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Comparing deliantra/server/common/living.C (file contents):
Revision 1.21 by root, Mon Dec 25 06:53:39 2006 UTC vs.
Revision 1.46 by root, Tue May 1 05:48:19 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game
3 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
4 Copyright (C) 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", "intelligence", "wisdom", "power", "charisma" 230 "strength", "dexterity", "constitution", "intelligence", "wisdom", "power", "charisma"
230}; 231};
676 */ 677 */
677 678
678void 679void
679object::drain_stat () 680object::drain_stat ()
680{ 681{
681 drain_specific_stat (RANDOM () % NUM_STATS); 682 drain_specific_stat (rndm (NUM_STATS));
682} 683}
683 684
684void 685void
685object::drain_specific_stat (int deplete_stats) 686object::drain_specific_stat (int deplete_stats)
686{ 687{
754 return; 755 return;
755 756
756 /* Randomly change the players luck. Basically, we move it 757 /* Randomly change the players luck. Basically, we move it
757 * back neutral (if greater>0, subtract, otherwise add) 758 * back neutral (if greater>0, subtract, otherwise add)
758 */ 759 */
759 if (RANDOM () % (FABS (tmp->stats.luck)) >= RANDOM () % 30) 760 if (rndm (abs (tmp->stats.luck)) >= rndm (30))
760 { 761 {
761 int diff = tmp->stats.luck > 0 ? -1 : 1; 762 int diff = tmp->stats.luck > 0 ? -1 : 1;
762 763
763 stats.luck += diff; 764 stats.luck += diff;
764 tmp->stats.luck += diff; 765 tmp->stats.luck += diff;
817 * Updates all abilities given by applied objects in the inventory 818 * Updates all abilities given by applied objects in the inventory
818 * of the given object. Note: This function works for both monsters 819 * of the given object. Note: This function works for both monsters
819 * and players; the "player" in the name is purely an archaic inheritance. 820 * and players; the "player" in the name is purely an archaic inheritance.
820 * This functions starts from base values (archetype or player object) 821 * This functions starts from base values (archetype or player object)
821 * and then adjusts them according to what the player has equipped. 822 * and then adjusts them according to what the player has equipped.
822 */ 823 *
823
824/* July 95 - inserted stuff to handle new skills/exp system - b.t. 824 * July 95 - inserted stuff to handle new skills/exp system - b.t.
825 spell system split, grace points now added to system --peterm 825 * spell system split, grace points now added to system --peterm
826 */ 826 */
827
828void 827void
829object::update_stats () 828object::update_stats ()
830{ 829{
831 int i, j; 830 int i, j;
832 float f, max = 9, added_speed = 0, bonus_speed = 0, sp_tmp, speed_reduce_from_disease = 1; 831 float f, max = 9, added_speed = 0, bonus_speed = 0, sp_tmp, speed_reduce_from_disease = 1;
833 int weapon_weight = 0, weapon_speed = 0; 832 int weapon_weight = 0, weapon_speed = 0;
834 int best_wc = 0, best_ac = 0, wc = 0, ac = 0; 833 int best_wc = 0, best_ac = 0, wc = 0, ac = 0;
835 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; 834 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS];
836 object *grace_obj = NULL, *mana_obj = NULL, *wc_obj = NULL, *tmp; 835 object *grace_obj = NULL, *mana_obj = NULL, *wc_obj = NULL, *tmp;
836 float old_speed = speed;
837 837
838 /* First task is to clear all the values back to their original values */ 838 /* First task is to clear all the values back to their original values */
839 if (type == PLAYER) 839 if (type == PLAYER)
840 { 840 {
841 for (i = 0; i < NUM_STATS; i++) 841 for (i = 0; i < NUM_STATS; i++)
843 843
844 if (settings.spell_encumbrance == TRUE) 844 if (settings.spell_encumbrance == TRUE)
845 contr->encumbrance = 0; 845 contr->encumbrance = 0;
846 846
847 attacktype = 0; 847 attacktype = 0;
848
848 contr->digestion = 0; 849 contr->digestion = 0;
849 contr->gen_hp = 0; 850 contr->gen_hp = 0;
850 contr->gen_sp = 0; 851 contr->gen_sp = 0;
851 contr->gen_grace = 0; 852 contr->gen_grace = 0;
852 contr->gen_sp_armour = 10; 853 contr->gen_sp_armour = 10;
853 contr->item_power = 0; 854 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 } 855 }
864 856
865 memcpy (body_used, body_info, sizeof (body_info)); 857 memcpy (body_used, body_info, sizeof (body_info));
866 858
867 slaying = 0; 859 slaying = 0;
879 if (!QUERY_FLAG (&arch->clone, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL); 871 if (!QUERY_FLAG (&arch->clone, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL);
880 if (!QUERY_FLAG (&arch->clone, FLAG_REFL_MISSILE)) CLEAR_FLAG (this, FLAG_REFL_MISSILE); 872 if (!QUERY_FLAG (&arch->clone, FLAG_REFL_MISSILE)) CLEAR_FLAG (this, FLAG_REFL_MISSILE);
881 if (!QUERY_FLAG (&arch->clone, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD); 873 if (!QUERY_FLAG (&arch->clone, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD);
882 if (!QUERY_FLAG (&arch->clone, FLAG_SEE_IN_DARK )) CLEAR_FLAG (this, FLAG_SEE_IN_DARK); 874 if (!QUERY_FLAG (&arch->clone, FLAG_SEE_IN_DARK )) CLEAR_FLAG (this, FLAG_SEE_IN_DARK);
883 875
884 path_attuned = arch->clone.path_attuned; 876 path_attuned = arch->clone.path_attuned;
885 path_repelled = arch->clone.path_repelled; 877 path_repelled = arch->clone.path_repelled;
886 path_denied = arch->clone.path_denied; 878 path_denied = arch->clone.path_denied;
887 glow_radius = arch->clone.glow_radius; 879 glow_radius = arch->clone.glow_radius;
888 move_type = arch->clone.move_type; 880 move_type = arch->clone.move_type;
881
889 chosen_skill = NULL; 882 chosen_skill = 0;
890 883
891 /* initializing resistances from the values in player/monster's 884 /* initializing resistances from the values in player/monster's
892 * archetype clone 885 * archetype clone
893 */ 886 */
894 memcpy (&resist, &arch->clone.resist, sizeof (resist)); 887 memcpy (&resist, &arch->clone.resist, sizeof (resist));
897 { 890 {
898 if (resist[i] > 0) 891 if (resist[i] > 0)
899 prot[i] = resist[i], vuln[i] = 0; 892 prot[i] = resist[i], vuln[i] = 0;
900 else 893 else
901 vuln[i] = -(resist[i]), prot[i] = 0; 894 vuln[i] = -(resist[i]), prot[i] = 0;
895
902 potion_resist[i] = 0; 896 potion_resist[i] = 0;
903 } 897 }
904 898
905 wc = arch->clone.stats.wc; 899 wc = arch->clone.stats.wc;
906 stats.dam = arch->clone.stats.dam; 900 stats.dam = arch->clone.stats.dam;
924 speed = arch->clone.speed; 918 speed = arch->clone.speed;
925 919
926 /* OK - we've reset most all the objects attributes to sane values. 920 /* OK - we've reset most all the objects attributes to sane values.
927 * now go through and make adjustments for what the player has equipped. 921 * now go through and make adjustments for what the player has equipped.
928 */ 922 */
929
930 for (tmp = inv; tmp; tmp = tmp->below) 923 for (tmp = inv; tmp; tmp = tmp->below)
931 { 924 {
932 /* See note in map.c:update_position about making this additive 925 /* See note in map.c:update_position about making this additive
933 * since light sources are never applied, need to put check here. 926 * since light sources are never applied, need to put check here.
934 */ 927 */
935 if (tmp->glow_radius > glow_radius) 928 if (tmp->glow_radius > glow_radius)
936 glow_radius = tmp->glow_radius; 929 glow_radius = tmp->glow_radius;
937 930
938 /* This happens because apply_potion calls change_abil with the potion 931 /* This happens because apply_potion calls change_abil with the potion
939 * applied so we can tell the player what chagned. But change_abil 932 * applied so we can tell the player what changed. But change_abil
940 * then calls this function. 933 * then calls this function.
941 */ 934 */
942 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION) 935 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION)
943 continue; 936 continue;
944 937
970 * in the praying skill, and the player should always get those. 963 * 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, 964 * 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 965 * because the skill shouldn't count against body positions being used
973 * up, etc. 966 * up, etc.
974 */ 967 */
975 if ((QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type != CONTAINER && tmp->type != CLOSE_CON) || 968 if ((QUERY_FLAG (tmp, FLAG_APPLIED)
969 && tmp->type != CONTAINER
970 && tmp->type != CLOSE_CON)
971 || (tmp->type == SKILL
976 (tmp->type == SKILL && tmp->subtype == SK_PRAYING)) 972 && tmp->subtype == SK_PRAYING))
977 { 973 {
978 if (type == PLAYER) 974 if (type == PLAYER)
979 { 975 {
980 if (tmp->type == BOW)
981 contr->ranges[range_bow] = tmp;
982
983 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 976 if ((tmp->type == WEAPON || tmp->type == BOW)
984 contr->ranges[range_misc] = tmp; 977 && tmp != current_weapon)
978 continue;
985 979
986 for (i = 0; i < NUM_STATS; i++) 980 for (i = 0; i < NUM_STATS; i++)
987 change_attr_value (&(stats), i, get_attr_value (&(tmp->stats), i)); 981 change_attr_value (&stats, i, get_attr_value (&tmp->stats, i));
988 982
989 /* these are the items that currently can change digestion, regeneration, 983 /* these are the items that currently can change digestion, regeneration,
990 * spell point recovery and mana point recovery. Seems sort of an arbitary 984 * spell point recovery and mana point recovery. Seems sort of an arbitary
991 * list, but other items store other info into stats array. 985 * list, but other items store other info into stats array.
992 */ 986 */
993 if ((tmp->type == WEAPON) || 987 if ((tmp->type == WEAPON) || (tmp->type == BOW) ||
994 (tmp->type == ARMOUR) || (tmp->type == HELMET) || 988 (tmp->type == ARMOUR) || (tmp->type == HELMET) ||
995 (tmp->type == SHIELD) || (tmp->type == RING) || 989 (tmp->type == SHIELD) || (tmp->type == RING) ||
996 (tmp->type == BOOTS) || (tmp->type == GLOVES) || 990 (tmp->type == BOOTS) || (tmp->type == GLOVES) ||
997 (tmp->type == AMULET) || (tmp->type == GIRDLE) || 991 (tmp->type == AMULET) || (tmp->type == GIRDLE) ||
998 (tmp->type == BRACERS) || (tmp->type == CLOAK) || 992 (tmp->type == BRACERS) || (tmp->type == CLOAK) ||
1005 contr->gen_grace += tmp->stats.grace; 999 contr->gen_grace += tmp->stats.grace;
1006 contr->gen_sp_armour += tmp->gen_sp_armour; 1000 contr->gen_sp_armour += tmp->gen_sp_armour;
1007 contr->item_power += tmp->item_power; 1001 contr->item_power += tmp->item_power;
1008 } 1002 }
1009 } /* if this is a player */ 1003 } /* if this is a player */
1004 else
1005 {
1006 if (tmp->type == WEAPON)
1007 current_weapon = tmp;
1008 }
1010 1009
1011 /* Update slots used for items */ 1010 /* Update slots used for items */
1012 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 1011 if (QUERY_FLAG (tmp, FLAG_APPLIED))
1013 for (i = 0; i < NUM_BODY_LOCATIONS; i++) 1012 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
1014 body_used[i] += tmp->body_info[i]; 1013 body_used[i] += tmp->body_info[i];
1015 1014
1016 if (tmp->type == SYMPTOM) 1015 if (tmp->type == SYMPTOM)
1017 { 1016 {
1018 speed_reduce_from_disease = tmp->last_sp / 100.0; 1017 speed_reduce_from_disease = tmp->last_sp / 100.f;
1018
1019 if (speed_reduce_from_disease == 0) 1019 if (speed_reduce_from_disease == 0)
1020 speed_reduce_from_disease = 1; 1020 speed_reduce_from_disease = 1;
1021 } 1021 }
1022 1022
1023 /* Pos. and neg. protections are counted seperate (-> pro/vuln). 1023 /* Pos. and neg. protections are counted seperate (-> pro/vuln).
1024 * (Negative protections are calculated extactly like positive.) 1024 * (Negative protections are calculated exactly like positive.)
1025 * Resistance from potions are treated special as well. If there's 1025 * Resistance from potions are treated special as well. If there's
1026 * more than one potion-effect, the bigger prot.-value is taken. 1026 * more than one potion-effect, the bigger prot.-value is taken.
1027 */ 1027 */
1028 if (tmp->type != POTION) 1028 if (tmp->type != POTION)
1029 { 1029 {
1030 for (i = 0; i < NROFATTACKS; i++) 1030 for (i = 0; i < NROFATTACKS; i++)
1031 { 1031 {
1032 /* Potential for cursed potions, in which case we just can use 1032 /* Potential for cursed potions, in which case we just can use
1033 * a straight MAX, as potion_resist is initialized to zero. 1033 * a straight MAX, as potion_resist is initialised to zero.
1034 */ 1034 */
1035 if (tmp->type == POTION_EFFECT) 1035 if (tmp->type == POTION_EFFECT)
1036 { 1036 {
1037 if (potion_resist[i]) 1037 if (potion_resist[i])
1038 potion_resist[i] = MAX (potion_resist[i], tmp->resist[i]); 1038 potion_resist[i] = MAX (potion_resist[i], tmp->resist[i]);
1039 else 1039 else
1040 potion_resist[i] = tmp->resist[i]; 1040 potion_resist[i] = tmp->resist[i];
1041 } 1041 }
1042 else if (tmp->resist[i] > 0) 1042 else if (tmp->resist[i] > 0)
1043 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100; 1043 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100;
1044 else if (tmp->resist[i] < 0) 1044 else if (tmp->resist[i] < 0)
1045 vuln[i] += ((100 - vuln[i]) * (-tmp->resist[i])) / 100; 1045 vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100;
1046 } 1046 }
1047 } 1047 }
1048 1048
1049 /* There may be other things that should not adjust the attacktype */ 1049 /* There may be other things that should not adjust the attacktype */
1050 if (tmp->type != BOW && tmp->type != SYMPTOM) 1050 if ((tmp->type != WEAPON && tmp->type != BOW && tmp->type != SYMPTOM)
1051 || current_weapon == tmp)
1052 {
1051 attacktype |= tmp->attacktype; 1053 attacktype |= tmp->attacktype;
1052
1053 path_attuned |= tmp->path_attuned; 1054 path_attuned |= tmp->path_attuned;
1054 path_repelled |= tmp->path_repelled; 1055 path_repelled |= tmp->path_repelled;
1055 path_denied |= tmp->path_denied; 1056 path_denied |= tmp->path_denied;
1057 move_type |= tmp->move_type;
1056 stats.luck += tmp->stats.luck; 1058 stats.luck += tmp->stats.luck;
1057 move_type |= tmp->move_type; 1059 }
1058 1060
1059 if (QUERY_FLAG (tmp, FLAG_LIFESAVE )) SET_FLAG (this, FLAG_LIFESAVE); 1061 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); 1062 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); 1063 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); 1064 if (QUERY_FLAG (tmp, FLAG_STEALTH )) SET_FLAG (this, FLAG_STEALTH);
1075 1077
1076 if (tmp->stats.exp && tmp->type != SKILL) 1078 if (tmp->stats.exp && tmp->type != SKILL)
1077 { 1079 {
1078 if (tmp->stats.exp > 0) 1080 if (tmp->stats.exp > 0)
1079 { 1081 {
1080 added_speed += (float) tmp->stats.exp / 3.0; 1082 added_speed += tmp->stats.exp / 3.f;
1081 bonus_speed += 1.0 + (float) tmp->stats.exp / 3.0; 1083 bonus_speed += tmp->stats.exp / 3.f + 1.f;
1082 } 1084 }
1083 else 1085 else
1084 added_speed += (float) tmp->stats.exp; 1086 added_speed += tmp->stats.exp;
1085 } 1087 }
1086 1088
1087 switch (tmp->type) 1089 switch (tmp->type)
1088 { 1090 {
1091#if 0
1092 case WAND:
1093 case ROD:
1094 case HORN:
1095 if (type != PLAYER || current_weapon == tmp)
1096 chosen_skill = tmp;
1097 break;
1098#endif
1099
1089 /* skills modifying the character -b.t. */ 1100 /* skills modifying the character -b.t. */
1090 /* for all skills and skill granting objects */ 1101 /* for all skills and skill granting objects */
1091 case SKILL: 1102 case SKILL:
1092 if (!QUERY_FLAG (tmp, FLAG_APPLIED)) 1103 if (!QUERY_FLAG (tmp, FLAG_APPLIED))
1093 break; 1104 break;
1101 chosen_skill = tmp; 1112 chosen_skill = tmp;
1102 1113
1103 if (tmp->stats.dam > 0) 1114 if (tmp->stats.dam > 0)
1104 { /* skill is a 'weapon' */ 1115 { /* skill is a 'weapon' */
1105 if (!QUERY_FLAG (this, FLAG_READY_WEAPON)) 1116 if (!QUERY_FLAG (this, FLAG_READY_WEAPON))
1106 weapon_speed = (int) WEAPON_SPEED (tmp); 1117 weapon_speed = WEAPON_SPEED (tmp);
1107 1118
1108 if (weapon_speed < 0) 1119 if (weapon_speed < 0)
1109 weapon_speed = 0; 1120 weapon_speed = 0;
1110 1121
1111 weapon_weight = tmp->weight; 1122 weapon_weight = tmp->weight;
1114 if (tmp->magic) 1125 if (tmp->magic)
1115 stats.dam += tmp->magic; 1126 stats.dam += tmp->magic;
1116 } 1127 }
1117 1128
1118 if (tmp->stats.wc) 1129 if (tmp->stats.wc)
1119 wc -= (tmp->stats.wc + tmp->magic); 1130 wc -= tmp->stats.wc + tmp->magic;
1120 1131
1121 if (tmp->slaying != NULL) 1132 if (tmp->slaying)
1122 slaying = tmp->slaying; 1133 slaying = tmp->slaying;
1123 1134
1124 if (tmp->stats.ac) 1135 if (tmp->stats.ac)
1125 ac -= (tmp->stats.ac + tmp->magic); 1136 ac -= tmp->stats.ac + tmp->magic;
1126 1137
1127 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1138 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1128 contr->encumbrance += (int) 3 *tmp->weight / 1000; 1139 contr->encumbrance += (int) 3 *tmp->weight / 1000;
1129
1130 if (type == PLAYER)
1131 contr->ranges[range_skill] = this;
1132 1140
1133 break; 1141 break;
1134 1142
1135 case SKILL_TOOL: 1143 case SKILL_TOOL:
1136 if (chosen_skill) 1144 if (chosen_skill)
1137 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name); 1145 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name);
1138 1146
1139 chosen_skill = tmp; 1147 chosen_skill = tmp;
1140
1141 if (type == PLAYER)
1142 contr->ranges[range_skill] = this;
1143 break; 1148 break;
1144 1149
1145 case SHIELD: 1150 case SHIELD:
1146 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1151 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1147 contr->encumbrance += (int) tmp->weight / 2000; 1152 contr->encumbrance += (int) tmp->weight / 2000;
1151 case HELMET: 1156 case HELMET:
1152 case BOOTS: 1157 case BOOTS:
1153 case GLOVES: 1158 case GLOVES:
1154 case CLOAK: 1159 case CLOAK:
1155 if (tmp->stats.wc) 1160 if (tmp->stats.wc)
1156 wc -= (tmp->stats.wc + tmp->magic); 1161 wc -= tmp->stats.wc + tmp->magic;
1157 1162
1158 if (tmp->stats.dam) 1163 if (tmp->stats.dam)
1159 stats.dam += (tmp->stats.dam + tmp->magic); 1164 stats.dam += tmp->stats.dam + tmp->magic;
1160 1165
1161 if (tmp->stats.ac) 1166 if (tmp->stats.ac)
1162 ac -= (tmp->stats.ac + tmp->magic); 1167 ac -= tmp->stats.ac + tmp->magic;
1163 1168
1164 break; 1169 break;
1165 1170
1171 case BOW:
1166 case WEAPON: 1172 case WEAPON:
1173 if (type != PLAYER || current_weapon == tmp)
1174 {
1167 wc -= (tmp->stats.wc + tmp->magic); 1175 wc -= tmp->stats.wc + tmp->magic;
1168 1176
1169 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0) 1177 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0)
1170 ac -= tmp->stats.ac + tmp->magic; 1178 ac -= tmp->stats.ac + tmp->magic;
1171 1179
1172 stats.dam += (tmp->stats.dam + tmp->magic); 1180 stats.dam += tmp->stats.dam + tmp->magic;
1173 weapon_weight = tmp->weight; 1181 weapon_weight = tmp->weight;
1174 weapon_speed = ((int) WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2; 1182 weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2;
1175 1183
1176 if (weapon_speed < 0) 1184 if (weapon_speed < 0)
1177 weapon_speed = 0; 1185 weapon_speed = 0;
1178 1186
1179 slaying = tmp->slaying; 1187 slaying = tmp->slaying;
1188
1180 /* If there is desire that two handed weapons should do 1189 /* If there is desire that two handed weapons should do
1181 * extra strength damage, this is where the code should 1190 * extra strength damage, this is where the code should
1182 * go. 1191 * go.
1183 */ 1192 */
1184 current_weapon = tmp; 1193
1185 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1194 if (type == PLAYER)
1195 if (settings.spell_encumbrance)
1186 contr->encumbrance += (int) 3 *tmp->weight / 1000; 1196 contr->encumbrance += tmp->weight * 3 / 1000;
1197 }
1187 1198
1188 break; 1199 break;
1189 1200
1190 case ARMOUR: /* Only the best of these three are used: */ 1201 case ARMOUR: /* Only the best of these three are used: */
1191 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1202 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1192 contr->encumbrance += (int) tmp->weight / 1000; 1203 contr->encumbrance += tmp->weight / 1000;
1193 1204
1194 case BRACERS: 1205 case BRACERS:
1195 case FORCE: 1206 case FORCE:
1196 if (tmp->stats.wc) 1207 if (tmp->stats.wc)
1197 { 1208 {
1219 wc -= (tmp->stats.wc + tmp->magic); 1230 wc -= (tmp->stats.wc + tmp->magic);
1220 1231
1221 if (tmp->stats.ac) 1232 if (tmp->stats.ac)
1222 ac -= (tmp->stats.ac + tmp->magic); 1233 ac -= (tmp->stats.ac + tmp->magic);
1223 1234
1224 if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.0 < max) 1235 if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.f < max)
1225 max = ARMOUR_SPEED (tmp) / 10.0; 1236 max = ARMOUR_SPEED (tmp) / 10.f;
1226 1237
1227 break; 1238 break;
1228 } /* switch tmp->type */ 1239 } /* switch tmp->type */
1229 } /* item is equipped */ 1240 } /* item is equipped */
1230 } /* for loop of items */ 1241 } /* for loop of items */
1298 1309
1299 if (mana_obj == this && type == PLAYER) 1310 if (mana_obj == this && type == PLAYER)
1300 stats.maxsp = 1; 1311 stats.maxsp = 1;
1301 else 1312 else
1302 { 1313 {
1303 sp_tmp = 0.0; 1314 sp_tmp = 0.f;
1304 1315
1305 for (i = 1; i <= mana_obj->level && i <= 10; i++) 1316 for (i = 1; i <= mana_obj->level && i <= 10; i++)
1306 { 1317 {
1307 float stmp; 1318 float stmp;
1308 1319
1309 /* Got some extra bonus at first level */ 1320 /* Got some extra bonus at first level */
1310 if (i < 2) 1321 if (i < 2)
1311 stmp = contr->levsp[i] + ((2.0 * (float) sp_bonus[stats.Pow] + (float) sp_bonus[stats.Int]) / 6.0); 1322 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 6.f;
1312 else 1323 else
1313 stmp = (float) contr->levsp[i] + (2.0 * (float) sp_bonus[stats.Pow] + (float) sp_bonus[stats.Int]) / 12.0; 1324 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 12.f;
1314 1325
1315 if (stmp < 1.0) 1326 if (stmp < 1.f)
1316 stmp = 1.0; 1327 stmp = 1.f;
1317 1328
1318 sp_tmp += stmp; 1329 sp_tmp += stmp;
1319 } 1330 }
1320 1331
1321 stats.maxsp = (int) sp_tmp; 1332 stats.maxsp = (sint16)sp_tmp;
1322 1333
1323 for (i = 11; i <= mana_obj->level; i++) 1334 for (i = 11; i <= mana_obj->level; i++)
1324 stats.maxsp += 2; 1335 stats.maxsp += 2;
1325 } 1336 }
1326 /* Characters can get their sp supercharged via rune of transferrance */ 1337 /* Characters can get their sp supercharged via rune of transferrance */
1338 /* store grace in a float - this way, the divisions below don't create 1349 /* store grace in a float - this way, the divisions below don't create
1339 * big jumps when you go from level to level - with int's, it then 1350 * big jumps when you go from level to level - with int's, it then
1340 * becomes big jumps when the sums of the bonuses jump to the next 1351 * becomes big jumps when the sums of the bonuses jump to the next
1341 * step of 8 - with floats, even fractional ones are useful. 1352 * step of 8 - with floats, even fractional ones are useful.
1342 */ 1353 */
1343 sp_tmp = 0.0; 1354 sp_tmp = 0.f;
1344 for (i = 1, stats.maxgrace = 0; i <= grace_obj->level && i <= 10; i++) 1355 for (i = 1, stats.maxgrace = 0; i <= grace_obj->level && i <= 10; i++)
1345 { 1356 {
1346 float grace_tmp = 0.0; 1357 float grace_tmp = 0.f;
1347 1358
1348 /* Got some extra bonus at first level */ 1359 /* Got some extra bonus at first level */
1349 if (i < 2) 1360 if (i < 2)
1350 grace_tmp = contr->levgrace[i] + (((float) grace_bonus[stats.Pow] + 1361 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 6.f;
1351 2.0 * (float) grace_bonus[stats.Wis]) / 6.0);
1352 else 1362 else
1353 grace_tmp = (float) contr->levgrace[i]
1354 + ((float) grace_bonus[stats.Pow] + 2.0 * (float) grace_bonus[stats.Wis]) / 12.0; 1363 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 12.f;
1355 1364
1356 if (grace_tmp < 1.0) 1365 if (grace_tmp < 1.f)
1357 grace_tmp = 1.0; 1366 grace_tmp = 1.f;
1358 1367
1359 sp_tmp += grace_tmp; 1368 sp_tmp += grace_tmp;
1360 } 1369 }
1361 1370
1362 stats.maxgrace = (int) sp_tmp; 1371 stats.maxgrace = (sint16)sp_tmp;
1363 1372
1364 /* two grace points per level after 11 */ 1373 /* two grace points per level after 11 */
1365 for (i = 11; i <= grace_obj->level; i++) 1374 for (i = 11; i <= grace_obj->level; i++)
1366 stats.maxgrace += 2; 1375 stats.maxgrace += 2;
1367 } 1376 }
1387 * monster bonus the same as before. -b.t. 1396 * monster bonus the same as before. -b.t.
1388 */ 1397 */
1389 1398
1390 if (type == PLAYER && wc_obj && wc_obj->level > 1) 1399 if (type == PLAYER && wc_obj && wc_obj->level > 1)
1391 { 1400 {
1392 wc -= (wc_obj->level + thaco_bonus[stats.Str]); 1401 wc -= wc_obj->level + thaco_bonus[stats.Str];
1402
1393 for (i = 1; i < wc_obj->level; i++) 1403 for (i = 1; i < wc_obj->level; i++)
1394 { 1404 {
1395 /* addtional wc every 6 levels */ 1405 /* addtional wc every 6 levels */
1396 if (!(i % 6)) 1406 if (!(i % 6))
1397 wc--; 1407 wc--;
1408
1398 /* addtional dam every 4 levels. */ 1409 /* addtional dam every 4 levels. */
1399 if (!(i % 4) && (dam_bonus[stats.Str] >= 0)) 1410 if (!(i % 4) && dam_bonus[stats.Str] >= 0)
1400 stats.dam += (1 + (dam_bonus[stats.Str] / 5)); 1411 stats.dam += 1 + dam_bonus[stats.Str] / 5;
1401 } 1412 }
1402 } 1413 }
1403 else 1414 else
1404 wc -= (level + thaco_bonus[stats.Str]); 1415 wc -= level + thaco_bonus[stats.Str];
1405 1416
1406 stats.dam += dam_bonus[stats.Str]; 1417 stats.dam += dam_bonus[stats.Str];
1407 1418
1408 if (stats.dam < 1) 1419 if (stats.dam < 1)
1409 stats.dam = 1; 1420 stats.dam = 1;
1410 1421
1411 speed = 1.0 + speed_bonus[stats.Dex]; 1422 speed = 1.f + speed_bonus[stats.Dex];
1412 1423
1413 if (settings.search_items && contr->search_str[0]) 1424 if (settings.search_items && contr->search_str[0])
1414 speed -= 1; 1425 speed -= 1;
1415 1426
1416 if (attacktype == 0) 1427 if (attacktype == 0)
1417 attacktype = arch->clone.attacktype; 1428 attacktype = arch->clone.attacktype;
1418 1429
1419 } /* End if player */ 1430 } /* End if player */
1420 1431
1421 if (added_speed >= 0) 1432 if (added_speed >= 0)
1422 speed += added_speed / 10.0; 1433 speed += added_speed / 10.f;
1423 else /* Something wrong here...: */ 1434 else /* Something wrong here...: */
1424 speed /= (float) (1.0 - added_speed); 1435 speed /= 1.f - added_speed;
1425 1436
1426 /* Max is determined by armour */ 1437 /* Max is determined by armour */
1427 if (speed > max) 1438 if (speed > max)
1428 speed = max; 1439 speed = max;
1429 1440
1434 * weight limit, then player suffers a speed reduction based on how 1445 * weight limit, then player suffers a speed reduction based on how
1435 * much above he is, and what is max carry is 1446 * much above he is, and what is max carry is
1436 */ 1447 */
1437 f = (carrying / 1000) - max_carry[stats.Str]; 1448 f = (carrying / 1000) - max_carry[stats.Str];
1438 if (f > 0) 1449 if (f > 0)
1439 speed = speed / (1.0 + f / max_carry[stats.Str]); 1450 speed = speed / (1.f + f / max_carry[stats.Str]);
1440 } 1451 }
1441 1452
1442 speed += bonus_speed / 10.0; /* Not affected by limits */ 1453 speed += bonus_speed / 10.f; /* Not affected by limits */
1443 1454
1444 /* Put a lower limit on speed. Note with this speed, you move once every 1455 /* Put a lower limit on speed. Note with this speed, you move once every
1445 * 100 ticks or so. This amounts to once every 12 seconds of realtime. 1456 * 100 ticks or so. This amounts to once every 12 seconds of realtime.
1446 */ 1457 */
1447 speed = speed * speed_reduce_from_disease; 1458 speed = speed * speed_reduce_from_disease;
1448 1459
1449 if (speed < 0.01 && type == PLAYER) 1460 if (speed < 0.01f && type == PLAYER)
1450 speed = 0.01; 1461 speed = 0.01f;
1451 1462
1452 if (type == PLAYER) 1463 if (type == PLAYER)
1453 { 1464 {
1454 float M, W, s, D, K, S, M2;
1455
1456 /* (This formula was made by vidarl@ifi.uio.no) 1465 /* (This formula was made by vidarl@ifi.uio.no)
1457 * Note that we never used these values again - basically 1466 * Note that we never used these values again - basically
1458 * all of these could be subbed into one big equation, but 1467 * all of these could be subbed into one big equation, but
1459 * that would just be a real pain to read. 1468 * that would just be a real pain to read.
1460 */ 1469 */
1461 M = (max_carry[stats.Str] - 121) / 121.0; 1470 float M = (max_carry[stats.Str] - 121) / 121.f;
1462 M2 = max_carry[stats.Str] / 100.0; 1471 float M2 = max_carry[stats.Str] / 100.f;
1463 W = weapon_weight / 20000.0; 1472 float W = weapon_weight / 20000.f;
1464 s = 2 - weapon_speed / 10.0; 1473 float s = 2 - weapon_speed / 10.f;
1465 D = (stats.Dex - 14) / 14.0; 1474 float D = (stats.Dex - 14) / 14.f;
1466 K = 1 + M / 3.0 - W / (3 * M2) + speed / 5.0 + D / 2.0; 1475 float K = 1 + M / 3.f - W / (3 * M2) + speed / 5.f + D / 2.f;
1476
1467 K *= (4 + level) / (float) (6 + level) * 1.2; 1477 K *= (4 + level) *1.2f / (6 + level);
1478
1468 if (K <= 0) 1479 if (K <= 0.f)
1469 K = 0.01; 1480 K = 0.01f;
1481
1470 S = speed / (K * s); 1482 float S = speed / (K * s);
1483
1471 contr->weapon_sp = S; 1484 contr->weapon_sp = S;
1472 } 1485 }
1473 1486
1474 /* I want to limit the power of small monsters with big weapons: */ 1487 /* I want to limit the power of small monsters with big weapons: */
1475 if (type != PLAYER && arch != NULL && stats.dam > arch->clone.stats.dam * 3) 1488 if (type != PLAYER && arch && stats.dam > arch->clone.stats.dam * 3)
1476 stats.dam = arch->clone.stats.dam * 3; 1489 stats.dam = arch->clone.stats.dam * 3;
1477 1490
1478 /* Prevent overflows of wc - best you can get is ABS(120) - this 1491 /* Prevent overflows of wc - best you can get is ABS(120) - this
1479 * should be more than enough - remember, AC is also in 8 bits, 1492 * should be more than enough - remember, AC is also in 8 bits,
1480 * so its value is the same. 1493 * so its value is the same.
1502 if (move_type == 0) 1515 if (move_type == 0)
1503 move_type = MOVE_WALK; 1516 move_type = MOVE_WALK;
1504 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) 1517 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH))
1505 move_type &= ~MOVE_WALK; 1518 move_type &= ~MOVE_WALK;
1506 1519
1507 update_ob_speed (this); 1520 if (speed != old_speed)
1521 set_speed (speed);
1508 1522
1509 /* It is quite possible that a player's spell costing might have changed, 1523 /* It is quite possible that a player's spell costing might have changed,
1510 * so we will check that now. 1524 * so we will check that now.
1511 */ 1525 */
1512 if (type == PLAYER) 1526 if (type == PLAYER)
1513 { 1527 {
1514 esrv_update_stats (contr); 1528 esrv_update_stats (contr);
1515 esrv_update_spells (contr); 1529 esrv_update_spells (contr);
1516 } 1530 }
1531
1532 // update the mapspace, if we are on a map
1533 if (!flag [FLAG_REMOVED] && map)
1534 map->at (x, y).flags_ = 0;
1517} 1535}
1518 1536
1519/* 1537/*
1520 * Returns true if the given player is a legal class. 1538 * Returns true if the given player is a legal class.
1521 * The function to add and remove class-bonuses to the stats doesn't 1539 * The function to add and remove class-bonuses to the stats doesn't
1524 * false otherwise. 1542 * false otherwise.
1525 */ 1543 */
1526int 1544int
1527allowed_class (const object *op) 1545allowed_class (const object *op)
1528{ 1546{
1529 return op->stats.Dex > 0 && op->stats.Str > 0 && op->stats.Con > 0 && 1547 return op->stats.Dex > 0
1530 op->stats.Int > 0 && op->stats.Wis > 0 && op->stats.Pow > 0 && op->stats.Cha > 0; 1548 && op->stats.Str > 0
1549 && op->stats.Con > 0
1550 && op->stats.Int > 0
1551 && op->stats.Wis > 0
1552 && op->stats.Pow > 0
1553 && op->stats.Cha > 0;
1531} 1554}
1532 1555
1533/* 1556/*
1534 * set the new dragon name after gaining levels or 1557 * set the new dragon name after gaining levels or
1535 * changing ability focus (later this can be extended to 1558 * changing ability focus (later this can be extended to
1606 object *skin = NULL; /* pointer to dragon skin force */ 1629 object *skin = NULL; /* pointer to dragon skin force */
1607 object *tmp = NULL; /* tmp. object */ 1630 object *tmp = NULL; /* tmp. object */
1608 char buf[MAX_BUF]; /* tmp. string buffer */ 1631 char buf[MAX_BUF]; /* tmp. string buffer */
1609 1632
1610 /* now grab the 'dragon_ability'-forces from the player's inventory */ 1633 /* now grab the 'dragon_ability'-forces from the player's inventory */
1634 shstr_cmp dragon_ability_force ("dragon_ability_force");
1635 shstr_cmp dragon_skin_force ("dragon_skin_force");
1636
1611 for (tmp = who->inv; tmp != NULL; tmp = tmp->below) 1637 for (tmp = who->inv; tmp; tmp = tmp->below)
1612 {
1613 if (tmp->type == FORCE) 1638 if (tmp->type == FORCE)
1614 {
1615 if (strcmp (tmp->arch->name, "dragon_ability_force") == 0) 1639 if (tmp->arch->name == dragon_ability_force)
1616 abil = tmp; 1640 abil = tmp;
1617 if (strcmp (tmp->arch->name, "dragon_skin_force") == 0) 1641 else if (tmp->arch->name == dragon_skin_force)
1618 skin = tmp; 1642 skin = tmp;
1619 } 1643
1620 }
1621 /* if the force is missing -> bail out */ 1644 /* if the force is missing -> bail out */
1622 if (abil == NULL) 1645 if (abil == NULL)
1623 return; 1646 return;
1624 1647
1625 /* The ability_force keeps track of maximum level ever achieved. 1648 /* The ability_force keeps track of maximum level ever achieved.
1676 */ 1699 */
1677 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL); 1700 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL);
1678 skill_obj->stats.exp = 0; 1701 skill_obj->stats.exp = 0;
1679 skill_obj->level = 1; 1702 skill_obj->level = 1;
1680 insert_ob_in_ob (skill_obj, op); 1703 insert_ob_in_ob (skill_obj, op);
1704
1681 if (op->contr) 1705 if (op->contr)
1682 { 1706 {
1683 op->contr->last_skill_ob[skill_obj->subtype] = skill_obj; 1707 op->contr->last_skill_ob [skill_obj->subtype] = skill_obj;
1684 op->contr->last_skill_exp[skill_obj->subtype] = -1; 1708 if (op->contr->ns)
1709 op->contr->ns->last_skill_exp[skill_obj->subtype] = -1;//TODO: should be made superfluous
1685 } 1710 }
1711
1686 return skill_obj; 1712 return skill_obj;
1687} 1713}
1688 1714
1689 1715
1690/* player_lvl_adj() - for the new exp system. we are concerned with 1716/* player_lvl_adj() - for the new exp system. we are concerned with
1754sint64 1780sint64
1755level_exp (int level, double expmul) 1781level_exp (int level, double expmul)
1756{ 1782{
1757 if (level > settings.max_level) 1783 if (level > settings.max_level)
1758 return (sint64) (expmul * levels[settings.max_level]); 1784 return (sint64) (expmul * levels[settings.max_level]);
1785
1759 return (sint64) (expmul * levels[level]); 1786 return (sint64) (expmul * levels[level]);
1760} 1787}
1761 1788
1762/* 1789/*
1763 * Ensure that the permanent experience requirements in an exp object are met. 1790 * Ensure that the permanent experience requirements in an exp object are met.
1800 sint64 limit, exp_to_add; 1827 sint64 limit, exp_to_add;
1801 int i; 1828 int i;
1802 1829
1803 /* prevents some forms of abuse. */ 1830 /* prevents some forms of abuse. */
1804 if (op->contr->braced) 1831 if (op->contr->braced)
1805 exp = exp / 5; 1832 exp /= 5;
1806 1833
1807 /* Try to find the matching skill. 1834 /* Try to find the matching skill.
1808 * We do a shortcut/time saving mechanism first - see if it matches 1835 * We do a shortcut/time saving mechanism first - see if it matches
1809 * chosen_skill. This means we don't need to search through 1836 * chosen_skill. This means we don't need to search through
1810 * the players inventory. 1837 * the players inventory.
1811 */ 1838 */
1812 if (skill_name) 1839 if (skill_name)
1813 { 1840 {
1814 if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill)) 1841 if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill))
1945 del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction)); 1972 del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction));
1946 tmp->stats.exp -= del_exp; 1973 tmp->stats.exp -= del_exp;
1947 player_lvl_adj (op, tmp); 1974 player_lvl_adj (op, tmp);
1948 } 1975 }
1949 } 1976 }
1977
1950 if (flag != SK_SUBTRACT_SKILL_EXP) 1978 if (flag != SK_SUBTRACT_SKILL_EXP)
1951 { 1979 {
1952 del_exp = check_exp_loss (op, exp); 1980 del_exp = check_exp_loss (op, exp);
1953 op->stats.exp -= del_exp; 1981 op->stats.exp -= del_exp;
1954 player_lvl_adj (op, NULL); 1982 player_lvl_adj (op, NULL);
1955 } 1983 }
1956} 1984}
1957
1958
1959 1985
1960/* change_exp() - changes experience to a player/monster. This 1986/* change_exp() - changes experience to a player/monster. This
1961 * does bounds checking to make sure we don't overflow the max exp. 1987 * does bounds checking to make sure we don't overflow the max exp.
1962 * 1988 *
1963 * The exp passed is typically not modified much by this function - 1989 * The exp passed is typically not modified much by this function -
1964 * it is assumed the caller has modified the exp as needed. 1990 * it is assumed the caller has modified the exp as needed.
1965 * skill_name is the skill that should get the exp added. 1991 * skill_name is the skill that should get the exp added.
1966 * flag is what to do if player doesn't have the skill. 1992 * flag is what to do if player doesn't have the skill.
1967 * these last two values are only used for players. 1993 * these last two values are only used for players.
1968 */ 1994 */
1969
1970void 1995void
1971change_exp (object *op, sint64 exp, const char *skill_name, int flag) 1996change_exp (object *op, sint64 exp, const char *skill_name, int flag)
1972{ 1997{
1973
1974#ifdef EXP_DEBUG 1998#ifdef EXP_DEBUG
1975 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp); 1999 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp);
1976#endif 2000#endif
1977 2001
1978 /* safety */ 2002 /* safety */
2019 else 2043 else
2020 /* note that when you lose exp, it doesn't go against 2044 /* note that when you lose exp, it doesn't go against
2021 * a particular skill, so we don't need to pass that 2045 * a particular skill, so we don't need to pass that
2022 * along. 2046 * along.
2023 */ 2047 */
2024 subtract_player_exp (op, FABS (exp), skill_name, flag); 2048 subtract_player_exp (op, abs (exp), skill_name, flag);
2025
2026 } 2049 }
2027} 2050}
2028 2051
2029/* Applies a death penalty experience, the size of this is defined by the 2052/* Applies a death penalty experience, the size of this is defined by the
2030 * settings death_penalty_percentage and death_penalty_levels, and by the 2053 * settings death_penalty_percentage and death_penalty_levels, and by the
2031 * amount of permenent experience, whichever gives the lowest loss. 2054 * amount of permenent experience, whichever gives the lowest loss.
2032 */ 2055 */
2033
2034void 2056void
2035apply_death_exp_penalty (object *op) 2057apply_death_exp_penalty (object *op)
2036{ 2058{
2037 object *tmp; 2059 object *tmp;
2038 sint64 loss; 2060 sint64 loss;

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