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Comparing deliantra/server/common/living.C (file contents):
Revision 1.52 by root, Sat May 12 18:34:19 2007 UTC vs.
Revision 1.122 by root, Fri Apr 30 21:00:39 2010 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 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 * 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, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
21 * 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 */
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 f, 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, *wc_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 && (tmp->type != SKILL || tmp->subtype != SK_PRAYING))
872 continue;
873 882
874 for (i = 0; i < NUM_STATS; i++) 883 for (int i = 0; i < NUM_STATS; i++)
875 change_attr_value (&stats, i, tmp->stats.stat (i)); 884 stat_sum [i] += tmp->stats.stat (i);
876 885
877 /* these are the items that currently can change digestion, regeneration, 886 if (digest_types [tmp->type])
878 * spell point recovery and mana point recovery. Seems sort of an arbitary
879 * list, but other items store other info into stats array.
880 */
881 if (tmp->type == WEAPON || tmp->type == BOW ||
882 tmp->type == ARMOUR || tmp->type == HELMET ||
883 tmp->type == SHIELD || tmp->type == RING ||
884 tmp->type == BOOTS || tmp->type == GLOVES ||
885 tmp->type == AMULET || tmp->type == GIRDLE ||
886 tmp->type == BRACERS || tmp->type == CLOAK ||
887 tmp->type == DISEASE || tmp->type == FORCE ||
888 tmp->type == SKILL)
889 { 887 {
890 contr->digestion += tmp->stats.food; 888 contr->digestion += tmp->stats.food;
891 contr->gen_hp += tmp->stats.hp; 889 contr->gen_hp += tmp->stats.hp;
890 if (tmp->type != BOW) // ugly exception for bows
892 contr->gen_sp += tmp->stats.sp; 891 contr->gen_sp += tmp->stats.sp;
893 contr->gen_grace += tmp->stats.grace; 892 contr->gen_grace += tmp->stats.grace;
894 contr->gen_sp_armour += tmp->gen_sp_armour; 893 contr->gen_sp_armour += tmp->gen_sp_armour;
895 contr->item_power += tmp->item_power;
896 } 894 }
897 } /* if this is a player */ 895 } /* if this is a player */
898 else 896 else
899 { 897 {
900 if (tmp->type == WEAPON) 898 if (tmp->type == WEAPON)
901 current_weapon = tmp; 899 current_weapon = tmp;
902 } 900 }
903 901
904 /* Update slots used for items */ 902 /* Update slots used for items */
905 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 903 if (tmp->flag [FLAG_APPLIED]) // exclude praying...
906 for (i = 0; i < NUM_BODY_LOCATIONS; i++) 904 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
907 slot[i].used += tmp->slot[i].info; 905 slot[i].used += tmp->slot[i].info;
908 906
909 if (tmp->type == SYMPTOM) 907 if (tmp->type == SYMPTOM)
910 {
911 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);
912 909
913 if (speed_reduce_from_disease == 0)
914 speed_reduce_from_disease = 1;
915 }
916
917 /* Pos. and neg. protections are counted seperate (-> pro/vuln). 910 /* Pos. and neg. protections are counted separate (-> pro/vuln).
918 * (Negative protections are calculated exactly like positive.) 911 * (Negative protections are calculated exactly like positive.)
919 * Resistance from potions are treated special as well. If there's 912 * Resistance from potions are treated special as well. If there's
920 * more than one potion-effect, the bigger prot.-value is taken. 913 * more than one potion-effect, the bigger prot.-value is taken.
921 */ 914 */
922 if (tmp->type != POTION) 915 if (tmp->type == POTION_EFFECT)
923 {
924 for (i = 0; i < NROFATTACKS; i++) 916 for (int i = 0; i < NROFATTACKS; i++)
925 {
926 /* Potential for cursed potions, in which case we just can use
927 * a straight MAX, as potion_resist is initialised to zero.
928 */
929 if (tmp->type == POTION_EFFECT)
930 {
931 if (potion_resist[i])
932 potion_resist[i] = MAX (potion_resist[i], tmp->resist[i]);
933 else
934 potion_resist[i] = tmp->resist[i]; 917 max_it (potion_resist[i], tmp->resist[i]);
935 } 918 else if (tmp->type != POTION)
919 for (int i = 0; i < NROFATTACKS; i++)
936 else if (tmp->resist[i] > 0) 920 if (tmp->resist[i] > 0)
937 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100; 921 prot[i] += (100 - prot[i]) * tmp->resist[i] / 100;
938 else if (tmp->resist[i] < 0) 922 else if (tmp->resist[i] < 0)
939 vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100; 923 vuln[i] += (100 - vuln[i]) * -tmp->resist[i] / 100;
940 }
941 }
942 924
943 /* There may be other things that should not adjust the attacktype */ 925 /* There may be other things that should not adjust the attacktype */
944 if ((tmp->type != WEAPON && tmp->type != BOW && tmp->type != SYMPTOM) 926 if (tmp->type != SYMPTOM)
945 || current_weapon == tmp)
946 { 927 {
947 attacktype |= tmp->attacktype; 928 attacktype |= tmp->attacktype;
948 path_attuned |= tmp->path_attuned; 929 path_attuned |= tmp->path_attuned;
949 path_repelled |= tmp->path_repelled; 930 path_repelled |= tmp->path_repelled;
950 path_denied |= tmp->path_denied; 931 path_denied |= tmp->path_denied;
951 move_type |= tmp->move_type; 932 move_type |= tmp->move_type;
952 stats.luck += tmp->stats.luck; 933 stats.luck += tmp->stats.luck;
953 } 934 }
954 935
955 if (QUERY_FLAG (tmp, FLAG_LIFESAVE )) SET_FLAG (this, FLAG_LIFESAVE); 936 flag |= tmp->flag & copy_flags;
956 if (QUERY_FLAG (tmp, FLAG_REFL_SPELL )) SET_FLAG (this, FLAG_REFL_SPELL);
957 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE)) SET_FLAG (this, FLAG_REFL_MISSILE);
958 if (QUERY_FLAG (tmp, FLAG_STEALTH )) SET_FLAG (this, FLAG_STEALTH);
959 if (QUERY_FLAG (tmp, FLAG_XRAYS )) SET_FLAG (this, FLAG_XRAYS);
960 if (QUERY_FLAG (tmp, FLAG_BLIND )) SET_FLAG (this, FLAG_BLIND);
961 if (QUERY_FLAG (tmp, FLAG_SEE_IN_DARK )) SET_FLAG (this, FLAG_SEE_IN_DARK);
962 937
963 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (&arch->clone, FLAG_UNDEAD)) 938 if (tmp->flag [FLAG_UNDEAD] && !arch->flag [FLAG_UNDEAD])
964 SET_FLAG (this, FLAG_UNDEAD); 939 this->set_flag (FLAG_UNDEAD);
965 940
966 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS)) 941 //TODO: copy_flags?
942 if (tmp->flag [FLAG_MAKE_INVIS])
967 { 943 {
968 SET_FLAG (this, FLAG_MAKE_INVIS); 944 set_flag (FLAG_MAKE_INVIS);
969 invisible = 1; 945 invisible = 1;
970 } 946 }
971 947
972 if (tmp->stats.exp && tmp->type != SKILL) 948 if (tmp->stats.exp && tmp->type != SKILL)
973 { 949 {
980 added_speed += tmp->stats.exp; 956 added_speed += tmp->stats.exp;
981 } 957 }
982 958
983 switch (tmp->type) 959 switch (tmp->type)
984 { 960 {
985#if 0
986 case WAND:
987 case ROD: 961 case SKILL:
988 case HORN: 962 {
989 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
990 chosen_skill = tmp; 977 chosen_skill = tmp;
991 break;
992#endif
993 978
994 /* skills modifying the character -b.t. */
995 /* for all skills and skill granting objects */
996 case SKILL:
997 if (!QUERY_FLAG (tmp, FLAG_APPLIED))
998 break;
999
1000 if (IS_COMBAT_SKILL (tmp->subtype))
1001 wc_obj = tmp;
1002
1003 if (chosen_skill)
1004 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &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 += tmp->stats.dam * (1 + (chosen_skill->level / 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 += 3 * tmp->weight / 1000;
1034
1035 break; 1002 }
1036 1003
1037 case SKILL_TOOL:
1038 if (chosen_skill)
1039 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name);
1040
1041 chosen_skill = tmp;
1042 break; 1004 break;
1043 1005
1044 case SHIELD: 1006 case SHIELD:
1045 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1007 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1046 contr->encumbrance += (int) tmp->weight / 2000; 1008 contr->encumbrance += tmp->weight / 2000;
1009 //FALLTHROUGH
1047 case RING: 1010 case RING:
1048 case AMULET: 1011 case AMULET:
1049 case GIRDLE: 1012 case GIRDLE:
1050 case HELMET: 1013 case HELMET:
1051 case BOOTS: 1014 case BOOTS:
1060 if (tmp->stats.ac) 1023 if (tmp->stats.ac)
1061 ac -= tmp->stats.ac + tmp->magic; 1024 ac -= tmp->stats.ac + tmp->magic;
1062 1025
1063 break; 1026 break;
1064 1027
1028 case WAND:
1029 case ROD:
1030 case HORN:
1031 break;
1032
1065 case BOW: 1033 case BOW:
1066 case WEAPON: 1034 case WEAPON:
1067 if (type != PLAYER || current_weapon == tmp)
1068 {
1069 wc -= tmp->stats.wc + tmp->magic; 1035 wc -= tmp->stats.wc + tmp->magic;
1070 1036
1071 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0) 1037 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0)
1072 ac -= tmp->stats.ac + tmp->magic; 1038 ac -= tmp->stats.ac + tmp->magic;
1073 1039
1074 stats.dam += tmp->stats.dam + tmp->magic; 1040 stats.dam += tmp->stats.dam + tmp->magic;
1075 weapon_weight = tmp->weight; 1041 weapon_weight = tmp->weight;
1076 weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2; 1042 weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2;
1077 1043
1078 if (weapon_speed < 0) 1044 if (weapon_speed < 0)
1079 weapon_speed = 0; 1045 weapon_speed = 0;
1080 1046
1081 slaying = tmp->slaying; 1047 slaying = tmp->slaying;
1082 1048
1083 /* If there is desire that two handed weapons should do 1049 /* If there is desire that two handed weapons should do
1084 * extra strength damage, this is where the code should 1050 * extra strength damage, this is where the code should
1085 * go. 1051 * go.
1086 */ 1052 */
1087 1053
1088 if (type == PLAYER) 1054 if (type == PLAYER)
1089 if (settings.spell_encumbrance) 1055 if (settings.spell_encumbrance)
1090 contr->encumbrance += tmp->weight * 3 / 1000; 1056 contr->encumbrance += tmp->weight * 3 / 1000;
1091 }
1092 1057
1093 break; 1058 break;
1094 1059
1095 case ARMOUR: /* Only the best of these three are used: */ 1060 case ARMOUR: /* Only the best of these three are used: */
1096 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1061 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1119 else /* To nullify the below effect */ 1084 else /* To nullify the below effect */
1120 ac += tmp->stats.ac + tmp->magic; 1085 ac += tmp->stats.ac + tmp->magic;
1121 } 1086 }
1122 1087
1123 if (tmp->stats.wc) 1088 if (tmp->stats.wc)
1124 wc -= (tmp->stats.wc + tmp->magic); 1089 wc -= tmp->stats.wc + tmp->magic;
1125 1090
1126 if (tmp->stats.ac) 1091 if (tmp->stats.ac)
1127 ac -= (tmp->stats.ac + tmp->magic); 1092 ac -= tmp->stats.ac + tmp->magic;
1128 1093
1129 if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.f < max) 1094 if (ARMOUR_SPEED (tmp))
1130 max = ARMOUR_SPEED (tmp) / 10.f; 1095 max_speed = min (max_speed, ARMOUR_SPEED (tmp) / 10.f);
1131 1096
1132 break; 1097 break;
1133 } /* switch tmp->type */ 1098 } /* switch tmp->type */
1134 } /* item is equipped */ 1099 } /* item is equipped */
1135 } /* for loop of items */ 1100 } /* for loop of items */
1101
1102 min_it (glow_radius, MAX_LIGHT_RADIUS);
1136 1103
1137 /* We've gone through all the objects the player has equipped. For many things, we 1104 /* We've gone through all the objects the player has equipped. For many things, we
1138 * have generated intermediate values which we now need to assign. 1105 * have generated intermediate values which we now need to assign.
1139 */ 1106 */
1140 1107
1142 * If there is an uncursed potion in effect, granting more protection 1109 * If there is an uncursed potion in effect, granting more protection
1143 * than that, we take: 'total resistance = resistance from potion'. 1110 * than that, we take: 'total resistance = resistance from potion'.
1144 * If there is a cursed (and no uncursed) potion in effect, we take 1111 * If there is a cursed (and no uncursed) potion in effect, we take
1145 * 'total resistance = vulnerability from cursed potion'. 1112 * 'total resistance = vulnerability from cursed potion'.
1146 */ 1113 */
1147 for (i = 0; i < NROFATTACKS; i++) 1114 for (int i = 0; i < NROFATTACKS; i++)
1148 { 1115 {
1149 resist[i] = prot[i] - vuln[i]; 1116 resist[i] = prot[i] - vuln[i];
1150 1117
1151 if (potion_resist[i] && ((potion_resist[i] > resist[i]) || (potion_resist[i] < 0))) 1118 if (potion_resist[i] != -1000
1119 && (potion_resist[i] < 0 || potion_resist[i] > resist[i]))
1152 resist[i] = potion_resist[i]; 1120 resist[i] = potion_resist[i];
1153 } 1121 }
1154 1122
1155 /* Figure out the players sp/mana/hp totals. */
1156 if (type == PLAYER) 1123 if (type == PLAYER)
1157 { 1124 {
1125 // clamp various player stats
1126 for (int i = 0; i < NUM_STATS; ++i)
1127 stats.stat (i) = stat_sum [i];
1128
1129 check_stat_bounds (&stats);
1130
1131 contr->digestion = clamp (contr->digestion, MIN_DIGESTION, MAX_DIGESTION);
1132
1133 /* Figure out the players sp/mana/hp totals. */
1158 int pl_level; 1134 int pl_level;
1159 1135
1160 check_stat_bounds (&(stats));
1161 pl_level = level;
1162
1163 if (pl_level < 1)
1164 pl_level = 1; /* safety, we should always get 1 levels worth of hp! */ 1136 pl_level = max (1, level); /* safety, we should always get 1 levels worth of hp! */
1165 1137
1166 /* You basically get half a con bonus/level. But we do take into account rounding, 1138 /* You basically get half a con bonus/level. But we do take into account rounding,
1167 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels. 1139 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels.
1168 */ 1140 */
1169 for (i = 1, stats.maxhp = 0; i <= pl_level && i <= 10; i++) 1141 stats.maxhp = 0;
1142 for (int i = 1; i <= min (10, pl_level); i++)
1170 { 1143 {
1171 j = contr->levhp[i] + con_bonus[stats.Con] / 2; 1144 int j = contr->levhp[i] + con_bonus[stats.Con] / 2;
1172 1145
1173 if (i % 2 && con_bonus[stats.Con] % 2) 1146 if (i % 2 && con_bonus[stats.Con] % 2)
1174 {
1175 if (con_bonus[stats.Con] > 0) 1147 if (con_bonus[stats.Con] > 0)
1176 j++; 1148 j++;
1177 else 1149 else
1178 j--; 1150 j--;
1179 }
1180 1151
1181 stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */ 1152 stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */
1182 } 1153 }
1183 1154
1184 for (i = 11; i <= level; i++) 1155 stats.maxhp += 2 * max (0, level - 10);
1185 stats.maxhp += 2;
1186 1156
1187 if (stats.hp > stats.maxhp) 1157 if (stats.hp > stats.maxhp)
1188 stats.hp = stats.maxhp; 1158 stats.hp = stats.maxhp;
1189 1159
1190 /* Sp gain is controlled by the level of the player's 1160 /* Sp gain is controlled by the level of the player's
1203 1173
1204 if (mana_obj == this && type == PLAYER) 1174 if (mana_obj == this && type == PLAYER)
1205 stats.maxsp = 1; 1175 stats.maxsp = 1;
1206 else 1176 else
1207 { 1177 {
1208 sp_tmp = 0.f; 1178 float sp_tmp = 0.f;
1209 1179
1210 for (i = 1; i <= mana_obj->level && i <= 10; i++) 1180 for (int i = 1; i <= min (10, mana_obj->level); i++)
1211 { 1181 {
1212 float stmp; 1182 float stmp;
1213 1183
1214 /* Got some extra bonus at first level */ 1184 /* Got some extra bonus at first level */
1215 if (i < 2) 1185 if (i < 2)
1216 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 6.f; 1186 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 6.f;
1217 else 1187 else
1218 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 12.f; 1188 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 12.f;
1219 1189
1220 if (stmp < 1.f)
1221 stmp = 1.f;
1222
1223 sp_tmp += stmp; 1190 sp_tmp += max (1.f, stmp);
1224 } 1191 }
1225 1192
1226 stats.maxsp = (sint16)sp_tmp; 1193 stats.maxsp = int (sp_tmp) + 2 * max (0, mana_obj->level - 10);
1227
1228 for (i = 11; i <= mana_obj->level; i++)
1229 stats.maxsp += 2;
1230 } 1194 }
1195
1231 /* Characters can get their sp supercharged via rune of transferrance */ 1196 /* Characters can get their sp supercharged via rune of transferrance */
1232 if (stats.sp > stats.maxsp * 2) 1197 stats.sp = min (stats.sp, stats.maxsp * 2);
1233 stats.sp = stats.maxsp * 2;
1234 1198
1235 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */ 1199 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */
1236 if (!grace_obj || !grace_obj->level || type != PLAYER) 1200 if (!grace_obj || !grace_obj->level || type != PLAYER)
1237 grace_obj = this; 1201 grace_obj = this;
1238 1202
1243 /* store grace in a float - this way, the divisions below don't create 1207 /* store grace in a float - this way, the divisions below don't create
1244 * big jumps when you go from level to level - with int's, it then 1208 * big jumps when you go from level to level - with int's, it then
1245 * becomes big jumps when the sums of the bonuses jump to the next 1209 * becomes big jumps when the sums of the bonuses jump to the next
1246 * step of 8 - with floats, even fractional ones are useful. 1210 * step of 8 - with floats, even fractional ones are useful.
1247 */ 1211 */
1248 sp_tmp = 0.f; 1212 float sp_tmp = 0.f;
1249 for (i = 1, stats.maxgrace = 0; i <= grace_obj->level && i <= 10; i++) 1213
1214 for (int i = 1; i <= min (10, grace_obj->level); i++)
1250 { 1215 {
1251 float grace_tmp = 0.f; 1216 float grace_tmp = 0.f;
1252 1217
1253 /* Got some extra bonus at first level */ 1218 /* Got some extra bonus at first level */
1254 if (i < 2) 1219 if (i < 2)
1255 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 6.f; 1220 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 6.f;
1256 else 1221 else
1257 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 12.f; 1222 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 12.f;
1258 1223
1259 if (grace_tmp < 1.f)
1260 grace_tmp = 1.f;
1261
1262 sp_tmp += grace_tmp; 1224 sp_tmp += max (1.f, grace_tmp);
1263 } 1225 }
1264 1226
1265 stats.maxgrace = (sint16)sp_tmp;
1266
1267 /* two grace points per level after 11 */ 1227 /* two grace points per level after 10 */
1268 for (i = 11; i <= grace_obj->level; i++) 1228 stats.maxgrace = int (sp_tmp) + 2 * max (0, grace_obj->level - 10);
1269 stats.maxgrace += 2;
1270 } 1229 }
1230
1271 /* No limit on grace vs maxgrace */ 1231 /* No limit on grace vs maxgrace */
1272 1232
1273 if (contr->braced) 1233 if (contr->braced)
1274 { 1234 {
1275 ac += 2; 1235 ac += 2;
1287 * improvement every level, now its fighterlevel/5. So 1247 * improvement every level, now its fighterlevel/5. So
1288 * we give the player a bonus here in wc and dam 1248 * we give the player a bonus here in wc and dam
1289 * to make up for the change. Note that I left the 1249 * to make up for the change. Note that I left the
1290 * monster bonus the same as before. -b.t. 1250 * monster bonus the same as before. -b.t.
1291 */ 1251 */
1252 object *wc_obj = chosen_skill;
1292 1253
1293 if (type == PLAYER && wc_obj && wc_obj->level > 1) 1254 if (contr && wc_obj && wc_obj->level > 1)
1294 { 1255 {
1295 wc -= wc_obj->level + thaco_bonus[stats.Str]; 1256 wc -= wc_obj->level + thaco_bonus[stats.Str];
1296 1257
1297 for (i = 1; i < wc_obj->level; i++) 1258 for (int i = 1; i < wc_obj->level; i++)
1298 { 1259 {
1299 /* addtional wc every 6 levels */ 1260 /* additional wc every 6 levels */
1300 if (!(i % 6)) 1261 if (!(i % 6))
1301 wc--; 1262 wc--;
1302 1263
1303 /* addtional dam every 4 levels. */ 1264 /* additional dam every 4 levels. */
1304 if (!(i % 4) && dam_bonus[stats.Str] >= 0) 1265 if (!(i % 4) && dam_bonus[stats.Str] >= 0)
1305 stats.dam += 1 + dam_bonus[stats.Str] / 5; 1266 stats.dam += 1 + dam_bonus[stats.Str] / 5;
1306 } 1267 }
1307 } 1268 }
1308 else 1269 else
1315 1276
1316 speed = 1.f + speed_bonus[stats.Dex]; 1277 speed = 1.f + speed_bonus[stats.Dex];
1317 1278
1318 if (settings.search_items && contr->search_str[0]) 1279 if (settings.search_items && contr->search_str[0])
1319 speed -= 1; 1280 speed -= 1;
1320
1321 if (attacktype == 0)
1322 attacktype = arch->clone.attacktype;
1323
1324 } /* End if player */ 1281 } /* End if player */
1325 1282
1326 if (added_speed >= 0) 1283 if (added_speed >= 0)
1327 speed += added_speed / 10.f; 1284 speed += added_speed / 10.f;
1328 else /* Something wrong here...: */ 1285 else /* Something wrong here...: */
1329 speed /= 1.f - added_speed; 1286 speed /= 1.f - added_speed;
1330 1287
1331 /* Max is determined by armour */ 1288 /* Max is determined by armour */
1332 if (speed > max) 1289 speed = min (speed, max_speed);
1333 speed = max;
1334 1290
1335 if (type == PLAYER) 1291 if (type == PLAYER)
1336 { 1292 {
1337 /* f is a number the represents the number of kg above (positive num) 1293 /* f is a number the represents the number of kg above (positive num)
1338 * or below (negative number) that the player is carrying. If above 1294 * or below (negative number) that the player is carrying. If above
1339 * weight limit, then player suffers a speed reduction based on how 1295 * weight limit, then player suffers a speed reduction based on how
1340 * much above he is, and what is max carry is 1296 * much above he is, and what is max carry is
1341 */ 1297 */
1342 f = (carrying / 1000) - max_carry[stats.Str]; 1298 float f = (carrying / 1000) - max_carry[stats.Str];
1343 if (f > 0) 1299 if (f > 0.f)
1344 speed = speed / (1.f + f / max_carry[stats.Str]); 1300 speed = speed / (1.f + f / max_carry[stats.Str]);
1345 } 1301 }
1346 1302
1347 speed += bonus_speed / 10.f; /* Not affected by limits */ 1303 speed += bonus_speed / 10.f; /* Not affected by limits */
1304 speed *= speed_reduce_from_disease;
1348 1305
1349 /* Put a lower limit on speed. Note with this speed, you move once every 1306 /* Put a lower limit on speed. Note with this speed, you move once every
1350 * 100 ticks or so. This amounts to once every 12 seconds of realtime. 1307 * 25 ticks or so. This amounts to once every 3 seconds of realtime.
1351 */ 1308 */
1352 speed = speed * speed_reduce_from_disease; 1309 max_it (speed, is_player () ? MIN_PLAYER_SPEED : MIN_ACTIVE_SPEED);
1353 1310
1354 if (speed < 0.01f && type == PLAYER) 1311 if (speed != old_speed)
1355 speed = 0.01f; 1312 set_speed (speed);
1356 1313
1357 if (type == PLAYER) 1314 if (type == PLAYER)
1358 { 1315 {
1359 /* (This formula was made by vidarl@ifi.uio.no) 1316 /* (This formula was made by vidarl@ifi.uio.no)
1360 * Note that we never used these values again - basically 1317 * Note that we never used these values again - basically
1362 * that would just be a real pain to read. 1319 * that would just be a real pain to read.
1363 */ 1320 */
1364 float M = (max_carry[stats.Str] - 121) / 121.f; 1321 float M = (max_carry[stats.Str] - 121) / 121.f;
1365 float M2 = max_carry[stats.Str] / 100.f; 1322 float M2 = max_carry[stats.Str] / 100.f;
1366 float W = weapon_weight / 20000.f; 1323 float W = weapon_weight / 20000.f;
1367 float s = 2 - weapon_speed / 10.f; 1324 float s = (20 - weapon_speed) / 10.f;
1368 float D = (stats.Dex - 14) / 14.f; 1325 float D = (stats.Dex - 14) / 14.f;
1369 float K = 1 + M / 3.f - W / (3 * M2) + speed / 5.f + D / 2.f; 1326 float K = 1 + M / 3.f - W / (3 * M2) + speed / 5.f + D / 2.f;
1370 1327
1371 K *= (4 + level) *1.2f / (6 + level); 1328 K *= (4 + level) * 1.2f / (6 + level);
1372 1329
1373 if (K <= 0.f) 1330 if (K <= 0.01f)
1374 K = 0.01f; 1331 K = 0.01f;
1375 1332
1376 float S = speed / (K * s); 1333 contr->weapon_sp = K * s * .5f; //TODO: balance the .5
1377
1378 contr->weapon_sp = S;
1379 } 1334 }
1380 1335
1381 /* I want to limit the power of small monsters with big weapons: */ 1336 /* I want to limit the power of small monsters with big weapons: */
1382 if (type != PLAYER && arch && stats.dam > arch->clone.stats.dam * 3) 1337 if (type != PLAYER && arch && stats.dam > arch->stats.dam * 3)
1383 stats.dam = arch->clone.stats.dam * 3; 1338 stats.dam = arch->stats.dam * 3;
1384 1339
1385 /* Prevent overflows of wc - best you can get is ABS(120) - this 1340 stats.wc = clamp (wc, MIN_WC, MAX_WC);
1386 * should be more than enough - remember, AC is also in 8 bits, 1341 stats.ac = clamp (ac, MIN_AC, MAX_AC);
1387 * so its value is the same.
1388 */
1389 if (wc > 120)
1390 wc = 120;
1391 else if (wc < -120)
1392 wc = -120;
1393
1394 stats.wc = wc;
1395
1396 if (ac > 120)
1397 ac = 120;
1398 else if (ac < -120)
1399 ac = -120;
1400
1401 stats.ac = ac;
1402 1342
1403 /* if for some reason the creature doesn't have any move type, 1343 /* if for some reason the creature doesn't have any move type,
1404 * give them walking as a default. 1344 * give them walking as a default.
1405 * The second case is a special case - to more closely mimic the 1345 * The second case is a special case - to more closely mimic the
1406 * old behaviour - if your flying, your not walking - just 1346 * old behaviour - if your flying, your not walking - just
1409 if (move_type == 0) 1349 if (move_type == 0)
1410 move_type = MOVE_WALK; 1350 move_type = MOVE_WALK;
1411 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) 1351 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH))
1412 move_type &= ~MOVE_WALK; 1352 move_type &= ~MOVE_WALK;
1413 1353
1414 if (speed != old_speed) 1354 // now apply the new move_type
1415 set_speed (speed); 1355 if (this->move_type != move_type)
1356 change_move_type (move_type);
1416 1357
1417 /* It is quite possible that a player's spell costing might have changed, 1358 /* It is quite possible that a player's spell costing might have changed,
1418 * so we will check that now. 1359 * so we will check that now.
1419 */ 1360 */
1420 if (type == PLAYER) 1361 if (is_player ())
1421 { 1362 contr->update_spells ();
1422 esrv_update_stats (contr);
1423 esrv_update_spells (contr);
1424 }
1425 1363
1426 // update the mapspace, if we are on a map 1364 // update the mapspace, if we are on a map
1427 if (!flag [FLAG_REMOVED] && map) 1365 if (!flag [FLAG_REMOVED] && map)
1428 map->at (x, y).flags_ = 0; 1366 map->at (x, y).flags_ = 0;
1367}
1368
1369void
1370object::set_glow_radius (sint8 rad)
1371{
1372 glow_radius = rad;
1373
1374 if (is_on_map ())
1375 update_all_los (map, x, y);
1376 else if (object *env = outer_env ())
1377 {
1378 env->update_stats ();
1379
1380 if (env->is_on_map ())
1381 update_all_los (env->map, env->x, env->y);
1382 }
1429} 1383}
1430 1384
1431/* 1385/*
1432 * Returns true if the given player is a legal class. 1386 * Returns true if the given player is a legal class.
1433 * The function to add and remove class-bonuses to the stats doesn't 1387 * The function to add and remove class-bonuses to the stats doesn't
1449 1403
1450/* 1404/*
1451 * set the new dragon name after gaining levels or 1405 * set the new dragon name after gaining levels or
1452 * changing ability focus (later this can be extended to 1406 * changing ability focus (later this can be extended to
1453 * eventually change the player's face and animation) 1407 * eventually change the player's face and animation)
1454 *
1455 * Note that the title is written to 'own_title' in the
1456 * player struct. This should be changed to 'ext_title'
1457 * as soon as clients support this!
1458 * Please, anyone, write support for 'ext_title'.
1459 */ 1408 */
1460void 1409void
1461set_dragon_name (object *pl, const object *abil, const object *skin) 1410set_dragon_name (object *pl, const object *abil, const object *skin)
1462{ 1411{
1463 int atnr = -1; /* attacknumber of highest level */ 1412 int atnr = -1; /* attacknumber of highest level */
1481 /* now if there are equals at highest level, pick the one with focus, 1430 /* now if there are equals at highest level, pick the one with focus,
1482 or else at random */ 1431 or else at random */
1483 if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level) 1432 if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level)
1484 atnr = abil->stats.exp; 1433 atnr = abil->stats.exp;
1485 1434
1486 level = (int) (level / 5.);
1487
1488 /* now set the new title */ 1435 /* now set the new title */
1489 if (pl->contr != NULL)
1490 {
1491 if (level == 0)
1492 sprintf (pl->contr->title, "%s hatchling", attacks[atnr]); 1436 if (level < 25) sprintf (pl->contr->title, "%s hatchling", attacks[atnr]);
1493 else if (level == 1)
1494 sprintf (pl->contr->title, "%s wyrm", attacks[atnr]); 1437 else if (level < 50) sprintf (pl->contr->title, "%s wyrm" , attacks[atnr]);
1495 else if (level == 2)
1496 sprintf (pl->contr->title, "%s wyvern", attacks[atnr]); 1438 else if (level < 75) sprintf (pl->contr->title, "%s wyvern" , attacks[atnr]);
1497 else if (level == 3)
1498 sprintf (pl->contr->title, "%s dragon", attacks[atnr]); 1439 else if (level < 100) sprintf (pl->contr->title, "%s dragon" , attacks[atnr]);
1499 else 1440 else
1500 { 1441 {
1501 /* special titles for extra high resistance! */ 1442 /* special titles for extra high resistance! */
1502 if (skin->resist[atnr] > 80)
1503 sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]); 1443 if (skin->resist[atnr] > 80) sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]);
1504 else if (skin->resist[atnr] > 50)
1505 sprintf (pl->contr->title, "ancient %s dragon", attacks[atnr]); 1444 else if (skin->resist[atnr] > 50) sprintf (pl->contr->title, "ancient %s dragon" , attacks[atnr]);
1506 else
1507 sprintf (pl->contr->title, "big %s dragon", attacks[atnr]); 1445 else sprintf (pl->contr->title, "big %s dragon" , attacks[atnr]);
1508 }
1509 } 1446 }
1510 1447
1511 strcpy (pl->contr->own_title, ""); 1448 strcpy (pl->contr->own_title, "");
1512} 1449}
1513 1450
1514/* 1451/*
1515 * This function is called when a dragon-player gains 1452 * This function is called when a dragon-player gains
1516 * an overall level. Here, the dragon might gain new abilities 1453 * an overall level. Here, the dragon might gain new abilities
1517 * or change the ability-focus. 1454 * or change the ability-focus.
1518 */ 1455 */
1519void 1456static void
1520dragon_level_gain (object *who) 1457dragon_level_gain (object *who)
1521{ 1458{
1522 object *abil = NULL; /* pointer to dragon ability force */ 1459 object *abil = NULL; /* pointer to dragon ability force */
1523 object *skin = NULL; /* pointer to dragon skin force */ 1460 object *skin = NULL; /* pointer to dragon skin force */
1524 object *tmp = NULL; /* tmp. object */ 1461 object *tmp = NULL; /* tmp. object */
1525 char buf[MAX_BUF]; /* tmp. string buffer */ 1462 char buf[MAX_BUF]; /* tmp. string buffer */
1526 1463
1527 /* now grab the 'dragon_ability'-forces from the player's inventory */ 1464 /* now grab the 'dragon_ability'-forces from the player's inventory */
1528 shstr_cmp dragon_ability_force ("dragon_ability_force");
1529 shstr_cmp dragon_skin_force ("dragon_skin_force");
1530
1531 for (tmp = who->inv; tmp; tmp = tmp->below) 1465 for (tmp = who->inv; tmp; tmp = tmp->below)
1532 if (tmp->type == FORCE) 1466 if (tmp->type == FORCE)
1533 if (tmp->arch->name == dragon_ability_force) 1467 if (tmp->arch->archname == shstr_dragon_ability_force)
1534 abil = tmp; 1468 abil = tmp;
1535 else if (tmp->arch->name == dragon_skin_force) 1469 else if (tmp->arch->archname == shstr_dragon_skin_force)
1536 skin = tmp; 1470 skin = tmp;
1537 1471
1538 /* if the force is missing -> bail out */ 1472 /* if the force is missing -> bail out */
1539 if (abil == NULL) 1473 if (abil == NULL)
1540 return; 1474 return;
1583 object *skill_obj; 1517 object *skill_obj;
1584 1518
1585 skill_obj = get_archetype_by_skill_name (skill_name, SKILL); 1519 skill_obj = get_archetype_by_skill_name (skill_name, SKILL);
1586 if (!skill_obj) 1520 if (!skill_obj)
1587 { 1521 {
1588 LOG (llevError, "add_player_exp: couldn't find skill %s\n", skill_name); 1522 LOG (llevError, "give_skill_by_name: couldn't find skill %s\n", skill_name);
1589 return NULL; 1523 return NULL;
1590 } 1524 }
1525
1591 /* clear the flag - exp goes into this bucket, but player 1526 /* clear the flag - exp goes into this bucket, but player
1592 * still doesn't know it. 1527 * still doesn't know it.
1593 */ 1528 */
1594 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL); 1529 skill_obj->clr_flag (FLAG_CAN_USE_SKILL);
1595 skill_obj->stats.exp = 0; 1530 skill_obj->stats.exp = 0;
1596 skill_obj->level = 1; 1531 skill_obj->level = 1;
1597 insert_ob_in_ob (skill_obj, op); 1532 op->insert (skill_obj);
1598 1533
1599 if (op->contr) 1534 if (player *pl = op->contr)
1600 { 1535 pl->link_skills ();
1601 op->contr->last_skill_ob [skill_obj->subtype] = skill_obj;
1602 if (op->contr->ns)
1603 op->contr->ns->last_skill_exp[skill_obj->subtype] = -1;//TODO: should be made superfluous
1604 }
1605 1536
1606 return skill_obj; 1537 return skill_obj;
1607} 1538}
1608
1609 1539
1610/* player_lvl_adj() - for the new exp system. we are concerned with 1540/* player_lvl_adj() - for the new exp system. we are concerned with
1611 * whether the player gets more hp, sp and new levels. 1541 * whether the player gets more hp, sp and new levels.
1612 * Note this this function should only be called for players. Monstes 1542 * Note this this function should only be called for players. Monstes
1613 * don't really gain levels 1543 * don't really gain levels
1616 */ 1546 */
1617void 1547void
1618player_lvl_adj (object *who, object *op) 1548player_lvl_adj (object *who, object *op)
1619{ 1549{
1620 char buf[MAX_BUF]; 1550 char buf[MAX_BUF];
1551 bool changed = false;
1621 1552
1622 if (!op) /* when rolling stats */ 1553 if (!op) /* when rolling stats */
1623 op = who; 1554 op = who;
1624 1555
1625 if (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul)) 1556 while (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul))
1626 { 1557 {
1558 changed = true;
1559
1627 op->level++; 1560 op->level++;
1628 1561
1629 if (op != NULL && op == who && op->stats.exp > 1 && is_dragon_pl (who)) 1562 if (op && op == who && op->stats.exp > 1 && who->is_dragon ())
1630 dragon_level_gain (who); 1563 dragon_level_gain (who);
1631 1564
1632 /* Only roll these if it is the player (who) that gained the level */ 1565 /* Only roll these if it is the player (who) that gained the level */
1633 if (op == who && (who->level < 11) && who->type == PLAYER) 1566 if (op == who && (who->level < 11) && who->type == PLAYER)
1634 { 1567 {
1635 who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1; 1568 who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1;
1636 who->contr->levsp[who->level] = die_roll (2, 3, who, PREFER_HIGH); 1569 who->contr->levsp[who->level] = die_roll (2, 3, who, PREFER_HIGH);
1637 who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1; 1570 who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1;
1638 } 1571 }
1639 1572
1640 who->update_stats ();
1641 if (op->level > 1) 1573 if (op->level > 1)
1642 { 1574 {
1643 if (op->type != PLAYER) 1575 if (op->type != PLAYER)
1576 {
1577 who->contr->play_sound (sound_find ("skill_up"));
1644 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); 1578 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1579 }
1645 else 1580 else
1581 {
1582 who->contr->play_sound (sound_find ("level_up"));
1646 sprintf (buf, "You are now level %d.", op->level); 1583 sprintf (buf, "You are now level %d.", op->level);
1584 }
1585
1647 if (who) 1586 if (who)
1648 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); 1587 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1649 } 1588 }
1650 player_lvl_adj (who, op); /* To increase more levels */
1651 } 1589 }
1590
1652 else if (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul)) 1591 while (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul))
1653 { 1592 {
1593 changed = true;
1594
1654 op->level--; 1595 op->level--;
1655 who->update_stats (); 1596
1656 if (op->type != PLAYER) 1597 if (op->type != PLAYER)
1657 { 1598 {
1658 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); 1599 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1659 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); 1600 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1660 } 1601 }
1661 player_lvl_adj (who, op); /* To decrease more levels */
1662 } 1602 }
1663 1603
1664 /* check if the spell data has changed */ 1604 if (changed)
1665 esrv_update_stats (who->contr); 1605 who->update_stats (); // should cause esrv_update_stats and esrv_update_spells
1666 esrv_update_spells (who->contr);
1667} 1606}
1668 1607
1669/* 1608/*
1670 * Returns how much experience is needed for a player to become 1609 * Returns how much experience is needed for a player to become
1671 * the given level. level should really never exceed max_level 1610 * the given level. level should really never exceed max_level
1672 */ 1611 */
1673 1612
1674sint64 1613sint64
1675level_exp (int level, double expmul) 1614level_exp (int level, double expmul)
1676{ 1615{
1677 if (level > settings.max_level) 1616 return expmul * level_to_min_exp (level);
1678 return (sint64) (expmul * levels[settings.max_level]);
1679
1680 return (sint64) (expmul * levels[level]);
1681} 1617}
1682 1618
1683/* 1619/*
1684 * Ensure that the permanent experience requirements in an exp object are met. 1620 * Ensure that the permanent experience requirements in an exp object are met.
1685 * This really just checks 'op to make sure the perm_exp value is within 1621 * This really just checks 'op to make sure the perm_exp value is within
1713 * NULL, in which case exp increases the players general 1649 * NULL, in which case exp increases the players general
1714 * total, but not any particular skill. 1650 * total, but not any particular skill.
1715 * flag is what to do if the player doesn't have the skill: 1651 * flag is what to do if the player doesn't have the skill:
1716 */ 1652 */
1717static void 1653static void
1718add_player_exp (object *op, sint64 exp, const char *skill_name, int flag) 1654add_player_exp (object *op, sint64 exp, shstr_tmp skill_name, int flag)
1719{ 1655{
1720 object *skill_obj = NULL; 1656 object *skill_obj;
1721 sint64 limit, exp_to_add; 1657 sint64 limit, exp_to_add;
1722 int i; 1658 int i;
1723 1659
1724 /* prevents some forms of abuse. */ 1660 /* prevents some forms of abuse. */
1725 if (op->contr->braced) 1661 if (op->contr->braced)
1728 /* Try to find the matching skill. 1664 /* Try to find the matching skill.
1729 * We do a shortcut/time saving mechanism first - see if it matches 1665 * We do a shortcut/time saving mechanism first - see if it matches
1730 * chosen_skill. This means we don't need to search through 1666 * chosen_skill. This means we don't need to search through
1731 * the players inventory. 1667 * the players inventory.
1732 */ 1668 */
1669 skill_obj = 0;
1670
1733 if (skill_name) 1671 if (skill_name)
1734 { 1672 {
1735 if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill)) 1673 skill_obj = op->contr->find_skill (skill_name);
1736 skill_obj = op->chosen_skill;
1737 else
1738 {
1739 for (i = 0; i < NUM_SKILLS; i++)
1740 if (op->contr->last_skill_ob[i] && !strcmp (op->contr->last_skill_ob[i]->skill, skill_name))
1741 {
1742 skill_obj = op->contr->last_skill_ob[i];
1743 break;
1744 }
1745 1674
1746 /* Player doesn't have the skill. Check to see what to do, and give 1675 /* Player doesn't have the skill. Check to see what to do, and give
1747 * it to the player if necessary 1676 * it to the player if necessary
1748 */ 1677 */
1749 if (!skill_obj) 1678 if (!skill_obj)
1750 { 1679 {
1751 if (flag == SK_EXP_NONE) 1680 if (flag == SK_EXP_NONE)
1752 return; 1681 return;
1682
1753 else if (flag == SK_EXP_ADD_SKILL) 1683 if (flag == SK_EXP_ADD_SKILL)
1754 give_skill_by_name (op, skill_name); 1684 skill_obj = give_skill_by_name (op, skill_name);
1755 }
1756 } 1685 }
1757 } 1686 }
1758 1687
1759 if (flag != SK_EXP_SKILL_ONLY) 1688 if (flag != SK_EXP_SKILL_ONLY)
1760 { 1689 {
1761 /* Basically, you can never gain more experience in one shot 1690 /* Basically, you can never gain more experience in one shot
1762 * than half what you need to gain for next level. 1691 * than half what you need to gain for next level.
1763 */ 1692 */
1764 exp_to_add = exp; 1693 exp_to_add = exp;
1765 limit = (levels[op->level + 1] - levels[op->level]) / 2; 1694 limit = (levels [op->level + 1] - levels [op->level]) / 2;
1766 if (exp_to_add > limit) 1695 if (exp_to_add > limit)
1767 exp_to_add = limit; 1696 exp_to_add = limit;
1768 1697
1769 ADD_EXP (op->stats.exp, (sint64) ((float) exp_to_add * (skill_obj ? skill_obj->expmul : 1))); 1698 ADD_EXP (op->stats.exp, (sint64) ((float) exp_to_add * (skill_obj ? skill_obj->expmul : 1)));
1770 if (settings.permanent_exp_ratio) 1699 if (settings.permanent_exp_ratio)
1777 } 1706 }
1778 1707
1779 if (skill_obj) 1708 if (skill_obj)
1780 { 1709 {
1781 exp_to_add = exp; 1710 exp_to_add = exp;
1782 limit = (levels[skill_obj->level + 1] - levels[skill_obj->level]) / 2; 1711 limit = (levels [skill_obj->level + 1] - levels [skill_obj->level]) / 2;
1783 if (exp_to_add > limit) 1712 if (exp_to_add > limit)
1784 exp_to_add = limit; 1713 exp_to_add = limit;
1785 1714
1786 ADD_EXP (skill_obj->stats.exp, exp_to_add); 1715 ADD_EXP (skill_obj->stats.exp, exp_to_add);
1787 if (settings.permanent_exp_ratio) 1716 if (settings.permanent_exp_ratio)
1793 player_lvl_adj (op, skill_obj); 1722 player_lvl_adj (op, skill_obj);
1794 } 1723 }
1795} 1724}
1796 1725
1797/* This function checks to make sure that object 'op' can 1726/* This function checks to make sure that object 'op' can
1798 * lost 'exp' experience. It returns the amount of exp 1727 * lose 'exp' experience. It returns the amount of exp
1799 * object 'op' can in fact lose - it basically makes 1728 * object 'op' can in fact lose - it basically makes
1800 * adjustments based on permanent exp and the like. 1729 * adjustments based on permanent exp and the like.
1801 * This function should always be used for losing experience - 1730 * This function should always be used for losing experience -
1802 * the 'exp' value passed should be positive - this is the 1731 * the 'exp' value passed should be positive - this is the
1803 * amount that should get subtract from the player. 1732 * amount that should get subtract from the player.
1804 */ 1733 */
1805sint64 1734static sint64
1806check_exp_loss (const object *op, sint64 exp) 1735check_exp_loss (const object *op, sint64 exp)
1807{ 1736{
1808 sint64 del_exp; 1737 sint64 del_exp;
1809 1738
1810 if (exp > op->stats.exp) 1739 if (exp > op->stats.exp)
1811 exp = op->stats.exp; 1740 exp = op->stats.exp;
1741
1812 if (settings.permanent_exp_ratio) 1742 if (settings.permanent_exp_ratio)
1813 { 1743 {
1814 del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO); 1744 del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO);
1745
1815 if (del_exp < 0) 1746 if (del_exp < 0)
1816 del_exp = 0; 1747 del_exp = 0;
1748
1817 if (exp > del_exp) 1749 if (exp > del_exp)
1818 exp = del_exp; 1750 exp = del_exp;
1819 } 1751 }
1752
1820 return exp; 1753 return exp;
1821} 1754}
1822 1755
1823sint64 1756sint64
1824check_exp_adjust (const object *op, sint64 exp) 1757check_exp_adjust (const object *op, sint64 exp)
1825{ 1758{
1826 if (exp < 0) 1759 if (exp < 0)
1827 return check_exp_loss (op, exp); 1760 return check_exp_loss (op, exp);
1828 else 1761 else
1829 return MIN (exp, (sint64) MAX_EXPERIENCE - op->stats.exp); 1762 return min (exp, (sint64)MAX_EXPERIENCE - op->stats.exp);
1830} 1763}
1831
1832 1764
1833/* Subtracts experience from player. 1765/* Subtracts experience from player.
1834 * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we 1766 * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we
1835 * only subtract from the matching skill. Otherwise, 1767 * only subtract from the matching skill. Otherwise,
1836 * this subtracts a portion from all 1768 * this subtracts a portion from all
1841 * where everything is at the minimum perm exp, he would lose nothing. 1773 * where everything is at the minimum perm exp, he would lose nothing.
1842 * exp is the amount of exp to subtract - thus, it should be 1774 * exp is the amount of exp to subtract - thus, it should be
1843 * a postive number. 1775 * a postive number.
1844 */ 1776 */
1845static void 1777static void
1846subtract_player_exp (object *op, sint64 exp, const char *skill, int flag) 1778subtract_player_exp (object *op, sint64 exp, shstr_tmp skill, int flag)
1847{ 1779{
1848 float fraction = (float) exp / (float) op->stats.exp; 1780 float fraction = (float) exp / (float) op->stats.exp;
1849 object *tmp; 1781 object *tmp;
1850 sint64 del_exp; 1782 sint64 del_exp;
1851 1783
1852 for (tmp = op->inv; tmp; tmp = tmp->below) 1784 for (tmp = op->inv; tmp; tmp = tmp->below)
1853 if (tmp->type == SKILL && tmp->stats.exp) 1785 if (tmp->type == SKILL && tmp->stats.exp)
1854 { 1786 {
1855 if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (tmp->skill, skill)) 1787 if (flag == SK_SUBTRACT_SKILL_EXP && skill && tmp->skill == skill)
1856 { 1788 {
1857 del_exp = check_exp_loss (tmp, exp); 1789 del_exp = check_exp_loss (tmp, exp);
1858 tmp->stats.exp -= del_exp; 1790 tmp->stats.exp -= del_exp;
1859 player_lvl_adj (op, tmp); 1791 player_lvl_adj (op, tmp);
1860 } 1792 }
1861 else if (flag != SK_SUBTRACT_SKILL_EXP) 1793 else if (flag != SK_SUBTRACT_SKILL_EXP)
1862 { 1794 {
1863 /* only want to process other skills if we are not trying 1795 /* only want to process other skills if we are not trying
1864 * to match a specific skill. 1796 * to match a specific skill.
1865 */ 1797 */
1866 del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction)); 1798 del_exp = check_exp_loss (tmp, tmp->stats.exp * fraction);
1867 tmp->stats.exp -= del_exp; 1799 tmp->stats.exp -= del_exp;
1868 player_lvl_adj (op, tmp); 1800 player_lvl_adj (op, tmp);
1869 } 1801 }
1870 } 1802 }
1871 1803
1885 * skill_name is the skill that should get the exp added. 1817 * skill_name is the skill that should get the exp added.
1886 * flag is what to do if player doesn't have the skill. 1818 * flag is what to do if player doesn't have the skill.
1887 * these last two values are only used for players. 1819 * these last two values are only used for players.
1888 */ 1820 */
1889void 1821void
1890change_exp (object *op, sint64 exp, const char *skill_name, int flag) 1822change_exp (object *op, sint64 exp, shstr_tmp skill_name, int flag)
1891{ 1823{
1892#ifdef EXP_DEBUG 1824#ifdef EXP_DEBUG
1893 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp); 1825 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp);
1894#endif 1826#endif
1895 1827
1912 * worth. 1844 * worth.
1913 */ 1845 */
1914 if (op->type != PLAYER) 1846 if (op->type != PLAYER)
1915 { 1847 {
1916 /* Sanity check */ 1848 /* Sanity check */
1917 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1849 if (!op->flag [FLAG_ALIVE])
1918 return; 1850 return;
1919 1851
1920 /* reset exp to max allowed value. We subtract from 1852 /* reset exp to max allowed value. We subtract from
1921 * MAX_EXPERIENCE to prevent overflows. If the player somehow has 1853 * MAX_EXPERIENCE to prevent overflows. If the player somehow has
1922 * more than max exp, just return. 1854 * more than max exp, just return.
1948 * amount of permenent experience, whichever gives the lowest loss. 1880 * amount of permenent experience, whichever gives the lowest loss.
1949 */ 1881 */
1950void 1882void
1951apply_death_exp_penalty (object *op) 1883apply_death_exp_penalty (object *op)
1952{ 1884{
1953 object *tmp;
1954 sint64 loss; 1885 sint64 loss;
1955 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */ 1886 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */
1956 sint64 level_loss; /* defined by the setting 'death_penalty_levels */ 1887 sint64 level_loss; /* defined by the setting 'death_penalty_levels */
1957 1888
1958 for (tmp = op->inv; tmp; tmp = tmp->below) 1889 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1959 if (tmp->type == SKILL && tmp->stats.exp) 1890 if (tmp->type == SKILL && tmp->stats.exp)
1960 { 1891 {
1961
1962 percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100; 1892 percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100;
1963 level_loss = tmp->stats.exp - levels[MAX (0, tmp->level - settings.death_penalty_level)]; 1893 level_loss = tmp->stats.exp - levels [max (0, tmp->level - settings.death_penalty_level)];
1964 1894
1965 /* With the revised exp system, you can get cases where 1895 /* With the revised exp system, you can get cases where
1966 * losing several levels would still require that you have more 1896 * losing several levels would still require that you have more
1967 * exp than you currently have - this is true if the levels 1897 * exp than you currently have - this is true if the levels
1968 * tables is a lot harder. 1898 * tables is a lot harder.
1969 */ 1899 */
1970 if (level_loss < 0) 1900 if (level_loss < 0)
1971 level_loss = 0; 1901 level_loss = 0;
1972 1902
1973 loss = check_exp_loss (tmp, MIN (level_loss, percentage_loss)); 1903 loss = check_exp_loss (tmp, min (level_loss, percentage_loss));
1974 1904
1975 tmp->stats.exp -= loss; 1905 tmp->stats.exp -= loss;
1976 player_lvl_adj (op, tmp); 1906 player_lvl_adj (op, tmp);
1977 } 1907 }
1978 1908
1979 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100; 1909 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100;
1980 level_loss = op->stats.exp - levels[MAX (0, op->level - settings.death_penalty_level)]; 1910 level_loss = op->stats.exp - levels[max (0, op->level - settings.death_penalty_level)];
1911
1981 if (level_loss < 0) 1912 if (level_loss < 0)
1982 level_loss = 0; 1913 level_loss = 0;
1914
1983 loss = check_exp_loss (op, MIN (level_loss, percentage_loss)); 1915 loss = check_exp_loss (op, min (level_loss, percentage_loss));
1984 1916
1985 op->stats.exp -= loss; 1917 op->stats.exp -= loss;
1986 player_lvl_adj (op, NULL); 1918 player_lvl_adj (op, NULL);
1987} 1919}
1988 1920

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