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Comparing deliantra/server/common/living.C (file contents):
Revision 1.21 by root, Mon Dec 25 06:53:39 2006 UTC vs.
Revision 1.56 by root, Sun May 13 15:13:57 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game
3 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * This program is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20 21 *
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail at <crossfire@schmorp.de>
22*/ 23 */
23 24
24#include <global.h> 25#include <global.h>
25#include <funcpoint.h> 26#include <funcpoint.h>
26 27
27/* Handy little macro that adds exp and keeps it within bounds. Since 28/* Handy little macro that adds exp and keeps it within bounds. Since
191static const char *const drain_msg[NUM_STATS] = { 192static const char *const drain_msg[NUM_STATS] = {
192 "Oh no! You are weakened!", 193 "Oh no! You are weakened!",
193 "You're feeling clumsy!", 194 "You're feeling clumsy!",
194 "You feel less healthy", 195 "You feel less healthy",
195 "You suddenly begin to lose your memory!", 196 "You suddenly begin to lose your memory!",
197 "Watch out, your mind is going!",
198 "Your spirit feels drained!",
196 "Your face gets distorted!", 199 "Your face gets distorted!",
197 "Watch out, your mind is going!",
198 "Your spirit feels drained!"
199}; 200};
200const char *const restore_msg[NUM_STATS] = { 201const char *const restore_msg[NUM_STATS] = {
201 "You feel your strength return.", 202 "You feel your strength return.",
202 "You feel your agility return.", 203 "You feel your agility return.",
203 "You feel your health return.", 204 "You feel your health return.",
205 "You feel your memory return.",
204 "You feel your wisdom return.", 206 "You feel your wisdom return.",
207 "You feel your spirits return.",
205 "You feel your charisma return.", 208 "You feel your charisma return.",
206 "You feel your memory return.",
207 "You feel your spirits return."
208}; 209};
209const char *const gain_msg[NUM_STATS] = { 210const char *const gain_msg[NUM_STATS] = {
210 "You feel stronger.", 211 "You feel stronger.",
211 "You feel more agile.", 212 "You feel more agile.",
212 "You feel healthy.", 213 "You feel healthy.",
214 "You feel smarter.",
213 "You feel wiser.", 215 "You feel wiser.",
216 "You feel more potent.",
214 "You seem to look better.", 217 "You seem to look better.",
215 "You feel smarter.",
216 "You feel more potent."
217}; 218};
218const char *const lose_msg[NUM_STATS] = { 219const char *const lose_msg[NUM_STATS] = {
219 "You feel weaker!", 220 "You feel weaker!",
220 "You feel clumsy!", 221 "You feel clumsy!",
221 "You feel less healthy!", 222 "You feel less healthy!",
223 "You feel stupid!",
222 "You lose some of your memory!", 224 "You lose some of your memory!",
225 "You feel less potent!",
223 "You look ugly!", 226 "You look ugly!",
224 "You feel stupid!",
225 "You feel less potent!"
226}; 227};
227 228
228const char *const statname[NUM_STATS] = { 229const char *const statname[NUM_STATS] = {
229 "strength", "dexterity", "constitution", "intelligence", "wisdom", "power", "charisma" 230 "strength", "dexterity", "constitution", "intelligence", "wisdom", "power", "charisma"
230}; 231};
231 232
232const char *const short_stat_name[NUM_STATS] = { 233const char *const short_stat_name[NUM_STATS] = {
233 "Str", "Dex", "Con", "Int", "Wis", "Pow", "Cha" 234 "Str", "Dex", "Con", "Int", "Wis", "Pow", "Cha"
234}; 235};
235
236/*
237 * sets Str/Dex/con/Wis/Cha/Int/Pow in stats to value, depending on
238 * what attr is (STR to POW).
239 */
240void
241set_attr_value (living *stats, int attr, sint8 value)
242{
243 switch (attr)
244 {
245 case STR:
246 stats->Str = value;
247 break;
248 case DEX:
249 stats->Dex = value;
250 break;
251 case CON:
252 stats->Con = value;
253 break;
254 case WIS:
255 stats->Wis = value;
256 break;
257 case POW:
258 stats->Pow = value;
259 break;
260 case CHA:
261 stats->Cha = value;
262 break;
263 case INT:
264 stats->Int = value;
265 break;
266 }
267}
268 236
269/* 237/*
270 * Like set_attr_value(), but instead the value (which can be negative) 238 * Like set_attr_value(), but instead the value (which can be negative)
271 * is added to the specified stat. 239 * is added to the specified stat.
272 */ 240 */
273void 241void
274change_attr_value (living *stats, int attr, sint8 value) 242change_attr_value (living *stats, int attr, sint8 value)
275{ 243{
276 if (value == 0) 244 stats->stat (attr) += value;
277 return;
278
279 switch (attr)
280 {
281 case STR:
282 stats->Str += value;
283 break;
284 case DEX:
285 stats->Dex += value;
286 break;
287 case CON:
288 stats->Con += value;
289 break;
290 case WIS:
291 stats->Wis += value;
292 break;
293 case POW:
294 stats->Pow += value;
295 break;
296 case CHA:
297 stats->Cha += value;
298 break;
299 case INT:
300 stats->Int += value;
301 break;
302 default:
303 LOG (llevError, "Invalid attribute in change_attr_value: %d\n", attr);
304 }
305}
306
307/*
308 * returns the specified stat. See also set_attr_value().
309 */
310
311sint8
312get_attr_value (const living *stats, int attr)
313{
314 switch (attr)
315 {
316 case STR: return stats->Str;
317 case DEX: return stats->Dex;
318 case CON: return stats->Con;
319 case WIS: return stats->Wis;
320 case CHA: return stats->Cha;
321 case INT: return stats->Int;
322 case POW: return stats->Pow;
323 }
324
325 return 0;
326} 245}
327 246
328/* 247/*
329 * Ensures that all stats (str/dex/con/wis/cha/int) are within the 248 * Ensures that all stats (str/dex/con/wis/cha/int) are within the
330 * 1-30 stat limit. 249 * 1-30 stat limit.
331 */ 250 */
332
333void 251void
334check_stat_bounds (living *stats) 252check_stat_bounds (living *stats)
335{ 253{
336 int i, v;
337
338 for (i = 0; i < NUM_STATS; i++) 254 for (int i = 0; i < NUM_STATS; i++)
339 if ((v = get_attr_value (stats, i)) > MAX_STAT) 255 {
340 set_attr_value (stats, i, MAX_STAT); 256 sint8 &v = stats->stat (i);
341 else if (v < MIN_STAT) 257 v = clamp (v, MIN_STAT, MAX_STAT);
342 set_attr_value (stats, i, MIN_STAT); 258 }
343} 259}
344 260
345#define ORIG_S(xyz,abc) (op->contr->orig_stats.abc) 261#define ORIG_S(xyz,abc) (op->contr->orig_stats.abc)
346 262
347/* Rather than having a whole bunch of if (flag) new_draw.. else new_draw, 263/* Rather than having a whole bunch of if (flag) new_draw.. else new_draw,
356/* flag is set to 1 if we are applying the object, -1 if we are removing 272/* flag is set to 1 if we are applying the object, -1 if we are removing
357 * the object. 273 * the object.
358 * It is the calling functions responsibilty to check to see if the object 274 * It is the calling functions responsibilty to check to see if the object
359 * can be applied or not. 275 * can be applied or not.
360 * The main purpose of calling this function is the messages that are 276 * The main purpose of calling this function is the messages that are
361 * displayed - fix_player should really always be called after this when 277 * displayed - update_stats should really always be called after this when
362 * removing an object - that is because it is impossible to know if some object 278 * removing an object - that is because it is impossible to know if some object
363 * is the only source of an attacktype or spell attunement, so this function 279 * is the only source of an attacktype or spell attunement, so this function
364 * will clear the bits, but the player may still have some other object 280 * will clear the bits, but the player may still have some other object
365 * that gives them that ability. 281 * that gives them that ability.
366 */ 282 */
367int 283int
368change_abil (object *op, object *tmp) 284change_abil (object *op, object *tmp)
369{ 285{
370 int flag = QUERY_FLAG (tmp, FLAG_APPLIED) ? 1 : -1, i, j, success = 0; 286 int flag = QUERY_FLAG (tmp, FLAG_APPLIED) ? 1 : -1, success = 0;
371 char message[MAX_BUF]; 287 char message[MAX_BUF];
372 int potion_max = 0; 288 int potion_max = 0;
373 289
374 /* remember what object was like before it was changed. note that 290 /* remember what object was like before it was changed. note that
375 * refop is a local copy of op only to be used for detecting changes 291 * refop is a local copy of op only to be used for detecting changes
380 if (op->type == PLAYER) 296 if (op->type == PLAYER)
381 { 297 {
382 if (tmp->type == POTION) 298 if (tmp->type == POTION)
383 { 299 {
384 potion_max = 1; 300 potion_max = 1;
385 for (j = 0; j < NUM_STATS; j++) 301 for (int j = 0; j < NUM_STATS; j++)
386 { 302 {
387 int nstat, ostat; 303 int ostat = op->contr->orig_stats.stat (j);
388 304 int i = tmp->stats.stat (j);
389 ostat = get_attr_value (&(op->contr->orig_stats), j);
390 i = get_attr_value (&(tmp->stats), j);
391 305
392 /* 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 */
393 nstat = flag * i + ostat; 307 int nstat = flag * i + ostat;
394 308
395 /* Do some bounds checking. While I don't think any 309 /* Do some bounds checking. While I don't think any
396 * potions do so right now, there is the potential for potions 310 * potions do so right now, there is the potential for potions
397 * that adjust that stat by more than one point, so we need 311 * that adjust that stat by more than one point, so we need
398 * to allow for that. 312 * to allow for that.
399 */ 313 */
400 if (nstat < 1 && i * flag < 0) 314 if (nstat < 1 && i * flag < 0)
401 nstat = 1; 315 nstat = 1;
402 else if (nstat > 20 + get_attr_value (&(op->arch->clone.stats), j)) 316 else if (nstat > 20 + op->arch->clone.stats.stat (j))
403 {
404 nstat = 20 + get_attr_value (&(op->arch->clone.stats), j); 317 nstat = 20 + op->arch->clone.stats.stat (j);
405 }
406 318
407 if (nstat != ostat) 319 if (nstat != ostat)
408 { 320 {
409 set_attr_value (&(op->contr->orig_stats), j, nstat); 321 op->contr->orig_stats.stat (j) = nstat;
410 potion_max = 0; 322 potion_max = 0;
411 } 323 }
412 else if (i) 324 else if (i)
413 { 325 {
414 /* potion is useless - player has already hit the natural maximum */ 326 /* potion is useless - player has already hit the natural maximum */
418 330
419 /* This section of code ups the characters normal stats also. I am not 331 /* This section of code ups the characters normal stats also. I am not
420 * sure if this is strictly necessary, being that fix_player probably 332 * sure if this is strictly necessary, being that fix_player probably
421 * recalculates this anyway. 333 * recalculates this anyway.
422 */ 334 */
423 for (j = 0; j < NUM_STATS; j++) 335 for (int j = 0; j < NUM_STATS; j++)
424 change_attr_value (&(op->stats), j, flag * get_attr_value (&(tmp->stats), j)); 336 change_attr_value (&op->stats, j, flag * tmp->stats.stat (j));
425 337
426 check_stat_bounds (&(op->stats)); 338 check_stat_bounds (&op->stats);
427 } /* end of potion handling code */ 339 } /* end of potion handling code */
428 } 340 }
429 341
430 /* reset attributes that fix_player doesn't reset since it doesn't search 342 /* reset attributes that update_stats doesn't reset since it doesn't search
431 * everything to set 343 * everything to set
432 */ 344 */
433 if (flag == -1) 345 if (flag == -1)
434 { 346 {
435 op->attacktype &= ~tmp->attacktype; 347 op->attacktype &= ~tmp->attacktype;
436 op->path_attuned &= ~tmp->path_attuned; 348 op->path_attuned &= ~tmp->path_attuned;
437 op->path_repelled &= ~tmp->path_repelled; 349 op->path_repelled &= ~tmp->path_repelled;
438 op->path_denied &= ~tmp->path_denied; 350 op->path_denied &= ~tmp->path_denied;
439 /* Presuming here that creatures only have move_type, 351 /* Presuming here that creatures only have move_type,
440 * and not the other move_ fields. 352 * and not the other move_ fields.
441 */ 353 */
442 op->move_type &= ~tmp->move_type; 354 op->move_type &= ~tmp->move_type;
443 } 355 }
444 356
445 /* call fix_player since op object could have whatever attribute due 357 /* call fix_player since op object could have whatever attribute due
446 * to multiple items. if fix_player always has to be called after 358 * to multiple items. if update_stats always has to be called after
447 * change_ability then might as well call it from here 359 * change_ability then might as well call it from here
448 */ 360 */
449 op->update_stats (); 361 op->update_stats ();
450 362
451 /* Fix player won't add the bows ability to the player, so don't 363 /* update_stats won't add the bows ability to the player, so don't
452 * print out message if this is a bow. 364 * print out message if this is a bow.
453 */ 365 */
454 if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW) 366 if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW)
455 { 367 {
456 success = 1; 368 success = 1;
496 if (tmp->move_type & MOVE_FLY_HIGH) 408 if (tmp->move_type & MOVE_FLY_HIGH)
497 { 409 {
498 /* double conditional - second case covers if you have move_fly_low - 410 /* double conditional - second case covers if you have move_fly_low -
499 * in that case, you don't actually land 411 * in that case, you don't actually land
500 */ 412 */
501 DIFF_MSG (flag, "You soar into the air air!.", 413 DIFF_MSG (flag, "You soar into the air!",
502 (op->move_type & MOVE_FLY_LOW ? "You fly lower in the air" : "You float down to the ground.")); 414 (op->move_type & MOVE_FLY_LOW ? "You fly lower in the air" : "You float down to the ground."));
503 } 415 }
416
504 if (tmp->move_type & MOVE_SWIM) 417 if (tmp->move_type & MOVE_SWIM)
505 DIFF_MSG (flag, "You feel ready for a swim", "You no longer feel like swimming"); 418 DIFF_MSG (flag, "You feel ready for a swim", "You no longer feel like swimming");
506 419
507 /* Changing move status may mean you are affected by things you weren't before */ 420 /* Changing move status may mean you are affected by things you weren't before */
508 check_move_on (op, op); 421 check_move_on (op, op);
636 success = 1; 549 success = 1;
637 DIFF_MSG (flag * tmp->stats.food, "You feel your digestion slowing down.", "You feel your digestion speeding up."); 550 DIFF_MSG (flag * tmp->stats.food, "You feel your digestion slowing down.", "You feel your digestion speeding up.");
638 } 551 }
639 552
640 /* Messages for changed resistance */ 553 /* Messages for changed resistance */
641 for (i = 0; i < NROFATTACKS; i++) 554 for (int i = 0; i < NROFATTACKS; i++)
642 { 555 {
643 if (i == ATNR_PHYSICAL) 556 if (i == ATNR_PHYSICAL)
644 continue; /* Don't display about armour */ 557 continue; /* Don't display about armour */
645 558
646 if (op->resist[i] != refop.resist[i]) 559 if (op->resist[i] != refop.resist[i])
655 } 568 }
656 } 569 }
657 570
658 if (!potion_max) 571 if (!potion_max)
659 { 572 {
660 for (j = 0; j < NUM_STATS; j++) 573 for (int j = 0; j < NUM_STATS; j++)
661 { 574 {
662 if ((i = get_attr_value (&(tmp->stats), j)) != 0) 575 if (int i = tmp->stats.stat (j))
663 { 576 {
664 success = 1; 577 success = 1;
665 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]); 578 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]);
666 } 579 }
667 } 580 }
672 585
673/* 586/*
674 * Stat draining by Vick 930307 587 * Stat draining by Vick 930307
675 * (Feeling evil, I made it work as well now. -Frank 8) 588 * (Feeling evil, I made it work as well now. -Frank 8)
676 */ 589 */
677
678void 590void
679object::drain_stat () 591object::drain_stat ()
680{ 592{
681 drain_specific_stat (RANDOM () % NUM_STATS); 593 drain_specific_stat (rndm (NUM_STATS));
682} 594}
683 595
684void 596void
685object::drain_specific_stat (int deplete_stats) 597object::drain_specific_stat (int deplete_stats)
686{ 598{
754 return; 666 return;
755 667
756 /* Randomly change the players luck. Basically, we move it 668 /* Randomly change the players luck. Basically, we move it
757 * back neutral (if greater>0, subtract, otherwise add) 669 * back neutral (if greater>0, subtract, otherwise add)
758 */ 670 */
759 if (RANDOM () % (FABS (tmp->stats.luck)) >= RANDOM () % 30) 671 if (rndm (abs (tmp->stats.luck)) >= rndm (30))
760 { 672 {
761 int diff = tmp->stats.luck > 0 ? -1 : 1; 673 int diff = tmp->stats.luck > 0 ? -1 : 1;
762 674
763 stats.luck += diff; 675 stats.luck += diff;
764 tmp->stats.luck += diff; 676 tmp->stats.luck += diff;
771 * Subtracts stat-bonuses given by the class which the player has chosen. 683 * Subtracts stat-bonuses given by the class which the player has chosen.
772 */ 684 */
773void 685void
774object::remove_statbonus () 686object::remove_statbonus ()
775{ 687{
776 stats.Str -= arch->clone.stats.Str; 688 for (int i = 0; i < NUM_STATS; ++i)
777 stats.Dex -= arch->clone.stats.Dex; 689 {
778 stats.Con -= arch->clone.stats.Con; 690 sint8 v = arch->clone.stats.stat (i);
779 stats.Wis -= arch->clone.stats.Wis; 691 stats.stat (i) -= v;
780 stats.Pow -= arch->clone.stats.Pow; 692 contr->orig_stats.stat (i) -= v;
781 stats.Cha -= arch->clone.stats.Cha; 693 }
782 stats.Int -= arch->clone.stats.Int;
783
784 contr->orig_stats.Str -= arch->clone.stats.Str;
785 contr->orig_stats.Dex -= arch->clone.stats.Dex;
786 contr->orig_stats.Con -= arch->clone.stats.Con;
787 contr->orig_stats.Wis -= arch->clone.stats.Wis;
788 contr->orig_stats.Pow -= arch->clone.stats.Pow;
789 contr->orig_stats.Cha -= arch->clone.stats.Cha;
790 contr->orig_stats.Int -= arch->clone.stats.Int;
791} 694}
792 695
793/* 696/*
794 * Adds stat-bonuses given by the class which the player has chosen. 697 * Adds stat-bonuses given by the class which the player has chosen.
795 */ 698 */
796void 699void
797object::add_statbonus () 700object::add_statbonus ()
798{ 701{
799 stats.Str += arch->clone.stats.Str; 702 for (int i = 0; i < NUM_STATS; ++i)
800 stats.Dex += arch->clone.stats.Dex; 703 {
801 stats.Con += arch->clone.stats.Con; 704 sint8 v = arch->clone.stats.stat (i);
802 stats.Wis += arch->clone.stats.Wis; 705 stats.stat (i) += v;
803 stats.Pow += arch->clone.stats.Pow; 706 contr->orig_stats.stat (i) += v;
804 stats.Cha += arch->clone.stats.Cha; 707 }
805 stats.Int += arch->clone.stats.Int;
806
807 contr->orig_stats.Str += arch->clone.stats.Str;
808 contr->orig_stats.Dex += arch->clone.stats.Dex;
809 contr->orig_stats.Con += arch->clone.stats.Con;
810 contr->orig_stats.Wis += arch->clone.stats.Wis;
811 contr->orig_stats.Pow += arch->clone.stats.Pow;
812 contr->orig_stats.Cha += arch->clone.stats.Cha;
813 contr->orig_stats.Int += arch->clone.stats.Int;
814} 708}
815 709
816/* 710/*
817 * Updates all abilities given by applied objects in the inventory 711 * Updates all abilities given by applied objects in the inventory
818 * of the given object. Note: This function works for both monsters 712 * of the given object. Note: This function works for both monsters
819 * and players; the "player" in the name is purely an archaic inheritance. 713 * and players; the "player" in the name is purely an archaic inheritance.
820 * This functions starts from base values (archetype or player object) 714 * This functions starts from base values (archetype or player object)
821 * and then adjusts them according to what the player has equipped. 715 * and then adjusts them according to what the player has equipped.
822 */ 716 *
823
824/* July 95 - inserted stuff to handle new skills/exp system - b.t. 717 * July 95 - inserted stuff to handle new skills/exp system - b.t.
825 spell system split, grace points now added to system --peterm 718 * spell system split, grace points now added to system --peterm
826 */ 719 */
827
828void 720void
829object::update_stats () 721object::update_stats ()
830{ 722{
831 int i, j; 723 int i, j;
832 float f, max = 9, added_speed = 0, bonus_speed = 0, sp_tmp, speed_reduce_from_disease = 1; 724 float f, max = 9, added_speed = 0, bonus_speed = 0, sp_tmp, speed_reduce_from_disease = 1;
833 int weapon_weight = 0, weapon_speed = 0; 725 int weapon_weight = 0, weapon_speed = 0;
834 int best_wc = 0, best_ac = 0, wc = 0, ac = 0; 726 int best_wc = 0, best_ac = 0, wc = 0, ac = 0;
835 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; 727 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS];
836 object *grace_obj = NULL, *mana_obj = NULL, *wc_obj = NULL, *tmp; 728 object *grace_obj = NULL, *mana_obj = NULL, *tmp;
729 float old_speed = speed;
837 730
838 /* First task is to clear all the values back to their original values */ 731 /* First task is to clear all the values back to their original values */
839 if (type == PLAYER) 732 if (type == PLAYER)
840 { 733 {
841 for (i = 0; i < NUM_STATS; i++) 734 for (i = 0; i < NUM_STATS; i++)
842 set_attr_value (&(stats), i, get_attr_value (&(contr->orig_stats), i)); 735 stats.stat (i) = contr->orig_stats.stat (i);
843 736
844 if (settings.spell_encumbrance == TRUE) 737 if (settings.spell_encumbrance == TRUE)
845 contr->encumbrance = 0; 738 contr->encumbrance = 0;
846 739
847 attacktype = 0; 740 attacktype = 0;
741
848 contr->digestion = 0; 742 contr->digestion = 0;
849 contr->gen_hp = 0; 743 contr->gen_hp = 0;
850 contr->gen_sp = 0; 744 contr->gen_sp = 0;
851 contr->gen_grace = 0; 745 contr->gen_grace = 0;
852 contr->gen_sp_armour = 10; 746 contr->gen_sp_armour = 10;
853 contr->item_power = 0; 747 contr->item_power = 0;
854
855 /* Don't clobber all the range_ values. range_golem otherwise
856 * gets reset for no good reason, and we don't want to reset
857 * range_magic (what spell is readied). These three below
858 * well get filled in based on what the player has equipped.
859 */
860 contr->ranges[range_bow] = NULL;
861 contr->ranges[range_misc] = NULL;
862 contr->ranges[range_skill] = NULL;
863 } 748 }
864 749
865 memcpy (body_used, body_info, sizeof (body_info)); 750 for (int i = NUM_BODY_LOCATIONS; i--; )
751 slot[i].used = slot[i].info;
866 752
867 slaying = 0; 753 slaying = 0;
868 754
869 if (!QUERY_FLAG (this, FLAG_WIZ)) 755 if (!QUERY_FLAG (this, FLAG_WIZ))
870 { 756 {
879 if (!QUERY_FLAG (&arch->clone, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL); 765 if (!QUERY_FLAG (&arch->clone, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL);
880 if (!QUERY_FLAG (&arch->clone, FLAG_REFL_MISSILE)) CLEAR_FLAG (this, FLAG_REFL_MISSILE); 766 if (!QUERY_FLAG (&arch->clone, FLAG_REFL_MISSILE)) CLEAR_FLAG (this, FLAG_REFL_MISSILE);
881 if (!QUERY_FLAG (&arch->clone, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD); 767 if (!QUERY_FLAG (&arch->clone, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD);
882 if (!QUERY_FLAG (&arch->clone, FLAG_SEE_IN_DARK )) CLEAR_FLAG (this, FLAG_SEE_IN_DARK); 768 if (!QUERY_FLAG (&arch->clone, FLAG_SEE_IN_DARK )) CLEAR_FLAG (this, FLAG_SEE_IN_DARK);
883 769
884 path_attuned = arch->clone.path_attuned; 770 path_attuned = arch->clone.path_attuned;
885 path_repelled = arch->clone.path_repelled; 771 path_repelled = arch->clone.path_repelled;
886 path_denied = arch->clone.path_denied; 772 path_denied = arch->clone.path_denied;
887 glow_radius = arch->clone.glow_radius; 773 glow_radius = arch->clone.glow_radius;
888 move_type = arch->clone.move_type; 774 move_type = arch->clone.move_type;
775
889 chosen_skill = NULL; 776 chosen_skill = 0;
890 777
891 /* initializing resistances from the values in player/monster's 778 /* initializing resistances from the values in player/monster's
892 * archetype clone 779 * archetype clone
893 */ 780 */
894 memcpy (&resist, &arch->clone.resist, sizeof (resist)); 781 memcpy (&resist, &arch->clone.resist, sizeof (resist));
897 { 784 {
898 if (resist[i] > 0) 785 if (resist[i] > 0)
899 prot[i] = resist[i], vuln[i] = 0; 786 prot[i] = resist[i], vuln[i] = 0;
900 else 787 else
901 vuln[i] = -(resist[i]), prot[i] = 0; 788 vuln[i] = -(resist[i]), prot[i] = 0;
789
902 potion_resist[i] = 0; 790 potion_resist[i] = 0;
903 } 791 }
904 792
905 wc = arch->clone.stats.wc; 793 wc = arch->clone.stats.wc;
906 stats.dam = arch->clone.stats.dam; 794 stats.dam = arch->clone.stats.dam;
924 speed = arch->clone.speed; 812 speed = arch->clone.speed;
925 813
926 /* OK - we've reset most all the objects attributes to sane values. 814 /* OK - we've reset most all the objects attributes to sane values.
927 * now go through and make adjustments for what the player has equipped. 815 * now go through and make adjustments for what the player has equipped.
928 */ 816 */
929
930 for (tmp = inv; tmp; tmp = tmp->below) 817 for (tmp = inv; tmp; tmp = tmp->below)
931 { 818 {
932 /* See note in map.c:update_position about making this additive 819 /* See note in map.c:update_position about making this additive
933 * since light sources are never applied, need to put check here. 820 * since light sources are never applied, need to put check here.
934 */ 821 */
935 if (tmp->glow_radius > glow_radius) 822 if (tmp->glow_radius > glow_radius)
936 glow_radius = tmp->glow_radius; 823 glow_radius = tmp->glow_radius;
937 824
938 /* This happens because apply_potion calls change_abil with the potion 825 /* This happens because apply_potion calls change_abil with the potion
939 * applied so we can tell the player what chagned. But change_abil 826 * applied so we can tell the player what changed. But change_abil
940 * then calls this function. 827 * then calls this function.
941 */ 828 */
942 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION) 829 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION)
943 continue; 830 continue;
944 831
970 * in the praying skill, and the player should always get those. 857 * in the praying skill, and the player should always get those.
971 * It also means we need to put in additional checks for applied below, 858 * It also means we need to put in additional checks for applied below,
972 * because the skill shouldn't count against body positions being used 859 * because the skill shouldn't count against body positions being used
973 * up, etc. 860 * up, etc.
974 */ 861 */
975 if ((QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type != CONTAINER && tmp->type != CLOSE_CON) || 862 if ((tmp->flag [FLAG_APPLIED]
863 && tmp->type != CONTAINER
864 && tmp->type != CLOSE_CON)
865 || (tmp->type == SKILL
976 (tmp->type == SKILL && tmp->subtype == SK_PRAYING)) 866 && tmp->subtype == SK_PRAYING))
977 { 867 {
978 if (type == PLAYER) 868 if (type == PLAYER)
979 { 869 {
980 if (tmp->type == BOW) 870 if (tmp == contr->combat_ob || tmp == contr->ranged_ob)
981 contr->ranges[range_bow] = tmp; 871 if (tmp != current_weapon && (tmp->type != SKILL || tmp->subtype != SK_PRAYING))
982 872 continue;
983 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
984 contr->ranges[range_misc] = tmp;
985 873
986 for (i = 0; i < NUM_STATS; i++) 874 for (i = 0; i < NUM_STATS; i++)
987 change_attr_value (&(stats), i, get_attr_value (&(tmp->stats), i)); 875 change_attr_value (&stats, i, tmp->stats.stat (i));
988 876
989 /* these are the items that currently can change digestion, regeneration, 877 /* these are the items that currently can change digestion, regeneration,
990 * spell point recovery and mana point recovery. Seems sort of an arbitary 878 * spell point recovery and mana point recovery. Seems sort of an arbitary
991 * list, but other items store other info into stats array. 879 * list, but other items store other info into stats array.
992 */ 880 */
993 if ((tmp->type == WEAPON) || 881 if (tmp->type == WEAPON || tmp->type == BOW ||
994 (tmp->type == ARMOUR) || (tmp->type == HELMET) || 882 tmp->type == ARMOUR || tmp->type == HELMET ||
995 (tmp->type == SHIELD) || (tmp->type == RING) || 883 tmp->type == SHIELD || tmp->type == RING ||
996 (tmp->type == BOOTS) || (tmp->type == GLOVES) || 884 tmp->type == BOOTS || tmp->type == GLOVES ||
997 (tmp->type == AMULET) || (tmp->type == GIRDLE) || 885 tmp->type == AMULET || tmp->type == GIRDLE ||
998 (tmp->type == BRACERS) || (tmp->type == CLOAK) || 886 tmp->type == BRACERS || tmp->type == CLOAK ||
999 (tmp->type == DISEASE) || (tmp->type == FORCE) || 887 tmp->type == DISEASE || tmp->type == FORCE ||
1000 (tmp->type == SKILL)) 888 tmp->type == SKILL)
1001 { 889 {
1002 contr->digestion += tmp->stats.food; 890 contr->digestion += tmp->stats.food;
1003 contr->gen_hp += tmp->stats.hp; 891 contr->gen_hp += tmp->stats.hp;
1004 contr->gen_sp += tmp->stats.sp; 892 contr->gen_sp += tmp->stats.sp;
1005 contr->gen_grace += tmp->stats.grace; 893 contr->gen_grace += tmp->stats.grace;
1006 contr->gen_sp_armour += tmp->gen_sp_armour; 894 contr->gen_sp_armour += tmp->gen_sp_armour;
1007 contr->item_power += tmp->item_power; 895 contr->item_power += tmp->item_power;
1008 } 896 }
1009 } /* if this is a player */ 897 } /* if this is a player */
898 else
899 {
900 if (tmp->type == WEAPON)
901 current_weapon = tmp;
902 }
1010 903
1011 /* Update slots used for items */ 904 /* Update slots used for items */
1012 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 905 if (QUERY_FLAG (tmp, FLAG_APPLIED))
1013 for (i = 0; i < NUM_BODY_LOCATIONS; i++) 906 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
1014 body_used[i] += tmp->body_info[i]; 907 slot[i].used += tmp->slot[i].info;
1015 908
1016 if (tmp->type == SYMPTOM) 909 if (tmp->type == SYMPTOM)
1017 { 910 {
1018 speed_reduce_from_disease = tmp->last_sp / 100.0; 911 speed_reduce_from_disease = tmp->last_sp / 100.f;
912
1019 if (speed_reduce_from_disease == 0) 913 if (speed_reduce_from_disease == 0)
1020 speed_reduce_from_disease = 1; 914 speed_reduce_from_disease = 1;
1021 } 915 }
1022 916
1023 /* Pos. and neg. protections are counted seperate (-> pro/vuln). 917 /* Pos. and neg. protections are counted seperate (-> pro/vuln).
1024 * (Negative protections are calculated extactly like positive.) 918 * (Negative protections are calculated exactly like positive.)
1025 * Resistance from potions are treated special as well. If there's 919 * Resistance from potions are treated special as well. If there's
1026 * more than one potion-effect, the bigger prot.-value is taken. 920 * more than one potion-effect, the bigger prot.-value is taken.
1027 */ 921 */
1028 if (tmp->type != POTION) 922 if (tmp->type != POTION)
1029 { 923 {
1030 for (i = 0; i < NROFATTACKS; i++) 924 for (i = 0; i < NROFATTACKS; i++)
1031 { 925 {
1032 /* Potential for cursed potions, in which case we just can use 926 /* Potential for cursed potions, in which case we just can use
1033 * a straight MAX, as potion_resist is initialized to zero. 927 * a straight MAX, as potion_resist is initialised to zero.
1034 */ 928 */
1035 if (tmp->type == POTION_EFFECT) 929 if (tmp->type == POTION_EFFECT)
1036 { 930 {
1037 if (potion_resist[i]) 931 if (potion_resist[i])
1038 potion_resist[i] = MAX (potion_resist[i], tmp->resist[i]); 932 potion_resist[i] = MAX (potion_resist[i], tmp->resist[i]);
1039 else 933 else
1040 potion_resist[i] = tmp->resist[i]; 934 potion_resist[i] = tmp->resist[i];
1041 } 935 }
1042 else if (tmp->resist[i] > 0) 936 else if (tmp->resist[i] > 0)
1043 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100; 937 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100;
1044 else if (tmp->resist[i] < 0) 938 else if (tmp->resist[i] < 0)
1045 vuln[i] += ((100 - vuln[i]) * (-tmp->resist[i])) / 100; 939 vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100;
1046 } 940 }
1047 } 941 }
1048 942
1049 /* There may be other things that should not adjust the attacktype */ 943 /* There may be other things that should not adjust the attacktype */
1050 if (tmp->type != BOW && tmp->type != SYMPTOM) 944 if (tmp->type != SYMPTOM)
945 {
1051 attacktype |= tmp->attacktype; 946 attacktype |= tmp->attacktype;
1052
1053 path_attuned |= tmp->path_attuned; 947 path_attuned |= tmp->path_attuned;
1054 path_repelled |= tmp->path_repelled; 948 path_repelled |= tmp->path_repelled;
1055 path_denied |= tmp->path_denied; 949 path_denied |= tmp->path_denied;
950 move_type |= tmp->move_type;
1056 stats.luck += tmp->stats.luck; 951 stats.luck += tmp->stats.luck;
1057 move_type |= tmp->move_type; 952 }
1058 953
1059 if (QUERY_FLAG (tmp, FLAG_LIFESAVE )) SET_FLAG (this, FLAG_LIFESAVE); 954 if (QUERY_FLAG (tmp, FLAG_LIFESAVE )) SET_FLAG (this, FLAG_LIFESAVE);
1060 if (QUERY_FLAG (tmp, FLAG_REFL_SPELL )) SET_FLAG (this, FLAG_REFL_SPELL); 955 if (QUERY_FLAG (tmp, FLAG_REFL_SPELL )) SET_FLAG (this, FLAG_REFL_SPELL);
1061 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE)) SET_FLAG (this, FLAG_REFL_MISSILE); 956 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE)) SET_FLAG (this, FLAG_REFL_MISSILE);
1062 if (QUERY_FLAG (tmp, FLAG_STEALTH )) SET_FLAG (this, FLAG_STEALTH); 957 if (QUERY_FLAG (tmp, FLAG_STEALTH )) SET_FLAG (this, FLAG_STEALTH);
1075 970
1076 if (tmp->stats.exp && tmp->type != SKILL) 971 if (tmp->stats.exp && tmp->type != SKILL)
1077 { 972 {
1078 if (tmp->stats.exp > 0) 973 if (tmp->stats.exp > 0)
1079 { 974 {
1080 added_speed += (float) tmp->stats.exp / 3.0; 975 added_speed += tmp->stats.exp / 3.f;
1081 bonus_speed += 1.0 + (float) tmp->stats.exp / 3.0; 976 bonus_speed += tmp->stats.exp / 3.f + 1.f;
1082 } 977 }
1083 else 978 else
1084 added_speed += (float) tmp->stats.exp; 979 added_speed += tmp->stats.exp;
1085 } 980 }
1086 981
1087 switch (tmp->type) 982 switch (tmp->type)
1088 { 983 {
984#if 0
985 case WAND:
986 case ROD:
987 case HORN:
988 if (type != PLAYER || current_weapon == tmp)
989 chosen_skill = tmp;
990 break;
991#endif
992
1089 /* skills modifying the character -b.t. */ 993 /* skills modifying the character -b.t. */
1090 /* for all skills and skill granting objects */ 994 /* for all skills and skill granting objects */
1091 case SKILL: 995 case SKILL:
1092 if (!QUERY_FLAG (tmp, FLAG_APPLIED)) 996 if (!QUERY_FLAG (tmp, FLAG_APPLIED))
1093 break; 997 break;
1094 998
1095 if (IS_COMBAT_SKILL (tmp->subtype))
1096 wc_obj = tmp;
1097
1098 if (chosen_skill) 999 if (chosen_skill)
1099 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name); 1000 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name);
1100 1001
1101 chosen_skill = tmp; 1002 chosen_skill = tmp;
1102 1003
1103 if (tmp->stats.dam > 0) 1004 if (tmp->stats.dam > 0)
1104 { /* skill is a 'weapon' */ 1005 { /* skill is a 'weapon' */
1105 if (!QUERY_FLAG (this, FLAG_READY_WEAPON)) 1006 if (!QUERY_FLAG (this, FLAG_READY_WEAPON))
1106 weapon_speed = (int) WEAPON_SPEED (tmp); 1007 weapon_speed = WEAPON_SPEED (tmp);
1107 1008
1108 if (weapon_speed < 0) 1009 if (weapon_speed < 0)
1109 weapon_speed = 0; 1010 weapon_speed = 0;
1110 1011
1111 weapon_weight = tmp->weight; 1012 weapon_weight = tmp->weight;
1112 stats.dam += tmp->stats.dam * (1 + (chosen_skill->level / 9)); 1013 stats.dam += 1 + (chosen_skill->level * tmp->stats.dam / 9);
1113 1014
1114 if (tmp->magic) 1015 if (tmp->magic)
1115 stats.dam += tmp->magic; 1016 stats.dam += tmp->magic;
1116 } 1017 }
1117 1018
1118 if (tmp->stats.wc) 1019 if (tmp->stats.wc)
1119 wc -= (tmp->stats.wc + tmp->magic); 1020 wc -= tmp->stats.wc + tmp->magic;
1120 1021
1121 if (tmp->slaying != NULL) 1022 if (tmp->slaying)
1122 slaying = tmp->slaying; 1023 slaying = tmp->slaying;
1123 1024
1124 if (tmp->stats.ac) 1025 if (tmp->stats.ac)
1125 ac -= (tmp->stats.ac + tmp->magic); 1026 ac -= tmp->stats.ac + tmp->magic;
1126 1027
1127 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1028 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1128 contr->encumbrance += (int) 3 *tmp->weight / 1000; 1029 contr->encumbrance += (int) 3 *tmp->weight / 1000;
1129
1130 if (type == PLAYER)
1131 contr->ranges[range_skill] = this;
1132 1030
1133 break; 1031 break;
1134 1032
1135 case SKILL_TOOL: 1033 case SKILL_TOOL:
1136 if (chosen_skill) 1034 if (chosen_skill)
1137 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name); 1035 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name);
1138 1036
1139 chosen_skill = tmp; 1037 chosen_skill = tmp;
1140
1141 if (type == PLAYER)
1142 contr->ranges[range_skill] = this;
1143 break; 1038 break;
1144 1039
1145 case SHIELD: 1040 case SHIELD:
1146 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1041 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1147 contr->encumbrance += (int) tmp->weight / 2000; 1042 contr->encumbrance += (int) tmp->weight / 2000;
1151 case HELMET: 1046 case HELMET:
1152 case BOOTS: 1047 case BOOTS:
1153 case GLOVES: 1048 case GLOVES:
1154 case CLOAK: 1049 case CLOAK:
1155 if (tmp->stats.wc) 1050 if (tmp->stats.wc)
1156 wc -= (tmp->stats.wc + tmp->magic); 1051 wc -= tmp->stats.wc + tmp->magic;
1157 1052
1158 if (tmp->stats.dam) 1053 if (tmp->stats.dam)
1159 stats.dam += (tmp->stats.dam + tmp->magic); 1054 stats.dam += tmp->stats.dam + tmp->magic;
1160 1055
1161 if (tmp->stats.ac) 1056 if (tmp->stats.ac)
1162 ac -= (tmp->stats.ac + tmp->magic); 1057 ac -= tmp->stats.ac + tmp->magic;
1163 1058
1164 break; 1059 break;
1165 1060
1061 case BOW:
1166 case WEAPON: 1062 case WEAPON:
1063 if (type != PLAYER || current_weapon == tmp)
1064 {
1167 wc -= (tmp->stats.wc + tmp->magic); 1065 wc -= tmp->stats.wc + tmp->magic;
1168 1066
1169 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0) 1067 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0)
1170 ac -= tmp->stats.ac + tmp->magic; 1068 ac -= tmp->stats.ac + tmp->magic;
1171 1069
1172 stats.dam += (tmp->stats.dam + tmp->magic); 1070 stats.dam += tmp->stats.dam + tmp->magic;
1173 weapon_weight = tmp->weight; 1071 weapon_weight = tmp->weight;
1174 weapon_speed = ((int) WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2; 1072 weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2;
1175 1073
1176 if (weapon_speed < 0) 1074 if (weapon_speed < 0)
1177 weapon_speed = 0; 1075 weapon_speed = 0;
1178 1076
1179 slaying = tmp->slaying; 1077 slaying = tmp->slaying;
1078
1180 /* If there is desire that two handed weapons should do 1079 /* If there is desire that two handed weapons should do
1181 * extra strength damage, this is where the code should 1080 * extra strength damage, this is where the code should
1182 * go. 1081 * go.
1183 */ 1082 */
1184 current_weapon = tmp; 1083
1185 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1084 if (type == PLAYER)
1085 if (settings.spell_encumbrance)
1186 contr->encumbrance += (int) 3 *tmp->weight / 1000; 1086 contr->encumbrance += tmp->weight * 3 / 1000;
1087 }
1187 1088
1188 break; 1089 break;
1189 1090
1190 case ARMOUR: /* Only the best of these three are used: */ 1091 case ARMOUR: /* Only the best of these three are used: */
1191 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1092 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1192 contr->encumbrance += (int) tmp->weight / 1000; 1093 contr->encumbrance += tmp->weight / 1000;
1193 1094
1194 case BRACERS: 1095 case BRACERS:
1195 case FORCE: 1096 case FORCE:
1196 if (tmp->stats.wc) 1097 if (tmp->stats.wc)
1197 { 1098 {
1219 wc -= (tmp->stats.wc + tmp->magic); 1120 wc -= (tmp->stats.wc + tmp->magic);
1220 1121
1221 if (tmp->stats.ac) 1122 if (tmp->stats.ac)
1222 ac -= (tmp->stats.ac + tmp->magic); 1123 ac -= (tmp->stats.ac + tmp->magic);
1223 1124
1224 if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.0 < max) 1125 if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.f < max)
1225 max = ARMOUR_SPEED (tmp) / 10.0; 1126 max = ARMOUR_SPEED (tmp) / 10.f;
1226 1127
1227 break; 1128 break;
1228 } /* switch tmp->type */ 1129 } /* switch tmp->type */
1229 } /* item is equipped */ 1130 } /* item is equipped */
1230 } /* for loop of items */ 1131 } /* for loop of items */
1298 1199
1299 if (mana_obj == this && type == PLAYER) 1200 if (mana_obj == this && type == PLAYER)
1300 stats.maxsp = 1; 1201 stats.maxsp = 1;
1301 else 1202 else
1302 { 1203 {
1303 sp_tmp = 0.0; 1204 sp_tmp = 0.f;
1304 1205
1305 for (i = 1; i <= mana_obj->level && i <= 10; i++) 1206 for (i = 1; i <= mana_obj->level && i <= 10; i++)
1306 { 1207 {
1307 float stmp; 1208 float stmp;
1308 1209
1309 /* Got some extra bonus at first level */ 1210 /* Got some extra bonus at first level */
1310 if (i < 2) 1211 if (i < 2)
1311 stmp = contr->levsp[i] + ((2.0 * (float) sp_bonus[stats.Pow] + (float) sp_bonus[stats.Int]) / 6.0); 1212 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 6.f;
1312 else 1213 else
1313 stmp = (float) contr->levsp[i] + (2.0 * (float) sp_bonus[stats.Pow] + (float) sp_bonus[stats.Int]) / 12.0; 1214 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 12.f;
1314 1215
1315 if (stmp < 1.0) 1216 if (stmp < 1.f)
1316 stmp = 1.0; 1217 stmp = 1.f;
1317 1218
1318 sp_tmp += stmp; 1219 sp_tmp += stmp;
1319 } 1220 }
1320 1221
1321 stats.maxsp = (int) sp_tmp; 1222 stats.maxsp = (sint16)sp_tmp;
1322 1223
1323 for (i = 11; i <= mana_obj->level; i++) 1224 for (i = 11; i <= mana_obj->level; i++)
1324 stats.maxsp += 2; 1225 stats.maxsp += 2;
1325 } 1226 }
1227
1326 /* Characters can get their sp supercharged via rune of transferrance */ 1228 /* Characters can get their sp supercharged via rune of transferrance */
1327 if (stats.sp > stats.maxsp * 2) 1229 if (stats.sp > stats.maxsp * 2)
1328 stats.sp = stats.maxsp * 2; 1230 stats.sp = stats.maxsp * 2;
1329 1231
1330 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */ 1232 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */
1338 /* store grace in a float - this way, the divisions below don't create 1240 /* store grace in a float - this way, the divisions below don't create
1339 * big jumps when you go from level to level - with int's, it then 1241 * big jumps when you go from level to level - with int's, it then
1340 * becomes big jumps when the sums of the bonuses jump to the next 1242 * becomes big jumps when the sums of the bonuses jump to the next
1341 * step of 8 - with floats, even fractional ones are useful. 1243 * step of 8 - with floats, even fractional ones are useful.
1342 */ 1244 */
1343 sp_tmp = 0.0; 1245 sp_tmp = 0.f;
1344 for (i = 1, stats.maxgrace = 0; i <= grace_obj->level && i <= 10; i++) 1246 for (i = 1, stats.maxgrace = 0; i <= grace_obj->level && i <= 10; i++)
1345 { 1247 {
1346 float grace_tmp = 0.0; 1248 float grace_tmp = 0.f;
1347 1249
1348 /* Got some extra bonus at first level */ 1250 /* Got some extra bonus at first level */
1349 if (i < 2) 1251 if (i < 2)
1350 grace_tmp = contr->levgrace[i] + (((float) grace_bonus[stats.Pow] + 1252 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 6.f;
1351 2.0 * (float) grace_bonus[stats.Wis]) / 6.0);
1352 else 1253 else
1353 grace_tmp = (float) contr->levgrace[i]
1354 + ((float) grace_bonus[stats.Pow] + 2.0 * (float) grace_bonus[stats.Wis]) / 12.0; 1254 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 12.f;
1355 1255
1356 if (grace_tmp < 1.0) 1256 if (grace_tmp < 1.f)
1357 grace_tmp = 1.0; 1257 grace_tmp = 1.f;
1358 1258
1359 sp_tmp += grace_tmp; 1259 sp_tmp += grace_tmp;
1360 } 1260 }
1361 1261
1362 stats.maxgrace = (int) sp_tmp; 1262 stats.maxgrace = (sint16)sp_tmp;
1363 1263
1364 /* two grace points per level after 11 */ 1264 /* two grace points per level after 11 */
1365 for (i = 11; i <= grace_obj->level; i++) 1265 for (i = 11; i <= grace_obj->level; i++)
1366 stats.maxgrace += 2; 1266 stats.maxgrace += 2;
1367 } 1267 }
1268
1368 /* No limit on grace vs maxgrace */ 1269 /* No limit on grace vs maxgrace */
1369 1270
1370 if (contr->braced) 1271 if (contr->braced)
1371 { 1272 {
1372 ac += 2; 1273 ac += 2;
1384 * improvement every level, now its fighterlevel/5. So 1285 * improvement every level, now its fighterlevel/5. So
1385 * we give the player a bonus here in wc and dam 1286 * we give the player a bonus here in wc and dam
1386 * to make up for the change. Note that I left the 1287 * to make up for the change. Note that I left the
1387 * monster bonus the same as before. -b.t. 1288 * monster bonus the same as before. -b.t.
1388 */ 1289 */
1290 object *wc_obj = chosen_skill;
1389 1291
1390 if (type == PLAYER && wc_obj && wc_obj->level > 1) 1292 if (contr && wc_obj && wc_obj->level > 1)
1391 { 1293 {
1392 wc -= (wc_obj->level + thaco_bonus[stats.Str]); 1294 wc -= wc_obj->level + thaco_bonus[stats.Str];
1295
1393 for (i = 1; i < wc_obj->level; i++) 1296 for (i = 1; i < wc_obj->level; i++)
1394 { 1297 {
1395 /* addtional wc every 6 levels */ 1298 /* additional wc every 6 levels */
1396 if (!(i % 6)) 1299 if (!(i % 6))
1397 wc--; 1300 wc--;
1301
1398 /* addtional dam every 4 levels. */ 1302 /* additional dam every 4 levels. */
1399 if (!(i % 4) && (dam_bonus[stats.Str] >= 0)) 1303 if (!(i % 4) && dam_bonus[stats.Str] >= 0)
1400 stats.dam += (1 + (dam_bonus[stats.Str] / 5)); 1304 stats.dam += 1 + dam_bonus[stats.Str] / 5;
1401 } 1305 }
1402 } 1306 }
1403 else 1307 else
1404 wc -= (level + thaco_bonus[stats.Str]); 1308 wc -= level + thaco_bonus[stats.Str];
1405 1309
1406 stats.dam += dam_bonus[stats.Str]; 1310 stats.dam += dam_bonus[stats.Str];
1407 1311
1408 if (stats.dam < 1) 1312 if (stats.dam < 1)
1409 stats.dam = 1; 1313 stats.dam = 1;
1410 1314
1411 speed = 1.0 + speed_bonus[stats.Dex]; 1315 speed = 1.f + speed_bonus[stats.Dex];
1412 1316
1413 if (settings.search_items && contr->search_str[0]) 1317 if (settings.search_items && contr->search_str[0])
1414 speed -= 1; 1318 speed -= 1;
1415 1319
1416 if (attacktype == 0) 1320 if (attacktype == 0)
1417 attacktype = arch->clone.attacktype; 1321 attacktype = arch->clone.attacktype;
1418
1419 } /* End if player */ 1322 } /* End if player */
1420 1323
1421 if (added_speed >= 0) 1324 if (added_speed >= 0)
1422 speed += added_speed / 10.0; 1325 speed += added_speed / 10.f;
1423 else /* Something wrong here...: */ 1326 else /* Something wrong here...: */
1424 speed /= (float) (1.0 - added_speed); 1327 speed /= 1.f - added_speed;
1425 1328
1426 /* Max is determined by armour */ 1329 /* Max is determined by armour */
1427 if (speed > max) 1330 if (speed > max)
1428 speed = max; 1331 speed = max;
1429 1332
1434 * weight limit, then player suffers a speed reduction based on how 1337 * weight limit, then player suffers a speed reduction based on how
1435 * much above he is, and what is max carry is 1338 * much above he is, and what is max carry is
1436 */ 1339 */
1437 f = (carrying / 1000) - max_carry[stats.Str]; 1340 f = (carrying / 1000) - max_carry[stats.Str];
1438 if (f > 0) 1341 if (f > 0)
1439 speed = speed / (1.0 + f / max_carry[stats.Str]); 1342 speed = speed / (1.f + f / max_carry[stats.Str]);
1440 } 1343 }
1441 1344
1442 speed += bonus_speed / 10.0; /* Not affected by limits */ 1345 speed += bonus_speed / 10.f; /* Not affected by limits */
1443 1346
1444 /* Put a lower limit on speed. Note with this speed, you move once every 1347 /* Put a lower limit on speed. Note with this speed, you move once every
1445 * 100 ticks or so. This amounts to once every 12 seconds of realtime. 1348 * 100 ticks or so. This amounts to once every 12 seconds of realtime.
1446 */ 1349 */
1447 speed = speed * speed_reduce_from_disease; 1350 speed = speed * speed_reduce_from_disease;
1448 1351
1449 if (speed < 0.01 && type == PLAYER) 1352 if (speed < 0.01f && type == PLAYER)
1450 speed = 0.01; 1353 speed = 0.01f;
1451 1354
1452 if (type == PLAYER) 1355 if (type == PLAYER)
1453 { 1356 {
1454 float M, W, s, D, K, S, M2;
1455
1456 /* (This formula was made by vidarl@ifi.uio.no) 1357 /* (This formula was made by vidarl@ifi.uio.no)
1457 * Note that we never used these values again - basically 1358 * Note that we never used these values again - basically
1458 * all of these could be subbed into one big equation, but 1359 * all of these could be subbed into one big equation, but
1459 * that would just be a real pain to read. 1360 * that would just be a real pain to read.
1460 */ 1361 */
1461 M = (max_carry[stats.Str] - 121) / 121.0; 1362 float M = (max_carry[stats.Str] - 121) / 121.f;
1462 M2 = max_carry[stats.Str] / 100.0; 1363 float M2 = max_carry[stats.Str] / 100.f;
1463 W = weapon_weight / 20000.0; 1364 float W = weapon_weight / 20000.f;
1464 s = 2 - weapon_speed / 10.0; 1365 float s = (20 - weapon_speed) / 10.f;
1465 D = (stats.Dex - 14) / 14.0; 1366 float D = (stats.Dex - 14) / 14.f;
1466 K = 1 + M / 3.0 - W / (3 * M2) + speed / 5.0 + D / 2.0; 1367 float K = 1 + M / 3.f - W / (3 * M2) + speed / 5.f + D / 2.f;
1368
1467 K *= (4 + level) / (float) (6 + level) * 1.2; 1369 K *= (4 + level) * 1.2f / (6 + level);
1370
1468 if (K <= 0) 1371 if (K <= 0.01f)
1469 K = 0.01; 1372 K = 0.01f;
1373
1470 S = speed / (K * s); 1374 float S = speed / (K * s);
1375
1471 contr->weapon_sp = S; 1376 contr->weapon_sp = S;
1472 } 1377 }
1473 1378
1474 /* I want to limit the power of small monsters with big weapons: */ 1379 /* I want to limit the power of small monsters with big weapons: */
1475 if (type != PLAYER && arch != NULL && stats.dam > arch->clone.stats.dam * 3) 1380 if (type != PLAYER && arch && stats.dam > arch->clone.stats.dam * 3)
1476 stats.dam = arch->clone.stats.dam * 3; 1381 stats.dam = arch->clone.stats.dam * 3;
1477 1382
1478 /* Prevent overflows of wc - best you can get is ABS(120) - this 1383 stats.wc = clamp (wc, MIN_WC, MAX_WC);
1479 * should be more than enough - remember, AC is also in 8 bits, 1384 stats.ac = clamp (ac, MIN_AC, MAX_AC);
1480 * so its value is the same.
1481 */
1482 if (wc > 120)
1483 wc = 120;
1484 else if (wc < -120)
1485 wc = -120;
1486
1487 stats.wc = wc;
1488
1489 if (ac > 120)
1490 ac = 120;
1491 else if (ac < -120)
1492 ac = -120;
1493
1494 stats.ac = ac;
1495 1385
1496 /* if for some reason the creature doesn't have any move type, 1386 /* if for some reason the creature doesn't have any move type,
1497 * give them walking as a default. 1387 * give them walking as a default.
1498 * The second case is a special case - to more closely mimic the 1388 * The second case is a special case - to more closely mimic the
1499 * old behaviour - if your flying, your not walking - just 1389 * old behaviour - if your flying, your not walking - just
1502 if (move_type == 0) 1392 if (move_type == 0)
1503 move_type = MOVE_WALK; 1393 move_type = MOVE_WALK;
1504 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) 1394 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH))
1505 move_type &= ~MOVE_WALK; 1395 move_type &= ~MOVE_WALK;
1506 1396
1507 update_ob_speed (this); 1397 if (speed != old_speed)
1398 set_speed (speed);
1508 1399
1509 /* It is quite possible that a player's spell costing might have changed, 1400 /* It is quite possible that a player's spell costing might have changed,
1510 * so we will check that now. 1401 * so we will check that now.
1511 */ 1402 */
1512 if (type == PLAYER) 1403 if (type == PLAYER)
1513 { 1404 {
1514 esrv_update_stats (contr); 1405 esrv_update_stats (contr);
1515 esrv_update_spells (contr); 1406 esrv_update_spells (contr);
1516 } 1407 }
1408
1409 // update the mapspace, if we are on a map
1410 if (!flag [FLAG_REMOVED] && map)
1411 map->at (x, y).flags_ = 0;
1517} 1412}
1518 1413
1519/* 1414/*
1520 * Returns true if the given player is a legal class. 1415 * Returns true if the given player is a legal class.
1521 * The function to add and remove class-bonuses to the stats doesn't 1416 * The function to add and remove class-bonuses to the stats doesn't
1524 * false otherwise. 1419 * false otherwise.
1525 */ 1420 */
1526int 1421int
1527allowed_class (const object *op) 1422allowed_class (const object *op)
1528{ 1423{
1529 return op->stats.Dex > 0 && op->stats.Str > 0 && op->stats.Con > 0 && 1424 return op->stats.Dex > 0
1530 op->stats.Int > 0 && op->stats.Wis > 0 && op->stats.Pow > 0 && op->stats.Cha > 0; 1425 && op->stats.Str > 0
1426 && op->stats.Con > 0
1427 && op->stats.Int > 0
1428 && op->stats.Wis > 0
1429 && op->stats.Pow > 0
1430 && op->stats.Cha > 0;
1531} 1431}
1532 1432
1533/* 1433/*
1534 * set the new dragon name after gaining levels or 1434 * set the new dragon name after gaining levels or
1535 * changing ability focus (later this can be extended to 1435 * changing ability focus (later this can be extended to
1606 object *skin = NULL; /* pointer to dragon skin force */ 1506 object *skin = NULL; /* pointer to dragon skin force */
1607 object *tmp = NULL; /* tmp. object */ 1507 object *tmp = NULL; /* tmp. object */
1608 char buf[MAX_BUF]; /* tmp. string buffer */ 1508 char buf[MAX_BUF]; /* tmp. string buffer */
1609 1509
1610 /* now grab the 'dragon_ability'-forces from the player's inventory */ 1510 /* now grab the 'dragon_ability'-forces from the player's inventory */
1511 shstr_cmp dragon_ability_force ("dragon_ability_force");
1512 shstr_cmp dragon_skin_force ("dragon_skin_force");
1513
1611 for (tmp = who->inv; tmp != NULL; tmp = tmp->below) 1514 for (tmp = who->inv; tmp; tmp = tmp->below)
1612 {
1613 if (tmp->type == FORCE) 1515 if (tmp->type == FORCE)
1614 {
1615 if (strcmp (tmp->arch->name, "dragon_ability_force") == 0) 1516 if (tmp->arch->name == dragon_ability_force)
1616 abil = tmp; 1517 abil = tmp;
1617 if (strcmp (tmp->arch->name, "dragon_skin_force") == 0) 1518 else if (tmp->arch->name == dragon_skin_force)
1618 skin = tmp; 1519 skin = tmp;
1619 } 1520
1620 }
1621 /* if the force is missing -> bail out */ 1521 /* if the force is missing -> bail out */
1622 if (abil == NULL) 1522 if (abil == NULL)
1623 return; 1523 return;
1624 1524
1625 /* The ability_force keeps track of maximum level ever achieved. 1525 /* The ability_force keeps track of maximum level ever achieved.
1669 if (!skill_obj) 1569 if (!skill_obj)
1670 { 1570 {
1671 LOG (llevError, "add_player_exp: couldn't find skill %s\n", skill_name); 1571 LOG (llevError, "add_player_exp: couldn't find skill %s\n", skill_name);
1672 return NULL; 1572 return NULL;
1673 } 1573 }
1574
1674 /* clear the flag - exp goes into this bucket, but player 1575 /* clear the flag - exp goes into this bucket, but player
1675 * still doesn't know it. 1576 * still doesn't know it.
1676 */ 1577 */
1677 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL); 1578 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL);
1678 skill_obj->stats.exp = 0; 1579 skill_obj->stats.exp = 0;
1679 skill_obj->level = 1; 1580 skill_obj->level = 1;
1680 insert_ob_in_ob (skill_obj, op); 1581 insert_ob_in_ob (skill_obj, op);
1582
1681 if (op->contr) 1583 if (op->contr)
1682 { 1584 {
1683 op->contr->last_skill_ob[skill_obj->subtype] = skill_obj; 1585 op->contr->last_skill_ob [skill_obj->subtype] = skill_obj;
1684 op->contr->last_skill_exp[skill_obj->subtype] = -1; 1586 if (op->contr->ns)
1587 op->contr->ns->last_skill_exp[skill_obj->subtype] = -1;//TODO: should be made superfluous
1685 } 1588 }
1589
1686 return skill_obj; 1590 return skill_obj;
1687} 1591}
1688
1689 1592
1690/* player_lvl_adj() - for the new exp system. we are concerned with 1593/* player_lvl_adj() - for the new exp system. we are concerned with
1691 * whether the player gets more hp, sp and new levels. 1594 * whether the player gets more hp, sp and new levels.
1692 * Note this this function should only be called for players. Monstes 1595 * Note this this function should only be called for players. Monstes
1693 * don't really gain levels 1596 * don't really gain levels
1704 1607
1705 if (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul)) 1608 if (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul))
1706 { 1609 {
1707 op->level++; 1610 op->level++;
1708 1611
1709 if (op != NULL && op == who && op->stats.exp > 1 && is_dragon_pl (who)) 1612 if (op && op == who && op->stats.exp > 1 && is_dragon_pl (who))
1710 dragon_level_gain (who); 1613 dragon_level_gain (who);
1711 1614
1712 /* Only roll these if it is the player (who) that gained the level */ 1615 /* Only roll these if it is the player (who) that gained the level */
1713 if (op == who && (who->level < 11) && who->type == PLAYER) 1616 if (op == who && (who->level < 11) && who->type == PLAYER)
1714 { 1617 {
1722 { 1625 {
1723 if (op->type != PLAYER) 1626 if (op->type != PLAYER)
1724 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); 1627 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1725 else 1628 else
1726 sprintf (buf, "You are now level %d.", op->level); 1629 sprintf (buf, "You are now level %d.", op->level);
1630
1727 if (who) 1631 if (who)
1728 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); 1632 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1729 } 1633 }
1634
1730 player_lvl_adj (who, op); /* To increase more levels */ 1635 player_lvl_adj (who, op); /* To increase more levels */
1731 } 1636 }
1732 else if (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul)) 1637 else if (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul))
1733 { 1638 {
1734 op->level--; 1639 op->level--;
1735 who->update_stats (); 1640 who->update_stats ();
1641
1736 if (op->type != PLAYER) 1642 if (op->type != PLAYER)
1737 { 1643 {
1738 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); 1644 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1739 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); 1645 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1740 } 1646 }
1647
1741 player_lvl_adj (who, op); /* To decrease more levels */ 1648 player_lvl_adj (who, op); /* To decrease more levels */
1742 } 1649 }
1743 1650
1744 /* check if the spell data has changed */ 1651 /* check if the spell data has changed */
1745 esrv_update_stats (who->contr); 1652 esrv_update_stats (who->contr);
1754sint64 1661sint64
1755level_exp (int level, double expmul) 1662level_exp (int level, double expmul)
1756{ 1663{
1757 if (level > settings.max_level) 1664 if (level > settings.max_level)
1758 return (sint64) (expmul * levels[settings.max_level]); 1665 return (sint64) (expmul * levels[settings.max_level]);
1666
1759 return (sint64) (expmul * levels[level]); 1667 return (sint64) (expmul * levels[level]);
1760} 1668}
1761 1669
1762/* 1670/*
1763 * Ensure that the permanent experience requirements in an exp object are met. 1671 * Ensure that the permanent experience requirements in an exp object are met.
1800 sint64 limit, exp_to_add; 1708 sint64 limit, exp_to_add;
1801 int i; 1709 int i;
1802 1710
1803 /* prevents some forms of abuse. */ 1711 /* prevents some forms of abuse. */
1804 if (op->contr->braced) 1712 if (op->contr->braced)
1805 exp = exp / 5; 1713 exp /= 5;
1806 1714
1807 /* Try to find the matching skill. 1715 /* Try to find the matching skill.
1808 * We do a shortcut/time saving mechanism first - see if it matches 1716 * We do a shortcut/time saving mechanism first - see if it matches
1809 * chosen_skill. This means we don't need to search through 1717 * chosen_skill. This means we don't need to search through
1810 * the players inventory. 1718 * the players inventory.
1811 */ 1719 */
1812 if (skill_name) 1720 if (skill_name)
1813 { 1721 {
1814 if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill)) 1722 if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill))
1945 del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction)); 1853 del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction));
1946 tmp->stats.exp -= del_exp; 1854 tmp->stats.exp -= del_exp;
1947 player_lvl_adj (op, tmp); 1855 player_lvl_adj (op, tmp);
1948 } 1856 }
1949 } 1857 }
1858
1950 if (flag != SK_SUBTRACT_SKILL_EXP) 1859 if (flag != SK_SUBTRACT_SKILL_EXP)
1951 { 1860 {
1952 del_exp = check_exp_loss (op, exp); 1861 del_exp = check_exp_loss (op, exp);
1953 op->stats.exp -= del_exp; 1862 op->stats.exp -= del_exp;
1954 player_lvl_adj (op, NULL); 1863 player_lvl_adj (op, NULL);
1955 } 1864 }
1956} 1865}
1957
1958
1959 1866
1960/* change_exp() - changes experience to a player/monster. This 1867/* change_exp() - changes experience to a player/monster. This
1961 * does bounds checking to make sure we don't overflow the max exp. 1868 * does bounds checking to make sure we don't overflow the max exp.
1962 * 1869 *
1963 * The exp passed is typically not modified much by this function - 1870 * The exp passed is typically not modified much by this function -
1964 * it is assumed the caller has modified the exp as needed. 1871 * it is assumed the caller has modified the exp as needed.
1965 * skill_name is the skill that should get the exp added. 1872 * skill_name is the skill that should get the exp added.
1966 * flag is what to do if player doesn't have the skill. 1873 * flag is what to do if player doesn't have the skill.
1967 * these last two values are only used for players. 1874 * these last two values are only used for players.
1968 */ 1875 */
1969
1970void 1876void
1971change_exp (object *op, sint64 exp, const char *skill_name, int flag) 1877change_exp (object *op, sint64 exp, const char *skill_name, int flag)
1972{ 1878{
1973
1974#ifdef EXP_DEBUG 1879#ifdef EXP_DEBUG
1975 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp); 1880 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp);
1976#endif 1881#endif
1977 1882
1978 /* safety */ 1883 /* safety */
2019 else 1924 else
2020 /* note that when you lose exp, it doesn't go against 1925 /* note that when you lose exp, it doesn't go against
2021 * a particular skill, so we don't need to pass that 1926 * a particular skill, so we don't need to pass that
2022 * along. 1927 * along.
2023 */ 1928 */
2024 subtract_player_exp (op, FABS (exp), skill_name, flag); 1929 subtract_player_exp (op, abs (exp), skill_name, flag);
2025
2026 } 1930 }
2027} 1931}
2028 1932
2029/* Applies a death penalty experience, the size of this is defined by the 1933/* Applies a death penalty experience, the size of this is defined by the
2030 * settings death_penalty_percentage and death_penalty_levels, and by the 1934 * settings death_penalty_percentage and death_penalty_levels, and by the
2031 * amount of permenent experience, whichever gives the lowest loss. 1935 * amount of permenent experience, whichever gives the lowest loss.
2032 */ 1936 */
2033
2034void 1937void
2035apply_death_exp_penalty (object *op) 1938apply_death_exp_penalty (object *op)
2036{ 1939{
2037 object *tmp; 1940 object *tmp;
2038 sint64 loss; 1941 sint64 loss;
2060 player_lvl_adj (op, tmp); 1963 player_lvl_adj (op, tmp);
2061 } 1964 }
2062 1965
2063 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100; 1966 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100;
2064 level_loss = op->stats.exp - levels[MAX (0, op->level - settings.death_penalty_level)]; 1967 level_loss = op->stats.exp - levels[MAX (0, op->level - settings.death_penalty_level)];
1968
2065 if (level_loss < 0) 1969 if (level_loss < 0)
2066 level_loss = 0; 1970 level_loss = 0;
2067 loss = check_exp_loss (op, MIN (level_loss, percentage_loss)); 1971 loss = check_exp_loss (op, MIN (level_loss, percentage_loss));
2068 1972
2069 op->stats.exp -= loss; 1973 op->stats.exp -= loss;

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