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Comparing deliantra/server/common/living.C (file contents):
Revision 1.59 by root, Thu May 17 00:33:29 2007 UTC vs.
Revision 1.82 by root, Mon Apr 21 23:35:24 2008 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
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 3 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, see <http://www.gnu.org/licenses/>.
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 * 20 *
22 * The authors can be reached via e-mail at <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 22 */
24 23
25#include <global.h> 24#include <global.h>
26#include <funcpoint.h>
27 25
28/* Handy little macro that adds exp and keeps it within bounds. Since 26/* Handy little macro that adds exp and keeps it within bounds. Since
29 * we are now using 64 bit values, I'm not all concerned about overflow issues 27 * we are now using 64 bit values, I'm not all concerned about overflow issues
30 * with exptotal wrapping. exptotal is typically op->exp, or op->perm_exp 28 * with exptotal wrapping. exptotal is typically op->exp, or op->perm_exp
31 */ 29 */
311 * that adjust that stat by more than one point, so we need 309 * that adjust that stat by more than one point, so we need
312 * to allow for that. 310 * to allow for that.
313 */ 311 */
314 if (nstat < 1 && i * flag < 0) 312 if (nstat < 1 && i * flag < 0)
315 nstat = 1; 313 nstat = 1;
316 else if (nstat > 20 + op->arch->clone.stats.stat (j)) 314 else if (nstat > 20 + op->arch->stats.stat (j))
317 nstat = 20 + op->arch->clone.stats.stat (j); 315 nstat = 20 + op->arch->stats.stat (j);
318 316
319 if (nstat != ostat) 317 if (nstat != ostat)
320 { 318 {
321 op->contr->orig_stats.stat (j) = nstat; 319 op->contr->orig_stats.stat (j) = nstat;
322 potion_max = 0; 320 potion_max = 0;
422 } 420 }
423 421
424 /* becoming UNDEAD... a special treatment for this flag. Only those not 422 /* becoming UNDEAD... a special treatment for this flag. Only those not
425 * originally undead may change their status 423 * originally undead may change their status
426 */ 424 */
427 if (!QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 425 if (!QUERY_FLAG (op->arch, FLAG_UNDEAD))
428 if (QUERY_FLAG (op, FLAG_UNDEAD) != QUERY_FLAG (&refop, FLAG_UNDEAD)) 426 if (QUERY_FLAG (op, FLAG_UNDEAD) != QUERY_FLAG (&refop, FLAG_UNDEAD))
429 { 427 {
430 success = 1; 428 success = 1;
431 if (flag > 0) 429 if (flag > 0)
432 { 430 {
433 op->race = "undead"; 431 op->race = "undead";
434 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce drains away!"); 432 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce drains away!");
435 } 433 }
436 else 434 else
437 { 435 {
438 op->race = op->arch->clone.race; 436 op->race = op->arch->race;
439 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!"); 437 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!");
440 } 438 }
441 } 439 }
442 440
443 if (QUERY_FLAG (op, FLAG_STEALTH) != QUERY_FLAG (&refop, FLAG_STEALTH)) 441 if (QUERY_FLAG (op, FLAG_STEALTH) != QUERY_FLAG (&refop, FLAG_STEALTH))
685void 683void
686object::remove_statbonus () 684object::remove_statbonus ()
687{ 685{
688 for (int i = 0; i < NUM_STATS; ++i) 686 for (int i = 0; i < NUM_STATS; ++i)
689 { 687 {
690 sint8 v = arch->clone.stats.stat (i); 688 sint8 v = arch->stats.stat (i);
691 stats.stat (i) -= v; 689 stats.stat (i) -= v;
692 contr->orig_stats.stat (i) -= v; 690 contr->orig_stats.stat (i) -= v;
693 } 691 }
694} 692}
695 693
699void 697void
700object::add_statbonus () 698object::add_statbonus ()
701{ 699{
702 for (int i = 0; i < NUM_STATS; ++i) 700 for (int i = 0; i < NUM_STATS; ++i)
703 { 701 {
704 sint8 v = arch->clone.stats.stat (i); 702 sint8 v = arch->stats.stat (i);
705 stats.stat (i) += v; 703 stats.stat (i) += v;
706 contr->orig_stats.stat (i) += v; 704 contr->orig_stats.stat (i) += v;
707 } 705 }
708} 706}
707
708/* These are the items that currently can change digestion, regeneration,
709 * spell point recovery and mana point recovery. Seems sort of an arbitary
710 * list, but other items store other info into stats array.
711 */
712static struct digest_types : std::bitset<NUM_TYPES>
713{
714 digest_types ()
715 {
716 set (WEAPON);
717 set (BOW);
718 set (ARMOUR);
719 set (HELMET);
720 set (SHIELD);
721 set (RING);
722 set (BOOTS);
723 set (GLOVES);
724 set (AMULET);
725 set (GIRDLE);
726 set (BRACERS);
727 set (CLOAK);
728 set (DISEASE);
729 set (FORCE);
730 set (SKILL);
731 }
732} digest_types;
733
734static struct copy_flags : object::flags_t
735{
736 copy_flags ()
737 {
738 set (FLAG_LIFESAVE);
739 set (FLAG_REFL_SPELL);
740 set (FLAG_REFL_MISSILE);
741 set (FLAG_STEALTH);
742 set (FLAG_XRAYS);
743 set (FLAG_BLIND);
744 set (FLAG_SEE_IN_DARK);
745 }
746} copy_flags;
709 747
710/* 748/*
711 * Updates all abilities given by applied objects in the inventory 749 * Updates all abilities given by applied objects in the inventory
712 * of the given object. Note: This function works for both monsters 750 * of the given object. Note: This function works for both monsters
713 * and players; the "player" in the name is purely an archaic inheritance. 751 * and players; the "player" in the name is purely an archaic inheritance.
718 * spell system split, grace points now added to system --peterm 756 * spell system split, grace points now added to system --peterm
719 */ 757 */
720void 758void
721object::update_stats () 759object::update_stats ()
722{ 760{
723 int i, j;
724 float f, max = 9, added_speed = 0, bonus_speed = 0, sp_tmp, speed_reduce_from_disease = 1; 761 float f, max_speed = 9, added_speed = 0, bonus_speed = 0, speed_reduce_from_disease = 1;
725 int weapon_weight = 0, weapon_speed = 0; 762 int weapon_weight = 0, weapon_speed = 0;
726 int best_wc = 0, best_ac = 0, wc = 0, ac = 0; 763 int best_wc = 0, best_ac = 0, wc = 0, ac = 0;
727 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; 764 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS];
728 object *grace_obj = NULL, *mana_obj = NULL, *tmp; 765 object *grace_obj = NULL, *mana_obj = NULL, *tmp;
729 float old_speed = speed; 766 float old_speed = speed;
767 int stat_sum [NUM_STATS];
730 768
731 /* First task is to clear all the values back to their original values */ 769 /* First task is to clear all the values back to their original values */
732 if (type == PLAYER) 770 if (type == PLAYER)
733 { 771 {
734 for (i = 0; i < NUM_STATS; i++) 772 for (int i = 0; i < NUM_STATS; i++)
735 stats.stat (i) = contr->orig_stats.stat (i); 773 stat_sum [i] = contr->orig_stats.stat (i);
736 774
737 if (settings.spell_encumbrance == TRUE) 775 if (settings.spell_encumbrance == TRUE)
738 contr->encumbrance = 0; 776 contr->encumbrance = 0;
739 777
740 attacktype = 0; 778 attacktype = 0;
760 798
761 CLEAR_FLAG (this, FLAG_LIFESAVE); 799 CLEAR_FLAG (this, FLAG_LIFESAVE);
762 CLEAR_FLAG (this, FLAG_STEALTH); 800 CLEAR_FLAG (this, FLAG_STEALTH);
763 CLEAR_FLAG (this, FLAG_BLIND); 801 CLEAR_FLAG (this, FLAG_BLIND);
764 802
765 if (!QUERY_FLAG (&arch->clone, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL); 803 if (!QUERY_FLAG (arch, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL);
766 if (!QUERY_FLAG (&arch->clone, FLAG_REFL_MISSILE)) CLEAR_FLAG (this, FLAG_REFL_MISSILE); 804 if (!QUERY_FLAG (arch, FLAG_REFL_MISSILE)) CLEAR_FLAG (this, FLAG_REFL_MISSILE);
767 if (!QUERY_FLAG (&arch->clone, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD); 805 if (!QUERY_FLAG (arch, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD);
768 if (!QUERY_FLAG (&arch->clone, FLAG_SEE_IN_DARK )) CLEAR_FLAG (this, FLAG_SEE_IN_DARK); 806 if (!QUERY_FLAG (arch, FLAG_SEE_IN_DARK )) CLEAR_FLAG (this, FLAG_SEE_IN_DARK);
769 807
770 path_attuned = arch->clone.path_attuned; 808 path_attuned = arch->path_attuned;
771 path_repelled = arch->clone.path_repelled; 809 path_repelled = arch->path_repelled;
772 path_denied = arch->clone.path_denied; 810 path_denied = arch->path_denied;
773 glow_radius = arch->clone.glow_radius; 811 glow_radius = arch->glow_radius;
774 move_type = arch->clone.move_type; 812 move_type = arch->move_type;
775 813
776 chosen_skill = 0; 814 chosen_skill = 0;
777 815
778 /* initializing resistances from the values in player/monster's 816 /* initializing resistances from the values in player/monster's
779 * archetype clone 817 * archetype clone
780 */ 818 */
781 memcpy (&resist, &arch->clone.resist, sizeof (resist)); 819 memcpy (&resist, &arch->resist, sizeof (resist));
782 820
783 for (i = 0; i < NROFATTACKS; i++) 821 for (int i = 0; i < NROFATTACKS; i++)
784 { 822 {
785 if (resist[i] > 0) 823 if (resist[i] > 0)
786 prot[i] = resist[i], vuln[i] = 0; 824 prot[i] = resist[i], vuln[i] = 0;
787 else 825 else
788 vuln[i] = -(resist[i]), prot[i] = 0; 826 vuln[i] = -(resist[i]), prot[i] = 0;
789 827
790 potion_resist[i] = 0; 828 potion_resist[i] = 0;
791 } 829 }
792 830
793 wc = arch->clone.stats.wc; 831 wc = arch->stats.wc;
794 stats.dam = arch->clone.stats.dam; 832 stats.dam = arch->stats.dam;
795 833
796 /* for players which cannot use armour, they gain AC -1 per 3 levels, 834 /* for players which cannot use armour, they gain AC -1 per 3 levels,
797 * plus a small amount of physical resist, those poor suckers. ;) 835 * plus a small amount of physical resist, those poor suckers. ;)
798 * the fact that maxlevel is factored in could be considered sort of bogus - 836 * the fact that maxlevel is factored in could be considered sort of bogus -
799 * we should probably give them some bonus and cap it off - otherwise, 837 * we should probably give them some bonus and cap it off - otherwise,
800 * basically, if a server updates its max level, these playes may find 838 * basically, if a server updates its max level, these playes may find
801 * that their protection from physical goes down 839 * that their protection from physical goes down
802 */ 840 */
803 if (!QUERY_FLAG (this, FLAG_USE_ARMOUR) && type == PLAYER) 841 if (!QUERY_FLAG (this, FLAG_USE_ARMOUR) && type == PLAYER)
804 { 842 {
805 ac = MAX (-10, arch->clone.stats.ac - level / 3); 843 ac = max (-10, arch->stats.ac - level / 3);
806 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100; 844 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100;
807 } 845 }
808 else 846 else
809 ac = arch->clone.stats.ac; 847 ac = arch->stats.ac;
810 848
811 stats.luck = arch->clone.stats.luck; 849 stats.luck = arch->stats.luck;
812 speed = arch->clone.speed; 850 speed = arch->speed;
813 851
814 /* OK - we've reset most all the objects attributes to sane values. 852 /* OK - we've reset most all the objects attributes to sane values.
815 * now go through and make adjustments for what the player has equipped. 853 * now go through and make adjustments for what the player has equipped.
816 */ 854 */
817 for (tmp = inv; tmp; tmp = tmp->below) 855 for (tmp = inv; tmp; tmp = tmp->below)
818 { 856 {
819 /* See note in map.c:update_position about making this additive
820 * since light sources are never applied, need to put check here.
821 */
822 if (tmp->glow_radius > glow_radius)
823 glow_radius = tmp->glow_radius;
824
825 /* This happens because apply_potion calls change_abil with the potion 857 /* This happens because apply_potion calls change_abil with the potion
826 * applied so we can tell the player what changed. But change_abil 858 * applied so we can tell the player what changed. But change_abil
827 * then calls this function. 859 * then calls this function.
828 */ 860 */
829 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION) 861 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION)
830 continue; 862 continue;
863
864 /* See note in map.c:update_position about making this additive
865 * since light sources are never applied, need to put check here.
866 */
867 if (tmp->glow_radius > glow_radius)
868 glow_radius = tmp->glow_radius;
831 869
832 /* For some things, we don't care what is equipped */ 870 /* For some things, we don't care what is equipped */
833 if (tmp->type == SKILL) 871 if (tmp->type == SKILL)
834 { 872 {
835 /* Want to take the highest skill here. */ 873 /* Want to take the highest skill here. */
865 || (tmp->type == SKILL 903 || (tmp->type == SKILL
866 && tmp->subtype == SK_PRAYING)) 904 && tmp->subtype == SK_PRAYING))
867 { 905 {
868 if (type == PLAYER) 906 if (type == PLAYER)
869 { 907 {
908 contr->item_power += tmp->item_power;
909
870 if (tmp == contr->combat_ob || tmp == contr->ranged_ob) 910 if (tmp == contr->combat_ob || tmp == contr->ranged_ob)
871 if (tmp != current_weapon 911 if (tmp != current_weapon
872 && (tmp->type != SKILL || tmp->subtype != SK_PRAYING) 912 && (tmp->type != SKILL || tmp->subtype != SK_PRAYING)
873 && !tmp->flag [FLAG_CURSED] 913 && !tmp->flag [FLAG_CURSED]
874 && !tmp->flag [FLAG_DAMNED]) 914 && !tmp->flag [FLAG_DAMNED])
875 continue; 915 continue;
876 916
877 for (i = 0; i < NUM_STATS; i++) 917 for (int i = 0; i < NUM_STATS; i++)
878 change_attr_value (&stats, i, tmp->stats.stat (i)); 918 stat_sum [i] = stat_sum [i] + tmp->stats.stat (i);
879 919
880 /* These are the items that currently can change digestion, regeneration, 920 if (digest_types [tmp->type])
881 * spell point recovery and mana point recovery. Seems sort of an arbitary
882 * list, but other items store other info into stats array.
883 */
884 if (tmp->type == WEAPON || tmp->type == BOW ||
885 tmp->type == ARMOUR || tmp->type == HELMET ||
886 tmp->type == SHIELD || tmp->type == RING ||
887 tmp->type == BOOTS || tmp->type == GLOVES ||
888 tmp->type == AMULET || tmp->type == GIRDLE ||
889 tmp->type == BRACERS || tmp->type == CLOAK ||
890 tmp->type == DISEASE || tmp->type == FORCE ||
891 tmp->type == SKILL)
892 { 921 {
893 contr->digestion += tmp->stats.food; 922 contr->digestion += tmp->stats.food;
894 contr->gen_hp += tmp->stats.hp; 923 contr->gen_hp += tmp->stats.hp;
895 contr->gen_sp += tmp->stats.sp; 924 contr->gen_sp += tmp->stats.sp;
896 contr->gen_grace += tmp->stats.grace; 925 contr->gen_grace += tmp->stats.grace;
897 contr->gen_sp_armour += tmp->gen_sp_armour; 926 contr->gen_sp_armour += tmp->gen_sp_armour;
898 contr->item_power += tmp->item_power;
899 } 927 }
900 } /* if this is a player */ 928 } /* if this is a player */
901 else 929 else
902 { 930 {
903 if (tmp->type == WEAPON) 931 if (tmp->type == WEAPON)
904 current_weapon = tmp; 932 current_weapon = tmp;
905 } 933 }
906 934
907 /* Update slots used for items */ 935 /* Update slots used for items */
908 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 936 if (QUERY_FLAG (tmp, FLAG_APPLIED))
909 for (i = 0; i < NUM_BODY_LOCATIONS; i++) 937 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
910 slot[i].used += tmp->slot[i].info; 938 slot[i].used += tmp->slot[i].info;
911 939
912 if (tmp->type == SYMPTOM) 940 if (tmp->type == SYMPTOM)
913 {
914 speed_reduce_from_disease = tmp->last_sp / 100.f;
915
916 if (speed_reduce_from_disease == 0)
917 speed_reduce_from_disease = 1; 941 speed_reduce_from_disease =
918 } 942 min (speed_reduce_from_disease, tmp->last_sp ? tmp->last_sp / 100.f : 1.f);
919 943
920 /* Pos. and neg. protections are counted seperate (-> pro/vuln). 944 /* Pos. and neg. protections are counted seperate (-> pro/vuln).
921 * (Negative protections are calculated exactly like positive.) 945 * (Negative protections are calculated exactly like positive.)
922 * Resistance from potions are treated special as well. If there's 946 * Resistance from potions are treated special as well. If there's
923 * more than one potion-effect, the bigger prot.-value is taken. 947 * more than one potion-effect, the bigger prot.-value is taken.
924 */ 948 */
925 if (tmp->type != POTION) 949 if (tmp->type != POTION)
926 { 950 {
927 for (i = 0; i < NROFATTACKS; i++) 951 for (int i = 0; i < NROFATTACKS; i++)
928 { 952 {
929 /* Potential for cursed potions, in which case we just can use 953 /* Potential for cursed potions, in which case we just can use
930 * a straight MAX, as potion_resist is initialised to zero. 954 * a straight MAX, as potion_resist is initialised to zero.
931 */ 955 */
932 if (tmp->type == POTION_EFFECT) 956 if (tmp->type == POTION_EFFECT)
933 { 957 {
934 if (potion_resist[i]) 958 if (potion_resist[i])
935 potion_resist[i] = MAX (potion_resist[i], tmp->resist[i]); 959 potion_resist[i] = max (potion_resist[i], tmp->resist[i]);
936 else 960 else
937 potion_resist[i] = tmp->resist[i]; 961 potion_resist[i] = tmp->resist[i];
938 } 962 }
939 else if (tmp->resist[i] > 0) 963 else if (tmp->resist[i] > 0)
940 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100; 964 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100;
952 path_denied |= tmp->path_denied; 976 path_denied |= tmp->path_denied;
953 move_type |= tmp->move_type; 977 move_type |= tmp->move_type;
954 stats.luck += tmp->stats.luck; 978 stats.luck += tmp->stats.luck;
955 } 979 }
956 980
957 if (QUERY_FLAG (tmp, FLAG_LIFESAVE )) SET_FLAG (this, FLAG_LIFESAVE); 981 flag |= tmp->flag & copy_flags;
958 if (QUERY_FLAG (tmp, FLAG_REFL_SPELL )) SET_FLAG (this, FLAG_REFL_SPELL);
959 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE)) SET_FLAG (this, FLAG_REFL_MISSILE);
960 if (QUERY_FLAG (tmp, FLAG_STEALTH )) SET_FLAG (this, FLAG_STEALTH);
961 if (QUERY_FLAG (tmp, FLAG_XRAYS )) SET_FLAG (this, FLAG_XRAYS);
962 if (QUERY_FLAG (tmp, FLAG_BLIND )) SET_FLAG (this, FLAG_BLIND);
963 if (QUERY_FLAG (tmp, FLAG_SEE_IN_DARK )) SET_FLAG (this, FLAG_SEE_IN_DARK);
964 982
965 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (&arch->clone, FLAG_UNDEAD)) 983 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (arch, FLAG_UNDEAD))
966 SET_FLAG (this, FLAG_UNDEAD); 984 SET_FLAG (this, FLAG_UNDEAD);
967 985
968 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS)) 986 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS))
969 { 987 {
970 SET_FLAG (this, FLAG_MAKE_INVIS); 988 SET_FLAG (this, FLAG_MAKE_INVIS);
994#endif 1012#endif
995 1013
996 /* skills modifying the character -b.t. */ 1014 /* skills modifying the character -b.t. */
997 /* for all skills and skill granting objects */ 1015 /* for all skills and skill granting objects */
998 case SKILL: 1016 case SKILL:
999 if (!QUERY_FLAG (tmp, FLAG_APPLIED)) 1017 {
1018 if (!QUERY_FLAG (tmp, FLAG_APPLIED) || skill_flags [tmp->subtype] & SF_APPLY)
1000 break; 1019 break;
1001 1020
1002 if (chosen_skill) 1021 if (chosen_skill)
1022 {
1003 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name); 1023 LOG (llevDebug, "fix_player, op %s has multiple skills applied (%s and %s)\n",
1024 &name, &chosen_skill->name, &tmp->name);
1004 1025
1026 tmp->flag [FLAG_APPLIED] = false;
1027 update_stats ();
1028 return;
1029 }
1030 else
1005 chosen_skill = tmp; 1031 chosen_skill = tmp;
1006 1032
1007 if (tmp->stats.dam > 0) 1033 if (tmp->stats.dam > 0)
1008 { /* skill is a 'weapon' */ 1034 { /* skill is a 'weapon' */
1009 if (!QUERY_FLAG (this, FLAG_READY_WEAPON)) 1035 if (!QUERY_FLAG (this, FLAG_READY_WEAPON))
1010 weapon_speed = WEAPON_SPEED (tmp); 1036 weapon_speed = WEAPON_SPEED (tmp);
1011 1037
1012 if (weapon_speed < 0) 1038 if (weapon_speed < 0)
1013 weapon_speed = 0; 1039 weapon_speed = 0;
1014 1040
1015 weapon_weight = tmp->weight; 1041 weapon_weight = tmp->weight;
1016 stats.dam += 1 + (chosen_skill->level * tmp->stats.dam / 9); 1042 stats.dam += 1 + chosen_skill->level * tmp->stats.dam / 9;
1017 1043
1018 if (tmp->magic) 1044 if (tmp->magic)
1019 stats.dam += tmp->magic; 1045 stats.dam += tmp->magic;
1020 } 1046 }
1021 1047
1022 if (tmp->stats.wc) 1048 if (tmp->stats.wc)
1023 wc -= tmp->stats.wc + tmp->magic; 1049 wc -= tmp->stats.wc + tmp->magic;
1024 1050
1025 if (tmp->slaying) 1051 if (tmp->slaying)
1026 slaying = tmp->slaying; 1052 slaying = tmp->slaying;
1027 1053
1028 if (tmp->stats.ac) 1054 if (tmp->stats.ac)
1029 ac -= tmp->stats.ac + tmp->magic; 1055 ac -= tmp->stats.ac + tmp->magic;
1030 1056
1031 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1057 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1032 contr->encumbrance += (int) 3 *tmp->weight / 1000; 1058 contr->encumbrance += (int) 3 *tmp->weight / 1000;
1059 }
1033 1060
1034 break; 1061 break;
1035 1062
1036 case SHIELD: 1063 case SHIELD:
1037 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1064 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1116 wc -= (tmp->stats.wc + tmp->magic); 1143 wc -= (tmp->stats.wc + tmp->magic);
1117 1144
1118 if (tmp->stats.ac) 1145 if (tmp->stats.ac)
1119 ac -= (tmp->stats.ac + tmp->magic); 1146 ac -= (tmp->stats.ac + tmp->magic);
1120 1147
1121 if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.f < max) 1148 if (ARMOUR_SPEED (tmp))
1122 max = ARMOUR_SPEED (tmp) / 10.f; 1149 max_speed = min (max_speed, ARMOUR_SPEED (tmp) / 10.f);
1123 1150
1124 break; 1151 break;
1125 } /* switch tmp->type */ 1152 } /* switch tmp->type */
1126 } /* item is equipped */ 1153 } /* item is equipped */
1127 } /* for loop of items */ 1154 } /* for loop of items */
1134 * If there is an uncursed potion in effect, granting more protection 1161 * If there is an uncursed potion in effect, granting more protection
1135 * than that, we take: 'total resistance = resistance from potion'. 1162 * than that, we take: 'total resistance = resistance from potion'.
1136 * If there is a cursed (and no uncursed) potion in effect, we take 1163 * If there is a cursed (and no uncursed) potion in effect, we take
1137 * 'total resistance = vulnerability from cursed potion'. 1164 * 'total resistance = vulnerability from cursed potion'.
1138 */ 1165 */
1139 for (i = 0; i < NROFATTACKS; i++) 1166 for (int i = 0; i < NROFATTACKS; i++)
1140 { 1167 {
1141 resist[i] = prot[i] - vuln[i]; 1168 resist[i] = prot[i] - vuln[i];
1142 1169
1143 if (potion_resist[i] && ((potion_resist[i] > resist[i]) || (potion_resist[i] < 0))) 1170 if (potion_resist[i] && ((potion_resist[i] > resist[i]) || (potion_resist[i] < 0)))
1144 resist[i] = potion_resist[i]; 1171 resist[i] = potion_resist[i];
1145 } 1172 }
1146 1173
1147 /* Figure out the players sp/mana/hp totals. */
1148 if (type == PLAYER) 1174 if (type == PLAYER)
1149 { 1175 {
1176 // clamp various player stats
1177 for (int i = 0; i < NUM_STATS; ++i)
1178 stats.stat (i) = clamp (stat_sum [i], MIN_STAT, MAX_STAT);
1179
1180 contr->digestion = clamp (contr->digestion, MIN_DIGESTION, MAX_DIGESTION);
1181
1182 /* Figure out the players sp/mana/hp totals. */
1150 int pl_level; 1183 int pl_level;
1151 1184
1152 check_stat_bounds (&(stats)); 1185 check_stat_bounds (&(stats));
1153 pl_level = level; 1186 pl_level = level;
1154 1187
1156 pl_level = 1; /* safety, we should always get 1 levels worth of hp! */ 1189 pl_level = 1; /* safety, we should always get 1 levels worth of hp! */
1157 1190
1158 /* You basically get half a con bonus/level. But we do take into account rounding, 1191 /* You basically get half a con bonus/level. But we do take into account rounding,
1159 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels. 1192 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels.
1160 */ 1193 */
1161 for (i = 1, stats.maxhp = 0; i <= pl_level && i <= 10; i++) 1194 stats.maxhp = 0;
1195 for (int i = 1; i <= min (10, pl_level); i++)
1162 { 1196 {
1163 j = contr->levhp[i] + con_bonus[stats.Con] / 2; 1197 int j = contr->levhp[i] + con_bonus[stats.Con] / 2;
1164 1198
1165 if (i % 2 && con_bonus[stats.Con] % 2) 1199 if (i % 2 && con_bonus[stats.Con] % 2)
1166 {
1167 if (con_bonus[stats.Con] > 0) 1200 if (con_bonus[stats.Con] > 0)
1168 j++; 1201 j++;
1169 else 1202 else
1170 j--; 1203 j--;
1171 }
1172 1204
1173 stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */ 1205 stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */
1174 } 1206 }
1175 1207
1176 for (i = 11; i <= level; i++) 1208 stats.maxhp += 2 * max (0, level - 10);
1177 stats.maxhp += 2;
1178 1209
1179 if (stats.hp > stats.maxhp) 1210 if (stats.hp > stats.maxhp)
1180 stats.hp = stats.maxhp; 1211 stats.hp = stats.maxhp;
1181 1212
1182 /* Sp gain is controlled by the level of the player's 1213 /* Sp gain is controlled by the level of the player's
1195 1226
1196 if (mana_obj == this && type == PLAYER) 1227 if (mana_obj == this && type == PLAYER)
1197 stats.maxsp = 1; 1228 stats.maxsp = 1;
1198 else 1229 else
1199 { 1230 {
1200 sp_tmp = 0.f; 1231 float sp_tmp = 0.f;
1201 1232
1202 for (i = 1; i <= mana_obj->level && i <= 10; i++) 1233 for (int i = 1; i <= min (10, mana_obj->level); i++)
1203 { 1234 {
1204 float stmp; 1235 float stmp;
1205 1236
1206 /* Got some extra bonus at first level */ 1237 /* Got some extra bonus at first level */
1207 if (i < 2) 1238 if (i < 2)
1208 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 6.f; 1239 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 6.f;
1209 else 1240 else
1210 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 12.f; 1241 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 12.f;
1211 1242
1212 if (stmp < 1.f)
1213 stmp = 1.f;
1214
1215 sp_tmp += stmp; 1243 sp_tmp += max (1.f, stmp);
1216 } 1244 }
1217 1245
1218 stats.maxsp = (sint16)sp_tmp; 1246 stats.maxsp = int (sp_tmp) + 2 * max (0, mana_obj->level - 10);
1219
1220 for (i = 11; i <= mana_obj->level; i++)
1221 stats.maxsp += 2;
1222 } 1247 }
1223 1248
1224 /* Characters can get their sp supercharged via rune of transferrance */ 1249 /* Characters can get their sp supercharged via rune of transferrance */
1225 if (stats.sp > stats.maxsp * 2) 1250 stats.sp = min (stats.sp, stats.maxsp * 2);
1226 stats.sp = stats.maxsp * 2;
1227 1251
1228 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */ 1252 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */
1229 if (!grace_obj || !grace_obj->level || type != PLAYER) 1253 if (!grace_obj || !grace_obj->level || type != PLAYER)
1230 grace_obj = this; 1254 grace_obj = this;
1231 1255
1236 /* store grace in a float - this way, the divisions below don't create 1260 /* store grace in a float - this way, the divisions below don't create
1237 * big jumps when you go from level to level - with int's, it then 1261 * big jumps when you go from level to level - with int's, it then
1238 * becomes big jumps when the sums of the bonuses jump to the next 1262 * becomes big jumps when the sums of the bonuses jump to the next
1239 * step of 8 - with floats, even fractional ones are useful. 1263 * step of 8 - with floats, even fractional ones are useful.
1240 */ 1264 */
1241 sp_tmp = 0.f; 1265 float sp_tmp = 0.f;
1242 for (i = 1, stats.maxgrace = 0; i <= grace_obj->level && i <= 10; i++) 1266
1267 for (int i = 1; i <= min (10, grace_obj->level); i++)
1243 { 1268 {
1244 float grace_tmp = 0.f; 1269 float grace_tmp = 0.f;
1245 1270
1246 /* Got some extra bonus at first level */ 1271 /* Got some extra bonus at first level */
1247 if (i < 2) 1272 if (i < 2)
1248 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 6.f; 1273 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 6.f;
1249 else 1274 else
1250 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 12.f; 1275 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 12.f;
1251 1276
1252 if (grace_tmp < 1.f)
1253 grace_tmp = 1.f;
1254
1255 sp_tmp += grace_tmp; 1277 sp_tmp += max (1.f, grace_tmp);
1256 } 1278 }
1257 1279
1258 stats.maxgrace = (sint16)sp_tmp;
1259
1260 /* two grace points per level after 11 */ 1280 /* two grace points per level after 10 */
1261 for (i = 11; i <= grace_obj->level; i++) 1281 stats.maxgrace = int (sp_tmp) + 2 * max (0, grace_obj->level - 10);
1262 stats.maxgrace += 2;
1263 } 1282 }
1264 1283
1265 /* No limit on grace vs maxgrace */ 1284 /* No limit on grace vs maxgrace */
1266 1285
1267 if (contr->braced) 1286 if (contr->braced)
1287 1306
1288 if (contr && wc_obj && wc_obj->level > 1) 1307 if (contr && wc_obj && wc_obj->level > 1)
1289 { 1308 {
1290 wc -= wc_obj->level + thaco_bonus[stats.Str]; 1309 wc -= wc_obj->level + thaco_bonus[stats.Str];
1291 1310
1292 for (i = 1; i < wc_obj->level; i++) 1311 for (int i = 1; i < wc_obj->level; i++)
1293 { 1312 {
1294 /* additional wc every 6 levels */ 1313 /* additional wc every 6 levels */
1295 if (!(i % 6)) 1314 if (!(i % 6))
1296 wc--; 1315 wc--;
1297 1316
1312 1331
1313 if (settings.search_items && contr->search_str[0]) 1332 if (settings.search_items && contr->search_str[0])
1314 speed -= 1; 1333 speed -= 1;
1315 1334
1316 if (attacktype == 0) 1335 if (attacktype == 0)
1317 attacktype = arch->clone.attacktype; 1336 attacktype = arch->attacktype;
1318 } /* End if player */ 1337 } /* End if player */
1319 1338
1320 if (added_speed >= 0) 1339 if (added_speed >= 0)
1321 speed += added_speed / 10.f; 1340 speed += added_speed / 10.f;
1322 else /* Something wrong here...: */ 1341 else /* Something wrong here...: */
1323 speed /= 1.f - added_speed; 1342 speed /= 1.f - added_speed;
1324 1343
1325 /* Max is determined by armour */ 1344 /* Max is determined by armour */
1326 if (speed > max) 1345 speed = min (speed, max_speed);
1327 speed = max;
1328 1346
1329 if (type == PLAYER) 1347 if (type == PLAYER)
1330 { 1348 {
1331 /* f is a number the represents the number of kg above (positive num) 1349 /* f is a number the represents the number of kg above (positive num)
1332 * or below (negative number) that the player is carrying. If above 1350 * or below (negative number) that the player is carrying. If above
1333 * weight limit, then player suffers a speed reduction based on how 1351 * weight limit, then player suffers a speed reduction based on how
1334 * much above he is, and what is max carry is 1352 * much above he is, and what is max carry is
1335 */ 1353 */
1336 f = (carrying / 1000) - max_carry[stats.Str]; 1354 float f = (carrying / 1000) - max_carry[stats.Str];
1337 if (f > 0) 1355 if (f > 0.f)
1338 speed = speed / (1.f + f / max_carry[stats.Str]); 1356 speed = speed / (1.f + f / max_carry[stats.Str]);
1339 } 1357 }
1340 1358
1341 speed += bonus_speed / 10.f; /* Not affected by limits */ 1359 speed += bonus_speed / 10.f; /* Not affected by limits */
1360 speed *= speed_reduce_from_disease;
1342 1361
1343 /* Put a lower limit on speed. Note with this speed, you move once every 1362 /* Put a lower limit on speed. Note with this speed, you move once every
1344 * 100 ticks or so. This amounts to once every 12 seconds of realtime. 1363 * 25 ticks or so. This amounts to once every 3 seconds of realtime.
1345 */ 1364 */
1346 speed = speed * speed_reduce_from_disease;
1347
1348 if (speed < 0.01f && type == PLAYER) 1365 if (speed < 0.04f && type == PLAYER)
1349 speed = 0.01f; 1366 speed = 0.04f;
1367
1368 if (speed != old_speed)
1369 set_speed (speed);
1350 1370
1351 if (type == PLAYER) 1371 if (type == PLAYER)
1352 { 1372 {
1353 /* (This formula was made by vidarl@ifi.uio.no) 1373 /* (This formula was made by vidarl@ifi.uio.no)
1354 * Note that we never used these values again - basically 1374 * Note that we never used these values again - basically
1365 K *= (4 + level) * 1.2f / (6 + level); 1385 K *= (4 + level) * 1.2f / (6 + level);
1366 1386
1367 if (K <= 0.01f) 1387 if (K <= 0.01f)
1368 K = 0.01f; 1388 K = 0.01f;
1369 1389
1370 float S = speed / (K * s); 1390 contr->weapon_sp = K * s * .5f; //TODO: balance the .5
1371
1372 contr->weapon_sp = S;
1373 } 1391 }
1374 1392
1375 /* I want to limit the power of small monsters with big weapons: */ 1393 /* I want to limit the power of small monsters with big weapons: */
1376 if (type != PLAYER && arch && stats.dam > arch->clone.stats.dam * 3) 1394 if (type != PLAYER && arch && stats.dam > arch->stats.dam * 3)
1377 stats.dam = arch->clone.stats.dam * 3; 1395 stats.dam = arch->stats.dam * 3;
1378 1396
1379 stats.wc = clamp (wc, MIN_WC, MAX_WC); 1397 stats.wc = clamp (wc, MIN_WC, MAX_WC);
1380 stats.ac = clamp (ac, MIN_AC, MAX_AC); 1398 stats.ac = clamp (ac, MIN_AC, MAX_AC);
1381 1399
1382 /* if for some reason the creature doesn't have any move type, 1400 /* if for some reason the creature doesn't have any move type,
1388 if (move_type == 0) 1406 if (move_type == 0)
1389 move_type = MOVE_WALK; 1407 move_type = MOVE_WALK;
1390 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) 1408 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH))
1391 move_type &= ~MOVE_WALK; 1409 move_type &= ~MOVE_WALK;
1392 1410
1393 if (speed != old_speed)
1394 set_speed (speed);
1395
1396 /* It is quite possible that a player's spell costing might have changed, 1411 /* It is quite possible that a player's spell costing might have changed,
1397 * so we will check that now. 1412 * so we will check that now.
1398 */ 1413 */
1399 if (type == PLAYER) 1414 if (type == PLAYER)
1400 { 1415 {
1460 /* now if there are equals at highest level, pick the one with focus, 1475 /* now if there are equals at highest level, pick the one with focus,
1461 or else at random */ 1476 or else at random */
1462 if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level) 1477 if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level)
1463 atnr = abil->stats.exp; 1478 atnr = abil->stats.exp;
1464 1479
1465 level = (int) (level / 5.); 1480 level = (int) (level / 25.);
1466 1481
1467 /* now set the new title */ 1482 /* now set the new title */
1468 if (pl->contr != NULL) 1483 if (pl->contr)
1469 { 1484 {
1470 if (level == 0) 1485 if (level == 0)
1471 sprintf (pl->contr->title, "%s hatchling", attacks[atnr]); 1486 sprintf (pl->contr->title, "%s hatchling", attacks[atnr]);
1472 else if (level == 1) 1487 else if (level == 1)
1473 sprintf (pl->contr->title, "%s wyrm", attacks[atnr]); 1488 sprintf (pl->contr->title, "%s wyrm", attacks[atnr]);
1502 object *skin = NULL; /* pointer to dragon skin force */ 1517 object *skin = NULL; /* pointer to dragon skin force */
1503 object *tmp = NULL; /* tmp. object */ 1518 object *tmp = NULL; /* tmp. object */
1504 char buf[MAX_BUF]; /* tmp. string buffer */ 1519 char buf[MAX_BUF]; /* tmp. string buffer */
1505 1520
1506 /* now grab the 'dragon_ability'-forces from the player's inventory */ 1521 /* 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
1510 for (tmp = who->inv; tmp; tmp = tmp->below) 1522 for (tmp = who->inv; tmp; tmp = tmp->below)
1511 if (tmp->type == FORCE) 1523 if (tmp->type == FORCE)
1512 if (tmp->arch->name == dragon_ability_force) 1524 if (tmp->arch->archname == shstr_dragon_ability_force)
1513 abil = tmp; 1525 abil = tmp;
1514 else if (tmp->arch->name == dragon_skin_force) 1526 else if (tmp->arch->archname == shstr_dragon_skin_force)
1515 skin = tmp; 1527 skin = tmp;
1516 1528
1517 /* if the force is missing -> bail out */ 1529 /* if the force is missing -> bail out */
1518 if (abil == NULL) 1530 if (abil == NULL)
1519 return; 1531 return;
1595 */ 1607 */
1596void 1608void
1597player_lvl_adj (object *who, object *op) 1609player_lvl_adj (object *who, object *op)
1598{ 1610{
1599 char buf[MAX_BUF]; 1611 char buf[MAX_BUF];
1612 bool changed = false;
1600 1613
1601 if (!op) /* when rolling stats */ 1614 if (!op) /* when rolling stats */
1602 op = who; 1615 op = who;
1603 1616
1604 if (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul)) 1617 while (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul))
1605 { 1618 {
1619 changed = true;
1620
1606 op->level++; 1621 op->level++;
1607 1622
1608 if (op && op == who && op->stats.exp > 1 && is_dragon_pl (who)) 1623 if (op && op == who && op->stats.exp > 1 && is_dragon_pl (who))
1609 dragon_level_gain (who); 1624 dragon_level_gain (who);
1610 1625
1614 who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1; 1629 who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1;
1615 who->contr->levsp[who->level] = die_roll (2, 3, who, PREFER_HIGH); 1630 who->contr->levsp[who->level] = die_roll (2, 3, who, PREFER_HIGH);
1616 who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1; 1631 who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1;
1617 } 1632 }
1618 1633
1619 who->update_stats ();
1620 if (op->level > 1) 1634 if (op->level > 1)
1621 { 1635 {
1622 if (op->type != PLAYER) 1636 if (op->type != PLAYER)
1637 {
1638 who->contr->play_sound (sound_find ("skill_up"));
1623 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); 1639 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1640 }
1624 else 1641 else
1642 {
1643 who->contr->play_sound (sound_find ("level_up"));
1625 sprintf (buf, "You are now level %d.", op->level); 1644 sprintf (buf, "You are now level %d.", op->level);
1645 }
1626 1646
1627 if (who) 1647 if (who)
1628 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); 1648 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1629 } 1649 }
1630
1631 player_lvl_adj (who, op); /* To increase more levels */
1632 } 1650 }
1651
1633 else if (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul)) 1652 while (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul))
1634 { 1653 {
1654 changed = true;
1655
1635 op->level--; 1656 op->level--;
1636 who->update_stats ();
1637 1657
1638 if (op->type != PLAYER) 1658 if (op->type != PLAYER)
1639 { 1659 {
1640 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); 1660 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1641 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); 1661 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1642 } 1662 }
1663 }
1643 1664
1644 player_lvl_adj (who, op); /* To decrease more levels */ 1665 if (changed)
1645 } 1666 {
1646 1667 who->update_stats ();
1668 esrv_update_stats (who->contr);
1647 /* check if the spell data has changed */ 1669 /* check if the spell data has changed */
1648 esrv_update_stats (who->contr);
1649 esrv_update_spells (who->contr); 1670 esrv_update_spells (who->contr);
1671 }
1650} 1672}
1651 1673
1652/* 1674/*
1653 * Returns how much experience is needed for a player to become 1675 * Returns how much experience is needed for a player to become
1654 * the given level. level should really never exceed max_level 1676 * the given level. level should really never exceed max_level

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