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Comparing deliantra/server/common/living.C (file contents):
Revision 1.26 by root, Mon Jan 8 18:18:35 2007 UTC vs.
Revision 1.46 by root, Tue May 1 05:48:19 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game
3 3 *
4 Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
5 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team
6 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
7 7 *
8 This program is free software; you can redistribute it and/or modify 8 * This program is free software; you can redistribute it and/or modify
9 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
10 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
11 (at your option) any later version. 11 * (at your option) any later version.
12 12 *
13 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 GNU General Public License for more details. 16 * GNU General Public License for more details.
17 17 *
18 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
19 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 21 *
22 The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail at <crossfire@schmorp.de>
23*/ 23 */
24 24
25#include <global.h> 25#include <global.h>
26#include <funcpoint.h> 26#include <funcpoint.h>
27 27
28/* Handy little macro that adds exp and keeps it within bounds. Since 28/* Handy little macro that adds exp and keeps it within bounds. Since
192static const char *const drain_msg[NUM_STATS] = { 192static const char *const drain_msg[NUM_STATS] = {
193 "Oh no! You are weakened!", 193 "Oh no! You are weakened!",
194 "You're feeling clumsy!", 194 "You're feeling clumsy!",
195 "You feel less healthy", 195 "You feel less healthy",
196 "You suddenly begin to lose your memory!", 196 "You suddenly begin to lose your memory!",
197 "Watch out, your mind is going!",
198 "Your spirit feels drained!",
197 "Your face gets distorted!", 199 "Your face gets distorted!",
198 "Watch out, your mind is going!",
199 "Your spirit feels drained!"
200}; 200};
201const char *const restore_msg[NUM_STATS] = { 201const char *const restore_msg[NUM_STATS] = {
202 "You feel your strength return.", 202 "You feel your strength return.",
203 "You feel your agility return.", 203 "You feel your agility return.",
204 "You feel your health return.", 204 "You feel your health return.",
205 "You feel your memory return.",
205 "You feel your wisdom return.", 206 "You feel your wisdom return.",
207 "You feel your spirits return.",
206 "You feel your charisma return.", 208 "You feel your charisma return.",
207 "You feel your memory return.",
208 "You feel your spirits return."
209}; 209};
210const char *const gain_msg[NUM_STATS] = { 210const char *const gain_msg[NUM_STATS] = {
211 "You feel stronger.", 211 "You feel stronger.",
212 "You feel more agile.", 212 "You feel more agile.",
213 "You feel healthy.", 213 "You feel healthy.",
214 "You feel smarter.",
214 "You feel wiser.", 215 "You feel wiser.",
216 "You feel more potent.",
215 "You seem to look better.", 217 "You seem to look better.",
216 "You feel smarter.",
217 "You feel more potent."
218}; 218};
219const char *const lose_msg[NUM_STATS] = { 219const char *const lose_msg[NUM_STATS] = {
220 "You feel weaker!", 220 "You feel weaker!",
221 "You feel clumsy!", 221 "You feel clumsy!",
222 "You feel less healthy!", 222 "You feel less healthy!",
223 "You feel stupid!",
223 "You lose some of your memory!", 224 "You lose some of your memory!",
225 "You feel less potent!",
224 "You look ugly!", 226 "You look ugly!",
225 "You feel stupid!",
226 "You feel less potent!"
227}; 227};
228 228
229const char *const statname[NUM_STATS] = { 229const char *const statname[NUM_STATS] = {
230 "strength", "dexterity", "constitution", "intelligence", "wisdom", "power", "charisma" 230 "strength", "dexterity", "constitution", "intelligence", "wisdom", "power", "charisma"
231}; 231};
677 */ 677 */
678 678
679void 679void
680object::drain_stat () 680object::drain_stat ()
681{ 681{
682 drain_specific_stat (RANDOM () % NUM_STATS); 682 drain_specific_stat (rndm (NUM_STATS));
683} 683}
684 684
685void 685void
686object::drain_specific_stat (int deplete_stats) 686object::drain_specific_stat (int deplete_stats)
687{ 687{
755 return; 755 return;
756 756
757 /* Randomly change the players luck. Basically, we move it 757 /* Randomly change the players luck. Basically, we move it
758 * back neutral (if greater>0, subtract, otherwise add) 758 * back neutral (if greater>0, subtract, otherwise add)
759 */ 759 */
760 if (RANDOM () % (FABS (tmp->stats.luck)) >= RANDOM () % 30) 760 if (rndm (abs (tmp->stats.luck)) >= rndm (30))
761 { 761 {
762 int diff = tmp->stats.luck > 0 ? -1 : 1; 762 int diff = tmp->stats.luck > 0 ? -1 : 1;
763 763
764 stats.luck += diff; 764 stats.luck += diff;
765 tmp->stats.luck += diff; 765 tmp->stats.luck += diff;
818 * Updates all abilities given by applied objects in the inventory 818 * Updates all abilities given by applied objects in the inventory
819 * of the given object. Note: This function works for both monsters 819 * of the given object. Note: This function works for both monsters
820 * and players; the "player" in the name is purely an archaic inheritance. 820 * and players; the "player" in the name is purely an archaic inheritance.
821 * This functions starts from base values (archetype or player object) 821 * This functions starts from base values (archetype or player object)
822 * and then adjusts them according to what the player has equipped. 822 * and then adjusts them according to what the player has equipped.
823 */ 823 *
824
825/* July 95 - inserted stuff to handle new skills/exp system - b.t. 824 * July 95 - inserted stuff to handle new skills/exp system - b.t.
826 spell system split, grace points now added to system --peterm 825 * spell system split, grace points now added to system --peterm
827 */ 826 */
828
829void 827void
830object::update_stats () 828object::update_stats ()
831{ 829{
832 int i, j; 830 int i, j;
833 float f, max = 9, added_speed = 0, bonus_speed = 0, sp_tmp, speed_reduce_from_disease = 1; 831 float f, max = 9, added_speed = 0, bonus_speed = 0, sp_tmp, speed_reduce_from_disease = 1;
845 843
846 if (settings.spell_encumbrance == TRUE) 844 if (settings.spell_encumbrance == TRUE)
847 contr->encumbrance = 0; 845 contr->encumbrance = 0;
848 846
849 attacktype = 0; 847 attacktype = 0;
848
850 contr->digestion = 0; 849 contr->digestion = 0;
851 contr->gen_hp = 0; 850 contr->gen_hp = 0;
852 contr->gen_sp = 0; 851 contr->gen_sp = 0;
853 contr->gen_grace = 0; 852 contr->gen_grace = 0;
854 contr->gen_sp_armour = 10; 853 contr->gen_sp_armour = 10;
855 contr->item_power = 0; 854 contr->item_power = 0;
856
857 /* Don't clobber all the range_ values. range_golem otherwise
858 * gets reset for no good reason, and we don't want to reset
859 * range_magic (what spell is readied). These three below
860 * well get filled in based on what the player has equipped.
861 */
862 contr->ranges[range_bow] = NULL;
863 contr->ranges[range_misc] = NULL;
864 contr->ranges[range_skill] = NULL;
865 } 855 }
866 856
867 memcpy (body_used, body_info, sizeof (body_info)); 857 memcpy (body_used, body_info, sizeof (body_info));
868 858
869 slaying = 0; 859 slaying = 0;
881 if (!QUERY_FLAG (&arch->clone, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL); 871 if (!QUERY_FLAG (&arch->clone, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL);
882 if (!QUERY_FLAG (&arch->clone, FLAG_REFL_MISSILE)) CLEAR_FLAG (this, FLAG_REFL_MISSILE); 872 if (!QUERY_FLAG (&arch->clone, FLAG_REFL_MISSILE)) CLEAR_FLAG (this, FLAG_REFL_MISSILE);
883 if (!QUERY_FLAG (&arch->clone, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD); 873 if (!QUERY_FLAG (&arch->clone, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD);
884 if (!QUERY_FLAG (&arch->clone, FLAG_SEE_IN_DARK )) CLEAR_FLAG (this, FLAG_SEE_IN_DARK); 874 if (!QUERY_FLAG (&arch->clone, FLAG_SEE_IN_DARK )) CLEAR_FLAG (this, FLAG_SEE_IN_DARK);
885 875
886 path_attuned = arch->clone.path_attuned; 876 path_attuned = arch->clone.path_attuned;
887 path_repelled = arch->clone.path_repelled; 877 path_repelled = arch->clone.path_repelled;
888 path_denied = arch->clone.path_denied; 878 path_denied = arch->clone.path_denied;
889 glow_radius = arch->clone.glow_radius; 879 glow_radius = arch->clone.glow_radius;
890 move_type = arch->clone.move_type; 880 move_type = arch->clone.move_type;
881
891 chosen_skill = NULL; 882 chosen_skill = 0;
892 883
893 /* initializing resistances from the values in player/monster's 884 /* initializing resistances from the values in player/monster's
894 * archetype clone 885 * archetype clone
895 */ 886 */
896 memcpy (&resist, &arch->clone.resist, sizeof (resist)); 887 memcpy (&resist, &arch->clone.resist, sizeof (resist));
899 { 890 {
900 if (resist[i] > 0) 891 if (resist[i] > 0)
901 prot[i] = resist[i], vuln[i] = 0; 892 prot[i] = resist[i], vuln[i] = 0;
902 else 893 else
903 vuln[i] = -(resist[i]), prot[i] = 0; 894 vuln[i] = -(resist[i]), prot[i] = 0;
895
904 potion_resist[i] = 0; 896 potion_resist[i] = 0;
905 } 897 }
906 898
907 wc = arch->clone.stats.wc; 899 wc = arch->clone.stats.wc;
908 stats.dam = arch->clone.stats.dam; 900 stats.dam = arch->clone.stats.dam;
926 speed = arch->clone.speed; 918 speed = arch->clone.speed;
927 919
928 /* OK - we've reset most all the objects attributes to sane values. 920 /* OK - we've reset most all the objects attributes to sane values.
929 * now go through and make adjustments for what the player has equipped. 921 * now go through and make adjustments for what the player has equipped.
930 */ 922 */
931
932 for (tmp = inv; tmp; tmp = tmp->below) 923 for (tmp = inv; tmp; tmp = tmp->below)
933 { 924 {
934 /* See note in map.c:update_position about making this additive 925 /* See note in map.c:update_position about making this additive
935 * since light sources are never applied, need to put check here. 926 * since light sources are never applied, need to put check here.
936 */ 927 */
937 if (tmp->glow_radius > glow_radius) 928 if (tmp->glow_radius > glow_radius)
938 glow_radius = tmp->glow_radius; 929 glow_radius = tmp->glow_radius;
939 930
940 /* This happens because apply_potion calls change_abil with the potion 931 /* This happens because apply_potion calls change_abil with the potion
941 * applied so we can tell the player what chagned. But change_abil 932 * applied so we can tell the player what changed. But change_abil
942 * then calls this function. 933 * then calls this function.
943 */ 934 */
944 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION) 935 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION)
945 continue; 936 continue;
946 937
972 * in the praying skill, and the player should always get those. 963 * in the praying skill, and the player should always get those.
973 * It also means we need to put in additional checks for applied below, 964 * It also means we need to put in additional checks for applied below,
974 * because the skill shouldn't count against body positions being used 965 * because the skill shouldn't count against body positions being used
975 * up, etc. 966 * up, etc.
976 */ 967 */
977 if ((QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type != CONTAINER && tmp->type != CLOSE_CON) || 968 if ((QUERY_FLAG (tmp, FLAG_APPLIED)
969 && tmp->type != CONTAINER
970 && tmp->type != CLOSE_CON)
971 || (tmp->type == SKILL
978 (tmp->type == SKILL && tmp->subtype == SK_PRAYING)) 972 && tmp->subtype == SK_PRAYING))
979 { 973 {
980 if (type == PLAYER) 974 if (type == PLAYER)
981 { 975 {
982 if (tmp->type == BOW)
983 contr->ranges[range_bow] = tmp;
984
985 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 976 if ((tmp->type == WEAPON || tmp->type == BOW)
986 contr->ranges[range_misc] = tmp; 977 && tmp != current_weapon)
978 continue;
987 979
988 for (i = 0; i < NUM_STATS; i++) 980 for (i = 0; i < NUM_STATS; i++)
989 change_attr_value (&(stats), i, get_attr_value (&(tmp->stats), i)); 981 change_attr_value (&stats, i, get_attr_value (&tmp->stats, i));
990 982
991 /* these are the items that currently can change digestion, regeneration, 983 /* these are the items that currently can change digestion, regeneration,
992 * spell point recovery and mana point recovery. Seems sort of an arbitary 984 * spell point recovery and mana point recovery. Seems sort of an arbitary
993 * list, but other items store other info into stats array. 985 * list, but other items store other info into stats array.
994 */ 986 */
995 if ((tmp->type == WEAPON) || 987 if ((tmp->type == WEAPON) || (tmp->type == BOW) ||
996 (tmp->type == ARMOUR) || (tmp->type == HELMET) || 988 (tmp->type == ARMOUR) || (tmp->type == HELMET) ||
997 (tmp->type == SHIELD) || (tmp->type == RING) || 989 (tmp->type == SHIELD) || (tmp->type == RING) ||
998 (tmp->type == BOOTS) || (tmp->type == GLOVES) || 990 (tmp->type == BOOTS) || (tmp->type == GLOVES) ||
999 (tmp->type == AMULET) || (tmp->type == GIRDLE) || 991 (tmp->type == AMULET) || (tmp->type == GIRDLE) ||
1000 (tmp->type == BRACERS) || (tmp->type == CLOAK) || 992 (tmp->type == BRACERS) || (tmp->type == CLOAK) ||
1007 contr->gen_grace += tmp->stats.grace; 999 contr->gen_grace += tmp->stats.grace;
1008 contr->gen_sp_armour += tmp->gen_sp_armour; 1000 contr->gen_sp_armour += tmp->gen_sp_armour;
1009 contr->item_power += tmp->item_power; 1001 contr->item_power += tmp->item_power;
1010 } 1002 }
1011 } /* if this is a player */ 1003 } /* if this is a player */
1004 else
1005 {
1006 if (tmp->type == WEAPON)
1007 current_weapon = tmp;
1008 }
1012 1009
1013 /* Update slots used for items */ 1010 /* Update slots used for items */
1014 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 1011 if (QUERY_FLAG (tmp, FLAG_APPLIED))
1015 for (i = 0; i < NUM_BODY_LOCATIONS; i++) 1012 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
1016 body_used[i] += tmp->body_info[i]; 1013 body_used[i] += tmp->body_info[i];
1017 1014
1018 if (tmp->type == SYMPTOM) 1015 if (tmp->type == SYMPTOM)
1019 { 1016 {
1020 speed_reduce_from_disease = tmp->last_sp / 100.0; 1017 speed_reduce_from_disease = tmp->last_sp / 100.f;
1018
1021 if (speed_reduce_from_disease == 0) 1019 if (speed_reduce_from_disease == 0)
1022 speed_reduce_from_disease = 1; 1020 speed_reduce_from_disease = 1;
1023 } 1021 }
1024 1022
1025 /* Pos. and neg. protections are counted seperate (-> pro/vuln). 1023 /* Pos. and neg. protections are counted seperate (-> pro/vuln).
1026 * (Negative protections are calculated extactly like positive.) 1024 * (Negative protections are calculated exactly like positive.)
1027 * Resistance from potions are treated special as well. If there's 1025 * Resistance from potions are treated special as well. If there's
1028 * more than one potion-effect, the bigger prot.-value is taken. 1026 * more than one potion-effect, the bigger prot.-value is taken.
1029 */ 1027 */
1030 if (tmp->type != POTION) 1028 if (tmp->type != POTION)
1031 { 1029 {
1040 potion_resist[i] = MAX (potion_resist[i], tmp->resist[i]); 1038 potion_resist[i] = MAX (potion_resist[i], tmp->resist[i]);
1041 else 1039 else
1042 potion_resist[i] = tmp->resist[i]; 1040 potion_resist[i] = tmp->resist[i];
1043 } 1041 }
1044 else if (tmp->resist[i] > 0) 1042 else if (tmp->resist[i] > 0)
1045 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100; 1043 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100;
1046 else if (tmp->resist[i] < 0) 1044 else if (tmp->resist[i] < 0)
1047 vuln[i] += ((100 - vuln[i]) * (-tmp->resist[i])) / 100; 1045 vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100;
1048 } 1046 }
1049 } 1047 }
1050 1048
1051 /* There may be other things that should not adjust the attacktype */ 1049 /* There may be other things that should not adjust the attacktype */
1052 if (tmp->type != BOW && tmp->type != SYMPTOM) 1050 if ((tmp->type != WEAPON && tmp->type != BOW && tmp->type != SYMPTOM)
1051 || current_weapon == tmp)
1052 {
1053 attacktype |= tmp->attacktype; 1053 attacktype |= tmp->attacktype;
1054
1055 path_attuned |= tmp->path_attuned; 1054 path_attuned |= tmp->path_attuned;
1056 path_repelled |= tmp->path_repelled; 1055 path_repelled |= tmp->path_repelled;
1057 path_denied |= tmp->path_denied; 1056 path_denied |= tmp->path_denied;
1057 move_type |= tmp->move_type;
1058 stats.luck += tmp->stats.luck; 1058 stats.luck += tmp->stats.luck;
1059 move_type |= tmp->move_type; 1059 }
1060 1060
1061 if (QUERY_FLAG (tmp, FLAG_LIFESAVE )) SET_FLAG (this, FLAG_LIFESAVE); 1061 if (QUERY_FLAG (tmp, FLAG_LIFESAVE )) SET_FLAG (this, FLAG_LIFESAVE);
1062 if (QUERY_FLAG (tmp, FLAG_REFL_SPELL )) SET_FLAG (this, FLAG_REFL_SPELL); 1062 if (QUERY_FLAG (tmp, FLAG_REFL_SPELL )) SET_FLAG (this, FLAG_REFL_SPELL);
1063 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE)) SET_FLAG (this, FLAG_REFL_MISSILE); 1063 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE)) SET_FLAG (this, FLAG_REFL_MISSILE);
1064 if (QUERY_FLAG (tmp, FLAG_STEALTH )) SET_FLAG (this, FLAG_STEALTH); 1064 if (QUERY_FLAG (tmp, FLAG_STEALTH )) SET_FLAG (this, FLAG_STEALTH);
1077 1077
1078 if (tmp->stats.exp && tmp->type != SKILL) 1078 if (tmp->stats.exp && tmp->type != SKILL)
1079 { 1079 {
1080 if (tmp->stats.exp > 0) 1080 if (tmp->stats.exp > 0)
1081 { 1081 {
1082 added_speed += (float) tmp->stats.exp / 3.0; 1082 added_speed += tmp->stats.exp / 3.f;
1083 bonus_speed += 1.0 + (float) tmp->stats.exp / 3.0; 1083 bonus_speed += tmp->stats.exp / 3.f + 1.f;
1084 } 1084 }
1085 else 1085 else
1086 added_speed += (float) tmp->stats.exp; 1086 added_speed += tmp->stats.exp;
1087 } 1087 }
1088 1088
1089 switch (tmp->type) 1089 switch (tmp->type)
1090 { 1090 {
1091#if 0
1092 case WAND:
1093 case ROD:
1094 case HORN:
1095 if (type != PLAYER || current_weapon == tmp)
1096 chosen_skill = tmp;
1097 break;
1098#endif
1099
1091 /* skills modifying the character -b.t. */ 1100 /* skills modifying the character -b.t. */
1092 /* for all skills and skill granting objects */ 1101 /* for all skills and skill granting objects */
1093 case SKILL: 1102 case SKILL:
1094 if (!QUERY_FLAG (tmp, FLAG_APPLIED)) 1103 if (!QUERY_FLAG (tmp, FLAG_APPLIED))
1095 break; 1104 break;
1103 chosen_skill = tmp; 1112 chosen_skill = tmp;
1104 1113
1105 if (tmp->stats.dam > 0) 1114 if (tmp->stats.dam > 0)
1106 { /* skill is a 'weapon' */ 1115 { /* skill is a 'weapon' */
1107 if (!QUERY_FLAG (this, FLAG_READY_WEAPON)) 1116 if (!QUERY_FLAG (this, FLAG_READY_WEAPON))
1108 weapon_speed = (int) WEAPON_SPEED (tmp); 1117 weapon_speed = WEAPON_SPEED (tmp);
1109 1118
1110 if (weapon_speed < 0) 1119 if (weapon_speed < 0)
1111 weapon_speed = 0; 1120 weapon_speed = 0;
1112 1121
1113 weapon_weight = tmp->weight; 1122 weapon_weight = tmp->weight;
1116 if (tmp->magic) 1125 if (tmp->magic)
1117 stats.dam += tmp->magic; 1126 stats.dam += tmp->magic;
1118 } 1127 }
1119 1128
1120 if (tmp->stats.wc) 1129 if (tmp->stats.wc)
1121 wc -= (tmp->stats.wc + tmp->magic); 1130 wc -= tmp->stats.wc + tmp->magic;
1122 1131
1123 if (tmp->slaying != NULL) 1132 if (tmp->slaying)
1124 slaying = tmp->slaying; 1133 slaying = tmp->slaying;
1125 1134
1126 if (tmp->stats.ac) 1135 if (tmp->stats.ac)
1127 ac -= (tmp->stats.ac + tmp->magic); 1136 ac -= tmp->stats.ac + tmp->magic;
1128 1137
1129 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1138 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1130 contr->encumbrance += (int) 3 *tmp->weight / 1000; 1139 contr->encumbrance += (int) 3 *tmp->weight / 1000;
1131
1132 if (type == PLAYER)
1133 contr->ranges[range_skill] = this;
1134 1140
1135 break; 1141 break;
1136 1142
1137 case SKILL_TOOL: 1143 case SKILL_TOOL:
1138 if (chosen_skill) 1144 if (chosen_skill)
1139 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name); 1145 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name);
1140 1146
1141 chosen_skill = tmp; 1147 chosen_skill = tmp;
1142
1143 if (type == PLAYER)
1144 contr->ranges[range_skill] = this;
1145 break; 1148 break;
1146 1149
1147 case SHIELD: 1150 case SHIELD:
1148 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1151 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1149 contr->encumbrance += (int) tmp->weight / 2000; 1152 contr->encumbrance += (int) tmp->weight / 2000;
1153 case HELMET: 1156 case HELMET:
1154 case BOOTS: 1157 case BOOTS:
1155 case GLOVES: 1158 case GLOVES:
1156 case CLOAK: 1159 case CLOAK:
1157 if (tmp->stats.wc) 1160 if (tmp->stats.wc)
1158 wc -= (tmp->stats.wc + tmp->magic); 1161 wc -= tmp->stats.wc + tmp->magic;
1159 1162
1160 if (tmp->stats.dam) 1163 if (tmp->stats.dam)
1161 stats.dam += (tmp->stats.dam + tmp->magic); 1164 stats.dam += tmp->stats.dam + tmp->magic;
1162 1165
1163 if (tmp->stats.ac) 1166 if (tmp->stats.ac)
1164 ac -= (tmp->stats.ac + tmp->magic); 1167 ac -= tmp->stats.ac + tmp->magic;
1165 1168
1166 break; 1169 break;
1167 1170
1171 case BOW:
1168 case WEAPON: 1172 case WEAPON:
1173 if (type != PLAYER || current_weapon == tmp)
1174 {
1169 wc -= (tmp->stats.wc + tmp->magic); 1175 wc -= tmp->stats.wc + tmp->magic;
1170 1176
1171 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0) 1177 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0)
1172 ac -= tmp->stats.ac + tmp->magic; 1178 ac -= tmp->stats.ac + tmp->magic;
1173 1179
1174 stats.dam += (tmp->stats.dam + tmp->magic); 1180 stats.dam += tmp->stats.dam + tmp->magic;
1175 weapon_weight = tmp->weight; 1181 weapon_weight = tmp->weight;
1176 weapon_speed = ((int) WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2; 1182 weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2;
1177 1183
1178 if (weapon_speed < 0) 1184 if (weapon_speed < 0)
1179 weapon_speed = 0; 1185 weapon_speed = 0;
1180 1186
1181 slaying = tmp->slaying; 1187 slaying = tmp->slaying;
1188
1182 /* If there is desire that two handed weapons should do 1189 /* If there is desire that two handed weapons should do
1183 * extra strength damage, this is where the code should 1190 * extra strength damage, this is where the code should
1184 * go. 1191 * go.
1185 */ 1192 */
1186 current_weapon = tmp; 1193
1187 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1194 if (type == PLAYER)
1195 if (settings.spell_encumbrance)
1188 contr->encumbrance += (int) 3 *tmp->weight / 1000; 1196 contr->encumbrance += tmp->weight * 3 / 1000;
1197 }
1189 1198
1190 break; 1199 break;
1191 1200
1192 case ARMOUR: /* Only the best of these three are used: */ 1201 case ARMOUR: /* Only the best of these three are used: */
1193 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1202 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1194 contr->encumbrance += (int) tmp->weight / 1000; 1203 contr->encumbrance += tmp->weight / 1000;
1195 1204
1196 case BRACERS: 1205 case BRACERS:
1197 case FORCE: 1206 case FORCE:
1198 if (tmp->stats.wc) 1207 if (tmp->stats.wc)
1199 { 1208 {
1221 wc -= (tmp->stats.wc + tmp->magic); 1230 wc -= (tmp->stats.wc + tmp->magic);
1222 1231
1223 if (tmp->stats.ac) 1232 if (tmp->stats.ac)
1224 ac -= (tmp->stats.ac + tmp->magic); 1233 ac -= (tmp->stats.ac + tmp->magic);
1225 1234
1226 if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.0 < max) 1235 if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.f < max)
1227 max = ARMOUR_SPEED (tmp) / 10.0; 1236 max = ARMOUR_SPEED (tmp) / 10.f;
1228 1237
1229 break; 1238 break;
1230 } /* switch tmp->type */ 1239 } /* switch tmp->type */
1231 } /* item is equipped */ 1240 } /* item is equipped */
1232 } /* for loop of items */ 1241 } /* for loop of items */
1300 1309
1301 if (mana_obj == this && type == PLAYER) 1310 if (mana_obj == this && type == PLAYER)
1302 stats.maxsp = 1; 1311 stats.maxsp = 1;
1303 else 1312 else
1304 { 1313 {
1305 sp_tmp = 0.0; 1314 sp_tmp = 0.f;
1306 1315
1307 for (i = 1; i <= mana_obj->level && i <= 10; i++) 1316 for (i = 1; i <= mana_obj->level && i <= 10; i++)
1308 { 1317 {
1309 float stmp; 1318 float stmp;
1310 1319
1311 /* Got some extra bonus at first level */ 1320 /* Got some extra bonus at first level */
1312 if (i < 2) 1321 if (i < 2)
1313 stmp = contr->levsp[i] + ((2.0 * (float) sp_bonus[stats.Pow] + (float) sp_bonus[stats.Int]) / 6.0); 1322 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 6.f;
1314 else 1323 else
1315 stmp = (float) contr->levsp[i] + (2.0 * (float) sp_bonus[stats.Pow] + (float) sp_bonus[stats.Int]) / 12.0; 1324 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 12.f;
1316 1325
1317 if (stmp < 1.0) 1326 if (stmp < 1.f)
1318 stmp = 1.0; 1327 stmp = 1.f;
1319 1328
1320 sp_tmp += stmp; 1329 sp_tmp += stmp;
1321 } 1330 }
1322 1331
1323 stats.maxsp = (int) sp_tmp; 1332 stats.maxsp = (sint16)sp_tmp;
1324 1333
1325 for (i = 11; i <= mana_obj->level; i++) 1334 for (i = 11; i <= mana_obj->level; i++)
1326 stats.maxsp += 2; 1335 stats.maxsp += 2;
1327 } 1336 }
1328 /* Characters can get their sp supercharged via rune of transferrance */ 1337 /* Characters can get their sp supercharged via rune of transferrance */
1340 /* store grace in a float - this way, the divisions below don't create 1349 /* store grace in a float - this way, the divisions below don't create
1341 * big jumps when you go from level to level - with int's, it then 1350 * big jumps when you go from level to level - with int's, it then
1342 * becomes big jumps when the sums of the bonuses jump to the next 1351 * becomes big jumps when the sums of the bonuses jump to the next
1343 * step of 8 - with floats, even fractional ones are useful. 1352 * step of 8 - with floats, even fractional ones are useful.
1344 */ 1353 */
1345 sp_tmp = 0.0; 1354 sp_tmp = 0.f;
1346 for (i = 1, stats.maxgrace = 0; i <= grace_obj->level && i <= 10; i++) 1355 for (i = 1, stats.maxgrace = 0; i <= grace_obj->level && i <= 10; i++)
1347 { 1356 {
1348 float grace_tmp = 0.0; 1357 float grace_tmp = 0.f;
1349 1358
1350 /* Got some extra bonus at first level */ 1359 /* Got some extra bonus at first level */
1351 if (i < 2) 1360 if (i < 2)
1352 grace_tmp = contr->levgrace[i] + (((float) grace_bonus[stats.Pow] + 1361 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 6.f;
1353 2.0 * (float) grace_bonus[stats.Wis]) / 6.0);
1354 else 1362 else
1355 grace_tmp = (float) contr->levgrace[i]
1356 + ((float) grace_bonus[stats.Pow] + 2.0 * (float) grace_bonus[stats.Wis]) / 12.0; 1363 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 12.f;
1357 1364
1358 if (grace_tmp < 1.0) 1365 if (grace_tmp < 1.f)
1359 grace_tmp = 1.0; 1366 grace_tmp = 1.f;
1360 1367
1361 sp_tmp += grace_tmp; 1368 sp_tmp += grace_tmp;
1362 } 1369 }
1363 1370
1364 stats.maxgrace = (int) sp_tmp; 1371 stats.maxgrace = (sint16)sp_tmp;
1365 1372
1366 /* two grace points per level after 11 */ 1373 /* two grace points per level after 11 */
1367 for (i = 11; i <= grace_obj->level; i++) 1374 for (i = 11; i <= grace_obj->level; i++)
1368 stats.maxgrace += 2; 1375 stats.maxgrace += 2;
1369 } 1376 }
1389 * monster bonus the same as before. -b.t. 1396 * monster bonus the same as before. -b.t.
1390 */ 1397 */
1391 1398
1392 if (type == PLAYER && wc_obj && wc_obj->level > 1) 1399 if (type == PLAYER && wc_obj && wc_obj->level > 1)
1393 { 1400 {
1394 wc -= (wc_obj->level + thaco_bonus[stats.Str]); 1401 wc -= wc_obj->level + thaco_bonus[stats.Str];
1402
1395 for (i = 1; i < wc_obj->level; i++) 1403 for (i = 1; i < wc_obj->level; i++)
1396 { 1404 {
1397 /* addtional wc every 6 levels */ 1405 /* addtional wc every 6 levels */
1398 if (!(i % 6)) 1406 if (!(i % 6))
1399 wc--; 1407 wc--;
1408
1400 /* addtional dam every 4 levels. */ 1409 /* addtional dam every 4 levels. */
1401 if (!(i % 4) && (dam_bonus[stats.Str] >= 0)) 1410 if (!(i % 4) && dam_bonus[stats.Str] >= 0)
1402 stats.dam += (1 + (dam_bonus[stats.Str] / 5)); 1411 stats.dam += 1 + dam_bonus[stats.Str] / 5;
1403 } 1412 }
1404 } 1413 }
1405 else 1414 else
1406 wc -= (level + thaco_bonus[stats.Str]); 1415 wc -= level + thaco_bonus[stats.Str];
1407 1416
1408 stats.dam += dam_bonus[stats.Str]; 1417 stats.dam += dam_bonus[stats.Str];
1409 1418
1410 if (stats.dam < 1) 1419 if (stats.dam < 1)
1411 stats.dam = 1; 1420 stats.dam = 1;
1412 1421
1413 speed = 1.0 + speed_bonus[stats.Dex]; 1422 speed = 1.f + speed_bonus[stats.Dex];
1414 1423
1415 if (settings.search_items && contr->search_str[0]) 1424 if (settings.search_items && contr->search_str[0])
1416 speed -= 1; 1425 speed -= 1;
1417 1426
1418 if (attacktype == 0) 1427 if (attacktype == 0)
1419 attacktype = arch->clone.attacktype; 1428 attacktype = arch->clone.attacktype;
1420 1429
1421 } /* End if player */ 1430 } /* End if player */
1422 1431
1423 if (added_speed >= 0) 1432 if (added_speed >= 0)
1424 speed += added_speed / 10.0; 1433 speed += added_speed / 10.f;
1425 else /* Something wrong here...: */ 1434 else /* Something wrong here...: */
1426 speed /= (float) (1.0 - added_speed); 1435 speed /= 1.f - added_speed;
1427 1436
1428 /* Max is determined by armour */ 1437 /* Max is determined by armour */
1429 if (speed > max) 1438 if (speed > max)
1430 speed = max; 1439 speed = max;
1431 1440
1436 * weight limit, then player suffers a speed reduction based on how 1445 * weight limit, then player suffers a speed reduction based on how
1437 * much above he is, and what is max carry is 1446 * much above he is, and what is max carry is
1438 */ 1447 */
1439 f = (carrying / 1000) - max_carry[stats.Str]; 1448 f = (carrying / 1000) - max_carry[stats.Str];
1440 if (f > 0) 1449 if (f > 0)
1441 speed = speed / (1.0 + f / max_carry[stats.Str]); 1450 speed = speed / (1.f + f / max_carry[stats.Str]);
1442 } 1451 }
1443 1452
1444 speed += bonus_speed / 10.0; /* Not affected by limits */ 1453 speed += bonus_speed / 10.f; /* Not affected by limits */
1445 1454
1446 /* Put a lower limit on speed. Note with this speed, you move once every 1455 /* Put a lower limit on speed. Note with this speed, you move once every
1447 * 100 ticks or so. This amounts to once every 12 seconds of realtime. 1456 * 100 ticks or so. This amounts to once every 12 seconds of realtime.
1448 */ 1457 */
1449 speed = speed * speed_reduce_from_disease; 1458 speed = speed * speed_reduce_from_disease;
1450 1459
1451 if (speed < 0.01 && type == PLAYER) 1460 if (speed < 0.01f && type == PLAYER)
1452 speed = 0.01; 1461 speed = 0.01f;
1453 1462
1454 if (type == PLAYER) 1463 if (type == PLAYER)
1455 { 1464 {
1456 float M, W, s, D, K, S, M2;
1457
1458 /* (This formula was made by vidarl@ifi.uio.no) 1465 /* (This formula was made by vidarl@ifi.uio.no)
1459 * Note that we never used these values again - basically 1466 * Note that we never used these values again - basically
1460 * all of these could be subbed into one big equation, but 1467 * all of these could be subbed into one big equation, but
1461 * that would just be a real pain to read. 1468 * that would just be a real pain to read.
1462 */ 1469 */
1463 M = (max_carry[stats.Str] - 121) / 121.0; 1470 float M = (max_carry[stats.Str] - 121) / 121.f;
1464 M2 = max_carry[stats.Str] / 100.0; 1471 float M2 = max_carry[stats.Str] / 100.f;
1465 W = weapon_weight / 20000.0; 1472 float W = weapon_weight / 20000.f;
1466 s = 2 - weapon_speed / 10.0; 1473 float s = 2 - weapon_speed / 10.f;
1467 D = (stats.Dex - 14) / 14.0; 1474 float D = (stats.Dex - 14) / 14.f;
1468 K = 1 + M / 3.0 - W / (3 * M2) + speed / 5.0 + D / 2.0; 1475 float K = 1 + M / 3.f - W / (3 * M2) + speed / 5.f + D / 2.f;
1476
1469 K *= (4 + level) / (float) (6 + level) * 1.2; 1477 K *= (4 + level) *1.2f / (6 + level);
1478
1470 if (K <= 0) 1479 if (K <= 0.f)
1471 K = 0.01; 1480 K = 0.01f;
1481
1472 S = speed / (K * s); 1482 float S = speed / (K * s);
1483
1473 contr->weapon_sp = S; 1484 contr->weapon_sp = S;
1474 } 1485 }
1475 1486
1476 /* I want to limit the power of small monsters with big weapons: */ 1487 /* I want to limit the power of small monsters with big weapons: */
1477 if (type != PLAYER && arch != NULL && stats.dam > arch->clone.stats.dam * 3) 1488 if (type != PLAYER && arch && stats.dam > arch->clone.stats.dam * 3)
1478 stats.dam = arch->clone.stats.dam * 3; 1489 stats.dam = arch->clone.stats.dam * 3;
1479 1490
1480 /* Prevent overflows of wc - best you can get is ABS(120) - this 1491 /* Prevent overflows of wc - best you can get is ABS(120) - this
1481 * should be more than enough - remember, AC is also in 8 bits, 1492 * should be more than enough - remember, AC is also in 8 bits,
1482 * so its value is the same. 1493 * so its value is the same.
1515 if (type == PLAYER) 1526 if (type == PLAYER)
1516 { 1527 {
1517 esrv_update_stats (contr); 1528 esrv_update_stats (contr);
1518 esrv_update_spells (contr); 1529 esrv_update_spells (contr);
1519 } 1530 }
1531
1532 // update the mapspace, if we are on a map
1533 if (!flag [FLAG_REMOVED] && map)
1534 map->at (x, y).flags_ = 0;
1520} 1535}
1521 1536
1522/* 1537/*
1523 * Returns true if the given player is a legal class. 1538 * Returns true if the given player is a legal class.
1524 * The function to add and remove class-bonuses to the stats doesn't 1539 * The function to add and remove class-bonuses to the stats doesn't
1527 * false otherwise. 1542 * false otherwise.
1528 */ 1543 */
1529int 1544int
1530allowed_class (const object *op) 1545allowed_class (const object *op)
1531{ 1546{
1532 return op->stats.Dex > 0 && op->stats.Str > 0 && op->stats.Con > 0 && 1547 return op->stats.Dex > 0
1533 op->stats.Int > 0 && op->stats.Wis > 0 && op->stats.Pow > 0 && op->stats.Cha > 0; 1548 && op->stats.Str > 0
1549 && op->stats.Con > 0
1550 && op->stats.Int > 0
1551 && op->stats.Wis > 0
1552 && op->stats.Pow > 0
1553 && op->stats.Cha > 0;
1534} 1554}
1535 1555
1536/* 1556/*
1537 * set the new dragon name after gaining levels or 1557 * set the new dragon name after gaining levels or
1538 * changing ability focus (later this can be extended to 1558 * changing ability focus (later this can be extended to
1609 object *skin = NULL; /* pointer to dragon skin force */ 1629 object *skin = NULL; /* pointer to dragon skin force */
1610 object *tmp = NULL; /* tmp. object */ 1630 object *tmp = NULL; /* tmp. object */
1611 char buf[MAX_BUF]; /* tmp. string buffer */ 1631 char buf[MAX_BUF]; /* tmp. string buffer */
1612 1632
1613 /* now grab the 'dragon_ability'-forces from the player's inventory */ 1633 /* now grab the 'dragon_ability'-forces from the player's inventory */
1634 shstr_cmp dragon_ability_force ("dragon_ability_force");
1635 shstr_cmp dragon_skin_force ("dragon_skin_force");
1636
1614 for (tmp = who->inv; tmp != NULL; tmp = tmp->below) 1637 for (tmp = who->inv; tmp; tmp = tmp->below)
1615 {
1616 if (tmp->type == FORCE) 1638 if (tmp->type == FORCE)
1617 {
1618 if (strcmp (tmp->arch->name, "dragon_ability_force") == 0) 1639 if (tmp->arch->name == dragon_ability_force)
1619 abil = tmp; 1640 abil = tmp;
1620 if (strcmp (tmp->arch->name, "dragon_skin_force") == 0) 1641 else if (tmp->arch->name == dragon_skin_force)
1621 skin = tmp; 1642 skin = tmp;
1622 } 1643
1623 }
1624 /* if the force is missing -> bail out */ 1644 /* if the force is missing -> bail out */
1625 if (abil == NULL) 1645 if (abil == NULL)
1626 return; 1646 return;
1627 1647
1628 /* The ability_force keeps track of maximum level ever achieved. 1648 /* The ability_force keeps track of maximum level ever achieved.
1760sint64 1780sint64
1761level_exp (int level, double expmul) 1781level_exp (int level, double expmul)
1762{ 1782{
1763 if (level > settings.max_level) 1783 if (level > settings.max_level)
1764 return (sint64) (expmul * levels[settings.max_level]); 1784 return (sint64) (expmul * levels[settings.max_level]);
1785
1765 return (sint64) (expmul * levels[level]); 1786 return (sint64) (expmul * levels[level]);
1766} 1787}
1767 1788
1768/* 1789/*
1769 * Ensure that the permanent experience requirements in an exp object are met. 1790 * Ensure that the permanent experience requirements in an exp object are met.
1806 sint64 limit, exp_to_add; 1827 sint64 limit, exp_to_add;
1807 int i; 1828 int i;
1808 1829
1809 /* prevents some forms of abuse. */ 1830 /* prevents some forms of abuse. */
1810 if (op->contr->braced) 1831 if (op->contr->braced)
1811 exp = exp / 5; 1832 exp /= 5;
1812 1833
1813 /* Try to find the matching skill. 1834 /* Try to find the matching skill.
1814 * We do a shortcut/time saving mechanism first - see if it matches 1835 * We do a shortcut/time saving mechanism first - see if it matches
1815 * chosen_skill. This means we don't need to search through 1836 * chosen_skill. This means we don't need to search through
1816 * the players inventory. 1837 * the players inventory.
1817 */ 1838 */
1818 if (skill_name) 1839 if (skill_name)
1819 { 1840 {
1820 if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill)) 1841 if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill))
1951 del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction)); 1972 del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction));
1952 tmp->stats.exp -= del_exp; 1973 tmp->stats.exp -= del_exp;
1953 player_lvl_adj (op, tmp); 1974 player_lvl_adj (op, tmp);
1954 } 1975 }
1955 } 1976 }
1977
1956 if (flag != SK_SUBTRACT_SKILL_EXP) 1978 if (flag != SK_SUBTRACT_SKILL_EXP)
1957 { 1979 {
1958 del_exp = check_exp_loss (op, exp); 1980 del_exp = check_exp_loss (op, exp);
1959 op->stats.exp -= del_exp; 1981 op->stats.exp -= del_exp;
1960 player_lvl_adj (op, NULL); 1982 player_lvl_adj (op, NULL);
1961 } 1983 }
1962} 1984}
1963
1964
1965 1985
1966/* change_exp() - changes experience to a player/monster. This 1986/* change_exp() - changes experience to a player/monster. This
1967 * does bounds checking to make sure we don't overflow the max exp. 1987 * does bounds checking to make sure we don't overflow the max exp.
1968 * 1988 *
1969 * The exp passed is typically not modified much by this function - 1989 * The exp passed is typically not modified much by this function -
1970 * it is assumed the caller has modified the exp as needed. 1990 * it is assumed the caller has modified the exp as needed.
1971 * skill_name is the skill that should get the exp added. 1991 * skill_name is the skill that should get the exp added.
1972 * flag is what to do if player doesn't have the skill. 1992 * flag is what to do if player doesn't have the skill.
1973 * these last two values are only used for players. 1993 * these last two values are only used for players.
1974 */ 1994 */
1975
1976void 1995void
1977change_exp (object *op, sint64 exp, const char *skill_name, int flag) 1996change_exp (object *op, sint64 exp, const char *skill_name, int flag)
1978{ 1997{
1979
1980#ifdef EXP_DEBUG 1998#ifdef EXP_DEBUG
1981 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp); 1999 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp);
1982#endif 2000#endif
1983 2001
1984 /* safety */ 2002 /* safety */
2025 else 2043 else
2026 /* note that when you lose exp, it doesn't go against 2044 /* note that when you lose exp, it doesn't go against
2027 * a particular skill, so we don't need to pass that 2045 * a particular skill, so we don't need to pass that
2028 * along. 2046 * along.
2029 */ 2047 */
2030 subtract_player_exp (op, FABS (exp), skill_name, flag); 2048 subtract_player_exp (op, abs (exp), skill_name, flag);
2031
2032 } 2049 }
2033} 2050}
2034 2051
2035/* Applies a death penalty experience, the size of this is defined by the 2052/* Applies a death penalty experience, the size of this is defined by the
2036 * settings death_penalty_percentage and death_penalty_levels, and by the 2053 * settings death_penalty_percentage and death_penalty_levels, and by the
2037 * amount of permenent experience, whichever gives the lowest loss. 2054 * amount of permenent experience, whichever gives the lowest loss.
2038 */ 2055 */
2039
2040void 2056void
2041apply_death_exp_penalty (object *op) 2057apply_death_exp_penalty (object *op)
2042{ 2058{
2043 object *tmp; 2059 object *tmp;
2044 sint64 loss; 2060 sint64 loss;

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