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Comparing deliantra/server/common/living.C (file contents):
Revision 1.113 by root, Sun Mar 28 17:04:37 2010 UTC vs.
Revision 1.120 by root, Fri Apr 30 09:36:32 2010 UTC

139/* 139/*
140 Since this is nowhere defined ... 140 Since this is nowhere defined ...
141 Both come in handy at least in function add_exp() 141 Both come in handy at least in function add_exp()
142*/ 142*/
143 143
144#define MAX_EXPERIENCE levels[settings.max_level] 144#define MAX_EXPERIENCE levels [settings.max_level]
145 145
146/* because exp_obj sum to make the total score, 146/* because exp_obj sum to make the total score,
147 * we cannot allow that sum to exceed the maximum 147 * we cannot allow that sum to exceed the maximum
148 * amount of experience a player can gain. Thus 148 * amount of experience a player can gain. Thus
149 * we define MAX_EXP_IN_OBJ. It is important to try 149 * we define MAX_EXP_IN_OBJ. It is important to try
156 * line with progression of previous levels, so 156 * line with progression of previous levels, so
157 * if more levels are desired, this should be fixed. 157 * if more levels are desired, this should be fixed.
158 * -b.t. 158 * -b.t.
159 */ 159 */
160 160
161#define MAX_EXP_IN_OBJ levels[settings.max_level]/(MAX_EXP_CAT - 1) 161#define MAX_EXP_IN_OBJ MAX_EXP_IN_OBJ / (MAX_EXP_CAT - 1)
162
163extern sint64 *levels;
164 162
165#define MAX_SAVE_LEVEL 110 163#define MAX_SAVE_LEVEL 110
166 164
167/* This no longer needs to be changed anytime the number of 165/* This no longer needs to be changed anytime the number of
168 * levels is increased - rather, did_make_save will do the 166 * levels is increased - rather, did_make_save will do the
461 if (op->flag [FLAG_WIZ]) 459 if (op->flag [FLAG_WIZ])
462 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self is blinded."); 460 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self is blinded.");
463 else 461 else
464 { 462 {
465 new_draw_info (NDI_UNIQUE, 0, op, "You are blinded."); 463 new_draw_info (NDI_UNIQUE, 0, op, "You are blinded.");
466 SET_FLAG (op, FLAG_BLIND); 464 op->set_flag (FLAG_BLIND);
467 if (op->type == PLAYER) 465 if (op->type == PLAYER)
468 op->contr->do_los = 1; 466 op->contr->do_los = 1;
469 } 467 }
470 } 468 }
471 else 469 else
473 if (op->flag [FLAG_WIZ]) 471 if (op->flag [FLAG_WIZ])
474 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self can now see again."); 472 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self can now see again.");
475 else 473 else
476 { 474 {
477 new_draw_info (NDI_UNIQUE, 0, op, "Your vision returns."); 475 new_draw_info (NDI_UNIQUE, 0, op, "Your vision returns.");
478 CLEAR_FLAG (op, FLAG_BLIND); 476 op->clr_flag (FLAG_BLIND);
479 if (op->type == PLAYER) 477 if (op->type == PLAYER)
480 op->contr->do_los = 1; 478 op->contr->do_los = 1;
481 } 479 }
482 } 480 }
483 } 481 }
521 { 519 {
522 success = 1; 520 success = 1;
523 DIFF_MSG (flag * tmp->stats.luck, "You feel more lucky.", "You feel less lucky."); 521 DIFF_MSG (flag * tmp->stats.luck, "You feel more lucky.", "You feel less lucky.");
524 } 522 }
525 523
524 if (digest_types [tmp->type])
525 {
526 if (tmp->stats.hp && op->type == PLAYER) 526 if (tmp->stats.hp && op->type == PLAYER)
527 { 527 {
528 success = 1; 528 success = 1;
529 DIFF_MSG (flag * tmp->stats.hp, "You feel much more healthy!", "You feel much less healthy!"); 529 DIFF_MSG (flag * tmp->stats.hp, "You feel much more healthy!", "You feel much less healthy!");
530 } 530 }
531 531
532 if (tmp->stats.sp && op->type == PLAYER && tmp->type != SKILL) 532 if (tmp->stats.sp && op->type == PLAYER
533 { 533 && tmp->type != SKILL && tmp->type != BOW)
534 {
534 success = 1; 535 success = 1;
535 DIFF_MSG (flag * tmp->stats.sp, "You feel one with the powers of magic!", "You suddenly feel very mundane."); 536 DIFF_MSG (flag * tmp->stats.sp, "You feel one with the powers of magic!", "You suddenly feel very mundane.");
536 } 537 }
537 538
538 /* for the future when artifacts set this -b.t. */ 539 /* for the future when artifacts set this -b.t. */
539 if (tmp->stats.grace && op->type == PLAYER) 540 if (tmp->stats.grace && op->type == PLAYER)
540 { 541 {
541 success = 1; 542 success = 1;
542 DIFF_MSG (flag * tmp->stats.grace, "You feel closer to your god!", "You suddenly feel less holy."); 543 DIFF_MSG (flag * tmp->stats.grace, "You feel closer to your god!", "You suddenly feel less holy.");
543 } 544 }
544 545
545 if (tmp->stats.food && op->type == PLAYER) 546 if (tmp->stats.food && op->type == PLAYER)
546 { 547 {
547 success = 1; 548 success = 1;
548 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.");
550 }
549 } 551 }
550 552
551 /* Messages for changed resistance */ 553 /* Messages for changed resistance */
552 for (int i = 0; i < NROFATTACKS; i++) 554 for (int i = 0; i < NROFATTACKS; i++)
553 { 555 {
606 608
607 if (!tmp) 609 if (!tmp)
608 { 610 {
609 tmp = at->instance (); 611 tmp = at->instance ();
610 tmp = insert_ob_in_ob (tmp, this); 612 tmp = insert_ob_in_ob (tmp, this);
611 SET_FLAG (tmp, FLAG_APPLIED); 613 tmp->set_flag (FLAG_APPLIED);
612 } 614 }
613 } 615 }
614 616
615 new_draw_info (NDI_UNIQUE, 0, this, drain_msg[deplete_stats]); 617 new_draw_info (NDI_UNIQUE, 0, this, drain_msg[deplete_stats]);
616 change_attr_value (&tmp->stats, deplete_stats, -1); 618 change_attr_value (&tmp->stats, deplete_stats, -1);
636 if (!value) 638 if (!value)
637 return; 639 return;
638 640
639 tmp = at->instance (); 641 tmp = at->instance ();
640 tmp = insert_ob_in_ob (tmp, this); 642 tmp = insert_ob_in_ob (tmp, this);
641 SET_FLAG (tmp, FLAG_APPLIED); 643 tmp->set_flag (FLAG_APPLIED);
642 } 644 }
643 645
644 if (value) 646 if (value)
645 { 647 {
646 /* Limit the luck value of the bad luck object to +/-100. This 648 /* Limit the luck value of the bad luck object to +/-100. This
699 sint8 v = arch->stats.stat (i); 701 sint8 v = arch->stats.stat (i);
700 stats.stat (i) += v; 702 stats.stat (i) += v;
701 contr->orig_stats.stat (i) += v; 703 contr->orig_stats.stat (i) += v;
702 } 704 }
703} 705}
704
705/* These are the items that currently can change digestion, regeneration,
706 * spell point recovery and mana point recovery. Seems sort of an arbitary
707 * list, but other items store other info into stats array.
708 */
709static struct digest_types : std::bitset<NUM_TYPES>
710{
711 digest_types ()
712 {
713 set (WEAPON);
714 set (BOW);
715 set (ARMOUR);
716 set (HELMET);
717 set (SHIELD);
718 set (RING);
719 set (BOOTS);
720 set (GLOVES);
721 set (AMULET);
722 set (GIRDLE);
723 set (BRACERS);
724 set (CLOAK);
725 set (DISEASE);
726 set (FORCE);
727 set (SKILL);
728 }
729} digest_types;
730 706
731static struct copy_flags : object::flags_t 707static struct copy_flags : object::flags_t
732{ 708{
733 copy_flags () 709 copy_flags ()
734 { 710 {
789 for (int i = NUM_BODY_LOCATIONS; i--; ) 765 for (int i = NUM_BODY_LOCATIONS; i--; )
790 slot[i].used = slot[i].info; 766 slot[i].used = slot[i].info;
791 767
792 slaying = 0; 768 slaying = 0;
793 769
794 if (!QUERY_FLAG (this, FLAG_WIZ)) 770 if (!this->flag [FLAG_WIZ])
795 {
796 CLEAR_FLAG (this, FLAG_XRAYS);
797 CLEAR_FLAG (this, FLAG_MAKE_INVIS);
798 } 771 {
772 this->clr_flag (FLAG_XRAYS);
773 this->clr_flag (FLAG_MAKE_INVIS);
774 }
799 775
800 CLEAR_FLAG (this, FLAG_LIFESAVE); 776 this->clr_flag (FLAG_LIFESAVE);
801 CLEAR_FLAG (this, FLAG_STEALTH); 777 this->clr_flag (FLAG_STEALTH);
802 CLEAR_FLAG (this, FLAG_BLIND); 778 this->clr_flag (FLAG_BLIND);
803 779
804 if (!QUERY_FLAG (arch, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL); 780 if (!arch->flag [FLAG_REFL_SPELL ]) this->clr_flag (FLAG_REFL_SPELL);
805 if (!QUERY_FLAG (arch, FLAG_REFL_MISSILE)) CLEAR_FLAG (this, FLAG_REFL_MISSILE); 781 if (!arch->flag [FLAG_REFL_MISSILE]) this->clr_flag (FLAG_REFL_MISSILE);
806 if (!QUERY_FLAG (arch, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD); 782 if (!arch->flag [FLAG_UNDEAD ]) this->clr_flag (FLAG_UNDEAD);
807 if (!QUERY_FLAG (arch, FLAG_SEE_IN_DARK )) CLEAR_FLAG (this, FLAG_SEE_IN_DARK); 783 if (!arch->flag [FLAG_SEE_IN_DARK ]) this->clr_flag (FLAG_SEE_IN_DARK);
808 784
809 path_attuned = arch->path_attuned; 785 path_attuned = arch->path_attuned;
810 path_repelled = arch->path_repelled; 786 path_repelled = arch->path_repelled;
811 path_denied = arch->path_denied; 787 path_denied = arch->path_denied;
812 glow_radius = arch->glow_radius; 788 glow_radius = arch->glow_radius;
813 move_type = arch->move_type; 789 move_type = arch->move_type;
814
815 object *chosen_skill = 0;
816 790
817 /* initializing resistances from the values in player/monster's 791 /* initializing resistances from the values in player/monster's
818 * archetype clone 792 * archetype clone
819 */ 793 */
820 memcpy (&resist, &arch->resist, sizeof (resist)); 794 memcpy (&resist, &arch->resist, sizeof (resist));
837 * the fact that maxlevel is factored in could be considered sort of bogus - 811 * the fact that maxlevel is factored in could be considered sort of bogus -
838 * we should probably give them some bonus and cap it off - otherwise, 812 * we should probably give them some bonus and cap it off - otherwise,
839 * basically, if a server updates its max level, these playes may find 813 * basically, if a server updates its max level, these playes may find
840 * that their protection from physical goes down 814 * that their protection from physical goes down
841 */ 815 */
842 if (!QUERY_FLAG (this, FLAG_USE_ARMOUR) && type == PLAYER) 816 if (!this->flag [FLAG_USE_ARMOUR] && type == PLAYER)
843 { 817 {
844 ac = max (-10, arch->stats.ac - level / 3); 818 ac = max (-10, arch->stats.ac - level / 3);
845 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100; 819 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100;
846 } 820 }
847 else 821 else
848 ac = arch->stats.ac; 822 ac = arch->stats.ac;
849 823
850 stats.luck = arch->stats.luck; 824 stats.luck = arch->stats.luck;
851 speed = arch->speed; 825 speed = arch->speed;
826
827 chosen_skill = 0;
852 828
853 /* OK - we've reset most all the objects attributes to sane values. 829 /* OK - we've reset most all the objects attributes to sane values.
854 * now go through and make adjustments for what the player has equipped. 830 * now go through and make adjustments for what the player has equipped.
855 */ 831 */
856 for (tmp = inv; tmp; tmp = tmp->below) 832 for (tmp = inv; tmp; tmp = tmp->below)
857 { 833 {
858 /* This happens because apply_potion calls change_abil with the potion 834 /* This happens because apply_potion calls change_abil with the potion
859 * applied so we can tell the player what changed. But change_abil 835 * applied so we can tell the player what changed. But change_abil
860 * then calls this function. 836 * then calls this function.
861 */ 837 */
862 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION) 838 if (tmp->flag [FLAG_APPLIED] && tmp->type == POTION)
863 continue; 839 continue;
864 840
865 glow_radius += tmp->glow_radius; 841 glow_radius += tmp->glow_radius;
866 842
867 /* For some things, we don't care what is equipped */ 843 /* For some things, we don't care what is equipped */
900 || (tmp->type == SKILL && tmp->subtype == SK_PRAYING)) 876 || (tmp->type == SKILL && tmp->subtype == SK_PRAYING))
901 { 877 {
902 if (type == PLAYER) 878 if (type == PLAYER)
903 { 879 {
904 contr->item_power += tmp->item_power; 880 contr->item_power += tmp->item_power;
905
906 if (tmp == contr->combat_ob || tmp == contr->ranged_ob)
907 if (tmp != current_weapon
908 && (tmp->type != SKILL || tmp->subtype != SK_PRAYING)
909 && !tmp->flag [FLAG_CURSED]
910 && !tmp->flag [FLAG_DAMNED])
911 continue;
912 881
913 for (int i = 0; i < NUM_STATS; i++) 882 for (int i = 0; i < NUM_STATS; i++)
914 stat_sum [i] += tmp->stats.stat (i); 883 stat_sum [i] += tmp->stats.stat (i);
915 884
916 if (digest_types [tmp->type]) 885 if (digest_types [tmp->type])
928 if (tmp->type == WEAPON) 897 if (tmp->type == WEAPON)
929 current_weapon = tmp; 898 current_weapon = tmp;
930 } 899 }
931 900
932 /* Update slots used for items */ 901 /* Update slots used for items */
933 if (tmp->flag [FLAG_APPLIED]) 902 if (tmp->flag [FLAG_APPLIED]) // exclude praying...
934 for (int i = 0; i < NUM_BODY_LOCATIONS; i++) 903 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
935 slot[i].used += tmp->slot[i].info; 904 slot[i].used += tmp->slot[i].info;
936 905
937 if (tmp->type == SYMPTOM) 906 if (tmp->type == SYMPTOM)
938 min_it (speed_reduce_from_disease, tmp->last_sp ? tmp->last_sp / 100.f : 1.f); 907 min_it (speed_reduce_from_disease, tmp->last_sp ? tmp->last_sp / 100.f : 1.f);
963 stats.luck += tmp->stats.luck; 932 stats.luck += tmp->stats.luck;
964 } 933 }
965 934
966 flag |= tmp->flag & copy_flags; 935 flag |= tmp->flag & copy_flags;
967 936
968 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (arch, FLAG_UNDEAD)) 937 if (tmp->flag [FLAG_UNDEAD] && !arch->flag [FLAG_UNDEAD])
969 SET_FLAG (this, FLAG_UNDEAD); 938 this->set_flag (FLAG_UNDEAD);
970 939
971 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS)) 940 //TODO: copy_flags?
941 if (tmp->flag [FLAG_MAKE_INVIS])
972 { 942 {
973 SET_FLAG (this, FLAG_MAKE_INVIS); 943 set_flag (FLAG_MAKE_INVIS);
974 invisible = 1; 944 invisible = 1;
975 } 945 }
976 946
977 if (tmp->stats.exp && tmp->type != SKILL) 947 if (tmp->stats.exp && tmp->type != SKILL)
978 { 948 {
985 added_speed += tmp->stats.exp; 955 added_speed += tmp->stats.exp;
986 } 956 }
987 957
988 switch (tmp->type) 958 switch (tmp->type)
989 { 959 {
990 /* skills modifying the character -b.t. */
991 /* for all skills and skill granting objects */
992 case SKILL: 960 case SKILL:
993 { 961 {
962 // some skills will end up here without counting as "applied"
994 if (!QUERY_FLAG (tmp, FLAG_APPLIED) || skill_flags [tmp->subtype] & SF_APPLY) 963 if (!tmp->flag [FLAG_APPLIED] || skill_flags [tmp->subtype] & SF_AUTARK)
995 break; 964 break;
996 965
997 if (chosen_skill) 966 if (chosen_skill)
998 { 967 {
999 LOG (llevDebug, "fix_player, op %s has multiple skills applied (%s and %s)\n", 968 LOG (llevDebug, "fix_player, op %s has multiple skills applied (%s and %s)\n",
1001 970
1002 tmp->flag [FLAG_APPLIED] = false; 971 tmp->flag [FLAG_APPLIED] = false;
1003 update_stats (); 972 update_stats ();
1004 return; 973 return;
1005 } 974 }
1006 else 975
1007 chosen_skill = tmp; 976 chosen_skill = tmp;
1008 977
1009 if (tmp->stats.dam > 0) 978 if (tmp->stats.dam > 0)
1010 { /* skill is a 'weapon' */ 979 { /* skill is a 'weapon' */
1011 if (!QUERY_FLAG (this, FLAG_READY_WEAPON)) 980 if (!this->flag [FLAG_READY_WEAPON])
1012 weapon_speed = WEAPON_SPEED (tmp); 981 weapon_speed = max (0, WEAPON_SPEED (tmp));
1013
1014 if (weapon_speed < 0)
1015 weapon_speed = 0;
1016 982
1017 weapon_weight = tmp->weight; 983 weapon_weight = tmp->weight;
1018 stats.dam += 1 + chosen_skill->level * tmp->stats.dam / 9; 984 stats.dam += 1 + chosen_skill->level * tmp->stats.dam / 9;
1019 985
1020 if (tmp->magic) 986 if (tmp->magic)
1059 break; 1025 break;
1060 1026
1061 case WAND: 1027 case WAND:
1062 case ROD: 1028 case ROD:
1063 case HORN: 1029 case HORN:
1064 case SKILL_TOOL:
1065 if (type != PLAYER)
1066 chosen_skill = find_skill_by_name (this, tmp->skill);
1067 break; 1030 break;
1068 1031
1069 case BOW: 1032 case BOW:
1070 case WEAPON: 1033 case WEAPON:
1071 if (type != PLAYER || current_weapon == tmp)
1072 {
1073 chosen_skill = find_skill_by_name (this, tmp->skill);
1074
1075 wc -= tmp->stats.wc + tmp->magic; 1034 wc -= tmp->stats.wc + tmp->magic;
1076 1035
1077 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0) 1036 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0)
1078 ac -= tmp->stats.ac + tmp->magic; 1037 ac -= tmp->stats.ac + tmp->magic;
1079 1038
1080 stats.dam += tmp->stats.dam + tmp->magic; 1039 stats.dam += tmp->stats.dam + tmp->magic;
1081 weapon_weight = tmp->weight; 1040 weapon_weight = tmp->weight;
1082 weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2; 1041 weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2;
1083 1042
1084 if (weapon_speed < 0) 1043 if (weapon_speed < 0)
1085 weapon_speed = 0; 1044 weapon_speed = 0;
1086 1045
1087 slaying = tmp->slaying; 1046 slaying = tmp->slaying;
1088 1047
1089 /* If there is desire that two handed weapons should do 1048 /* If there is desire that two handed weapons should do
1090 * extra strength damage, this is where the code should 1049 * extra strength damage, this is where the code should
1091 * go. 1050 * go.
1092 */ 1051 */
1093 1052
1094 if (type == PLAYER) 1053 if (type == PLAYER)
1095 if (settings.spell_encumbrance) 1054 if (settings.spell_encumbrance)
1096 contr->encumbrance += tmp->weight * 3 / 1000; 1055 contr->encumbrance += tmp->weight * 3 / 1000;
1097 }
1098 1056
1099 break; 1057 break;
1100 1058
1101 case ARMOUR: /* Only the best of these three are used: */ 1059 case ARMOUR: /* Only the best of these three are used: */
1102 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1060 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1138 break; 1096 break;
1139 } /* switch tmp->type */ 1097 } /* switch tmp->type */
1140 } /* item is equipped */ 1098 } /* item is equipped */
1141 } /* for loop of items */ 1099 } /* for loop of items */
1142 1100
1143 if (type != PLAYER)
1144 this->chosen_skill = chosen_skill;
1145
1146 glow_radius = min (glow_radius, MAX_LIGHT_RADIUS); 1101 min_it (glow_radius, MAX_LIGHT_RADIUS);
1147 1102
1148 /* We've gone through all the objects the player has equipped. For many things, we 1103 /* We've gone through all the objects the player has equipped. For many things, we
1149 * have generated intermediate values which we now need to assign. 1104 * have generated intermediate values which we now need to assign.
1150 */ 1105 */
1151 1106
1158 for (int i = 0; i < NROFATTACKS; i++) 1113 for (int i = 0; i < NROFATTACKS; i++)
1159 { 1114 {
1160 resist[i] = prot[i] - vuln[i]; 1115 resist[i] = prot[i] - vuln[i];
1161 1116
1162 if (potion_resist[i] != -1000 1117 if (potion_resist[i] != -1000
1163 && (potion_resist[i] > resist[i] || potion_resist[i] < 0)) 1118 && (potion_resist[i] < 0 || potion_resist[i] > resist[i]))
1164 resist[i] = potion_resist[i]; 1119 resist[i] = potion_resist[i];
1165 } 1120 }
1166 1121
1167 if (type == PLAYER) 1122 if (type == PLAYER)
1168 { 1123 {
1568 } 1523 }
1569 1524
1570 /* clear the flag - exp goes into this bucket, but player 1525 /* clear the flag - exp goes into this bucket, but player
1571 * still doesn't know it. 1526 * still doesn't know it.
1572 */ 1527 */
1573 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL); 1528 skill_obj->clr_flag (FLAG_CAN_USE_SKILL);
1574 skill_obj->stats.exp = 0; 1529 skill_obj->stats.exp = 0;
1575 skill_obj->level = 1; 1530 skill_obj->level = 1;
1576 op->insert (skill_obj); 1531 op->insert (skill_obj);
1577 1532
1578 if (player *pl = op->contr) 1533 if (player *pl = op->contr)
1655 */ 1610 */
1656 1611
1657sint64 1612sint64
1658level_exp (int level, double expmul) 1613level_exp (int level, double expmul)
1659{ 1614{
1660 if (level > settings.max_level) 1615 return expmul * level_to_min_exp (level);
1661 return (sint64) (expmul * levels[settings.max_level]);
1662
1663 return (sint64) (expmul * levels[level]);
1664} 1616}
1665 1617
1666/* 1618/*
1667 * Ensure that the permanent experience requirements in an exp object are met. 1619 * Ensure that the permanent experience requirements in an exp object are met.
1668 * This really just checks 'op to make sure the perm_exp value is within 1620 * This really just checks 'op to make sure the perm_exp value is within
1736 { 1688 {
1737 /* Basically, you can never gain more experience in one shot 1689 /* Basically, you can never gain more experience in one shot
1738 * than half what you need to gain for next level. 1690 * than half what you need to gain for next level.
1739 */ 1691 */
1740 exp_to_add = exp; 1692 exp_to_add = exp;
1741 limit = (levels[op->level + 1] - levels[op->level]) / 2; 1693 limit = (levels [op->level + 1] - levels [op->level]) / 2;
1742 if (exp_to_add > limit) 1694 if (exp_to_add > limit)
1743 exp_to_add = limit; 1695 exp_to_add = limit;
1744 1696
1745 ADD_EXP (op->stats.exp, (sint64) ((float) exp_to_add * (skill_obj ? skill_obj->expmul : 1))); 1697 ADD_EXP (op->stats.exp, (sint64) ((float) exp_to_add * (skill_obj ? skill_obj->expmul : 1)));
1746 if (settings.permanent_exp_ratio) 1698 if (settings.permanent_exp_ratio)
1753 } 1705 }
1754 1706
1755 if (skill_obj) 1707 if (skill_obj)
1756 { 1708 {
1757 exp_to_add = exp; 1709 exp_to_add = exp;
1758 limit = (levels[skill_obj->level + 1] - levels[skill_obj->level]) / 2; 1710 limit = (levels [skill_obj->level + 1] - levels [skill_obj->level]) / 2;
1759 if (exp_to_add > limit) 1711 if (exp_to_add > limit)
1760 exp_to_add = limit; 1712 exp_to_add = limit;
1761 1713
1762 ADD_EXP (skill_obj->stats.exp, exp_to_add); 1714 ADD_EXP (skill_obj->stats.exp, exp_to_add);
1763 if (settings.permanent_exp_ratio) 1715 if (settings.permanent_exp_ratio)
1891 * worth. 1843 * worth.
1892 */ 1844 */
1893 if (op->type != PLAYER) 1845 if (op->type != PLAYER)
1894 { 1846 {
1895 /* Sanity check */ 1847 /* Sanity check */
1896 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1848 if (!op->flag [FLAG_ALIVE])
1897 return; 1849 return;
1898 1850
1899 /* reset exp to max allowed value. We subtract from 1851 /* reset exp to max allowed value. We subtract from
1900 * MAX_EXPERIENCE to prevent overflows. If the player somehow has 1852 * MAX_EXPERIENCE to prevent overflows. If the player somehow has
1901 * more than max exp, just return. 1853 * more than max exp, just return.

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