ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/common/living.C
(Generate patch)

Comparing deliantra/server/common/living.C (file contents):
Revision 1.24 by root, Thu Jan 4 16:19:31 2007 UTC vs.
Revision 1.46 by root, Tue May 1 05:48:19 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", "intelligence", "wisdom", "power", "charisma" 230 "strength", "dexterity", "constitution", "intelligence", "wisdom", "power", "charisma"
230}; 231};
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;
844 843
845 if (settings.spell_encumbrance == TRUE) 844 if (settings.spell_encumbrance == TRUE)
846 contr->encumbrance = 0; 845 contr->encumbrance = 0;
847 846
848 attacktype = 0; 847 attacktype = 0;
848
849 contr->digestion = 0; 849 contr->digestion = 0;
850 contr->gen_hp = 0; 850 contr->gen_hp = 0;
851 contr->gen_sp = 0; 851 contr->gen_sp = 0;
852 contr->gen_grace = 0; 852 contr->gen_grace = 0;
853 contr->gen_sp_armour = 10; 853 contr->gen_sp_armour = 10;
854 contr->item_power = 0; 854 contr->item_power = 0;
855
856 /* Don't clobber all the range_ values. range_golem otherwise
857 * gets reset for no good reason, and we don't want to reset
858 * range_magic (what spell is readied). These three below
859 * well get filled in based on what the player has equipped.
860 */
861 contr->ranges[range_bow] = NULL;
862 contr->ranges[range_misc] = NULL;
863 contr->ranges[range_skill] = NULL;
864 } 855 }
865 856
866 memcpy (body_used, body_info, sizeof (body_info)); 857 memcpy (body_used, body_info, sizeof (body_info));
867 858
868 slaying = 0; 859 slaying = 0;
880 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);
881 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);
882 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);
883 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);
884 875
885 path_attuned = arch->clone.path_attuned; 876 path_attuned = arch->clone.path_attuned;
886 path_repelled = arch->clone.path_repelled; 877 path_repelled = arch->clone.path_repelled;
887 path_denied = arch->clone.path_denied; 878 path_denied = arch->clone.path_denied;
888 glow_radius = arch->clone.glow_radius; 879 glow_radius = arch->clone.glow_radius;
889 move_type = arch->clone.move_type; 880 move_type = arch->clone.move_type;
881
890 chosen_skill = NULL; 882 chosen_skill = 0;
891 883
892 /* initializing resistances from the values in player/monster's 884 /* initializing resistances from the values in player/monster's
893 * archetype clone 885 * archetype clone
894 */ 886 */
895 memcpy (&resist, &arch->clone.resist, sizeof (resist)); 887 memcpy (&resist, &arch->clone.resist, sizeof (resist));
898 { 890 {
899 if (resist[i] > 0) 891 if (resist[i] > 0)
900 prot[i] = resist[i], vuln[i] = 0; 892 prot[i] = resist[i], vuln[i] = 0;
901 else 893 else
902 vuln[i] = -(resist[i]), prot[i] = 0; 894 vuln[i] = -(resist[i]), prot[i] = 0;
895
903 potion_resist[i] = 0; 896 potion_resist[i] = 0;
904 } 897 }
905 898
906 wc = arch->clone.stats.wc; 899 wc = arch->clone.stats.wc;
907 stats.dam = arch->clone.stats.dam; 900 stats.dam = arch->clone.stats.dam;
925 speed = arch->clone.speed; 918 speed = arch->clone.speed;
926 919
927 /* OK - we've reset most all the objects attributes to sane values. 920 /* OK - we've reset most all the objects attributes to sane values.
928 * now go through and make adjustments for what the player has equipped. 921 * now go through and make adjustments for what the player has equipped.
929 */ 922 */
930
931 for (tmp = inv; tmp; tmp = tmp->below) 923 for (tmp = inv; tmp; tmp = tmp->below)
932 { 924 {
933 /* See note in map.c:update_position about making this additive 925 /* See note in map.c:update_position about making this additive
934 * since light sources are never applied, need to put check here. 926 * since light sources are never applied, need to put check here.
935 */ 927 */
936 if (tmp->glow_radius > glow_radius) 928 if (tmp->glow_radius > glow_radius)
937 glow_radius = tmp->glow_radius; 929 glow_radius = tmp->glow_radius;
938 930
939 /* This happens because apply_potion calls change_abil with the potion 931 /* This happens because apply_potion calls change_abil with the potion
940 * applied so we can tell the player what chagned. But change_abil 932 * applied so we can tell the player what changed. But change_abil
941 * then calls this function. 933 * then calls this function.
942 */ 934 */
943 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION) 935 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION)
944 continue; 936 continue;
945 937
971 * in the praying skill, and the player should always get those. 963 * in the praying skill, and the player should always get those.
972 * It also means we need to put in additional checks for applied below, 964 * It also means we need to put in additional checks for applied below,
973 * because the skill shouldn't count against body positions being used 965 * because the skill shouldn't count against body positions being used
974 * up, etc. 966 * up, etc.
975 */ 967 */
976 if ((QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type != CONTAINER && tmp->type != CLOSE_CON) || 968 if ((QUERY_FLAG (tmp, FLAG_APPLIED)
969 && tmp->type != CONTAINER
970 && tmp->type != CLOSE_CON)
971 || (tmp->type == SKILL
977 (tmp->type == SKILL && tmp->subtype == SK_PRAYING)) 972 && tmp->subtype == SK_PRAYING))
978 { 973 {
979 if (type == PLAYER) 974 if (type == PLAYER)
980 { 975 {
981 if (tmp->type == BOW)
982 contr->ranges[range_bow] = tmp;
983
984 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 976 if ((tmp->type == WEAPON || tmp->type == BOW)
985 contr->ranges[range_misc] = tmp; 977 && tmp != current_weapon)
978 continue;
986 979
987 for (i = 0; i < NUM_STATS; i++) 980 for (i = 0; i < NUM_STATS; i++)
988 change_attr_value (&(stats), i, get_attr_value (&(tmp->stats), i)); 981 change_attr_value (&stats, i, get_attr_value (&tmp->stats, i));
989 982
990 /* these are the items that currently can change digestion, regeneration, 983 /* these are the items that currently can change digestion, regeneration,
991 * spell point recovery and mana point recovery. Seems sort of an arbitary 984 * spell point recovery and mana point recovery. Seems sort of an arbitary
992 * list, but other items store other info into stats array. 985 * list, but other items store other info into stats array.
993 */ 986 */
994 if ((tmp->type == WEAPON) || 987 if ((tmp->type == WEAPON) || (tmp->type == BOW) ||
995 (tmp->type == ARMOUR) || (tmp->type == HELMET) || 988 (tmp->type == ARMOUR) || (tmp->type == HELMET) ||
996 (tmp->type == SHIELD) || (tmp->type == RING) || 989 (tmp->type == SHIELD) || (tmp->type == RING) ||
997 (tmp->type == BOOTS) || (tmp->type == GLOVES) || 990 (tmp->type == BOOTS) || (tmp->type == GLOVES) ||
998 (tmp->type == AMULET) || (tmp->type == GIRDLE) || 991 (tmp->type == AMULET) || (tmp->type == GIRDLE) ||
999 (tmp->type == BRACERS) || (tmp->type == CLOAK) || 992 (tmp->type == BRACERS) || (tmp->type == CLOAK) ||
1006 contr->gen_grace += tmp->stats.grace; 999 contr->gen_grace += tmp->stats.grace;
1007 contr->gen_sp_armour += tmp->gen_sp_armour; 1000 contr->gen_sp_armour += tmp->gen_sp_armour;
1008 contr->item_power += tmp->item_power; 1001 contr->item_power += tmp->item_power;
1009 } 1002 }
1010 } /* if this is a player */ 1003 } /* if this is a player */
1004 else
1005 {
1006 if (tmp->type == WEAPON)
1007 current_weapon = tmp;
1008 }
1011 1009
1012 /* Update slots used for items */ 1010 /* Update slots used for items */
1013 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 1011 if (QUERY_FLAG (tmp, FLAG_APPLIED))
1014 for (i = 0; i < NUM_BODY_LOCATIONS; i++) 1012 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
1015 body_used[i] += tmp->body_info[i]; 1013 body_used[i] += tmp->body_info[i];
1016 1014
1017 if (tmp->type == SYMPTOM) 1015 if (tmp->type == SYMPTOM)
1018 { 1016 {
1019 speed_reduce_from_disease = tmp->last_sp / 100.0; 1017 speed_reduce_from_disease = tmp->last_sp / 100.f;
1018
1020 if (speed_reduce_from_disease == 0) 1019 if (speed_reduce_from_disease == 0)
1021 speed_reduce_from_disease = 1; 1020 speed_reduce_from_disease = 1;
1022 } 1021 }
1023 1022
1024 /* Pos. and neg. protections are counted seperate (-> pro/vuln). 1023 /* Pos. and neg. protections are counted seperate (-> pro/vuln).
1025 * (Negative protections are calculated extactly like positive.) 1024 * (Negative protections are calculated exactly like positive.)
1026 * Resistance from potions are treated special as well. If there's 1025 * Resistance from potions are treated special as well. If there's
1027 * more than one potion-effect, the bigger prot.-value is taken. 1026 * more than one potion-effect, the bigger prot.-value is taken.
1028 */ 1027 */
1029 if (tmp->type != POTION) 1028 if (tmp->type != POTION)
1030 { 1029 {
1039 potion_resist[i] = MAX (potion_resist[i], tmp->resist[i]); 1038 potion_resist[i] = MAX (potion_resist[i], tmp->resist[i]);
1040 else 1039 else
1041 potion_resist[i] = tmp->resist[i]; 1040 potion_resist[i] = tmp->resist[i];
1042 } 1041 }
1043 else if (tmp->resist[i] > 0) 1042 else if (tmp->resist[i] > 0)
1044 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100; 1043 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100;
1045 else if (tmp->resist[i] < 0) 1044 else if (tmp->resist[i] < 0)
1046 vuln[i] += ((100 - vuln[i]) * (-tmp->resist[i])) / 100; 1045 vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100;
1047 } 1046 }
1048 } 1047 }
1049 1048
1050 /* There may be other things that should not adjust the attacktype */ 1049 /* There may be other things that should not adjust the attacktype */
1051 if (tmp->type != BOW && tmp->type != SYMPTOM) 1050 if ((tmp->type != WEAPON && tmp->type != BOW && tmp->type != SYMPTOM)
1051 || current_weapon == tmp)
1052 {
1052 attacktype |= tmp->attacktype; 1053 attacktype |= tmp->attacktype;
1053
1054 path_attuned |= tmp->path_attuned; 1054 path_attuned |= tmp->path_attuned;
1055 path_repelled |= tmp->path_repelled; 1055 path_repelled |= tmp->path_repelled;
1056 path_denied |= tmp->path_denied; 1056 path_denied |= tmp->path_denied;
1057 move_type |= tmp->move_type;
1057 stats.luck += tmp->stats.luck; 1058 stats.luck += tmp->stats.luck;
1058 move_type |= tmp->move_type; 1059 }
1059 1060
1060 if (QUERY_FLAG (tmp, FLAG_LIFESAVE )) SET_FLAG (this, FLAG_LIFESAVE); 1061 if (QUERY_FLAG (tmp, FLAG_LIFESAVE )) SET_FLAG (this, FLAG_LIFESAVE);
1061 if (QUERY_FLAG (tmp, FLAG_REFL_SPELL )) SET_FLAG (this, FLAG_REFL_SPELL); 1062 if (QUERY_FLAG (tmp, FLAG_REFL_SPELL )) SET_FLAG (this, FLAG_REFL_SPELL);
1062 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE)) SET_FLAG (this, FLAG_REFL_MISSILE); 1063 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE)) SET_FLAG (this, FLAG_REFL_MISSILE);
1063 if (QUERY_FLAG (tmp, FLAG_STEALTH )) SET_FLAG (this, FLAG_STEALTH); 1064 if (QUERY_FLAG (tmp, FLAG_STEALTH )) SET_FLAG (this, FLAG_STEALTH);
1076 1077
1077 if (tmp->stats.exp && tmp->type != SKILL) 1078 if (tmp->stats.exp && tmp->type != SKILL)
1078 { 1079 {
1079 if (tmp->stats.exp > 0) 1080 if (tmp->stats.exp > 0)
1080 { 1081 {
1081 added_speed += (float) tmp->stats.exp / 3.0; 1082 added_speed += tmp->stats.exp / 3.f;
1082 bonus_speed += 1.0 + (float) tmp->stats.exp / 3.0; 1083 bonus_speed += tmp->stats.exp / 3.f + 1.f;
1083 } 1084 }
1084 else 1085 else
1085 added_speed += (float) tmp->stats.exp; 1086 added_speed += tmp->stats.exp;
1086 } 1087 }
1087 1088
1088 switch (tmp->type) 1089 switch (tmp->type)
1089 { 1090 {
1091#if 0
1092 case WAND:
1093 case ROD:
1094 case HORN:
1095 if (type != PLAYER || current_weapon == tmp)
1096 chosen_skill = tmp;
1097 break;
1098#endif
1099
1090 /* skills modifying the character -b.t. */ 1100 /* skills modifying the character -b.t. */
1091 /* for all skills and skill granting objects */ 1101 /* for all skills and skill granting objects */
1092 case SKILL: 1102 case SKILL:
1093 if (!QUERY_FLAG (tmp, FLAG_APPLIED)) 1103 if (!QUERY_FLAG (tmp, FLAG_APPLIED))
1094 break; 1104 break;
1102 chosen_skill = tmp; 1112 chosen_skill = tmp;
1103 1113
1104 if (tmp->stats.dam > 0) 1114 if (tmp->stats.dam > 0)
1105 { /* skill is a 'weapon' */ 1115 { /* skill is a 'weapon' */
1106 if (!QUERY_FLAG (this, FLAG_READY_WEAPON)) 1116 if (!QUERY_FLAG (this, FLAG_READY_WEAPON))
1107 weapon_speed = (int) WEAPON_SPEED (tmp); 1117 weapon_speed = WEAPON_SPEED (tmp);
1108 1118
1109 if (weapon_speed < 0) 1119 if (weapon_speed < 0)
1110 weapon_speed = 0; 1120 weapon_speed = 0;
1111 1121
1112 weapon_weight = tmp->weight; 1122 weapon_weight = tmp->weight;
1115 if (tmp->magic) 1125 if (tmp->magic)
1116 stats.dam += tmp->magic; 1126 stats.dam += tmp->magic;
1117 } 1127 }
1118 1128
1119 if (tmp->stats.wc) 1129 if (tmp->stats.wc)
1120 wc -= (tmp->stats.wc + tmp->magic); 1130 wc -= tmp->stats.wc + tmp->magic;
1121 1131
1122 if (tmp->slaying != NULL) 1132 if (tmp->slaying)
1123 slaying = tmp->slaying; 1133 slaying = tmp->slaying;
1124 1134
1125 if (tmp->stats.ac) 1135 if (tmp->stats.ac)
1126 ac -= (tmp->stats.ac + tmp->magic); 1136 ac -= tmp->stats.ac + tmp->magic;
1127 1137
1128 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1138 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1129 contr->encumbrance += (int) 3 *tmp->weight / 1000; 1139 contr->encumbrance += (int) 3 *tmp->weight / 1000;
1130
1131 if (type == PLAYER)
1132 contr->ranges[range_skill] = this;
1133 1140
1134 break; 1141 break;
1135 1142
1136 case SKILL_TOOL: 1143 case SKILL_TOOL:
1137 if (chosen_skill) 1144 if (chosen_skill)
1138 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name); 1145 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name);
1139 1146
1140 chosen_skill = tmp; 1147 chosen_skill = tmp;
1141
1142 if (type == PLAYER)
1143 contr->ranges[range_skill] = this;
1144 break; 1148 break;
1145 1149
1146 case SHIELD: 1150 case SHIELD:
1147 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1151 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1148 contr->encumbrance += (int) tmp->weight / 2000; 1152 contr->encumbrance += (int) tmp->weight / 2000;
1152 case HELMET: 1156 case HELMET:
1153 case BOOTS: 1157 case BOOTS:
1154 case GLOVES: 1158 case GLOVES:
1155 case CLOAK: 1159 case CLOAK:
1156 if (tmp->stats.wc) 1160 if (tmp->stats.wc)
1157 wc -= (tmp->stats.wc + tmp->magic); 1161 wc -= tmp->stats.wc + tmp->magic;
1158 1162
1159 if (tmp->stats.dam) 1163 if (tmp->stats.dam)
1160 stats.dam += (tmp->stats.dam + tmp->magic); 1164 stats.dam += tmp->stats.dam + tmp->magic;
1161 1165
1162 if (tmp->stats.ac) 1166 if (tmp->stats.ac)
1163 ac -= (tmp->stats.ac + tmp->magic); 1167 ac -= tmp->stats.ac + tmp->magic;
1164 1168
1165 break; 1169 break;
1166 1170
1171 case BOW:
1167 case WEAPON: 1172 case WEAPON:
1173 if (type != PLAYER || current_weapon == tmp)
1174 {
1168 wc -= (tmp->stats.wc + tmp->magic); 1175 wc -= tmp->stats.wc + tmp->magic;
1169 1176
1170 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0) 1177 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0)
1171 ac -= tmp->stats.ac + tmp->magic; 1178 ac -= tmp->stats.ac + tmp->magic;
1172 1179
1173 stats.dam += (tmp->stats.dam + tmp->magic); 1180 stats.dam += tmp->stats.dam + tmp->magic;
1174 weapon_weight = tmp->weight; 1181 weapon_weight = tmp->weight;
1175 weapon_speed = ((int) WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2; 1182 weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2;
1176 1183
1177 if (weapon_speed < 0) 1184 if (weapon_speed < 0)
1178 weapon_speed = 0; 1185 weapon_speed = 0;
1179 1186
1180 slaying = tmp->slaying; 1187 slaying = tmp->slaying;
1188
1181 /* If there is desire that two handed weapons should do 1189 /* If there is desire that two handed weapons should do
1182 * extra strength damage, this is where the code should 1190 * extra strength damage, this is where the code should
1183 * go. 1191 * go.
1184 */ 1192 */
1185 current_weapon = tmp; 1193
1186 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1194 if (type == PLAYER)
1195 if (settings.spell_encumbrance)
1187 contr->encumbrance += (int) 3 *tmp->weight / 1000; 1196 contr->encumbrance += tmp->weight * 3 / 1000;
1197 }
1188 1198
1189 break; 1199 break;
1190 1200
1191 case ARMOUR: /* Only the best of these three are used: */ 1201 case ARMOUR: /* Only the best of these three are used: */
1192 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1202 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1193 contr->encumbrance += (int) tmp->weight / 1000; 1203 contr->encumbrance += tmp->weight / 1000;
1194 1204
1195 case BRACERS: 1205 case BRACERS:
1196 case FORCE: 1206 case FORCE:
1197 if (tmp->stats.wc) 1207 if (tmp->stats.wc)
1198 { 1208 {
1220 wc -= (tmp->stats.wc + tmp->magic); 1230 wc -= (tmp->stats.wc + tmp->magic);
1221 1231
1222 if (tmp->stats.ac) 1232 if (tmp->stats.ac)
1223 ac -= (tmp->stats.ac + tmp->magic); 1233 ac -= (tmp->stats.ac + tmp->magic);
1224 1234
1225 if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.0 < max) 1235 if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.f < max)
1226 max = ARMOUR_SPEED (tmp) / 10.0; 1236 max = ARMOUR_SPEED (tmp) / 10.f;
1227 1237
1228 break; 1238 break;
1229 } /* switch tmp->type */ 1239 } /* switch tmp->type */
1230 } /* item is equipped */ 1240 } /* item is equipped */
1231 } /* for loop of items */ 1241 } /* for loop of items */
1299 1309
1300 if (mana_obj == this && type == PLAYER) 1310 if (mana_obj == this && type == PLAYER)
1301 stats.maxsp = 1; 1311 stats.maxsp = 1;
1302 else 1312 else
1303 { 1313 {
1304 sp_tmp = 0.0; 1314 sp_tmp = 0.f;
1305 1315
1306 for (i = 1; i <= mana_obj->level && i <= 10; i++) 1316 for (i = 1; i <= mana_obj->level && i <= 10; i++)
1307 { 1317 {
1308 float stmp; 1318 float stmp;
1309 1319
1310 /* Got some extra bonus at first level */ 1320 /* Got some extra bonus at first level */
1311 if (i < 2) 1321 if (i < 2)
1312 stmp = contr->levsp[i] + ((2.0 * (float) sp_bonus[stats.Pow] + (float) sp_bonus[stats.Int]) / 6.0); 1322 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 6.f;
1313 else 1323 else
1314 stmp = (float) contr->levsp[i] + (2.0 * (float) sp_bonus[stats.Pow] + (float) sp_bonus[stats.Int]) / 12.0; 1324 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 12.f;
1315 1325
1316 if (stmp < 1.0) 1326 if (stmp < 1.f)
1317 stmp = 1.0; 1327 stmp = 1.f;
1318 1328
1319 sp_tmp += stmp; 1329 sp_tmp += stmp;
1320 } 1330 }
1321 1331
1322 stats.maxsp = (int) sp_tmp; 1332 stats.maxsp = (sint16)sp_tmp;
1323 1333
1324 for (i = 11; i <= mana_obj->level; i++) 1334 for (i = 11; i <= mana_obj->level; i++)
1325 stats.maxsp += 2; 1335 stats.maxsp += 2;
1326 } 1336 }
1327 /* Characters can get their sp supercharged via rune of transferrance */ 1337 /* Characters can get their sp supercharged via rune of transferrance */
1339 /* store grace in a float - this way, the divisions below don't create 1349 /* store grace in a float - this way, the divisions below don't create
1340 * big jumps when you go from level to level - with int's, it then 1350 * big jumps when you go from level to level - with int's, it then
1341 * becomes big jumps when the sums of the bonuses jump to the next 1351 * becomes big jumps when the sums of the bonuses jump to the next
1342 * step of 8 - with floats, even fractional ones are useful. 1352 * step of 8 - with floats, even fractional ones are useful.
1343 */ 1353 */
1344 sp_tmp = 0.0; 1354 sp_tmp = 0.f;
1345 for (i = 1, stats.maxgrace = 0; i <= grace_obj->level && i <= 10; i++) 1355 for (i = 1, stats.maxgrace = 0; i <= grace_obj->level && i <= 10; i++)
1346 { 1356 {
1347 float grace_tmp = 0.0; 1357 float grace_tmp = 0.f;
1348 1358
1349 /* Got some extra bonus at first level */ 1359 /* Got some extra bonus at first level */
1350 if (i < 2) 1360 if (i < 2)
1351 grace_tmp = contr->levgrace[i] + (((float) grace_bonus[stats.Pow] + 1361 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 6.f;
1352 2.0 * (float) grace_bonus[stats.Wis]) / 6.0);
1353 else 1362 else
1354 grace_tmp = (float) contr->levgrace[i]
1355 + ((float) grace_bonus[stats.Pow] + 2.0 * (float) grace_bonus[stats.Wis]) / 12.0; 1363 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 12.f;
1356 1364
1357 if (grace_tmp < 1.0) 1365 if (grace_tmp < 1.f)
1358 grace_tmp = 1.0; 1366 grace_tmp = 1.f;
1359 1367
1360 sp_tmp += grace_tmp; 1368 sp_tmp += grace_tmp;
1361 } 1369 }
1362 1370
1363 stats.maxgrace = (int) sp_tmp; 1371 stats.maxgrace = (sint16)sp_tmp;
1364 1372
1365 /* two grace points per level after 11 */ 1373 /* two grace points per level after 11 */
1366 for (i = 11; i <= grace_obj->level; i++) 1374 for (i = 11; i <= grace_obj->level; i++)
1367 stats.maxgrace += 2; 1375 stats.maxgrace += 2;
1368 } 1376 }
1388 * monster bonus the same as before. -b.t. 1396 * monster bonus the same as before. -b.t.
1389 */ 1397 */
1390 1398
1391 if (type == PLAYER && wc_obj && wc_obj->level > 1) 1399 if (type == PLAYER && wc_obj && wc_obj->level > 1)
1392 { 1400 {
1393 wc -= (wc_obj->level + thaco_bonus[stats.Str]); 1401 wc -= wc_obj->level + thaco_bonus[stats.Str];
1402
1394 for (i = 1; i < wc_obj->level; i++) 1403 for (i = 1; i < wc_obj->level; i++)
1395 { 1404 {
1396 /* addtional wc every 6 levels */ 1405 /* addtional wc every 6 levels */
1397 if (!(i % 6)) 1406 if (!(i % 6))
1398 wc--; 1407 wc--;
1408
1399 /* addtional dam every 4 levels. */ 1409 /* addtional dam every 4 levels. */
1400 if (!(i % 4) && (dam_bonus[stats.Str] >= 0)) 1410 if (!(i % 4) && dam_bonus[stats.Str] >= 0)
1401 stats.dam += (1 + (dam_bonus[stats.Str] / 5)); 1411 stats.dam += 1 + dam_bonus[stats.Str] / 5;
1402 } 1412 }
1403 } 1413 }
1404 else 1414 else
1405 wc -= (level + thaco_bonus[stats.Str]); 1415 wc -= level + thaco_bonus[stats.Str];
1406 1416
1407 stats.dam += dam_bonus[stats.Str]; 1417 stats.dam += dam_bonus[stats.Str];
1408 1418
1409 if (stats.dam < 1) 1419 if (stats.dam < 1)
1410 stats.dam = 1; 1420 stats.dam = 1;
1411 1421
1412 speed = 1.0 + speed_bonus[stats.Dex]; 1422 speed = 1.f + speed_bonus[stats.Dex];
1413 1423
1414 if (settings.search_items && contr->search_str[0]) 1424 if (settings.search_items && contr->search_str[0])
1415 speed -= 1; 1425 speed -= 1;
1416 1426
1417 if (attacktype == 0) 1427 if (attacktype == 0)
1418 attacktype = arch->clone.attacktype; 1428 attacktype = arch->clone.attacktype;
1419 1429
1420 } /* End if player */ 1430 } /* End if player */
1421 1431
1422 if (added_speed >= 0) 1432 if (added_speed >= 0)
1423 speed += added_speed / 10.0; 1433 speed += added_speed / 10.f;
1424 else /* Something wrong here...: */ 1434 else /* Something wrong here...: */
1425 speed /= (float) (1.0 - added_speed); 1435 speed /= 1.f - added_speed;
1426 1436
1427 /* Max is determined by armour */ 1437 /* Max is determined by armour */
1428 if (speed > max) 1438 if (speed > max)
1429 speed = max; 1439 speed = max;
1430 1440
1435 * weight limit, then player suffers a speed reduction based on how 1445 * weight limit, then player suffers a speed reduction based on how
1436 * much above he is, and what is max carry is 1446 * much above he is, and what is max carry is
1437 */ 1447 */
1438 f = (carrying / 1000) - max_carry[stats.Str]; 1448 f = (carrying / 1000) - max_carry[stats.Str];
1439 if (f > 0) 1449 if (f > 0)
1440 speed = speed / (1.0 + f / max_carry[stats.Str]); 1450 speed = speed / (1.f + f / max_carry[stats.Str]);
1441 } 1451 }
1442 1452
1443 speed += bonus_speed / 10.0; /* Not affected by limits */ 1453 speed += bonus_speed / 10.f; /* Not affected by limits */
1444 1454
1445 /* Put a lower limit on speed. Note with this speed, you move once every 1455 /* Put a lower limit on speed. Note with this speed, you move once every
1446 * 100 ticks or so. This amounts to once every 12 seconds of realtime. 1456 * 100 ticks or so. This amounts to once every 12 seconds of realtime.
1447 */ 1457 */
1448 speed = speed * speed_reduce_from_disease; 1458 speed = speed * speed_reduce_from_disease;
1449 1459
1450 if (speed < 0.01 && type == PLAYER) 1460 if (speed < 0.01f && type == PLAYER)
1451 speed = 0.01; 1461 speed = 0.01f;
1452 1462
1453 if (type == PLAYER) 1463 if (type == PLAYER)
1454 { 1464 {
1455 float M, W, s, D, K, S, M2;
1456
1457 /* (This formula was made by vidarl@ifi.uio.no) 1465 /* (This formula was made by vidarl@ifi.uio.no)
1458 * Note that we never used these values again - basically 1466 * Note that we never used these values again - basically
1459 * all of these could be subbed into one big equation, but 1467 * all of these could be subbed into one big equation, but
1460 * that would just be a real pain to read. 1468 * that would just be a real pain to read.
1461 */ 1469 */
1462 M = (max_carry[stats.Str] - 121) / 121.0; 1470 float M = (max_carry[stats.Str] - 121) / 121.f;
1463 M2 = max_carry[stats.Str] / 100.0; 1471 float M2 = max_carry[stats.Str] / 100.f;
1464 W = weapon_weight / 20000.0; 1472 float W = weapon_weight / 20000.f;
1465 s = 2 - weapon_speed / 10.0; 1473 float s = 2 - weapon_speed / 10.f;
1466 D = (stats.Dex - 14) / 14.0; 1474 float D = (stats.Dex - 14) / 14.f;
1467 K = 1 + M / 3.0 - W / (3 * M2) + speed / 5.0 + D / 2.0; 1475 float K = 1 + M / 3.f - W / (3 * M2) + speed / 5.f + D / 2.f;
1476
1468 K *= (4 + level) / (float) (6 + level) * 1.2; 1477 K *= (4 + level) *1.2f / (6 + level);
1478
1469 if (K <= 0) 1479 if (K <= 0.f)
1470 K = 0.01; 1480 K = 0.01f;
1481
1471 S = speed / (K * s); 1482 float S = speed / (K * s);
1483
1472 contr->weapon_sp = S; 1484 contr->weapon_sp = S;
1473 } 1485 }
1474 1486
1475 /* I want to limit the power of small monsters with big weapons: */ 1487 /* I want to limit the power of small monsters with big weapons: */
1476 if (type != PLAYER && arch != NULL && stats.dam > arch->clone.stats.dam * 3) 1488 if (type != PLAYER && arch && stats.dam > arch->clone.stats.dam * 3)
1477 stats.dam = arch->clone.stats.dam * 3; 1489 stats.dam = arch->clone.stats.dam * 3;
1478 1490
1479 /* Prevent overflows of wc - best you can get is ABS(120) - this 1491 /* Prevent overflows of wc - best you can get is ABS(120) - this
1480 * should be more than enough - remember, AC is also in 8 bits, 1492 * should be more than enough - remember, AC is also in 8 bits,
1481 * so its value is the same. 1493 * so its value is the same.
1514 if (type == PLAYER) 1526 if (type == PLAYER)
1515 { 1527 {
1516 esrv_update_stats (contr); 1528 esrv_update_stats (contr);
1517 esrv_update_spells (contr); 1529 esrv_update_spells (contr);
1518 } 1530 }
1531
1532 // update the mapspace, if we are on a map
1533 if (!flag [FLAG_REMOVED] && map)
1534 map->at (x, y).flags_ = 0;
1519} 1535}
1520 1536
1521/* 1537/*
1522 * Returns true if the given player is a legal class. 1538 * Returns true if the given player is a legal class.
1523 * The function to add and remove class-bonuses to the stats doesn't 1539 * The function to add and remove class-bonuses to the stats doesn't
1526 * false otherwise. 1542 * false otherwise.
1527 */ 1543 */
1528int 1544int
1529allowed_class (const object *op) 1545allowed_class (const object *op)
1530{ 1546{
1531 return op->stats.Dex > 0 && op->stats.Str > 0 && op->stats.Con > 0 && 1547 return op->stats.Dex > 0
1532 op->stats.Int > 0 && op->stats.Wis > 0 && op->stats.Pow > 0 && op->stats.Cha > 0; 1548 && op->stats.Str > 0
1549 && op->stats.Con > 0
1550 && op->stats.Int > 0
1551 && op->stats.Wis > 0
1552 && op->stats.Pow > 0
1553 && op->stats.Cha > 0;
1533} 1554}
1534 1555
1535/* 1556/*
1536 * set the new dragon name after gaining levels or 1557 * set the new dragon name after gaining levels or
1537 * changing ability focus (later this can be extended to 1558 * changing ability focus (later this can be extended to
1608 object *skin = NULL; /* pointer to dragon skin force */ 1629 object *skin = NULL; /* pointer to dragon skin force */
1609 object *tmp = NULL; /* tmp. object */ 1630 object *tmp = NULL; /* tmp. object */
1610 char buf[MAX_BUF]; /* tmp. string buffer */ 1631 char buf[MAX_BUF]; /* tmp. string buffer */
1611 1632
1612 /* now grab the 'dragon_ability'-forces from the player's inventory */ 1633 /* now grab the 'dragon_ability'-forces from the player's inventory */
1634 shstr_cmp dragon_ability_force ("dragon_ability_force");
1635 shstr_cmp dragon_skin_force ("dragon_skin_force");
1636
1613 for (tmp = who->inv; tmp != NULL; tmp = tmp->below) 1637 for (tmp = who->inv; tmp; tmp = tmp->below)
1614 {
1615 if (tmp->type == FORCE) 1638 if (tmp->type == FORCE)
1616 {
1617 if (strcmp (tmp->arch->name, "dragon_ability_force") == 0) 1639 if (tmp->arch->name == dragon_ability_force)
1618 abil = tmp; 1640 abil = tmp;
1619 if (strcmp (tmp->arch->name, "dragon_skin_force") == 0) 1641 else if (tmp->arch->name == dragon_skin_force)
1620 skin = tmp; 1642 skin = tmp;
1621 } 1643
1622 }
1623 /* if the force is missing -> bail out */ 1644 /* if the force is missing -> bail out */
1624 if (abil == NULL) 1645 if (abil == NULL)
1625 return; 1646 return;
1626 1647
1627 /* The ability_force keeps track of maximum level ever achieved. 1648 /* The ability_force keeps track of maximum level ever achieved.
1678 */ 1699 */
1679 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL); 1700 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL);
1680 skill_obj->stats.exp = 0; 1701 skill_obj->stats.exp = 0;
1681 skill_obj->level = 1; 1702 skill_obj->level = 1;
1682 insert_ob_in_ob (skill_obj, op); 1703 insert_ob_in_ob (skill_obj, op);
1704
1683 if (op->contr) 1705 if (op->contr)
1684 { 1706 {
1685 op->contr->last_skill_ob[skill_obj->subtype] = skill_obj; 1707 op->contr->last_skill_ob [skill_obj->subtype] = skill_obj;
1686 op->contr->last_skill_exp[skill_obj->subtype] = -1; 1708 if (op->contr->ns)
1709 op->contr->ns->last_skill_exp[skill_obj->subtype] = -1;//TODO: should be made superfluous
1687 } 1710 }
1711
1688 return skill_obj; 1712 return skill_obj;
1689} 1713}
1690 1714
1691 1715
1692/* player_lvl_adj() - for the new exp system. we are concerned with 1716/* player_lvl_adj() - for the new exp system. we are concerned with
1756sint64 1780sint64
1757level_exp (int level, double expmul) 1781level_exp (int level, double expmul)
1758{ 1782{
1759 if (level > settings.max_level) 1783 if (level > settings.max_level)
1760 return (sint64) (expmul * levels[settings.max_level]); 1784 return (sint64) (expmul * levels[settings.max_level]);
1785
1761 return (sint64) (expmul * levels[level]); 1786 return (sint64) (expmul * levels[level]);
1762} 1787}
1763 1788
1764/* 1789/*
1765 * Ensure that the permanent experience requirements in an exp object are met. 1790 * Ensure that the permanent experience requirements in an exp object are met.
1802 sint64 limit, exp_to_add; 1827 sint64 limit, exp_to_add;
1803 int i; 1828 int i;
1804 1829
1805 /* prevents some forms of abuse. */ 1830 /* prevents some forms of abuse. */
1806 if (op->contr->braced) 1831 if (op->contr->braced)
1807 exp = exp / 5; 1832 exp /= 5;
1808 1833
1809 /* Try to find the matching skill. 1834 /* Try to find the matching skill.
1810 * We do a shortcut/time saving mechanism first - see if it matches 1835 * We do a shortcut/time saving mechanism first - see if it matches
1811 * chosen_skill. This means we don't need to search through 1836 * chosen_skill. This means we don't need to search through
1812 * the players inventory. 1837 * the players inventory.
1813 */ 1838 */
1814 if (skill_name) 1839 if (skill_name)
1815 { 1840 {
1816 if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill)) 1841 if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill))
1947 del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction)); 1972 del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction));
1948 tmp->stats.exp -= del_exp; 1973 tmp->stats.exp -= del_exp;
1949 player_lvl_adj (op, tmp); 1974 player_lvl_adj (op, tmp);
1950 } 1975 }
1951 } 1976 }
1977
1952 if (flag != SK_SUBTRACT_SKILL_EXP) 1978 if (flag != SK_SUBTRACT_SKILL_EXP)
1953 { 1979 {
1954 del_exp = check_exp_loss (op, exp); 1980 del_exp = check_exp_loss (op, exp);
1955 op->stats.exp -= del_exp; 1981 op->stats.exp -= del_exp;
1956 player_lvl_adj (op, NULL); 1982 player_lvl_adj (op, NULL);
1957 } 1983 }
1958} 1984}
1959
1960
1961 1985
1962/* change_exp() - changes experience to a player/monster. This 1986/* change_exp() - changes experience to a player/monster. This
1963 * does bounds checking to make sure we don't overflow the max exp. 1987 * does bounds checking to make sure we don't overflow the max exp.
1964 * 1988 *
1965 * The exp passed is typically not modified much by this function - 1989 * The exp passed is typically not modified much by this function -
1966 * it is assumed the caller has modified the exp as needed. 1990 * it is assumed the caller has modified the exp as needed.
1967 * skill_name is the skill that should get the exp added. 1991 * skill_name is the skill that should get the exp added.
1968 * flag is what to do if player doesn't have the skill. 1992 * flag is what to do if player doesn't have the skill.
1969 * these last two values are only used for players. 1993 * these last two values are only used for players.
1970 */ 1994 */
1971
1972void 1995void
1973change_exp (object *op, sint64 exp, const char *skill_name, int flag) 1996change_exp (object *op, sint64 exp, const char *skill_name, int flag)
1974{ 1997{
1975
1976#ifdef EXP_DEBUG 1998#ifdef EXP_DEBUG
1977 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp); 1999 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp);
1978#endif 2000#endif
1979 2001
1980 /* safety */ 2002 /* safety */
2021 else 2043 else
2022 /* note that when you lose exp, it doesn't go against 2044 /* note that when you lose exp, it doesn't go against
2023 * a particular skill, so we don't need to pass that 2045 * a particular skill, so we don't need to pass that
2024 * along. 2046 * along.
2025 */ 2047 */
2026 subtract_player_exp (op, FABS (exp), skill_name, flag); 2048 subtract_player_exp (op, abs (exp), skill_name, flag);
2027
2028 } 2049 }
2029} 2050}
2030 2051
2031/* Applies a death penalty experience, the size of this is defined by the 2052/* Applies a death penalty experience, the size of this is defined by the
2032 * settings death_penalty_percentage and death_penalty_levels, and by the 2053 * settings death_penalty_percentage and death_penalty_levels, and by the
2033 * amount of permenent experience, whichever gives the lowest loss. 2054 * amount of permenent experience, whichever gives the lowest loss.
2034 */ 2055 */
2035
2036void 2056void
2037apply_death_exp_penalty (object *op) 2057apply_death_exp_penalty (object *op)
2038{ 2058{
2039 object *tmp; 2059 object *tmp;
2040 sint64 loss; 2060 sint64 loss;

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines