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Comparing deliantra/server/common/living.C (file contents):
Revision 1.36 by root, Tue Apr 24 12:32:14 2007 UTC vs.
Revision 1.74 by root, Tue Aug 7 21:58:25 2007 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game for X-windows 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * This program is free software; you can redistribute it and/or modify 8 * Crossfire TRT is free software: you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version. 11 * (at your option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
19 * along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 * 20 *
22 * The authors can be reached via e-mail at <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <crossfire@schmorp.de>
23 */ 22 */
24 23
25#include <global.h> 24#include <global.h>
26#include <funcpoint.h> 25#include <funcpoint.h>
27 26
233const char *const short_stat_name[NUM_STATS] = { 232const char *const short_stat_name[NUM_STATS] = {
234 "Str", "Dex", "Con", "Int", "Wis", "Pow", "Cha" 233 "Str", "Dex", "Con", "Int", "Wis", "Pow", "Cha"
235}; 234};
236 235
237/* 236/*
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
270/*
271 * Like set_attr_value(), but instead the value (which can be negative) 237 * Like set_attr_value(), but instead the value (which can be negative)
272 * is added to the specified stat. 238 * is added to the specified stat.
273 */ 239 */
274void 240void
275change_attr_value (living *stats, int attr, sint8 value) 241change_attr_value (living *stats, int attr, sint8 value)
276{ 242{
277 if (value == 0) 243 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} 244}
328 245
329/* 246/*
330 * Ensures that all stats (str/dex/con/wis/cha/int) are within the 247 * Ensures that all stats (str/dex/con/wis/cha/int) are within the
331 * 1-30 stat limit. 248 * 1-30 stat limit.
332 */ 249 */
333
334void 250void
335check_stat_bounds (living *stats) 251check_stat_bounds (living *stats)
336{ 252{
337 int i, v;
338
339 for (i = 0; i < NUM_STATS; i++) 253 for (int i = 0; i < NUM_STATS; i++)
340 if ((v = get_attr_value (stats, i)) > MAX_STAT) 254 {
341 set_attr_value (stats, i, MAX_STAT); 255 sint8 &v = stats->stat (i);
342 else if (v < MIN_STAT) 256 v = clamp (v, MIN_STAT, MAX_STAT);
343 set_attr_value (stats, i, MIN_STAT); 257 }
344} 258}
345 259
346#define ORIG_S(xyz,abc) (op->contr->orig_stats.abc) 260#define ORIG_S(xyz,abc) (op->contr->orig_stats.abc)
347 261
348/* Rather than having a whole bunch of if (flag) new_draw.. else new_draw, 262/* 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 271/* flag is set to 1 if we are applying the object, -1 if we are removing
358 * the object. 272 * the object.
359 * It is the calling functions responsibilty to check to see if the object 273 * It is the calling functions responsibilty to check to see if the object
360 * can be applied or not. 274 * can be applied or not.
361 * The main purpose of calling this function is the messages that are 275 * The main purpose of calling this function is the messages that are
362 * displayed - fix_player should really always be called after this when 276 * 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 277 * 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 278 * 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 279 * will clear the bits, but the player may still have some other object
366 * that gives them that ability. 280 * that gives them that ability.
367 */ 281 */
368int 282int
369change_abil (object *op, object *tmp) 283change_abil (object *op, object *tmp)
370{ 284{
371 int flag = QUERY_FLAG (tmp, FLAG_APPLIED) ? 1 : -1, i, j, success = 0; 285 int flag = QUERY_FLAG (tmp, FLAG_APPLIED) ? 1 : -1, success = 0;
372 char message[MAX_BUF]; 286 char message[MAX_BUF];
373 int potion_max = 0; 287 int potion_max = 0;
374 288
375 /* remember what object was like before it was changed. note that 289 /* 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 290 * refop is a local copy of op only to be used for detecting changes
381 if (op->type == PLAYER) 295 if (op->type == PLAYER)
382 { 296 {
383 if (tmp->type == POTION) 297 if (tmp->type == POTION)
384 { 298 {
385 potion_max = 1; 299 potion_max = 1;
386 for (j = 0; j < NUM_STATS; j++) 300 for (int j = 0; j < NUM_STATS; j++)
387 { 301 {
388 int nstat, ostat; 302 int ostat = op->contr->orig_stats.stat (j);
389 303 int i = tmp->stats.stat (j);
390 ostat = get_attr_value (&(op->contr->orig_stats), j);
391 i = get_attr_value (&(tmp->stats), j);
392 304
393 /* nstat is what the stat will be after use of the potion */ 305 /* nstat is what the stat will be after use of the potion */
394 nstat = flag * i + ostat; 306 int nstat = flag * i + ostat;
395 307
396 /* Do some bounds checking. While I don't think any 308 /* Do some bounds checking. While I don't think any
397 * potions do so right now, there is the potential for potions 309 * potions do so right now, there is the potential for potions
398 * that adjust that stat by more than one point, so we need 310 * that adjust that stat by more than one point, so we need
399 * to allow for that. 311 * to allow for that.
400 */ 312 */
401 if (nstat < 1 && i * flag < 0) 313 if (nstat < 1 && i * flag < 0)
402 nstat = 1; 314 nstat = 1;
403 else if (nstat > 20 + get_attr_value (&(op->arch->clone.stats), j)) 315 else if (nstat > 20 + op->arch->stats.stat (j))
404 { 316 nstat = 20 + op->arch->stats.stat (j);
405 nstat = 20 + get_attr_value (&(op->arch->clone.stats), j);
406 }
407 317
408 if (nstat != ostat) 318 if (nstat != ostat)
409 { 319 {
410 set_attr_value (&(op->contr->orig_stats), j, nstat); 320 op->contr->orig_stats.stat (j) = nstat;
411 potion_max = 0; 321 potion_max = 0;
412 } 322 }
413 else if (i) 323 else if (i)
414 { 324 {
415 /* potion is useless - player has already hit the natural maximum */ 325 /* potion is useless - player has already hit the natural maximum */
419 329
420 /* This section of code ups the characters normal stats also. I am not 330 /* 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 331 * sure if this is strictly necessary, being that fix_player probably
422 * recalculates this anyway. 332 * recalculates this anyway.
423 */ 333 */
424 for (j = 0; j < NUM_STATS; j++) 334 for (int j = 0; j < NUM_STATS; j++)
425 change_attr_value (&(op->stats), j, flag * get_attr_value (&(tmp->stats), j)); 335 change_attr_value (&op->stats, j, flag * tmp->stats.stat (j));
426 336
427 check_stat_bounds (&(op->stats)); 337 check_stat_bounds (&op->stats);
428 } /* end of potion handling code */ 338 } /* end of potion handling code */
429 } 339 }
430 340
431 /* reset attributes that fix_player doesn't reset since it doesn't search 341 /* reset attributes that update_stats doesn't reset since it doesn't search
432 * everything to set 342 * everything to set
433 */ 343 */
434 if (flag == -1) 344 if (flag == -1)
435 { 345 {
436 op->attacktype &= ~tmp->attacktype; 346 op->attacktype &= ~tmp->attacktype;
437 op->path_attuned &= ~tmp->path_attuned; 347 op->path_attuned &= ~tmp->path_attuned;
438 op->path_repelled &= ~tmp->path_repelled; 348 op->path_repelled &= ~tmp->path_repelled;
439 op->path_denied &= ~tmp->path_denied; 349 op->path_denied &= ~tmp->path_denied;
440 /* Presuming here that creatures only have move_type, 350 /* Presuming here that creatures only have move_type,
441 * and not the other move_ fields. 351 * and not the other move_ fields.
442 */ 352 */
443 op->move_type &= ~tmp->move_type; 353 op->move_type &= ~tmp->move_type;
444 } 354 }
445 355
446 /* call fix_player since op object could have whatever attribute due 356 /* call fix_player since op object could have whatever attribute due
447 * to multiple items. if fix_player always has to be called after 357 * to multiple items. if update_stats always has to be called after
448 * change_ability then might as well call it from here 358 * change_ability then might as well call it from here
449 */ 359 */
450 op->update_stats (); 360 op->update_stats ();
451 361
452 /* Fix player won't add the bows ability to the player, so don't 362 /* update_stats won't add the bows ability to the player, so don't
453 * print out message if this is a bow. 363 * print out message if this is a bow.
454 */ 364 */
455 if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW) 365 if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW)
456 { 366 {
457 success = 1; 367 success = 1;
497 if (tmp->move_type & MOVE_FLY_HIGH) 407 if (tmp->move_type & MOVE_FLY_HIGH)
498 { 408 {
499 /* double conditional - second case covers if you have move_fly_low - 409 /* double conditional - second case covers if you have move_fly_low -
500 * in that case, you don't actually land 410 * in that case, you don't actually land
501 */ 411 */
502 DIFF_MSG (flag, "You soar into the air air!.", 412 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.")); 413 (op->move_type & MOVE_FLY_LOW ? "You fly lower in the air" : "You float down to the ground."));
504 } 414 }
415
505 if (tmp->move_type & MOVE_SWIM) 416 if (tmp->move_type & MOVE_SWIM)
506 DIFF_MSG (flag, "You feel ready for a swim", "You no longer feel like swimming"); 417 DIFF_MSG (flag, "You feel ready for a swim", "You no longer feel like swimming");
507 418
508 /* Changing move status may mean you are affected by things you weren't before */ 419 /* Changing move status may mean you are affected by things you weren't before */
509 check_move_on (op, op); 420 check_move_on (op, op);
510 } 421 }
511 422
512 /* becoming UNDEAD... a special treatment for this flag. Only those not 423 /* becoming UNDEAD... a special treatment for this flag. Only those not
513 * originally undead may change their status 424 * originally undead may change their status
514 */ 425 */
515 if (!QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 426 if (!QUERY_FLAG (op->arch, FLAG_UNDEAD))
516 if (QUERY_FLAG (op, FLAG_UNDEAD) != QUERY_FLAG (&refop, FLAG_UNDEAD)) 427 if (QUERY_FLAG (op, FLAG_UNDEAD) != QUERY_FLAG (&refop, FLAG_UNDEAD))
517 { 428 {
518 success = 1; 429 success = 1;
519 if (flag > 0) 430 if (flag > 0)
520 { 431 {
521 op->race = "undead"; 432 op->race = "undead";
522 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce drains away!"); 433 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce drains away!");
523 } 434 }
524 else 435 else
525 { 436 {
526 op->race = op->arch->clone.race; 437 op->race = op->arch->race;
527 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!"); 438 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!");
528 } 439 }
529 } 440 }
530 441
531 if (QUERY_FLAG (op, FLAG_STEALTH) != QUERY_FLAG (&refop, FLAG_STEALTH)) 442 if (QUERY_FLAG (op, FLAG_STEALTH) != QUERY_FLAG (&refop, FLAG_STEALTH))
637 success = 1; 548 success = 1;
638 DIFF_MSG (flag * tmp->stats.food, "You feel your digestion slowing down.", "You feel your digestion speeding up."); 549 DIFF_MSG (flag * tmp->stats.food, "You feel your digestion slowing down.", "You feel your digestion speeding up.");
639 } 550 }
640 551
641 /* Messages for changed resistance */ 552 /* Messages for changed resistance */
642 for (i = 0; i < NROFATTACKS; i++) 553 for (int i = 0; i < NROFATTACKS; i++)
643 { 554 {
644 if (i == ATNR_PHYSICAL) 555 if (i == ATNR_PHYSICAL)
645 continue; /* Don't display about armour */ 556 continue; /* Don't display about armour */
646 557
647 if (op->resist[i] != refop.resist[i]) 558 if (op->resist[i] != refop.resist[i])
656 } 567 }
657 } 568 }
658 569
659 if (!potion_max) 570 if (!potion_max)
660 { 571 {
661 for (j = 0; j < NUM_STATS; j++) 572 for (int j = 0; j < NUM_STATS; j++)
662 { 573 {
663 if ((i = get_attr_value (&(tmp->stats), j)) != 0) 574 if (int i = tmp->stats.stat (j))
664 { 575 {
665 success = 1; 576 success = 1;
666 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]); 577 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]);
667 } 578 }
668 } 579 }
673 584
674/* 585/*
675 * Stat draining by Vick 930307 586 * Stat draining by Vick 930307
676 * (Feeling evil, I made it work as well now. -Frank 8) 587 * (Feeling evil, I made it work as well now. -Frank 8)
677 */ 588 */
678
679void 589void
680object::drain_stat () 590object::drain_stat ()
681{ 591{
682 drain_specific_stat (rndm (NUM_STATS)); 592 drain_specific_stat (rndm (NUM_STATS));
683} 593}
772 * Subtracts stat-bonuses given by the class which the player has chosen. 682 * Subtracts stat-bonuses given by the class which the player has chosen.
773 */ 683 */
774void 684void
775object::remove_statbonus () 685object::remove_statbonus ()
776{ 686{
777 stats.Str -= arch->clone.stats.Str; 687 for (int i = 0; i < NUM_STATS; ++i)
778 stats.Dex -= arch->clone.stats.Dex; 688 {
779 stats.Con -= arch->clone.stats.Con; 689 sint8 v = arch->stats.stat (i);
780 stats.Wis -= arch->clone.stats.Wis; 690 stats.stat (i) -= v;
781 stats.Pow -= arch->clone.stats.Pow; 691 contr->orig_stats.stat (i) -= v;
782 stats.Cha -= arch->clone.stats.Cha; 692 }
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} 693}
793 694
794/* 695/*
795 * Adds stat-bonuses given by the class which the player has chosen. 696 * Adds stat-bonuses given by the class which the player has chosen.
796 */ 697 */
797void 698void
798object::add_statbonus () 699object::add_statbonus ()
799{ 700{
800 stats.Str += arch->clone.stats.Str; 701 for (int i = 0; i < NUM_STATS; ++i)
801 stats.Dex += arch->clone.stats.Dex; 702 {
802 stats.Con += arch->clone.stats.Con; 703 sint8 v = arch->stats.stat (i);
803 stats.Wis += arch->clone.stats.Wis; 704 stats.stat (i) += v;
804 stats.Pow += arch->clone.stats.Pow; 705 contr->orig_stats.stat (i) += v;
805 stats.Cha += arch->clone.stats.Cha; 706 }
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} 707}
708
709/* These are the items that currently can change digestion, regeneration,
710 * spell point recovery and mana point recovery. Seems sort of an arbitary
711 * list, but other items store other info into stats array.
712 */
713static struct digest_types : std::bitset<NUM_TYPES>
714{
715 digest_types ()
716 {
717 set (WEAPON);
718 set (BOW);
719 set (ARMOUR);
720 set (HELMET);
721 set (SHIELD);
722 set (RING);
723 set (BOOTS);
724 set (GLOVES);
725 set (AMULET);
726 set (GIRDLE);
727 set (BRACERS);
728 set (CLOAK);
729 set (DISEASE);
730 set (FORCE);
731 set (SKILL);
732 }
733} digest_types;
734
735static struct copy_flags : object::flags_t
736{
737 copy_flags ()
738 {
739 set (FLAG_LIFESAVE);
740 set (FLAG_REFL_SPELL);
741 set (FLAG_REFL_MISSILE);
742 set (FLAG_STEALTH);
743 set (FLAG_XRAYS);
744 set (FLAG_BLIND);
745 set (FLAG_SEE_IN_DARK);
746 }
747} copy_flags;
816 748
817/* 749/*
818 * Updates all abilities given by applied objects in the inventory 750 * Updates all abilities given by applied objects in the inventory
819 * of the given object. Note: This function works for both monsters 751 * of the given object. Note: This function works for both monsters
820 * and players; the "player" in the name is purely an archaic inheritance. 752 * and players; the "player" in the name is purely an archaic inheritance.
826 */ 758 */
827void 759void
828object::update_stats () 760object::update_stats ()
829{ 761{
830 int i, j; 762 int i, j;
831 float f, max = 9, added_speed = 0, bonus_speed = 0, sp_tmp, speed_reduce_from_disease = 1; 763 float f, max_speed = 9, added_speed = 0, bonus_speed = 0, speed_reduce_from_disease = 1;
832 int weapon_weight = 0, weapon_speed = 0; 764 int weapon_weight = 0, weapon_speed = 0;
833 int best_wc = 0, best_ac = 0, wc = 0, ac = 0; 765 int best_wc = 0, best_ac = 0, wc = 0, ac = 0;
834 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; 766 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS];
835 object *grace_obj = NULL, *mana_obj = NULL, *wc_obj = NULL, *tmp; 767 object *grace_obj = NULL, *mana_obj = NULL, *tmp;
836 float old_speed = speed; 768 float old_speed = speed;
837 769
838 /* First task is to clear all the values back to their original values */ 770 /* First task is to clear all the values back to their original values */
839 if (type == PLAYER) 771 if (type == PLAYER)
840 { 772 {
841 for (i = 0; i < NUM_STATS; i++) 773 for (i = 0; i < NUM_STATS; i++)
842 set_attr_value (&(stats), i, get_attr_value (&(contr->orig_stats), i)); 774 stats.stat (i) = contr->orig_stats.stat (i);
843 775
844 if (settings.spell_encumbrance == TRUE) 776 if (settings.spell_encumbrance == TRUE)
845 contr->encumbrance = 0; 777 contr->encumbrance = 0;
846 778
847 attacktype = 0; 779 attacktype = 0;
780
848 contr->digestion = 0; 781 contr->digestion = 0;
849 contr->gen_hp = 0; 782 contr->gen_hp = 0;
850 contr->gen_sp = 0; 783 contr->gen_sp = 0;
851 contr->gen_grace = 0; 784 contr->gen_grace = 0;
852 contr->gen_sp_armour = 10; 785 contr->gen_sp_armour = 10;
853 contr->item_power = 0; 786 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] = 0;
861 contr->ranges[range_misc] = 0;
862 contr->ranges[range_skill] = 0;
863 } 787 }
864 788
865 memcpy (body_used, body_info, sizeof (body_info)); 789 for (int i = NUM_BODY_LOCATIONS; i--; )
790 slot[i].used = slot[i].info;
866 791
867 slaying = 0; 792 slaying = 0;
868 793
869 if (!QUERY_FLAG (this, FLAG_WIZ)) 794 if (!QUERY_FLAG (this, FLAG_WIZ))
870 { 795 {
874 799
875 CLEAR_FLAG (this, FLAG_LIFESAVE); 800 CLEAR_FLAG (this, FLAG_LIFESAVE);
876 CLEAR_FLAG (this, FLAG_STEALTH); 801 CLEAR_FLAG (this, FLAG_STEALTH);
877 CLEAR_FLAG (this, FLAG_BLIND); 802 CLEAR_FLAG (this, FLAG_BLIND);
878 803
879 if (!QUERY_FLAG (&arch->clone, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL); 804 if (!QUERY_FLAG (arch, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL);
880 if (!QUERY_FLAG (&arch->clone, FLAG_REFL_MISSILE)) CLEAR_FLAG (this, FLAG_REFL_MISSILE); 805 if (!QUERY_FLAG (arch, FLAG_REFL_MISSILE)) CLEAR_FLAG (this, FLAG_REFL_MISSILE);
881 if (!QUERY_FLAG (&arch->clone, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD); 806 if (!QUERY_FLAG (arch, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD);
882 if (!QUERY_FLAG (&arch->clone, FLAG_SEE_IN_DARK )) CLEAR_FLAG (this, FLAG_SEE_IN_DARK); 807 if (!QUERY_FLAG (arch, FLAG_SEE_IN_DARK )) CLEAR_FLAG (this, FLAG_SEE_IN_DARK);
883 808
884 path_attuned = arch->clone.path_attuned; 809 path_attuned = arch->path_attuned;
885 path_repelled = arch->clone.path_repelled; 810 path_repelled = arch->path_repelled;
886 path_denied = arch->clone.path_denied; 811 path_denied = arch->path_denied;
887 glow_radius = arch->clone.glow_radius; 812 glow_radius = arch->glow_radius;
888 move_type = arch->clone.move_type; 813 move_type = arch->move_type;
814
889 chosen_skill = NULL; 815 chosen_skill = 0;
890 816
891 /* initializing resistances from the values in player/monster's 817 /* initializing resistances from the values in player/monster's
892 * archetype clone 818 * archetype clone
893 */ 819 */
894 memcpy (&resist, &arch->clone.resist, sizeof (resist)); 820 memcpy (&resist, &arch->resist, sizeof (resist));
895 821
896 for (i = 0; i < NROFATTACKS; i++) 822 for (i = 0; i < NROFATTACKS; i++)
897 { 823 {
898 if (resist[i] > 0) 824 if (resist[i] > 0)
899 prot[i] = resist[i], vuln[i] = 0; 825 prot[i] = resist[i], vuln[i] = 0;
900 else 826 else
901 vuln[i] = -(resist[i]), prot[i] = 0; 827 vuln[i] = -(resist[i]), prot[i] = 0;
828
902 potion_resist[i] = 0; 829 potion_resist[i] = 0;
903 } 830 }
904 831
905 wc = arch->clone.stats.wc; 832 wc = arch->stats.wc;
906 stats.dam = arch->clone.stats.dam; 833 stats.dam = arch->stats.dam;
907 834
908 /* for players which cannot use armour, they gain AC -1 per 3 levels, 835 /* for players which cannot use armour, they gain AC -1 per 3 levels,
909 * plus a small amount of physical resist, those poor suckers. ;) 836 * plus a small amount of physical resist, those poor suckers. ;)
910 * the fact that maxlevel is factored in could be considered sort of bogus - 837 * the fact that maxlevel is factored in could be considered sort of bogus -
911 * we should probably give them some bonus and cap it off - otherwise, 838 * we should probably give them some bonus and cap it off - otherwise,
912 * basically, if a server updates its max level, these playes may find 839 * basically, if a server updates its max level, these playes may find
913 * that their protection from physical goes down 840 * that their protection from physical goes down
914 */ 841 */
915 if (!QUERY_FLAG (this, FLAG_USE_ARMOUR) && type == PLAYER) 842 if (!QUERY_FLAG (this, FLAG_USE_ARMOUR) && type == PLAYER)
916 { 843 {
917 ac = MAX (-10, arch->clone.stats.ac - level / 3); 844 ac = max (-10, arch->stats.ac - level / 3);
918 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100; 845 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100;
919 } 846 }
920 else 847 else
921 ac = arch->clone.stats.ac; 848 ac = arch->stats.ac;
922 849
923 stats.luck = arch->clone.stats.luck; 850 stats.luck = arch->stats.luck;
924 speed = arch->clone.speed; 851 speed = arch->speed;
925 852
926 /* OK - we've reset most all the objects attributes to sane values. 853 /* 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. 854 * now go through and make adjustments for what the player has equipped.
928 */ 855 */
929 for (tmp = inv; tmp; tmp = tmp->below) 856 for (tmp = inv; tmp; tmp = tmp->below)
930 { 857 {
858 /* This happens because apply_potion calls change_abil with the potion
859 * applied so we can tell the player what changed. But change_abil
860 * then calls this function.
861 */
862 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION)
863 continue;
864
931 /* See note in map.c:update_position about making this additive 865 /* See note in map.c:update_position about making this additive
932 * since light sources are never applied, need to put check here. 866 * since light sources are never applied, need to put check here.
933 */ 867 */
934 if (tmp->glow_radius > glow_radius) 868 if (tmp->glow_radius > glow_radius)
935 glow_radius = tmp->glow_radius; 869 glow_radius = tmp->glow_radius;
936
937 /* This happens because apply_potion calls change_abil with the potion
938 * applied so we can tell the player what chagned. But change_abil
939 * then calls this function.
940 */
941 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION)
942 continue;
943 870
944 /* For some things, we don't care what is equipped */ 871 /* For some things, we don't care what is equipped */
945 if (tmp->type == SKILL) 872 if (tmp->type == SKILL)
946 { 873 {
947 /* Want to take the highest skill here. */ 874 /* Want to take the highest skill here. */
969 * in the praying skill, and the player should always get those. 896 * in the praying skill, and the player should always get those.
970 * It also means we need to put in additional checks for applied below, 897 * It also means we need to put in additional checks for applied below,
971 * because the skill shouldn't count against body positions being used 898 * because the skill shouldn't count against body positions being used
972 * up, etc. 899 * up, etc.
973 */ 900 */
974 if ((QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type != CONTAINER && tmp->type != CLOSE_CON) || 901 if ((tmp->flag [FLAG_APPLIED]
902 && tmp->type != CONTAINER
903 && tmp->type != CLOSE_CON)
904 || (tmp->type == SKILL
975 (tmp->type == SKILL && tmp->subtype == SK_PRAYING)) 905 && tmp->subtype == SK_PRAYING))
976 { 906 {
977 if (type == PLAYER) 907 if (type == PLAYER)
978 { 908 {
979 if (tmp->type == BOW) 909 contr->item_power += tmp->item_power;
980 contr->ranges[range_bow] = tmp;
981 910
982 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 911 if (tmp == contr->combat_ob || tmp == contr->ranged_ob)
983 contr->ranges[range_misc] = tmp; 912 if (tmp != current_weapon
913 && (tmp->type != SKILL || tmp->subtype != SK_PRAYING)
914 && !tmp->flag [FLAG_CURSED]
915 && !tmp->flag [FLAG_DAMNED])
916 continue;
984 917
985 for (i = 0; i < NUM_STATS; i++) 918 for (int i = 0; i < NUM_STATS; i++)
986 change_attr_value (&(stats), i, get_attr_value (&(tmp->stats), i)); 919 if (expect_false (tmp->stats.stat (i)))
920 stats.stat (i) = clamp (stats.stat (i) + tmp->stats.stat (i), MIN_STAT, MAX_STAT);
987 921
988 /* these are the items that currently can change digestion, regeneration, 922 if (digest_types [tmp->type])
989 * spell point recovery and mana point recovery. Seems sort of an arbitary
990 * list, but other items store other info into stats array.
991 */
992 if ((tmp->type == WEAPON) ||
993 (tmp->type == ARMOUR) || (tmp->type == HELMET) ||
994 (tmp->type == SHIELD) || (tmp->type == RING) ||
995 (tmp->type == BOOTS) || (tmp->type == GLOVES) ||
996 (tmp->type == AMULET) || (tmp->type == GIRDLE) ||
997 (tmp->type == BRACERS) || (tmp->type == CLOAK) ||
998 (tmp->type == DISEASE) || (tmp->type == FORCE) ||
999 (tmp->type == SKILL))
1000 { 923 {
1001 contr->digestion += tmp->stats.food; 924 contr->digestion = clamp (int (contr->digestion) + tmp->stats.food, MIN_DIGESTION, MAX_DIGESTION);
1002 contr->gen_hp += tmp->stats.hp; 925 contr->gen_hp += tmp->stats.hp;
1003 contr->gen_sp += tmp->stats.sp; 926 contr->gen_sp += tmp->stats.sp;
1004 contr->gen_grace += tmp->stats.grace; 927 contr->gen_grace += tmp->stats.grace;
1005 contr->gen_sp_armour += tmp->gen_sp_armour; 928 contr->gen_sp_armour += tmp->gen_sp_armour;
1006 contr->item_power += tmp->item_power;
1007 } 929 }
1008 } /* if this is a player */ 930 } /* if this is a player */
931 else
932 {
933 if (tmp->type == WEAPON)
934 current_weapon = tmp;
935 }
1009 936
1010 /* Update slots used for items */ 937 /* Update slots used for items */
1011 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 938 if (QUERY_FLAG (tmp, FLAG_APPLIED))
1012 for (i = 0; i < NUM_BODY_LOCATIONS; i++) 939 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
1013 body_used[i] += tmp->body_info[i]; 940 slot[i].used += tmp->slot[i].info;
1014 941
1015 if (tmp->type == SYMPTOM) 942 if (tmp->type == SYMPTOM)
1016 { 943 {
1017 speed_reduce_from_disease = tmp->last_sp / 100.0; 944 speed_reduce_from_disease = tmp->last_sp / 100.f;
945
1018 if (speed_reduce_from_disease == 0) 946 if (speed_reduce_from_disease == 0)
1019 speed_reduce_from_disease = 1; 947 speed_reduce_from_disease = 1;
1020 } 948 }
1021 949
1022 /* Pos. and neg. protections are counted seperate (-> pro/vuln). 950 /* Pos. and neg. protections are counted seperate (-> pro/vuln).
1032 * a straight MAX, as potion_resist is initialised to zero. 960 * a straight MAX, as potion_resist is initialised to zero.
1033 */ 961 */
1034 if (tmp->type == POTION_EFFECT) 962 if (tmp->type == POTION_EFFECT)
1035 { 963 {
1036 if (potion_resist[i]) 964 if (potion_resist[i])
1037 potion_resist[i] = MAX (potion_resist[i], tmp->resist[i]); 965 potion_resist[i] = max (potion_resist[i], tmp->resist[i]);
1038 else 966 else
1039 potion_resist[i] = tmp->resist[i]; 967 potion_resist[i] = tmp->resist[i];
1040 } 968 }
1041 else if (tmp->resist[i] > 0) 969 else if (tmp->resist[i] > 0)
1042 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100; 970 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100;
1044 vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100; 972 vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100;
1045 } 973 }
1046 } 974 }
1047 975
1048 /* There may be other things that should not adjust the attacktype */ 976 /* There may be other things that should not adjust the attacktype */
1049 if (tmp->type != BOW && tmp->type != SYMPTOM) 977 if (tmp->type != SYMPTOM)
978 {
1050 attacktype |= tmp->attacktype; 979 attacktype |= tmp->attacktype;
1051
1052 path_attuned |= tmp->path_attuned; 980 path_attuned |= tmp->path_attuned;
1053 path_repelled |= tmp->path_repelled; 981 path_repelled |= tmp->path_repelled;
1054 path_denied |= tmp->path_denied; 982 path_denied |= tmp->path_denied;
983 move_type |= tmp->move_type;
1055 stats.luck += tmp->stats.luck; 984 stats.luck += tmp->stats.luck;
1056 move_type |= tmp->move_type; 985 }
1057 986
1058 if (QUERY_FLAG (tmp, FLAG_LIFESAVE )) SET_FLAG (this, FLAG_LIFESAVE); 987 flag |= tmp->flag & copy_flags;
1059 if (QUERY_FLAG (tmp, FLAG_REFL_SPELL )) SET_FLAG (this, FLAG_REFL_SPELL);
1060 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE)) SET_FLAG (this, FLAG_REFL_MISSILE);
1061 if (QUERY_FLAG (tmp, FLAG_STEALTH )) SET_FLAG (this, FLAG_STEALTH);
1062 if (QUERY_FLAG (tmp, FLAG_XRAYS )) SET_FLAG (this, FLAG_XRAYS);
1063 if (QUERY_FLAG (tmp, FLAG_BLIND )) SET_FLAG (this, FLAG_BLIND);
1064 if (QUERY_FLAG (tmp, FLAG_SEE_IN_DARK )) SET_FLAG (this, FLAG_SEE_IN_DARK);
1065 988
1066 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (&arch->clone, FLAG_UNDEAD)) 989 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (arch, FLAG_UNDEAD))
1067 SET_FLAG (this, FLAG_UNDEAD); 990 SET_FLAG (this, FLAG_UNDEAD);
1068 991
1069 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS)) 992 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS))
1070 { 993 {
1071 SET_FLAG (this, FLAG_MAKE_INVIS); 994 SET_FLAG (this, FLAG_MAKE_INVIS);
1074 997
1075 if (tmp->stats.exp && tmp->type != SKILL) 998 if (tmp->stats.exp && tmp->type != SKILL)
1076 { 999 {
1077 if (tmp->stats.exp > 0) 1000 if (tmp->stats.exp > 0)
1078 { 1001 {
1079 added_speed += (float) tmp->stats.exp / 3.0; 1002 added_speed += tmp->stats.exp / 3.f;
1080 bonus_speed += 1.0 + (float) tmp->stats.exp / 3.0; 1003 bonus_speed += tmp->stats.exp / 3.f + 1.f;
1081 } 1004 }
1082 else 1005 else
1083 added_speed += (float) tmp->stats.exp; 1006 added_speed += tmp->stats.exp;
1084 } 1007 }
1085 1008
1086 switch (tmp->type) 1009 switch (tmp->type)
1087 { 1010 {
1011#if 0
1012 case WAND:
1013 case ROD:
1014 case HORN:
1015 if (type != PLAYER || current_weapon == tmp)
1016 chosen_skill = tmp;
1017 break;
1018#endif
1019
1088 /* skills modifying the character -b.t. */ 1020 /* skills modifying the character -b.t. */
1089 /* for all skills and skill granting objects */ 1021 /* for all skills and skill granting objects */
1090 case SKILL: 1022 case SKILL:
1091 if (!QUERY_FLAG (tmp, FLAG_APPLIED)) 1023 {
1024 if (!QUERY_FLAG (tmp, FLAG_APPLIED) || skill_flags [tmp->subtype] & SF_APPLY)
1092 break; 1025 break;
1093 1026
1094 if (IS_COMBAT_SKILL (tmp->subtype))
1095 wc_obj = tmp;
1096
1097 if (chosen_skill) 1027 if (chosen_skill)
1028 {
1098 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name); 1029 LOG (llevDebug, "fix_player, op %s has multiple skills applied (%s and %s)\n",
1030 &name, &chosen_skill->name, &tmp->name);
1099 1031
1032 tmp->flag [FLAG_APPLIED] = false;
1033 update_stats ();
1034 return;
1035 }
1036 else
1100 chosen_skill = tmp; 1037 chosen_skill = tmp;
1101 1038
1102 if (tmp->stats.dam > 0) 1039 if (tmp->stats.dam > 0)
1103 { /* skill is a 'weapon' */ 1040 { /* skill is a 'weapon' */
1104 if (!QUERY_FLAG (this, FLAG_READY_WEAPON)) 1041 if (!QUERY_FLAG (this, FLAG_READY_WEAPON))
1105 weapon_speed = (int) WEAPON_SPEED (tmp); 1042 weapon_speed = WEAPON_SPEED (tmp);
1106 1043
1107 if (weapon_speed < 0) 1044 if (weapon_speed < 0)
1108 weapon_speed = 0; 1045 weapon_speed = 0;
1109 1046
1110 weapon_weight = tmp->weight; 1047 weapon_weight = tmp->weight;
1111 stats.dam += tmp->stats.dam * (1 + (chosen_skill->level / 9)); 1048 stats.dam += 1 + chosen_skill->level * tmp->stats.dam / 9;
1112 1049
1113 if (tmp->magic) 1050 if (tmp->magic)
1114 stats.dam += tmp->magic; 1051 stats.dam += tmp->magic;
1115 } 1052 }
1116 1053
1117 if (tmp->stats.wc) 1054 if (tmp->stats.wc)
1118 wc -= (tmp->stats.wc + tmp->magic); 1055 wc -= tmp->stats.wc + tmp->magic;
1119 1056
1120 if (tmp->slaying != NULL) 1057 if (tmp->slaying)
1121 slaying = tmp->slaying; 1058 slaying = tmp->slaying;
1122 1059
1123 if (tmp->stats.ac) 1060 if (tmp->stats.ac)
1124 ac -= (tmp->stats.ac + tmp->magic); 1061 ac -= tmp->stats.ac + tmp->magic;
1125 1062
1126 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1063 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1127 contr->encumbrance += (int) 3 *tmp->weight / 1000; 1064 contr->encumbrance += (int) 3 *tmp->weight / 1000;
1128
1129 if (type == PLAYER)
1130 contr->ranges[range_skill] = this;
1131
1132 break; 1065 }
1133 1066
1134 case SKILL_TOOL:
1135 if (chosen_skill)
1136 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name);
1137
1138 chosen_skill = tmp;
1139
1140 if (type == PLAYER)
1141 contr->ranges[range_skill] = this;
1142 break; 1067 break;
1143 1068
1144 case SHIELD: 1069 case SHIELD:
1145 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1070 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1146 contr->encumbrance += (int) tmp->weight / 2000; 1071 contr->encumbrance += (int) tmp->weight / 2000;
1150 case HELMET: 1075 case HELMET:
1151 case BOOTS: 1076 case BOOTS:
1152 case GLOVES: 1077 case GLOVES:
1153 case CLOAK: 1078 case CLOAK:
1154 if (tmp->stats.wc) 1079 if (tmp->stats.wc)
1155 wc -= (tmp->stats.wc + tmp->magic); 1080 wc -= tmp->stats.wc + tmp->magic;
1156 1081
1157 if (tmp->stats.dam) 1082 if (tmp->stats.dam)
1158 stats.dam += (tmp->stats.dam + tmp->magic); 1083 stats.dam += tmp->stats.dam + tmp->magic;
1159 1084
1160 if (tmp->stats.ac) 1085 if (tmp->stats.ac)
1161 ac -= (tmp->stats.ac + tmp->magic); 1086 ac -= tmp->stats.ac + tmp->magic;
1162 1087
1163 break; 1088 break;
1164 1089
1090 case BOW:
1165 case WEAPON: 1091 case WEAPON:
1092 if (type != PLAYER || current_weapon == tmp)
1093 {
1166 wc -= (tmp->stats.wc + tmp->magic); 1094 wc -= tmp->stats.wc + tmp->magic;
1167 1095
1168 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0) 1096 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0)
1169 ac -= tmp->stats.ac + tmp->magic; 1097 ac -= tmp->stats.ac + tmp->magic;
1170 1098
1171 stats.dam += (tmp->stats.dam + tmp->magic); 1099 stats.dam += tmp->stats.dam + tmp->magic;
1172 weapon_weight = tmp->weight; 1100 weapon_weight = tmp->weight;
1173 weapon_speed = ((int) WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2; 1101 weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2;
1174 1102
1175 if (weapon_speed < 0) 1103 if (weapon_speed < 0)
1176 weapon_speed = 0; 1104 weapon_speed = 0;
1177 1105
1178 slaying = tmp->slaying; 1106 slaying = tmp->slaying;
1107
1179 /* If there is desire that two handed weapons should do 1108 /* If there is desire that two handed weapons should do
1180 * extra strength damage, this is where the code should 1109 * extra strength damage, this is where the code should
1181 * go. 1110 * go.
1182 */ 1111 */
1183 current_weapon = tmp; 1112
1184 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1113 if (type == PLAYER)
1114 if (settings.spell_encumbrance)
1185 contr->encumbrance += (int) 3 *tmp->weight / 1000; 1115 contr->encumbrance += tmp->weight * 3 / 1000;
1116 }
1186 1117
1187 break; 1118 break;
1188 1119
1189 case ARMOUR: /* Only the best of these three are used: */ 1120 case ARMOUR: /* Only the best of these three are used: */
1190 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1121 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1191 contr->encumbrance += (int) tmp->weight / 1000; 1122 contr->encumbrance += tmp->weight / 1000;
1192 1123
1193 case BRACERS: 1124 case BRACERS:
1194 case FORCE: 1125 case FORCE:
1195 if (tmp->stats.wc) 1126 if (tmp->stats.wc)
1196 { 1127 {
1218 wc -= (tmp->stats.wc + tmp->magic); 1149 wc -= (tmp->stats.wc + tmp->magic);
1219 1150
1220 if (tmp->stats.ac) 1151 if (tmp->stats.ac)
1221 ac -= (tmp->stats.ac + tmp->magic); 1152 ac -= (tmp->stats.ac + tmp->magic);
1222 1153
1223 if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.0 < max) 1154 if (ARMOUR_SPEED (tmp))
1224 max = ARMOUR_SPEED (tmp) / 10.0; 1155 max_speed = min (max_speed, ARMOUR_SPEED (tmp) / 10.f);
1225 1156
1226 break; 1157 break;
1227 } /* switch tmp->type */ 1158 } /* switch tmp->type */
1228 } /* item is equipped */ 1159 } /* item is equipped */
1229 } /* for loop of items */ 1160 } /* for loop of items */
1263 for (i = 1, stats.maxhp = 0; i <= pl_level && i <= 10; i++) 1194 for (i = 1, stats.maxhp = 0; i <= pl_level && i <= 10; i++)
1264 { 1195 {
1265 j = contr->levhp[i] + con_bonus[stats.Con] / 2; 1196 j = contr->levhp[i] + con_bonus[stats.Con] / 2;
1266 1197
1267 if (i % 2 && con_bonus[stats.Con] % 2) 1198 if (i % 2 && con_bonus[stats.Con] % 2)
1268 {
1269 if (con_bonus[stats.Con] > 0) 1199 if (con_bonus[stats.Con] > 0)
1270 j++; 1200 j++;
1271 else 1201 else
1272 j--; 1202 j--;
1273 }
1274 1203
1275 stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */ 1204 stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */
1276 } 1205 }
1277 1206
1278 for (i = 11; i <= level; i++) 1207 for (i = 11; i <= level; i++)
1297 1226
1298 if (mana_obj == this && type == PLAYER) 1227 if (mana_obj == this && type == PLAYER)
1299 stats.maxsp = 1; 1228 stats.maxsp = 1;
1300 else 1229 else
1301 { 1230 {
1302 sp_tmp = 0.0; 1231 float sp_tmp = 0.f;
1303 1232
1304 for (i = 1; i <= mana_obj->level && i <= 10; i++) 1233 for (i = 1; i <= min (10, mana_obj->level); i++)
1305 { 1234 {
1306 float stmp; 1235 float stmp;
1307 1236
1308 /* Got some extra bonus at first level */ 1237 /* Got some extra bonus at first level */
1309 if (i < 2) 1238 if (i < 2)
1310 stmp = contr->levsp[i] + ((2.0 * (float) sp_bonus[stats.Pow] + (float) sp_bonus[stats.Int]) / 6.0); 1239 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 6.f;
1311 else 1240 else
1312 stmp = (float) contr->levsp[i] + (2.0 * (float) sp_bonus[stats.Pow] + (float) sp_bonus[stats.Int]) / 12.0; 1241 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 12.f;
1313 1242
1314 if (stmp < 1.0)
1315 stmp = 1.0;
1316
1317 sp_tmp += stmp; 1243 sp_tmp += max (1.f, stmp);
1318 }
1319
1320 stats.maxsp = (int) sp_tmp;
1321
1322 for (i = 11; i <= mana_obj->level; i++)
1323 stats.maxsp += 2;
1324 } 1244 }
1245
1246 stats.maxsp = int (sp_tmp) + 2 * max (0, mana_obj->level - 10);
1247 }
1248
1325 /* Characters can get their sp supercharged via rune of transferrance */ 1249 /* Characters can get their sp supercharged via rune of transferrance */
1326 if (stats.sp > stats.maxsp * 2) 1250 stats.sp = min (stats.sp, stats.maxsp * 2);
1327 stats.sp = stats.maxsp * 2;
1328 1251
1329 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */ 1252 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */
1330 if (!grace_obj || !grace_obj->level || type != PLAYER) 1253 if (!grace_obj || !grace_obj->level || type != PLAYER)
1331 grace_obj = this; 1254 grace_obj = this;
1332 1255
1337 /* store grace in a float - this way, the divisions below don't create 1260 /* store grace in a float - this way, the divisions below don't create
1338 * big jumps when you go from level to level - with int's, it then 1261 * big jumps when you go from level to level - with int's, it then
1339 * becomes big jumps when the sums of the bonuses jump to the next 1262 * becomes big jumps when the sums of the bonuses jump to the next
1340 * step of 8 - with floats, even fractional ones are useful. 1263 * step of 8 - with floats, even fractional ones are useful.
1341 */ 1264 */
1342 sp_tmp = 0.0; 1265 float sp_tmp = 0.f;
1343 for (i = 1, stats.maxgrace = 0; i <= grace_obj->level && i <= 10; i++) 1266
1267 for (i = 1; i <= min (10, grace_obj->level); i++)
1344 { 1268 {
1345 float grace_tmp = 0.0; 1269 float grace_tmp = 0.f;
1346 1270
1347 /* Got some extra bonus at first level */ 1271 /* Got some extra bonus at first level */
1348 if (i < 2) 1272 if (i < 2)
1349 grace_tmp = contr->levgrace[i] + (((float) grace_bonus[stats.Pow] + 1273 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 6.f;
1350 2.0 * (float) grace_bonus[stats.Wis]) / 6.0);
1351 else 1274 else
1352 grace_tmp = (float) contr->levgrace[i]
1353 + ((float) grace_bonus[stats.Pow] + 2.0 * (float) grace_bonus[stats.Wis]) / 12.0; 1275 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 12.f;
1354 1276
1355 if (grace_tmp < 1.0)
1356 grace_tmp = 1.0;
1357
1358 sp_tmp += grace_tmp; 1277 sp_tmp += max (1.f, grace_tmp);
1359 } 1278 }
1360 1279
1361 stats.maxgrace = (int) sp_tmp;
1362
1363 /* two grace points per level after 11 */ 1280 /* two grace points per level after 10 */
1364 for (i = 11; i <= grace_obj->level; i++) 1281 stats.maxgrace = int (sp_tmp) + 2 * max (0, grace_obj->level - 10);
1365 stats.maxgrace += 2;
1366 } 1282 }
1283
1367 /* No limit on grace vs maxgrace */ 1284 /* No limit on grace vs maxgrace */
1368 1285
1369 if (contr->braced) 1286 if (contr->braced)
1370 { 1287 {
1371 ac += 2; 1288 ac += 2;
1383 * improvement every level, now its fighterlevel/5. So 1300 * improvement every level, now its fighterlevel/5. So
1384 * we give the player a bonus here in wc and dam 1301 * we give the player a bonus here in wc and dam
1385 * to make up for the change. Note that I left the 1302 * to make up for the change. Note that I left the
1386 * monster bonus the same as before. -b.t. 1303 * monster bonus the same as before. -b.t.
1387 */ 1304 */
1305 object *wc_obj = chosen_skill;
1388 1306
1389 if (type == PLAYER && wc_obj && wc_obj->level > 1) 1307 if (contr && wc_obj && wc_obj->level > 1)
1390 { 1308 {
1391 wc -= (wc_obj->level + thaco_bonus[stats.Str]); 1309 wc -= wc_obj->level + thaco_bonus[stats.Str];
1310
1392 for (i = 1; i < wc_obj->level; i++) 1311 for (i = 1; i < wc_obj->level; i++)
1393 { 1312 {
1394 /* addtional wc every 6 levels */ 1313 /* additional wc every 6 levels */
1395 if (!(i % 6)) 1314 if (!(i % 6))
1396 wc--; 1315 wc--;
1316
1397 /* addtional dam every 4 levels. */ 1317 /* additional dam every 4 levels. */
1398 if (!(i % 4) && (dam_bonus[stats.Str] >= 0)) 1318 if (!(i % 4) && dam_bonus[stats.Str] >= 0)
1399 stats.dam += (1 + (dam_bonus[stats.Str] / 5)); 1319 stats.dam += 1 + dam_bonus[stats.Str] / 5;
1400 } 1320 }
1401 } 1321 }
1402 else 1322 else
1403 wc -= (level + thaco_bonus[stats.Str]); 1323 wc -= level + thaco_bonus[stats.Str];
1404 1324
1405 stats.dam += dam_bonus[stats.Str]; 1325 stats.dam += dam_bonus[stats.Str];
1406 1326
1407 if (stats.dam < 1) 1327 if (stats.dam < 1)
1408 stats.dam = 1; 1328 stats.dam = 1;
1409 1329
1410 speed = 1.0 + speed_bonus[stats.Dex]; 1330 speed = 1.f + speed_bonus[stats.Dex];
1411 1331
1412 if (settings.search_items && contr->search_str[0]) 1332 if (settings.search_items && contr->search_str[0])
1413 speed -= 1; 1333 speed -= 1;
1414 1334
1415 if (attacktype == 0) 1335 if (attacktype == 0)
1416 attacktype = arch->clone.attacktype; 1336 attacktype = arch->attacktype;
1417
1418 } /* End if player */ 1337 } /* End if player */
1419 1338
1420 if (added_speed >= 0) 1339 if (added_speed >= 0)
1421 speed += added_speed / 10.0; 1340 speed += added_speed / 10.f;
1422 else /* Something wrong here...: */ 1341 else /* Something wrong here...: */
1423 speed /= (float) (1.0 - added_speed); 1342 speed /= 1.f - added_speed;
1424 1343
1425 /* Max is determined by armour */ 1344 /* Max is determined by armour */
1426 if (speed > max) 1345 speed = min (speed, max_speed);
1427 speed = max;
1428 1346
1429 if (type == PLAYER) 1347 if (type == PLAYER)
1430 { 1348 {
1431 /* f is a number the represents the number of kg above (positive num) 1349 /* f is a number the represents the number of kg above (positive num)
1432 * or below (negative number) that the player is carrying. If above 1350 * or below (negative number) that the player is carrying. If above
1433 * weight limit, then player suffers a speed reduction based on how 1351 * weight limit, then player suffers a speed reduction based on how
1434 * much above he is, and what is max carry is 1352 * much above he is, and what is max carry is
1435 */ 1353 */
1436 f = (carrying / 1000) - max_carry[stats.Str]; 1354 f = (carrying / 1000) - max_carry[stats.Str];
1437 if (f > 0) 1355 if (f > 0)
1438 speed = speed / (1.0 + f / max_carry[stats.Str]); 1356 speed = speed / (1.f + f / max_carry[stats.Str]);
1439 } 1357 }
1440 1358
1441 speed += bonus_speed / 10.0; /* Not affected by limits */ 1359 speed += bonus_speed / 10.f; /* Not affected by limits */
1442 1360
1443 /* Put a lower limit on speed. Note with this speed, you move once every 1361 /* Put a lower limit on speed. Note with this speed, you move once every
1444 * 100 ticks or so. This amounts to once every 12 seconds of realtime. 1362 * 100 ticks or so. This amounts to once every 12 seconds of realtime.
1445 */ 1363 */
1446 speed = speed * speed_reduce_from_disease; 1364 speed = speed * speed_reduce_from_disease;
1447 1365
1448 if (speed < 0.01 && type == PLAYER) 1366 if (speed < 0.01f && type == PLAYER)
1449 speed = 0.01; 1367 speed = 0.01f;
1450 1368
1451 if (type == PLAYER) 1369 if (type == PLAYER)
1452 { 1370 {
1453 float M, W, s, D, K, S, M2;
1454
1455 /* (This formula was made by vidarl@ifi.uio.no) 1371 /* (This formula was made by vidarl@ifi.uio.no)
1456 * Note that we never used these values again - basically 1372 * Note that we never used these values again - basically
1457 * all of these could be subbed into one big equation, but 1373 * all of these could be subbed into one big equation, but
1458 * that would just be a real pain to read. 1374 * that would just be a real pain to read.
1459 */ 1375 */
1460 M = (max_carry[stats.Str] - 121) / 121.0; 1376 float M = (max_carry[stats.Str] - 121) / 121.f;
1461 M2 = max_carry[stats.Str] / 100.0; 1377 float M2 = max_carry[stats.Str] / 100.f;
1462 W = weapon_weight / 20000.0; 1378 float W = weapon_weight / 20000.f;
1463 s = 2 - weapon_speed / 10.0; 1379 float s = (20 - weapon_speed) / 10.f;
1464 D = (stats.Dex - 14) / 14.0; 1380 float D = (stats.Dex - 14) / 14.f;
1465 K = 1 + M / 3.0 - W / (3 * M2) + speed / 5.0 + D / 2.0; 1381 float K = 1 + M / 3.f - W / (3 * M2) + speed / 5.f + D / 2.f;
1382
1466 K *= (4 + level) / (float) (6 + level) * 1.2; 1383 K *= (4 + level) * 1.2f / (6 + level);
1384
1467 if (K <= 0) 1385 if (K <= 0.01f)
1468 K = 0.01; 1386 K = 0.01f;
1469 S = speed / (K * s); 1387
1470 contr->weapon_sp = S; 1388 contr->weapon_sp = K * s * .5f; //TODO: balance the .5
1471 } 1389 }
1472 1390
1473 /* I want to limit the power of small monsters with big weapons: */ 1391 /* I want to limit the power of small monsters with big weapons: */
1474 if (type != PLAYER && arch != NULL && stats.dam > arch->clone.stats.dam * 3) 1392 if (type != PLAYER && arch && stats.dam > arch->stats.dam * 3)
1475 stats.dam = arch->clone.stats.dam * 3; 1393 stats.dam = arch->stats.dam * 3;
1476 1394
1477 /* Prevent overflows of wc - best you can get is ABS(120) - this 1395 stats.wc = clamp (wc, MIN_WC, MAX_WC);
1478 * should be more than enough - remember, AC is also in 8 bits, 1396 stats.ac = clamp (ac, MIN_AC, MAX_AC);
1479 * so its value is the same.
1480 */
1481 if (wc > 120)
1482 wc = 120;
1483 else if (wc < -120)
1484 wc = -120;
1485
1486 stats.wc = wc;
1487
1488 if (ac > 120)
1489 ac = 120;
1490 else if (ac < -120)
1491 ac = -120;
1492
1493 stats.ac = ac;
1494 1397
1495 /* if for some reason the creature doesn't have any move type, 1398 /* if for some reason the creature doesn't have any move type,
1496 * give them walking as a default. 1399 * give them walking as a default.
1497 * The second case is a special case - to more closely mimic the 1400 * The second case is a special case - to more closely mimic the
1498 * old behaviour - if your flying, your not walking - just 1401 * old behaviour - if your flying, your not walking - just
1528 * false otherwise. 1431 * false otherwise.
1529 */ 1432 */
1530int 1433int
1531allowed_class (const object *op) 1434allowed_class (const object *op)
1532{ 1435{
1533 return op->stats.Dex > 0 && op->stats.Str > 0 && op->stats.Con > 0 && 1436 return op->stats.Dex > 0
1534 op->stats.Int > 0 && op->stats.Wis > 0 && op->stats.Pow > 0 && op->stats.Cha > 0; 1437 && op->stats.Str > 0
1438 && op->stats.Con > 0
1439 && op->stats.Int > 0
1440 && op->stats.Wis > 0
1441 && op->stats.Pow > 0
1442 && op->stats.Cha > 0;
1535} 1443}
1536 1444
1537/* 1445/*
1538 * set the new dragon name after gaining levels or 1446 * set the new dragon name after gaining levels or
1539 * changing ability focus (later this can be extended to 1447 * changing ability focus (later this can be extended to
1610 object *skin = NULL; /* pointer to dragon skin force */ 1518 object *skin = NULL; /* pointer to dragon skin force */
1611 object *tmp = NULL; /* tmp. object */ 1519 object *tmp = NULL; /* tmp. object */
1612 char buf[MAX_BUF]; /* tmp. string buffer */ 1520 char buf[MAX_BUF]; /* tmp. string buffer */
1613 1521
1614 /* now grab the 'dragon_ability'-forces from the player's inventory */ 1522 /* now grab the 'dragon_ability'-forces from the player's inventory */
1615 shstr_cmp dragon_ability_force ("dragon_ability_force");
1616 shstr_cmp dragon_skin_force ("dragon_skin_force");
1617
1618 for (tmp = who->inv; tmp; tmp = tmp->below) 1523 for (tmp = who->inv; tmp; tmp = tmp->below)
1619 if (tmp->type == FORCE) 1524 if (tmp->type == FORCE)
1620 if (tmp->arch->name == dragon_ability_force) 1525 if (tmp->arch->archname == shstr_dragon_ability_force)
1621 abil = tmp; 1526 abil = tmp;
1622 else if (tmp->arch->name == dragon_skin_force) 1527 else if (tmp->arch->archname == shstr_dragon_skin_force)
1623 skin = tmp; 1528 skin = tmp;
1624 1529
1625 /* if the force is missing -> bail out */ 1530 /* if the force is missing -> bail out */
1626 if (abil == NULL) 1531 if (abil == NULL)
1627 return; 1532 return;
1673 if (!skill_obj) 1578 if (!skill_obj)
1674 { 1579 {
1675 LOG (llevError, "add_player_exp: couldn't find skill %s\n", skill_name); 1580 LOG (llevError, "add_player_exp: couldn't find skill %s\n", skill_name);
1676 return NULL; 1581 return NULL;
1677 } 1582 }
1583
1678 /* clear the flag - exp goes into this bucket, but player 1584 /* clear the flag - exp goes into this bucket, but player
1679 * still doesn't know it. 1585 * still doesn't know it.
1680 */ 1586 */
1681 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL); 1587 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL);
1682 skill_obj->stats.exp = 0; 1588 skill_obj->stats.exp = 0;
1683 skill_obj->level = 1; 1589 skill_obj->level = 1;
1684 insert_ob_in_ob (skill_obj, op); 1590 insert_ob_in_ob (skill_obj, op);
1685 1591
1686 if (op->contr) 1592 if (player *pl = op->contr)
1687 { 1593 {
1688 op->contr->last_skill_ob [skill_obj->subtype] = skill_obj; 1594 pl->last_skill_ob [skill_obj->subtype] = skill_obj;
1689 if (op->contr->ns) 1595 if (pl->ns)
1690 op->contr->ns->last_skill_exp[skill_obj->subtype] = -1;//TODO: should be made superfluous 1596 pl->ns->last_skill_exp[skill_obj->subtype] = -1;//TODO: should be made superfluous
1691 } 1597 }
1692 1598
1693 return skill_obj; 1599 return skill_obj;
1694} 1600}
1695
1696 1601
1697/* player_lvl_adj() - for the new exp system. we are concerned with 1602/* player_lvl_adj() - for the new exp system. we are concerned with
1698 * whether the player gets more hp, sp and new levels. 1603 * whether the player gets more hp, sp and new levels.
1699 * Note this this function should only be called for players. Monstes 1604 * Note this this function should only be called for players. Monstes
1700 * don't really gain levels 1605 * don't really gain levels
1703 */ 1608 */
1704void 1609void
1705player_lvl_adj (object *who, object *op) 1610player_lvl_adj (object *who, object *op)
1706{ 1611{
1707 char buf[MAX_BUF]; 1612 char buf[MAX_BUF];
1613 bool changed = false;
1708 1614
1709 if (!op) /* when rolling stats */ 1615 if (!op) /* when rolling stats */
1710 op = who; 1616 op = who;
1711 1617
1712 if (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul)) 1618 while (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul))
1713 { 1619 {
1620 changed = true;
1621
1714 op->level++; 1622 op->level++;
1715 1623
1716 if (op != NULL && op == who && op->stats.exp > 1 && is_dragon_pl (who)) 1624 if (op && op == who && op->stats.exp > 1 && is_dragon_pl (who))
1717 dragon_level_gain (who); 1625 dragon_level_gain (who);
1718 1626
1719 /* Only roll these if it is the player (who) that gained the level */ 1627 /* Only roll these if it is the player (who) that gained the level */
1720 if (op == who && (who->level < 11) && who->type == PLAYER) 1628 if (op == who && (who->level < 11) && who->type == PLAYER)
1721 { 1629 {
1722 who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1; 1630 who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1;
1723 who->contr->levsp[who->level] = die_roll (2, 3, who, PREFER_HIGH); 1631 who->contr->levsp[who->level] = die_roll (2, 3, who, PREFER_HIGH);
1724 who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1; 1632 who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1;
1725 } 1633 }
1726 1634
1727 who->update_stats ();
1728 if (op->level > 1) 1635 if (op->level > 1)
1729 { 1636 {
1730 if (op->type != PLAYER) 1637 if (op->type != PLAYER)
1638 {
1639 who->contr->play_sound (sound_find ("skill_up"));
1731 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); 1640 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1641 }
1732 else 1642 else
1643 {
1644 who->contr->play_sound (sound_find ("level_up"));
1733 sprintf (buf, "You are now level %d.", op->level); 1645 sprintf (buf, "You are now level %d.", op->level);
1646 }
1647
1734 if (who) 1648 if (who)
1735 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); 1649 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1736 } 1650 }
1737 player_lvl_adj (who, op); /* To increase more levels */
1738 } 1651 }
1652
1739 else if (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul)) 1653 while (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul))
1740 { 1654 {
1655 changed = true;
1656
1741 op->level--; 1657 op->level--;
1742 who->update_stats (); 1658
1743 if (op->type != PLAYER) 1659 if (op->type != PLAYER)
1744 { 1660 {
1745 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); 1661 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1746 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); 1662 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1747 } 1663 }
1748 player_lvl_adj (who, op); /* To decrease more levels */ 1664 }
1665
1666 if (changed)
1749 } 1667 {
1750 1668 who->update_stats ();
1669 esrv_update_stats (who->contr);
1751 /* check if the spell data has changed */ 1670 /* check if the spell data has changed */
1752 esrv_update_stats (who->contr);
1753 esrv_update_spells (who->contr); 1671 esrv_update_spells (who->contr);
1672 }
1754} 1673}
1755 1674
1756/* 1675/*
1757 * Returns how much experience is needed for a player to become 1676 * Returns how much experience is needed for a player to become
1758 * the given level. level should really never exceed max_level 1677 * the given level. level should really never exceed max_level
1761sint64 1680sint64
1762level_exp (int level, double expmul) 1681level_exp (int level, double expmul)
1763{ 1682{
1764 if (level > settings.max_level) 1683 if (level > settings.max_level)
1765 return (sint64) (expmul * levels[settings.max_level]); 1684 return (sint64) (expmul * levels[settings.max_level]);
1685
1766 return (sint64) (expmul * levels[level]); 1686 return (sint64) (expmul * levels[level]);
1767} 1687}
1768 1688
1769/* 1689/*
1770 * Ensure that the permanent experience requirements in an exp object are met. 1690 * Ensure that the permanent experience requirements in an exp object are met.
1807 sint64 limit, exp_to_add; 1727 sint64 limit, exp_to_add;
1808 int i; 1728 int i;
1809 1729
1810 /* prevents some forms of abuse. */ 1730 /* prevents some forms of abuse. */
1811 if (op->contr->braced) 1731 if (op->contr->braced)
1812 exp = exp / 5; 1732 exp /= 5;
1813 1733
1814 /* Try to find the matching skill. 1734 /* Try to find the matching skill.
1815 * We do a shortcut/time saving mechanism first - see if it matches 1735 * We do a shortcut/time saving mechanism first - see if it matches
1816 * chosen_skill. This means we don't need to search through 1736 * chosen_skill. This means we don't need to search through
1817 * the players inventory. 1737 * the players inventory.
1818 */ 1738 */
1819 if (skill_name) 1739 if (skill_name)
1820 { 1740 {
1821 if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill)) 1741 if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill))
1973 * these last two values are only used for players. 1893 * these last two values are only used for players.
1974 */ 1894 */
1975void 1895void
1976change_exp (object *op, sint64 exp, const char *skill_name, int flag) 1896change_exp (object *op, sint64 exp, const char *skill_name, int flag)
1977{ 1897{
1978
1979#ifdef EXP_DEBUG 1898#ifdef EXP_DEBUG
1980 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp); 1899 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp);
1981#endif 1900#endif
1982 1901
1983 /* safety */ 1902 /* safety */
2032 1951
2033/* Applies a death penalty experience, the size of this is defined by the 1952/* Applies a death penalty experience, the size of this is defined by the
2034 * settings death_penalty_percentage and death_penalty_levels, and by the 1953 * settings death_penalty_percentage and death_penalty_levels, and by the
2035 * amount of permenent experience, whichever gives the lowest loss. 1954 * amount of permenent experience, whichever gives the lowest loss.
2036 */ 1955 */
2037
2038void 1956void
2039apply_death_exp_penalty (object *op) 1957apply_death_exp_penalty (object *op)
2040{ 1958{
2041 object *tmp; 1959 object *tmp;
2042 sint64 loss; 1960 sint64 loss;
2064 player_lvl_adj (op, tmp); 1982 player_lvl_adj (op, tmp);
2065 } 1983 }
2066 1984
2067 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100; 1985 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100;
2068 level_loss = op->stats.exp - levels[MAX (0, op->level - settings.death_penalty_level)]; 1986 level_loss = op->stats.exp - levels[MAX (0, op->level - settings.death_penalty_level)];
1987
2069 if (level_loss < 0) 1988 if (level_loss < 0)
2070 level_loss = 0; 1989 level_loss = 0;
2071 loss = check_exp_loss (op, MIN (level_loss, percentage_loss)); 1990 loss = check_exp_loss (op, MIN (level_loss, percentage_loss));
2072 1991
2073 op->stats.exp -= loss; 1992 op->stats.exp -= loss;

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