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Comparing deliantra/server/common/living.C (file contents):
Revision 1.84 by root, Fri May 2 20:24:48 2008 UTC vs.
Revision 1.116 by root, Sun Apr 4 04:10:47 2010 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * Deliantra 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 3 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 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
20 * 21 *
21 * The authors can be reached via e-mail to <support@deliantra.net> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 23 */
23 24
24#include <global.h> 25#include <global.h>
261/* Rather than having a whole bunch of if (flag) new_draw.. else new_draw, 262/* Rather than having a whole bunch of if (flag) new_draw.. else new_draw,
262 * make this macro to clean those up. Not usuable outside change_abil 263 * make this macro to clean those up. Not usuable outside change_abil
263 * function since some of the values passed to new_draw_info are hardcoded. 264 * function since some of the values passed to new_draw_info are hardcoded.
264 */ 265 */
265#define DIFF_MSG(flag, msg1, msg2) \ 266#define DIFF_MSG(flag, msg1, msg2) \
266 new_draw_info(NDI_UNIQUE, 0, op, (flag>0)?msg1:msg2); 267 new_draw_info (NDI_UNIQUE, 0, op, (flag > 0) ? msg1 : msg2);
267 268
268/* return 1 if we sucessfully changed a stat, 0 if nothing was changed. */ 269/* return 1 if we sucessfully changed a stat, 0 if nothing was changed. */
269 270
270/* flag is set to 1 if we are applying the object, -1 if we are removing 271/* flag is set to 1 if we are applying the object, -1 if we are removing
271 * the object. 272 * the object.
400 /* MOVE_FLY_HIGH trumps MOVE_FLY_LOW - changing your move_fly_low 401 /* MOVE_FLY_HIGH trumps MOVE_FLY_LOW - changing your move_fly_low
401 * status doesn't make a difference if you are flying high 402 * status doesn't make a difference if you are flying high
402 */ 403 */
403 if (tmp->move_type & MOVE_FLY_LOW && !(op->move_type & MOVE_FLY_HIGH)) 404 if (tmp->move_type & MOVE_FLY_LOW && !(op->move_type & MOVE_FLY_HIGH))
404 { 405 {
405 DIFF_MSG (flag, "You start to float in the air!.", "You float down to the ground."); 406 DIFF_MSG (flag, "You start to float in the air!", "You float down to the ground.");
406 } 407 }
407 408
408 if (tmp->move_type & MOVE_FLY_HIGH) 409 if (tmp->move_type & MOVE_FLY_HIGH)
409 { 410 {
410 /* double conditional - second case covers if you have move_fly_low - 411 /* 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.")); 415 (op->move_type & MOVE_FLY_LOW ? "You fly lower in the air" : "You float down to the ground."));
415 } 416 }
416 417
417 if (tmp->move_type & MOVE_SWIM) 418 if (tmp->move_type & MOVE_SWIM)
418 DIFF_MSG (flag, "You feel ready for a swim", "You no longer feel like swimming"); 419 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 } 420 }
423 421
424 /* becoming UNDEAD... a special treatment for this flag. Only those not 422 /* becoming UNDEAD... a special treatment for this flag. Only those not
425 * originally undead may change their status 423 * originally undead may change their status
426 */ 424 */
594object::drain_specific_stat (int deplete_stats) 592object::drain_specific_stat (int deplete_stats)
595{ 593{
596 object *tmp; 594 object *tmp;
597 archetype *at; 595 archetype *at;
598 596
599 at = archetype::find (ARCH_DEPLETION); 597 at = archetype::find (shstr_depletion);
600 if (!at) 598 if (!at)
601 { 599 {
602 LOG (llevError, "Couldn't find archetype depletion.\n"); 600 LOG (llevError, "Couldn't find archetype depletion.\n");
603 return; 601 return;
604 } 602 }
606 { 604 {
607 tmp = present_arch_in_ob (at, this); 605 tmp = present_arch_in_ob (at, this);
608 606
609 if (!tmp) 607 if (!tmp)
610 { 608 {
611 tmp = arch_to_object (at); 609 tmp = at->instance ();
612 tmp = insert_ob_in_ob (tmp, this); 610 tmp = insert_ob_in_ob (tmp, this);
613 SET_FLAG (tmp, FLAG_APPLIED); 611 SET_FLAG (tmp, FLAG_APPLIED);
614 } 612 }
615 } 613 }
616 614
624 * via an applied bad_luck object. 622 * via an applied bad_luck object.
625 */ 623 */
626void 624void
627object::change_luck (int value) 625object::change_luck (int value)
628{ 626{
629 archetype *at = archetype::find ("luck"); 627 archetype *at = archetype::find (shstr_luck);
630 if (!at) 628 if (!at)
631 LOG (llevError, "Couldn't find archetype luck.\n"); 629 LOG (llevError, "Couldn't find archetype luck.\n");
632 else 630 else
633 { 631 {
634 object *tmp = present_arch_in_ob (at, this); 632 object *tmp = present_arch_in_ob (at, this);
636 if (!tmp) 634 if (!tmp)
637 { 635 {
638 if (!value) 636 if (!value)
639 return; 637 return;
640 638
641 tmp = arch_to_object (at); 639 tmp = at->instance ();
642 tmp = insert_ob_in_ob (tmp, this); 640 tmp = insert_ob_in_ob (tmp, this);
643 SET_FLAG (tmp, FLAG_APPLIED); 641 SET_FLAG (tmp, FLAG_APPLIED);
644 } 642 }
645 643
646 if (value) 644 if (value)
763 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; 761 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS];
764 object *grace_obj = NULL, *mana_obj = NULL, *tmp; 762 object *grace_obj = NULL, *mana_obj = NULL, *tmp;
765 float old_speed = speed; 763 float old_speed = speed;
766 int stat_sum [NUM_STATS]; 764 int stat_sum [NUM_STATS];
767 765
766 MoveType move_type; // we use change_move_type to change it, so use a local copy
767
768 /* First task is to clear all the values back to their original values */ 768 /* First task is to clear all the values back to their original values */
769 if (type == PLAYER) 769 if (type == PLAYER)
770 { 770 {
771 contr->delayed_update = false;
772
771 for (int i = 0; i < NUM_STATS; i++) 773 for (int i = 0; i < NUM_STATS; i++)
772 stat_sum [i] = contr->orig_stats.stat (i); 774 stat_sum [i] = contr->orig_stats.stat (i);
773 775
774 if (settings.spell_encumbrance == TRUE) 776 if (settings.spell_encumbrance == TRUE)
775 contr->encumbrance = 0; 777 contr->encumbrance = 0;
808 path_repelled = arch->path_repelled; 810 path_repelled = arch->path_repelled;
809 path_denied = arch->path_denied; 811 path_denied = arch->path_denied;
810 glow_radius = arch->glow_radius; 812 glow_radius = arch->glow_radius;
811 move_type = arch->move_type; 813 move_type = arch->move_type;
812 814
813 chosen_skill = 0;
814
815 /* initializing resistances from the values in player/monster's 815 /* initializing resistances from the values in player/monster's
816 * archetype clone 816 * archetype clone
817 */ 817 */
818 memcpy (&resist, &arch->resist, sizeof (resist)); 818 memcpy (&resist, &arch->resist, sizeof (resist));
819 819
820 for (int i = 0; i < NROFATTACKS; i++) 820 for (int i = 0; i < NROFATTACKS; i++)
821 { 821 {
822 if (resist[i] > 0) 822 if (resist[i] > 0)
823 prot[i] = resist[i], vuln[i] = 0; 823 prot[i] = resist[i], vuln[i] = 0;
824 else 824 else
825 vuln[i] = -(resist[i]), prot[i] = 0; 825 vuln[i] = -resist[i], prot[i] = 0;
826 826
827 potion_resist[i] = 0; 827 potion_resist[i] = -1000;
828 } 828 }
829 829
830 wc = arch->stats.wc; 830 wc = arch->stats.wc;
831 stats.dam = arch->stats.dam; 831 stats.dam = arch->stats.dam;
832 832
846 ac = arch->stats.ac; 846 ac = arch->stats.ac;
847 847
848 stats.luck = arch->stats.luck; 848 stats.luck = arch->stats.luck;
849 speed = arch->speed; 849 speed = arch->speed;
850 850
851 chosen_skill = 0;
852
851 /* OK - we've reset most all the objects attributes to sane values. 853 /* OK - we've reset most all the objects attributes to sane values.
852 * now go through and make adjustments for what the player has equipped. 854 * now go through and make adjustments for what the player has equipped.
853 */ 855 */
854 for (tmp = inv; tmp; tmp = tmp->below) 856 for (tmp = inv; tmp; tmp = tmp->below)
855 { 857 {
858 * then calls this function. 860 * then calls this function.
859 */ 861 */
860 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION) 862 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION)
861 continue; 863 continue;
862 864
863 /* See note in map.c:update_position about making this additive
864 * since light sources are never applied, need to put check here.
865 */
866 if (tmp->glow_radius > glow_radius)
867 glow_radius = tmp->glow_radius; 865 glow_radius += tmp->glow_radius;
868 866
869 /* For some things, we don't care what is equipped */ 867 /* For some things, we don't care what is equipped */
870 if (tmp->type == SKILL) 868 if (tmp->type == SKILL)
871 { 869 {
872 /* Want to take the highest skill here. */ 870 /* Want to take the highest skill here. */
885 else if (tmp->level > grace_obj->level) 883 else if (tmp->level > grace_obj->level)
886 grace_obj = tmp; 884 grace_obj = tmp;
887 } 885 }
888 } 886 }
889 887
890 /* Container objects are not meant to adjust a players, but other applied 888 /* Container objects are not meant to adjust players, but other applied
891 * objects need to make adjustments. 889 * objects need to make adjustments.
892 * This block should handle all player specific changes 890 * This block should handle all player specific changes
893 * The check for Praying is a bit of a hack - god given bonuses are put 891 * The check for Praying is a bit of a hack - god given bonuses are put
894 * in the praying skill, and the player should always get those. 892 * in the praying skill, and the player should always get those.
895 * It also means we need to put in additional checks for applied below, 893 * It also means we need to put in additional checks for applied below,
897 * up, etc. 895 * up, etc.
898 */ 896 */
899 if ((tmp->flag [FLAG_APPLIED] 897 if ((tmp->flag [FLAG_APPLIED]
900 && tmp->type != CONTAINER 898 && tmp->type != CONTAINER
901 && tmp->type != CLOSE_CON) 899 && tmp->type != CLOSE_CON)
902 || (tmp->type == SKILL
903 && tmp->subtype == SK_PRAYING)) 900 || (tmp->type == SKILL && tmp->subtype == SK_PRAYING))
904 { 901 {
905 if (type == PLAYER) 902 if (type == PLAYER)
906 { 903 {
907 contr->item_power += tmp->item_power; 904 contr->item_power += tmp->item_power;
908 905
909 if (tmp == contr->combat_ob || tmp == contr->ranged_ob)
910 if (tmp != current_weapon
911 && (tmp->type != SKILL || tmp->subtype != SK_PRAYING)
912 && !tmp->flag [FLAG_CURSED]
913 && !tmp->flag [FLAG_DAMNED])
914 continue;
915
916 for (int i = 0; i < NUM_STATS; i++) 906 for (int i = 0; i < NUM_STATS; i++)
917 stat_sum [i] = stat_sum [i] + tmp->stats.stat (i); 907 stat_sum [i] += tmp->stats.stat (i);
918 908
919 if (digest_types [tmp->type]) 909 if (digest_types [tmp->type])
920 { 910 {
921 contr->digestion += tmp->stats.food; 911 contr->digestion += tmp->stats.food;
922 contr->gen_hp += tmp->stats.hp; 912 contr->gen_hp += tmp->stats.hp;
913 if (tmp->type != BOW) // ugly exception for bows
923 contr->gen_sp += tmp->stats.sp; 914 contr->gen_sp += tmp->stats.sp;
924 contr->gen_grace += tmp->stats.grace; 915 contr->gen_grace += tmp->stats.grace;
925 contr->gen_sp_armour += tmp->gen_sp_armour; 916 contr->gen_sp_armour += tmp->gen_sp_armour;
926 } 917 }
927 } /* if this is a player */ 918 } /* if this is a player */
928 else 919 else
930 if (tmp->type == WEAPON) 921 if (tmp->type == WEAPON)
931 current_weapon = tmp; 922 current_weapon = tmp;
932 } 923 }
933 924
934 /* Update slots used for items */ 925 /* Update slots used for items */
935 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 926 if (tmp->flag [FLAG_APPLIED]) // exclude praying...
936 for (int i = 0; i < NUM_BODY_LOCATIONS; i++) 927 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
937 slot[i].used += tmp->slot[i].info; 928 slot[i].used += tmp->slot[i].info;
938 929
939 if (tmp->type == SYMPTOM) 930 if (tmp->type == SYMPTOM)
940 speed_reduce_from_disease =
941 min (speed_reduce_from_disease, tmp->last_sp ? tmp->last_sp / 100.f : 1.f); 931 min_it (speed_reduce_from_disease, tmp->last_sp ? tmp->last_sp / 100.f : 1.f);
942 932
943 /* Pos. and neg. protections are counted seperate (-> pro/vuln). 933 /* Pos. and neg. protections are counted separate (-> pro/vuln).
944 * (Negative protections are calculated exactly like positive.) 934 * (Negative protections are calculated exactly like positive.)
945 * Resistance from potions are treated special as well. If there's 935 * Resistance from potions are treated special as well. If there's
946 * more than one potion-effect, the bigger prot.-value is taken. 936 * more than one potion-effect, the bigger prot.-value is taken.
947 */ 937 */
948 if (tmp->type != POTION) 938 if (tmp->type == POTION_EFFECT)
949 {
950 for (int i = 0; i < NROFATTACKS; i++) 939 for (int i = 0; i < NROFATTACKS; i++)
951 {
952 /* Potential for cursed potions, in which case we just can use
953 * a straight MAX, as potion_resist is initialised to zero.
954 */
955 if (tmp->type == POTION_EFFECT)
956 {
957 if (potion_resist[i])
958 potion_resist[i] = max (potion_resist[i], tmp->resist[i]);
959 else
960 potion_resist[i] = tmp->resist[i]; 940 max_it (potion_resist[i], tmp->resist[i]);
961 } 941 else if (tmp->type != POTION)
942 for (int i = 0; i < NROFATTACKS; i++)
962 else if (tmp->resist[i] > 0) 943 if (tmp->resist[i] > 0)
963 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100; 944 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100;
964 else if (tmp->resist[i] < 0) 945 else if (tmp->resist[i] < 0)
965 vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100; 946 vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100;
966 }
967 }
968 947
969 /* There may be other things that should not adjust the attacktype */ 948 /* There may be other things that should not adjust the attacktype */
970 if (tmp->type != SYMPTOM) 949 if (tmp->type != SYMPTOM)
971 { 950 {
972 attacktype |= tmp->attacktype; 951 attacktype |= tmp->attacktype;
980 flag |= tmp->flag & copy_flags; 959 flag |= tmp->flag & copy_flags;
981 960
982 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (arch, FLAG_UNDEAD)) 961 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (arch, FLAG_UNDEAD))
983 SET_FLAG (this, FLAG_UNDEAD); 962 SET_FLAG (this, FLAG_UNDEAD);
984 963
964 //TODO: copy_flags?
985 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS)) 965 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS))
986 { 966 {
987 SET_FLAG (this, FLAG_MAKE_INVIS); 967 SET_FLAG (this, FLAG_MAKE_INVIS);
988 invisible = 1; 968 invisible = 1;
989 } 969 }
999 added_speed += tmp->stats.exp; 979 added_speed += tmp->stats.exp;
1000 } 980 }
1001 981
1002 switch (tmp->type) 982 switch (tmp->type)
1003 { 983 {
1004#if 0
1005 case WAND:
1006 case ROD:
1007 case HORN:
1008 if (type != PLAYER || current_weapon == tmp)
1009 chosen_skill = tmp;
1010 break;
1011#endif
1012
1013 /* skills modifying the character -b.t. */
1014 /* for all skills and skill granting objects */
1015 case SKILL: 984 case SKILL:
1016 { 985 {
986 // some skills will end up here without counting as "applied"
1017 if (!QUERY_FLAG (tmp, FLAG_APPLIED) || skill_flags [tmp->subtype] & SF_APPLY) 987 if (!tmp->flag [FLAG_APPLIED] || skill_flags [tmp->subtype] & SF_AUTARK)
1018 break; 988 break;
1019 989
1020 if (chosen_skill) 990 if (chosen_skill)
1021 { 991 {
1022 LOG (llevDebug, "fix_player, op %s has multiple skills applied (%s and %s)\n", 992 LOG (llevDebug, "fix_player, op %s has multiple skills applied (%s and %s)\n",
1024 994
1025 tmp->flag [FLAG_APPLIED] = false; 995 tmp->flag [FLAG_APPLIED] = false;
1026 update_stats (); 996 update_stats ();
1027 return; 997 return;
1028 } 998 }
1029 else 999
1030 chosen_skill = tmp; 1000 chosen_skill = tmp;
1031 1001
1032 if (tmp->stats.dam > 0) 1002 if (tmp->stats.dam > 0)
1033 { /* skill is a 'weapon' */ 1003 { /* skill is a 'weapon' */
1034 if (!QUERY_FLAG (this, FLAG_READY_WEAPON)) 1004 if (!QUERY_FLAG (this, FLAG_READY_WEAPON))
1035 weapon_speed = WEAPON_SPEED (tmp); 1005 weapon_speed = max (0, WEAPON_SPEED (tmp));
1036
1037 if (weapon_speed < 0)
1038 weapon_speed = 0;
1039 1006
1040 weapon_weight = tmp->weight; 1007 weapon_weight = tmp->weight;
1041 stats.dam += 1 + chosen_skill->level * tmp->stats.dam / 9; 1008 stats.dam += 1 + chosen_skill->level * tmp->stats.dam / 9;
1042 1009
1043 if (tmp->magic) 1010 if (tmp->magic)
1052 1019
1053 if (tmp->stats.ac) 1020 if (tmp->stats.ac)
1054 ac -= tmp->stats.ac + tmp->magic; 1021 ac -= tmp->stats.ac + tmp->magic;
1055 1022
1056 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1023 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1057 contr->encumbrance += (int) 3 *tmp->weight / 1000; 1024 contr->encumbrance += 3 * tmp->weight / 1000;
1058 } 1025 }
1059 1026
1060 break; 1027 break;
1061 1028
1062 case SHIELD: 1029 case SHIELD:
1063 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1030 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1064 contr->encumbrance += (int) tmp->weight / 2000; 1031 contr->encumbrance += tmp->weight / 2000;
1032 //FALLTHROUGH
1065 case RING: 1033 case RING:
1066 case AMULET: 1034 case AMULET:
1067 case GIRDLE: 1035 case GIRDLE:
1068 case HELMET: 1036 case HELMET:
1069 case BOOTS: 1037 case BOOTS:
1078 if (tmp->stats.ac) 1046 if (tmp->stats.ac)
1079 ac -= tmp->stats.ac + tmp->magic; 1047 ac -= tmp->stats.ac + tmp->magic;
1080 1048
1081 break; 1049 break;
1082 1050
1051 case WAND:
1052 case ROD:
1053 case HORN:
1054 break;
1055
1083 case BOW: 1056 case BOW:
1084 case WEAPON: 1057 case WEAPON:
1085 if (type != PLAYER || current_weapon == tmp)
1086 {
1087 wc -= tmp->stats.wc + tmp->magic; 1058 wc -= tmp->stats.wc + tmp->magic;
1088 1059
1089 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0) 1060 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0)
1090 ac -= tmp->stats.ac + tmp->magic; 1061 ac -= tmp->stats.ac + tmp->magic;
1091 1062
1092 stats.dam += tmp->stats.dam + tmp->magic; 1063 stats.dam += tmp->stats.dam + tmp->magic;
1093 weapon_weight = tmp->weight; 1064 weapon_weight = tmp->weight;
1094 weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2; 1065 weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2;
1095 1066
1096 if (weapon_speed < 0) 1067 if (weapon_speed < 0)
1097 weapon_speed = 0; 1068 weapon_speed = 0;
1098 1069
1099 slaying = tmp->slaying; 1070 slaying = tmp->slaying;
1100 1071
1101 /* If there is desire that two handed weapons should do 1072 /* If there is desire that two handed weapons should do
1102 * extra strength damage, this is where the code should 1073 * extra strength damage, this is where the code should
1103 * go. 1074 * go.
1104 */ 1075 */
1105 1076
1106 if (type == PLAYER) 1077 if (type == PLAYER)
1107 if (settings.spell_encumbrance) 1078 if (settings.spell_encumbrance)
1108 contr->encumbrance += tmp->weight * 3 / 1000; 1079 contr->encumbrance += tmp->weight * 3 / 1000;
1109 }
1110 1080
1111 break; 1081 break;
1112 1082
1113 case ARMOUR: /* Only the best of these three are used: */ 1083 case ARMOUR: /* Only the best of these three are used: */
1114 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1084 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1137 else /* To nullify the below effect */ 1107 else /* To nullify the below effect */
1138 ac += tmp->stats.ac + tmp->magic; 1108 ac += tmp->stats.ac + tmp->magic;
1139 } 1109 }
1140 1110
1141 if (tmp->stats.wc) 1111 if (tmp->stats.wc)
1142 wc -= (tmp->stats.wc + tmp->magic); 1112 wc -= tmp->stats.wc + tmp->magic;
1143 1113
1144 if (tmp->stats.ac) 1114 if (tmp->stats.ac)
1145 ac -= (tmp->stats.ac + tmp->magic); 1115 ac -= tmp->stats.ac + tmp->magic;
1146 1116
1147 if (ARMOUR_SPEED (tmp)) 1117 if (ARMOUR_SPEED (tmp))
1148 max_speed = min (max_speed, ARMOUR_SPEED (tmp) / 10.f); 1118 max_speed = min (max_speed, ARMOUR_SPEED (tmp) / 10.f);
1149 1119
1150 break; 1120 break;
1151 } /* switch tmp->type */ 1121 } /* switch tmp->type */
1152 } /* item is equipped */ 1122 } /* item is equipped */
1153 } /* for loop of items */ 1123 } /* for loop of items */
1124
1125 min_it (glow_radius, MAX_LIGHT_RADIUS);
1154 1126
1155 /* We've gone through all the objects the player has equipped. For many things, we 1127 /* We've gone through all the objects the player has equipped. For many things, we
1156 * have generated intermediate values which we now need to assign. 1128 * have generated intermediate values which we now need to assign.
1157 */ 1129 */
1158 1130
1164 */ 1136 */
1165 for (int i = 0; i < NROFATTACKS; i++) 1137 for (int i = 0; i < NROFATTACKS; i++)
1166 { 1138 {
1167 resist[i] = prot[i] - vuln[i]; 1139 resist[i] = prot[i] - vuln[i];
1168 1140
1169 if (potion_resist[i] && ((potion_resist[i] > resist[i]) || (potion_resist[i] < 0))) 1141 if (potion_resist[i] != -1000
1142 && (potion_resist[i] < 0 || potion_resist[i] > resist[i]))
1170 resist[i] = potion_resist[i]; 1143 resist[i] = potion_resist[i];
1171 } 1144 }
1172 1145
1173 if (type == PLAYER) 1146 if (type == PLAYER)
1174 { 1147 {
1175 // clamp various player stats 1148 // clamp various player stats
1176 for (int i = 0; i < NUM_STATS; ++i) 1149 for (int i = 0; i < NUM_STATS; ++i)
1177 stats.stat (i) = clamp (stat_sum [i], MIN_STAT, MAX_STAT); 1150 stats.stat (i) = stat_sum [i];
1151
1152 check_stat_bounds (&stats);
1178 1153
1179 contr->digestion = clamp (contr->digestion, MIN_DIGESTION, MAX_DIGESTION); 1154 contr->digestion = clamp (contr->digestion, MIN_DIGESTION, MAX_DIGESTION);
1180 1155
1181 /* Figure out the players sp/mana/hp totals. */ 1156 /* Figure out the players sp/mana/hp totals. */
1182 int pl_level; 1157 int pl_level;
1183 1158
1184 check_stat_bounds (&(stats));
1185 pl_level = level;
1186
1187 if (pl_level < 1)
1188 pl_level = 1; /* safety, we should always get 1 levels worth of hp! */ 1159 pl_level = max (1, level); /* safety, we should always get 1 levels worth of hp! */
1189 1160
1190 /* You basically get half a con bonus/level. But we do take into account rounding, 1161 /* You basically get half a con bonus/level. But we do take into account rounding,
1191 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels. 1162 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels.
1192 */ 1163 */
1193 stats.maxhp = 0; 1164 stats.maxhp = 0;
1328 1299
1329 speed = 1.f + speed_bonus[stats.Dex]; 1300 speed = 1.f + speed_bonus[stats.Dex];
1330 1301
1331 if (settings.search_items && contr->search_str[0]) 1302 if (settings.search_items && contr->search_str[0])
1332 speed -= 1; 1303 speed -= 1;
1333
1334 if (attacktype == 0)
1335 attacktype = arch->attacktype;
1336 } /* End if player */ 1304 } /* End if player */
1337 1305
1338 if (added_speed >= 0) 1306 if (added_speed >= 0)
1339 speed += added_speed / 10.f; 1307 speed += added_speed / 10.f;
1340 else /* Something wrong here...: */ 1308 else /* Something wrong here...: */
1359 speed *= speed_reduce_from_disease; 1327 speed *= speed_reduce_from_disease;
1360 1328
1361 /* Put a lower limit on speed. Note with this speed, you move once every 1329 /* Put a lower limit on speed. Note with this speed, you move once every
1362 * 25 ticks or so. This amounts to once every 3 seconds of realtime. 1330 * 25 ticks or so. This amounts to once every 3 seconds of realtime.
1363 */ 1331 */
1364 if (speed < 0.04f && type == PLAYER) 1332 max_it (speed, is_player () ? MIN_PLAYER_SPEED : MIN_ACTIVE_SPEED);
1365 speed = 0.04f;
1366 1333
1367 if (speed != old_speed) 1334 if (speed != old_speed)
1368 set_speed (speed); 1335 set_speed (speed);
1369 1336
1370 if (type == PLAYER) 1337 if (type == PLAYER)
1405 if (move_type == 0) 1372 if (move_type == 0)
1406 move_type = MOVE_WALK; 1373 move_type = MOVE_WALK;
1407 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) 1374 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH))
1408 move_type &= ~MOVE_WALK; 1375 move_type &= ~MOVE_WALK;
1409 1376
1377 // now apply the new move_type
1378 if (this->move_type != move_type)
1379 change_move_type (move_type);
1380
1410 /* It is quite possible that a player's spell costing might have changed, 1381 /* It is quite possible that a player's spell costing might have changed,
1411 * so we will check that now. 1382 * so we will check that now.
1412 */ 1383 */
1413 if (type == PLAYER) 1384 if (is_player ())
1414 { 1385 contr->update_spells ();
1415 esrv_update_stats (contr);
1416 esrv_update_spells (contr);
1417 }
1418 1386
1419 // update the mapspace, if we are on a map 1387 // update the mapspace, if we are on a map
1420 if (!flag [FLAG_REMOVED] && map) 1388 if (!flag [FLAG_REMOVED] && map)
1421 map->at (x, y).flags_ = 0; 1389 map->at (x, y).flags_ = 0;
1390}
1391
1392void
1393object::set_glow_radius (sint8 rad)
1394{
1395 glow_radius = rad;
1396
1397 if (is_on_map ())
1398 update_all_los (map, x, y);
1399 else if (object *env = outer_env ())
1400 {
1401 env->update_stats ();
1402
1403 if (env->is_on_map ())
1404 update_all_los (env->map, env->x, env->y);
1405 }
1422} 1406}
1423 1407
1424/* 1408/*
1425 * Returns true if the given player is a legal class. 1409 * Returns true if the given player is a legal class.
1426 * The function to add and remove class-bonuses to the stats doesn't 1410 * The function to add and remove class-bonuses to the stats doesn't
1442 1426
1443/* 1427/*
1444 * set the new dragon name after gaining levels or 1428 * set the new dragon name after gaining levels or
1445 * changing ability focus (later this can be extended to 1429 * changing ability focus (later this can be extended to
1446 * eventually change the player's face and animation) 1430 * eventually change the player's face and animation)
1447 *
1448 * Note that the title is written to 'own_title' in the
1449 * player struct. This should be changed to 'ext_title'
1450 * as soon as clients support this!
1451 * Please, anyone, write support for 'ext_title'.
1452 */ 1431 */
1453void 1432void
1454set_dragon_name (object *pl, const object *abil, const object *skin) 1433set_dragon_name (object *pl, const object *abil, const object *skin)
1455{ 1434{
1456 int atnr = -1; /* attacknumber of highest level */ 1435 int atnr = -1; /* attacknumber of highest level */
1474 /* now if there are equals at highest level, pick the one with focus, 1453 /* now if there are equals at highest level, pick the one with focus,
1475 or else at random */ 1454 or else at random */
1476 if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level) 1455 if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level)
1477 atnr = abil->stats.exp; 1456 atnr = abil->stats.exp;
1478 1457
1479 level = (int) (level / 25.);
1480
1481 /* now set the new title */ 1458 /* now set the new title */
1482 if (pl->contr)
1483 {
1484 if (level == 0)
1485 sprintf (pl->contr->title, "%s hatchling", attacks[atnr]); 1459 if (level < 25) sprintf (pl->contr->title, "%s hatchling", attacks[atnr]);
1486 else if (level == 1)
1487 sprintf (pl->contr->title, "%s wyrm", attacks[atnr]); 1460 else if (level < 50) sprintf (pl->contr->title, "%s wyrm" , attacks[atnr]);
1488 else if (level == 2)
1489 sprintf (pl->contr->title, "%s wyvern", attacks[atnr]); 1461 else if (level < 75) sprintf (pl->contr->title, "%s wyvern" , attacks[atnr]);
1490 else if (level == 3)
1491 sprintf (pl->contr->title, "%s dragon", attacks[atnr]); 1462 else if (level < 100) sprintf (pl->contr->title, "%s dragon" , attacks[atnr]);
1492 else 1463 else
1493 { 1464 {
1494 /* special titles for extra high resistance! */ 1465 /* special titles for extra high resistance! */
1495 if (skin->resist[atnr] > 80)
1496 sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]); 1466 if (skin->resist[atnr] > 80) sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]);
1497 else if (skin->resist[atnr] > 50)
1498 sprintf (pl->contr->title, "ancient %s dragon", attacks[atnr]); 1467 else if (skin->resist[atnr] > 50) sprintf (pl->contr->title, "ancient %s dragon" , attacks[atnr]);
1499 else
1500 sprintf (pl->contr->title, "big %s dragon", attacks[atnr]); 1468 else sprintf (pl->contr->title, "big %s dragon" , attacks[atnr]);
1501 }
1502 } 1469 }
1503 1470
1504 strcpy (pl->contr->own_title, ""); 1471 strcpy (pl->contr->own_title, "");
1505} 1472}
1506 1473
1507/* 1474/*
1508 * This function is called when a dragon-player gains 1475 * This function is called when a dragon-player gains
1509 * an overall level. Here, the dragon might gain new abilities 1476 * an overall level. Here, the dragon might gain new abilities
1510 * or change the ability-focus. 1477 * or change the ability-focus.
1511 */ 1478 */
1512void 1479static void
1513dragon_level_gain (object *who) 1480dragon_level_gain (object *who)
1514{ 1481{
1515 object *abil = NULL; /* pointer to dragon ability force */ 1482 object *abil = NULL; /* pointer to dragon ability force */
1516 object *skin = NULL; /* pointer to dragon skin force */ 1483 object *skin = NULL; /* pointer to dragon skin force */
1517 object *tmp = NULL; /* tmp. object */ 1484 object *tmp = NULL; /* tmp. object */
1573 object *skill_obj; 1540 object *skill_obj;
1574 1541
1575 skill_obj = get_archetype_by_skill_name (skill_name, SKILL); 1542 skill_obj = get_archetype_by_skill_name (skill_name, SKILL);
1576 if (!skill_obj) 1543 if (!skill_obj)
1577 { 1544 {
1578 LOG (llevError, "add_player_exp: couldn't find skill %s\n", skill_name); 1545 LOG (llevError, "give_skill_by_name: couldn't find skill %s\n", skill_name);
1579 return NULL; 1546 return NULL;
1580 } 1547 }
1581 1548
1582 /* clear the flag - exp goes into this bucket, but player 1549 /* clear the flag - exp goes into this bucket, but player
1583 * still doesn't know it. 1550 * still doesn't know it.
1584 */ 1551 */
1585 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL); 1552 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL);
1586 skill_obj->stats.exp = 0; 1553 skill_obj->stats.exp = 0;
1587 skill_obj->level = 1; 1554 skill_obj->level = 1;
1588 insert_ob_in_ob (skill_obj, op); 1555 op->insert (skill_obj);
1589 1556
1590 if (player *pl = op->contr) 1557 if (player *pl = op->contr)
1591 { 1558 pl->link_skills ();
1592 pl->last_skill_ob [skill_obj->subtype] = skill_obj;
1593 if (pl->ns)
1594 pl->ns->last_skill_exp[skill_obj->subtype] = -1;//TODO: should be made superfluous
1595 }
1596 1559
1597 return skill_obj; 1560 return skill_obj;
1598} 1561}
1599 1562
1600/* player_lvl_adj() - for the new exp system. we are concerned with 1563/* player_lvl_adj() - for the new exp system. we are concerned with
1617 { 1580 {
1618 changed = true; 1581 changed = true;
1619 1582
1620 op->level++; 1583 op->level++;
1621 1584
1622 if (op && op == who && op->stats.exp > 1 && is_dragon_pl (who)) 1585 if (op && op == who && op->stats.exp > 1 && who->is_dragon ())
1623 dragon_level_gain (who); 1586 dragon_level_gain (who);
1624 1587
1625 /* Only roll these if it is the player (who) that gained the level */ 1588 /* Only roll these if it is the player (who) that gained the level */
1626 if (op == who && (who->level < 11) && who->type == PLAYER) 1589 if (op == who && (who->level < 11) && who->type == PLAYER)
1627 { 1590 {
1660 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); 1623 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1661 } 1624 }
1662 } 1625 }
1663 1626
1664 if (changed) 1627 if (changed)
1665 { 1628 who->update_stats (); // should cause esrv_update_stats and esrv_update_spells
1666 who->update_stats ();
1667 esrv_update_stats (who->contr);
1668 /* check if the spell data has changed */
1669 esrv_update_spells (who->contr);
1670 }
1671} 1629}
1672 1630
1673/* 1631/*
1674 * Returns how much experience is needed for a player to become 1632 * Returns how much experience is needed for a player to become
1675 * the given level. level should really never exceed max_level 1633 * the given level. level should really never exceed max_level
1719 * flag is what to do if the player doesn't have the skill: 1677 * flag is what to do if the player doesn't have the skill:
1720 */ 1678 */
1721static void 1679static void
1722add_player_exp (object *op, sint64 exp, const char *skill_name, int flag) 1680add_player_exp (object *op, sint64 exp, const char *skill_name, int flag)
1723{ 1681{
1724 object *skill_obj = NULL; 1682 object *skill_obj;
1725 sint64 limit, exp_to_add; 1683 sint64 limit, exp_to_add;
1726 int i; 1684 int i;
1727 1685
1728 /* prevents some forms of abuse. */ 1686 /* prevents some forms of abuse. */
1729 if (op->contr->braced) 1687 if (op->contr->braced)
1732 /* Try to find the matching skill. 1690 /* Try to find the matching skill.
1733 * We do a shortcut/time saving mechanism first - see if it matches 1691 * We do a shortcut/time saving mechanism first - see if it matches
1734 * chosen_skill. This means we don't need to search through 1692 * chosen_skill. This means we don't need to search through
1735 * the players inventory. 1693 * the players inventory.
1736 */ 1694 */
1695 skill_obj = 0;
1696
1737 if (skill_name) 1697 if (skill_name)
1738 { 1698 {
1739 if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill)) 1699 skill_obj = op->contr->find_skill (skill_name);
1740 skill_obj = op->chosen_skill;
1741 else
1742 {
1743 for (i = 0; i < NUM_SKILLS; i++)
1744 if (op->contr->last_skill_ob[i] && !strcmp (op->contr->last_skill_ob[i]->skill, skill_name))
1745 {
1746 skill_obj = op->contr->last_skill_ob[i];
1747 break;
1748 }
1749 1700
1750 /* Player doesn't have the skill. Check to see what to do, and give 1701 /* Player doesn't have the skill. Check to see what to do, and give
1751 * it to the player if necessary 1702 * it to the player if necessary
1752 */ 1703 */
1753 if (!skill_obj) 1704 if (!skill_obj)
1754 { 1705 {
1755 if (flag == SK_EXP_NONE) 1706 if (flag == SK_EXP_NONE)
1756 return; 1707 return;
1708
1757 else if (flag == SK_EXP_ADD_SKILL) 1709 if (flag == SK_EXP_ADD_SKILL)
1758 give_skill_by_name (op, skill_name); 1710 skill_obj = give_skill_by_name (op, skill_name);
1759 }
1760 } 1711 }
1761 } 1712 }
1762 1713
1763 if (flag != SK_EXP_SKILL_ONLY) 1714 if (flag != SK_EXP_SKILL_ONLY)
1764 { 1715 {
1797 player_lvl_adj (op, skill_obj); 1748 player_lvl_adj (op, skill_obj);
1798 } 1749 }
1799} 1750}
1800 1751
1801/* This function checks to make sure that object 'op' can 1752/* This function checks to make sure that object 'op' can
1802 * lost 'exp' experience. It returns the amount of exp 1753 * lose 'exp' experience. It returns the amount of exp
1803 * object 'op' can in fact lose - it basically makes 1754 * object 'op' can in fact lose - it basically makes
1804 * adjustments based on permanent exp and the like. 1755 * adjustments based on permanent exp and the like.
1805 * This function should always be used for losing experience - 1756 * This function should always be used for losing experience -
1806 * the 'exp' value passed should be positive - this is the 1757 * the 'exp' value passed should be positive - this is the
1807 * amount that should get subtract from the player. 1758 * amount that should get subtract from the player.
1808 */ 1759 */
1809sint64 1760static sint64
1810check_exp_loss (const object *op, sint64 exp) 1761check_exp_loss (const object *op, sint64 exp)
1811{ 1762{
1812 sint64 del_exp; 1763 sint64 del_exp;
1813 1764
1814 if (exp > op->stats.exp) 1765 if (exp > op->stats.exp)
1815 exp = op->stats.exp; 1766 exp = op->stats.exp;
1767
1816 if (settings.permanent_exp_ratio) 1768 if (settings.permanent_exp_ratio)
1817 { 1769 {
1818 del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO); 1770 del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO);
1771
1819 if (del_exp < 0) 1772 if (del_exp < 0)
1820 del_exp = 0; 1773 del_exp = 0;
1774
1821 if (exp > del_exp) 1775 if (exp > del_exp)
1822 exp = del_exp; 1776 exp = del_exp;
1823 } 1777 }
1778
1824 return exp; 1779 return exp;
1825} 1780}
1826 1781
1827sint64 1782sint64
1828check_exp_adjust (const object *op, sint64 exp) 1783check_exp_adjust (const object *op, sint64 exp)
1829{ 1784{
1830 if (exp < 0) 1785 if (exp < 0)
1831 return check_exp_loss (op, exp); 1786 return check_exp_loss (op, exp);
1832 else 1787 else
1833 return MIN (exp, (sint64) MAX_EXPERIENCE - op->stats.exp); 1788 return min (exp, (sint64)MAX_EXPERIENCE - op->stats.exp);
1834} 1789}
1835
1836 1790
1837/* Subtracts experience from player. 1791/* Subtracts experience from player.
1838 * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we 1792 * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we
1839 * only subtract from the matching skill. Otherwise, 1793 * only subtract from the matching skill. Otherwise,
1840 * this subtracts a portion from all 1794 * this subtracts a portion from all
1854 sint64 del_exp; 1808 sint64 del_exp;
1855 1809
1856 for (tmp = op->inv; tmp; tmp = tmp->below) 1810 for (tmp = op->inv; tmp; tmp = tmp->below)
1857 if (tmp->type == SKILL && tmp->stats.exp) 1811 if (tmp->type == SKILL && tmp->stats.exp)
1858 { 1812 {
1859 if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (tmp->skill, skill)) 1813 if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (&tmp->skill, skill))
1860 { 1814 {
1861 del_exp = check_exp_loss (tmp, exp); 1815 del_exp = check_exp_loss (tmp, exp);
1862 tmp->stats.exp -= del_exp; 1816 tmp->stats.exp -= del_exp;
1863 player_lvl_adj (op, tmp); 1817 player_lvl_adj (op, tmp);
1864 } 1818 }
1952 * amount of permenent experience, whichever gives the lowest loss. 1906 * amount of permenent experience, whichever gives the lowest loss.
1953 */ 1907 */
1954void 1908void
1955apply_death_exp_penalty (object *op) 1909apply_death_exp_penalty (object *op)
1956{ 1910{
1957 object *tmp;
1958 sint64 loss; 1911 sint64 loss;
1959 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */ 1912 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */
1960 sint64 level_loss; /* defined by the setting 'death_penalty_levels */ 1913 sint64 level_loss; /* defined by the setting 'death_penalty_levels */
1961 1914
1962 for (tmp = op->inv; tmp; tmp = tmp->below) 1915 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1963 if (tmp->type == SKILL && tmp->stats.exp) 1916 if (tmp->type == SKILL && tmp->stats.exp)
1964 { 1917 {
1965
1966 percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100; 1918 percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100;
1967 level_loss = tmp->stats.exp - levels[MAX (0, tmp->level - settings.death_penalty_level)]; 1919 level_loss = tmp->stats.exp - levels [max (0, tmp->level - settings.death_penalty_level)];
1968 1920
1969 /* With the revised exp system, you can get cases where 1921 /* With the revised exp system, you can get cases where
1970 * losing several levels would still require that you have more 1922 * losing several levels would still require that you have more
1971 * exp than you currently have - this is true if the levels 1923 * exp than you currently have - this is true if the levels
1972 * tables is a lot harder. 1924 * tables is a lot harder.
1973 */ 1925 */
1974 if (level_loss < 0) 1926 if (level_loss < 0)
1975 level_loss = 0; 1927 level_loss = 0;
1976 1928
1977 loss = check_exp_loss (tmp, MIN (level_loss, percentage_loss)); 1929 loss = check_exp_loss (tmp, min (level_loss, percentage_loss));
1978 1930
1979 tmp->stats.exp -= loss; 1931 tmp->stats.exp -= loss;
1980 player_lvl_adj (op, tmp); 1932 player_lvl_adj (op, tmp);
1981 } 1933 }
1982 1934
1983 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100; 1935 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100;
1984 level_loss = op->stats.exp - levels[MAX (0, op->level - settings.death_penalty_level)]; 1936 level_loss = op->stats.exp - levels[max (0, op->level - settings.death_penalty_level)];
1985 1937
1986 if (level_loss < 0) 1938 if (level_loss < 0)
1987 level_loss = 0; 1939 level_loss = 0;
1940
1988 loss = check_exp_loss (op, MIN (level_loss, percentage_loss)); 1941 loss = check_exp_loss (op, min (level_loss, percentage_loss));
1989 1942
1990 op->stats.exp -= loss; 1943 op->stats.exp -= loss;
1991 player_lvl_adj (op, NULL); 1944 player_lvl_adj (op, NULL);
1992} 1945}
1993 1946

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