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Comparing deliantra/server/common/living.C (file contents):
Revision 1.20 by root, Sat Dec 23 06:30:49 2006 UTC vs.
Revision 1.45 by root, Mon Apr 30 04:25:29 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game
3 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * This program is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20 21 *
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail at <crossfire@schmorp.de>
22*/ 23 */
23 24
24#include <global.h> 25#include <global.h>
25#include <funcpoint.h> 26#include <funcpoint.h>
26 27
27/* Handy little macro that adds exp and keeps it within bounds. Since 28/* Handy little macro that adds exp and keeps it within bounds. Since
191static const char *const drain_msg[NUM_STATS] = { 192static const char *const drain_msg[NUM_STATS] = {
192 "Oh no! You are weakened!", 193 "Oh no! You are weakened!",
193 "You're feeling clumsy!", 194 "You're feeling clumsy!",
194 "You feel less healthy", 195 "You feel less healthy",
195 "You suddenly begin to lose your memory!", 196 "You suddenly begin to lose your memory!",
197 "Watch out, your mind is going!",
198 "Your spirit feels drained!",
196 "Your face gets distorted!", 199 "Your face gets distorted!",
197 "Watch out, your mind is going!",
198 "Your spirit feels drained!"
199}; 200};
200const char *const restore_msg[NUM_STATS] = { 201const char *const restore_msg[NUM_STATS] = {
201 "You feel your strength return.", 202 "You feel your strength return.",
202 "You feel your agility return.", 203 "You feel your agility return.",
203 "You feel your health return.", 204 "You feel your health return.",
205 "You feel your memory return.",
204 "You feel your wisdom return.", 206 "You feel your wisdom return.",
207 "You feel your spirits return.",
205 "You feel your charisma return.", 208 "You feel your charisma return.",
206 "You feel your memory return.",
207 "You feel your spirits return."
208}; 209};
209const char *const gain_msg[NUM_STATS] = { 210const char *const gain_msg[NUM_STATS] = {
210 "You feel stronger.", 211 "You feel stronger.",
211 "You feel more agile.", 212 "You feel more agile.",
212 "You feel healthy.", 213 "You feel healthy.",
214 "You feel smarter.",
213 "You feel wiser.", 215 "You feel wiser.",
216 "You feel more potent.",
214 "You seem to look better.", 217 "You seem to look better.",
215 "You feel smarter.",
216 "You feel more potent."
217}; 218};
218const char *const lose_msg[NUM_STATS] = { 219const char *const lose_msg[NUM_STATS] = {
219 "You feel weaker!", 220 "You feel weaker!",
220 "You feel clumsy!", 221 "You feel clumsy!",
221 "You feel less healthy!", 222 "You feel less healthy!",
223 "You feel stupid!",
222 "You lose some of your memory!", 224 "You lose some of your memory!",
225 "You feel less potent!",
223 "You look ugly!", 226 "You look ugly!",
224 "You feel stupid!",
225 "You feel less potent!"
226}; 227};
227 228
228const char *const statname[NUM_STATS] = { 229const char *const statname[NUM_STATS] = {
229 "strength", "dexterity", "constitution", "wisdom", "charisma", "intelligence", "power" 230 "strength", "dexterity", "constitution", "intelligence", "wisdom", "power", "charisma"
230}; 231};
231 232
232const char *const short_stat_name[NUM_STATS] = { 233const char *const short_stat_name[NUM_STATS] = {
233 "Str", "Dex", "Con", "Wis", "Cha", "Int", "Pow" 234 "Str", "Dex", "Con", "Int", "Wis", "Pow", "Cha"
234}; 235};
235 236
236/* 237/*
237 * sets Str/Dex/con/Wis/Cha/Int/Pow in stats to value, depending on 238 * sets Str/Dex/con/Wis/Cha/Int/Pow in stats to value, depending on
238 * what attr is (STR to POW). 239 * what attr is (STR to POW).
676 */ 677 */
677 678
678void 679void
679object::drain_stat () 680object::drain_stat ()
680{ 681{
681 drain_specific_stat (RANDOM () % NUM_STATS); 682 drain_specific_stat (rndm (NUM_STATS));
682} 683}
683 684
684void 685void
685object::drain_specific_stat (int deplete_stats) 686object::drain_specific_stat (int deplete_stats)
686{ 687{
754 return; 755 return;
755 756
756 /* Randomly change the players luck. Basically, we move it 757 /* Randomly change the players luck. Basically, we move it
757 * back neutral (if greater>0, subtract, otherwise add) 758 * back neutral (if greater>0, subtract, otherwise add)
758 */ 759 */
759 if (RANDOM () % (FABS (tmp->stats.luck)) >= RANDOM () % 30) 760 if (rndm (abs (tmp->stats.luck)) >= rndm (30))
760 { 761 {
761 int diff = tmp->stats.luck > 0 ? -1 : 1; 762 int diff = tmp->stats.luck > 0 ? -1 : 1;
762 763
763 stats.luck += diff; 764 stats.luck += diff;
764 tmp->stats.luck += diff; 765 tmp->stats.luck += diff;
817 * Updates all abilities given by applied objects in the inventory 818 * Updates all abilities given by applied objects in the inventory
818 * of the given object. Note: This function works for both monsters 819 * of the given object. Note: This function works for both monsters
819 * and players; the "player" in the name is purely an archaic inheritance. 820 * and players; the "player" in the name is purely an archaic inheritance.
820 * This functions starts from base values (archetype or player object) 821 * This functions starts from base values (archetype or player object)
821 * and then adjusts them according to what the player has equipped. 822 * and then adjusts them according to what the player has equipped.
822 */ 823 *
823
824/* July 95 - inserted stuff to handle new skills/exp system - b.t. 824 * July 95 - inserted stuff to handle new skills/exp system - b.t.
825 spell system split, grace points now added to system --peterm 825 * spell system split, grace points now added to system --peterm
826 */ 826 */
827
828void 827void
829object::update_stats () 828object::update_stats ()
830{ 829{
831 int i, j; 830 int i, j;
832 float f, max = 9, added_speed = 0, bonus_speed = 0, sp_tmp, speed_reduce_from_disease = 1; 831 float f, max = 9, added_speed = 0, bonus_speed = 0, sp_tmp, speed_reduce_from_disease = 1;
833 int weapon_weight = 0, weapon_speed = 0; 832 int weapon_weight = 0, weapon_speed = 0;
834 int best_wc = 0, best_ac = 0, wc = 0, ac = 0; 833 int best_wc = 0, best_ac = 0, wc = 0, ac = 0;
835 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; 834 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS];
836 object *grace_obj = NULL, *mana_obj = NULL, *wc_obj = NULL, *tmp; 835 object *grace_obj = NULL, *mana_obj = NULL, *wc_obj = NULL, *tmp;
836 float old_speed = speed;
837 837
838 /* First task is to clear all the values back to their original values */ 838 /* First task is to clear all the values back to their original values */
839 if (type == PLAYER) 839 if (type == PLAYER)
840 { 840 {
841 for (i = 0; i < NUM_STATS; i++) 841 for (i = 0; i < NUM_STATS; i++)
843 843
844 if (settings.spell_encumbrance == TRUE) 844 if (settings.spell_encumbrance == TRUE)
845 contr->encumbrance = 0; 845 contr->encumbrance = 0;
846 846
847 attacktype = 0; 847 attacktype = 0;
848
848 contr->digestion = 0; 849 contr->digestion = 0;
849 contr->gen_hp = 0; 850 contr->gen_hp = 0;
850 contr->gen_sp = 0; 851 contr->gen_sp = 0;
851 contr->gen_grace = 0; 852 contr->gen_grace = 0;
852 contr->gen_sp_armour = 10; 853 contr->gen_sp_armour = 10;
853 contr->item_power = 0; 854 contr->item_power = 0;
854
855 /* Don't clobber all the range_ values. range_golem otherwise
856 * gets reset for no good reason, and we don't want to reset
857 * range_magic (what spell is readied). These three below
858 * well get filled in based on what the player has equipped.
859 */
860 contr->ranges[range_bow] = NULL;
861 contr->ranges[range_misc] = NULL;
862 contr->ranges[range_skill] = NULL;
863 } 855 }
864 856
865 memcpy (body_used, body_info, sizeof (body_info)); 857 memcpy (body_used, body_info, sizeof (body_info));
866 858
867 slaying = 0; 859 slaying = 0;
879 if (!QUERY_FLAG (&arch->clone, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL); 871 if (!QUERY_FLAG (&arch->clone, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL);
880 if (!QUERY_FLAG (&arch->clone, FLAG_REFL_MISSILE)) CLEAR_FLAG (this, FLAG_REFL_MISSILE); 872 if (!QUERY_FLAG (&arch->clone, FLAG_REFL_MISSILE)) CLEAR_FLAG (this, FLAG_REFL_MISSILE);
881 if (!QUERY_FLAG (&arch->clone, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD); 873 if (!QUERY_FLAG (&arch->clone, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD);
882 if (!QUERY_FLAG (&arch->clone, FLAG_SEE_IN_DARK )) CLEAR_FLAG (this, FLAG_SEE_IN_DARK); 874 if (!QUERY_FLAG (&arch->clone, FLAG_SEE_IN_DARK )) CLEAR_FLAG (this, FLAG_SEE_IN_DARK);
883 875
884 path_attuned = arch->clone.path_attuned; 876 path_attuned = arch->clone.path_attuned;
885 path_repelled = arch->clone.path_repelled; 877 path_repelled = arch->clone.path_repelled;
886 path_denied = arch->clone.path_denied; 878 path_denied = arch->clone.path_denied;
887 glow_radius = arch->clone.glow_radius; 879 glow_radius = arch->clone.glow_radius;
888 move_type = arch->clone.move_type; 880 move_type = arch->clone.move_type;
881
889 chosen_skill = NULL; 882 chosen_skill = NULL;
890 883
891 /* initializing resistances from the values in player/monster's 884 /* initializing resistances from the values in player/monster's
892 * archetype clone 885 * archetype clone
893 */ 886 */
924 speed = arch->clone.speed; 917 speed = arch->clone.speed;
925 918
926 /* OK - we've reset most all the objects attributes to sane values. 919 /* OK - we've reset most all the objects attributes to sane values.
927 * now go through and make adjustments for what the player has equipped. 920 * now go through and make adjustments for what the player has equipped.
928 */ 921 */
929
930 for (tmp = inv; tmp; tmp = tmp->below) 922 for (tmp = inv; tmp; tmp = tmp->below)
931 { 923 {
932 /* See note in map.c:update_position about making this additive 924 /* See note in map.c:update_position about making this additive
933 * since light sources are never applied, need to put check here. 925 * since light sources are never applied, need to put check here.
934 */ 926 */
935 if (tmp->glow_radius > glow_radius) 927 if (tmp->glow_radius > glow_radius)
936 glow_radius = tmp->glow_radius; 928 glow_radius = tmp->glow_radius;
937 929
938 /* This happens because apply_potion calls change_abil with the potion 930 /* This happens because apply_potion calls change_abil with the potion
939 * applied so we can tell the player what chagned. But change_abil 931 * applied so we can tell the player what changed. But change_abil
940 * then calls this function. 932 * then calls this function.
941 */ 933 */
942 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION) 934 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION)
943 continue; 935 continue;
944 936
970 * in the praying skill, and the player should always get those. 962 * in the praying skill, and the player should always get those.
971 * It also means we need to put in additional checks for applied below, 963 * It also means we need to put in additional checks for applied below,
972 * because the skill shouldn't count against body positions being used 964 * because the skill shouldn't count against body positions being used
973 * up, etc. 965 * up, etc.
974 */ 966 */
975 if ((QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type != CONTAINER && tmp->type != CLOSE_CON) || 967 if ((QUERY_FLAG (tmp, FLAG_APPLIED)
968 && tmp->type != CONTAINER
969 && tmp->type != CLOSE_CON)
970 || (tmp->type == SKILL
976 (tmp->type == SKILL && tmp->subtype == SK_PRAYING)) 971 && tmp->subtype == SK_PRAYING))
977 { 972 {
978 if (type == PLAYER) 973 if (type == PLAYER)
979 { 974 {
980 if (tmp->type == BOW)
981 contr->ranges[range_bow] = tmp;
982
983 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
984 contr->ranges[range_misc] = tmp;
985
986 for (i = 0; i < NUM_STATS; i++) 975 for (i = 0; i < NUM_STATS; i++)
987 change_attr_value (&(stats), i, get_attr_value (&(tmp->stats), i)); 976 change_attr_value (&stats, i, get_attr_value (&tmp->stats, i));
988 977
989 /* these are the items that currently can change digestion, regeneration, 978 /* these are the items that currently can change digestion, regeneration,
990 * spell point recovery and mana point recovery. Seems sort of an arbitary 979 * spell point recovery and mana point recovery. Seems sort of an arbitary
991 * list, but other items store other info into stats array. 980 * list, but other items store other info into stats array.
992 */ 981 */
993 if ((tmp->type == WEAPON) || 982 if ((tmp->type == WEAPON) || (tmp->type == BOW) ||
994 (tmp->type == ARMOUR) || (tmp->type == HELMET) || 983 (tmp->type == ARMOUR) || (tmp->type == HELMET) ||
995 (tmp->type == SHIELD) || (tmp->type == RING) || 984 (tmp->type == SHIELD) || (tmp->type == RING) ||
996 (tmp->type == BOOTS) || (tmp->type == GLOVES) || 985 (tmp->type == BOOTS) || (tmp->type == GLOVES) ||
997 (tmp->type == AMULET) || (tmp->type == GIRDLE) || 986 (tmp->type == AMULET) || (tmp->type == GIRDLE) ||
998 (tmp->type == BRACERS) || (tmp->type == CLOAK) || 987 (tmp->type == BRACERS) || (tmp->type == CLOAK) ||
1013 for (i = 0; i < NUM_BODY_LOCATIONS; i++) 1002 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
1014 body_used[i] += tmp->body_info[i]; 1003 body_used[i] += tmp->body_info[i];
1015 1004
1016 if (tmp->type == SYMPTOM) 1005 if (tmp->type == SYMPTOM)
1017 { 1006 {
1018 speed_reduce_from_disease = tmp->last_sp / 100.0; 1007 speed_reduce_from_disease = tmp->last_sp / 100.f;
1008
1019 if (speed_reduce_from_disease == 0) 1009 if (speed_reduce_from_disease == 0)
1020 speed_reduce_from_disease = 1; 1010 speed_reduce_from_disease = 1;
1021 } 1011 }
1022 1012
1023 /* Pos. and neg. protections are counted seperate (-> pro/vuln). 1013 /* Pos. and neg. protections are counted seperate (-> pro/vuln).
1024 * (Negative protections are calculated extactly like positive.) 1014 * (Negative protections are calculated exactly like positive.)
1025 * Resistance from potions are treated special as well. If there's 1015 * Resistance from potions are treated special as well. If there's
1026 * more than one potion-effect, the bigger prot.-value is taken. 1016 * more than one potion-effect, the bigger prot.-value is taken.
1027 */ 1017 */
1028 if (tmp->type != POTION) 1018 if (tmp->type != POTION)
1029 { 1019 {
1030 for (i = 0; i < NROFATTACKS; i++) 1020 for (i = 0; i < NROFATTACKS; i++)
1031 { 1021 {
1032 /* Potential for cursed potions, in which case we just can use 1022 /* Potential for cursed potions, in which case we just can use
1033 * a straight MAX, as potion_resist is initialized to zero. 1023 * a straight MAX, as potion_resist is initialised to zero.
1034 */ 1024 */
1035 if (tmp->type == POTION_EFFECT) 1025 if (tmp->type == POTION_EFFECT)
1036 { 1026 {
1037 if (potion_resist[i]) 1027 if (potion_resist[i])
1038 potion_resist[i] = MAX (potion_resist[i], tmp->resist[i]); 1028 potion_resist[i] = MAX (potion_resist[i], tmp->resist[i]);
1039 else 1029 else
1040 potion_resist[i] = tmp->resist[i]; 1030 potion_resist[i] = tmp->resist[i];
1041 } 1031 }
1042 else if (tmp->resist[i] > 0) 1032 else if (tmp->resist[i] > 0)
1043 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100; 1033 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100;
1044 else if (tmp->resist[i] < 0) 1034 else if (tmp->resist[i] < 0)
1045 vuln[i] += ((100 - vuln[i]) * (-tmp->resist[i])) / 100; 1035 vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100;
1046 } 1036 }
1047 } 1037 }
1048 1038
1049 /* There may be other things that should not adjust the attacktype */ 1039 /* There may be other things that should not adjust the attacktype */
1050 if (tmp->type != BOW && tmp->type != SYMPTOM) 1040 if (tmp->type != BOW && tmp->type != SYMPTOM)
1051 attacktype |= tmp->attacktype; 1041 attacktype |= tmp->attacktype;
1052 1042
1053 path_attuned |= tmp->path_attuned; 1043 path_attuned |= tmp->path_attuned;
1054 path_repelled |= tmp->path_repelled; 1044 path_repelled |= tmp->path_repelled;
1055 path_denied |= tmp->path_denied; 1045 path_denied |= tmp->path_denied;
1046 move_type |= tmp->move_type;
1056 stats.luck += tmp->stats.luck; 1047 stats.luck += tmp->stats.luck;
1057 move_type |= tmp->move_type;
1058 1048
1059 if (QUERY_FLAG (tmp, FLAG_LIFESAVE )) SET_FLAG (this, FLAG_LIFESAVE); 1049 if (QUERY_FLAG (tmp, FLAG_LIFESAVE )) SET_FLAG (this, FLAG_LIFESAVE);
1060 if (QUERY_FLAG (tmp, FLAG_REFL_SPELL )) SET_FLAG (this, FLAG_REFL_SPELL); 1050 if (QUERY_FLAG (tmp, FLAG_REFL_SPELL )) SET_FLAG (this, FLAG_REFL_SPELL);
1061 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE)) SET_FLAG (this, FLAG_REFL_MISSILE); 1051 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE)) SET_FLAG (this, FLAG_REFL_MISSILE);
1062 if (QUERY_FLAG (tmp, FLAG_STEALTH )) SET_FLAG (this, FLAG_STEALTH); 1052 if (QUERY_FLAG (tmp, FLAG_STEALTH )) SET_FLAG (this, FLAG_STEALTH);
1075 1065
1076 if (tmp->stats.exp && tmp->type != SKILL) 1066 if (tmp->stats.exp && tmp->type != SKILL)
1077 { 1067 {
1078 if (tmp->stats.exp > 0) 1068 if (tmp->stats.exp > 0)
1079 { 1069 {
1080 added_speed += (float) tmp->stats.exp / 3.0; 1070 added_speed += tmp->stats.exp / 3.f;
1081 bonus_speed += 1.0 + (float) tmp->stats.exp / 3.0; 1071 bonus_speed += tmp->stats.exp / 3.f + 1.f;
1082 } 1072 }
1083 else 1073 else
1084 added_speed += (float) tmp->stats.exp; 1074 added_speed += tmp->stats.exp;
1085 } 1075 }
1086 1076
1087 switch (tmp->type) 1077 switch (tmp->type)
1088 { 1078 {
1079 case WAND:
1080 case ROD:
1081 case HORN:
1082 if (type == PLAYER)
1083 {
1084 contr->ranged_skill = this;
1085 contr->ranged_ob = tmp;
1086 }
1087 break;
1088
1089 /* skills modifying the character -b.t. */ 1089 /* skills modifying the character -b.t. */
1090 /* for all skills and skill granting objects */ 1090 /* for all skills and skill granting objects */
1091 case SKILL: 1091 case SKILL:
1092 if (!QUERY_FLAG (tmp, FLAG_APPLIED)) 1092 if (!QUERY_FLAG (tmp, FLAG_APPLIED))
1093 break; 1093 break;
1101 chosen_skill = tmp; 1101 chosen_skill = tmp;
1102 1102
1103 if (tmp->stats.dam > 0) 1103 if (tmp->stats.dam > 0)
1104 { /* skill is a 'weapon' */ 1104 { /* skill is a 'weapon' */
1105 if (!QUERY_FLAG (this, FLAG_READY_WEAPON)) 1105 if (!QUERY_FLAG (this, FLAG_READY_WEAPON))
1106 weapon_speed = (int) WEAPON_SPEED (tmp); 1106 weapon_speed = WEAPON_SPEED (tmp);
1107 1107
1108 if (weapon_speed < 0) 1108 if (weapon_speed < 0)
1109 weapon_speed = 0; 1109 weapon_speed = 0;
1110 1110
1111 weapon_weight = tmp->weight; 1111 weapon_weight = tmp->weight;
1114 if (tmp->magic) 1114 if (tmp->magic)
1115 stats.dam += tmp->magic; 1115 stats.dam += tmp->magic;
1116 } 1116 }
1117 1117
1118 if (tmp->stats.wc) 1118 if (tmp->stats.wc)
1119 wc -= (tmp->stats.wc + tmp->magic); 1119 wc -= tmp->stats.wc + tmp->magic;
1120 1120
1121 if (tmp->slaying != NULL) 1121 if (tmp->slaying)
1122 slaying = tmp->slaying; 1122 slaying = tmp->slaying;
1123 1123
1124 if (tmp->stats.ac) 1124 if (tmp->stats.ac)
1125 ac -= (tmp->stats.ac + tmp->magic); 1125 ac -= tmp->stats.ac + tmp->magic;
1126 1126
1127 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1127 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1128 contr->encumbrance += (int) 3 *tmp->weight / 1000; 1128 contr->encumbrance += (int) 3 *tmp->weight / 1000;
1129 1129
1130 if (type == PLAYER) 1130 if (type == PLAYER)
1131 {
1131 contr->ranges[range_skill] = this; 1132 contr->ranged_skill = this;
1133 contr->ranged_ob = tmp;
1134 }
1132 1135
1133 break; 1136 break;
1134 1137
1135 case SKILL_TOOL: 1138 case SKILL_TOOL:
1136 if (chosen_skill) 1139 if (chosen_skill)
1137 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name); 1140 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name);
1138 1141
1139 chosen_skill = tmp; 1142 chosen_skill = tmp;
1140 1143
1141 if (type == PLAYER) 1144 if (type == PLAYER)
1145 {
1142 contr->ranges[range_skill] = this; 1146 contr->ranged_skill = this;
1147 contr->ranged_ob = tmp;
1148 }
1143 break; 1149 break;
1144 1150
1145 case SHIELD: 1151 case SHIELD:
1146 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1152 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1147 contr->encumbrance += (int) tmp->weight / 2000; 1153 contr->encumbrance += (int) tmp->weight / 2000;
1151 case HELMET: 1157 case HELMET:
1152 case BOOTS: 1158 case BOOTS:
1153 case GLOVES: 1159 case GLOVES:
1154 case CLOAK: 1160 case CLOAK:
1155 if (tmp->stats.wc) 1161 if (tmp->stats.wc)
1156 wc -= (tmp->stats.wc + tmp->magic); 1162 wc -= tmp->stats.wc + tmp->magic;
1157 1163
1158 if (tmp->stats.dam) 1164 if (tmp->stats.dam)
1159 stats.dam += (tmp->stats.dam + tmp->magic); 1165 stats.dam += tmp->stats.dam + tmp->magic;
1160 1166
1161 if (tmp->stats.ac) 1167 if (tmp->stats.ac)
1162 ac -= (tmp->stats.ac + tmp->magic); 1168 ac -= tmp->stats.ac + tmp->magic;
1163 1169
1164 break; 1170 break;
1165 1171
1172 case BOW:
1166 case WEAPON: 1173 case WEAPON:
1174 if (type != PLAYER
1175 || (contr->combat_skill && contr->combat_skill->type == SKILL && (skill_flags [contr->combat_skill->subtype] & SF_NEED_BOW ) && tmp->type == BOW )
1176 || (contr->combat_skill && contr->combat_skill->type == SKILL && (skill_flags [contr->combat_skill->subtype] & SF_NEED_WEAPON) && tmp->type == WEAPON))
1177 {
1167 wc -= (tmp->stats.wc + tmp->magic); 1178 wc -= tmp->stats.wc + tmp->magic;
1168 1179
1169 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0) 1180 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0)
1170 ac -= tmp->stats.ac + tmp->magic; 1181 ac -= tmp->stats.ac + tmp->magic;
1171 1182
1172 stats.dam += (tmp->stats.dam + tmp->magic); 1183 stats.dam += tmp->stats.dam + tmp->magic;
1173 weapon_weight = tmp->weight; 1184 weapon_weight = tmp->weight;
1174 weapon_speed = ((int) WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2; 1185 weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2;
1175 1186
1176 if (weapon_speed < 0) 1187 if (weapon_speed < 0)
1177 weapon_speed = 0; 1188 weapon_speed = 0;
1178 1189
1179 slaying = tmp->slaying; 1190 slaying = tmp->slaying;
1191
1180 /* If there is desire that two handed weapons should do 1192 /* If there is desire that two handed weapons should do
1181 * extra strength damage, this is where the code should 1193 * extra strength damage, this is where the code should
1182 * go. 1194 * go.
1183 */ 1195 */
1196
1184 current_weapon = tmp; 1197 current_weapon = tmp;
1185 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1198
1199 if (type == PLAYER)
1200 {
1201 contr->combat_ob = tmp;
1202
1203 if (settings.spell_encumbrance)
1186 contr->encumbrance += (int) 3 *tmp->weight / 1000; 1204 contr->encumbrance += tmp->weight * 3 / 1000;
1205 }
1206 }
1187 1207
1188 break; 1208 break;
1189 1209
1190 case ARMOUR: /* Only the best of these three are used: */ 1210 case ARMOUR: /* Only the best of these three are used: */
1191 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1211 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1192 contr->encumbrance += (int) tmp->weight / 1000; 1212 contr->encumbrance += tmp->weight / 1000;
1193 1213
1194 case BRACERS: 1214 case BRACERS:
1195 case FORCE: 1215 case FORCE:
1196 if (tmp->stats.wc) 1216 if (tmp->stats.wc)
1197 { 1217 {
1219 wc -= (tmp->stats.wc + tmp->magic); 1239 wc -= (tmp->stats.wc + tmp->magic);
1220 1240
1221 if (tmp->stats.ac) 1241 if (tmp->stats.ac)
1222 ac -= (tmp->stats.ac + tmp->magic); 1242 ac -= (tmp->stats.ac + tmp->magic);
1223 1243
1224 if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.0 < max) 1244 if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.f < max)
1225 max = ARMOUR_SPEED (tmp) / 10.0; 1245 max = ARMOUR_SPEED (tmp) / 10.f;
1226 1246
1227 break; 1247 break;
1228 } /* switch tmp->type */ 1248 } /* switch tmp->type */
1229 } /* item is equipped */ 1249 } /* item is equipped */
1230 } /* for loop of items */ 1250 } /* for loop of items */
1298 1318
1299 if (mana_obj == this && type == PLAYER) 1319 if (mana_obj == this && type == PLAYER)
1300 stats.maxsp = 1; 1320 stats.maxsp = 1;
1301 else 1321 else
1302 { 1322 {
1303 sp_tmp = 0.0; 1323 sp_tmp = 0.f;
1304 1324
1305 for (i = 1; i <= mana_obj->level && i <= 10; i++) 1325 for (i = 1; i <= mana_obj->level && i <= 10; i++)
1306 { 1326 {
1307 float stmp; 1327 float stmp;
1308 1328
1309 /* Got some extra bonus at first level */ 1329 /* Got some extra bonus at first level */
1310 if (i < 2) 1330 if (i < 2)
1311 stmp = contr->levsp[i] + ((2.0 * (float) sp_bonus[stats.Pow] + (float) sp_bonus[stats.Int]) / 6.0); 1331 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 6.f;
1312 else 1332 else
1313 stmp = (float) contr->levsp[i] + (2.0 * (float) sp_bonus[stats.Pow] + (float) sp_bonus[stats.Int]) / 12.0; 1333 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 12.f;
1314 1334
1315 if (stmp < 1.0) 1335 if (stmp < 1.f)
1316 stmp = 1.0; 1336 stmp = 1.f;
1317 1337
1318 sp_tmp += stmp; 1338 sp_tmp += stmp;
1319 } 1339 }
1320 1340
1321 stats.maxsp = (int) sp_tmp; 1341 stats.maxsp = (sint16)sp_tmp;
1322 1342
1323 for (i = 11; i <= mana_obj->level; i++) 1343 for (i = 11; i <= mana_obj->level; i++)
1324 stats.maxsp += 2; 1344 stats.maxsp += 2;
1325 } 1345 }
1326 /* Characters can get their sp supercharged via rune of transferrance */ 1346 /* Characters can get their sp supercharged via rune of transferrance */
1338 /* store grace in a float - this way, the divisions below don't create 1358 /* store grace in a float - this way, the divisions below don't create
1339 * big jumps when you go from level to level - with int's, it then 1359 * big jumps when you go from level to level - with int's, it then
1340 * becomes big jumps when the sums of the bonuses jump to the next 1360 * becomes big jumps when the sums of the bonuses jump to the next
1341 * step of 8 - with floats, even fractional ones are useful. 1361 * step of 8 - with floats, even fractional ones are useful.
1342 */ 1362 */
1343 sp_tmp = 0.0; 1363 sp_tmp = 0.f;
1344 for (i = 1, stats.maxgrace = 0; i <= grace_obj->level && i <= 10; i++) 1364 for (i = 1, stats.maxgrace = 0; i <= grace_obj->level && i <= 10; i++)
1345 { 1365 {
1346 float grace_tmp = 0.0; 1366 float grace_tmp = 0.f;
1347 1367
1348 /* Got some extra bonus at first level */ 1368 /* Got some extra bonus at first level */
1349 if (i < 2) 1369 if (i < 2)
1350 grace_tmp = contr->levgrace[i] + (((float) grace_bonus[stats.Pow] + 1370 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 6.f;
1351 2.0 * (float) grace_bonus[stats.Wis]) / 6.0);
1352 else 1371 else
1353 grace_tmp = (float) contr->levgrace[i]
1354 + ((float) grace_bonus[stats.Pow] + 2.0 * (float) grace_bonus[stats.Wis]) / 12.0; 1372 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 12.f;
1355 1373
1356 if (grace_tmp < 1.0) 1374 if (grace_tmp < 1.f)
1357 grace_tmp = 1.0; 1375 grace_tmp = 1.f;
1358 1376
1359 sp_tmp += grace_tmp; 1377 sp_tmp += grace_tmp;
1360 } 1378 }
1361 1379
1362 stats.maxgrace = (int) sp_tmp; 1380 stats.maxgrace = (sint16)sp_tmp;
1363 1381
1364 /* two grace points per level after 11 */ 1382 /* two grace points per level after 11 */
1365 for (i = 11; i <= grace_obj->level; i++) 1383 for (i = 11; i <= grace_obj->level; i++)
1366 stats.maxgrace += 2; 1384 stats.maxgrace += 2;
1367 } 1385 }
1387 * monster bonus the same as before. -b.t. 1405 * monster bonus the same as before. -b.t.
1388 */ 1406 */
1389 1407
1390 if (type == PLAYER && wc_obj && wc_obj->level > 1) 1408 if (type == PLAYER && wc_obj && wc_obj->level > 1)
1391 { 1409 {
1392 wc -= (wc_obj->level + thaco_bonus[stats.Str]); 1410 wc -= wc_obj->level + thaco_bonus[stats.Str];
1411
1393 for (i = 1; i < wc_obj->level; i++) 1412 for (i = 1; i < wc_obj->level; i++)
1394 { 1413 {
1395 /* addtional wc every 6 levels */ 1414 /* addtional wc every 6 levels */
1396 if (!(i % 6)) 1415 if (!(i % 6))
1397 wc--; 1416 wc--;
1417
1398 /* addtional dam every 4 levels. */ 1418 /* addtional dam every 4 levels. */
1399 if (!(i % 4) && (dam_bonus[stats.Str] >= 0)) 1419 if (!(i % 4) && dam_bonus[stats.Str] >= 0)
1400 stats.dam += (1 + (dam_bonus[stats.Str] / 5)); 1420 stats.dam += 1 + dam_bonus[stats.Str] / 5;
1401 } 1421 }
1402 } 1422 }
1403 else 1423 else
1404 wc -= (level + thaco_bonus[stats.Str]); 1424 wc -= level + thaco_bonus[stats.Str];
1405 1425
1406 stats.dam += dam_bonus[stats.Str]; 1426 stats.dam += dam_bonus[stats.Str];
1407 1427
1408 if (stats.dam < 1) 1428 if (stats.dam < 1)
1409 stats.dam = 1; 1429 stats.dam = 1;
1410 1430
1411 speed = 1.0 + speed_bonus[stats.Dex]; 1431 speed = 1.f + speed_bonus[stats.Dex];
1412 1432
1413 if (settings.search_items && contr->search_str[0]) 1433 if (settings.search_items && contr->search_str[0])
1414 speed -= 1; 1434 speed -= 1;
1415 1435
1416 if (attacktype == 0) 1436 if (attacktype == 0)
1417 attacktype = arch->clone.attacktype; 1437 attacktype = arch->clone.attacktype;
1418 1438
1419 } /* End if player */ 1439 } /* End if player */
1420 1440
1421 if (added_speed >= 0) 1441 if (added_speed >= 0)
1422 speed += added_speed / 10.0; 1442 speed += added_speed / 10.f;
1423 else /* Something wrong here...: */ 1443 else /* Something wrong here...: */
1424 speed /= (float) (1.0 - added_speed); 1444 speed /= 1.f - added_speed;
1425 1445
1426 /* Max is determined by armour */ 1446 /* Max is determined by armour */
1427 if (speed > max) 1447 if (speed > max)
1428 speed = max; 1448 speed = max;
1429 1449
1434 * weight limit, then player suffers a speed reduction based on how 1454 * weight limit, then player suffers a speed reduction based on how
1435 * much above he is, and what is max carry is 1455 * much above he is, and what is max carry is
1436 */ 1456 */
1437 f = (carrying / 1000) - max_carry[stats.Str]; 1457 f = (carrying / 1000) - max_carry[stats.Str];
1438 if (f > 0) 1458 if (f > 0)
1439 speed = speed / (1.0 + f / max_carry[stats.Str]); 1459 speed = speed / (1.f + f / max_carry[stats.Str]);
1440 } 1460 }
1441 1461
1442 speed += bonus_speed / 10.0; /* Not affected by limits */ 1462 speed += bonus_speed / 10.f; /* Not affected by limits */
1443 1463
1444 /* Put a lower limit on speed. Note with this speed, you move once every 1464 /* Put a lower limit on speed. Note with this speed, you move once every
1445 * 100 ticks or so. This amounts to once every 12 seconds of realtime. 1465 * 100 ticks or so. This amounts to once every 12 seconds of realtime.
1446 */ 1466 */
1447 speed = speed * speed_reduce_from_disease; 1467 speed = speed * speed_reduce_from_disease;
1448 1468
1449 if (speed < 0.01 && type == PLAYER) 1469 if (speed < 0.01f && type == PLAYER)
1450 speed = 0.01; 1470 speed = 0.01f;
1451 1471
1452 if (type == PLAYER) 1472 if (type == PLAYER)
1453 { 1473 {
1454 float M, W, s, D, K, S, M2;
1455
1456 /* (This formula was made by vidarl@ifi.uio.no) 1474 /* (This formula was made by vidarl@ifi.uio.no)
1457 * Note that we never used these values again - basically 1475 * Note that we never used these values again - basically
1458 * all of these could be subbed into one big equation, but 1476 * all of these could be subbed into one big equation, but
1459 * that would just be a real pain to read. 1477 * that would just be a real pain to read.
1460 */ 1478 */
1461 M = (max_carry[stats.Str] - 121) / 121.0; 1479 float M = (max_carry[stats.Str] - 121) / 121.f;
1462 M2 = max_carry[stats.Str] / 100.0; 1480 float M2 = max_carry[stats.Str] / 100.f;
1463 W = weapon_weight / 20000.0; 1481 float W = weapon_weight / 20000.f;
1464 s = 2 - weapon_speed / 10.0; 1482 float s = 2 - weapon_speed / 10.f;
1465 D = (stats.Dex - 14) / 14.0; 1483 float D = (stats.Dex - 14) / 14.f;
1466 K = 1 + M / 3.0 - W / (3 * M2) + speed / 5.0 + D / 2.0; 1484 float K = 1 + M / 3.f - W / (3 * M2) + speed / 5.f + D / 2.f;
1485
1467 K *= (4 + level) / (float) (6 + level) * 1.2; 1486 K *= (4 + level) *1.2f / (6 + level);
1487
1468 if (K <= 0) 1488 if (K <= 0.f)
1469 K = 0.01; 1489 K = 0.01f;
1490
1470 S = speed / (K * s); 1491 float S = speed / (K * s);
1492
1471 contr->weapon_sp = S; 1493 contr->weapon_sp = S;
1472 } 1494 }
1473 1495
1474 /* I want to limit the power of small monsters with big weapons: */ 1496 /* I want to limit the power of small monsters with big weapons: */
1475 if (type != PLAYER && arch != NULL && stats.dam > arch->clone.stats.dam * 3) 1497 if (type != PLAYER && arch && stats.dam > arch->clone.stats.dam * 3)
1476 stats.dam = arch->clone.stats.dam * 3; 1498 stats.dam = arch->clone.stats.dam * 3;
1477 1499
1478 /* Prevent overflows of wc - best you can get is ABS(120) - this 1500 /* Prevent overflows of wc - best you can get is ABS(120) - this
1479 * should be more than enough - remember, AC is also in 8 bits, 1501 * should be more than enough - remember, AC is also in 8 bits,
1480 * so its value is the same. 1502 * so its value is the same.
1502 if (move_type == 0) 1524 if (move_type == 0)
1503 move_type = MOVE_WALK; 1525 move_type = MOVE_WALK;
1504 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) 1526 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH))
1505 move_type &= ~MOVE_WALK; 1527 move_type &= ~MOVE_WALK;
1506 1528
1507 update_ob_speed (this); 1529 if (speed != old_speed)
1530 set_speed (speed);
1508 1531
1509 /* It is quite possible that a player's spell costing might have changed, 1532 /* It is quite possible that a player's spell costing might have changed,
1510 * so we will check that now. 1533 * so we will check that now.
1511 */ 1534 */
1512 if (type == PLAYER) 1535 if (type == PLAYER)
1513 { 1536 {
1514 esrv_update_stats (contr); 1537 esrv_update_stats (contr);
1515 esrv_update_spells (contr); 1538 esrv_update_spells (contr);
1516 } 1539 }
1540
1541 // update the mapspace, if we are on a map
1542 if (!flag [FLAG_REMOVED] && map)
1543 map->at (x, y).flags_ = 0;
1517} 1544}
1518 1545
1519/* 1546/*
1520 * Returns true if the given player is a legal class. 1547 * Returns true if the given player is a legal class.
1521 * The function to add and remove class-bonuses to the stats doesn't 1548 * The function to add and remove class-bonuses to the stats doesn't
1524 * false otherwise. 1551 * false otherwise.
1525 */ 1552 */
1526int 1553int
1527allowed_class (const object *op) 1554allowed_class (const object *op)
1528{ 1555{
1529 return op->stats.Dex > 0 && op->stats.Str > 0 && op->stats.Con > 0 && 1556 return op->stats.Dex > 0
1530 op->stats.Int > 0 && op->stats.Wis > 0 && op->stats.Pow > 0 && op->stats.Cha > 0; 1557 && op->stats.Str > 0
1558 && op->stats.Con > 0
1559 && op->stats.Int > 0
1560 && op->stats.Wis > 0
1561 && op->stats.Pow > 0
1562 && op->stats.Cha > 0;
1531} 1563}
1532 1564
1533/* 1565/*
1534 * set the new dragon name after gaining levels or 1566 * set the new dragon name after gaining levels or
1535 * changing ability focus (later this can be extended to 1567 * changing ability focus (later this can be extended to
1606 object *skin = NULL; /* pointer to dragon skin force */ 1638 object *skin = NULL; /* pointer to dragon skin force */
1607 object *tmp = NULL; /* tmp. object */ 1639 object *tmp = NULL; /* tmp. object */
1608 char buf[MAX_BUF]; /* tmp. string buffer */ 1640 char buf[MAX_BUF]; /* tmp. string buffer */
1609 1641
1610 /* now grab the 'dragon_ability'-forces from the player's inventory */ 1642 /* now grab the 'dragon_ability'-forces from the player's inventory */
1643 shstr_cmp dragon_ability_force ("dragon_ability_force");
1644 shstr_cmp dragon_skin_force ("dragon_skin_force");
1645
1611 for (tmp = who->inv; tmp != NULL; tmp = tmp->below) 1646 for (tmp = who->inv; tmp; tmp = tmp->below)
1612 {
1613 if (tmp->type == FORCE) 1647 if (tmp->type == FORCE)
1614 {
1615 if (strcmp (tmp->arch->name, "dragon_ability_force") == 0) 1648 if (tmp->arch->name == dragon_ability_force)
1616 abil = tmp; 1649 abil = tmp;
1617 if (strcmp (tmp->arch->name, "dragon_skin_force") == 0) 1650 else if (tmp->arch->name == dragon_skin_force)
1618 skin = tmp; 1651 skin = tmp;
1619 } 1652
1620 }
1621 /* if the force is missing -> bail out */ 1653 /* if the force is missing -> bail out */
1622 if (abil == NULL) 1654 if (abil == NULL)
1623 return; 1655 return;
1624 1656
1625 /* The ability_force keeps track of maximum level ever achieved. 1657 /* The ability_force keeps track of maximum level ever achieved.
1676 */ 1708 */
1677 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL); 1709 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL);
1678 skill_obj->stats.exp = 0; 1710 skill_obj->stats.exp = 0;
1679 skill_obj->level = 1; 1711 skill_obj->level = 1;
1680 insert_ob_in_ob (skill_obj, op); 1712 insert_ob_in_ob (skill_obj, op);
1713
1681 if (op->contr) 1714 if (op->contr)
1682 { 1715 {
1683 op->contr->last_skill_ob[skill_obj->subtype] = skill_obj; 1716 op->contr->last_skill_ob [skill_obj->subtype] = skill_obj;
1684 op->contr->last_skill_exp[skill_obj->subtype] = -1; 1717 if (op->contr->ns)
1718 op->contr->ns->last_skill_exp[skill_obj->subtype] = -1;//TODO: should be made superfluous
1685 } 1719 }
1720
1686 return skill_obj; 1721 return skill_obj;
1687} 1722}
1688 1723
1689 1724
1690/* player_lvl_adj() - for the new exp system. we are concerned with 1725/* player_lvl_adj() - for the new exp system. we are concerned with
1754sint64 1789sint64
1755level_exp (int level, double expmul) 1790level_exp (int level, double expmul)
1756{ 1791{
1757 if (level > settings.max_level) 1792 if (level > settings.max_level)
1758 return (sint64) (expmul * levels[settings.max_level]); 1793 return (sint64) (expmul * levels[settings.max_level]);
1794
1759 return (sint64) (expmul * levels[level]); 1795 return (sint64) (expmul * levels[level]);
1760} 1796}
1761 1797
1762/* 1798/*
1763 * Ensure that the permanent experience requirements in an exp object are met. 1799 * Ensure that the permanent experience requirements in an exp object are met.
1945 del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction)); 1981 del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction));
1946 tmp->stats.exp -= del_exp; 1982 tmp->stats.exp -= del_exp;
1947 player_lvl_adj (op, tmp); 1983 player_lvl_adj (op, tmp);
1948 } 1984 }
1949 } 1985 }
1986
1950 if (flag != SK_SUBTRACT_SKILL_EXP) 1987 if (flag != SK_SUBTRACT_SKILL_EXP)
1951 { 1988 {
1952 del_exp = check_exp_loss (op, exp); 1989 del_exp = check_exp_loss (op, exp);
1953 op->stats.exp -= del_exp; 1990 op->stats.exp -= del_exp;
1954 player_lvl_adj (op, NULL); 1991 player_lvl_adj (op, NULL);
1955 } 1992 }
1956} 1993}
1957
1958
1959 1994
1960/* change_exp() - changes experience to a player/monster. This 1995/* change_exp() - changes experience to a player/monster. This
1961 * does bounds checking to make sure we don't overflow the max exp. 1996 * does bounds checking to make sure we don't overflow the max exp.
1962 * 1997 *
1963 * The exp passed is typically not modified much by this function - 1998 * The exp passed is typically not modified much by this function -
1964 * it is assumed the caller has modified the exp as needed. 1999 * it is assumed the caller has modified the exp as needed.
1965 * skill_name is the skill that should get the exp added. 2000 * skill_name is the skill that should get the exp added.
1966 * flag is what to do if player doesn't have the skill. 2001 * flag is what to do if player doesn't have the skill.
1967 * these last two values are only used for players. 2002 * these last two values are only used for players.
1968 */ 2003 */
1969
1970void 2004void
1971change_exp (object *op, sint64 exp, const char *skill_name, int flag) 2005change_exp (object *op, sint64 exp, const char *skill_name, int flag)
1972{ 2006{
1973
1974#ifdef EXP_DEBUG 2007#ifdef EXP_DEBUG
1975 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp); 2008 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp);
1976#endif 2009#endif
1977 2010
1978 /* safety */ 2011 /* safety */
2019 else 2052 else
2020 /* note that when you lose exp, it doesn't go against 2053 /* note that when you lose exp, it doesn't go against
2021 * a particular skill, so we don't need to pass that 2054 * a particular skill, so we don't need to pass that
2022 * along. 2055 * along.
2023 */ 2056 */
2024 subtract_player_exp (op, FABS (exp), skill_name, flag); 2057 subtract_player_exp (op, abs (exp), skill_name, flag);
2025
2026 } 2058 }
2027} 2059}
2028 2060
2029/* Applies a death penalty experience, the size of this is defined by the 2061/* Applies a death penalty experience, the size of this is defined by the
2030 * settings death_penalty_percentage and death_penalty_levels, and by the 2062 * settings death_penalty_percentage and death_penalty_levels, and by the
2031 * amount of permenent experience, whichever gives the lowest loss. 2063 * amount of permenent experience, whichever gives the lowest loss.
2032 */ 2064 */
2033
2034void 2065void
2035apply_death_exp_penalty (object *op) 2066apply_death_exp_penalty (object *op)
2036{ 2067{
2037 object *tmp; 2068 object *tmp;
2038 sint64 loss; 2069 sint64 loss;

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