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Comparing deliantra/server/common/living.C (file contents):
Revision 1.27 by root, Mon Jan 8 20:39:48 2007 UTC vs.
Revision 1.60 by root, Fri May 18 01:01:01 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
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!", 197 "Watch out, your mind is going!",
198 "Your spirit feels drained!" 198 "Your spirit feels drained!",
199 "Your face gets distorted!", 199 "Your face gets distorted!",
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 memory return.",
206 "You feel your wisdom return.", 206 "You feel your wisdom return.",
207 "You feel your spirits return." 207 "You feel your spirits return.",
208 "You feel your charisma return.", 208 "You feel your charisma 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 smarter.",
215 "You feel wiser.", 215 "You feel wiser.",
216 "You feel more potent." 216 "You feel more potent.",
217 "You seem to look better.", 217 "You seem to look better.",
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 feel stupid!",
224 "You lose some of your memory!", 224 "You lose some of your memory!",
225 "You feel less potent!" 225 "You feel less potent!",
226 "You look ugly!", 226 "You look ugly!",
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 (%s and %s)\n",
1004 &name, &chosen_skill->name, &tmp->name);
1102 1005
1103 chosen_skill = tmp; 1006 chosen_skill = tmp;
1104 1007
1105 if (tmp->stats.dam > 0) 1008 if (tmp->stats.dam > 0)
1106 { /* skill is a 'weapon' */ 1009 { /* skill is a 'weapon' */
1107 if (!QUERY_FLAG (this, FLAG_READY_WEAPON)) 1010 if (!QUERY_FLAG (this, FLAG_READY_WEAPON))
1108 weapon_speed = (int) WEAPON_SPEED (tmp); 1011 weapon_speed = WEAPON_SPEED (tmp);
1109 1012
1110 if (weapon_speed < 0) 1013 if (weapon_speed < 0)
1111 weapon_speed = 0; 1014 weapon_speed = 0;
1112 1015
1113 weapon_weight = tmp->weight; 1016 weapon_weight = tmp->weight;
1114 stats.dam += tmp->stats.dam * (1 + (chosen_skill->level / 9)); 1017 stats.dam += 1 + (chosen_skill->level * tmp->stats.dam / 9);
1115 1018
1116 if (tmp->magic) 1019 if (tmp->magic)
1117 stats.dam += tmp->magic; 1020 stats.dam += tmp->magic;
1118 } 1021 }
1119 1022
1120 if (tmp->stats.wc) 1023 if (tmp->stats.wc)
1121 wc -= (tmp->stats.wc + tmp->magic); 1024 wc -= tmp->stats.wc + tmp->magic;
1122 1025
1123 if (tmp->slaying != NULL) 1026 if (tmp->slaying)
1124 slaying = tmp->slaying; 1027 slaying = tmp->slaying;
1125 1028
1126 if (tmp->stats.ac) 1029 if (tmp->stats.ac)
1127 ac -= (tmp->stats.ac + tmp->magic); 1030 ac -= tmp->stats.ac + tmp->magic;
1128 1031
1129 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1032 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1130 contr->encumbrance += (int) 3 *tmp->weight / 1000; 1033 contr->encumbrance += (int) 3 *tmp->weight / 1000;
1131 1034
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; 1035 break;
1146 1036
1147 case SHIELD: 1037 case SHIELD:
1148 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1038 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1149 contr->encumbrance += (int) tmp->weight / 2000; 1039 contr->encumbrance += (int) tmp->weight / 2000;
1153 case HELMET: 1043 case HELMET:
1154 case BOOTS: 1044 case BOOTS:
1155 case GLOVES: 1045 case GLOVES:
1156 case CLOAK: 1046 case CLOAK:
1157 if (tmp->stats.wc) 1047 if (tmp->stats.wc)
1158 wc -= (tmp->stats.wc + tmp->magic); 1048 wc -= tmp->stats.wc + tmp->magic;
1159 1049
1160 if (tmp->stats.dam) 1050 if (tmp->stats.dam)
1161 stats.dam += (tmp->stats.dam + tmp->magic); 1051 stats.dam += tmp->stats.dam + tmp->magic;
1162 1052
1163 if (tmp->stats.ac) 1053 if (tmp->stats.ac)
1164 ac -= (tmp->stats.ac + tmp->magic); 1054 ac -= tmp->stats.ac + tmp->magic;
1165 1055
1166 break; 1056 break;
1167 1057
1058 case BOW:
1168 case WEAPON: 1059 case WEAPON:
1060 if (type != PLAYER || current_weapon == tmp)
1061 {
1169 wc -= (tmp->stats.wc + tmp->magic); 1062 wc -= tmp->stats.wc + tmp->magic;
1170 1063
1171 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0) 1064 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0)
1172 ac -= tmp->stats.ac + tmp->magic; 1065 ac -= tmp->stats.ac + tmp->magic;
1173 1066
1174 stats.dam += (tmp->stats.dam + tmp->magic); 1067 stats.dam += tmp->stats.dam + tmp->magic;
1175 weapon_weight = tmp->weight; 1068 weapon_weight = tmp->weight;
1176 weapon_speed = ((int) WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2; 1069 weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2;
1177 1070
1178 if (weapon_speed < 0) 1071 if (weapon_speed < 0)
1179 weapon_speed = 0; 1072 weapon_speed = 0;
1180 1073
1181 slaying = tmp->slaying; 1074 slaying = tmp->slaying;
1075
1182 /* If there is desire that two handed weapons should do 1076 /* If there is desire that two handed weapons should do
1183 * extra strength damage, this is where the code should 1077 * extra strength damage, this is where the code should
1184 * go. 1078 * go.
1185 */ 1079 */
1186 current_weapon = tmp; 1080
1187 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1081 if (type == PLAYER)
1082 if (settings.spell_encumbrance)
1188 contr->encumbrance += (int) 3 *tmp->weight / 1000; 1083 contr->encumbrance += tmp->weight * 3 / 1000;
1084 }
1189 1085
1190 break; 1086 break;
1191 1087
1192 case ARMOUR: /* Only the best of these three are used: */ 1088 case ARMOUR: /* Only the best of these three are used: */
1193 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1089 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1194 contr->encumbrance += (int) tmp->weight / 1000; 1090 contr->encumbrance += tmp->weight / 1000;
1195 1091
1196 case BRACERS: 1092 case BRACERS:
1197 case FORCE: 1093 case FORCE:
1198 if (tmp->stats.wc) 1094 if (tmp->stats.wc)
1199 { 1095 {
1221 wc -= (tmp->stats.wc + tmp->magic); 1117 wc -= (tmp->stats.wc + tmp->magic);
1222 1118
1223 if (tmp->stats.ac) 1119 if (tmp->stats.ac)
1224 ac -= (tmp->stats.ac + tmp->magic); 1120 ac -= (tmp->stats.ac + tmp->magic);
1225 1121
1226 if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.0 < max) 1122 if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.f < max)
1227 max = ARMOUR_SPEED (tmp) / 10.0; 1123 max = ARMOUR_SPEED (tmp) / 10.f;
1228 1124
1229 break; 1125 break;
1230 } /* switch tmp->type */ 1126 } /* switch tmp->type */
1231 } /* item is equipped */ 1127 } /* item is equipped */
1232 } /* for loop of items */ 1128 } /* for loop of items */
1300 1196
1301 if (mana_obj == this && type == PLAYER) 1197 if (mana_obj == this && type == PLAYER)
1302 stats.maxsp = 1; 1198 stats.maxsp = 1;
1303 else 1199 else
1304 { 1200 {
1305 sp_tmp = 0.0; 1201 sp_tmp = 0.f;
1306 1202
1307 for (i = 1; i <= mana_obj->level && i <= 10; i++) 1203 for (i = 1; i <= mana_obj->level && i <= 10; i++)
1308 { 1204 {
1309 float stmp; 1205 float stmp;
1310 1206
1311 /* Got some extra bonus at first level */ 1207 /* Got some extra bonus at first level */
1312 if (i < 2) 1208 if (i < 2)
1313 stmp = contr->levsp[i] + ((2.0 * (float) sp_bonus[stats.Pow] + (float) sp_bonus[stats.Int]) / 6.0); 1209 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 6.f;
1314 else 1210 else
1315 stmp = (float) contr->levsp[i] + (2.0 * (float) sp_bonus[stats.Pow] + (float) sp_bonus[stats.Int]) / 12.0; 1211 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 12.f;
1316 1212
1317 if (stmp < 1.0) 1213 if (stmp < 1.f)
1318 stmp = 1.0; 1214 stmp = 1.f;
1319 1215
1320 sp_tmp += stmp; 1216 sp_tmp += stmp;
1321 } 1217 }
1322 1218
1323 stats.maxsp = (int) sp_tmp; 1219 stats.maxsp = (sint16)sp_tmp;
1324 1220
1325 for (i = 11; i <= mana_obj->level; i++) 1221 for (i = 11; i <= mana_obj->level; i++)
1326 stats.maxsp += 2; 1222 stats.maxsp += 2;
1327 } 1223 }
1224
1328 /* Characters can get their sp supercharged via rune of transferrance */ 1225 /* Characters can get their sp supercharged via rune of transferrance */
1329 if (stats.sp > stats.maxsp * 2) 1226 if (stats.sp > stats.maxsp * 2)
1330 stats.sp = stats.maxsp * 2; 1227 stats.sp = stats.maxsp * 2;
1331 1228
1332 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */ 1229 /* 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 1237 /* 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 1238 * 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 1239 * becomes big jumps when the sums of the bonuses jump to the next
1343 * step of 8 - with floats, even fractional ones are useful. 1240 * step of 8 - with floats, even fractional ones are useful.
1344 */ 1241 */
1345 sp_tmp = 0.0; 1242 sp_tmp = 0.f;
1346 for (i = 1, stats.maxgrace = 0; i <= grace_obj->level && i <= 10; i++) 1243 for (i = 1, stats.maxgrace = 0; i <= grace_obj->level && i <= 10; i++)
1347 { 1244 {
1348 float grace_tmp = 0.0; 1245 float grace_tmp = 0.f;
1349 1246
1350 /* Got some extra bonus at first level */ 1247 /* Got some extra bonus at first level */
1351 if (i < 2) 1248 if (i < 2)
1352 grace_tmp = contr->levgrace[i] + (((float) grace_bonus[stats.Pow] + 1249 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 1250 else
1355 grace_tmp = (float) contr->levgrace[i]
1356 + ((float) grace_bonus[stats.Pow] + 2.0 * (float) grace_bonus[stats.Wis]) / 12.0; 1251 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 12.f;
1357 1252
1358 if (grace_tmp < 1.0) 1253 if (grace_tmp < 1.f)
1359 grace_tmp = 1.0; 1254 grace_tmp = 1.f;
1360 1255
1361 sp_tmp += grace_tmp; 1256 sp_tmp += grace_tmp;
1362 } 1257 }
1363 1258
1364 stats.maxgrace = (int) sp_tmp; 1259 stats.maxgrace = (sint16)sp_tmp;
1365 1260
1366 /* two grace points per level after 11 */ 1261 /* two grace points per level after 11 */
1367 for (i = 11; i <= grace_obj->level; i++) 1262 for (i = 11; i <= grace_obj->level; i++)
1368 stats.maxgrace += 2; 1263 stats.maxgrace += 2;
1369 } 1264 }
1265
1370 /* No limit on grace vs maxgrace */ 1266 /* No limit on grace vs maxgrace */
1371 1267
1372 if (contr->braced) 1268 if (contr->braced)
1373 { 1269 {
1374 ac += 2; 1270 ac += 2;
1386 * improvement every level, now its fighterlevel/5. So 1282 * improvement every level, now its fighterlevel/5. So
1387 * we give the player a bonus here in wc and dam 1283 * we give the player a bonus here in wc and dam
1388 * to make up for the change. Note that I left the 1284 * to make up for the change. Note that I left the
1389 * monster bonus the same as before. -b.t. 1285 * monster bonus the same as before. -b.t.
1390 */ 1286 */
1287 object *wc_obj = chosen_skill;
1391 1288
1392 if (type == PLAYER && wc_obj && wc_obj->level > 1) 1289 if (contr && wc_obj && wc_obj->level > 1)
1393 { 1290 {
1394 wc -= (wc_obj->level + thaco_bonus[stats.Str]); 1291 wc -= wc_obj->level + thaco_bonus[stats.Str];
1292
1395 for (i = 1; i < wc_obj->level; i++) 1293 for (i = 1; i < wc_obj->level; i++)
1396 { 1294 {
1397 /* addtional wc every 6 levels */ 1295 /* additional wc every 6 levels */
1398 if (!(i % 6)) 1296 if (!(i % 6))
1399 wc--; 1297 wc--;
1298
1400 /* addtional dam every 4 levels. */ 1299 /* additional dam every 4 levels. */
1401 if (!(i % 4) && (dam_bonus[stats.Str] >= 0)) 1300 if (!(i % 4) && dam_bonus[stats.Str] >= 0)
1402 stats.dam += (1 + (dam_bonus[stats.Str] / 5)); 1301 stats.dam += 1 + dam_bonus[stats.Str] / 5;
1403 } 1302 }
1404 } 1303 }
1405 else 1304 else
1406 wc -= (level + thaco_bonus[stats.Str]); 1305 wc -= level + thaco_bonus[stats.Str];
1407 1306
1408 stats.dam += dam_bonus[stats.Str]; 1307 stats.dam += dam_bonus[stats.Str];
1409 1308
1410 if (stats.dam < 1) 1309 if (stats.dam < 1)
1411 stats.dam = 1; 1310 stats.dam = 1;
1412 1311
1413 speed = 1.0 + speed_bonus[stats.Dex]; 1312 speed = 1.f + speed_bonus[stats.Dex];
1414 1313
1415 if (settings.search_items && contr->search_str[0]) 1314 if (settings.search_items && contr->search_str[0])
1416 speed -= 1; 1315 speed -= 1;
1417 1316
1418 if (attacktype == 0) 1317 if (attacktype == 0)
1419 attacktype = arch->clone.attacktype; 1318 attacktype = arch->clone.attacktype;
1420
1421 } /* End if player */ 1319 } /* End if player */
1422 1320
1423 if (added_speed >= 0) 1321 if (added_speed >= 0)
1424 speed += added_speed / 10.0; 1322 speed += added_speed / 10.f;
1425 else /* Something wrong here...: */ 1323 else /* Something wrong here...: */
1426 speed /= (float) (1.0 - added_speed); 1324 speed /= 1.f - added_speed;
1427 1325
1428 /* Max is determined by armour */ 1326 /* Max is determined by armour */
1429 if (speed > max) 1327 if (speed > max)
1430 speed = max; 1328 speed = max;
1431 1329
1436 * weight limit, then player suffers a speed reduction based on how 1334 * weight limit, then player suffers a speed reduction based on how
1437 * much above he is, and what is max carry is 1335 * much above he is, and what is max carry is
1438 */ 1336 */
1439 f = (carrying / 1000) - max_carry[stats.Str]; 1337 f = (carrying / 1000) - max_carry[stats.Str];
1440 if (f > 0) 1338 if (f > 0)
1441 speed = speed / (1.0 + f / max_carry[stats.Str]); 1339 speed = speed / (1.f + f / max_carry[stats.Str]);
1442 } 1340 }
1443 1341
1444 speed += bonus_speed / 10.0; /* Not affected by limits */ 1342 speed += bonus_speed / 10.f; /* Not affected by limits */
1445 1343
1446 /* Put a lower limit on speed. Note with this speed, you move once every 1344 /* 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. 1345 * 100 ticks or so. This amounts to once every 12 seconds of realtime.
1448 */ 1346 */
1449 speed = speed * speed_reduce_from_disease; 1347 speed = speed * speed_reduce_from_disease;
1450 1348
1451 if (speed < 0.01 && type == PLAYER) 1349 if (speed < 0.01f && type == PLAYER)
1452 speed = 0.01; 1350 speed = 0.01f;
1453 1351
1454 if (type == PLAYER) 1352 if (type == PLAYER)
1455 { 1353 {
1456 float M, W, s, D, K, S, M2;
1457
1458 /* (This formula was made by vidarl@ifi.uio.no) 1354 /* (This formula was made by vidarl@ifi.uio.no)
1459 * Note that we never used these values again - basically 1355 * Note that we never used these values again - basically
1460 * all of these could be subbed into one big equation, but 1356 * all of these could be subbed into one big equation, but
1461 * that would just be a real pain to read. 1357 * that would just be a real pain to read.
1462 */ 1358 */
1463 M = (max_carry[stats.Str] - 121) / 121.0; 1359 float M = (max_carry[stats.Str] - 121) / 121.f;
1464 M2 = max_carry[stats.Str] / 100.0; 1360 float M2 = max_carry[stats.Str] / 100.f;
1465 W = weapon_weight / 20000.0; 1361 float W = weapon_weight / 20000.f;
1466 s = 2 - weapon_speed / 10.0; 1362 float s = (20 - weapon_speed) / 10.f;
1467 D = (stats.Dex - 14) / 14.0; 1363 float D = (stats.Dex - 14) / 14.f;
1468 K = 1 + M / 3.0 - W / (3 * M2) + speed / 5.0 + D / 2.0; 1364 float K = 1 + M / 3.f - W / (3 * M2) + speed / 5.f + D / 2.f;
1365
1469 K *= (4 + level) / (float) (6 + level) * 1.2; 1366 K *= (4 + level) * 1.2f / (6 + level);
1367
1470 if (K <= 0) 1368 if (K <= 0.01f)
1471 K = 0.01; 1369 K = 0.01f;
1370
1472 S = speed / (K * s); 1371 float S = speed / (K * s);
1372
1473 contr->weapon_sp = S; 1373 contr->weapon_sp = S;
1474 } 1374 }
1475 1375
1476 /* I want to limit the power of small monsters with big weapons: */ 1376 /* 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) 1377 if (type != PLAYER && arch && stats.dam > arch->clone.stats.dam * 3)
1478 stats.dam = arch->clone.stats.dam * 3; 1378 stats.dam = arch->clone.stats.dam * 3;
1479 1379
1480 /* Prevent overflows of wc - best you can get is ABS(120) - this 1380 stats.wc = clamp (wc, MIN_WC, MAX_WC);
1481 * should be more than enough - remember, AC is also in 8 bits, 1381 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 1382
1498 /* if for some reason the creature doesn't have any move type, 1383 /* if for some reason the creature doesn't have any move type,
1499 * give them walking as a default. 1384 * give them walking as a default.
1500 * The second case is a special case - to more closely mimic the 1385 * The second case is a special case - to more closely mimic the
1501 * old behaviour - if your flying, your not walking - just 1386 * old behaviour - if your flying, your not walking - just
1515 if (type == PLAYER) 1400 if (type == PLAYER)
1516 { 1401 {
1517 esrv_update_stats (contr); 1402 esrv_update_stats (contr);
1518 esrv_update_spells (contr); 1403 esrv_update_spells (contr);
1519 } 1404 }
1405
1406 // update the mapspace, if we are on a map
1407 if (!flag [FLAG_REMOVED] && map)
1408 map->at (x, y).flags_ = 0;
1520} 1409}
1521 1410
1522/* 1411/*
1523 * Returns true if the given player is a legal class. 1412 * Returns true if the given player is a legal class.
1524 * The function to add and remove class-bonuses to the stats doesn't 1413 * The function to add and remove class-bonuses to the stats doesn't
1527 * false otherwise. 1416 * false otherwise.
1528 */ 1417 */
1529int 1418int
1530allowed_class (const object *op) 1419allowed_class (const object *op)
1531{ 1420{
1532 return op->stats.Dex > 0 && op->stats.Str > 0 && op->stats.Con > 0 && 1421 return op->stats.Dex > 0
1533 op->stats.Int > 0 && op->stats.Wis > 0 && op->stats.Pow > 0 && op->stats.Cha > 0; 1422 && op->stats.Str > 0
1423 && op->stats.Con > 0
1424 && op->stats.Int > 0
1425 && op->stats.Wis > 0
1426 && op->stats.Pow > 0
1427 && op->stats.Cha > 0;
1534} 1428}
1535 1429
1536/* 1430/*
1537 * set the new dragon name after gaining levels or 1431 * set the new dragon name after gaining levels or
1538 * changing ability focus (later this can be extended to 1432 * changing ability focus (later this can be extended to
1609 object *skin = NULL; /* pointer to dragon skin force */ 1503 object *skin = NULL; /* pointer to dragon skin force */
1610 object *tmp = NULL; /* tmp. object */ 1504 object *tmp = NULL; /* tmp. object */
1611 char buf[MAX_BUF]; /* tmp. string buffer */ 1505 char buf[MAX_BUF]; /* tmp. string buffer */
1612 1506
1613 /* now grab the 'dragon_ability'-forces from the player's inventory */ 1507 /* now grab the 'dragon_ability'-forces from the player's inventory */
1508 shstr_cmp dragon_ability_force ("dragon_ability_force");
1509 shstr_cmp dragon_skin_force ("dragon_skin_force");
1510
1614 for (tmp = who->inv; tmp != NULL; tmp = tmp->below) 1511 for (tmp = who->inv; tmp; tmp = tmp->below)
1615 {
1616 if (tmp->type == FORCE) 1512 if (tmp->type == FORCE)
1617 {
1618 if (strcmp (tmp->arch->name, "dragon_ability_force") == 0) 1513 if (tmp->arch->name == dragon_ability_force)
1619 abil = tmp; 1514 abil = tmp;
1620 if (strcmp (tmp->arch->name, "dragon_skin_force") == 0) 1515 else if (tmp->arch->name == dragon_skin_force)
1621 skin = tmp; 1516 skin = tmp;
1622 } 1517
1623 }
1624 /* if the force is missing -> bail out */ 1518 /* if the force is missing -> bail out */
1625 if (abil == NULL) 1519 if (abil == NULL)
1626 return; 1520 return;
1627 1521
1628 /* The ability_force keeps track of maximum level ever achieved. 1522 /* The ability_force keeps track of maximum level ever achieved.
1672 if (!skill_obj) 1566 if (!skill_obj)
1673 { 1567 {
1674 LOG (llevError, "add_player_exp: couldn't find skill %s\n", skill_name); 1568 LOG (llevError, "add_player_exp: couldn't find skill %s\n", skill_name);
1675 return NULL; 1569 return NULL;
1676 } 1570 }
1571
1677 /* clear the flag - exp goes into this bucket, but player 1572 /* clear the flag - exp goes into this bucket, but player
1678 * still doesn't know it. 1573 * still doesn't know it.
1679 */ 1574 */
1680 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL); 1575 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL);
1681 skill_obj->stats.exp = 0; 1576 skill_obj->stats.exp = 0;
1682 skill_obj->level = 1; 1577 skill_obj->level = 1;
1683 insert_ob_in_ob (skill_obj, op); 1578 insert_ob_in_ob (skill_obj, op);
1684 1579
1685 if (op->contr) 1580 if (player *pl = op->contr)
1686 { 1581 {
1687 op->contr->last_skill_ob [skill_obj->subtype] = skill_obj; 1582 pl->last_skill_ob [skill_obj->subtype] = skill_obj;
1688 if (op->contr->ns) 1583 if (pl->ns)
1689 op->contr->ns->last_skill_exp[skill_obj->subtype] = -1;//TODO: should be made superfluous 1584 pl->ns->last_skill_exp[skill_obj->subtype] = -1;//TODO: should be made superfluous
1690 } 1585 }
1691 1586
1692 return skill_obj; 1587 return skill_obj;
1693} 1588}
1694
1695 1589
1696/* player_lvl_adj() - for the new exp system. we are concerned with 1590/* player_lvl_adj() - for the new exp system. we are concerned with
1697 * whether the player gets more hp, sp and new levels. 1591 * whether the player gets more hp, sp and new levels.
1698 * Note this this function should only be called for players. Monstes 1592 * Note this this function should only be called for players. Monstes
1699 * don't really gain levels 1593 * don't really gain levels
1710 1604
1711 if (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul)) 1605 if (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul))
1712 { 1606 {
1713 op->level++; 1607 op->level++;
1714 1608
1715 if (op != NULL && op == who && op->stats.exp > 1 && is_dragon_pl (who)) 1609 if (op && op == who && op->stats.exp > 1 && is_dragon_pl (who))
1716 dragon_level_gain (who); 1610 dragon_level_gain (who);
1717 1611
1718 /* Only roll these if it is the player (who) that gained the level */ 1612 /* Only roll these if it is the player (who) that gained the level */
1719 if (op == who && (who->level < 11) && who->type == PLAYER) 1613 if (op == who && (who->level < 11) && who->type == PLAYER)
1720 { 1614 {
1728 { 1622 {
1729 if (op->type != PLAYER) 1623 if (op->type != PLAYER)
1730 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); 1624 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1731 else 1625 else
1732 sprintf (buf, "You are now level %d.", op->level); 1626 sprintf (buf, "You are now level %d.", op->level);
1627
1733 if (who) 1628 if (who)
1734 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); 1629 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1735 } 1630 }
1631
1736 player_lvl_adj (who, op); /* To increase more levels */ 1632 player_lvl_adj (who, op); /* To increase more levels */
1737 } 1633 }
1738 else if (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul)) 1634 else if (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul))
1739 { 1635 {
1740 op->level--; 1636 op->level--;
1741 who->update_stats (); 1637 who->update_stats ();
1638
1742 if (op->type != PLAYER) 1639 if (op->type != PLAYER)
1743 { 1640 {
1744 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); 1641 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1745 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); 1642 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1746 } 1643 }
1644
1747 player_lvl_adj (who, op); /* To decrease more levels */ 1645 player_lvl_adj (who, op); /* To decrease more levels */
1748 } 1646 }
1749 1647
1750 /* check if the spell data has changed */ 1648 /* check if the spell data has changed */
1751 esrv_update_stats (who->contr); 1649 esrv_update_stats (who->contr);
1760sint64 1658sint64
1761level_exp (int level, double expmul) 1659level_exp (int level, double expmul)
1762{ 1660{
1763 if (level > settings.max_level) 1661 if (level > settings.max_level)
1764 return (sint64) (expmul * levels[settings.max_level]); 1662 return (sint64) (expmul * levels[settings.max_level]);
1663
1765 return (sint64) (expmul * levels[level]); 1664 return (sint64) (expmul * levels[level]);
1766} 1665}
1767 1666
1768/* 1667/*
1769 * Ensure that the permanent experience requirements in an exp object are met. 1668 * Ensure that the permanent experience requirements in an exp object are met.
1806 sint64 limit, exp_to_add; 1705 sint64 limit, exp_to_add;
1807 int i; 1706 int i;
1808 1707
1809 /* prevents some forms of abuse. */ 1708 /* prevents some forms of abuse. */
1810 if (op->contr->braced) 1709 if (op->contr->braced)
1811 exp = exp / 5; 1710 exp /= 5;
1812 1711
1813 /* Try to find the matching skill. 1712 /* Try to find the matching skill.
1814 * We do a shortcut/time saving mechanism first - see if it matches 1713 * We do a shortcut/time saving mechanism first - see if it matches
1815 * chosen_skill. This means we don't need to search through 1714 * chosen_skill. This means we don't need to search through
1816 * the players inventory. 1715 * the players inventory.
1817 */ 1716 */
1818 if (skill_name) 1717 if (skill_name)
1819 { 1718 {
1820 if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill)) 1719 if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill))
1951 del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction)); 1850 del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction));
1952 tmp->stats.exp -= del_exp; 1851 tmp->stats.exp -= del_exp;
1953 player_lvl_adj (op, tmp); 1852 player_lvl_adj (op, tmp);
1954 } 1853 }
1955 } 1854 }
1855
1956 if (flag != SK_SUBTRACT_SKILL_EXP) 1856 if (flag != SK_SUBTRACT_SKILL_EXP)
1957 { 1857 {
1958 del_exp = check_exp_loss (op, exp); 1858 del_exp = check_exp_loss (op, exp);
1959 op->stats.exp -= del_exp; 1859 op->stats.exp -= del_exp;
1960 player_lvl_adj (op, NULL); 1860 player_lvl_adj (op, NULL);
1961 } 1861 }
1962} 1862}
1963
1964
1965 1863
1966/* change_exp() - changes experience to a player/monster. This 1864/* change_exp() - changes experience to a player/monster. This
1967 * does bounds checking to make sure we don't overflow the max exp. 1865 * does bounds checking to make sure we don't overflow the max exp.
1968 * 1866 *
1969 * The exp passed is typically not modified much by this function - 1867 * The exp passed is typically not modified much by this function -
1970 * it is assumed the caller has modified the exp as needed. 1868 * it is assumed the caller has modified the exp as needed.
1971 * skill_name is the skill that should get the exp added. 1869 * skill_name is the skill that should get the exp added.
1972 * flag is what to do if player doesn't have the skill. 1870 * flag is what to do if player doesn't have the skill.
1973 * these last two values are only used for players. 1871 * these last two values are only used for players.
1974 */ 1872 */
1975
1976void 1873void
1977change_exp (object *op, sint64 exp, const char *skill_name, int flag) 1874change_exp (object *op, sint64 exp, const char *skill_name, int flag)
1978{ 1875{
1979
1980#ifdef EXP_DEBUG 1876#ifdef EXP_DEBUG
1981 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp); 1877 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp);
1982#endif 1878#endif
1983 1879
1984 /* safety */ 1880 /* safety */
2025 else 1921 else
2026 /* note that when you lose exp, it doesn't go against 1922 /* note that when you lose exp, it doesn't go against
2027 * a particular skill, so we don't need to pass that 1923 * a particular skill, so we don't need to pass that
2028 * along. 1924 * along.
2029 */ 1925 */
2030 subtract_player_exp (op, FABS (exp), skill_name, flag); 1926 subtract_player_exp (op, abs (exp), skill_name, flag);
2031
2032 } 1927 }
2033} 1928}
2034 1929
2035/* Applies a death penalty experience, the size of this is defined by the 1930/* Applies a death penalty experience, the size of this is defined by the
2036 * settings death_penalty_percentage and death_penalty_levels, and by the 1931 * settings death_penalty_percentage and death_penalty_levels, and by the
2037 * amount of permenent experience, whichever gives the lowest loss. 1932 * amount of permenent experience, whichever gives the lowest loss.
2038 */ 1933 */
2039
2040void 1934void
2041apply_death_exp_penalty (object *op) 1935apply_death_exp_penalty (object *op)
2042{ 1936{
2043 object *tmp; 1937 object *tmp;
2044 sint64 loss; 1938 sint64 loss;
2066 player_lvl_adj (op, tmp); 1960 player_lvl_adj (op, tmp);
2067 } 1961 }
2068 1962
2069 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100; 1963 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100;
2070 level_loss = op->stats.exp - levels[MAX (0, op->level - settings.death_penalty_level)]; 1964 level_loss = op->stats.exp - levels[MAX (0, op->level - settings.death_penalty_level)];
1965
2071 if (level_loss < 0) 1966 if (level_loss < 0)
2072 level_loss = 0; 1967 level_loss = 0;
2073 loss = check_exp_loss (op, MIN (level_loss, percentage_loss)); 1968 loss = check_exp_loss (op, MIN (level_loss, percentage_loss));
2074 1969
2075 op->stats.exp -= loss; 1970 op->stats.exp -= loss;

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