG_WIZ])
465 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.");
466 else 461 else
467 { 462 {
468 new_draw_info (NDI_UNIQUE, 0, op, "You are blinded."); 463 new_draw_info (NDI_UNIQUE, 0, op, "You are blinded.");
469 SET_FLAG (op, FLAG_BLIND); 464 op->set_flag (FLAG_BLIND);
470 if (op->type == PLAYER) 465 if (op->type == PLAYER)
471 op->contr->do_los = 1; 466 op->contr->do_los = 1;
472 } 467 }
473 } 468 }
474 else 469 else
476 if (op->flag [FLAG_WIZ]) 471 if (op->flag [FLAG_WIZ])
477 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.");
478 else 473 else
479 { 474 {
480 new_draw_info (NDI_UNIQUE, 0, op, "Your vision returns."); 475 new_draw_info (NDI_UNIQUE, 0, op, "Your vision returns.");
481 CLEAR_FLAG (op, FLAG_BLIND); 476 op->clr_flag (FLAG_BLIND);
482 if (op->type == PLAYER) 477 if (op->type == PLAYER)
483 op->contr->do_los = 1; 478 op->contr->do_los = 1;
484 } 479 }
485 } 480 }
486 } 481 }
524 { 519 {
525 success = 1; 520 success = 1;
526 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.");
527 } 522 }
528 523
524 if (digest_types [tmp->type])
525 {
529 if (tmp->stats.hp && op->type == PLAYER) 526 if (tmp->stats.hp && op->type == PLAYER)
530 { 527 {
531 success = 1; 528 success = 1;
532 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!");
533 } 530 }
534 531
535 if (tmp->stats.sp && op->type == PLAYER && tmp->type != SKILL) 532 if (tmp->stats.sp && op->type == PLAYER
536 { 533 && tmp->type != SKILL && tmp->type != BOW)
534 {
537 success = 1; 535 success = 1;
538 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.");
539 } 537 }
540 538
541 /* for the future when artifacts set this -b.t. */ 539 /* for the future when artifacts set this -b.t. */
542 if (tmp->stats.grace && op->type == PLAYER) 540 if (tmp->stats.grace && op->type == PLAYER)
543 { 541 {
544 success = 1; 542 success = 1;
545 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.");
546 } 544 }
547 545
548 if (tmp->stats.food && op->type == PLAYER) 546 if (tmp->stats.food && op->type == PLAYER)
549 { 547 {
550 success = 1; 548 success = 1;
551 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 }
552 } 551 }
553 552
554 /* Messages for changed resistance */ 553 /* Messages for changed resistance */
555 for (int i = 0; i < NROFATTACKS; i++) 554 for (int i = 0; i < NROFATTACKS; i++)
556 { 555 {
595object::drain_specific_stat (int deplete_stats) 594object::drain_specific_stat (int deplete_stats)
596{ 595{
597 object *tmp; 596 object *tmp;
598 archetype *at; 597 archetype *at;
599 598
600 at = archetype::find (ARCH_DEPLETION); 599 at = archetype::find (shstr_depletion);
601 if (!at) 600 if (!at)
602 { 601 {
603 LOG (llevError, "Couldn't find archetype depletion.\n"); 602 LOG (llevError, "Couldn't find archetype depletion.\n");
604 return; 603 return;
605 } 604 }
607 { 606 {
608 tmp = present_arch_in_ob (at, this); 607 tmp = present_arch_in_ob (at, this);
609 608
610 if (!tmp) 609 if (!tmp)
611 { 610 {
612 tmp = arch_to_object (at); 611 tmp = at->instance ();
613 tmp = insert_ob_in_ob (tmp, this); 612 tmp = insert_ob_in_ob (tmp, this);
614 SET_FLAG (tmp, FLAG_APPLIED); 613 tmp->set_flag (FLAG_APPLIED);
615 } 614 }
616 } 615 }
617 616
618 new_draw_info (NDI_UNIQUE, 0, this, drain_msg[deplete_stats]); 617 new_draw_info (NDI_UNIQUE, 0, this, drain_msg[deplete_stats]);
619 change_attr_value (&tmp->stats, deplete_stats, -1); 618 change_attr_value (&tmp->stats, deplete_stats, -1);
625 * via an applied bad_luck object. 624 * via an applied bad_luck object.
626 */ 625 */
627void 626void
628object::change_luck (int value) 627object::change_luck (int value)
629{ 628{
630 archetype *at = archetype::find ("luck"); 629 archetype *at = archetype::find (shstr_luck);
631 if (!at) 630 if (!at)
632 LOG (llevError, "Couldn't find archetype luck.\n"); 631 LOG (llevError, "Couldn't find archetype luck.\n");
633 else 632 else
634 { 633 {
635 object *tmp = present_arch_in_ob (at, this); 634 object *tmp = present_arch_in_ob (at, this);
637 if (!tmp) 636 if (!tmp)
638 { 637 {
639 if (!value) 638 if (!value)
640 return; 639 return;
641 640
642 tmp = arch_to_object (at); 641 tmp = at->instance ();
643 tmp = insert_ob_in_ob (tmp, this); 642 tmp = insert_ob_in_ob (tmp, this);
644 SET_FLAG (tmp, FLAG_APPLIED); 643 tmp->set_flag (FLAG_APPLIED);
645 } 644 }
646 645
647 if (value) 646 if (value)
648 { 647 {
649 /* 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
702 sint8 v = arch->stats.stat (i); 701 sint8 v = arch->stats.stat (i);
703 stats.stat (i) += v; 702 stats.stat (i) += v;
704 contr->orig_stats.stat (i) += v; 703 contr->orig_stats.stat (i) += v;
705 } 704 }
706} 705}
707
708/* These are the items that currently can change digestion, regeneration,
709 * spell point recovery and mana point recovery. Seems sort of an arbitary
710 * list, but other items store other info into stats array.
711 */
712static struct digest_types : std::bitset<NUM_TYPES>
713{
714 digest_types ()
715 {
716 set (WEAPON);
717 set (BOW);
718 set (ARMOUR);
719 set (HELMET);
720 set (SHIELD);
721 set (RING);
722 set (BOOTS);
723 set (GLOVES);
724 set (AMULET);
725 set (GIRDLE);
726 set (BRACERS);
727 set (CLOAK);
728 set (DISEASE);
729 set (FORCE);
730 set (SKILL);
731 }
732} digest_types;
733 706
734static struct copy_flags : object::flags_t 707static struct copy_flags : object::flags_t
735{ 708{
736 copy_flags () 709 copy_flags ()
737 { 710 {
756 * spell system split, grace points now added to system --peterm 729 * spell system split, grace points now added to system --peterm
757 */ 730 */
758void 731void
759object::update_stats () 732object::update_stats ()
760{ 733{
761 float f, max_speed = 9, added_speed = 0, bonus_speed = 0, speed_reduce_from_disease = 1; 734 float max_speed = 9, added_speed = 0, bonus_speed = 0, speed_reduce_from_disease = 1;
762 int weapon_weight = 0, weapon_speed = 0; 735 int weapon_weight = 0, weapon_speed = 0;
763 int best_wc = 0, best_ac = 0, wc = 0, ac = 0; 736 int best_wc = 0, best_ac = 0, wc = 0, ac = 0;
764 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; 737 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS];
765 object *grace_obj = NULL, *mana_obj = NULL, *tmp; 738 object *grace_obj = NULL, *mana_obj = NULL, *tmp;
766 float old_speed = speed; 739 float old_speed = speed;
767 int stat_sum [NUM_STATS]; 740 int stat_sum [NUM_STATS];
768 741
742 MoveType move_type; // we use change_move_type to change it, so use a local copy
743
769 /* 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 */
770 if (type == PLAYER) 745 if (type == PLAYER)
771 { 746 {
747 contr->delayed_update = false;
748
772 for (int i = 0; i < NUM_STATS; i++) 749 for (int i = 0; i < NUM_STATS; i++)
773 stat_sum [i] = contr->orig_stats.stat (i); 750 stat_sum [i] = contr->orig_stats.stat (i);
774 751
775 if (settings.spell_encumbrance == TRUE) 752 if (settings.spell_encumbrance == TRUE)
776 contr->encumbrance = 0; 753 contr->encumbrance = 0;
788 for (int i = NUM_BODY_LOCATIONS; i--; ) 765 for (int i = NUM_BODY_LOCATIONS; i--; )
789 slot[i].used = slot[i].info; 766 slot[i].used = slot[i].info;
790 767
791 slaying = 0; 768 slaying = 0;
792 769
793 if (!QUERY_FLAG (this, FLAG_WIZ)) 770 if (!this->flag [FLAG_WIZ])
794 {
795 CLEAR_FLAG (this, FLAG_XRAYS);
796 CLEAR_FLAG (this, FLAG_MAKE_INVIS);
797 } 771 {
772 this->clr_flag (FLAG_XRAYS);
773 this->clr_flag (FLAG_MAKE_INVIS);
774 }
798 775
799 CLEAR_FLAG (this, FLAG_LIFESAVE); 776 this->clr_flag (FLAG_LIFESAVE);
800 CLEAR_FLAG (this, FLAG_STEALTH); 777 this->clr_flag (FLAG_STEALTH);
801 CLEAR_FLAG (this, FLAG_BLIND); 778 this->clr_flag (FLAG_BLIND);
802 779
803 if (!QUERY_FLAG (arch, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL); 780 if (!arch->flag [FLAG_REFL_SPELL ]) this->clr_flag (FLAG_REFL_SPELL);
804 if (!QUERY_FLAG (arch, FLAG_REFL_MISSILE)) CLEAR_FLAG (this, FLAG_REFL_MISSILE); 781 if (!arch->flag [FLAG_REFL_MISSILE]) this->clr_flag (FLAG_REFL_MISSILE);
805 if (!QUERY_FLAG (arch, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD); 782 if (!arch->flag [FLAG_UNDEAD ]) this->clr_flag (FLAG_UNDEAD);
806 if (!QUERY_FLAG (arch, 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);
807 784
808 path_attuned = arch->path_attuned; 785 path_attuned = arch->path_attuned;
809 path_repelled = arch->path_repelled; 786 path_repelled = arch->path_repelled;
810 path_denied = arch->path_denied; 787 path_denied = arch->path_denied;
811 glow_radius = arch->glow_radius; 788 glow_radius = arch->glow_radius;
812 move_type = arch->move_type; 789 move_type = arch->move_type;
813 790
814 chosen_skill = 0;
815
816 /* initializing resistances from the values in player/monster's 791 /* initializing resistances from the values in player/monster's
817 * archetype clone 792 * archetype clone
818 */ 793 */
819 memcpy (&resist, &arch->resist, sizeof (resist)); 794 memcpy (&resist, &arch->resist, sizeof (resist));
820 795
821 for (int i = 0; i < NROFATTACKS; i++) 796 for (int i = 0; i < NROFATTACKS; i++)
822 { 797 {
823 if (resist[i] > 0) 798 if (resist[i] > 0)
824 prot[i] = resist[i], vuln[i] = 0; 799 prot[i] = resist[i], vuln[i] = 0;
825 else 800 else
826 vuln[i] = -(resist[i]), prot[i] = 0; 801 vuln[i] = -resist[i], prot[i] = 0;
827 802
828 potion_resist[i] = 0; 803 potion_resist[i] = -1000;
829 } 804 }
830 805
831 wc = arch->stats.wc; 806 wc = arch->stats.wc;
832 stats.dam = arch->stats.dam; 807 stats.dam = arch->stats.dam;
833 808
836 * 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 -
837 * 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,
838 * 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
839 * that their protection from physical goes down 814 * that their protection from physical goes down
840 */ 815 */
841 if (!QUERY_FLAG (this, FLAG_USE_ARMOUR) && type == PLAYER) 816 if (!this->flag [FLAG_USE_ARMOUR] && type == PLAYER)
842 { 817 {
843 ac = max (-10, arch->stats.ac - level / 3); 818 ac = max (-10, arch->stats.ac - level / 3);
844 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;
845 } 820 }
846 else 821 else
847 ac = arch->stats.ac; 822 ac = arch->stats.ac;
848 823
849 stats.luck = arch->stats.luck; 824 stats.luck = arch->stats.luck;
850 speed = arch->speed; 825 speed = arch->speed;
826
827 chosen_skill = 0;
851 828
852 /* 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.
853 * 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.
854 */ 831 */
855 for (tmp = inv; tmp; tmp = tmp->below) 832 for (tmp = inv; tmp; tmp = tmp->below)
856 { 833 {
857 /* This happens because apply_potion calls change_abil with the potion 834 /* This happens because apply_potion calls change_abil with the potion
858 * 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
859 * then calls this function. 836 * then calls this function.
860 */ 837 */
861 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION) 838 if (tmp->flag [FLAG_APPLIED] && tmp->type == POTION)
862 continue; 839 continue;
863 840
864 glow_radius += tmp->glow_radius; 841 glow_radius += tmp->glow_radius;
865 842
866 /* For some things, we don't care what is equipped */ 843 /* For some things, we don't care what is equipped */
893 * because the skill shouldn't count against body positions being used 870 * because the skill shouldn't count against body positions being used
894 * up, etc. 871 * up, etc.
895 */ 872 */
896 if ((tmp->flag [FLAG_APPLIED] 873 if ((tmp->flag [FLAG_APPLIED]
897 && tmp->type != CONTAINER 874 && tmp->type != CONTAINER
898 && tmp->type != CLOSE_CON) 875 && tmp->type != CLOSE_CON
899 || (tmp->type == SKILL 876 && tmp->type != SPELL)
900 && tmp->subtype == SK_PRAYING)) 877 || (tmp->type == SKILL && tmp->subtype == SK_PRAYING))
901 { 878 {
902 if (type == PLAYER) 879 if (type == PLAYER)
903 { 880 {
904 contr->item_power += tmp->item_power; 881 contr->item_power += tmp->item_power;
905 882
906 if (tmp == contr->combat_ob || tmp == contr->ranged_ob)
907 if (tmp != current_weapon
908 && (tmp->type != SKILL || tmp->subtype != SK_PRAYING)
909 && !tmp->flag [FLAG_CURSED]
910 && !tmp->flag [FLAG_DAMNED])
911 continue;
912
913 for (int i = 0; i < NUM_STATS; i++) 883 for (int i = 0; i < NUM_STATS; i++)
914 stat_sum [i] = stat_sum [i] + tmp->stats.stat (i); 884 stat_sum [i] += tmp->stats.stat (i);
915 885
916 if (digest_types [tmp->type]) 886 if (digest_types [tmp->type])
917 { 887 {
918 contr->digestion += tmp->stats.food; 888 contr->digestion += tmp->stats.food;
919 contr->gen_hp += tmp->stats.hp; 889 contr->gen_hp += tmp->stats.hp;
928 if (tmp->type == WEAPON) 898 if (tmp->type == WEAPON)
929 current_weapon = tmp; 899 current_weapon = tmp;
930 } 900 }
931 901
932 /* Update slots used for items */ 902 /* Update slots used for items */
933 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 903 if (tmp->flag [FLAG_APPLIED]) // exclude praying...
934 for (int i = 0; i < NUM_BODY_LOCATIONS; i++) 904 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
935 slot[i].used += tmp->slot[i].info; 905 slot[i].used += tmp->slot[i].info;
936 906
937 if (tmp->type == SYMPTOM) 907 if (tmp->type == SYMPTOM)
938 speed_reduce_from_disease =
939 min (speed_reduce_from_disease, tmp->last_sp ? tmp->last_sp / 100.f : 1.f); 908 min_it (speed_reduce_from_disease, tmp->last_sp ? tmp->last_sp / 100.f : 1.f);
940 909
941 /* Pos. and neg. protections are counted separate (-> pro/vuln). 910 /* Pos. and neg. protections are counted separate (-> pro/vuln).
942 * (Negative protections are calculated exactly like positive.) 911 * (Negative protections are calculated exactly like positive.)
943 * Resistance from potions are treated special as well. If there's 912 * Resistance from potions are treated special as well. If there's
944 * more than one potion-effect, the bigger prot.-value is taken. 913 * more than one potion-effect, the bigger prot.-value is taken.
945 */ 914 */
946 if (tmp->type != POTION) 915 if (tmp->type == POTION_EFFECT)
947 {
948 for (int i = 0; i < NROFATTACKS; i++) 916 for (int i = 0; i < NROFATTACKS; i++)
949 {
950 /* Potential for cursed potions, in which case we just can use
951 * a straight MAX, as potion_resist is initialised to zero.
952 */
953 if (tmp->type == POTION_EFFECT)
954 {
955 if (potion_resist[i])
956 potion_resist[i] = max (potion_resist[i], tmp->resist[i]);
957 else
958 potion_resist[i] = tmp->resist[i]; 917 max_it (potion_resist[i], tmp->resist[i]);
959 } 918 else if (tmp->type != POTION)
919 for (int i = 0; i < NROFATTACKS; i++)
960 else if (tmp->resist[i] > 0) 920 if (tmp->resist[i] > 0)
961 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100; 921 prot[i] += (100 - prot[i]) * tmp->resist[i] / 100;
962 else if (tmp->resist[i] < 0) 922 else if (tmp->resist[i] < 0)
963 vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100; 923 vuln[i] += (100 - vuln[i]) * -tmp->resist[i] / 100;
964 }
965 }
966 924
967 /* There may be other things that should not adjust the attacktype */ 925 /* There may be other things that should not adjust the attacktype */
968 if (tmp->type != SYMPTOM) 926 if (tmp->type != SYMPTOM)
969 { 927 {
970 attacktype |= tmp->attacktype; 928 attacktype |= tmp->attacktype;
975 stats.luck += tmp->stats.luck; 933 stats.luck += tmp->stats.luck;
976 } 934 }
977 935
978 flag |= tmp->flag & copy_flags; 936 flag |= tmp->flag & copy_flags;
979 937
980 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (arch, FLAG_UNDEAD)) 938 if (tmp->flag [FLAG_UNDEAD] && !arch->flag [FLAG_UNDEAD])
981 SET_FLAG (this, FLAG_UNDEAD); 939 this->set_flag (FLAG_UNDEAD);
982 940
983 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS)) 941 //TODO: copy_flags?
942 if (tmp->flag [FLAG_MAKE_INVIS])
984 { 943 {
985 SET_FLAG (this, FLAG_MAKE_INVIS); 944 set_flag (FLAG_MAKE_INVIS);
986 invisible = 1; 945 invisible = 1;
987 } 946 }
988 947
989 if (tmp->stats.exp && tmp->type != SKILL) 948 if (tmp->stats.exp && tmp->type != SKILL)
990 { 949 {
997 added_speed += tmp->stats.exp; 956 added_speed += tmp->stats.exp;
998 } 957 }
999 958
1000 switch (tmp->type) 959 switch (tmp->type)
1001 { 960 {
1002#if 0
1003 case WAND:
1004 case ROD:
1005 case HORN:
1006 if (type != PLAYER || current_weapon == tmp)
1007 chosen_skill = tmp;
1008 break;
1009#endif
1010
1011 /* skills modifying the character -b.t. */
1012 /* for all skills and skill granting objects */
1013 case SKILL: 961 case SKILL:
1014 { 962 {
963 // some skills will end up here without counting as "applied"
1015 if (!QUERY_FLAG (tmp, FLAG_APPLIED) || skill_flags [tmp->subtype] & SF_APPLY) 964 if (!tmp->flag [FLAG_APPLIED] || skill_flags [tmp->subtype] & SF_AUTARK)
1016 break; 965 break;
1017 966
1018 if (chosen_skill) 967 if (chosen_skill)
1019 { 968 {
1020 LOG (llevDebug, "fix_player, op %s has multiple skills applied (%s and %s)\n", 969 LOG (llevDebug, "fix_player, op %s has multiple skills applied (%s and %s)\n",
1022 971
1023 tmp->flag [FLAG_APPLIED] = false; 972 tmp->flag [FLAG_APPLIED] = false;
1024 update_stats (); 973 update_stats ();
1025 return; 974 return;
1026 } 975 }
1027 else 976
1028 chosen_skill = tmp; 977 chosen_skill = tmp;
1029 978
1030 if (tmp->stats.dam > 0) 979 if (tmp->stats.dam > 0)
1031 { /* skill is a 'weapon' */ 980 { /* skill is a 'weapon' */
1032 if (!QUERY_FLAG (this, FLAG_READY_WEAPON)) 981 if (!this->flag [FLAG_READY_WEAPON])
1033 weapon_speed = WEAPON_SPEED (tmp); 982 weapon_speed = max (0, WEAPON_SPEED (tmp));
1034
1035 if (weapon_speed < 0)
1036 weapon_speed = 0;
1037 983
1038 weapon_weight = tmp->weight; 984 weapon_weight = tmp->weight;
1039 stats.dam += 1 + chosen_skill->level * tmp->stats.dam / 9; 985 stats.dam += 1 + chosen_skill->level * tmp->stats.dam / 9;
1040 986
1041 if (tmp->magic) 987 if (tmp->magic)
1050 996
1051 if (tmp->stats.ac) 997 if (tmp->stats.ac)
1052 ac -= tmp->stats.ac + tmp->magic; 998 ac -= tmp->stats.ac + tmp->magic;
1053 999
1054 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1000 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1055 contr->encumbrance += (int) 3 *tmp->weight / 1000; 1001 contr->encumbrance += 3 * tmp->weight / 1000;
1056 } 1002 }
1057 1003
1058 break; 1004 break;
1059 1005
1060 case SHIELD: 1006 case SHIELD:
1061 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1007 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1062 contr->encumbrance += (int) tmp->weight / 2000; 1008 contr->encumbrance += tmp->weight / 2000;
1009 //FALLTHROUGH
1063 case RING: 1010 case RING:
1064 case AMULET: 1011 case AMULET:
1065 case GIRDLE: 1012 case GIRDLE:
1066 case HELMET: 1013 case HELMET:
1067 case BOOTS: 1014 case BOOTS:
1076 if (tmp->stats.ac) 1023 if (tmp->stats.ac)
1077 ac -= tmp->stats.ac + tmp->magic; 1024 ac -= tmp->stats.ac + tmp->magic;
1078 1025
1079 break; 1026 break;
1080 1027
1028 case RANGED:
1081 case BOW: 1029 case BOW:
1082 case WEAPON: 1030 case WEAPON:
1083 if (type != PLAYER || current_weapon == tmp)
1084 {
1085 wc -= tmp->stats.wc + tmp->magic; 1031 wc -= tmp->stats.wc + tmp->magic;
1086 1032
1087 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0) 1033 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0)
1088 ac -= tmp->stats.ac + tmp->magic; 1034 ac -= tmp->stats.ac + tmp->magic;
1089 1035
1090 stats.dam += tmp->stats.dam + tmp->magic; 1036 stats.dam += tmp->stats.dam + tmp->magic;
1091 weapon_weight = tmp->weight; 1037 weapon_weight = tmp->weight;
1092 weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2; 1038 weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2;
1093 1039
1094 if (weapon_speed < 0) 1040 if (weapon_speed < 0)
1095 weapon_speed = 0; 1041 weapon_speed = 0;
1096 1042
1097 slaying = tmp->slaying; 1043 slaying = tmp->slaying;
1098 1044
1099 /* If there is desire that two handed weapons should do 1045 /* If there is desire that two handed weapons should do
1100 * extra strength damage, this is where the code should 1046 * extra strength damage, this is where the code should
1101 * go. 1047 * go.
1102 */ 1048 */
1103 1049
1104 if (type == PLAYER) 1050 if (type == PLAYER)
1105 if (settings.spell_encumbrance) 1051 if (settings.spell_encumbrance)
1106 contr->encumbrance += tmp->weight * 3 / 1000; 1052 contr->encumbrance += tmp->weight * 3 / 1000;
1107 }
1108 1053
1109 break; 1054 break;
1110 1055
1111 case ARMOUR: /* Only the best of these three are used: */ 1056 case ARMOUR: /* Only the best of these three are used: */
1112 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1057 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1141 1086
1142 if (tmp->stats.ac) 1087 if (tmp->stats.ac)
1143 ac -= tmp->stats.ac + tmp->magic; 1088 ac -= tmp->stats.ac + tmp->magic;
1144 1089
1145 if (ARMOUR_SPEED (tmp)) 1090 if (ARMOUR_SPEED (tmp))
1146 max_speed = min (max_speed, ARMOUR_SPEED (tmp) / 10.f); 1091 min_it (max_speed, ARMOUR_SPEED (tmp) / 10.f);
1147 1092
1148 break; 1093 break;
1149 } /* switch tmp->type */ 1094 } /* switch tmp->type */
1150 } /* item is equipped */ 1095 } /* item is equipped */
1151 } /* for loop of items */ 1096 } /* for loop of items */
1152 1097
1153 glow_radius = min (glow_radius, MAX_LIGHT_RADIUS); 1098 min_it (glow_radius, MAX_LIGHT_RADIUS);
1154 1099
1155 /* 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
1156 * have generated intermediate values which we now need to assign. 1101 * have generated intermediate values which we now need to assign.
1157 */ 1102 */
1158 1103
1164 */ 1109 */
1165 for (int i = 0; i < NROFATTACKS; i++) 1110 for (int i = 0; i < NROFATTACKS; i++)
1166 { 1111 {
1167 resist[i] = prot[i] - vuln[i]; 1112 resist[i] = prot[i] - vuln[i];
1168 1113
1169 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]))
1170 resist[i] = potion_resist[i]; 1116 resist[i] = potion_resist[i];
1171 } 1117 }
1172 1118
1173 if (type == PLAYER) 1119 if (type == PLAYER)
1174 { 1120 {
1175 // clamp various player stats 1121 // clamp various player stats
1176 for (int i = 0; i < NUM_STATS; ++i) 1122 for (int i = 0; i < NUM_STATS; ++i)
1177 stats.stat (i) = clamp (stat_sum [i], MIN_STAT, MAX_STAT); 1123 stats.stat (i) = stat_sum [i];
1124
1125 check_stat_bounds (&stats);
1178 1126
1179 contr->digestion = clamp (contr->digestion, MIN_DIGESTION, MAX_DIGESTION); 1127 contr->digestion = clamp (contr->digestion, MIN_DIGESTION, MAX_DIGESTION);
1180 1128
1181 /* Figure out the players sp/mana/hp totals. */ 1129 /* Figure out the players sp/mana/hp totals. */
1182 int pl_level; 1130 int pl_level;
1183 1131
1184 check_stat_bounds (&(stats));
1185 pl_level = level;
1186
1187 if (pl_level < 1)
1188 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! */
1189 1133
1190 /* 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,
1191 * 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.
1192 */ 1136 */
1193 stats.maxhp = 0; 1137 stats.maxhp = 0;
1356 speed *= speed_reduce_from_disease; 1300 speed *= speed_reduce_from_disease;
1357 1301
1358 /* 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
1359 * 25 ticks or so. This amounts to once every 3 seconds of realtime. 1303 * 25 ticks or so. This amounts to once every 3 seconds of realtime.
1360 */ 1304 */
1361 if (speed < 0.04f && type == PLAYER) 1305 max_it (speed, is_player () ? MIN_PLAYER_SPEED : MIN_ACTIVE_SPEED);
1362 speed = 0.04f;
1363 1306
1364 if (speed != old_speed) 1307 if (speed != old_speed)
1365 set_speed (speed); 1308 set_speed (speed);
1366 1309
1367 if (type == PLAYER) 1310 if (type == PLAYER)
1402 if (move_type == 0) 1345 if (move_type == 0)
1403 move_type = MOVE_WALK; 1346 move_type = MOVE_WALK;
1404 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) 1347 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH))
1405 move_type &= ~MOVE_WALK; 1348 move_type &= ~MOVE_WALK;
1406 1349
1350 // now apply the new move_type
1351 if (this->move_type != move_type)
1352 change_move_type (move_type);
1353
1407 /* 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,
1408 * so we will check that now. 1355 * so we will check that now.
1409 */ 1356 */
1410 if (type == PLAYER) 1357 if (is_player ())
1411 { 1358 contr->update_spells ();
1412 esrv_update_stats (contr);
1413 esrv_update_spells (contr);
1414 }
1415 1359
1416 // update the mapspace, if we are on a map 1360 // update the mapspace, if we are on a map
1417 if (!flag [FLAG_REMOVED] && map) 1361 if (!flag [FLAG_REMOVED] && map)
1418 map->at (x, y).flags_ = 0; 1362 map->at (x, y).flags_ = 0;
1419} 1363}
1503/* 1447/*
1504 * This function is called when a dragon-player gains 1448 * This function is called when a dragon-player gains
1505 * an overall level. Here, the dragon might gain new abilities 1449 * an overall level. Here, the dragon might gain new abilities
1506 * or change the ability-focus. 1450 * or change the ability-focus.
1507 */ 1451 */
1508void 1452static void
1509dragon_level_gain (object *who) 1453dragon_level_gain (object *who)
1510{ 1454{
1511 object *abil = NULL; /* pointer to dragon ability force */ 1455 object *abil = NULL; /* pointer to dragon ability force */
1512 object *skin = NULL; /* pointer to dragon skin force */ 1456 object *skin = NULL; /* pointer to dragon skin force */
1513 object *tmp = NULL; /* tmp. object */ 1457 object *tmp = NULL; /* tmp. object */
1576 } 1520 }
1577 1521
1578 /* clear the flag - exp goes into this bucket, but player 1522 /* clear the flag - exp goes into this bucket, but player
1579 * still doesn't know it. 1523 * still doesn't know it.
1580 */ 1524 */
1581 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL); 1525 skill_obj->clr_flag (FLAG_CAN_USE_SKILL);
1582 skill_obj->stats.exp = 0; 1526 skill_obj->stats.exp = 0;
1583 skill_obj->level = 1; 1527 skill_obj->level = 1;
1584 op->insert (skill_obj); 1528 op->insert (skill_obj);
1585 1529
1586 if (player *pl = op->contr) 1530 if (player *pl = op->contr)
1609 { 1553 {
1610 changed = true; 1554 changed = true;
1611 1555
1612 op->level++; 1556 op->level++;
1613 1557
1614 if (op && op == who && op->stats.exp > 1 && is_dragon_pl (who)) 1558 if (op && op == who && op->stats.exp > 1 && who->is_dragon ())
1615 dragon_level_gain (who); 1559 dragon_level_gain (who);
1616 1560
1617 /* 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 */
1618 if (op == who && (who->level < 11) && who->type == PLAYER) 1562 if (op == who && (who->level < 11) && who->type == PLAYER)
1619 { 1563 {
1652 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); 1596 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1653 } 1597 }
1654 } 1598 }
1655 1599
1656 if (changed) 1600 if (changed)
1657 { 1601 who->update_stats (); // should cause esrv_update_stats and esrv_update_spells
1658 who->update_stats ();
1659 esrv_update_stats (who->contr);
1660 /* check if the spell data has changed */
1661 esrv_update_spells (who->contr);
1662 }
1663} 1602}
1664 1603
1665/* 1604/*
1666 * Returns how much experience is needed for a player to become 1605 * Returns how much experience is needed for a player to become
1667 * the given level. level should really never exceed max_level 1606 * the given level. level should really never exceed max_level
1668 */ 1607 */
1669 1608
1670sint64 1609sint64
1671level_exp (int level, double expmul) 1610level_exp (int level, double expmul)
1672{ 1611{
1673 if (level > settings.max_level) 1612 return expmul * level_to_min_exp (level);
1674 return (sint64) (expmul * levels[settings.max_level]);
1675
1676 return (sint64) (expmul * levels[level]);
1677} 1613}
1678 1614
1679/* 1615/*
1680 * 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.
1681 * 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
1709 * NULL, in which case exp increases the players general 1645 * NULL, in which case exp increases the players general
1710 * total, but not any particular skill. 1646 * total, but not any particular skill.
1711 * 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:
1712 */ 1648 */
1713static void 1649static void
1714add_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)
1715{ 1651{
1716 object *skill_obj; 1652 object *skill_obj;
1717 sint64 limit, exp_to_add; 1653 sint64 limit, exp_to_add;
1718 int i;
1719 1654
1720 /* prevents some forms of abuse. */ 1655 /* prevents some forms of abuse. */
1721 if (op->contr->braced) 1656 if (op->contr->braced)
1722 exp /= 5; 1657 exp /= 5;
1723 1658
1749 { 1684 {
1750 /* Basically, you can never gain more experience in one shot 1685 /* Basically, you can never gain more experience in one shot
1751 * than half what you need to gain for next level. 1686 * than half what you need to gain for next level.
1752 */ 1687 */
1753 exp_to_add = exp; 1688 exp_to_add = exp;
1754 limit = (levels[op->level + 1] - levels[op->level]) / 2; 1689 limit = (levels [op->level + 1] - levels [op->level]) / 2;
1755 if (exp_to_add > limit) 1690 if (exp_to_add > limit)
1756 exp_to_add = limit; 1691 exp_to_add = limit;
1757 1692
1758 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)));
1759 if (settings.permanent_exp_ratio) 1694 if (settings.permanent_exp_ratio)
1766 } 1701 }
1767 1702
1768 if (skill_obj) 1703 if (skill_obj)
1769 { 1704 {
1770 exp_to_add = exp; 1705 exp_to_add = exp;
1771 limit = (levels[skill_obj->level + 1] - levels[skill_obj->level]) / 2; 1706 limit = (levels [skill_obj->level + 1] - levels [skill_obj->level]) / 2;
1772 if (exp_to_add > limit) 1707 if (exp_to_add > limit)
1773 exp_to_add = limit; 1708 exp_to_add = limit;
1774 1709
1775 ADD_EXP (skill_obj->stats.exp, exp_to_add); 1710 ADD_EXP (skill_obj->stats.exp, exp_to_add);
1776 if (settings.permanent_exp_ratio) 1711 if (settings.permanent_exp_ratio)
1789 * adjustments based on permanent exp and the like. 1724 * adjustments based on permanent exp and the like.
1790 * This function should always be used for losing experience - 1725 * This function should always be used for losing experience -
1791 * the 'exp' value passed should be positive - this is the 1726 * the 'exp' value passed should be positive - this is the
1792 * amount that should get subtract from the player. 1727 * amount that should get subtract from the player.
1793 */ 1728 */
1794sint64 1729static sint64
1795check_exp_loss (const object *op, sint64 exp) 1730check_exp_loss (const object *op, sint64 exp)
1796{ 1731{
1797 sint64 del_exp; 1732 sint64 del_exp;
1798 1733
1799 if (exp > op->stats.exp) 1734 if (exp > op->stats.exp)
1833 * 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.
1834 * 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
1835 * a postive number. 1770 * a postive number.
1836 */ 1771 */
1837static void 1772static void
1838subtract_player_exp (object *op, sint64 exp, const char *skill, int flag) 1773subtract_player_exp (object *op, sint64 exp, shstr_tmp skill, int flag)
1839{ 1774{
1840 float fraction = (float) exp / (float) op->stats.exp; 1775 float fraction = (float) exp / (float) op->stats.exp;
1841 object *tmp; 1776 object *tmp;
1842 sint64 del_exp; 1777 sint64 del_exp;
1843 1778
1844 for (tmp = op->inv; tmp; tmp = tmp->below) 1779 for (tmp = op->inv; tmp; tmp = tmp->below)
1845 if (tmp->type == SKILL && tmp->stats.exp) 1780 if (tmp->type == SKILL && tmp->stats.exp)
1846 { 1781 {
1847 if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (&tmp->skill, skill)) 1782 if (flag == SK_SUBTRACT_SKILL_EXP && skill && tmp->skill == skill)
1848 { 1783 {
1849 del_exp = check_exp_loss (tmp, exp); 1784 del_exp = check_exp_loss (tmp, exp);
1850 tmp->stats.exp -= del_exp; 1785 tmp->stats.exp -= del_exp;
1851 player_lvl_adj (op, tmp); 1786 player_lvl_adj (op, tmp);
1852 } 1787 }
1853 else if (flag != SK_SUBTRACT_SKILL_EXP) 1788 else if (flag != SK_SUBTRACT_SKILL_EXP)
1854 { 1789 {
1855 /* only want to process other skills if we are not trying 1790 /* only want to process other skills if we are not trying
1856 * to match a specific skill. 1791 * to match a specific skill.
1857 */ 1792 */
1858 del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction)); 1793 del_exp = check_exp_loss (tmp, tmp->stats.exp * fraction);
1859 tmp->stats.exp -= del_exp; 1794 tmp->stats.exp -= del_exp;
1860 player_lvl_adj (op, tmp); 1795 player_lvl_adj (op, tmp);
1861 } 1796 }
1862 } 1797 }
1863 1798
1877 * skill_name is the skill that should get the exp added. 1812 * skill_name is the skill that should get the exp added.
1878 * 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.
1879 * these last two values are only used for players. 1814 * these last two values are only used for players.
1880 */ 1815 */
1881void 1816void
1882change_exp (object *op, sint64 exp, const char *skill_name, int flag) 1817change_exp (object *op, sint64 exp, shstr_tmp skill_name, int flag)
1883{ 1818{
1884#ifdef EXP_DEBUG 1819#ifdef EXP_DEBUG
1885 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);
1886#endif 1821#endif
1887 1822
1904 * worth. 1839 * worth.
1905 */ 1840 */
1906 if (op->type != PLAYER) 1841 if (op->type != PLAYER)
1907 { 1842 {
1908 /* Sanity check */ 1843 /* Sanity check */
1909 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1844 if (!op->flag [FLAG_ALIVE])
1910 return; 1845 return;
1911 1846
1912 /* reset exp to max allowed value. We subtract from 1847 /* reset exp to max allowed value. We subtract from
1913 * MAX_EXPERIENCE to prevent overflows. If the player somehow has 1848 * MAX_EXPERIENCE to prevent overflows. If the player somehow has
1914 * more than max exp, just return. 1849 * more than max exp, just return.
1948 1883
1949 for (object *tmp = op->inv; tmp; tmp = tmp->below) 1884 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1950 if (tmp->type == SKILL && tmp->stats.exp) 1885 if (tmp->type == SKILL && tmp->stats.exp)
1951 { 1886 {
1952 percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100; 1887 percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100;
1953 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)];
1954 1889
1955 /* With the revised exp system, you can get cases where 1890 /* With the revised exp system, you can get cases where
1956 * losing several levels would still require that you have more 1891 * losing several levels would still require that you have more
1957 * exp than you currently have - this is true if the levels 1892 * exp than you currently have - this is true if the levels
1958 * tables is a lot harder. 1893 * tables is a lot harder.
1965 tmp->stats.exp -= loss; 1900 tmp->stats.exp -= loss;
1966 player_lvl_adj (op, tmp); 1901 player_lvl_adj (op, tmp);
1967 } 1902 }
1968 1903
1969 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100; 1904 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100;
1970 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)];
1971 1906
1972 if (level_loss < 0) 1907 if (level_loss < 0)
1973 level_loss = 0; 1908 level_loss = 0;
1974 1909
1975 loss = check_exp_loss (op, min (level_loss, percentage_loss)); 1910 loss = check_exp_loss (op, min (level_loss, percentage_loss));

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