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Comparing deliantra/server/common/living.C (file contents):
Revision 1.20 by root, Sat Dec 23 06:30:49 2006 UTC vs.
Revision 1.59 by root, Thu May 17 00:33:29 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game
3 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * This program is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20 21 *
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail at <crossfire@schmorp.de>
22*/ 23 */
23 24
24#include <global.h> 25#include <global.h>
25#include <funcpoint.h> 26#include <funcpoint.h>
26 27
27/* Handy little macro that adds exp and keeps it within bounds. Since 28/* Handy little macro that adds exp and keeps it within bounds. Since
191static const char *const drain_msg[NUM_STATS] = { 192static const char *const drain_msg[NUM_STATS] = {
192 "Oh no! You are weakened!", 193 "Oh no! You are weakened!",
193 "You're feeling clumsy!", 194 "You're feeling clumsy!",
194 "You feel less healthy", 195 "You feel less healthy",
195 "You suddenly begin to lose your memory!", 196 "You suddenly begin to lose your memory!",
197 "Watch out, your mind is going!",
198 "Your spirit feels drained!",
196 "Your face gets distorted!", 199 "Your face gets distorted!",
197 "Watch out, your mind is going!",
198 "Your spirit feels drained!"
199}; 200};
200const char *const restore_msg[NUM_STATS] = { 201const char *const restore_msg[NUM_STATS] = {
201 "You feel your strength return.", 202 "You feel your strength return.",
202 "You feel your agility return.", 203 "You feel your agility return.",
203 "You feel your health return.", 204 "You feel your health return.",
205 "You feel your memory return.",
204 "You feel your wisdom return.", 206 "You feel your wisdom return.",
207 "You feel your spirits return.",
205 "You feel your charisma return.", 208 "You feel your charisma return.",
206 "You feel your memory return.",
207 "You feel your spirits return."
208}; 209};
209const char *const gain_msg[NUM_STATS] = { 210const char *const gain_msg[NUM_STATS] = {
210 "You feel stronger.", 211 "You feel stronger.",
211 "You feel more agile.", 212 "You feel more agile.",
212 "You feel healthy.", 213 "You feel healthy.",
214 "You feel smarter.",
213 "You feel wiser.", 215 "You feel wiser.",
216 "You feel more potent.",
214 "You seem to look better.", 217 "You seem to look better.",
215 "You feel smarter.",
216 "You feel more potent."
217}; 218};
218const char *const lose_msg[NUM_STATS] = { 219const char *const lose_msg[NUM_STATS] = {
219 "You feel weaker!", 220 "You feel weaker!",
220 "You feel clumsy!", 221 "You feel clumsy!",
221 "You feel less healthy!", 222 "You feel less healthy!",
223 "You feel stupid!",
222 "You lose some of your memory!", 224 "You lose some of your memory!",
225 "You feel less potent!",
223 "You look ugly!", 226 "You look ugly!",
224 "You feel stupid!",
225 "You feel less potent!"
226}; 227};
227 228
228const char *const statname[NUM_STATS] = { 229const char *const statname[NUM_STATS] = {
229 "strength", "dexterity", "constitution", "wisdom", "charisma", "intelligence", "power" 230 "strength", "dexterity", "constitution", "intelligence", "wisdom", "power", "charisma"
230}; 231};
231 232
232const char *const short_stat_name[NUM_STATS] = { 233const char *const short_stat_name[NUM_STATS] = {
233 "Str", "Dex", "Con", "Wis", "Cha", "Int", "Pow" 234 "Str", "Dex", "Con", "Int", "Wis", "Pow", "Cha"
234}; 235};
235
236/*
237 * sets Str/Dex/con/Wis/Cha/Int/Pow in stats to value, depending on
238 * what attr is (STR to POW).
239 */
240void
241set_attr_value (living *stats, int attr, sint8 value)
242{
243 switch (attr)
244 {
245 case STR:
246 stats->Str = value;
247 break;
248 case DEX:
249 stats->Dex = value;
250 break;
251 case CON:
252 stats->Con = value;
253 break;
254 case WIS:
255 stats->Wis = value;
256 break;
257 case POW:
258 stats->Pow = value;
259 break;
260 case CHA:
261 stats->Cha = value;
262 break;
263 case INT:
264 stats->Int = value;
265 break;
266 }
267}
268 236
269/* 237/*
270 * Like set_attr_value(), but instead the value (which can be negative) 238 * Like set_attr_value(), but instead the value (which can be negative)
271 * is added to the specified stat. 239 * is added to the specified stat.
272 */ 240 */
273void 241void
274change_attr_value (living *stats, int attr, sint8 value) 242change_attr_value (living *stats, int attr, sint8 value)
275{ 243{
276 if (value == 0) 244 stats->stat (attr) += value;
277 return;
278
279 switch (attr)
280 {
281 case STR:
282 stats->Str += value;
283 break;
284 case DEX:
285 stats->Dex += value;
286 break;
287 case CON:
288 stats->Con += value;
289 break;
290 case WIS:
291 stats->Wis += value;
292 break;
293 case POW:
294 stats->Pow += value;
295 break;
296 case CHA:
297 stats->Cha += value;
298 break;
299 case INT:
300 stats->Int += value;
301 break;
302 default:
303 LOG (llevError, "Invalid attribute in change_attr_value: %d\n", attr);
304 }
305}
306
307/*
308 * returns the specified stat. See also set_attr_value().
309 */
310
311sint8
312get_attr_value (const living *stats, int attr)
313{
314 switch (attr)
315 {
316 case STR: return stats->Str;
317 case DEX: return stats->Dex;
318 case CON: return stats->Con;
319 case WIS: return stats->Wis;
320 case CHA: return stats->Cha;
321 case INT: return stats->Int;
322 case POW: return stats->Pow;
323 }
324
325 return 0;
326} 245}
327 246
328/* 247/*
329 * Ensures that all stats (str/dex/con/wis/cha/int) are within the 248 * Ensures that all stats (str/dex/con/wis/cha/int) are within the
330 * 1-30 stat limit. 249 * 1-30 stat limit.
331 */ 250 */
332
333void 251void
334check_stat_bounds (living *stats) 252check_stat_bounds (living *stats)
335{ 253{
336 int i, v;
337
338 for (i = 0; i < NUM_STATS; i++) 254 for (int i = 0; i < NUM_STATS; i++)
339 if ((v = get_attr_value (stats, i)) > MAX_STAT) 255 {
340 set_attr_value (stats, i, MAX_STAT); 256 sint8 &v = stats->stat (i);
341 else if (v < MIN_STAT) 257 v = clamp (v, MIN_STAT, MAX_STAT);
342 set_attr_value (stats, i, MIN_STAT); 258 }
343} 259}
344 260
345#define ORIG_S(xyz,abc) (op->contr->orig_stats.abc) 261#define ORIG_S(xyz,abc) (op->contr->orig_stats.abc)
346 262
347/* Rather than having a whole bunch of if (flag) new_draw.. else new_draw, 263/* Rather than having a whole bunch of if (flag) new_draw.. else new_draw,
356/* flag is set to 1 if we are applying the object, -1 if we are removing 272/* flag is set to 1 if we are applying the object, -1 if we are removing
357 * the object. 273 * the object.
358 * It is the calling functions responsibilty to check to see if the object 274 * It is the calling functions responsibilty to check to see if the object
359 * can be applied or not. 275 * can be applied or not.
360 * The main purpose of calling this function is the messages that are 276 * The main purpose of calling this function is the messages that are
361 * displayed - fix_player should really always be called after this when 277 * displayed - update_stats should really always be called after this when
362 * removing an object - that is because it is impossible to know if some object 278 * removing an object - that is because it is impossible to know if some object
363 * is the only source of an attacktype or spell attunement, so this function 279 * is the only source of an attacktype or spell attunement, so this function
364 * will clear the bits, but the player may still have some other object 280 * will clear the bits, but the player may still have some other object
365 * that gives them that ability. 281 * that gives them that ability.
366 */ 282 */
367int 283int
368change_abil (object *op, object *tmp) 284change_abil (object *op, object *tmp)
369{ 285{
370 int flag = QUERY_FLAG (tmp, FLAG_APPLIED) ? 1 : -1, i, j, success = 0; 286 int flag = QUERY_FLAG (tmp, FLAG_APPLIED) ? 1 : -1, success = 0;
371 char message[MAX_BUF]; 287 char message[MAX_BUF];
372 int potion_max = 0; 288 int potion_max = 0;
373 289
374 /* remember what object was like before it was changed. note that 290 /* remember what object was like before it was changed. note that
375 * refop is a local copy of op only to be used for detecting changes 291 * refop is a local copy of op only to be used for detecting changes
380 if (op->type == PLAYER) 296 if (op->type == PLAYER)
381 { 297 {
382 if (tmp->type == POTION) 298 if (tmp->type == POTION)
383 { 299 {
384 potion_max = 1; 300 potion_max = 1;
385 for (j = 0; j < NUM_STATS; j++) 301 for (int j = 0; j < NUM_STATS; j++)
386 { 302 {
387 int nstat, ostat; 303 int ostat = op->contr->orig_stats.stat (j);
388 304 int i = tmp->stats.stat (j);
389 ostat = get_attr_value (&(op->contr->orig_stats), j);
390 i = get_attr_value (&(tmp->stats), j);
391 305
392 /* nstat is what the stat will be after use of the potion */ 306 /* nstat is what the stat will be after use of the potion */
393 nstat = flag * i + ostat; 307 int nstat = flag * i + ostat;
394 308
395 /* Do some bounds checking. While I don't think any 309 /* Do some bounds checking. While I don't think any
396 * potions do so right now, there is the potential for potions 310 * potions do so right now, there is the potential for potions
397 * that adjust that stat by more than one point, so we need 311 * that adjust that stat by more than one point, so we need
398 * to allow for that. 312 * to allow for that.
399 */ 313 */
400 if (nstat < 1 && i * flag < 0) 314 if (nstat < 1 && i * flag < 0)
401 nstat = 1; 315 nstat = 1;
402 else if (nstat > 20 + get_attr_value (&(op->arch->clone.stats), j)) 316 else if (nstat > 20 + op->arch->clone.stats.stat (j))
403 {
404 nstat = 20 + get_attr_value (&(op->arch->clone.stats), j); 317 nstat = 20 + op->arch->clone.stats.stat (j);
405 }
406 318
407 if (nstat != ostat) 319 if (nstat != ostat)
408 { 320 {
409 set_attr_value (&(op->contr->orig_stats), j, nstat); 321 op->contr->orig_stats.stat (j) = nstat;
410 potion_max = 0; 322 potion_max = 0;
411 } 323 }
412 else if (i) 324 else if (i)
413 { 325 {
414 /* potion is useless - player has already hit the natural maximum */ 326 /* potion is useless - player has already hit the natural maximum */
418 330
419 /* This section of code ups the characters normal stats also. I am not 331 /* This section of code ups the characters normal stats also. I am not
420 * sure if this is strictly necessary, being that fix_player probably 332 * sure if this is strictly necessary, being that fix_player probably
421 * recalculates this anyway. 333 * recalculates this anyway.
422 */ 334 */
423 for (j = 0; j < NUM_STATS; j++) 335 for (int j = 0; j < NUM_STATS; j++)
424 change_attr_value (&(op->stats), j, flag * get_attr_value (&(tmp->stats), j)); 336 change_attr_value (&op->stats, j, flag * tmp->stats.stat (j));
425 337
426 check_stat_bounds (&(op->stats)); 338 check_stat_bounds (&op->stats);
427 } /* end of potion handling code */ 339 } /* end of potion handling code */
428 } 340 }
429 341
430 /* reset attributes that fix_player doesn't reset since it doesn't search 342 /* reset attributes that update_stats doesn't reset since it doesn't search
431 * everything to set 343 * everything to set
432 */ 344 */
433 if (flag == -1) 345 if (flag == -1)
434 { 346 {
435 op->attacktype &= ~tmp->attacktype; 347 op->attacktype &= ~tmp->attacktype;
436 op->path_attuned &= ~tmp->path_attuned; 348 op->path_attuned &= ~tmp->path_attuned;
437 op->path_repelled &= ~tmp->path_repelled; 349 op->path_repelled &= ~tmp->path_repelled;
438 op->path_denied &= ~tmp->path_denied; 350 op->path_denied &= ~tmp->path_denied;
439 /* Presuming here that creatures only have move_type, 351 /* Presuming here that creatures only have move_type,
440 * and not the other move_ fields. 352 * and not the other move_ fields.
441 */ 353 */
442 op->move_type &= ~tmp->move_type; 354 op->move_type &= ~tmp->move_type;
443 } 355 }
444 356
445 /* call fix_player since op object could have whatever attribute due 357 /* call fix_player since op object could have whatever attribute due
446 * to multiple items. if fix_player always has to be called after 358 * to multiple items. if update_stats always has to be called after
447 * change_ability then might as well call it from here 359 * change_ability then might as well call it from here
448 */ 360 */
449 op->update_stats (); 361 op->update_stats ();
450 362
451 /* Fix player won't add the bows ability to the player, so don't 363 /* update_stats won't add the bows ability to the player, so don't
452 * print out message if this is a bow. 364 * print out message if this is a bow.
453 */ 365 */
454 if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW) 366 if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW)
455 { 367 {
456 success = 1; 368 success = 1;
496 if (tmp->move_type & MOVE_FLY_HIGH) 408 if (tmp->move_type & MOVE_FLY_HIGH)
497 { 409 {
498 /* double conditional - second case covers if you have move_fly_low - 410 /* double conditional - second case covers if you have move_fly_low -
499 * in that case, you don't actually land 411 * in that case, you don't actually land
500 */ 412 */
501 DIFF_MSG (flag, "You soar into the air air!.", 413 DIFF_MSG (flag, "You soar into the air!",
502 (op->move_type & MOVE_FLY_LOW ? "You fly lower in the air" : "You float down to the ground.")); 414 (op->move_type & MOVE_FLY_LOW ? "You fly lower in the air" : "You float down to the ground."));
503 } 415 }
416
504 if (tmp->move_type & MOVE_SWIM) 417 if (tmp->move_type & MOVE_SWIM)
505 DIFF_MSG (flag, "You feel ready for a swim", "You no longer feel like swimming"); 418 DIFF_MSG (flag, "You feel ready for a swim", "You no longer feel like swimming");
506 419
507 /* Changing move status may mean you are affected by things you weren't before */ 420 /* Changing move status may mean you are affected by things you weren't before */
508 check_move_on (op, op); 421 check_move_on (op, op);
636 success = 1; 549 success = 1;
637 DIFF_MSG (flag * tmp->stats.food, "You feel your digestion slowing down.", "You feel your digestion speeding up."); 550 DIFF_MSG (flag * tmp->stats.food, "You feel your digestion slowing down.", "You feel your digestion speeding up.");
638 } 551 }
639 552
640 /* Messages for changed resistance */ 553 /* Messages for changed resistance */
641 for (i = 0; i < NROFATTACKS; i++) 554 for (int i = 0; i < NROFATTACKS; i++)
642 { 555 {
643 if (i == ATNR_PHYSICAL) 556 if (i == ATNR_PHYSICAL)
644 continue; /* Don't display about armour */ 557 continue; /* Don't display about armour */
645 558
646 if (op->resist[i] != refop.resist[i]) 559 if (op->resist[i] != refop.resist[i])
655 } 568 }
656 } 569 }
657 570
658 if (!potion_max) 571 if (!potion_max)
659 { 572 {
660 for (j = 0; j < NUM_STATS; j++) 573 for (int j = 0; j < NUM_STATS; j++)
661 { 574 {
662 if ((i = get_attr_value (&(tmp->stats), j)) != 0) 575 if (int i = tmp->stats.stat (j))
663 { 576 {
664 success = 1; 577 success = 1;
665 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]); 578 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]);
666 } 579 }
667 } 580 }
672 585
673/* 586/*
674 * Stat draining by Vick 930307 587 * Stat draining by Vick 930307
675 * (Feeling evil, I made it work as well now. -Frank 8) 588 * (Feeling evil, I made it work as well now. -Frank 8)
676 */ 589 */
677
678void 590void
679object::drain_stat () 591object::drain_stat ()
680{ 592{
681 drain_specific_stat (RANDOM () % NUM_STATS); 593 drain_specific_stat (rndm (NUM_STATS));
682} 594}
683 595
684void 596void
685object::drain_specific_stat (int deplete_stats) 597object::drain_specific_stat (int deplete_stats)
686{ 598{
754 return; 666 return;
755 667
756 /* Randomly change the players luck. Basically, we move it 668 /* Randomly change the players luck. Basically, we move it
757 * back neutral (if greater>0, subtract, otherwise add) 669 * back neutral (if greater>0, subtract, otherwise add)
758 */ 670 */
759 if (RANDOM () % (FABS (tmp->stats.luck)) >= RANDOM () % 30) 671 if (rndm (abs (tmp->stats.luck)) >= rndm (30))
760 { 672 {
761 int diff = tmp->stats.luck > 0 ? -1 : 1; 673 int diff = tmp->stats.luck > 0 ? -1 : 1;
762 674
763 stats.luck += diff; 675 stats.luck += diff;
764 tmp->stats.luck += diff; 676 tmp->stats.luck += diff;
771 * Subtracts stat-bonuses given by the class which the player has chosen. 683 * Subtracts stat-bonuses given by the class which the player has chosen.
772 */ 684 */
773void 685void
774object::remove_statbonus () 686object::remove_statbonus ()
775{ 687{
776 stats.Str -= arch->clone.stats.Str; 688 for (int i = 0; i < NUM_STATS; ++i)
777 stats.Dex -= arch->clone.stats.Dex; 689 {
778 stats.Con -= arch->clone.stats.Con; 690 sint8 v = arch->clone.stats.stat (i);
779 stats.Wis -= arch->clone.stats.Wis; 691 stats.stat (i) -= v;
780 stats.Pow -= arch->clone.stats.Pow; 692 contr->orig_stats.stat (i) -= v;
781 stats.Cha -= arch->clone.stats.Cha; 693 }
782 stats.Int -= arch->clone.stats.Int;
783
784 contr->orig_stats.Str -= arch->clone.stats.Str;
785 contr->orig_stats.Dex -= arch->clone.stats.Dex;
786 contr->orig_stats.Con -= arch->clone.stats.Con;
787 contr->orig_stats.Wis -= arch->clone.stats.Wis;
788 contr->orig_stats.Pow -= arch->clone.stats.Pow;
789 contr->orig_stats.Cha -= arch->clone.stats.Cha;
790 contr->orig_stats.Int -= arch->clone.stats.Int;
791} 694}
792 695
793/* 696/*
794 * Adds stat-bonuses given by the class which the player has chosen. 697 * Adds stat-bonuses given by the class which the player has chosen.
795 */ 698 */
796void 699void
797object::add_statbonus () 700object::add_statbonus ()
798{ 701{
799 stats.Str += arch->clone.stats.Str; 702 for (int i = 0; i < NUM_STATS; ++i)
800 stats.Dex += arch->clone.stats.Dex; 703 {
801 stats.Con += arch->clone.stats.Con; 704 sint8 v = arch->clone.stats.stat (i);
802 stats.Wis += arch->clone.stats.Wis; 705 stats.stat (i) += v;
803 stats.Pow += arch->clone.stats.Pow; 706 contr->orig_stats.stat (i) += v;
804 stats.Cha += arch->clone.stats.Cha; 707 }
805 stats.Int += arch->clone.stats.Int;
806
807 contr->orig_stats.Str += arch->clone.stats.Str;
808 contr->orig_stats.Dex += arch->clone.stats.Dex;
809 contr->orig_stats.Con += arch->clone.stats.Con;
810 contr->orig_stats.Wis += arch->clone.stats.Wis;
811 contr->orig_stats.Pow += arch->clone.stats.Pow;
812 contr->orig_stats.Cha += arch->clone.stats.Cha;
813 contr->orig_stats.Int += arch->clone.stats.Int;
814} 708}
815 709
816/* 710/*
817 * Updates all abilities given by applied objects in the inventory 711 * Updates all abilities given by applied objects in the inventory
818 * of the given object. Note: This function works for both monsters 712 * of the given object. Note: This function works for both monsters
819 * and players; the "player" in the name is purely an archaic inheritance. 713 * and players; the "player" in the name is purely an archaic inheritance.
820 * This functions starts from base values (archetype or player object) 714 * This functions starts from base values (archetype or player object)
821 * and then adjusts them according to what the player has equipped. 715 * and then adjusts them according to what the player has equipped.
822 */ 716 *
823
824/* July 95 - inserted stuff to handle new skills/exp system - b.t. 717 * July 95 - inserted stuff to handle new skills/exp system - b.t.
825 spell system split, grace points now added to system --peterm 718 * spell system split, grace points now added to system --peterm
826 */ 719 */
827
828void 720void
829object::update_stats () 721object::update_stats ()
830{ 722{
831 int i, j; 723 int i, j;
832 float f, max = 9, added_speed = 0, bonus_speed = 0, sp_tmp, speed_reduce_from_disease = 1; 724 float f, max = 9, added_speed = 0, bonus_speed = 0, sp_tmp, speed_reduce_from_disease = 1;
833 int weapon_weight = 0, weapon_speed = 0; 725 int weapon_weight = 0, weapon_speed = 0;
834 int best_wc = 0, best_ac = 0, wc = 0, ac = 0; 726 int best_wc = 0, best_ac = 0, wc = 0, ac = 0;
835 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; 727 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS];
836 object *grace_obj = NULL, *mana_obj = NULL, *wc_obj = NULL, *tmp; 728 object *grace_obj = NULL, *mana_obj = NULL, *tmp;
729 float old_speed = speed;
837 730
838 /* First task is to clear all the values back to their original values */ 731 /* First task is to clear all the values back to their original values */
839 if (type == PLAYER) 732 if (type == PLAYER)
840 { 733 {
841 for (i = 0; i < NUM_STATS; i++) 734 for (i = 0; i < NUM_STATS; i++)
842 set_attr_value (&(stats), i, get_attr_value (&(contr->orig_stats), i)); 735 stats.stat (i) = contr->orig_stats.stat (i);
843 736
844 if (settings.spell_encumbrance == TRUE) 737 if (settings.spell_encumbrance == TRUE)
845 contr->encumbrance = 0; 738 contr->encumbrance = 0;
846 739
847 attacktype = 0; 740 attacktype = 0;
741
848 contr->digestion = 0; 742 contr->digestion = 0;
849 contr->gen_hp = 0; 743 contr->gen_hp = 0;
850 contr->gen_sp = 0; 744 contr->gen_sp = 0;
851 contr->gen_grace = 0; 745 contr->gen_grace = 0;
852 contr->gen_sp_armour = 10; 746 contr->gen_sp_armour = 10;
853 contr->item_power = 0; 747 contr->item_power = 0;
854
855 /* Don't clobber all the range_ values. range_golem otherwise
856 * gets reset for no good reason, and we don't want to reset
857 * range_magic (what spell is readied). These three below
858 * well get filled in based on what the player has equipped.
859 */
860 contr->ranges[range_bow] = NULL;
861 contr->ranges[range_misc] = NULL;
862 contr->ranges[range_skill] = NULL;
863 } 748 }
864 749
865 memcpy (body_used, body_info, sizeof (body_info)); 750 for (int i = NUM_BODY_LOCATIONS; i--; )
751 slot[i].used = slot[i].info;
866 752
867 slaying = 0; 753 slaying = 0;
868 754
869 if (!QUERY_FLAG (this, FLAG_WIZ)) 755 if (!QUERY_FLAG (this, FLAG_WIZ))
870 { 756 {
879 if (!QUERY_FLAG (&arch->clone, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL); 765 if (!QUERY_FLAG (&arch->clone, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL);
880 if (!QUERY_FLAG (&arch->clone, FLAG_REFL_MISSILE)) CLEAR_FLAG (this, FLAG_REFL_MISSILE); 766 if (!QUERY_FLAG (&arch->clone, FLAG_REFL_MISSILE)) CLEAR_FLAG (this, FLAG_REFL_MISSILE);
881 if (!QUERY_FLAG (&arch->clone, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD); 767 if (!QUERY_FLAG (&arch->clone, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD);
882 if (!QUERY_FLAG (&arch->clone, FLAG_SEE_IN_DARK )) CLEAR_FLAG (this, FLAG_SEE_IN_DARK); 768 if (!QUERY_FLAG (&arch->clone, FLAG_SEE_IN_DARK )) CLEAR_FLAG (this, FLAG_SEE_IN_DARK);
883 769
884 path_attuned = arch->clone.path_attuned; 770 path_attuned = arch->clone.path_attuned;
885 path_repelled = arch->clone.path_repelled; 771 path_repelled = arch->clone.path_repelled;
886 path_denied = arch->clone.path_denied; 772 path_denied = arch->clone.path_denied;
887 glow_radius = arch->clone.glow_radius; 773 glow_radius = arch->clone.glow_radius;
888 move_type = arch->clone.move_type; 774 move_type = arch->clone.move_type;
775
889 chosen_skill = NULL; 776 chosen_skill = 0;
890 777
891 /* initializing resistances from the values in player/monster's 778 /* initializing resistances from the values in player/monster's
892 * archetype clone 779 * archetype clone
893 */ 780 */
894 memcpy (&resist, &arch->clone.resist, sizeof (resist)); 781 memcpy (&resist, &arch->clone.resist, sizeof (resist));
897 { 784 {
898 if (resist[i] > 0) 785 if (resist[i] > 0)
899 prot[i] = resist[i], vuln[i] = 0; 786 prot[i] = resist[i], vuln[i] = 0;
900 else 787 else
901 vuln[i] = -(resist[i]), prot[i] = 0; 788 vuln[i] = -(resist[i]), prot[i] = 0;
789
902 potion_resist[i] = 0; 790 potion_resist[i] = 0;
903 } 791 }
904 792
905 wc = arch->clone.stats.wc; 793 wc = arch->clone.stats.wc;
906 stats.dam = arch->clone.stats.dam; 794 stats.dam = arch->clone.stats.dam;
924 speed = arch->clone.speed; 812 speed = arch->clone.speed;
925 813
926 /* OK - we've reset most all the objects attributes to sane values. 814 /* OK - we've reset most all the objects attributes to sane values.
927 * now go through and make adjustments for what the player has equipped. 815 * now go through and make adjustments for what the player has equipped.
928 */ 816 */
929
930 for (tmp = inv; tmp; tmp = tmp->below) 817 for (tmp = inv; tmp; tmp = tmp->below)
931 { 818 {
932 /* See note in map.c:update_position about making this additive 819 /* See note in map.c:update_position about making this additive
933 * since light sources are never applied, need to put check here. 820 * since light sources are never applied, need to put check here.
934 */ 821 */
935 if (tmp->glow_radius > glow_radius) 822 if (tmp->glow_radius > glow_radius)
936 glow_radius = tmp->glow_radius; 823 glow_radius = tmp->glow_radius;
937 824
938 /* This happens because apply_potion calls change_abil with the potion 825 /* This happens because apply_potion calls change_abil with the potion
939 * applied so we can tell the player what chagned. But change_abil 826 * applied so we can tell the player what changed. But change_abil
940 * then calls this function. 827 * then calls this function.
941 */ 828 */
942 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION) 829 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION)
943 continue; 830 continue;
944 831
970 * in the praying skill, and the player should always get those. 857 * in the praying skill, and the player should always get those.
971 * It also means we need to put in additional checks for applied below, 858 * It also means we need to put in additional checks for applied below,
972 * because the skill shouldn't count against body positions being used 859 * because the skill shouldn't count against body positions being used
973 * up, etc. 860 * up, etc.
974 */ 861 */
975 if ((QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type != CONTAINER && tmp->type != CLOSE_CON) || 862 if ((tmp->flag [FLAG_APPLIED]
863 && tmp->type != CONTAINER
864 && tmp->type != CLOSE_CON)
865 || (tmp->type == SKILL
976 (tmp->type == SKILL && tmp->subtype == SK_PRAYING)) 866 && tmp->subtype == SK_PRAYING))
977 { 867 {
978 if (type == PLAYER) 868 if (type == PLAYER)
979 { 869 {
980 if (tmp->type == BOW) 870 if (tmp == contr->combat_ob || tmp == contr->ranged_ob)
981 contr->ranges[range_bow] = tmp; 871 if (tmp != current_weapon
982 872 && (tmp->type != SKILL || tmp->subtype != SK_PRAYING)
983 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 873 && !tmp->flag [FLAG_CURSED]
984 contr->ranges[range_misc] = tmp; 874 && !tmp->flag [FLAG_DAMNED])
875 continue;
985 876
986 for (i = 0; i < NUM_STATS; i++) 877 for (i = 0; i < NUM_STATS; i++)
987 change_attr_value (&(stats), i, get_attr_value (&(tmp->stats), i)); 878 change_attr_value (&stats, i, tmp->stats.stat (i));
988 879
989 /* these are the items that currently can change digestion, regeneration, 880 /* These are the items that currently can change digestion, regeneration,
990 * spell point recovery and mana point recovery. Seems sort of an arbitary 881 * spell point recovery and mana point recovery. Seems sort of an arbitary
991 * list, but other items store other info into stats array. 882 * list, but other items store other info into stats array.
992 */ 883 */
993 if ((tmp->type == WEAPON) || 884 if (tmp->type == WEAPON || tmp->type == BOW ||
994 (tmp->type == ARMOUR) || (tmp->type == HELMET) || 885 tmp->type == ARMOUR || tmp->type == HELMET ||
995 (tmp->type == SHIELD) || (tmp->type == RING) || 886 tmp->type == SHIELD || tmp->type == RING ||
996 (tmp->type == BOOTS) || (tmp->type == GLOVES) || 887 tmp->type == BOOTS || tmp->type == GLOVES ||
997 (tmp->type == AMULET) || (tmp->type == GIRDLE) || 888 tmp->type == AMULET || tmp->type == GIRDLE ||
998 (tmp->type == BRACERS) || (tmp->type == CLOAK) || 889 tmp->type == BRACERS || tmp->type == CLOAK ||
999 (tmp->type == DISEASE) || (tmp->type == FORCE) || 890 tmp->type == DISEASE || tmp->type == FORCE ||
1000 (tmp->type == SKILL)) 891 tmp->type == SKILL)
1001 { 892 {
1002 contr->digestion += tmp->stats.food; 893 contr->digestion += tmp->stats.food;
1003 contr->gen_hp += tmp->stats.hp; 894 contr->gen_hp += tmp->stats.hp;
1004 contr->gen_sp += tmp->stats.sp; 895 contr->gen_sp += tmp->stats.sp;
1005 contr->gen_grace += tmp->stats.grace; 896 contr->gen_grace += tmp->stats.grace;
1006 contr->gen_sp_armour += tmp->gen_sp_armour; 897 contr->gen_sp_armour += tmp->gen_sp_armour;
1007 contr->item_power += tmp->item_power; 898 contr->item_power += tmp->item_power;
1008 } 899 }
1009 } /* if this is a player */ 900 } /* if this is a player */
901 else
902 {
903 if (tmp->type == WEAPON)
904 current_weapon = tmp;
905 }
1010 906
1011 /* Update slots used for items */ 907 /* Update slots used for items */
1012 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 908 if (QUERY_FLAG (tmp, FLAG_APPLIED))
1013 for (i = 0; i < NUM_BODY_LOCATIONS; i++) 909 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
1014 body_used[i] += tmp->body_info[i]; 910 slot[i].used += tmp->slot[i].info;
1015 911
1016 if (tmp->type == SYMPTOM) 912 if (tmp->type == SYMPTOM)
1017 { 913 {
1018 speed_reduce_from_disease = tmp->last_sp / 100.0; 914 speed_reduce_from_disease = tmp->last_sp / 100.f;
915
1019 if (speed_reduce_from_disease == 0) 916 if (speed_reduce_from_disease == 0)
1020 speed_reduce_from_disease = 1; 917 speed_reduce_from_disease = 1;
1021 } 918 }
1022 919
1023 /* Pos. and neg. protections are counted seperate (-> pro/vuln). 920 /* Pos. and neg. protections are counted seperate (-> pro/vuln).
1024 * (Negative protections are calculated extactly like positive.) 921 * (Negative protections are calculated exactly like positive.)
1025 * Resistance from potions are treated special as well. If there's 922 * Resistance from potions are treated special as well. If there's
1026 * more than one potion-effect, the bigger prot.-value is taken. 923 * more than one potion-effect, the bigger prot.-value is taken.
1027 */ 924 */
1028 if (tmp->type != POTION) 925 if (tmp->type != POTION)
1029 { 926 {
1030 for (i = 0; i < NROFATTACKS; i++) 927 for (i = 0; i < NROFATTACKS; i++)
1031 { 928 {
1032 /* Potential for cursed potions, in which case we just can use 929 /* Potential for cursed potions, in which case we just can use
1033 * a straight MAX, as potion_resist is initialized to zero. 930 * a straight MAX, as potion_resist is initialised to zero.
1034 */ 931 */
1035 if (tmp->type == POTION_EFFECT) 932 if (tmp->type == POTION_EFFECT)
1036 { 933 {
1037 if (potion_resist[i]) 934 if (potion_resist[i])
1038 potion_resist[i] = MAX (potion_resist[i], tmp->resist[i]); 935 potion_resist[i] = MAX (potion_resist[i], tmp->resist[i]);
1039 else 936 else
1040 potion_resist[i] = tmp->resist[i]; 937 potion_resist[i] = tmp->resist[i];
1041 } 938 }
1042 else if (tmp->resist[i] > 0) 939 else if (tmp->resist[i] > 0)
1043 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100; 940 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100;
1044 else if (tmp->resist[i] < 0) 941 else if (tmp->resist[i] < 0)
1045 vuln[i] += ((100 - vuln[i]) * (-tmp->resist[i])) / 100; 942 vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100;
1046 } 943 }
1047 } 944 }
1048 945
1049 /* There may be other things that should not adjust the attacktype */ 946 /* There may be other things that should not adjust the attacktype */
1050 if (tmp->type != BOW && tmp->type != SYMPTOM) 947 if (tmp->type != SYMPTOM)
948 {
1051 attacktype |= tmp->attacktype; 949 attacktype |= tmp->attacktype;
1052
1053 path_attuned |= tmp->path_attuned; 950 path_attuned |= tmp->path_attuned;
1054 path_repelled |= tmp->path_repelled; 951 path_repelled |= tmp->path_repelled;
1055 path_denied |= tmp->path_denied; 952 path_denied |= tmp->path_denied;
953 move_type |= tmp->move_type;
1056 stats.luck += tmp->stats.luck; 954 stats.luck += tmp->stats.luck;
1057 move_type |= tmp->move_type; 955 }
1058 956
1059 if (QUERY_FLAG (tmp, FLAG_LIFESAVE )) SET_FLAG (this, FLAG_LIFESAVE); 957 if (QUERY_FLAG (tmp, FLAG_LIFESAVE )) SET_FLAG (this, FLAG_LIFESAVE);
1060 if (QUERY_FLAG (tmp, FLAG_REFL_SPELL )) SET_FLAG (this, FLAG_REFL_SPELL); 958 if (QUERY_FLAG (tmp, FLAG_REFL_SPELL )) SET_FLAG (this, FLAG_REFL_SPELL);
1061 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE)) SET_FLAG (this, FLAG_REFL_MISSILE); 959 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE)) SET_FLAG (this, FLAG_REFL_MISSILE);
1062 if (QUERY_FLAG (tmp, FLAG_STEALTH )) SET_FLAG (this, FLAG_STEALTH); 960 if (QUERY_FLAG (tmp, FLAG_STEALTH )) SET_FLAG (this, FLAG_STEALTH);
1075 973
1076 if (tmp->stats.exp && tmp->type != SKILL) 974 if (tmp->stats.exp && tmp->type != SKILL)
1077 { 975 {
1078 if (tmp->stats.exp > 0) 976 if (tmp->stats.exp > 0)
1079 { 977 {
1080 added_speed += (float) tmp->stats.exp / 3.0; 978 added_speed += tmp->stats.exp / 3.f;
1081 bonus_speed += 1.0 + (float) tmp->stats.exp / 3.0; 979 bonus_speed += tmp->stats.exp / 3.f + 1.f;
1082 } 980 }
1083 else 981 else
1084 added_speed += (float) tmp->stats.exp; 982 added_speed += tmp->stats.exp;
1085 } 983 }
1086 984
1087 switch (tmp->type) 985 switch (tmp->type)
1088 { 986 {
987#if 0
988 case WAND:
989 case ROD:
990 case HORN:
991 if (type != PLAYER || current_weapon == tmp)
992 chosen_skill = tmp;
993 break;
994#endif
995
1089 /* skills modifying the character -b.t. */ 996 /* skills modifying the character -b.t. */
1090 /* for all skills and skill granting objects */ 997 /* for all skills and skill granting objects */
1091 case SKILL: 998 case SKILL:
1092 if (!QUERY_FLAG (tmp, FLAG_APPLIED)) 999 if (!QUERY_FLAG (tmp, FLAG_APPLIED))
1093 break; 1000 break;
1094 1001
1095 if (IS_COMBAT_SKILL (tmp->subtype))
1096 wc_obj = tmp;
1097
1098 if (chosen_skill) 1002 if (chosen_skill)
1099 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name); 1003 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name);
1100 1004
1101 chosen_skill = tmp; 1005 chosen_skill = tmp;
1102 1006
1103 if (tmp->stats.dam > 0) 1007 if (tmp->stats.dam > 0)
1104 { /* skill is a 'weapon' */ 1008 { /* skill is a 'weapon' */
1105 if (!QUERY_FLAG (this, FLAG_READY_WEAPON)) 1009 if (!QUERY_FLAG (this, FLAG_READY_WEAPON))
1106 weapon_speed = (int) WEAPON_SPEED (tmp); 1010 weapon_speed = WEAPON_SPEED (tmp);
1107 1011
1108 if (weapon_speed < 0) 1012 if (weapon_speed < 0)
1109 weapon_speed = 0; 1013 weapon_speed = 0;
1110 1014
1111 weapon_weight = tmp->weight; 1015 weapon_weight = tmp->weight;
1112 stats.dam += tmp->stats.dam * (1 + (chosen_skill->level / 9)); 1016 stats.dam += 1 + (chosen_skill->level * tmp->stats.dam / 9);
1113 1017
1114 if (tmp->magic) 1018 if (tmp->magic)
1115 stats.dam += tmp->magic; 1019 stats.dam += tmp->magic;
1116 } 1020 }
1117 1021
1118 if (tmp->stats.wc) 1022 if (tmp->stats.wc)
1119 wc -= (tmp->stats.wc + tmp->magic); 1023 wc -= tmp->stats.wc + tmp->magic;
1120 1024
1121 if (tmp->slaying != NULL) 1025 if (tmp->slaying)
1122 slaying = tmp->slaying; 1026 slaying = tmp->slaying;
1123 1027
1124 if (tmp->stats.ac) 1028 if (tmp->stats.ac)
1125 ac -= (tmp->stats.ac + tmp->magic); 1029 ac -= tmp->stats.ac + tmp->magic;
1126 1030
1127 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1031 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1128 contr->encumbrance += (int) 3 *tmp->weight / 1000; 1032 contr->encumbrance += (int) 3 *tmp->weight / 1000;
1129 1033
1130 if (type == PLAYER)
1131 contr->ranges[range_skill] = this;
1132
1133 break;
1134
1135 case SKILL_TOOL:
1136 if (chosen_skill)
1137 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name);
1138
1139 chosen_skill = tmp;
1140
1141 if (type == PLAYER)
1142 contr->ranges[range_skill] = this;
1143 break; 1034 break;
1144 1035
1145 case SHIELD: 1036 case SHIELD:
1146 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1037 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1147 contr->encumbrance += (int) tmp->weight / 2000; 1038 contr->encumbrance += (int) tmp->weight / 2000;
1151 case HELMET: 1042 case HELMET:
1152 case BOOTS: 1043 case BOOTS:
1153 case GLOVES: 1044 case GLOVES:
1154 case CLOAK: 1045 case CLOAK:
1155 if (tmp->stats.wc) 1046 if (tmp->stats.wc)
1156 wc -= (tmp->stats.wc + tmp->magic); 1047 wc -= tmp->stats.wc + tmp->magic;
1157 1048
1158 if (tmp->stats.dam) 1049 if (tmp->stats.dam)
1159 stats.dam += (tmp->stats.dam + tmp->magic); 1050 stats.dam += tmp->stats.dam + tmp->magic;
1160 1051
1161 if (tmp->stats.ac) 1052 if (tmp->stats.ac)
1162 ac -= (tmp->stats.ac + tmp->magic); 1053 ac -= tmp->stats.ac + tmp->magic;
1163 1054
1164 break; 1055 break;
1165 1056
1057 case BOW:
1166 case WEAPON: 1058 case WEAPON:
1059 if (type != PLAYER || current_weapon == tmp)
1060 {
1167 wc -= (tmp->stats.wc + tmp->magic); 1061 wc -= tmp->stats.wc + tmp->magic;
1168 1062
1169 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0) 1063 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0)
1170 ac -= tmp->stats.ac + tmp->magic; 1064 ac -= tmp->stats.ac + tmp->magic;
1171 1065
1172 stats.dam += (tmp->stats.dam + tmp->magic); 1066 stats.dam += tmp->stats.dam + tmp->magic;
1173 weapon_weight = tmp->weight; 1067 weapon_weight = tmp->weight;
1174 weapon_speed = ((int) WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2; 1068 weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2;
1175 1069
1176 if (weapon_speed < 0) 1070 if (weapon_speed < 0)
1177 weapon_speed = 0; 1071 weapon_speed = 0;
1178 1072
1179 slaying = tmp->slaying; 1073 slaying = tmp->slaying;
1074
1180 /* If there is desire that two handed weapons should do 1075 /* If there is desire that two handed weapons should do
1181 * extra strength damage, this is where the code should 1076 * extra strength damage, this is where the code should
1182 * go. 1077 * go.
1183 */ 1078 */
1184 current_weapon = tmp; 1079
1185 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1080 if (type == PLAYER)
1081 if (settings.spell_encumbrance)
1186 contr->encumbrance += (int) 3 *tmp->weight / 1000; 1082 contr->encumbrance += tmp->weight * 3 / 1000;
1083 }
1187 1084
1188 break; 1085 break;
1189 1086
1190 case ARMOUR: /* Only the best of these three are used: */ 1087 case ARMOUR: /* Only the best of these three are used: */
1191 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1088 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1192 contr->encumbrance += (int) tmp->weight / 1000; 1089 contr->encumbrance += tmp->weight / 1000;
1193 1090
1194 case BRACERS: 1091 case BRACERS:
1195 case FORCE: 1092 case FORCE:
1196 if (tmp->stats.wc) 1093 if (tmp->stats.wc)
1197 { 1094 {
1219 wc -= (tmp->stats.wc + tmp->magic); 1116 wc -= (tmp->stats.wc + tmp->magic);
1220 1117
1221 if (tmp->stats.ac) 1118 if (tmp->stats.ac)
1222 ac -= (tmp->stats.ac + tmp->magic); 1119 ac -= (tmp->stats.ac + tmp->magic);
1223 1120
1224 if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.0 < max) 1121 if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.f < max)
1225 max = ARMOUR_SPEED (tmp) / 10.0; 1122 max = ARMOUR_SPEED (tmp) / 10.f;
1226 1123
1227 break; 1124 break;
1228 } /* switch tmp->type */ 1125 } /* switch tmp->type */
1229 } /* item is equipped */ 1126 } /* item is equipped */
1230 } /* for loop of items */ 1127 } /* for loop of items */
1298 1195
1299 if (mana_obj == this && type == PLAYER) 1196 if (mana_obj == this && type == PLAYER)
1300 stats.maxsp = 1; 1197 stats.maxsp = 1;
1301 else 1198 else
1302 { 1199 {
1303 sp_tmp = 0.0; 1200 sp_tmp = 0.f;
1304 1201
1305 for (i = 1; i <= mana_obj->level && i <= 10; i++) 1202 for (i = 1; i <= mana_obj->level && i <= 10; i++)
1306 { 1203 {
1307 float stmp; 1204 float stmp;
1308 1205
1309 /* Got some extra bonus at first level */ 1206 /* Got some extra bonus at first level */
1310 if (i < 2) 1207 if (i < 2)
1311 stmp = contr->levsp[i] + ((2.0 * (float) sp_bonus[stats.Pow] + (float) sp_bonus[stats.Int]) / 6.0); 1208 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 6.f;
1312 else 1209 else
1313 stmp = (float) contr->levsp[i] + (2.0 * (float) sp_bonus[stats.Pow] + (float) sp_bonus[stats.Int]) / 12.0; 1210 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 12.f;
1314 1211
1315 if (stmp < 1.0) 1212 if (stmp < 1.f)
1316 stmp = 1.0; 1213 stmp = 1.f;
1317 1214
1318 sp_tmp += stmp; 1215 sp_tmp += stmp;
1319 } 1216 }
1320 1217
1321 stats.maxsp = (int) sp_tmp; 1218 stats.maxsp = (sint16)sp_tmp;
1322 1219
1323 for (i = 11; i <= mana_obj->level; i++) 1220 for (i = 11; i <= mana_obj->level; i++)
1324 stats.maxsp += 2; 1221 stats.maxsp += 2;
1325 } 1222 }
1223
1326 /* Characters can get their sp supercharged via rune of transferrance */ 1224 /* Characters can get their sp supercharged via rune of transferrance */
1327 if (stats.sp > stats.maxsp * 2) 1225 if (stats.sp > stats.maxsp * 2)
1328 stats.sp = stats.maxsp * 2; 1226 stats.sp = stats.maxsp * 2;
1329 1227
1330 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */ 1228 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */
1338 /* store grace in a float - this way, the divisions below don't create 1236 /* store grace in a float - this way, the divisions below don't create
1339 * big jumps when you go from level to level - with int's, it then 1237 * big jumps when you go from level to level - with int's, it then
1340 * becomes big jumps when the sums of the bonuses jump to the next 1238 * becomes big jumps when the sums of the bonuses jump to the next
1341 * step of 8 - with floats, even fractional ones are useful. 1239 * step of 8 - with floats, even fractional ones are useful.
1342 */ 1240 */
1343 sp_tmp = 0.0; 1241 sp_tmp = 0.f;
1344 for (i = 1, stats.maxgrace = 0; i <= grace_obj->level && i <= 10; i++) 1242 for (i = 1, stats.maxgrace = 0; i <= grace_obj->level && i <= 10; i++)
1345 { 1243 {
1346 float grace_tmp = 0.0; 1244 float grace_tmp = 0.f;
1347 1245
1348 /* Got some extra bonus at first level */ 1246 /* Got some extra bonus at first level */
1349 if (i < 2) 1247 if (i < 2)
1350 grace_tmp = contr->levgrace[i] + (((float) grace_bonus[stats.Pow] + 1248 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 6.f;
1351 2.0 * (float) grace_bonus[stats.Wis]) / 6.0);
1352 else 1249 else
1353 grace_tmp = (float) contr->levgrace[i]
1354 + ((float) grace_bonus[stats.Pow] + 2.0 * (float) grace_bonus[stats.Wis]) / 12.0; 1250 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 12.f;
1355 1251
1356 if (grace_tmp < 1.0) 1252 if (grace_tmp < 1.f)
1357 grace_tmp = 1.0; 1253 grace_tmp = 1.f;
1358 1254
1359 sp_tmp += grace_tmp; 1255 sp_tmp += grace_tmp;
1360 } 1256 }
1361 1257
1362 stats.maxgrace = (int) sp_tmp; 1258 stats.maxgrace = (sint16)sp_tmp;
1363 1259
1364 /* two grace points per level after 11 */ 1260 /* two grace points per level after 11 */
1365 for (i = 11; i <= grace_obj->level; i++) 1261 for (i = 11; i <= grace_obj->level; i++)
1366 stats.maxgrace += 2; 1262 stats.maxgrace += 2;
1367 } 1263 }
1264
1368 /* No limit on grace vs maxgrace */ 1265 /* No limit on grace vs maxgrace */
1369 1266
1370 if (contr->braced) 1267 if (contr->braced)
1371 { 1268 {
1372 ac += 2; 1269 ac += 2;
1384 * improvement every level, now its fighterlevel/5. So 1281 * improvement every level, now its fighterlevel/5. So
1385 * we give the player a bonus here in wc and dam 1282 * we give the player a bonus here in wc and dam
1386 * to make up for the change. Note that I left the 1283 * to make up for the change. Note that I left the
1387 * monster bonus the same as before. -b.t. 1284 * monster bonus the same as before. -b.t.
1388 */ 1285 */
1286 object *wc_obj = chosen_skill;
1389 1287
1390 if (type == PLAYER && wc_obj && wc_obj->level > 1) 1288 if (contr && wc_obj && wc_obj->level > 1)
1391 { 1289 {
1392 wc -= (wc_obj->level + thaco_bonus[stats.Str]); 1290 wc -= wc_obj->level + thaco_bonus[stats.Str];
1291
1393 for (i = 1; i < wc_obj->level; i++) 1292 for (i = 1; i < wc_obj->level; i++)
1394 { 1293 {
1395 /* addtional wc every 6 levels */ 1294 /* additional wc every 6 levels */
1396 if (!(i % 6)) 1295 if (!(i % 6))
1397 wc--; 1296 wc--;
1297
1398 /* addtional dam every 4 levels. */ 1298 /* additional dam every 4 levels. */
1399 if (!(i % 4) && (dam_bonus[stats.Str] >= 0)) 1299 if (!(i % 4) && dam_bonus[stats.Str] >= 0)
1400 stats.dam += (1 + (dam_bonus[stats.Str] / 5)); 1300 stats.dam += 1 + dam_bonus[stats.Str] / 5;
1401 } 1301 }
1402 } 1302 }
1403 else 1303 else
1404 wc -= (level + thaco_bonus[stats.Str]); 1304 wc -= level + thaco_bonus[stats.Str];
1405 1305
1406 stats.dam += dam_bonus[stats.Str]; 1306 stats.dam += dam_bonus[stats.Str];
1407 1307
1408 if (stats.dam < 1) 1308 if (stats.dam < 1)
1409 stats.dam = 1; 1309 stats.dam = 1;
1410 1310
1411 speed = 1.0 + speed_bonus[stats.Dex]; 1311 speed = 1.f + speed_bonus[stats.Dex];
1412 1312
1413 if (settings.search_items && contr->search_str[0]) 1313 if (settings.search_items && contr->search_str[0])
1414 speed -= 1; 1314 speed -= 1;
1415 1315
1416 if (attacktype == 0) 1316 if (attacktype == 0)
1417 attacktype = arch->clone.attacktype; 1317 attacktype = arch->clone.attacktype;
1418
1419 } /* End if player */ 1318 } /* End if player */
1420 1319
1421 if (added_speed >= 0) 1320 if (added_speed >= 0)
1422 speed += added_speed / 10.0; 1321 speed += added_speed / 10.f;
1423 else /* Something wrong here...: */ 1322 else /* Something wrong here...: */
1424 speed /= (float) (1.0 - added_speed); 1323 speed /= 1.f - added_speed;
1425 1324
1426 /* Max is determined by armour */ 1325 /* Max is determined by armour */
1427 if (speed > max) 1326 if (speed > max)
1428 speed = max; 1327 speed = max;
1429 1328
1434 * weight limit, then player suffers a speed reduction based on how 1333 * weight limit, then player suffers a speed reduction based on how
1435 * much above he is, and what is max carry is 1334 * much above he is, and what is max carry is
1436 */ 1335 */
1437 f = (carrying / 1000) - max_carry[stats.Str]; 1336 f = (carrying / 1000) - max_carry[stats.Str];
1438 if (f > 0) 1337 if (f > 0)
1439 speed = speed / (1.0 + f / max_carry[stats.Str]); 1338 speed = speed / (1.f + f / max_carry[stats.Str]);
1440 } 1339 }
1441 1340
1442 speed += bonus_speed / 10.0; /* Not affected by limits */ 1341 speed += bonus_speed / 10.f; /* Not affected by limits */
1443 1342
1444 /* Put a lower limit on speed. Note with this speed, you move once every 1343 /* Put a lower limit on speed. Note with this speed, you move once every
1445 * 100 ticks or so. This amounts to once every 12 seconds of realtime. 1344 * 100 ticks or so. This amounts to once every 12 seconds of realtime.
1446 */ 1345 */
1447 speed = speed * speed_reduce_from_disease; 1346 speed = speed * speed_reduce_from_disease;
1448 1347
1449 if (speed < 0.01 && type == PLAYER) 1348 if (speed < 0.01f && type == PLAYER)
1450 speed = 0.01; 1349 speed = 0.01f;
1451 1350
1452 if (type == PLAYER) 1351 if (type == PLAYER)
1453 { 1352 {
1454 float M, W, s, D, K, S, M2;
1455
1456 /* (This formula was made by vidarl@ifi.uio.no) 1353 /* (This formula was made by vidarl@ifi.uio.no)
1457 * Note that we never used these values again - basically 1354 * Note that we never used these values again - basically
1458 * all of these could be subbed into one big equation, but 1355 * all of these could be subbed into one big equation, but
1459 * that would just be a real pain to read. 1356 * that would just be a real pain to read.
1460 */ 1357 */
1461 M = (max_carry[stats.Str] - 121) / 121.0; 1358 float M = (max_carry[stats.Str] - 121) / 121.f;
1462 M2 = max_carry[stats.Str] / 100.0; 1359 float M2 = max_carry[stats.Str] / 100.f;
1463 W = weapon_weight / 20000.0; 1360 float W = weapon_weight / 20000.f;
1464 s = 2 - weapon_speed / 10.0; 1361 float s = (20 - weapon_speed) / 10.f;
1465 D = (stats.Dex - 14) / 14.0; 1362 float D = (stats.Dex - 14) / 14.f;
1466 K = 1 + M / 3.0 - W / (3 * M2) + speed / 5.0 + D / 2.0; 1363 float K = 1 + M / 3.f - W / (3 * M2) + speed / 5.f + D / 2.f;
1364
1467 K *= (4 + level) / (float) (6 + level) * 1.2; 1365 K *= (4 + level) * 1.2f / (6 + level);
1366
1468 if (K <= 0) 1367 if (K <= 0.01f)
1469 K = 0.01; 1368 K = 0.01f;
1369
1470 S = speed / (K * s); 1370 float S = speed / (K * s);
1371
1471 contr->weapon_sp = S; 1372 contr->weapon_sp = S;
1472 } 1373 }
1473 1374
1474 /* I want to limit the power of small monsters with big weapons: */ 1375 /* I want to limit the power of small monsters with big weapons: */
1475 if (type != PLAYER && arch != NULL && stats.dam > arch->clone.stats.dam * 3) 1376 if (type != PLAYER && arch && stats.dam > arch->clone.stats.dam * 3)
1476 stats.dam = arch->clone.stats.dam * 3; 1377 stats.dam = arch->clone.stats.dam * 3;
1477 1378
1478 /* Prevent overflows of wc - best you can get is ABS(120) - this 1379 stats.wc = clamp (wc, MIN_WC, MAX_WC);
1479 * should be more than enough - remember, AC is also in 8 bits, 1380 stats.ac = clamp (ac, MIN_AC, MAX_AC);
1480 * so its value is the same.
1481 */
1482 if (wc > 120)
1483 wc = 120;
1484 else if (wc < -120)
1485 wc = -120;
1486
1487 stats.wc = wc;
1488
1489 if (ac > 120)
1490 ac = 120;
1491 else if (ac < -120)
1492 ac = -120;
1493
1494 stats.ac = ac;
1495 1381
1496 /* if for some reason the creature doesn't have any move type, 1382 /* if for some reason the creature doesn't have any move type,
1497 * give them walking as a default. 1383 * give them walking as a default.
1498 * The second case is a special case - to more closely mimic the 1384 * The second case is a special case - to more closely mimic the
1499 * old behaviour - if your flying, your not walking - just 1385 * old behaviour - if your flying, your not walking - just
1502 if (move_type == 0) 1388 if (move_type == 0)
1503 move_type = MOVE_WALK; 1389 move_type = MOVE_WALK;
1504 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) 1390 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH))
1505 move_type &= ~MOVE_WALK; 1391 move_type &= ~MOVE_WALK;
1506 1392
1507 update_ob_speed (this); 1393 if (speed != old_speed)
1394 set_speed (speed);
1508 1395
1509 /* It is quite possible that a player's spell costing might have changed, 1396 /* It is quite possible that a player's spell costing might have changed,
1510 * so we will check that now. 1397 * so we will check that now.
1511 */ 1398 */
1512 if (type == PLAYER) 1399 if (type == PLAYER)
1513 { 1400 {
1514 esrv_update_stats (contr); 1401 esrv_update_stats (contr);
1515 esrv_update_spells (contr); 1402 esrv_update_spells (contr);
1516 } 1403 }
1404
1405 // update the mapspace, if we are on a map
1406 if (!flag [FLAG_REMOVED] && map)
1407 map->at (x, y).flags_ = 0;
1517} 1408}
1518 1409
1519/* 1410/*
1520 * Returns true if the given player is a legal class. 1411 * Returns true if the given player is a legal class.
1521 * The function to add and remove class-bonuses to the stats doesn't 1412 * The function to add and remove class-bonuses to the stats doesn't
1524 * false otherwise. 1415 * false otherwise.
1525 */ 1416 */
1526int 1417int
1527allowed_class (const object *op) 1418allowed_class (const object *op)
1528{ 1419{
1529 return op->stats.Dex > 0 && op->stats.Str > 0 && op->stats.Con > 0 && 1420 return op->stats.Dex > 0
1530 op->stats.Int > 0 && op->stats.Wis > 0 && op->stats.Pow > 0 && op->stats.Cha > 0; 1421 && op->stats.Str > 0
1422 && op->stats.Con > 0
1423 && op->stats.Int > 0
1424 && op->stats.Wis > 0
1425 && op->stats.Pow > 0
1426 && op->stats.Cha > 0;
1531} 1427}
1532 1428
1533/* 1429/*
1534 * set the new dragon name after gaining levels or 1430 * set the new dragon name after gaining levels or
1535 * changing ability focus (later this can be extended to 1431 * changing ability focus (later this can be extended to
1606 object *skin = NULL; /* pointer to dragon skin force */ 1502 object *skin = NULL; /* pointer to dragon skin force */
1607 object *tmp = NULL; /* tmp. object */ 1503 object *tmp = NULL; /* tmp. object */
1608 char buf[MAX_BUF]; /* tmp. string buffer */ 1504 char buf[MAX_BUF]; /* tmp. string buffer */
1609 1505
1610 /* now grab the 'dragon_ability'-forces from the player's inventory */ 1506 /* now grab the 'dragon_ability'-forces from the player's inventory */
1507 shstr_cmp dragon_ability_force ("dragon_ability_force");
1508 shstr_cmp dragon_skin_force ("dragon_skin_force");
1509
1611 for (tmp = who->inv; tmp != NULL; tmp = tmp->below) 1510 for (tmp = who->inv; tmp; tmp = tmp->below)
1612 {
1613 if (tmp->type == FORCE) 1511 if (tmp->type == FORCE)
1614 {
1615 if (strcmp (tmp->arch->name, "dragon_ability_force") == 0) 1512 if (tmp->arch->name == dragon_ability_force)
1616 abil = tmp; 1513 abil = tmp;
1617 if (strcmp (tmp->arch->name, "dragon_skin_force") == 0) 1514 else if (tmp->arch->name == dragon_skin_force)
1618 skin = tmp; 1515 skin = tmp;
1619 } 1516
1620 }
1621 /* if the force is missing -> bail out */ 1517 /* if the force is missing -> bail out */
1622 if (abil == NULL) 1518 if (abil == NULL)
1623 return; 1519 return;
1624 1520
1625 /* The ability_force keeps track of maximum level ever achieved. 1521 /* The ability_force keeps track of maximum level ever achieved.
1669 if (!skill_obj) 1565 if (!skill_obj)
1670 { 1566 {
1671 LOG (llevError, "add_player_exp: couldn't find skill %s\n", skill_name); 1567 LOG (llevError, "add_player_exp: couldn't find skill %s\n", skill_name);
1672 return NULL; 1568 return NULL;
1673 } 1569 }
1570
1674 /* clear the flag - exp goes into this bucket, but player 1571 /* clear the flag - exp goes into this bucket, but player
1675 * still doesn't know it. 1572 * still doesn't know it.
1676 */ 1573 */
1677 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL); 1574 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL);
1678 skill_obj->stats.exp = 0; 1575 skill_obj->stats.exp = 0;
1679 skill_obj->level = 1; 1576 skill_obj->level = 1;
1680 insert_ob_in_ob (skill_obj, op); 1577 insert_ob_in_ob (skill_obj, op);
1681 if (op->contr) 1578
1579 if (player *pl = op->contr)
1682 { 1580 {
1683 op->contr->last_skill_ob[skill_obj->subtype] = skill_obj; 1581 pl->last_skill_ob [skill_obj->subtype] = skill_obj;
1684 op->contr->last_skill_exp[skill_obj->subtype] = -1; 1582 if (pl->ns)
1583 pl->ns->last_skill_exp[skill_obj->subtype] = -1;//TODO: should be made superfluous
1685 } 1584 }
1585
1686 return skill_obj; 1586 return skill_obj;
1687} 1587}
1688
1689 1588
1690/* player_lvl_adj() - for the new exp system. we are concerned with 1589/* player_lvl_adj() - for the new exp system. we are concerned with
1691 * whether the player gets more hp, sp and new levels. 1590 * whether the player gets more hp, sp and new levels.
1692 * Note this this function should only be called for players. Monstes 1591 * Note this this function should only be called for players. Monstes
1693 * don't really gain levels 1592 * don't really gain levels
1704 1603
1705 if (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul)) 1604 if (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul))
1706 { 1605 {
1707 op->level++; 1606 op->level++;
1708 1607
1709 if (op != NULL && op == who && op->stats.exp > 1 && is_dragon_pl (who)) 1608 if (op && op == who && op->stats.exp > 1 && is_dragon_pl (who))
1710 dragon_level_gain (who); 1609 dragon_level_gain (who);
1711 1610
1712 /* Only roll these if it is the player (who) that gained the level */ 1611 /* Only roll these if it is the player (who) that gained the level */
1713 if (op == who && (who->level < 11) && who->type == PLAYER) 1612 if (op == who && (who->level < 11) && who->type == PLAYER)
1714 { 1613 {
1722 { 1621 {
1723 if (op->type != PLAYER) 1622 if (op->type != PLAYER)
1724 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); 1623 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1725 else 1624 else
1726 sprintf (buf, "You are now level %d.", op->level); 1625 sprintf (buf, "You are now level %d.", op->level);
1626
1727 if (who) 1627 if (who)
1728 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); 1628 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1729 } 1629 }
1630
1730 player_lvl_adj (who, op); /* To increase more levels */ 1631 player_lvl_adj (who, op); /* To increase more levels */
1731 } 1632 }
1732 else if (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul)) 1633 else if (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul))
1733 { 1634 {
1734 op->level--; 1635 op->level--;
1735 who->update_stats (); 1636 who->update_stats ();
1637
1736 if (op->type != PLAYER) 1638 if (op->type != PLAYER)
1737 { 1639 {
1738 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); 1640 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1739 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); 1641 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1740 } 1642 }
1643
1741 player_lvl_adj (who, op); /* To decrease more levels */ 1644 player_lvl_adj (who, op); /* To decrease more levels */
1742 } 1645 }
1743 1646
1744 /* check if the spell data has changed */ 1647 /* check if the spell data has changed */
1745 esrv_update_stats (who->contr); 1648 esrv_update_stats (who->contr);
1754sint64 1657sint64
1755level_exp (int level, double expmul) 1658level_exp (int level, double expmul)
1756{ 1659{
1757 if (level > settings.max_level) 1660 if (level > settings.max_level)
1758 return (sint64) (expmul * levels[settings.max_level]); 1661 return (sint64) (expmul * levels[settings.max_level]);
1662
1759 return (sint64) (expmul * levels[level]); 1663 return (sint64) (expmul * levels[level]);
1760} 1664}
1761 1665
1762/* 1666/*
1763 * Ensure that the permanent experience requirements in an exp object are met. 1667 * Ensure that the permanent experience requirements in an exp object are met.
1800 sint64 limit, exp_to_add; 1704 sint64 limit, exp_to_add;
1801 int i; 1705 int i;
1802 1706
1803 /* prevents some forms of abuse. */ 1707 /* prevents some forms of abuse. */
1804 if (op->contr->braced) 1708 if (op->contr->braced)
1805 exp = exp / 5; 1709 exp /= 5;
1806 1710
1807 /* Try to find the matching skill. 1711 /* Try to find the matching skill.
1808 * We do a shortcut/time saving mechanism first - see if it matches 1712 * We do a shortcut/time saving mechanism first - see if it matches
1809 * chosen_skill. This means we don't need to search through 1713 * chosen_skill. This means we don't need to search through
1810 * the players inventory. 1714 * the players inventory.
1811 */ 1715 */
1812 if (skill_name) 1716 if (skill_name)
1813 { 1717 {
1814 if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill)) 1718 if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill))
1945 del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction)); 1849 del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction));
1946 tmp->stats.exp -= del_exp; 1850 tmp->stats.exp -= del_exp;
1947 player_lvl_adj (op, tmp); 1851 player_lvl_adj (op, tmp);
1948 } 1852 }
1949 } 1853 }
1854
1950 if (flag != SK_SUBTRACT_SKILL_EXP) 1855 if (flag != SK_SUBTRACT_SKILL_EXP)
1951 { 1856 {
1952 del_exp = check_exp_loss (op, exp); 1857 del_exp = check_exp_loss (op, exp);
1953 op->stats.exp -= del_exp; 1858 op->stats.exp -= del_exp;
1954 player_lvl_adj (op, NULL); 1859 player_lvl_adj (op, NULL);
1955 } 1860 }
1956} 1861}
1957
1958
1959 1862
1960/* change_exp() - changes experience to a player/monster. This 1863/* change_exp() - changes experience to a player/monster. This
1961 * does bounds checking to make sure we don't overflow the max exp. 1864 * does bounds checking to make sure we don't overflow the max exp.
1962 * 1865 *
1963 * The exp passed is typically not modified much by this function - 1866 * The exp passed is typically not modified much by this function -
1964 * it is assumed the caller has modified the exp as needed. 1867 * it is assumed the caller has modified the exp as needed.
1965 * skill_name is the skill that should get the exp added. 1868 * skill_name is the skill that should get the exp added.
1966 * flag is what to do if player doesn't have the skill. 1869 * flag is what to do if player doesn't have the skill.
1967 * these last two values are only used for players. 1870 * these last two values are only used for players.
1968 */ 1871 */
1969
1970void 1872void
1971change_exp (object *op, sint64 exp, const char *skill_name, int flag) 1873change_exp (object *op, sint64 exp, const char *skill_name, int flag)
1972{ 1874{
1973
1974#ifdef EXP_DEBUG 1875#ifdef EXP_DEBUG
1975 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp); 1876 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp);
1976#endif 1877#endif
1977 1878
1978 /* safety */ 1879 /* safety */
2019 else 1920 else
2020 /* note that when you lose exp, it doesn't go against 1921 /* note that when you lose exp, it doesn't go against
2021 * a particular skill, so we don't need to pass that 1922 * a particular skill, so we don't need to pass that
2022 * along. 1923 * along.
2023 */ 1924 */
2024 subtract_player_exp (op, FABS (exp), skill_name, flag); 1925 subtract_player_exp (op, abs (exp), skill_name, flag);
2025
2026 } 1926 }
2027} 1927}
2028 1928
2029/* Applies a death penalty experience, the size of this is defined by the 1929/* Applies a death penalty experience, the size of this is defined by the
2030 * settings death_penalty_percentage and death_penalty_levels, and by the 1930 * settings death_penalty_percentage and death_penalty_levels, and by the
2031 * amount of permenent experience, whichever gives the lowest loss. 1931 * amount of permenent experience, whichever gives the lowest loss.
2032 */ 1932 */
2033
2034void 1933void
2035apply_death_exp_penalty (object *op) 1934apply_death_exp_penalty (object *op)
2036{ 1935{
2037 object *tmp; 1936 object *tmp;
2038 sint64 loss; 1937 sint64 loss;
2060 player_lvl_adj (op, tmp); 1959 player_lvl_adj (op, tmp);
2061 } 1960 }
2062 1961
2063 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100; 1962 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100;
2064 level_loss = op->stats.exp - levels[MAX (0, op->level - settings.death_penalty_level)]; 1963 level_loss = op->stats.exp - levels[MAX (0, op->level - settings.death_penalty_level)];
1964
2065 if (level_loss < 0) 1965 if (level_loss < 0)
2066 level_loss = 0; 1966 level_loss = 0;
2067 loss = check_exp_loss (op, MIN (level_loss, percentage_loss)); 1967 loss = check_exp_loss (op, MIN (level_loss, percentage_loss));
2068 1968
2069 op->stats.exp -= loss; 1969 op->stats.exp -= loss;

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