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 1.60 by root, Fri May 18 01:01:01 2007 UTC vs.
Revision 1.129 by root, Mon Nov 12 03:14:32 2012 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * 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 *
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
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 * 17 *
18 * You should have received a copy of the Affero GNU General Public License
19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
21 *
22 * The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 23 */
24 24
25#include <global.h> 25#include <global.h>
26#include <funcpoint.h>
27 26
28/* Handy little macro that adds exp and keeps it within bounds. Since 27/* Handy little macro that adds exp and keeps it within bounds. Since
29 * we are now using 64 bit values, I'm not all concerned about overflow issues 28 * we are now using 64 bit values, I'm not all concerned about overflow issues
30 * with exptotal wrapping. exptotal is typically op->exp, or op->perm_exp 29 * with exptotal wrapping. exptotal is typically op->exp, or op->perm_exp
31 */ 30 */
109 * These limits are probably overly generous, but being there were no values 108 * These limits are probably overly generous, but being there were no values
110 * before, you need to start someplace. 109 * before, you need to start someplace.
111 */ 110 */
112 111
113const uint32 weight_limit[MAX_STAT + 1] = { 112const uint32 weight_limit[MAX_STAT + 1] = {
114 200000, /* 0 */ 113 200000, /* 0 */
115 250000, 300000, 350000, 400000, 500000, /* 5 */ 114 250000, 300000, 350000, 400000, 500000, /* 5 */
116 600000, 700000, 800000, 900000, 1000000, /* 10 */ 115 600000, 700000, 800000, 900000, 1000000, /* 10 */
117 1100000, 1200000, 1300000, 1400000, 1500000, /* 15 */ 116 1100000, 1200000, 1300000, 1400000, 1500000, /* 15 */
118 1650000, 1800000, 1950000, 2100000, 2250000, /* 20 */ 117 1650000, 1800000, 1950000, 2100000, 2250000, /* 20 */
119 2400000, 2550000, 2700000, 2850000, 3000000, /* 25 */ 118 2400000, 2550000, 2700000, 2850000, 3000000, /* 25 */
120 3250000, 3500000, 3750000, 4000000, 4500000 /*30 */ 119 3250000, 3500000, 3750000, 4000000, 4500000 /* 30 */
121}; 120};
122 121
123const int learn_spell[MAX_STAT + 1] = { 122const int learn_spell[MAX_STAT + 1] = {
124 0, 0, 0, 1, 2, 4, 8, 12, 16, 25, 36, 45, 55, 65, 70, 75, 80, 85, 90, 95, 100, 100, 100, 100, 100, 123 0, 0, 0, 1, 2, 4, 8, 12, 16, 25, 36, 45, 55, 65, 70, 75, 80, 85, 90, 95, 100, 100, 100, 100, 100,
125 100, 100, 100, 100, 100, 100 124 100, 100, 100, 100, 100, 100
140/* 139/*
141 Since this is nowhere defined ... 140 Since this is nowhere defined ...
142 Both come in handy at least in function add_exp() 141 Both come in handy at least in function add_exp()
143*/ 142*/
144 143
145#define MAX_EXPERIENCE levels[settings.max_level] 144#define MAX_EXPERIENCE levels [settings.max_level]
146 145
147/* because exp_obj sum to make the total score, 146/* because exp_obj sum to make the total score,
148 * we cannot allow that sum to exceed the maximum 147 * we cannot allow that sum to exceed the maximum
149 * amount of experience a player can gain. Thus 148 * amount of experience a player can gain. Thus
150 * we define MAX_EXP_IN_OBJ. It is important to try 149 * we define MAX_EXP_IN_OBJ. It is important to try
157 * line with progression of previous levels, so 156 * line with progression of previous levels, so
158 * if more levels are desired, this should be fixed. 157 * if more levels are desired, this should be fixed.
159 * -b.t. 158 * -b.t.
160 */ 159 */
161 160
162#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)
163
164extern sint64 *levels;
165 162
166#define MAX_SAVE_LEVEL 110 163#define MAX_SAVE_LEVEL 110
167 164
168/* This no longer needs to be changed anytime the number of 165/* This no longer needs to be changed anytime the number of
169 * levels is increased - rather, did_make_save will do the 166 * levels is increased - rather, did_make_save will do the
263/* Rather than having a whole bunch of if (flag) new_draw.. else new_draw, 260/* Rather than having a whole bunch of if (flag) new_draw.. else new_draw,
264 * make this macro to clean those up. Not usuable outside change_abil 261 * make this macro to clean those up. Not usuable outside change_abil
265 * function since some of the values passed to new_draw_info are hardcoded. 262 * function since some of the values passed to new_draw_info are hardcoded.
266 */ 263 */
267#define DIFF_MSG(flag, msg1, msg2) \ 264#define DIFF_MSG(flag, msg1, msg2) \
268 new_draw_info(NDI_UNIQUE, 0, op, (flag>0)?msg1:msg2); 265 new_draw_info (NDI_UNIQUE, 0, op, (flag > 0) ? msg1 : msg2);
269 266
270/* return 1 if we sucessfully changed a stat, 0 if nothing was changed. */ 267/* return 1 if we sucessfully changed a stat, 0 if nothing was changed. */
271 268
272/* flag is set to 1 if we are applying the object, -1 if we are removing 269/* flag is set to 1 if we are applying the object, -1 if we are removing
273 * the object. 270 * the object.
281 * that gives them that ability. 278 * that gives them that ability.
282 */ 279 */
283int 280int
284change_abil (object *op, object *tmp) 281change_abil (object *op, object *tmp)
285{ 282{
286 int flag = QUERY_FLAG (tmp, FLAG_APPLIED) ? 1 : -1, success = 0; 283 int flag = tmp->flag [FLAG_APPLIED] ? 1 : -1;
284 int success = 0;
287 char message[MAX_BUF]; 285 char message[MAX_BUF];
288 int potion_max = 0; 286 int potion_max = 0;
289 287
290 /* remember what object was like before it was changed. note that 288 // keep some stats for comparison purposes
291 * refop is a local copy of op only to be used for detecting changes 289 object::flags_t prev_flag = op->flag;
292 * found by update_stats. refop is not a real object 290 MoveType prev_move_type = op->move_type;
293 */ 291 sint16 prev_resist [NROFATTACKS]; // clumsy
294 object_copy refop = *op; 292 assert (sizeof (prev_resist) == sizeof (op->resist));
293 memcpy (prev_resist, op->resist, sizeof (prev_resist));
295 294
296 if (op->type == PLAYER) 295 if (op->type == PLAYER)
297 { 296 {
298 if (tmp->type == POTION) 297 if (tmp->type == POTION)
299 { 298 {
300 potion_max = 1; 299 potion_max = 1;
300
301 for (int j = 0; j < NUM_STATS; j++) 301 for (int j = 0; j < NUM_STATS; j++)
302 { 302 {
303 int ostat = op->contr->orig_stats.stat (j); 303 int ostat = op->contr->orig_stats.stat (j);
304 int i = tmp->stats.stat (j); 304 int i = tmp->stats.stat (j);
305 305
306 /* nstat is what the stat will be after use of the potion */ 306 /* nstat is what the stat will be after use of the potion */
307 int nstat = flag * i + ostat; 307 int nstat = flag * i + ostat;
308 308
309 /* Do some bounds checking. While I don't think any 309 /* Do some bounds checking. There is the potential for potions
310 * potions do so right now, there is the potential for potions
311 * 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
312 * to allow for that. 311 * to allow for that.
313 */ 312 */
314 if (nstat < 1 && i * flag < 0) 313 if (nstat < 1 && i * flag < 0)
315 nstat = 1; 314 nstat = 1;
316 else if (nstat > 20 + op->arch->clone.stats.stat (j)) 315 else if (nstat > 20 + op->arch->stats.stat (j))
317 nstat = 20 + op->arch->clone.stats.stat (j); 316 nstat = 20 + op->arch->stats.stat (j);
318 317
319 if (nstat != ostat) 318 if (nstat != ostat)
320 { 319 {
321 op->contr->orig_stats.stat (j) = nstat; 320 op->contr->orig_stats.stat (j) = nstat;
322 potion_max = 0; 321 potion_max = 0;
367 { 366 {
368 success = 1; 367 success = 1;
369 DIFF_MSG (flag, "Your hands begin to glow red.", "Your hands stop glowing red."); 368 DIFF_MSG (flag, "Your hands begin to glow red.", "Your hands stop glowing red.");
370 } 369 }
371 370
372 if (QUERY_FLAG (op, FLAG_LIFESAVE) != QUERY_FLAG (&refop, FLAG_LIFESAVE)) 371 if (op->flag [FLAG_LIFESAVE] != prev_flag [FLAG_LIFESAVE])
373 { 372 {
374 success = 1; 373 success = 1;
375 DIFF_MSG (flag, "You feel very protected.", "You don't feel protected anymore."); 374 DIFF_MSG (flag, "You feel very protected.", "You don't feel protected anymore.");
376 } 375 }
377 376
378 if (QUERY_FLAG (op, FLAG_REFL_MISSILE) != QUERY_FLAG (&refop, FLAG_REFL_MISSILE)) 377 if (op->flag [FLAG_REFL_MISSILE] != prev_flag [FLAG_REFL_MISSILE])
379 { 378 {
380 success = 1; 379 success = 1;
381 DIFF_MSG (flag, "A magic force shimmers around you.", "The magic force fades away."); 380 DIFF_MSG (flag, "A magic force shimmers around you.", "The magic force fades away.");
382 } 381 }
383 382
384 if (QUERY_FLAG (op, FLAG_REFL_SPELL) != QUERY_FLAG (&refop, FLAG_REFL_SPELL)) 383 if (op->flag [FLAG_REFL_SPELL] != prev_flag [FLAG_REFL_SPELL])
385 { 384 {
386 success = 1; 385 success = 1;
387 DIFF_MSG (flag, "You feel more safe now, somehow.", "Suddenly you feel less safe, somehow."); 386 DIFF_MSG (flag, "You feel more safe now, somehow.", "Suddenly you feel less safe, somehow.");
388 } 387 }
389 388
391 * user has multiple items giving the same type appled like we 390 * user has multiple items giving the same type appled like we
392 * used to - that is more work than what we gain, plus messages 391 * used to - that is more work than what we gain, plus messages
393 * can be misleading (a little higher could be miscontrued from 392 * can be misleading (a little higher could be miscontrued from
394 * from fly high) 393 * from fly high)
395 */ 394 */
396 if (tmp->move_type && op->move_type != refop.move_type) 395 if (tmp->move_type && op->move_type != prev_move_type)
397 { 396 {
398 success = 1; 397 success = 1;
399 398
400 /* MOVE_FLY_HIGH trumps MOVE_FLY_LOW - changing your move_fly_low 399 /* MOVE_FLY_HIGH trumps MOVE_FLY_LOW - changing your move_fly_low
401 * status doesn't make a difference if you are flying high 400 * status doesn't make a difference if you are flying high
402 */ 401 */
403 if (tmp->move_type & MOVE_FLY_LOW && !(op->move_type & MOVE_FLY_HIGH)) 402 if (tmp->move_type & MOVE_FLY_LOW && !(op->move_type & MOVE_FLY_HIGH))
404 { 403 {
405 DIFF_MSG (flag, "You start to float in the air!.", "You float down to the ground."); 404 DIFF_MSG (flag, "You start to float in the air!", "You float down to the ground.");
406 } 405 }
407 406
408 if (tmp->move_type & MOVE_FLY_HIGH) 407 if (tmp->move_type & MOVE_FLY_HIGH)
409 { 408 {
410 /* double conditional - second case covers if you have move_fly_low - 409 /* double conditional - second case covers if you have move_fly_low -
414 (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."));
415 } 414 }
416 415
417 if (tmp->move_type & MOVE_SWIM) 416 if (tmp->move_type & MOVE_SWIM)
418 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");
419
420 /* Changing move status may mean you are affected by things you weren't before */
421 check_move_on (op, op);
422 } 418 }
423 419
424 /* becoming UNDEAD... a special treatment for this flag. Only those not 420 /* becoming UNDEAD... a special treatment for this flag. Only those not
425 * originally undead may change their status 421 * originally undead may change their status
426 */ 422 */
427 if (!QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 423 if (!op->arch->flag [FLAG_UNDEAD])
428 if (QUERY_FLAG (op, FLAG_UNDEAD) != QUERY_FLAG (&refop, FLAG_UNDEAD)) 424 if (op->flag [FLAG_UNDEAD] != prev_flag [FLAG_UNDEAD])
429 { 425 {
430 success = 1; 426 success = 1;
431 if (flag > 0) 427 if (flag > 0)
432 { 428 {
433 op->race = "undead"; 429 op->race = "undead";
434 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce drains away!"); 430 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce drains away!");
435 } 431 }
436 else 432 else
437 { 433 {
438 op->race = op->arch->clone.race; 434 op->race = op->arch->race;
439 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!"); 435 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!");
440 } 436 }
441 } 437 }
442 438
443 if (QUERY_FLAG (op, FLAG_STEALTH) != QUERY_FLAG (&refop, FLAG_STEALTH)) 439 if (op->flag [FLAG_STEALTH] != prev_flag [FLAG_STEALTH])
444 { 440 {
445 success = 1; 441 success = 1;
446 DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily."); 442 DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily.");
447 } 443 }
448 444
449 if (QUERY_FLAG (op, FLAG_MAKE_INVIS) != QUERY_FLAG (&refop, FLAG_MAKE_INVIS)) 445 if (op->flag [FLAG_MAKE_INVIS] != prev_flag [FLAG_MAKE_INVIS])
450 { 446 {
451 success = 1; 447 success = 1;
452 DIFF_MSG (flag, "You become transparent.", "You can see yourself."); 448 DIFF_MSG (flag, "You become transparent.", "You can see yourself.");
453 } 449 }
454 450
455 /* blinded you can tell if more blinded since blinded player has minimal 451 /* blinded you can tell if more blinded since blinded player has minimal
456 * vision 452 * vision
457 */ 453 */
458 if (QUERY_FLAG (tmp, FLAG_BLIND)) 454 if (tmp->flag [FLAG_BLIND])
459 { 455 {
460 success = 1; 456 success = 1;
461 if (flag > 0) 457 if (flag > 0)
462 { 458 {
463 if (QUERY_FLAG (op, FLAG_WIZ)) 459 if (op->flag [FLAG_WIZ])
464 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.");
465 else 461 else
466 { 462 {
467 new_draw_info (NDI_UNIQUE, 0, op, "You are blinded."); 463 new_draw_info (NDI_UNIQUE, 0, op, "You are blinded.");
468 SET_FLAG (op, FLAG_BLIND); 464 op->set_flag (FLAG_BLIND);
469 if (op->type == PLAYER) 465 if (op->type == PLAYER)
470 op->contr->do_los = 1; 466 op->contr->do_los = 1;
471 } 467 }
472 } 468 }
473 else 469 else
474 { 470 {
475 if (QUERY_FLAG (op, FLAG_WIZ)) 471 if (op->flag [FLAG_WIZ])
476 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.");
477 else 473 else
478 { 474 {
479 new_draw_info (NDI_UNIQUE, 0, op, "Your vision returns."); 475 new_draw_info (NDI_UNIQUE, 0, op, "Your vision returns.");
480 CLEAR_FLAG (op, FLAG_BLIND); 476 op->clr_flag (FLAG_BLIND);
481 if (op->type == PLAYER) 477 if (op->type == PLAYER)
482 op->contr->do_los = 1; 478 op->contr->do_los = 1;
483 } 479 }
484 } 480 }
485 } 481 }
486 482
487 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK) != QUERY_FLAG (&refop, FLAG_SEE_IN_DARK)) 483 if (op->flag [FLAG_SEE_IN_DARK] != prev_flag [FLAG_SEE_IN_DARK])
488 { 484 {
489 success = 1; 485 success = 1;
490 if (op->type == PLAYER) 486 if (op->type == PLAYER)
491 op->contr->do_los = 1; 487 op->contr->do_los = 1;
492 DIFF_MSG (flag, "Your vision is better in the dark.", "You see less well in the dark."); 488 DIFF_MSG (flag, "Your vision is better in the dark.", "You see less well in the dark.");
493 } 489 }
494 490
495 if (QUERY_FLAG (op, FLAG_XRAYS) != QUERY_FLAG (&refop, FLAG_XRAYS)) 491 if (op->flag [FLAG_XRAYS] != prev_flag [FLAG_XRAYS])
496 { 492 {
497 success = 1; 493 success = 1;
498 if (flag > 0) 494 if (flag > 0)
499 { 495 {
500 if (QUERY_FLAG (op, FLAG_WIZ)) 496 if (op->flag [FLAG_WIZ])
501 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a little clearer."); 497 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a little clearer.");
502 else 498 else
503 { 499 {
504 new_draw_info (NDI_UNIQUE, 0, op, "Everything becomes transparent."); 500 new_draw_info (NDI_UNIQUE, 0, op, "Everything becomes transparent.");
505 if (op->type == PLAYER) 501 if (op->type == PLAYER)
506 op->contr->do_los = 1; 502 op->contr->do_los = 1;
507 } 503 }
508 } 504 }
509 else 505 else
510 { 506 {
511 if (QUERY_FLAG (op, FLAG_WIZ)) 507 if (op->flag [FLAG_WIZ])
512 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a bit out of focus."); 508 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a bit out of focus.");
513 else 509 else
514 { 510 {
515 new_draw_info (NDI_UNIQUE, 0, op, "Everything suddenly looks very solid."); 511 new_draw_info (NDI_UNIQUE, 0, op, "Everything suddenly looks very solid.");
516 if (op->type == PLAYER) 512 if (op->type == PLAYER)
523 { 519 {
524 success = 1; 520 success = 1;
525 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.");
526 } 522 }
527 523
524 if (digest_types [tmp->type])
525 {
528 if (tmp->stats.hp && op->type == PLAYER) 526 if (tmp->stats.hp && op->type == PLAYER)
529 { 527 {
530 success = 1; 528 success = 1;
531 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!");
532 } 530 }
533 531
534 if (tmp->stats.sp && op->type == PLAYER && tmp->type != SKILL) 532 if (tmp->stats.sp && op->type == PLAYER
535 { 533 && tmp->type != SKILL && tmp->type != BOW)
534 {
536 success = 1; 535 success = 1;
537 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.");
538 } 537 }
539 538
540 /* for the future when artifacts set this -b.t. */ 539 /* for the future when artifacts set this -b.t. */
541 if (tmp->stats.grace && op->type == PLAYER) 540 if (tmp->stats.grace && op->type == PLAYER)
542 { 541 {
543 success = 1; 542 success = 1;
544 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.");
545 } 544 }
546 545
547 if (tmp->stats.food && op->type == PLAYER) 546 if (tmp->stats.food && op->type == PLAYER)
548 { 547 {
549 success = 1; 548 success = 1;
550 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 }
551 } 551 }
552 552
553 /* Messages for changed resistance */ 553 /* Messages for changed resistance */
554 for (int i = 0; i < NROFATTACKS; i++) 554 for (int i = 0; i < NROFATTACKS; i++)
555 { 555 {
556 if (i == ATNR_PHYSICAL) 556 if (i == ATNR_PHYSICAL)
557 continue; /* Don't display about armour */ 557 continue; /* Don't display about armour */
558 558
559 if (op->resist[i] != refop.resist[i]) 559 if (op->resist [i] != prev_resist [i])
560 { 560 {
561 success = 1; 561 success = 1;
562
562 if (op->resist[i] > refop.resist[i]) 563 if (op->resist [i] > prev_resist [i])
563 sprintf (message, "Your resistance to %s rises to %d%%.", change_resist_msg[i], op->resist[i]); 564 sprintf (message, "Your resistance to %s rises to %d%%.", change_resist_msg [i], op->resist [i]);
564 else 565 else
565 sprintf (message, "Your resistance to %s drops to %d%%.", change_resist_msg[i], op->resist[i]); 566 sprintf (message, "Your resistance to %s drops to %d%%.", change_resist_msg [i], op->resist [i]);
566 567
567 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message); 568 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message);
568 } 569 }
569 } 570 }
570 571
571 if (!potion_max) 572 if (!potion_max)
572 {
573 for (int j = 0; j < NUM_STATS; j++) 573 for (int j = 0; j < NUM_STATS; j++)
574 {
575 if (int i = tmp->stats.stat (j)) 574 if (int i = tmp->stats.stat (j))
576 { 575 {
577 success = 1; 576 success = 1;
578 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]); 577 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]);
579 } 578 }
580 }
581 }
582 579
583 return success; 580 return success;
584} 581}
585 582
586/* 583/*
597object::drain_specific_stat (int deplete_stats) 594object::drain_specific_stat (int deplete_stats)
598{ 595{
599 object *tmp; 596 object *tmp;
600 archetype *at; 597 archetype *at;
601 598
602 at = archetype::find (ARCH_DEPLETION); 599 at = archetype::find (shstr_depletion);
603 if (!at) 600 if (!at)
604 { 601 {
605 LOG (llevError, "Couldn't find archetype depletion.\n"); 602 LOG (llevError, "Couldn't find archetype depletion.\n");
606 return; 603 return;
607 } 604 }
609 { 606 {
610 tmp = present_arch_in_ob (at, this); 607 tmp = present_arch_in_ob (at, this);
611 608
612 if (!tmp) 609 if (!tmp)
613 { 610 {
614 tmp = arch_to_object (at); 611 tmp = at->instance ();
615 tmp = insert_ob_in_ob (tmp, this); 612 tmp = insert_ob_in_ob (tmp, this);
616 SET_FLAG (tmp, FLAG_APPLIED); 613 tmp->set_flag (FLAG_APPLIED);
617 } 614 }
618 } 615 }
619 616
620 new_draw_info (NDI_UNIQUE, 0, this, drain_msg[deplete_stats]); 617 new_draw_info (NDI_UNIQUE, 0, this, drain_msg[deplete_stats]);
621 change_attr_value (&tmp->stats, deplete_stats, -1); 618 change_attr_value (&tmp->stats, deplete_stats, -1);
627 * via an applied bad_luck object. 624 * via an applied bad_luck object.
628 */ 625 */
629void 626void
630object::change_luck (int value) 627object::change_luck (int value)
631{ 628{
632 archetype *at = archetype::find ("luck"); 629 archetype *at = archetype::find (shstr_luck);
633 if (!at) 630 if (!at)
634 LOG (llevError, "Couldn't find archetype luck.\n"); 631 LOG (llevError, "Couldn't find archetype luck.\n");
635 else 632 else
636 { 633 {
637 object *tmp = present_arch_in_ob (at, this); 634 object *tmp = present_arch_in_ob (at, this);
639 if (!tmp) 636 if (!tmp)
640 { 637 {
641 if (!value) 638 if (!value)
642 return; 639 return;
643 640
644 tmp = arch_to_object (at); 641 tmp = at->instance ();
645 tmp = insert_ob_in_ob (tmp, this); 642 tmp = insert_ob_in_ob (tmp, this);
646 SET_FLAG (tmp, FLAG_APPLIED); 643 tmp->set_flag (FLAG_APPLIED);
647 } 644 }
648 645
649 if (value) 646 if (value)
650 { 647 {
651 /* 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
685void 682void
686object::remove_statbonus () 683object::remove_statbonus ()
687{ 684{
688 for (int i = 0; i < NUM_STATS; ++i) 685 for (int i = 0; i < NUM_STATS; ++i)
689 { 686 {
690 sint8 v = arch->clone.stats.stat (i); 687 sint8 v = arch->stats.stat (i);
691 stats.stat (i) -= v; 688 stats.stat (i) -= v;
692 contr->orig_stats.stat (i) -= v; 689 contr->orig_stats.stat (i) -= v;
693 } 690 }
694} 691}
695 692
699void 696void
700object::add_statbonus () 697object::add_statbonus ()
701{ 698{
702 for (int i = 0; i < NUM_STATS; ++i) 699 for (int i = 0; i < NUM_STATS; ++i)
703 { 700 {
704 sint8 v = arch->clone.stats.stat (i); 701 sint8 v = arch->stats.stat (i);
705 stats.stat (i) += v; 702 stats.stat (i) += v;
706 contr->orig_stats.stat (i) += v; 703 contr->orig_stats.stat (i) += v;
707 } 704 }
708} 705}
706
707static struct copy_flags : object::flags_t
708{
709 copy_flags ()
710 {
711 set (FLAG_LIFESAVE);
712 set (FLAG_REFL_SPELL);
713 set (FLAG_REFL_MISSILE);
714 set (FLAG_STEALTH);
715 set (FLAG_XRAYS);
716 set (FLAG_BLIND);
717 set (FLAG_SEE_IN_DARK);
718 }
719} copy_flags;
709 720
710/* 721/*
711 * Updates all abilities given by applied objects in the inventory 722 * Updates all abilities given by applied objects in the inventory
712 * of the given object. Note: This function works for both monsters 723 * of the given object. Note: This function works for both monsters
713 * and players; the "player" in the name is purely an archaic inheritance. 724 * and players; the "player" in the name is purely an archaic inheritance.
718 * spell system split, grace points now added to system --peterm 729 * spell system split, grace points now added to system --peterm
719 */ 730 */
720void 731void
721object::update_stats () 732object::update_stats ()
722{ 733{
723 int i, j;
724 float f, max = 9, added_speed = 0, bonus_speed = 0, sp_tmp, speed_reduce_from_disease = 1; 734 float max_speed = 9, added_speed = 0, bonus_speed = 0, speed_reduce_from_disease = 1;
725 int weapon_weight = 0, weapon_speed = 0; 735 int weapon_weight = 0, weapon_speed = 0;
726 int best_wc = 0, best_ac = 0, wc = 0, ac = 0; 736 int best_wc = 0, best_ac = 0, wc = 0, ac = 0;
727 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; 737 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS];
728 object *grace_obj = NULL, *mana_obj = NULL, *tmp; 738 object *grace_obj = NULL, *mana_obj = NULL, *tmp;
729 float old_speed = speed; 739 float old_speed = speed;
740 int stat_sum [NUM_STATS];
741
742 MoveType move_type; // we use change_move_type to change it, so use a local copy
730 743
731 /* First task is to clear all the values back to their original values */ 744 /* First task is to clear all the values back to their original values */
732 if (type == PLAYER) 745 if (type == PLAYER)
733 { 746 {
747 contr->delayed_update = false;
748
734 for (i = 0; i < NUM_STATS; i++) 749 for (int i = 0; i < NUM_STATS; i++)
735 stats.stat (i) = contr->orig_stats.stat (i); 750 stat_sum [i] = contr->orig_stats.stat (i);
736 751
737 if (settings.spell_encumbrance == TRUE) 752 if (settings.spell_encumbrance == TRUE)
738 contr->encumbrance = 0; 753 contr->encumbrance = 0;
739 754
740 attacktype = 0; 755 attacktype = 0;
750 for (int i = NUM_BODY_LOCATIONS; i--; ) 765 for (int i = NUM_BODY_LOCATIONS; i--; )
751 slot[i].used = slot[i].info; 766 slot[i].used = slot[i].info;
752 767
753 slaying = 0; 768 slaying = 0;
754 769
755 if (!QUERY_FLAG (this, FLAG_WIZ)) 770 if (!this->flag [FLAG_WIZ])
756 {
757 CLEAR_FLAG (this, FLAG_XRAYS);
758 CLEAR_FLAG (this, FLAG_MAKE_INVIS);
759 } 771 {
772 this->clr_flag (FLAG_XRAYS);
773 this->clr_flag (FLAG_MAKE_INVIS);
774 }
760 775
761 CLEAR_FLAG (this, FLAG_LIFESAVE); 776 this->clr_flag (FLAG_LIFESAVE);
762 CLEAR_FLAG (this, FLAG_STEALTH); 777 this->clr_flag (FLAG_STEALTH);
763 CLEAR_FLAG (this, FLAG_BLIND); 778 this->clr_flag (FLAG_BLIND);
764 779
765 if (!QUERY_FLAG (&arch->clone, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL); 780 if (!arch->flag [FLAG_REFL_SPELL ]) this->clr_flag (FLAG_REFL_SPELL);
766 if (!QUERY_FLAG (&arch->clone, FLAG_REFL_MISSILE)) CLEAR_FLAG (this, FLAG_REFL_MISSILE); 781 if (!arch->flag [FLAG_REFL_MISSILE]) this->clr_flag (FLAG_REFL_MISSILE);
767 if (!QUERY_FLAG (&arch->clone, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD); 782 if (!arch->flag [FLAG_UNDEAD ]) this->clr_flag (FLAG_UNDEAD);
768 if (!QUERY_FLAG (&arch->clone, 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);
769 784
770 path_attuned = arch->clone.path_attuned; 785 path_attuned = arch->path_attuned;
771 path_repelled = arch->clone.path_repelled; 786 path_repelled = arch->path_repelled;
772 path_denied = arch->clone.path_denied; 787 path_denied = arch->path_denied;
773 glow_radius = arch->clone.glow_radius; 788 glow_radius = arch->glow_radius;
774 move_type = arch->clone.move_type; 789 move_type = arch->move_type;
775
776 chosen_skill = 0;
777 790
778 /* initializing resistances from the values in player/monster's 791 /* initializing resistances from the values in player/monster's
779 * archetype clone 792 * archetype clone
780 */ 793 */
781 memcpy (&resist, &arch->clone.resist, sizeof (resist)); 794 memcpy (&resist, &arch->resist, sizeof (resist));
782 795
783 for (i = 0; i < NROFATTACKS; i++) 796 for (int i = 0; i < NROFATTACKS; i++)
784 { 797 {
785 if (resist[i] > 0) 798 if (resist[i] > 0)
786 prot[i] = resist[i], vuln[i] = 0; 799 prot[i] = resist[i], vuln[i] = 0;
787 else 800 else
788 vuln[i] = -(resist[i]), prot[i] = 0; 801 vuln[i] = -resist[i], prot[i] = 0;
789 802
790 potion_resist[i] = 0; 803 potion_resist[i] = -1000;
791 } 804 }
792 805
793 wc = arch->clone.stats.wc; 806 wc = arch->stats.wc;
794 stats.dam = arch->clone.stats.dam; 807 stats.dam = arch->stats.dam;
795 808
796 /* for players which cannot use armour, they gain AC -1 per 3 levels, 809 /* for players which cannot use armour, they gain AC -1 per 3 levels,
797 * plus a small amount of physical resist, those poor suckers. ;) 810 * plus a small amount of physical resist, those poor suckers. ;)
798 * 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 -
799 * 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,
800 * 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
801 * that their protection from physical goes down 814 * that their protection from physical goes down
802 */ 815 */
803 if (!QUERY_FLAG (this, FLAG_USE_ARMOUR) && type == PLAYER) 816 if (!this->flag [FLAG_USE_ARMOUR] && type == PLAYER)
804 { 817 {
805 ac = MAX (-10, arch->clone.stats.ac - level / 3); 818 ac = max (-10, arch->stats.ac - level / 3);
806 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;
807 } 820 }
808 else 821 else
809 ac = arch->clone.stats.ac; 822 ac = arch->stats.ac;
810 823
811 stats.luck = arch->clone.stats.luck; 824 stats.luck = arch->stats.luck;
812 speed = arch->clone.speed; 825 speed = arch->speed;
826
827 chosen_skill = 0;
813 828
814 /* 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.
815 * 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.
816 */ 831 */
817 for (tmp = inv; tmp; tmp = tmp->below) 832 for (tmp = inv; tmp; tmp = tmp->below)
818 { 833 {
819 /* See note in map.c:update_position about making this additive
820 * since light sources are never applied, need to put check here.
821 */
822 if (tmp->glow_radius > glow_radius)
823 glow_radius = tmp->glow_radius;
824
825 /* This happens because apply_potion calls change_abil with the potion 834 /* This happens because apply_potion calls change_abil with the potion
826 * 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
827 * then calls this function. 836 * then calls this function.
828 */ 837 */
829 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION) 838 if (tmp->flag [FLAG_APPLIED] && tmp->type == POTION)
830 continue; 839 continue;
840
841 glow_radius += tmp->glow_radius;
831 842
832 /* For some things, we don't care what is equipped */ 843 /* For some things, we don't care what is equipped */
833 if (tmp->type == SKILL) 844 if (tmp->type == SKILL)
834 { 845 {
835 /* Want to take the highest skill here. */ 846 /* Want to take the highest skill here. */
848 else if (tmp->level > grace_obj->level) 859 else if (tmp->level > grace_obj->level)
849 grace_obj = tmp; 860 grace_obj = tmp;
850 } 861 }
851 } 862 }
852 863
853 /* Container objects are not meant to adjust a players, but other applied 864 /* Container objects are not meant to adjust players, but other applied
854 * objects need to make adjustments. 865 * objects need to make adjustments.
855 * This block should handle all player specific changes 866 * This block should handle all player specific changes
856 * The check for Praying is a bit of a hack - god given bonuses are put 867 * The check for Praying is a bit of a hack - god given bonuses are put
857 * in the praying skill, and the player should always get those. 868 * in the praying skill, and the player should always get those.
858 * It also means we need to put in additional checks for applied below, 869 * It also means we need to put in additional checks for applied below,
859 * because the skill shouldn't count against body positions being used 870 * because the skill shouldn't count against body positions being used
860 * up, etc. 871 * up, etc.
861 */ 872 */
862 if ((tmp->flag [FLAG_APPLIED] 873 if ((tmp->flag [FLAG_APPLIED]
863 && tmp->type != CONTAINER 874 && tmp->type != CONTAINER
864 && tmp->type != CLOSE_CON) 875 && tmp->type != CLOSE_CON
865 || (tmp->type == SKILL 876 && tmp->type != SPELL)
866 && tmp->subtype == SK_PRAYING)) 877 || (tmp->type == SKILL && tmp->subtype == SK_PRAYING))
867 { 878 {
868 if (type == PLAYER) 879 if (type == PLAYER)
869 { 880 {
870 if (tmp == contr->combat_ob || tmp == contr->ranged_ob) 881 contr->item_power += tmp->item_power;
871 if (tmp != current_weapon
872 && (tmp->type != SKILL || tmp->subtype != SK_PRAYING)
873 && !tmp->flag [FLAG_CURSED]
874 && !tmp->flag [FLAG_DAMNED])
875 continue;
876 882
877 for (i = 0; i < NUM_STATS; i++) 883 for (int i = 0; i < NUM_STATS; i++)
878 change_attr_value (&stats, i, tmp->stats.stat (i)); 884 stat_sum [i] += tmp->stats.stat (i);
879 885
880 /* These are the items that currently can change digestion, regeneration, 886 if (digest_types [tmp->type])
881 * spell point recovery and mana point recovery. Seems sort of an arbitary
882 * list, but other items store other info into stats array.
883 */
884 if (tmp->type == WEAPON || tmp->type == BOW ||
885 tmp->type == ARMOUR || tmp->type == HELMET ||
886 tmp->type == SHIELD || tmp->type == RING ||
887 tmp->type == BOOTS || tmp->type == GLOVES ||
888 tmp->type == AMULET || tmp->type == GIRDLE ||
889 tmp->type == BRACERS || tmp->type == CLOAK ||
890 tmp->type == DISEASE || tmp->type == FORCE ||
891 tmp->type == SKILL)
892 { 887 {
893 contr->digestion += tmp->stats.food; 888 contr->digestion += tmp->stats.food;
894 contr->gen_hp += tmp->stats.hp; 889 contr->gen_hp += tmp->stats.hp;
890 if (tmp->type != BOW) // ugly exception for bows
895 contr->gen_sp += tmp->stats.sp; 891 contr->gen_sp += tmp->stats.sp;
896 contr->gen_grace += tmp->stats.grace; 892 contr->gen_grace += tmp->stats.grace;
897 contr->gen_sp_armour += tmp->gen_sp_armour; 893 contr->gen_sp_armour += tmp->gen_sp_armour;
898 contr->item_power += tmp->item_power;
899 } 894 }
900 } /* if this is a player */ 895 } /* if this is a player */
901 else 896 else
902 { 897 {
903 if (tmp->type == WEAPON) 898 if (tmp->type == WEAPON)
904 current_weapon = tmp; 899 current_weapon = tmp;
905 } 900 }
906 901
907 /* Update slots used for items */ 902 /* Update slots used for items */
908 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 903 if (tmp->flag [FLAG_APPLIED]) // exclude praying...
909 for (i = 0; i < NUM_BODY_LOCATIONS; i++) 904 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
910 slot[i].used += tmp->slot[i].info; 905 slot[i].used += tmp->slot[i].info;
911 906
912 if (tmp->type == SYMPTOM) 907 if (tmp->type == SYMPTOM)
913 {
914 speed_reduce_from_disease = tmp->last_sp / 100.f; 908 min_it (speed_reduce_from_disease, tmp->last_sp ? tmp->last_sp / 100.f : 1.f);
915 909
916 if (speed_reduce_from_disease == 0)
917 speed_reduce_from_disease = 1;
918 }
919
920 /* Pos. and neg. protections are counted seperate (-> pro/vuln). 910 /* Pos. and neg. protections are counted separate (-> pro/vuln).
921 * (Negative protections are calculated exactly like positive.) 911 * (Negative protections are calculated exactly like positive.)
922 * Resistance from potions are treated special as well. If there's 912 * Resistance from potions are treated special as well. If there's
923 * more than one potion-effect, the bigger prot.-value is taken. 913 * more than one potion-effect, the bigger prot.-value is taken.
924 */ 914 */
925 if (tmp->type != POTION) 915 if (tmp->type == POTION_EFFECT)
926 {
927 for (i = 0; i < NROFATTACKS; i++) 916 for (int i = 0; i < NROFATTACKS; i++)
928 {
929 /* Potential for cursed potions, in which case we just can use
930 * a straight MAX, as potion_resist is initialised to zero.
931 */
932 if (tmp->type == POTION_EFFECT)
933 {
934 if (potion_resist[i])
935 potion_resist[i] = MAX (potion_resist[i], tmp->resist[i]);
936 else
937 potion_resist[i] = tmp->resist[i]; 917 max_it (potion_resist[i], tmp->resist[i]);
938 } 918 else if (tmp->type != POTION)
919 for (int i = 0; i < NROFATTACKS; i++)
939 else if (tmp->resist[i] > 0) 920 if (tmp->resist[i] > 0)
940 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100; 921 prot[i] += (100 - prot[i]) * tmp->resist[i] / 100;
941 else if (tmp->resist[i] < 0) 922 else if (tmp->resist[i] < 0)
942 vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100; 923 vuln[i] += (100 - vuln[i]) * -tmp->resist[i] / 100;
943 }
944 }
945 924
946 /* There may be other things that should not adjust the attacktype */ 925 /* There may be other things that should not adjust the attacktype */
947 if (tmp->type != SYMPTOM) 926 if (tmp->type != SYMPTOM)
948 { 927 {
949 attacktype |= tmp->attacktype; 928 attacktype |= tmp->attacktype;
952 path_denied |= tmp->path_denied; 931 path_denied |= tmp->path_denied;
953 move_type |= tmp->move_type; 932 move_type |= tmp->move_type;
954 stats.luck += tmp->stats.luck; 933 stats.luck += tmp->stats.luck;
955 } 934 }
956 935
957 if (QUERY_FLAG (tmp, FLAG_LIFESAVE )) SET_FLAG (this, FLAG_LIFESAVE); 936 flag |= tmp->flag & copy_flags;
958 if (QUERY_FLAG (tmp, FLAG_REFL_SPELL )) SET_FLAG (this, FLAG_REFL_SPELL);
959 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE)) SET_FLAG (this, FLAG_REFL_MISSILE);
960 if (QUERY_FLAG (tmp, FLAG_STEALTH )) SET_FLAG (this, FLAG_STEALTH);
961 if (QUERY_FLAG (tmp, FLAG_XRAYS )) SET_FLAG (this, FLAG_XRAYS);
962 if (QUERY_FLAG (tmp, FLAG_BLIND )) SET_FLAG (this, FLAG_BLIND);
963 if (QUERY_FLAG (tmp, FLAG_SEE_IN_DARK )) SET_FLAG (this, FLAG_SEE_IN_DARK);
964 937
965 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (&arch->clone, FLAG_UNDEAD)) 938 if (tmp->flag [FLAG_UNDEAD] && !arch->flag [FLAG_UNDEAD])
966 SET_FLAG (this, FLAG_UNDEAD); 939 this->set_flag (FLAG_UNDEAD);
967 940
968 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS)) 941 //TODO: copy_flags?
942 if (tmp->flag [FLAG_MAKE_INVIS])
969 { 943 {
970 SET_FLAG (this, FLAG_MAKE_INVIS); 944 set_flag (FLAG_MAKE_INVIS);
971 invisible = 1; 945 invisible = 1;
972 } 946 }
973 947
974 if (tmp->stats.exp && tmp->type != SKILL) 948 if (tmp->stats.exp && tmp->type != SKILL)
975 { 949 {
982 added_speed += tmp->stats.exp; 956 added_speed += tmp->stats.exp;
983 } 957 }
984 958
985 switch (tmp->type) 959 switch (tmp->type)
986 { 960 {
987#if 0
988 case WAND:
989 case ROD: 961 case SKILL:
990 case HORN: 962 {
991 if (type != PLAYER || current_weapon == tmp) 963 // some skills will end up here without counting as "applied"
964 if (!tmp->flag [FLAG_APPLIED] || skill_flags [tmp->subtype] & SF_AUTARK)
965 break;
966
967 if (chosen_skill)
968 {
969 LOG (llevDebug, "fix_player, op %s has multiple skills applied (%s and %s)\n",
970 &name, &chosen_skill->name, &tmp->name);
971
972 tmp->flag [FLAG_APPLIED] = false;
973 update_stats ();
974 return;
975 }
976
992 chosen_skill = tmp; 977 chosen_skill = tmp;
993 break;
994#endif
995 978
996 /* skills modifying the character -b.t. */
997 /* for all skills and skill granting objects */
998 case SKILL:
999 if (!QUERY_FLAG (tmp, FLAG_APPLIED))
1000 break;
1001
1002 if (chosen_skill)
1003 LOG (llevDebug, "fix_player, op %s has multiple skills applied (%s and %s)\n",
1004 &name, &chosen_skill->name, &tmp->name);
1005
1006 chosen_skill = tmp;
1007
1008 if (tmp->stats.dam > 0) 979 if (tmp->stats.dam > 0)
1009 { /* skill is a 'weapon' */ 980 { /* skill is a 'weapon' */
1010 if (!QUERY_FLAG (this, FLAG_READY_WEAPON)) 981 if (!this->flag [FLAG_READY_WEAPON])
1011 weapon_speed = WEAPON_SPEED (tmp); 982 weapon_speed = max (0, WEAPON_SPEED (tmp));
1012 983
1013 if (weapon_speed < 0)
1014 weapon_speed = 0;
1015
1016 weapon_weight = tmp->weight; 984 weapon_weight = tmp->weight;
1017 stats.dam += 1 + (chosen_skill->level * tmp->stats.dam / 9); 985 stats.dam += 1 + chosen_skill->level * tmp->stats.dam / 9;
1018 986
1019 if (tmp->magic) 987 if (tmp->magic)
1020 stats.dam += tmp->magic; 988 stats.dam += tmp->magic;
1021 } 989 }
1022 990
1023 if (tmp->stats.wc) 991 if (tmp->stats.wc)
1024 wc -= tmp->stats.wc + tmp->magic; 992 wc -= tmp->stats.wc + tmp->magic;
1025 993
1026 if (tmp->slaying) 994 if (tmp->slaying)
1027 slaying = tmp->slaying; 995 slaying = tmp->slaying;
1028 996
1029 if (tmp->stats.ac) 997 if (tmp->stats.ac)
1030 ac -= tmp->stats.ac + tmp->magic; 998 ac -= tmp->stats.ac + tmp->magic;
1031 999
1032 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1000 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1033 contr->encumbrance += (int) 3 *tmp->weight / 1000; 1001 contr->encumbrance += weight_to_kg_approx (3 * tmp->weight);
1002 }
1034 1003
1035 break; 1004 break;
1036 1005
1037 case SHIELD: 1006 case SHIELD:
1038 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1007 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1039 contr->encumbrance += (int) tmp->weight / 2000; 1008 contr->encumbrance += weight_to_kg_approx (tmp->weight) >> 1;
1009 //FALLTHROUGH
1040 case RING: 1010 case RING:
1041 case AMULET: 1011 case AMULET:
1042 case GIRDLE: 1012 case GIRDLE:
1043 case HELMET: 1013 case HELMET:
1044 case BOOTS: 1014 case BOOTS:
1053 if (tmp->stats.ac) 1023 if (tmp->stats.ac)
1054 ac -= tmp->stats.ac + tmp->magic; 1024 ac -= tmp->stats.ac + tmp->magic;
1055 1025
1056 break; 1026 break;
1057 1027
1028 case RANGED:
1058 case BOW: 1029 case BOW:
1059 case WEAPON: 1030 case WEAPON:
1060 if (type != PLAYER || current_weapon == tmp)
1061 {
1062 wc -= tmp->stats.wc + tmp->magic; 1031 wc -= tmp->stats.wc + tmp->magic;
1063 1032
1064 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0) 1033 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0)
1065 ac -= tmp->stats.ac + tmp->magic; 1034 ac -= tmp->stats.ac + tmp->magic;
1066 1035
1067 stats.dam += tmp->stats.dam + tmp->magic; 1036 stats.dam += tmp->stats.dam + tmp->magic;
1068 weapon_weight = tmp->weight; 1037 weapon_weight = tmp->weight;
1069 weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2; 1038 weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2;
1070 1039
1071 if (weapon_speed < 0) 1040 if (weapon_speed < 0)
1072 weapon_speed = 0; 1041 weapon_speed = 0;
1073 1042
1074 slaying = tmp->slaying; 1043 slaying = tmp->slaying;
1075 1044
1076 /* If there is desire that two handed weapons should do 1045 /* If there is desire that two handed weapons should do
1077 * extra strength damage, this is where the code should 1046 * extra strength damage, this is where the code should
1078 * go. 1047 * go.
1079 */ 1048 */
1080 1049
1081 if (type == PLAYER) 1050 if (type == PLAYER)
1082 if (settings.spell_encumbrance) 1051 if (settings.spell_encumbrance)
1083 contr->encumbrance += tmp->weight * 3 / 1000; 1052 contr->encumbrance += weight_to_kg_approx (3 * tmp->weight);
1084 }
1085 1053
1086 break; 1054 break;
1087 1055
1088 case ARMOUR: /* Only the best of these three are used: */ 1056 case ARMOUR: /* Only the best of these three are used: */
1089 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1057 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1090 contr->encumbrance += tmp->weight / 1000; 1058 contr->encumbrance += weight_to_kg_approx (tmp->weight);
1091 1059
1092 case BRACERS: 1060 case BRACERS:
1093 case FORCE: 1061 case FORCE:
1094 if (tmp->stats.wc) 1062 if (tmp->stats.wc)
1095 { 1063 {
1112 else /* To nullify the below effect */ 1080 else /* To nullify the below effect */
1113 ac += tmp->stats.ac + tmp->magic; 1081 ac += tmp->stats.ac + tmp->magic;
1114 } 1082 }
1115 1083
1116 if (tmp->stats.wc) 1084 if (tmp->stats.wc)
1117 wc -= (tmp->stats.wc + tmp->magic); 1085 wc -= tmp->stats.wc + tmp->magic;
1118 1086
1119 if (tmp->stats.ac) 1087 if (tmp->stats.ac)
1120 ac -= (tmp->stats.ac + tmp->magic); 1088 ac -= tmp->stats.ac + tmp->magic;
1121 1089
1122 if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.f < max) 1090 if (ARMOUR_SPEED (tmp))
1123 max = ARMOUR_SPEED (tmp) / 10.f; 1091 min_it (max_speed, ARMOUR_SPEED (tmp) / 10.f);
1124 1092
1125 break; 1093 break;
1126 } /* switch tmp->type */ 1094 } /* switch tmp->type */
1127 } /* item is equipped */ 1095 } /* item is equipped */
1128 } /* for loop of items */ 1096 } /* for loop of items */
1097
1098 min_it (glow_radius, MAX_LIGHT_RADIUS);
1129 1099
1130 /* We've gone through all the objects the player has equipped. For many things, we 1100 /* We've gone through all the objects the player has equipped. For many things, we
1131 * have generated intermediate values which we now need to assign. 1101 * have generated intermediate values which we now need to assign.
1132 */ 1102 */
1133 1103
1135 * If there is an uncursed potion in effect, granting more protection 1105 * If there is an uncursed potion in effect, granting more protection
1136 * than that, we take: 'total resistance = resistance from potion'. 1106 * than that, we take: 'total resistance = resistance from potion'.
1137 * If there is a cursed (and no uncursed) potion in effect, we take 1107 * If there is a cursed (and no uncursed) potion in effect, we take
1138 * 'total resistance = vulnerability from cursed potion'. 1108 * 'total resistance = vulnerability from cursed potion'.
1139 */ 1109 */
1140 for (i = 0; i < NROFATTACKS; i++) 1110 for (int i = 0; i < NROFATTACKS; i++)
1141 { 1111 {
1142 resist[i] = prot[i] - vuln[i]; 1112 resist[i] = prot[i] - vuln[i];
1143 1113
1144 if (potion_resist[i] && ((potion_resist[i] > resist[i]) || (potion_resist[i] < 0))) 1114 if (potion_resist[i] != -1000
1115 && (potion_resist[i] < 0 || potion_resist[i] > resist[i]))
1145 resist[i] = potion_resist[i]; 1116 resist[i] = potion_resist[i];
1146 } 1117 }
1147 1118
1148 /* Figure out the players sp/mana/hp totals. */
1149 if (type == PLAYER) 1119 if (type == PLAYER)
1150 { 1120 {
1121 // clamp various player stats
1122 for (int i = 0; i < NUM_STATS; ++i)
1123 stats.stat (i) = stat_sum [i];
1124
1125 check_stat_bounds (&stats);
1126
1127 contr->digestion = clamp (contr->digestion, MIN_DIGESTION, MAX_DIGESTION);
1128
1129 /* Figure out the players sp/mana/hp totals. */
1151 int pl_level; 1130 int pl_level;
1152 1131
1153 check_stat_bounds (&(stats));
1154 pl_level = level;
1155
1156 if (pl_level < 1)
1157 pl_level = 1; /* safety, we should always get 1 levels worth of hp! */ 1132 pl_level = max (1, level); /* safety, we should always get 1 levels worth of hp! */
1158 1133
1159 /* You basically get half a con bonus/level. But we do take into account rounding, 1134 /* You basically get half a con bonus/level. But we do take into account rounding,
1160 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels. 1135 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels.
1161 */ 1136 */
1162 for (i = 1, stats.maxhp = 0; i <= pl_level && i <= 10; i++) 1137 stats.maxhp = 0;
1138 for (int i = 1; i <= min (10, pl_level); i++)
1163 { 1139 {
1164 j = contr->levhp[i] + con_bonus[stats.Con] / 2; 1140 int j = contr->levhp[i] + con_bonus[stats.Con] / 2;
1165 1141
1166 if (i % 2 && con_bonus[stats.Con] % 2) 1142 if (i % 2 && con_bonus[stats.Con] % 2)
1167 {
1168 if (con_bonus[stats.Con] > 0) 1143 if (con_bonus[stats.Con] > 0)
1169 j++; 1144 j++;
1170 else 1145 else
1171 j--; 1146 j--;
1172 }
1173 1147
1174 stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */ 1148 stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */
1175 } 1149 }
1176 1150
1177 for (i = 11; i <= level; i++) 1151 stats.maxhp += 2 * max (0, level - 10);
1178 stats.maxhp += 2;
1179 1152
1180 if (stats.hp > stats.maxhp) 1153 if (stats.hp > stats.maxhp)
1181 stats.hp = stats.maxhp; 1154 stats.hp = stats.maxhp;
1182 1155
1183 /* Sp gain is controlled by the level of the player's 1156 /* Sp gain is controlled by the level of the player's
1196 1169
1197 if (mana_obj == this && type == PLAYER) 1170 if (mana_obj == this && type == PLAYER)
1198 stats.maxsp = 1; 1171 stats.maxsp = 1;
1199 else 1172 else
1200 { 1173 {
1201 sp_tmp = 0.f; 1174 float sp_tmp = 0.f;
1202 1175
1203 for (i = 1; i <= mana_obj->level && i <= 10; i++) 1176 for (int i = 1; i <= min (10, mana_obj->level); i++)
1204 { 1177 {
1205 float stmp; 1178 float stmp;
1206 1179
1207 /* Got some extra bonus at first level */ 1180 /* Got some extra bonus at first level */
1208 if (i < 2) 1181 if (i < 2)
1209 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 6.f; 1182 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 6.f;
1210 else 1183 else
1211 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 12.f; 1184 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 12.f;
1212 1185
1213 if (stmp < 1.f)
1214 stmp = 1.f;
1215
1216 sp_tmp += stmp; 1186 sp_tmp += max (1.f, stmp);
1217 } 1187 }
1218 1188
1219 stats.maxsp = (sint16)sp_tmp; 1189 stats.maxsp = int (sp_tmp) + 2 * max (0, mana_obj->level - 10);
1220
1221 for (i = 11; i <= mana_obj->level; i++)
1222 stats.maxsp += 2;
1223 } 1190 }
1224 1191
1225 /* Characters can get their sp supercharged via rune of transferrance */ 1192 /* Characters can get their sp supercharged via rune of transferrance */
1226 if (stats.sp > stats.maxsp * 2) 1193 stats.sp = min (stats.sp, stats.maxsp * 2);
1227 stats.sp = stats.maxsp * 2;
1228 1194
1229 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */ 1195 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */
1230 if (!grace_obj || !grace_obj->level || type != PLAYER) 1196 if (!grace_obj || !grace_obj->level || type != PLAYER)
1231 grace_obj = this; 1197 grace_obj = this;
1232 1198
1237 /* store grace in a float - this way, the divisions below don't create 1203 /* store grace in a float - this way, the divisions below don't create
1238 * big jumps when you go from level to level - with int's, it then 1204 * big jumps when you go from level to level - with int's, it then
1239 * becomes big jumps when the sums of the bonuses jump to the next 1205 * becomes big jumps when the sums of the bonuses jump to the next
1240 * step of 8 - with floats, even fractional ones are useful. 1206 * step of 8 - with floats, even fractional ones are useful.
1241 */ 1207 */
1242 sp_tmp = 0.f; 1208 float sp_tmp = 0.f;
1243 for (i = 1, stats.maxgrace = 0; i <= grace_obj->level && i <= 10; i++) 1209
1210 for (int i = 1; i <= min (10, grace_obj->level); i++)
1244 { 1211 {
1245 float grace_tmp = 0.f; 1212 float grace_tmp = 0.f;
1246 1213
1247 /* Got some extra bonus at first level */ 1214 /* Got some extra bonus at first level */
1248 if (i < 2) 1215 if (i < 2)
1249 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 6.f; 1216 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 6.f;
1250 else 1217 else
1251 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 12.f; 1218 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 12.f;
1252 1219
1253 if (grace_tmp < 1.f)
1254 grace_tmp = 1.f;
1255
1256 sp_tmp += grace_tmp; 1220 sp_tmp += max (1.f, grace_tmp);
1257 } 1221 }
1258 1222
1259 stats.maxgrace = (sint16)sp_tmp;
1260
1261 /* two grace points per level after 11 */ 1223 /* two grace points per level after 10 */
1262 for (i = 11; i <= grace_obj->level; i++) 1224 stats.maxgrace = int (sp_tmp) + 2 * max (0, grace_obj->level - 10);
1263 stats.maxgrace += 2;
1264 } 1225 }
1265 1226
1266 /* No limit on grace vs maxgrace */ 1227 /* No limit on grace vs maxgrace */
1267 1228
1268 if (contr->braced) 1229 if (contr->braced)
1288 1249
1289 if (contr && wc_obj && wc_obj->level > 1) 1250 if (contr && wc_obj && wc_obj->level > 1)
1290 { 1251 {
1291 wc -= wc_obj->level + thaco_bonus[stats.Str]; 1252 wc -= wc_obj->level + thaco_bonus[stats.Str];
1292 1253
1293 for (i = 1; i < wc_obj->level; i++) 1254 for (int i = 1; i < wc_obj->level; i++)
1294 { 1255 {
1295 /* additional wc every 6 levels */ 1256 /* additional wc every 6 levels */
1296 if (!(i % 6)) 1257 if (!(i % 6))
1297 wc--; 1258 wc--;
1298 1259
1311 1272
1312 speed = 1.f + speed_bonus[stats.Dex]; 1273 speed = 1.f + speed_bonus[stats.Dex];
1313 1274
1314 if (settings.search_items && contr->search_str[0]) 1275 if (settings.search_items && contr->search_str[0])
1315 speed -= 1; 1276 speed -= 1;
1316
1317 if (attacktype == 0)
1318 attacktype = arch->clone.attacktype;
1319 } /* End if player */ 1277 } /* End if player */
1320 1278
1321 if (added_speed >= 0) 1279 if (added_speed >= 0)
1322 speed += added_speed / 10.f; 1280 speed += added_speed / 10.f;
1323 else /* Something wrong here...: */ 1281 else /* Something wrong here...: */
1324 speed /= 1.f - added_speed; 1282 speed /= 1.f - added_speed;
1325 1283
1326 /* Max is determined by armour */ 1284 /* Max is determined by armour */
1327 if (speed > max) 1285 speed = min (speed, max_speed);
1328 speed = max;
1329 1286
1330 if (type == PLAYER) 1287 if (type == PLAYER)
1331 { 1288 {
1332 /* f is a number the represents the number of kg above (positive num) 1289 /* f is a number the represents the number of kg above (positive num)
1333 * or below (negative number) that the player is carrying. If above 1290 * or below (negative number) that the player is carrying. If above
1334 * weight limit, then player suffers a speed reduction based on how 1291 * weight limit, then player suffers a speed reduction based on how
1335 * much above he is, and what is max carry is 1292 * much above he is, and what is max carry is
1336 */ 1293 */
1337 f = (carrying / 1000) - max_carry[stats.Str]; 1294 double f = weight_to_kg_approx (carrying) - max_carry[stats.Str];
1338 if (f > 0) 1295 if (f > 0.f)
1339 speed = speed / (1.f + f / max_carry[stats.Str]); 1296 speed /= (1.f + f / max_carry[stats.Str]);
1340 } 1297 }
1341 1298
1342 speed += bonus_speed / 10.f; /* Not affected by limits */ 1299 speed += bonus_speed / 10.f; /* Not affected by limits */
1300 speed *= speed_reduce_from_disease;
1343 1301
1344 /* Put a lower limit on speed. Note with this speed, you move once every 1302 /* Put a lower limit on speed. Note with this speed, you move once every
1345 * 100 ticks or so. This amounts to once every 12 seconds of realtime. 1303 * 25 ticks or so. This amounts to once every 3 seconds of realtime.
1346 */ 1304 */
1347 speed = speed * speed_reduce_from_disease; 1305 max_it (speed, is_player () ? MIN_PLAYER_SPEED : MIN_ACTIVE_SPEED);
1348 1306
1349 if (speed < 0.01f && type == PLAYER) 1307 if (speed != old_speed)
1350 speed = 0.01f; 1308 set_speed (speed);
1351 1309
1352 if (type == PLAYER) 1310 if (type == PLAYER)
1353 { 1311 {
1354 /* (This formula was made by vidarl@ifi.uio.no) 1312 /* (This formula was made by vidarl@ifi.uio.no)
1355 * Note that we never used these values again - basically 1313 * Note that we never used these values again - basically
1366 K *= (4 + level) * 1.2f / (6 + level); 1324 K *= (4 + level) * 1.2f / (6 + level);
1367 1325
1368 if (K <= 0.01f) 1326 if (K <= 0.01f)
1369 K = 0.01f; 1327 K = 0.01f;
1370 1328
1371 float S = speed / (K * s); 1329 contr->weapon_sp = K * s * .5f; //TODO: balance the .5
1372
1373 contr->weapon_sp = S;
1374 } 1330 }
1375 1331
1376 /* I want to limit the power of small monsters with big weapons: */ 1332 /* I want to limit the power of small monsters with big weapons: */
1377 if (type != PLAYER && arch && stats.dam > arch->clone.stats.dam * 3) 1333 if (type != PLAYER && arch && stats.dam > arch->stats.dam * 3)
1378 stats.dam = arch->clone.stats.dam * 3; 1334 stats.dam = arch->stats.dam * 3;
1379 1335
1380 stats.wc = clamp (wc, MIN_WC, MAX_WC); 1336 stats.wc = clamp (wc, MIN_WC, MAX_WC);
1381 stats.ac = clamp (ac, MIN_AC, MAX_AC); 1337 stats.ac = clamp (ac, MIN_AC, MAX_AC);
1382 1338
1383 /* if for some reason the creature doesn't have any move type, 1339 /* if for some reason the creature doesn't have any move type,
1389 if (move_type == 0) 1345 if (move_type == 0)
1390 move_type = MOVE_WALK; 1346 move_type = MOVE_WALK;
1391 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) 1347 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH))
1392 move_type &= ~MOVE_WALK; 1348 move_type &= ~MOVE_WALK;
1393 1349
1394 if (speed != old_speed) 1350 // now apply the new move_type
1395 set_speed (speed); 1351 if (this->move_type != move_type)
1352 change_move_type (move_type);
1396 1353
1397 /* It is quite possible that a player's spell costing might have changed, 1354 /* It is quite possible that a player's spell costing might have changed,
1398 * so we will check that now. 1355 * so we will check that now.
1399 */ 1356 */
1400 if (type == PLAYER) 1357 if (is_player ())
1401 { 1358 contr->update_spells ();
1402 esrv_update_stats (contr);
1403 esrv_update_spells (contr);
1404 }
1405 1359
1406 // update the mapspace, if we are on a map 1360 // update the mapspace, if we are on a map
1407 if (!flag [FLAG_REMOVED] && map) 1361 if (!flag [FLAG_REMOVED] && map)
1408 map->at (x, y).flags_ = 0; 1362 map->at (x, y).flags_ = 0;
1363}
1364
1365void
1366object::set_glow_radius (sint8 rad)
1367{
1368 glow_radius = rad;
1369
1370 if (is_on_map ())
1371 update_all_los (map, x, y);
1372 else if (object *env = outer_env ())
1373 {
1374 env->update_stats ();
1375
1376 if (env->is_on_map ())
1377 update_all_los (env->map, env->x, env->y);
1378 }
1409} 1379}
1410 1380
1411/* 1381/*
1412 * Returns true if the given player is a legal class. 1382 * Returns true if the given player is a legal class.
1413 * The function to add and remove class-bonuses to the stats doesn't 1383 * The function to add and remove class-bonuses to the stats doesn't
1429 1399
1430/* 1400/*
1431 * set the new dragon name after gaining levels or 1401 * set the new dragon name after gaining levels or
1432 * changing ability focus (later this can be extended to 1402 * changing ability focus (later this can be extended to
1433 * eventually change the player's face and animation) 1403 * eventually change the player's face and animation)
1434 *
1435 * Note that the title is written to 'own_title' in the
1436 * player struct. This should be changed to 'ext_title'
1437 * as soon as clients support this!
1438 * Please, anyone, write support for 'ext_title'.
1439 */ 1404 */
1440void 1405void
1441set_dragon_name (object *pl, const object *abil, const object *skin) 1406set_dragon_name (object *pl, const object *abil, const object *skin)
1442{ 1407{
1443 int atnr = -1; /* attacknumber of highest level */ 1408 int atnr = -1; /* attacknumber of highest level */
1461 /* now if there are equals at highest level, pick the one with focus, 1426 /* now if there are equals at highest level, pick the one with focus,
1462 or else at random */ 1427 or else at random */
1463 if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level) 1428 if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level)
1464 atnr = abil->stats.exp; 1429 atnr = abil->stats.exp;
1465 1430
1466 level = (int) (level / 5.);
1467
1468 /* now set the new title */ 1431 /* now set the new title */
1469 if (pl->contr != NULL)
1470 {
1471 if (level == 0)
1472 sprintf (pl->contr->title, "%s hatchling", attacks[atnr]); 1432 if (level < 25) sprintf (pl->contr->title, "%s hatchling", attacks[atnr]);
1473 else if (level == 1)
1474 sprintf (pl->contr->title, "%s wyrm", attacks[atnr]); 1433 else if (level < 50) sprintf (pl->contr->title, "%s wyrm" , attacks[atnr]);
1475 else if (level == 2)
1476 sprintf (pl->contr->title, "%s wyvern", attacks[atnr]); 1434 else if (level < 75) sprintf (pl->contr->title, "%s wyvern" , attacks[atnr]);
1477 else if (level == 3)
1478 sprintf (pl->contr->title, "%s dragon", attacks[atnr]); 1435 else if (level < 100) sprintf (pl->contr->title, "%s dragon" , attacks[atnr]);
1479 else 1436 else
1480 { 1437 {
1481 /* special titles for extra high resistance! */ 1438 /* special titles for extra high resistance! */
1482 if (skin->resist[atnr] > 80)
1483 sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]); 1439 if (skin->resist[atnr] > 80) sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]);
1484 else if (skin->resist[atnr] > 50)
1485 sprintf (pl->contr->title, "ancient %s dragon", attacks[atnr]); 1440 else if (skin->resist[atnr] > 50) sprintf (pl->contr->title, "ancient %s dragon" , attacks[atnr]);
1486 else
1487 sprintf (pl->contr->title, "big %s dragon", attacks[atnr]); 1441 else sprintf (pl->contr->title, "big %s dragon" , attacks[atnr]);
1488 }
1489 } 1442 }
1490 1443
1491 strcpy (pl->contr->own_title, ""); 1444 strcpy (pl->contr->own_title, "");
1492} 1445}
1493 1446
1494/* 1447/*
1495 * This function is called when a dragon-player gains 1448 * This function is called when a dragon-player gains
1496 * an overall level. Here, the dragon might gain new abilities 1449 * an overall level. Here, the dragon might gain new abilities
1497 * or change the ability-focus. 1450 * or change the ability-focus.
1498 */ 1451 */
1499void 1452static void
1500dragon_level_gain (object *who) 1453dragon_level_gain (object *who)
1501{ 1454{
1502 object *abil = NULL; /* pointer to dragon ability force */ 1455 object *abil = NULL; /* pointer to dragon ability force */
1503 object *skin = NULL; /* pointer to dragon skin force */ 1456 object *skin = NULL; /* pointer to dragon skin force */
1504 object *tmp = NULL; /* tmp. object */ 1457 object *tmp = NULL; /* tmp. object */
1505 char buf[MAX_BUF]; /* tmp. string buffer */ 1458 char buf[MAX_BUF]; /* tmp. string buffer */
1506 1459
1507 /* now grab the 'dragon_ability'-forces from the player's inventory */ 1460 /* now grab the 'dragon_ability'-forces from the player's inventory */
1508 shstr_cmp dragon_ability_force ("dragon_ability_force");
1509 shstr_cmp dragon_skin_force ("dragon_skin_force");
1510
1511 for (tmp = who->inv; tmp; tmp = tmp->below) 1461 for (tmp = who->inv; tmp; tmp = tmp->below)
1512 if (tmp->type == FORCE) 1462 if (tmp->type == FORCE)
1513 if (tmp->arch->name == dragon_ability_force) 1463 if (tmp->arch->archname == shstr_dragon_ability_force)
1514 abil = tmp; 1464 abil = tmp;
1515 else if (tmp->arch->name == dragon_skin_force) 1465 else if (tmp->arch->archname == shstr_dragon_skin_force)
1516 skin = tmp; 1466 skin = tmp;
1517 1467
1518 /* if the force is missing -> bail out */ 1468 /* if the force is missing -> bail out */
1519 if (abil == NULL) 1469 if (abil == NULL)
1520 return; 1470 return;
1563 object *skill_obj; 1513 object *skill_obj;
1564 1514
1565 skill_obj = get_archetype_by_skill_name (skill_name, SKILL); 1515 skill_obj = get_archetype_by_skill_name (skill_name, SKILL);
1566 if (!skill_obj) 1516 if (!skill_obj)
1567 { 1517 {
1568 LOG (llevError, "add_player_exp: couldn't find skill %s\n", skill_name); 1518 LOG (llevError, "give_skill_by_name: couldn't find skill %s\n", skill_name);
1569 return NULL; 1519 return NULL;
1570 } 1520 }
1571 1521
1572 /* clear the flag - exp goes into this bucket, but player 1522 /* clear the flag - exp goes into this bucket, but player
1573 * still doesn't know it. 1523 * still doesn't know it.
1574 */ 1524 */
1575 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL); 1525 skill_obj->clr_flag (FLAG_CAN_USE_SKILL);
1576 skill_obj->stats.exp = 0; 1526 skill_obj->stats.exp = 0;
1577 skill_obj->level = 1; 1527 skill_obj->level = 1;
1578 insert_ob_in_ob (skill_obj, op); 1528 op->insert (skill_obj);
1579 1529
1580 if (player *pl = op->contr) 1530 if (player *pl = op->contr)
1581 { 1531 pl->link_skills ();
1582 pl->last_skill_ob [skill_obj->subtype] = skill_obj;
1583 if (pl->ns)
1584 pl->ns->last_skill_exp[skill_obj->subtype] = -1;//TODO: should be made superfluous
1585 }
1586 1532
1587 return skill_obj; 1533 return skill_obj;
1588} 1534}
1589 1535
1590/* player_lvl_adj() - for the new exp system. we are concerned with 1536/* player_lvl_adj() - for the new exp system. we are concerned with
1596 */ 1542 */
1597void 1543void
1598player_lvl_adj (object *who, object *op) 1544player_lvl_adj (object *who, object *op)
1599{ 1545{
1600 char buf[MAX_BUF]; 1546 char buf[MAX_BUF];
1547 bool changed = false;
1601 1548
1602 if (!op) /* when rolling stats */ 1549 if (!op) /* when rolling stats */
1603 op = who; 1550 op = who;
1604 1551
1605 if (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul)) 1552 while (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul))
1606 { 1553 {
1554 changed = true;
1555
1607 op->level++; 1556 op->level++;
1608 1557
1609 if (op && op == who && op->stats.exp > 1 && is_dragon_pl (who)) 1558 if (op && op == who && op->stats.exp > 1 && who->is_dragon ())
1610 dragon_level_gain (who); 1559 dragon_level_gain (who);
1611 1560
1612 /* Only roll these if it is the player (who) that gained the level */ 1561 /* Only roll these if it is the player (who) that gained the level */
1613 if (op == who && (who->level < 11) && who->type == PLAYER) 1562 if (op == who && (who->level < 11) && who->type == PLAYER)
1614 { 1563 {
1615 who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1; 1564 who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1;
1616 who->contr->levsp[who->level] = die_roll (2, 3, who, PREFER_HIGH); 1565 who->contr->levsp[who->level] = die_roll (2, 3, who, PREFER_HIGH);
1617 who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1; 1566 who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1;
1618 } 1567 }
1619 1568
1620 who->update_stats ();
1621 if (op->level > 1) 1569 if (op->level > 1)
1622 { 1570 {
1623 if (op->type != PLAYER) 1571 if (op->type != PLAYER)
1572 {
1573 who->contr->play_sound (sound_find ("skill_up"));
1624 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); 1574 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1575 }
1625 else 1576 else
1577 {
1578 who->contr->play_sound (sound_find ("level_up"));
1626 sprintf (buf, "You are now level %d.", op->level); 1579 sprintf (buf, "You are now level %d.", op->level);
1580 }
1627 1581
1628 if (who) 1582 if (who)
1629 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); 1583 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1630 } 1584 }
1631
1632 player_lvl_adj (who, op); /* To increase more levels */
1633 } 1585 }
1586
1634 else if (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul)) 1587 while (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul))
1635 { 1588 {
1589 changed = true;
1590
1636 op->level--; 1591 op->level--;
1637 who->update_stats ();
1638 1592
1639 if (op->type != PLAYER) 1593 if (op->type != PLAYER)
1640 { 1594 {
1641 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); 1595 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1642 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); 1596 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1643 } 1597 }
1644
1645 player_lvl_adj (who, op); /* To decrease more levels */
1646 } 1598 }
1647 1599
1648 /* check if the spell data has changed */ 1600 if (changed)
1649 esrv_update_stats (who->contr); 1601 who->update_stats (); // should cause esrv_update_stats and esrv_update_spells
1650 esrv_update_spells (who->contr);
1651} 1602}
1652 1603
1653/* 1604/*
1654 * Returns how much experience is needed for a player to become 1605 * Returns how much experience is needed for a player to become
1655 * the given level. level should really never exceed max_level 1606 * the given level. level should really never exceed max_level
1656 */ 1607 */
1657 1608
1658sint64 1609sint64
1659level_exp (int level, double expmul) 1610level_exp (int level, double expmul)
1660{ 1611{
1661 if (level > settings.max_level) 1612 return expmul * level_to_min_exp (level);
1662 return (sint64) (expmul * levels[settings.max_level]);
1663
1664 return (sint64) (expmul * levels[level]);
1665} 1613}
1666 1614
1667/* 1615/*
1668 * Ensure that the permanent experience requirements in an exp object are met. 1616 * Ensure that the permanent experience requirements in an exp object are met.
1669 * This really just checks 'op to make sure the perm_exp value is within 1617 * This really just checks 'op to make sure the perm_exp value is within
1697 * NULL, in which case exp increases the players general 1645 * NULL, in which case exp increases the players general
1698 * total, but not any particular skill. 1646 * total, but not any particular skill.
1699 * flag is what to do if the player doesn't have the skill: 1647 * flag is what to do if the player doesn't have the skill:
1700 */ 1648 */
1701static void 1649static void
1702add_player_exp (object *op, sint64 exp, const char *skill_name, int flag) 1650add_player_exp (object *op, sint64 exp, shstr_tmp skill_name, int flag)
1703{ 1651{
1704 object *skill_obj = NULL; 1652 object *skill_obj;
1705 sint64 limit, exp_to_add; 1653 sint64 limit, exp_to_add;
1706 int i;
1707 1654
1708 /* prevents some forms of abuse. */ 1655 /* prevents some forms of abuse. */
1709 if (op->contr->braced) 1656 if (op->contr->braced)
1710 exp /= 5; 1657 exp /= 5;
1711 1658
1712 /* Try to find the matching skill. 1659 /* Try to find the matching skill.
1713 * We do a shortcut/time saving mechanism first - see if it matches 1660 * We do a shortcut/time saving mechanism first - see if it matches
1714 * chosen_skill. This means we don't need to search through 1661 * chosen_skill. This means we don't need to search through
1715 * the players inventory. 1662 * the players inventory.
1716 */ 1663 */
1664 skill_obj = 0;
1665
1717 if (skill_name) 1666 if (skill_name)
1718 { 1667 {
1719 if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill)) 1668 skill_obj = op->contr->find_skill (skill_name);
1720 skill_obj = op->chosen_skill;
1721 else
1722 {
1723 for (i = 0; i < NUM_SKILLS; i++)
1724 if (op->contr->last_skill_ob[i] && !strcmp (op->contr->last_skill_ob[i]->skill, skill_name))
1725 {
1726 skill_obj = op->contr->last_skill_ob[i];
1727 break;
1728 }
1729 1669
1730 /* Player doesn't have the skill. Check to see what to do, and give 1670 /* Player doesn't have the skill. Check to see what to do, and give
1731 * it to the player if necessary 1671 * it to the player if necessary
1732 */ 1672 */
1733 if (!skill_obj) 1673 if (!skill_obj)
1734 { 1674 {
1735 if (flag == SK_EXP_NONE) 1675 if (flag == SK_EXP_NONE)
1736 return; 1676 return;
1677
1737 else if (flag == SK_EXP_ADD_SKILL) 1678 if (flag == SK_EXP_ADD_SKILL)
1738 give_skill_by_name (op, skill_name); 1679 skill_obj = give_skill_by_name (op, skill_name);
1739 }
1740 } 1680 }
1741 } 1681 }
1742 1682
1743 if (flag != SK_EXP_SKILL_ONLY) 1683 if (flag != SK_EXP_SKILL_ONLY)
1744 { 1684 {
1745 /* Basically, you can never gain more experience in one shot 1685 /* Basically, you can never gain more experience in one shot
1746 * than half what you need to gain for next level. 1686 * than half what you need to gain for next level.
1747 */ 1687 */
1748 exp_to_add = exp; 1688 exp_to_add = exp;
1749 limit = (levels[op->level + 1] - levels[op->level]) / 2; 1689 limit = (levels [op->level + 1] - levels [op->level]) / 2;
1750 if (exp_to_add > limit) 1690 if (exp_to_add > limit)
1751 exp_to_add = limit; 1691 exp_to_add = limit;
1752 1692
1753 ADD_EXP (op->stats.exp, (sint64) ((float) exp_to_add * (skill_obj ? skill_obj->expmul : 1))); 1693 ADD_EXP (op->stats.exp, (sint64) ((float) exp_to_add * (skill_obj ? skill_obj->expmul : 1)));
1754 if (settings.permanent_exp_ratio) 1694 if (settings.permanent_exp_ratio)
1761 } 1701 }
1762 1702
1763 if (skill_obj) 1703 if (skill_obj)
1764 { 1704 {
1765 exp_to_add = exp; 1705 exp_to_add = exp;
1766 limit = (levels[skill_obj->level + 1] - levels[skill_obj->level]) / 2; 1706 limit = (levels [skill_obj->level + 1] - levels [skill_obj->level]) / 2;
1767 if (exp_to_add > limit) 1707 if (exp_to_add > limit)
1768 exp_to_add = limit; 1708 exp_to_add = limit;
1769 1709
1770 ADD_EXP (skill_obj->stats.exp, exp_to_add); 1710 ADD_EXP (skill_obj->stats.exp, exp_to_add);
1771 if (settings.permanent_exp_ratio) 1711 if (settings.permanent_exp_ratio)
1777 player_lvl_adj (op, skill_obj); 1717 player_lvl_adj (op, skill_obj);
1778 } 1718 }
1779} 1719}
1780 1720
1781/* This function checks to make sure that object 'op' can 1721/* This function checks to make sure that object 'op' can
1782 * lost 'exp' experience. It returns the amount of exp 1722 * lose 'exp' experience. It returns the amount of exp
1783 * object 'op' can in fact lose - it basically makes 1723 * object 'op' can in fact lose - it basically makes
1784 * adjustments based on permanent exp and the like. 1724 * adjustments based on permanent exp and the like.
1785 * This function should always be used for losing experience - 1725 * This function should always be used for losing experience -
1786 * the 'exp' value passed should be positive - this is the 1726 * the 'exp' value passed should be positive - this is the
1787 * amount that should get subtract from the player. 1727 * amount that should get subtract from the player.
1788 */ 1728 */
1789sint64 1729static sint64
1790check_exp_loss (const object *op, sint64 exp) 1730check_exp_loss (const object *op, sint64 exp)
1791{ 1731{
1792 sint64 del_exp; 1732 sint64 del_exp;
1793 1733
1794 if (exp > op->stats.exp) 1734 if (exp > op->stats.exp)
1795 exp = op->stats.exp; 1735 exp = op->stats.exp;
1736
1796 if (settings.permanent_exp_ratio) 1737 if (settings.permanent_exp_ratio)
1797 { 1738 {
1798 del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO); 1739 del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO);
1740
1799 if (del_exp < 0) 1741 if (del_exp < 0)
1800 del_exp = 0; 1742 del_exp = 0;
1743
1801 if (exp > del_exp) 1744 if (exp > del_exp)
1802 exp = del_exp; 1745 exp = del_exp;
1803 } 1746 }
1747
1804 return exp; 1748 return exp;
1805} 1749}
1806 1750
1807sint64 1751sint64
1808check_exp_adjust (const object *op, sint64 exp) 1752check_exp_adjust (const object *op, sint64 exp)
1809{ 1753{
1810 if (exp < 0) 1754 if (exp < 0)
1811 return check_exp_loss (op, exp); 1755 return check_exp_loss (op, exp);
1812 else 1756 else
1813 return MIN (exp, (sint64) MAX_EXPERIENCE - op->stats.exp); 1757 return min (exp, (sint64)MAX_EXPERIENCE - op->stats.exp);
1814} 1758}
1815
1816 1759
1817/* Subtracts experience from player. 1760/* Subtracts experience from player.
1818 * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we 1761 * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we
1819 * only subtract from the matching skill. Otherwise, 1762 * only subtract from the matching skill. Otherwise,
1820 * this subtracts a portion from all 1763 * this subtracts a portion from all
1825 * where everything is at the minimum perm exp, he would lose nothing. 1768 * where everything is at the minimum perm exp, he would lose nothing.
1826 * exp is the amount of exp to subtract - thus, it should be 1769 * exp is the amount of exp to subtract - thus, it should be
1827 * a postive number. 1770 * a postive number.
1828 */ 1771 */
1829static void 1772static void
1830subtract_player_exp (object *op, sint64 exp, const char *skill, int flag) 1773subtract_player_exp (object *op, sint64 exp, shstr_tmp skill, int flag)
1831{ 1774{
1832 float fraction = (float) exp / (float) op->stats.exp; 1775 float fraction = (float) exp / (float) op->stats.exp;
1833 object *tmp; 1776 object *tmp;
1834 sint64 del_exp; 1777 sint64 del_exp;
1835 1778
1836 for (tmp = op->inv; tmp; tmp = tmp->below) 1779 for (tmp = op->inv; tmp; tmp = tmp->below)
1837 if (tmp->type == SKILL && tmp->stats.exp) 1780 if (tmp->type == SKILL && tmp->stats.exp)
1838 { 1781 {
1839 if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (tmp->skill, skill)) 1782 if (flag == SK_SUBTRACT_SKILL_EXP && skill && tmp->skill == skill)
1840 { 1783 {
1841 del_exp = check_exp_loss (tmp, exp); 1784 del_exp = check_exp_loss (tmp, exp);
1842 tmp->stats.exp -= del_exp; 1785 tmp->stats.exp -= del_exp;
1843 player_lvl_adj (op, tmp); 1786 player_lvl_adj (op, tmp);
1844 } 1787 }
1845 else if (flag != SK_SUBTRACT_SKILL_EXP) 1788 else if (flag != SK_SUBTRACT_SKILL_EXP)
1846 { 1789 {
1847 /* only want to process other skills if we are not trying 1790 /* only want to process other skills if we are not trying
1848 * to match a specific skill. 1791 * to match a specific skill.
1849 */ 1792 */
1850 del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction)); 1793 del_exp = check_exp_loss (tmp, tmp->stats.exp * fraction);
1851 tmp->stats.exp -= del_exp; 1794 tmp->stats.exp -= del_exp;
1852 player_lvl_adj (op, tmp); 1795 player_lvl_adj (op, tmp);
1853 } 1796 }
1854 } 1797 }
1855 1798
1869 * skill_name is the skill that should get the exp added. 1812 * skill_name is the skill that should get the exp added.
1870 * flag is what to do if player doesn't have the skill. 1813 * flag is what to do if player doesn't have the skill.
1871 * these last two values are only used for players. 1814 * these last two values are only used for players.
1872 */ 1815 */
1873void 1816void
1874change_exp (object *op, sint64 exp, const char *skill_name, int flag) 1817change_exp (object *op, sint64 exp, shstr_tmp skill_name, int flag)
1875{ 1818{
1876#ifdef EXP_DEBUG 1819#ifdef EXP_DEBUG
1877 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp); 1820 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp);
1878#endif 1821#endif
1879 1822
1896 * worth. 1839 * worth.
1897 */ 1840 */
1898 if (op->type != PLAYER) 1841 if (op->type != PLAYER)
1899 { 1842 {
1900 /* Sanity check */ 1843 /* Sanity check */
1901 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1844 if (!op->flag [FLAG_ALIVE])
1902 return; 1845 return;
1903 1846
1904 /* reset exp to max allowed value. We subtract from 1847 /* reset exp to max allowed value. We subtract from
1905 * MAX_EXPERIENCE to prevent overflows. If the player somehow has 1848 * MAX_EXPERIENCE to prevent overflows. If the player somehow has
1906 * more than max exp, just return. 1849 * more than max exp, just return.
1932 * amount of permenent experience, whichever gives the lowest loss. 1875 * amount of permenent experience, whichever gives the lowest loss.
1933 */ 1876 */
1934void 1877void
1935apply_death_exp_penalty (object *op) 1878apply_death_exp_penalty (object *op)
1936{ 1879{
1937 object *tmp;
1938 sint64 loss; 1880 sint64 loss;
1939 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */ 1881 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */
1940 sint64 level_loss; /* defined by the setting 'death_penalty_levels */ 1882 sint64 level_loss; /* defined by the setting 'death_penalty_levels */
1941 1883
1942 for (tmp = op->inv; tmp; tmp = tmp->below) 1884 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1943 if (tmp->type == SKILL && tmp->stats.exp) 1885 if (tmp->type == SKILL && tmp->stats.exp)
1944 { 1886 {
1945
1946 percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100; 1887 percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100;
1947 level_loss = tmp->stats.exp - levels[MAX (0, tmp->level - settings.death_penalty_level)]; 1888 level_loss = tmp->stats.exp - levels [max (0, tmp->level - settings.death_penalty_level)];
1948 1889
1949 /* With the revised exp system, you can get cases where 1890 /* With the revised exp system, you can get cases where
1950 * losing several levels would still require that you have more 1891 * losing several levels would still require that you have more
1951 * exp than you currently have - this is true if the levels 1892 * exp than you currently have - this is true if the levels
1952 * tables is a lot harder. 1893 * tables is a lot harder.
1953 */ 1894 */
1954 if (level_loss < 0) 1895 if (level_loss < 0)
1955 level_loss = 0; 1896 level_loss = 0;
1956 1897
1957 loss = check_exp_loss (tmp, MIN (level_loss, percentage_loss)); 1898 loss = check_exp_loss (tmp, min (level_loss, percentage_loss));
1958 1899
1959 tmp->stats.exp -= loss; 1900 tmp->stats.exp -= loss;
1960 player_lvl_adj (op, tmp); 1901 player_lvl_adj (op, tmp);
1961 } 1902 }
1962 1903
1963 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100; 1904 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100;
1964 level_loss = op->stats.exp - levels[MAX (0, op->level - settings.death_penalty_level)]; 1905 level_loss = op->stats.exp - levels [max (0, op->level - settings.death_penalty_level)];
1965 1906
1966 if (level_loss < 0) 1907 if (level_loss < 0)
1967 level_loss = 0; 1908 level_loss = 0;
1909
1968 loss = check_exp_loss (op, MIN (level_loss, percentage_loss)); 1910 loss = check_exp_loss (op, min (level_loss, percentage_loss));
1969 1911
1970 op->stats.exp -= loss; 1912 op->stats.exp -= loss;
1971 player_lvl_adj (op, NULL); 1913 player_lvl_adj (op, NULL);
1972} 1914}
1973 1915

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines