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Comparing deliantra/server/common/living.C (file contents):
Revision 1.25 by pippijn, Sat Jan 6 14:42:29 2007 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) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
5 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team
6 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
7 7 *
8 This program is free software; you can redistribute it and/or modify 8 * This program is free software; you can redistribute it and/or modify
9 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
10 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
11 (at your option) any later version. 11 * (at your option) any later version.
12 12 *
13 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 GNU General Public License for more details. 16 * GNU General Public License for more details.
17 17 *
18 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
19 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 21 *
22 The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail at <crossfire@schmorp.de>
23*/ 23 */
24 24
25#include <global.h> 25#include <global.h>
26#include <funcpoint.h> 26#include <funcpoint.h>
27 27
28/* Handy little macro that adds exp and keeps it within bounds. Since 28/* Handy little macro that adds exp and keeps it within bounds. Since
192static const char *const drain_msg[NUM_STATS] = { 192static const char *const drain_msg[NUM_STATS] = {
193 "Oh no! You are weakened!", 193 "Oh no! You are weakened!",
194 "You're feeling clumsy!", 194 "You're feeling clumsy!",
195 "You feel less healthy", 195 "You feel less healthy",
196 "You suddenly begin to lose your memory!", 196 "You suddenly begin to lose your memory!",
197 "Watch out, your mind is going!",
198 "Your spirit feels drained!",
197 "Your face gets distorted!", 199 "Your face gets distorted!",
198 "Watch out, your mind is going!",
199 "Your spirit feels drained!"
200}; 200};
201const char *const restore_msg[NUM_STATS] = { 201const char *const restore_msg[NUM_STATS] = {
202 "You feel your strength return.", 202 "You feel your strength return.",
203 "You feel your agility return.", 203 "You feel your agility return.",
204 "You feel your health return.", 204 "You feel your health return.",
205 "You feel your memory return.",
205 "You feel your wisdom return.", 206 "You feel your wisdom return.",
207 "You feel your spirits return.",
206 "You feel your charisma return.", 208 "You feel your charisma return.",
207 "You feel your memory return.",
208 "You feel your spirits return."
209}; 209};
210const char *const gain_msg[NUM_STATS] = { 210const char *const gain_msg[NUM_STATS] = {
211 "You feel stronger.", 211 "You feel stronger.",
212 "You feel more agile.", 212 "You feel more agile.",
213 "You feel healthy.", 213 "You feel healthy.",
214 "You feel smarter.",
214 "You feel wiser.", 215 "You feel wiser.",
216 "You feel more potent.",
215 "You seem to look better.", 217 "You seem to look better.",
216 "You feel smarter.",
217 "You feel more potent."
218}; 218};
219const char *const lose_msg[NUM_STATS] = { 219const char *const lose_msg[NUM_STATS] = {
220 "You feel weaker!", 220 "You feel weaker!",
221 "You feel clumsy!", 221 "You feel clumsy!",
222 "You feel less healthy!", 222 "You feel less healthy!",
223 "You feel stupid!",
223 "You lose some of your memory!", 224 "You lose some of your memory!",
225 "You feel less potent!",
224 "You look ugly!", 226 "You look ugly!",
225 "You feel stupid!",
226 "You feel less potent!"
227}; 227};
228 228
229const char *const statname[NUM_STATS] = { 229const char *const statname[NUM_STATS] = {
230 "strength", "dexterity", "constitution", "intelligence", "wisdom", "power", "charisma" 230 "strength", "dexterity", "constitution", "intelligence", "wisdom", "power", "charisma"
231}; 231};
232 232
233const char *const short_stat_name[NUM_STATS] = { 233const char *const short_stat_name[NUM_STATS] = {
234 "Str", "Dex", "Con", "Int", "Wis", "Pow", "Cha" 234 "Str", "Dex", "Con", "Int", "Wis", "Pow", "Cha"
235}; 235};
236
237/*
238 * sets Str/Dex/con/Wis/Cha/Int/Pow in stats to value, depending on
239 * what attr is (STR to POW).
240 */
241void
242set_attr_value (living *stats, int attr, sint8 value)
243{
244 switch (attr)
245 {
246 case STR:
247 stats->Str = value;
248 break;
249 case DEX:
250 stats->Dex = value;
251 break;
252 case CON:
253 stats->Con = value;
254 break;
255 case WIS:
256 stats->Wis = value;
257 break;
258 case POW:
259 stats->Pow = value;
260 break;
261 case CHA:
262 stats->Cha = value;
263 break;
264 case INT:
265 stats->Int = value;
266 break;
267 }
268}
269 236
270/* 237/*
271 * 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)
272 * is added to the specified stat. 239 * is added to the specified stat.
273 */ 240 */
274void 241void
275change_attr_value (living *stats, int attr, sint8 value) 242change_attr_value (living *stats, int attr, sint8 value)
276{ 243{
277 if (value == 0) 244 stats->stat (attr) += value;
278 return;
279
280 switch (attr)
281 {
282 case STR:
283 stats->Str += value;
284 break;
285 case DEX:
286 stats->Dex += value;
287 break;
288 case CON:
289 stats->Con += value;
290 break;
291 case WIS:
292 stats->Wis += value;
293 break;
294 case POW:
295 stats->Pow += value;
296 break;
297 case CHA:
298 stats->Cha += value;
299 break;
300 case INT:
301 stats->Int += value;
302 break;
303 default:
304 LOG (llevError, "Invalid attribute in change_attr_value: %d\n", attr);
305 }
306}
307
308/*
309 * returns the specified stat. See also set_attr_value().
310 */
311
312sint8
313get_attr_value (const living *stats, int attr)
314{
315 switch (attr)
316 {
317 case STR: return stats->Str;
318 case DEX: return stats->Dex;
319 case CON: return stats->Con;
320 case WIS: return stats->Wis;
321 case CHA: return stats->Cha;
322 case INT: return stats->Int;
323 case POW: return stats->Pow;
324 }
325
326 return 0;
327} 245}
328 246
329/* 247/*
330 * 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
331 * 1-30 stat limit. 249 * 1-30 stat limit.
332 */ 250 */
333
334void 251void
335check_stat_bounds (living *stats) 252check_stat_bounds (living *stats)
336{ 253{
337 int i, v;
338
339 for (i = 0; i < NUM_STATS; i++) 254 for (int i = 0; i < NUM_STATS; i++)
340 if ((v = get_attr_value (stats, i)) > MAX_STAT) 255 {
341 set_attr_value (stats, i, MAX_STAT); 256 sint8 &v = stats->stat (i);
342 else if (v < MIN_STAT) 257 v = clamp (v, MIN_STAT, MAX_STAT);
343 set_attr_value (stats, i, MIN_STAT); 258 }
344} 259}
345 260
346#define ORIG_S(xyz,abc) (op->contr->orig_stats.abc) 261#define ORIG_S(xyz,abc) (op->contr->orig_stats.abc)
347 262
348/* 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,
357/* 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
358 * the object. 273 * the object.
359 * 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
360 * can be applied or not. 275 * can be applied or not.
361 * 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
362 * displayed - fix_player should really always be called after this when 277 * displayed - update_stats should really always be called after this when
363 * 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
364 * 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
365 * 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
366 * that gives them that ability. 281 * that gives them that ability.
367 */ 282 */
368int 283int
369change_abil (object *op, object *tmp) 284change_abil (object *op, object *tmp)
370{ 285{
371 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;
372 char message[MAX_BUF]; 287 char message[MAX_BUF];
373 int potion_max = 0; 288 int potion_max = 0;
374 289
375 /* remember what object was like before it was changed. note that 290 /* remember what object was like before it was changed. note that
376 * 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
381 if (op->type == PLAYER) 296 if (op->type == PLAYER)
382 { 297 {
383 if (tmp->type == POTION) 298 if (tmp->type == POTION)
384 { 299 {
385 potion_max = 1; 300 potion_max = 1;
386 for (j = 0; j < NUM_STATS; j++) 301 for (int j = 0; j < NUM_STATS; j++)
387 { 302 {
388 int nstat, ostat; 303 int ostat = op->contr->orig_stats.stat (j);
389 304 int i = tmp->stats.stat (j);
390 ostat = get_attr_value (&(op->contr->orig_stats), j);
391 i = get_attr_value (&(tmp->stats), j);
392 305
393 /* 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 */
394 nstat = flag * i + ostat; 307 int nstat = flag * i + ostat;
395 308
396 /* Do some bounds checking. While I don't think any 309 /* Do some bounds checking. While I don't think any
397 * potions do so right now, there is the potential for potions 310 * potions do so right now, there is the potential for potions
398 * 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
399 * to allow for that. 312 * to allow for that.
400 */ 313 */
401 if (nstat < 1 && i * flag < 0) 314 if (nstat < 1 && i * flag < 0)
402 nstat = 1; 315 nstat = 1;
403 else if (nstat > 20 + get_attr_value (&(op->arch->clone.stats), j)) 316 else if (nstat > 20 + op->arch->clone.stats.stat (j))
404 {
405 nstat = 20 + get_attr_value (&(op->arch->clone.stats), j); 317 nstat = 20 + op->arch->clone.stats.stat (j);
406 }
407 318
408 if (nstat != ostat) 319 if (nstat != ostat)
409 { 320 {
410 set_attr_value (&(op->contr->orig_stats), j, nstat); 321 op->contr->orig_stats.stat (j) = nstat;
411 potion_max = 0; 322 potion_max = 0;
412 } 323 }
413 else if (i) 324 else if (i)
414 { 325 {
415 /* potion is useless - player has already hit the natural maximum */ 326 /* potion is useless - player has already hit the natural maximum */
419 330
420 /* 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
421 * sure if this is strictly necessary, being that fix_player probably 332 * sure if this is strictly necessary, being that fix_player probably
422 * recalculates this anyway. 333 * recalculates this anyway.
423 */ 334 */
424 for (j = 0; j < NUM_STATS; j++) 335 for (int j = 0; j < NUM_STATS; j++)
425 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));
426 337
427 check_stat_bounds (&(op->stats)); 338 check_stat_bounds (&op->stats);
428 } /* end of potion handling code */ 339 } /* end of potion handling code */
429 } 340 }
430 341
431 /* 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
432 * everything to set 343 * everything to set
433 */ 344 */
434 if (flag == -1) 345 if (flag == -1)
435 { 346 {
436 op->attacktype &= ~tmp->attacktype; 347 op->attacktype &= ~tmp->attacktype;
437 op->path_attuned &= ~tmp->path_attuned; 348 op->path_attuned &= ~tmp->path_attuned;
438 op->path_repelled &= ~tmp->path_repelled; 349 op->path_repelled &= ~tmp->path_repelled;
439 op->path_denied &= ~tmp->path_denied; 350 op->path_denied &= ~tmp->path_denied;
440 /* Presuming here that creatures only have move_type, 351 /* Presuming here that creatures only have move_type,
441 * and not the other move_ fields. 352 * and not the other move_ fields.
442 */ 353 */
443 op->move_type &= ~tmp->move_type; 354 op->move_type &= ~tmp->move_type;
444 } 355 }
445 356
446 /* call fix_player since op object could have whatever attribute due 357 /* call fix_player since op object could have whatever attribute due
447 * 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
448 * change_ability then might as well call it from here 359 * change_ability then might as well call it from here
449 */ 360 */
450 op->update_stats (); 361 op->update_stats ();
451 362
452 /* 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
453 * print out message if this is a bow. 364 * print out message if this is a bow.
454 */ 365 */
455 if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW) 366 if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW)
456 { 367 {
457 success = 1; 368 success = 1;
497 if (tmp->move_type & MOVE_FLY_HIGH) 408 if (tmp->move_type & MOVE_FLY_HIGH)
498 { 409 {
499 /* double conditional - second case covers if you have move_fly_low - 410 /* double conditional - second case covers if you have move_fly_low -
500 * in that case, you don't actually land 411 * in that case, you don't actually land
501 */ 412 */
502 DIFF_MSG (flag, "You soar into the air air!.", 413 DIFF_MSG (flag, "You soar into the air!",
503 (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."));
504 } 415 }
416
505 if (tmp->move_type & MOVE_SWIM) 417 if (tmp->move_type & MOVE_SWIM)
506 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");
507 419
508 /* 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 */
509 check_move_on (op, op); 421 check_move_on (op, op);
637 success = 1; 549 success = 1;
638 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.");
639 } 551 }
640 552
641 /* Messages for changed resistance */ 553 /* Messages for changed resistance */
642 for (i = 0; i < NROFATTACKS; i++) 554 for (int i = 0; i < NROFATTACKS; i++)
643 { 555 {
644 if (i == ATNR_PHYSICAL) 556 if (i == ATNR_PHYSICAL)
645 continue; /* Don't display about armour */ 557 continue; /* Don't display about armour */
646 558
647 if (op->resist[i] != refop.resist[i]) 559 if (op->resist[i] != refop.resist[i])
656 } 568 }
657 } 569 }
658 570
659 if (!potion_max) 571 if (!potion_max)
660 { 572 {
661 for (j = 0; j < NUM_STATS; j++) 573 for (int j = 0; j < NUM_STATS; j++)
662 { 574 {
663 if ((i = get_attr_value (&(tmp->stats), j)) != 0) 575 if (int i = tmp->stats.stat (j))
664 { 576 {
665 success = 1; 577 success = 1;
666 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]); 578 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]);
667 } 579 }
668 } 580 }
673 585
674/* 586/*
675 * Stat draining by Vick 930307 587 * Stat draining by Vick 930307
676 * (Feeling evil, I made it work as well now. -Frank 8) 588 * (Feeling evil, I made it work as well now. -Frank 8)
677 */ 589 */
678
679void 590void
680object::drain_stat () 591object::drain_stat ()
681{ 592{
682 drain_specific_stat (RANDOM () % NUM_STATS); 593 drain_specific_stat (rndm (NUM_STATS));
683} 594}
684 595
685void 596void
686object::drain_specific_stat (int deplete_stats) 597object::drain_specific_stat (int deplete_stats)
687{ 598{
755 return; 666 return;
756 667
757 /* Randomly change the players luck. Basically, we move it 668 /* Randomly change the players luck. Basically, we move it
758 * back neutral (if greater>0, subtract, otherwise add) 669 * back neutral (if greater>0, subtract, otherwise add)
759 */ 670 */
760 if (RANDOM () % (FABS (tmp->stats.luck)) >= RANDOM () % 30) 671 if (rndm (abs (tmp->stats.luck)) >= rndm (30))
761 { 672 {
762 int diff = tmp->stats.luck > 0 ? -1 : 1; 673 int diff = tmp->stats.luck > 0 ? -1 : 1;
763 674
764 stats.luck += diff; 675 stats.luck += diff;
765 tmp->stats.luck += diff; 676 tmp->stats.luck += diff;
772 * 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.
773 */ 684 */
774void 685void
775object::remove_statbonus () 686object::remove_statbonus ()
776{ 687{
777 stats.Str -= arch->clone.stats.Str; 688 for (int i = 0; i < NUM_STATS; ++i)
778 stats.Dex -= arch->clone.stats.Dex; 689 {
779 stats.Con -= arch->clone.stats.Con; 690 sint8 v = arch->clone.stats.stat (i);
780 stats.Wis -= arch->clone.stats.Wis; 691 stats.stat (i) -= v;
781 stats.Pow -= arch->clone.stats.Pow; 692 contr->orig_stats.stat (i) -= v;
782 stats.Cha -= arch->clone.stats.Cha; 693 }
783 stats.Int -= arch->clone.stats.Int;
784
785 contr->orig_stats.Str -= arch->clone.stats.Str;
786 contr->orig_stats.Dex -= arch->clone.stats.Dex;
787 contr->orig_stats.Con -= arch->clone.stats.Con;
788 contr->orig_stats.Wis -= arch->clone.stats.Wis;
789 contr->orig_stats.Pow -= arch->clone.stats.Pow;
790 contr->orig_stats.Cha -= arch->clone.stats.Cha;
791 contr->orig_stats.Int -= arch->clone.stats.Int;
792} 694}
793 695
794/* 696/*
795 * 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.
796 */ 698 */
797void 699void
798object::add_statbonus () 700object::add_statbonus ()
799{ 701{
800 stats.Str += arch->clone.stats.Str; 702 for (int i = 0; i < NUM_STATS; ++i)
801 stats.Dex += arch->clone.stats.Dex; 703 {
802 stats.Con += arch->clone.stats.Con; 704 sint8 v = arch->clone.stats.stat (i);
803 stats.Wis += arch->clone.stats.Wis; 705 stats.stat (i) += v;
804 stats.Pow += arch->clone.stats.Pow; 706 contr->orig_stats.stat (i) += v;
805 stats.Cha += arch->clone.stats.Cha; 707 }
806 stats.Int += arch->clone.stats.Int;
807
808 contr->orig_stats.Str += arch->clone.stats.Str;
809 contr->orig_stats.Dex += arch->clone.stats.Dex;
810 contr->orig_stats.Con += arch->clone.stats.Con;
811 contr->orig_stats.Wis += arch->clone.stats.Wis;
812 contr->orig_stats.Pow += arch->clone.stats.Pow;
813 contr->orig_stats.Cha += arch->clone.stats.Cha;
814 contr->orig_stats.Int += arch->clone.stats.Int;
815} 708}
816 709
817/* 710/*
818 * Updates all abilities given by applied objects in the inventory 711 * Updates all abilities given by applied objects in the inventory
819 * of the given object. Note: This function works for both monsters 712 * of the given object. Note: This function works for both monsters
820 * 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.
821 * This functions starts from base values (archetype or player object) 714 * This functions starts from base values (archetype or player object)
822 * and then adjusts them according to what the player has equipped. 715 * and then adjusts them according to what the player has equipped.
823 */ 716 *
824
825/* 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.
826 spell system split, grace points now added to system --peterm 718 * spell system split, grace points now added to system --peterm
827 */ 719 */
828
829void 720void
830object::update_stats () 721object::update_stats ()
831{ 722{
832 int i, j; 723 int i, j;
833 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;
834 int weapon_weight = 0, weapon_speed = 0; 725 int weapon_weight = 0, weapon_speed = 0;
835 int best_wc = 0, best_ac = 0, wc = 0, ac = 0; 726 int best_wc = 0, best_ac = 0, wc = 0, ac = 0;
836 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; 727 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS];
837 object *grace_obj = NULL, *mana_obj = NULL, *wc_obj = NULL, *tmp; 728 object *grace_obj = NULL, *mana_obj = NULL, *tmp;
838 float old_speed = speed; 729 float old_speed = speed;
839 730
840 /* 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 */
841 if (type == PLAYER) 732 if (type == PLAYER)
842 { 733 {
843 for (i = 0; i < NUM_STATS; i++) 734 for (i = 0; i < NUM_STATS; i++)
844 set_attr_value (&(stats), i, get_attr_value (&(contr->orig_stats), i)); 735 stats.stat (i) = contr->orig_stats.stat (i);
845 736
846 if (settings.spell_encumbrance == TRUE) 737 if (settings.spell_encumbrance == TRUE)
847 contr->encumbrance = 0; 738 contr->encumbrance = 0;
848 739
849 attacktype = 0; 740 attacktype = 0;
741
850 contr->digestion = 0; 742 contr->digestion = 0;
851 contr->gen_hp = 0; 743 contr->gen_hp = 0;
852 contr->gen_sp = 0; 744 contr->gen_sp = 0;
853 contr->gen_grace = 0; 745 contr->gen_grace = 0;
854 contr->gen_sp_armour = 10; 746 contr->gen_sp_armour = 10;
855 contr->item_power = 0; 747 contr->item_power = 0;
856
857 /* Don't clobber all the range_ values. range_golem otherwise
858 * gets reset for no good reason, and we don't want to reset
859 * range_magic (what spell is readied). These three below
860 * well get filled in based on what the player has equipped.
861 */
862 contr->ranges[range_bow] = NULL;
863 contr->ranges[range_misc] = NULL;
864 contr->ranges[range_skill] = NULL;
865 } 748 }
866 749
867 memcpy (body_used, body_info, sizeof (body_info)); 750 for (int i = NUM_BODY_LOCATIONS; i--; )
751 slot[i].used = slot[i].info;
868 752
869 slaying = 0; 753 slaying = 0;
870 754
871 if (!QUERY_FLAG (this, FLAG_WIZ)) 755 if (!QUERY_FLAG (this, FLAG_WIZ))
872 { 756 {
881 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);
882 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);
883 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);
884 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);
885 769
886 path_attuned = arch->clone.path_attuned; 770 path_attuned = arch->clone.path_attuned;
887 path_repelled = arch->clone.path_repelled; 771 path_repelled = arch->clone.path_repelled;
888 path_denied = arch->clone.path_denied; 772 path_denied = arch->clone.path_denied;
889 glow_radius = arch->clone.glow_radius; 773 glow_radius = arch->clone.glow_radius;
890 move_type = arch->clone.move_type; 774 move_type = arch->clone.move_type;
775
891 chosen_skill = NULL; 776 chosen_skill = 0;
892 777
893 /* initializing resistances from the values in player/monster's 778 /* initializing resistances from the values in player/monster's
894 * archetype clone 779 * archetype clone
895 */ 780 */
896 memcpy (&resist, &arch->clone.resist, sizeof (resist)); 781 memcpy (&resist, &arch->clone.resist, sizeof (resist));
899 { 784 {
900 if (resist[i] > 0) 785 if (resist[i] > 0)
901 prot[i] = resist[i], vuln[i] = 0; 786 prot[i] = resist[i], vuln[i] = 0;
902 else 787 else
903 vuln[i] = -(resist[i]), prot[i] = 0; 788 vuln[i] = -(resist[i]), prot[i] = 0;
789
904 potion_resist[i] = 0; 790 potion_resist[i] = 0;
905 } 791 }
906 792
907 wc = arch->clone.stats.wc; 793 wc = arch->clone.stats.wc;
908 stats.dam = arch->clone.stats.dam; 794 stats.dam = arch->clone.stats.dam;
926 speed = arch->clone.speed; 812 speed = arch->clone.speed;
927 813
928 /* 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.
929 * 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.
930 */ 816 */
931
932 for (tmp = inv; tmp; tmp = tmp->below) 817 for (tmp = inv; tmp; tmp = tmp->below)
933 { 818 {
934 /* See note in map.c:update_position about making this additive 819 /* See note in map.c:update_position about making this additive
935 * since light sources are never applied, need to put check here. 820 * since light sources are never applied, need to put check here.
936 */ 821 */
937 if (tmp->glow_radius > glow_radius) 822 if (tmp->glow_radius > glow_radius)
938 glow_radius = tmp->glow_radius; 823 glow_radius = tmp->glow_radius;
939 824
940 /* This happens because apply_potion calls change_abil with the potion 825 /* This happens because apply_potion calls change_abil with the potion
941 * 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
942 * then calls this function. 827 * then calls this function.
943 */ 828 */
944 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION) 829 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION)
945 continue; 830 continue;
946 831
972 * in the praying skill, and the player should always get those. 857 * in the praying skill, and the player should always get those.
973 * It also means we need to put in additional checks for applied below, 858 * It also means we need to put in additional checks for applied below,
974 * because the skill shouldn't count against body positions being used 859 * because the skill shouldn't count against body positions being used
975 * up, etc. 860 * up, etc.
976 */ 861 */
977 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
978 (tmp->type == SKILL && tmp->subtype == SK_PRAYING)) 866 && tmp->subtype == SK_PRAYING))
979 { 867 {
980 if (type == PLAYER) 868 if (type == PLAYER)
981 { 869 {
982 if (tmp->type == BOW) 870 if (tmp == contr->combat_ob || tmp == contr->ranged_ob)
983 contr->ranges[range_bow] = tmp; 871 if (tmp != current_weapon
984 872 && (tmp->type != SKILL || tmp->subtype != SK_PRAYING)
985 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 873 && !tmp->flag [FLAG_CURSED]
986 contr->ranges[range_misc] = tmp; 874 && !tmp->flag [FLAG_DAMNED])
875 continue;
987 876
988 for (i = 0; i < NUM_STATS; i++) 877 for (i = 0; i < NUM_STATS; i++)
989 change_attr_value (&(stats), i, get_attr_value (&(tmp->stats), i)); 878 change_attr_value (&stats, i, tmp->stats.stat (i));
990 879
991 /* these are the items that currently can change digestion, regeneration, 880 /* These are the items that currently can change digestion, regeneration,
992 * 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
993 * list, but other items store other info into stats array. 882 * list, but other items store other info into stats array.
994 */ 883 */
995 if ((tmp->type == WEAPON) || 884 if (tmp->type == WEAPON || tmp->type == BOW ||
996 (tmp->type == ARMOUR) || (tmp->type == HELMET) || 885 tmp->type == ARMOUR || tmp->type == HELMET ||
997 (tmp->type == SHIELD) || (tmp->type == RING) || 886 tmp->type == SHIELD || tmp->type == RING ||
998 (tmp->type == BOOTS) || (tmp->type == GLOVES) || 887 tmp->type == BOOTS || tmp->type == GLOVES ||
999 (tmp->type == AMULET) || (tmp->type == GIRDLE) || 888 tmp->type == AMULET || tmp->type == GIRDLE ||
1000 (tmp->type == BRACERS) || (tmp->type == CLOAK) || 889 tmp->type == BRACERS || tmp->type == CLOAK ||
1001 (tmp->type == DISEASE) || (tmp->type == FORCE) || 890 tmp->type == DISEASE || tmp->type == FORCE ||
1002 (tmp->type == SKILL)) 891 tmp->type == SKILL)
1003 { 892 {
1004 contr->digestion += tmp->stats.food; 893 contr->digestion += tmp->stats.food;
1005 contr->gen_hp += tmp->stats.hp; 894 contr->gen_hp += tmp->stats.hp;
1006 contr->gen_sp += tmp->stats.sp; 895 contr->gen_sp += tmp->stats.sp;
1007 contr->gen_grace += tmp->stats.grace; 896 contr->gen_grace += tmp->stats.grace;
1008 contr->gen_sp_armour += tmp->gen_sp_armour; 897 contr->gen_sp_armour += tmp->gen_sp_armour;
1009 contr->item_power += tmp->item_power; 898 contr->item_power += tmp->item_power;
1010 } 899 }
1011 } /* if this is a player */ 900 } /* if this is a player */
901 else
902 {
903 if (tmp->type == WEAPON)
904 current_weapon = tmp;
905 }
1012 906
1013 /* Update slots used for items */ 907 /* Update slots used for items */
1014 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 908 if (QUERY_FLAG (tmp, FLAG_APPLIED))
1015 for (i = 0; i < NUM_BODY_LOCATIONS; i++) 909 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
1016 body_used[i] += tmp->body_info[i]; 910 slot[i].used += tmp->slot[i].info;
1017 911
1018 if (tmp->type == SYMPTOM) 912 if (tmp->type == SYMPTOM)
1019 { 913 {
1020 speed_reduce_from_disease = tmp->last_sp / 100.0; 914 speed_reduce_from_disease = tmp->last_sp / 100.f;
915
1021 if (speed_reduce_from_disease == 0) 916 if (speed_reduce_from_disease == 0)
1022 speed_reduce_from_disease = 1; 917 speed_reduce_from_disease = 1;
1023 } 918 }
1024 919
1025 /* Pos. and neg. protections are counted seperate (-> pro/vuln). 920 /* Pos. and neg. protections are counted seperate (-> pro/vuln).
1026 * (Negative protections are calculated extactly like positive.) 921 * (Negative protections are calculated exactly like positive.)
1027 * Resistance from potions are treated special as well. If there's 922 * Resistance from potions are treated special as well. If there's
1028 * more than one potion-effect, the bigger prot.-value is taken. 923 * more than one potion-effect, the bigger prot.-value is taken.
1029 */ 924 */
1030 if (tmp->type != POTION) 925 if (tmp->type != POTION)
1031 { 926 {
1040 potion_resist[i] = MAX (potion_resist[i], tmp->resist[i]); 935 potion_resist[i] = MAX (potion_resist[i], tmp->resist[i]);
1041 else 936 else
1042 potion_resist[i] = tmp->resist[i]; 937 potion_resist[i] = tmp->resist[i];
1043 } 938 }
1044 else if (tmp->resist[i] > 0) 939 else if (tmp->resist[i] > 0)
1045 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100; 940 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100;
1046 else if (tmp->resist[i] < 0) 941 else if (tmp->resist[i] < 0)
1047 vuln[i] += ((100 - vuln[i]) * (-tmp->resist[i])) / 100; 942 vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100;
1048 } 943 }
1049 } 944 }
1050 945
1051 /* There may be other things that should not adjust the attacktype */ 946 /* There may be other things that should not adjust the attacktype */
1052 if (tmp->type != BOW && tmp->type != SYMPTOM) 947 if (tmp->type != SYMPTOM)
948 {
1053 attacktype |= tmp->attacktype; 949 attacktype |= tmp->attacktype;
1054
1055 path_attuned |= tmp->path_attuned; 950 path_attuned |= tmp->path_attuned;
1056 path_repelled |= tmp->path_repelled; 951 path_repelled |= tmp->path_repelled;
1057 path_denied |= tmp->path_denied; 952 path_denied |= tmp->path_denied;
953 move_type |= tmp->move_type;
1058 stats.luck += tmp->stats.luck; 954 stats.luck += tmp->stats.luck;
1059 move_type |= tmp->move_type; 955 }
1060 956
1061 if (QUERY_FLAG (tmp, FLAG_LIFESAVE )) SET_FLAG (this, FLAG_LIFESAVE); 957 if (QUERY_FLAG (tmp, FLAG_LIFESAVE )) SET_FLAG (this, FLAG_LIFESAVE);
1062 if (QUERY_FLAG (tmp, FLAG_REFL_SPELL )) SET_FLAG (this, FLAG_REFL_SPELL); 958 if (QUERY_FLAG (tmp, FLAG_REFL_SPELL )) SET_FLAG (this, FLAG_REFL_SPELL);
1063 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE)) SET_FLAG (this, FLAG_REFL_MISSILE); 959 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE)) SET_FLAG (this, FLAG_REFL_MISSILE);
1064 if (QUERY_FLAG (tmp, FLAG_STEALTH )) SET_FLAG (this, FLAG_STEALTH); 960 if (QUERY_FLAG (tmp, FLAG_STEALTH )) SET_FLAG (this, FLAG_STEALTH);
1077 973
1078 if (tmp->stats.exp && tmp->type != SKILL) 974 if (tmp->stats.exp && tmp->type != SKILL)
1079 { 975 {
1080 if (tmp->stats.exp > 0) 976 if (tmp->stats.exp > 0)
1081 { 977 {
1082 added_speed += (float) tmp->stats.exp / 3.0; 978 added_speed += tmp->stats.exp / 3.f;
1083 bonus_speed += 1.0 + (float) tmp->stats.exp / 3.0; 979 bonus_speed += tmp->stats.exp / 3.f + 1.f;
1084 } 980 }
1085 else 981 else
1086 added_speed += (float) tmp->stats.exp; 982 added_speed += tmp->stats.exp;
1087 } 983 }
1088 984
1089 switch (tmp->type) 985 switch (tmp->type)
1090 { 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
1091 /* skills modifying the character -b.t. */ 996 /* skills modifying the character -b.t. */
1092 /* for all skills and skill granting objects */ 997 /* for all skills and skill granting objects */
1093 case SKILL: 998 case SKILL:
1094 if (!QUERY_FLAG (tmp, FLAG_APPLIED)) 999 if (!QUERY_FLAG (tmp, FLAG_APPLIED))
1095 break; 1000 break;
1096 1001
1097 if (IS_COMBAT_SKILL (tmp->subtype))
1098 wc_obj = tmp;
1099
1100 if (chosen_skill) 1002 if (chosen_skill)
1101 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);
1102 1004
1103 chosen_skill = tmp; 1005 chosen_skill = tmp;
1104 1006
1105 if (tmp->stats.dam > 0) 1007 if (tmp->stats.dam > 0)
1106 { /* skill is a 'weapon' */ 1008 { /* skill is a 'weapon' */
1107 if (!QUERY_FLAG (this, FLAG_READY_WEAPON)) 1009 if (!QUERY_FLAG (this, FLAG_READY_WEAPON))
1108 weapon_speed = (int) WEAPON_SPEED (tmp); 1010 weapon_speed = WEAPON_SPEED (tmp);
1109 1011
1110 if (weapon_speed < 0) 1012 if (weapon_speed < 0)
1111 weapon_speed = 0; 1013 weapon_speed = 0;
1112 1014
1113 weapon_weight = tmp->weight; 1015 weapon_weight = tmp->weight;
1114 stats.dam += tmp->stats.dam * (1 + (chosen_skill->level / 9)); 1016 stats.dam += 1 + (chosen_skill->level * tmp->stats.dam / 9);
1115 1017
1116 if (tmp->magic) 1018 if (tmp->magic)
1117 stats.dam += tmp->magic; 1019 stats.dam += tmp->magic;
1118 } 1020 }
1119 1021
1120 if (tmp->stats.wc) 1022 if (tmp->stats.wc)
1121 wc -= (tmp->stats.wc + tmp->magic); 1023 wc -= tmp->stats.wc + tmp->magic;
1122 1024
1123 if (tmp->slaying != NULL) 1025 if (tmp->slaying)
1124 slaying = tmp->slaying; 1026 slaying = tmp->slaying;
1125 1027
1126 if (tmp->stats.ac) 1028 if (tmp->stats.ac)
1127 ac -= (tmp->stats.ac + tmp->magic); 1029 ac -= tmp->stats.ac + tmp->magic;
1128 1030
1129 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1031 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1130 contr->encumbrance += (int) 3 *tmp->weight / 1000; 1032 contr->encumbrance += (int) 3 *tmp->weight / 1000;
1131 1033
1132 if (type == PLAYER)
1133 contr->ranges[range_skill] = this;
1134
1135 break;
1136
1137 case SKILL_TOOL:
1138 if (chosen_skill)
1139 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name);
1140
1141 chosen_skill = tmp;
1142
1143 if (type == PLAYER)
1144 contr->ranges[range_skill] = this;
1145 break; 1034 break;
1146 1035
1147 case SHIELD: 1036 case SHIELD:
1148 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1037 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1149 contr->encumbrance += (int) tmp->weight / 2000; 1038 contr->encumbrance += (int) tmp->weight / 2000;
1153 case HELMET: 1042 case HELMET:
1154 case BOOTS: 1043 case BOOTS:
1155 case GLOVES: 1044 case GLOVES:
1156 case CLOAK: 1045 case CLOAK:
1157 if (tmp->stats.wc) 1046 if (tmp->stats.wc)
1158 wc -= (tmp->stats.wc + tmp->magic); 1047 wc -= tmp->stats.wc + tmp->magic;
1159 1048
1160 if (tmp->stats.dam) 1049 if (tmp->stats.dam)
1161 stats.dam += (tmp->stats.dam + tmp->magic); 1050 stats.dam += tmp->stats.dam + tmp->magic;
1162 1051
1163 if (tmp->stats.ac) 1052 if (tmp->stats.ac)
1164 ac -= (tmp->stats.ac + tmp->magic); 1053 ac -= tmp->stats.ac + tmp->magic;
1165 1054
1166 break; 1055 break;
1167 1056
1057 case BOW:
1168 case WEAPON: 1058 case WEAPON:
1059 if (type != PLAYER || current_weapon == tmp)
1060 {
1169 wc -= (tmp->stats.wc + tmp->magic); 1061 wc -= tmp->stats.wc + tmp->magic;
1170 1062
1171 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0) 1063 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0)
1172 ac -= tmp->stats.ac + tmp->magic; 1064 ac -= tmp->stats.ac + tmp->magic;
1173 1065
1174 stats.dam += (tmp->stats.dam + tmp->magic); 1066 stats.dam += tmp->stats.dam + tmp->magic;
1175 weapon_weight = tmp->weight; 1067 weapon_weight = tmp->weight;
1176 weapon_speed = ((int) WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2; 1068 weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2;
1177 1069
1178 if (weapon_speed < 0) 1070 if (weapon_speed < 0)
1179 weapon_speed = 0; 1071 weapon_speed = 0;
1180 1072
1181 slaying = tmp->slaying; 1073 slaying = tmp->slaying;
1074
1182 /* If there is desire that two handed weapons should do 1075 /* If there is desire that two handed weapons should do
1183 * extra strength damage, this is where the code should 1076 * extra strength damage, this is where the code should
1184 * go. 1077 * go.
1185 */ 1078 */
1186 current_weapon = tmp; 1079
1187 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1080 if (type == PLAYER)
1081 if (settings.spell_encumbrance)
1188 contr->encumbrance += (int) 3 *tmp->weight / 1000; 1082 contr->encumbrance += tmp->weight * 3 / 1000;
1083 }
1189 1084
1190 break; 1085 break;
1191 1086
1192 case ARMOUR: /* Only the best of these three are used: */ 1087 case ARMOUR: /* Only the best of these three are used: */
1193 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1088 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1194 contr->encumbrance += (int) tmp->weight / 1000; 1089 contr->encumbrance += tmp->weight / 1000;
1195 1090
1196 case BRACERS: 1091 case BRACERS:
1197 case FORCE: 1092 case FORCE:
1198 if (tmp->stats.wc) 1093 if (tmp->stats.wc)
1199 { 1094 {
1221 wc -= (tmp->stats.wc + tmp->magic); 1116 wc -= (tmp->stats.wc + tmp->magic);
1222 1117
1223 if (tmp->stats.ac) 1118 if (tmp->stats.ac)
1224 ac -= (tmp->stats.ac + tmp->magic); 1119 ac -= (tmp->stats.ac + tmp->magic);
1225 1120
1226 if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.0 < max) 1121 if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.f < max)
1227 max = ARMOUR_SPEED (tmp) / 10.0; 1122 max = ARMOUR_SPEED (tmp) / 10.f;
1228 1123
1229 break; 1124 break;
1230 } /* switch tmp->type */ 1125 } /* switch tmp->type */
1231 } /* item is equipped */ 1126 } /* item is equipped */
1232 } /* for loop of items */ 1127 } /* for loop of items */
1300 1195
1301 if (mana_obj == this && type == PLAYER) 1196 if (mana_obj == this && type == PLAYER)
1302 stats.maxsp = 1; 1197 stats.maxsp = 1;
1303 else 1198 else
1304 { 1199 {
1305 sp_tmp = 0.0; 1200 sp_tmp = 0.f;
1306 1201
1307 for (i = 1; i <= mana_obj->level && i <= 10; i++) 1202 for (i = 1; i <= mana_obj->level && i <= 10; i++)
1308 { 1203 {
1309 float stmp; 1204 float stmp;
1310 1205
1311 /* Got some extra bonus at first level */ 1206 /* Got some extra bonus at first level */
1312 if (i < 2) 1207 if (i < 2)
1313 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;
1314 else 1209 else
1315 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;
1316 1211
1317 if (stmp < 1.0) 1212 if (stmp < 1.f)
1318 stmp = 1.0; 1213 stmp = 1.f;
1319 1214
1320 sp_tmp += stmp; 1215 sp_tmp += stmp;
1321 } 1216 }
1322 1217
1323 stats.maxsp = (int) sp_tmp; 1218 stats.maxsp = (sint16)sp_tmp;
1324 1219
1325 for (i = 11; i <= mana_obj->level; i++) 1220 for (i = 11; i <= mana_obj->level; i++)
1326 stats.maxsp += 2; 1221 stats.maxsp += 2;
1327 } 1222 }
1223
1328 /* Characters can get their sp supercharged via rune of transferrance */ 1224 /* Characters can get their sp supercharged via rune of transferrance */
1329 if (stats.sp > stats.maxsp * 2) 1225 if (stats.sp > stats.maxsp * 2)
1330 stats.sp = stats.maxsp * 2; 1226 stats.sp = stats.maxsp * 2;
1331 1227
1332 /* 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 */
1340 /* 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
1341 * 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
1342 * 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
1343 * step of 8 - with floats, even fractional ones are useful. 1239 * step of 8 - with floats, even fractional ones are useful.
1344 */ 1240 */
1345 sp_tmp = 0.0; 1241 sp_tmp = 0.f;
1346 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++)
1347 { 1243 {
1348 float grace_tmp = 0.0; 1244 float grace_tmp = 0.f;
1349 1245
1350 /* Got some extra bonus at first level */ 1246 /* Got some extra bonus at first level */
1351 if (i < 2) 1247 if (i < 2)
1352 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;
1353 2.0 * (float) grace_bonus[stats.Wis]) / 6.0);
1354 else 1249 else
1355 grace_tmp = (float) contr->levgrace[i]
1356 + ((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;
1357 1251
1358 if (grace_tmp < 1.0) 1252 if (grace_tmp < 1.f)
1359 grace_tmp = 1.0; 1253 grace_tmp = 1.f;
1360 1254
1361 sp_tmp += grace_tmp; 1255 sp_tmp += grace_tmp;
1362 } 1256 }
1363 1257
1364 stats.maxgrace = (int) sp_tmp; 1258 stats.maxgrace = (sint16)sp_tmp;
1365 1259
1366 /* two grace points per level after 11 */ 1260 /* two grace points per level after 11 */
1367 for (i = 11; i <= grace_obj->level; i++) 1261 for (i = 11; i <= grace_obj->level; i++)
1368 stats.maxgrace += 2; 1262 stats.maxgrace += 2;
1369 } 1263 }
1264
1370 /* No limit on grace vs maxgrace */ 1265 /* No limit on grace vs maxgrace */
1371 1266
1372 if (contr->braced) 1267 if (contr->braced)
1373 { 1268 {
1374 ac += 2; 1269 ac += 2;
1386 * improvement every level, now its fighterlevel/5. So 1281 * improvement every level, now its fighterlevel/5. So
1387 * we give the player a bonus here in wc and dam 1282 * we give the player a bonus here in wc and dam
1388 * to make up for the change. Note that I left the 1283 * to make up for the change. Note that I left the
1389 * monster bonus the same as before. -b.t. 1284 * monster bonus the same as before. -b.t.
1390 */ 1285 */
1286 object *wc_obj = chosen_skill;
1391 1287
1392 if (type == PLAYER && wc_obj && wc_obj->level > 1) 1288 if (contr && wc_obj && wc_obj->level > 1)
1393 { 1289 {
1394 wc -= (wc_obj->level + thaco_bonus[stats.Str]); 1290 wc -= wc_obj->level + thaco_bonus[stats.Str];
1291
1395 for (i = 1; i < wc_obj->level; i++) 1292 for (i = 1; i < wc_obj->level; i++)
1396 { 1293 {
1397 /* addtional wc every 6 levels */ 1294 /* additional wc every 6 levels */
1398 if (!(i % 6)) 1295 if (!(i % 6))
1399 wc--; 1296 wc--;
1297
1400 /* addtional dam every 4 levels. */ 1298 /* additional dam every 4 levels. */
1401 if (!(i % 4) && (dam_bonus[stats.Str] >= 0)) 1299 if (!(i % 4) && dam_bonus[stats.Str] >= 0)
1402 stats.dam += (1 + (dam_bonus[stats.Str] / 5)); 1300 stats.dam += 1 + dam_bonus[stats.Str] / 5;
1403 } 1301 }
1404 } 1302 }
1405 else 1303 else
1406 wc -= (level + thaco_bonus[stats.Str]); 1304 wc -= level + thaco_bonus[stats.Str];
1407 1305
1408 stats.dam += dam_bonus[stats.Str]; 1306 stats.dam += dam_bonus[stats.Str];
1409 1307
1410 if (stats.dam < 1) 1308 if (stats.dam < 1)
1411 stats.dam = 1; 1309 stats.dam = 1;
1412 1310
1413 speed = 1.0 + speed_bonus[stats.Dex]; 1311 speed = 1.f + speed_bonus[stats.Dex];
1414 1312
1415 if (settings.search_items && contr->search_str[0]) 1313 if (settings.search_items && contr->search_str[0])
1416 speed -= 1; 1314 speed -= 1;
1417 1315
1418 if (attacktype == 0) 1316 if (attacktype == 0)
1419 attacktype = arch->clone.attacktype; 1317 attacktype = arch->clone.attacktype;
1420
1421 } /* End if player */ 1318 } /* End if player */
1422 1319
1423 if (added_speed >= 0) 1320 if (added_speed >= 0)
1424 speed += added_speed / 10.0; 1321 speed += added_speed / 10.f;
1425 else /* Something wrong here...: */ 1322 else /* Something wrong here...: */
1426 speed /= (float) (1.0 - added_speed); 1323 speed /= 1.f - added_speed;
1427 1324
1428 /* Max is determined by armour */ 1325 /* Max is determined by armour */
1429 if (speed > max) 1326 if (speed > max)
1430 speed = max; 1327 speed = max;
1431 1328
1436 * weight limit, then player suffers a speed reduction based on how 1333 * weight limit, then player suffers a speed reduction based on how
1437 * much above he is, and what is max carry is 1334 * much above he is, and what is max carry is
1438 */ 1335 */
1439 f = (carrying / 1000) - max_carry[stats.Str]; 1336 f = (carrying / 1000) - max_carry[stats.Str];
1440 if (f > 0) 1337 if (f > 0)
1441 speed = speed / (1.0 + f / max_carry[stats.Str]); 1338 speed = speed / (1.f + f / max_carry[stats.Str]);
1442 } 1339 }
1443 1340
1444 speed += bonus_speed / 10.0; /* Not affected by limits */ 1341 speed += bonus_speed / 10.f; /* Not affected by limits */
1445 1342
1446 /* 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
1447 * 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.
1448 */ 1345 */
1449 speed = speed * speed_reduce_from_disease; 1346 speed = speed * speed_reduce_from_disease;
1450 1347
1451 if (speed < 0.01 && type == PLAYER) 1348 if (speed < 0.01f && type == PLAYER)
1452 speed = 0.01; 1349 speed = 0.01f;
1453 1350
1454 if (type == PLAYER) 1351 if (type == PLAYER)
1455 { 1352 {
1456 float M, W, s, D, K, S, M2;
1457
1458 /* (This formula was made by vidarl@ifi.uio.no) 1353 /* (This formula was made by vidarl@ifi.uio.no)
1459 * Note that we never used these values again - basically 1354 * Note that we never used these values again - basically
1460 * all of these could be subbed into one big equation, but 1355 * all of these could be subbed into one big equation, but
1461 * that would just be a real pain to read. 1356 * that would just be a real pain to read.
1462 */ 1357 */
1463 M = (max_carry[stats.Str] - 121) / 121.0; 1358 float M = (max_carry[stats.Str] - 121) / 121.f;
1464 M2 = max_carry[stats.Str] / 100.0; 1359 float M2 = max_carry[stats.Str] / 100.f;
1465 W = weapon_weight / 20000.0; 1360 float W = weapon_weight / 20000.f;
1466 s = 2 - weapon_speed / 10.0; 1361 float s = (20 - weapon_speed) / 10.f;
1467 D = (stats.Dex - 14) / 14.0; 1362 float D = (stats.Dex - 14) / 14.f;
1468 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
1469 K *= (4 + level) / (float) (6 + level) * 1.2; 1365 K *= (4 + level) * 1.2f / (6 + level);
1366
1470 if (K <= 0) 1367 if (K <= 0.01f)
1471 K = 0.01; 1368 K = 0.01f;
1369
1472 S = speed / (K * s); 1370 float S = speed / (K * s);
1371
1473 contr->weapon_sp = S; 1372 contr->weapon_sp = S;
1474 } 1373 }
1475 1374
1476 /* 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: */
1477 if (type != PLAYER && arch != NULL && stats.dam > arch->clone.stats.dam * 3) 1376 if (type != PLAYER && arch && stats.dam > arch->clone.stats.dam * 3)
1478 stats.dam = arch->clone.stats.dam * 3; 1377 stats.dam = arch->clone.stats.dam * 3;
1479 1378
1480 /* Prevent overflows of wc - best you can get is ABS(120) - this 1379 stats.wc = clamp (wc, MIN_WC, MAX_WC);
1481 * should be more than enough - remember, AC is also in 8 bits, 1380 stats.ac = clamp (ac, MIN_AC, MAX_AC);
1482 * so its value is the same.
1483 */
1484 if (wc > 120)
1485 wc = 120;
1486 else if (wc < -120)
1487 wc = -120;
1488
1489 stats.wc = wc;
1490
1491 if (ac > 120)
1492 ac = 120;
1493 else if (ac < -120)
1494 ac = -120;
1495
1496 stats.ac = ac;
1497 1381
1498 /* 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,
1499 * give them walking as a default. 1383 * give them walking as a default.
1500 * 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
1501 * old behaviour - if your flying, your not walking - just 1385 * old behaviour - if your flying, your not walking - just
1515 if (type == PLAYER) 1399 if (type == PLAYER)
1516 { 1400 {
1517 esrv_update_stats (contr); 1401 esrv_update_stats (contr);
1518 esrv_update_spells (contr); 1402 esrv_update_spells (contr);
1519 } 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;
1520} 1408}
1521 1409
1522/* 1410/*
1523 * Returns true if the given player is a legal class. 1411 * Returns true if the given player is a legal class.
1524 * 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
1527 * false otherwise. 1415 * false otherwise.
1528 */ 1416 */
1529int 1417int
1530allowed_class (const object *op) 1418allowed_class (const object *op)
1531{ 1419{
1532 return op->stats.Dex > 0 && op->stats.Str > 0 && op->stats.Con > 0 && 1420 return op->stats.Dex > 0
1533 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;
1534} 1427}
1535 1428
1536/* 1429/*
1537 * set the new dragon name after gaining levels or 1430 * set the new dragon name after gaining levels or
1538 * changing ability focus (later this can be extended to 1431 * changing ability focus (later this can be extended to
1609 object *skin = NULL; /* pointer to dragon skin force */ 1502 object *skin = NULL; /* pointer to dragon skin force */
1610 object *tmp = NULL; /* tmp. object */ 1503 object *tmp = NULL; /* tmp. object */
1611 char buf[MAX_BUF]; /* tmp. string buffer */ 1504 char buf[MAX_BUF]; /* tmp. string buffer */
1612 1505
1613 /* 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
1614 for (tmp = who->inv; tmp != NULL; tmp = tmp->below) 1510 for (tmp = who->inv; tmp; tmp = tmp->below)
1615 {
1616 if (tmp->type == FORCE) 1511 if (tmp->type == FORCE)
1617 {
1618 if (strcmp (tmp->arch->name, "dragon_ability_force") == 0) 1512 if (tmp->arch->name == dragon_ability_force)
1619 abil = tmp; 1513 abil = tmp;
1620 if (strcmp (tmp->arch->name, "dragon_skin_force") == 0) 1514 else if (tmp->arch->name == dragon_skin_force)
1621 skin = tmp; 1515 skin = tmp;
1622 } 1516
1623 }
1624 /* if the force is missing -> bail out */ 1517 /* if the force is missing -> bail out */
1625 if (abil == NULL) 1518 if (abil == NULL)
1626 return; 1519 return;
1627 1520
1628 /* The ability_force keeps track of maximum level ever achieved. 1521 /* The ability_force keeps track of maximum level ever achieved.
1672 if (!skill_obj) 1565 if (!skill_obj)
1673 { 1566 {
1674 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);
1675 return NULL; 1568 return NULL;
1676 } 1569 }
1570
1677 /* clear the flag - exp goes into this bucket, but player 1571 /* clear the flag - exp goes into this bucket, but player
1678 * still doesn't know it. 1572 * still doesn't know it.
1679 */ 1573 */
1680 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL); 1574 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL);
1681 skill_obj->stats.exp = 0; 1575 skill_obj->stats.exp = 0;
1682 skill_obj->level = 1; 1576 skill_obj->level = 1;
1683 insert_ob_in_ob (skill_obj, op); 1577 insert_ob_in_ob (skill_obj, op);
1684 if (op->contr) 1578
1579 if (player *pl = op->contr)
1685 { 1580 {
1686 op->contr->last_skill_ob[skill_obj->subtype] = skill_obj; 1581 pl->last_skill_ob [skill_obj->subtype] = skill_obj;
1687 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
1688 } 1584 }
1585
1689 return skill_obj; 1586 return skill_obj;
1690} 1587}
1691
1692 1588
1693/* 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
1694 * whether the player gets more hp, sp and new levels. 1590 * whether the player gets more hp, sp and new levels.
1695 * Note this this function should only be called for players. Monstes 1591 * Note this this function should only be called for players. Monstes
1696 * don't really gain levels 1592 * don't really gain levels
1707 1603
1708 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))
1709 { 1605 {
1710 op->level++; 1606 op->level++;
1711 1607
1712 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))
1713 dragon_level_gain (who); 1609 dragon_level_gain (who);
1714 1610
1715 /* 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 */
1716 if (op == who && (who->level < 11) && who->type == PLAYER) 1612 if (op == who && (who->level < 11) && who->type == PLAYER)
1717 { 1613 {
1725 { 1621 {
1726 if (op->type != PLAYER) 1622 if (op->type != PLAYER)
1727 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);
1728 else 1624 else
1729 sprintf (buf, "You are now level %d.", op->level); 1625 sprintf (buf, "You are now level %d.", op->level);
1626
1730 if (who) 1627 if (who)
1731 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); 1628 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1732 } 1629 }
1630
1733 player_lvl_adj (who, op); /* To increase more levels */ 1631 player_lvl_adj (who, op); /* To increase more levels */
1734 } 1632 }
1735 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))
1736 { 1634 {
1737 op->level--; 1635 op->level--;
1738 who->update_stats (); 1636 who->update_stats ();
1637
1739 if (op->type != PLAYER) 1638 if (op->type != PLAYER)
1740 { 1639 {
1741 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);
1742 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); 1641 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1743 } 1642 }
1643
1744 player_lvl_adj (who, op); /* To decrease more levels */ 1644 player_lvl_adj (who, op); /* To decrease more levels */
1745 } 1645 }
1746 1646
1747 /* check if the spell data has changed */ 1647 /* check if the spell data has changed */
1748 esrv_update_stats (who->contr); 1648 esrv_update_stats (who->contr);
1757sint64 1657sint64
1758level_exp (int level, double expmul) 1658level_exp (int level, double expmul)
1759{ 1659{
1760 if (level > settings.max_level) 1660 if (level > settings.max_level)
1761 return (sint64) (expmul * levels[settings.max_level]); 1661 return (sint64) (expmul * levels[settings.max_level]);
1662
1762 return (sint64) (expmul * levels[level]); 1663 return (sint64) (expmul * levels[level]);
1763} 1664}
1764 1665
1765/* 1666/*
1766 * 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.
1803 sint64 limit, exp_to_add; 1704 sint64 limit, exp_to_add;
1804 int i; 1705 int i;
1805 1706
1806 /* prevents some forms of abuse. */ 1707 /* prevents some forms of abuse. */
1807 if (op->contr->braced) 1708 if (op->contr->braced)
1808 exp = exp / 5; 1709 exp /= 5;
1809 1710
1810 /* Try to find the matching skill. 1711 /* Try to find the matching skill.
1811 * 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
1812 * chosen_skill. This means we don't need to search through 1713 * chosen_skill. This means we don't need to search through
1813 * the players inventory. 1714 * the players inventory.
1814 */ 1715 */
1815 if (skill_name) 1716 if (skill_name)
1816 { 1717 {
1817 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))
1948 del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction)); 1849 del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction));
1949 tmp->stats.exp -= del_exp; 1850 tmp->stats.exp -= del_exp;
1950 player_lvl_adj (op, tmp); 1851 player_lvl_adj (op, tmp);
1951 } 1852 }
1952 } 1853 }
1854
1953 if (flag != SK_SUBTRACT_SKILL_EXP) 1855 if (flag != SK_SUBTRACT_SKILL_EXP)
1954 { 1856 {
1955 del_exp = check_exp_loss (op, exp); 1857 del_exp = check_exp_loss (op, exp);
1956 op->stats.exp -= del_exp; 1858 op->stats.exp -= del_exp;
1957 player_lvl_adj (op, NULL); 1859 player_lvl_adj (op, NULL);
1958 } 1860 }
1959} 1861}
1960
1961
1962 1862
1963/* change_exp() - changes experience to a player/monster. This 1863/* change_exp() - changes experience to a player/monster. This
1964 * 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.
1965 * 1865 *
1966 * The exp passed is typically not modified much by this function - 1866 * The exp passed is typically not modified much by this function -
1967 * it is assumed the caller has modified the exp as needed. 1867 * it is assumed the caller has modified the exp as needed.
1968 * skill_name is the skill that should get the exp added. 1868 * skill_name is the skill that should get the exp added.
1969 * 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.
1970 * these last two values are only used for players. 1870 * these last two values are only used for players.
1971 */ 1871 */
1972
1973void 1872void
1974change_exp (object *op, sint64 exp, const char *skill_name, int flag) 1873change_exp (object *op, sint64 exp, const char *skill_name, int flag)
1975{ 1874{
1976
1977#ifdef EXP_DEBUG 1875#ifdef EXP_DEBUG
1978 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);
1979#endif 1877#endif
1980 1878
1981 /* safety */ 1879 /* safety */
2022 else 1920 else
2023 /* note that when you lose exp, it doesn't go against 1921 /* note that when you lose exp, it doesn't go against
2024 * a particular skill, so we don't need to pass that 1922 * a particular skill, so we don't need to pass that
2025 * along. 1923 * along.
2026 */ 1924 */
2027 subtract_player_exp (op, FABS (exp), skill_name, flag); 1925 subtract_player_exp (op, abs (exp), skill_name, flag);
2028
2029 } 1926 }
2030} 1927}
2031 1928
2032/* 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
2033 * settings death_penalty_percentage and death_penalty_levels, and by the 1930 * settings death_penalty_percentage and death_penalty_levels, and by the
2034 * amount of permenent experience, whichever gives the lowest loss. 1931 * amount of permenent experience, whichever gives the lowest loss.
2035 */ 1932 */
2036
2037void 1933void
2038apply_death_exp_penalty (object *op) 1934apply_death_exp_penalty (object *op)
2039{ 1935{
2040 object *tmp; 1936 object *tmp;
2041 sint64 loss; 1937 sint64 loss;
2063 player_lvl_adj (op, tmp); 1959 player_lvl_adj (op, tmp);
2064 } 1960 }
2065 1961
2066 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100; 1962 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100;
2067 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
2068 if (level_loss < 0) 1965 if (level_loss < 0)
2069 level_loss = 0; 1966 level_loss = 0;
2070 loss = check_exp_loss (op, MIN (level_loss, percentage_loss)); 1967 loss = check_exp_loss (op, MIN (level_loss, percentage_loss));
2071 1968
2072 op->stats.exp -= loss; 1969 op->stats.exp -= loss;

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