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Comparing deliantra/server/common/living.C (file contents):
Revision 1.35 by root, Wed Mar 14 04:12:27 2007 UTC vs.
Revision 1.50 by root, Sat May 12 18:14:47 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) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
7 * 7 *
233const char *const short_stat_name[NUM_STATS] = { 233const char *const short_stat_name[NUM_STATS] = {
234 "Str", "Dex", "Con", "Int", "Wis", "Pow", "Cha" 234 "Str", "Dex", "Con", "Int", "Wis", "Pow", "Cha"
235}; 235};
236 236
237/* 237/*
238 * sets Str/Dex/con/Wis/Cha/Int/Pow in stats to value, depending on
239 * what attr is (STR to POW).
240 */
241void
242set_attr_value (living *stats, int attr, sint8 value)
243{
244 switch (attr)
245 {
246 case STR:
247 stats->Str = value;
248 break;
249 case DEX:
250 stats->Dex = value;
251 break;
252 case CON:
253 stats->Con = value;
254 break;
255 case WIS:
256 stats->Wis = value;
257 break;
258 case POW:
259 stats->Pow = value;
260 break;
261 case CHA:
262 stats->Cha = value;
263 break;
264 case INT:
265 stats->Int = value;
266 break;
267 }
268}
269
270/*
271 * 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)
272 * is added to the specified stat. 239 * is added to the specified stat.
273 */ 240 */
274void 241void
275change_attr_value (living *stats, int attr, sint8 value) 242change_attr_value (living *stats, int attr, sint8 value)
276{ 243{
277 if (value == 0) 244 stats->stat (attr) += value;
278 return; 245}
279 246
280 switch (attr) 247sint8 &
281 { 248living::stat (int index)
282 case STR: 249{
283 stats->Str += value; 250 switch (index)
284 break;
285 case DEX:
286 stats->Dex += value;
287 break;
288 case CON:
289 stats->Con += value;
290 break;
291 case WIS:
292 stats->Wis += value;
293 break;
294 case POW:
295 stats->Pow += value;
296 break;
297 case CHA:
298 stats->Cha += value;
299 break;
300 case INT:
301 stats->Int += value;
302 break;
303 default:
304 LOG (llevError, "Invalid attribute in change_attr_value: %d\n", attr);
305 } 251 {
306} 252 case STR: return Str;
253 case DEX: return Dex;
254 case CON: return Con;
255 case INT: return Int;
256 case WIS: return Wis;
257 case POW: return Pow;
258 case CHA: return Cha;
259 }
307 260
308/* 261 LOG (llevError | logBacktrace, "living.stat() called with out-of-range stat index");
309 * returns the specified stat. See also set_attr_value(). 262 static sint8 dummy;
310 */ 263 return dummy;
264}
311 265
312sint8 266sint8
313get_attr_value (const living *stats, int attr) 267living::stat (int index) const
314{ 268{
315 switch (attr) 269 switch (index)
316 { 270 {
317 case STR: return stats->Str; 271 case STR: return Str;
318 case DEX: return stats->Dex; 272 case DEX: return Dex;
319 case CON: return stats->Con; 273 case CON: return Con;
320 case WIS: return stats->Wis;
321 case CHA: return stats->Cha;
322 case INT: return stats->Int; 274 case INT: return Int;
275 case WIS: return Wis;
323 case POW: return stats->Pow; 276 case POW: return Pow;
277 case CHA: return Cha;
324 } 278 }
325 279
280 LOG (llevError | logBacktrace, "living.stat() called with out-of-range stat index");
281 static sint8 dummy;
326 return 0; 282 return dummy;
327} 283}
328 284
329/* 285/*
330 * Ensures that all stats (str/dex/con/wis/cha/int) are within the 286 * Ensures that all stats (str/dex/con/wis/cha/int) are within the
331 * 1-30 stat limit. 287 * 1-30 stat limit.
332 */ 288 */
333
334void 289void
335check_stat_bounds (living *stats) 290check_stat_bounds (living *stats)
336{ 291{
337 int i, v;
338
339 for (i = 0; i < NUM_STATS; i++) 292 for (int i = 0; i < NUM_STATS; i++)
340 if ((v = get_attr_value (stats, i)) > MAX_STAT) 293 {
341 set_attr_value (stats, i, MAX_STAT); 294 sint8 &v = stats->stat (i);
342 else if (v < MIN_STAT) 295 v = clamp (v, MIN_STAT, MAX_STAT);
343 set_attr_value (stats, i, MIN_STAT); 296 }
344} 297}
345 298
346#define ORIG_S(xyz,abc) (op->contr->orig_stats.abc) 299#define ORIG_S(xyz,abc) (op->contr->orig_stats.abc)
347 300
348/* Rather than having a whole bunch of if (flag) new_draw.. else new_draw, 301/* Rather than having a whole bunch of if (flag) new_draw.. else new_draw,
357/* flag is set to 1 if we are applying the object, -1 if we are removing 310/* flag is set to 1 if we are applying the object, -1 if we are removing
358 * the object. 311 * the object.
359 * It is the calling functions responsibilty to check to see if the object 312 * It is the calling functions responsibilty to check to see if the object
360 * can be applied or not. 313 * can be applied or not.
361 * The main purpose of calling this function is the messages that are 314 * The main purpose of calling this function is the messages that are
362 * displayed - fix_player should really always be called after this when 315 * displayed - update_stats should really always be called after this when
363 * removing an object - that is because it is impossible to know if some object 316 * removing an object - that is because it is impossible to know if some object
364 * is the only source of an attacktype or spell attunement, so this function 317 * is the only source of an attacktype or spell attunement, so this function
365 * will clear the bits, but the player may still have some other object 318 * will clear the bits, but the player may still have some other object
366 * that gives them that ability. 319 * that gives them that ability.
367 */ 320 */
385 potion_max = 1; 338 potion_max = 1;
386 for (j = 0; j < NUM_STATS; j++) 339 for (j = 0; j < NUM_STATS; j++)
387 { 340 {
388 int nstat, ostat; 341 int nstat, ostat;
389 342
390 ostat = get_attr_value (&(op->contr->orig_stats), j); 343 ostat = op->contr->orig_stats.stat (j);
391 i = get_attr_value (&(tmp->stats), j); 344 i = tmp->stats.stat (j);
392 345
393 /* nstat is what the stat will be after use of the potion */ 346 /* nstat is what the stat will be after use of the potion */
394 nstat = flag * i + ostat; 347 nstat = flag * i + ostat;
395 348
396 /* Do some bounds checking. While I don't think any 349 /* Do some bounds checking. While I don't think any
398 * that adjust that stat by more than one point, so we need 351 * that adjust that stat by more than one point, so we need
399 * to allow for that. 352 * to allow for that.
400 */ 353 */
401 if (nstat < 1 && i * flag < 0) 354 if (nstat < 1 && i * flag < 0)
402 nstat = 1; 355 nstat = 1;
403 else if (nstat > 20 + get_attr_value (&(op->arch->clone.stats), j)) 356 else if (nstat > 20 + op->arch->clone.stats.stat (j))
404 {
405 nstat = 20 + get_attr_value (&(op->arch->clone.stats), j); 357 nstat = 20 + op->arch->clone.stats.stat (j);
406 }
407 358
408 if (nstat != ostat) 359 if (nstat != ostat)
409 { 360 {
410 set_attr_value (&(op->contr->orig_stats), j, nstat); 361 op->contr->orig_stats.stat (j) = nstat;
411 potion_max = 0; 362 potion_max = 0;
412 } 363 }
413 else if (i) 364 else if (i)
414 { 365 {
415 /* potion is useless - player has already hit the natural maximum */ 366 /* potion is useless - player has already hit the natural maximum */
420 /* This section of code ups the characters normal stats also. I am not 371 /* This section of code ups the characters normal stats also. I am not
421 * sure if this is strictly necessary, being that fix_player probably 372 * sure if this is strictly necessary, being that fix_player probably
422 * recalculates this anyway. 373 * recalculates this anyway.
423 */ 374 */
424 for (j = 0; j < NUM_STATS; j++) 375 for (j = 0; j < NUM_STATS; j++)
425 change_attr_value (&(op->stats), j, flag * get_attr_value (&(tmp->stats), j)); 376 change_attr_value (&op->stats, j, flag * tmp->stats.stat (j));
426 377
427 check_stat_bounds (&(op->stats)); 378 check_stat_bounds (&op->stats);
428 } /* end of potion handling code */ 379 } /* end of potion handling code */
429 } 380 }
430 381
431 /* reset attributes that fix_player doesn't reset since it doesn't search 382 /* reset attributes that fix_player doesn't reset since it doesn't search
432 * everything to set 383 * everything to set
433 */ 384 */
434 if (flag == -1) 385 if (flag == -1)
435 { 386 {
436 op->attacktype &= ~tmp->attacktype; 387 op->attacktype &= ~tmp->attacktype;
437 op->path_attuned &= ~tmp->path_attuned; 388 op->path_attuned &= ~tmp->path_attuned;
438 op->path_repelled &= ~tmp->path_repelled; 389 op->path_repelled &= ~tmp->path_repelled;
439 op->path_denied &= ~tmp->path_denied; 390 op->path_denied &= ~tmp->path_denied;
440 /* Presuming here that creatures only have move_type, 391 /* Presuming here that creatures only have move_type,
441 * and not the other move_ fields. 392 * and not the other move_ fields.
442 */ 393 */
443 op->move_type &= ~tmp->move_type; 394 op->move_type &= ~tmp->move_type;
444 } 395 }
445 396
446 /* call fix_player since op object could have whatever attribute due 397 /* call fix_player since op object could have whatever attribute due
447 * to multiple items. if fix_player always has to be called after 398 * to multiple items. if fix_player always has to be called after
448 * change_ability then might as well call it from here 399 * change_ability then might as well call it from here
449 */ 400 */
450 op->update_stats (); 401 op->update_stats ();
451 402
452 /* Fix player won't add the bows ability to the player, so don't 403 /* Fix player won't add the bows ability to the player, so don't
500 * in that case, you don't actually land 451 * in that case, you don't actually land
501 */ 452 */
502 DIFF_MSG (flag, "You soar into the air air!.", 453 DIFF_MSG (flag, "You soar into the air air!.",
503 (op->move_type & MOVE_FLY_LOW ? "You fly lower in the air" : "You float down to the ground.")); 454 (op->move_type & MOVE_FLY_LOW ? "You fly lower in the air" : "You float down to the ground."));
504 } 455 }
456
505 if (tmp->move_type & MOVE_SWIM) 457 if (tmp->move_type & MOVE_SWIM)
506 DIFF_MSG (flag, "You feel ready for a swim", "You no longer feel like swimming"); 458 DIFF_MSG (flag, "You feel ready for a swim", "You no longer feel like swimming");
507 459
508 /* Changing move status may mean you are affected by things you weren't before */ 460 /* Changing move status may mean you are affected by things you weren't before */
509 check_move_on (op, op); 461 check_move_on (op, op);
658 610
659 if (!potion_max) 611 if (!potion_max)
660 { 612 {
661 for (j = 0; j < NUM_STATS; j++) 613 for (j = 0; j < NUM_STATS; j++)
662 { 614 {
663 if ((i = get_attr_value (&(tmp->stats), j)) != 0) 615 if ((i = tmp->stats.stat (j)))
664 { 616 {
665 success = 1; 617 success = 1;
666 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]); 618 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]);
667 } 619 }
668 } 620 }
673 625
674/* 626/*
675 * Stat draining by Vick 930307 627 * Stat draining by Vick 930307
676 * (Feeling evil, I made it work as well now. -Frank 8) 628 * (Feeling evil, I made it work as well now. -Frank 8)
677 */ 629 */
678
679void 630void
680object::drain_stat () 631object::drain_stat ()
681{ 632{
682 drain_specific_stat (rndm (NUM_STATS)); 633 drain_specific_stat (rndm (NUM_STATS));
683} 634}
818 * Updates all abilities given by applied objects in the inventory 769 * Updates all abilities given by applied objects in the inventory
819 * of the given object. Note: This function works for both monsters 770 * of the given object. Note: This function works for both monsters
820 * and players; the "player" in the name is purely an archaic inheritance. 771 * and players; the "player" in the name is purely an archaic inheritance.
821 * This functions starts from base values (archetype or player object) 772 * This functions starts from base values (archetype or player object)
822 * and then adjusts them according to what the player has equipped. 773 * and then adjusts them according to what the player has equipped.
823 */ 774 *
824
825/* July 95 - inserted stuff to handle new skills/exp system - b.t. 775 * July 95 - inserted stuff to handle new skills/exp system - b.t.
826 spell system split, grace points now added to system --peterm 776 * spell system split, grace points now added to system --peterm
827 */ 777 */
828
829void 778void
830object::update_stats () 779object::update_stats ()
831{ 780{
832 int i, j; 781 int i, j;
833 float f, max = 9, added_speed = 0, bonus_speed = 0, sp_tmp, speed_reduce_from_disease = 1; 782 float f, max = 9, added_speed = 0, bonus_speed = 0, sp_tmp, speed_reduce_from_disease = 1;
839 788
840 /* First task is to clear all the values back to their original values */ 789 /* First task is to clear all the values back to their original values */
841 if (type == PLAYER) 790 if (type == PLAYER)
842 { 791 {
843 for (i = 0; i < NUM_STATS; i++) 792 for (i = 0; i < NUM_STATS; i++)
844 set_attr_value (&(stats), i, get_attr_value (&(contr->orig_stats), i)); 793 stats.stat (i) = contr->orig_stats.stat (i);
845 794
846 if (settings.spell_encumbrance == TRUE) 795 if (settings.spell_encumbrance == TRUE)
847 contr->encumbrance = 0; 796 contr->encumbrance = 0;
848 797
849 attacktype = 0; 798 attacktype = 0;
799
850 contr->digestion = 0; 800 contr->digestion = 0;
851 contr->gen_hp = 0; 801 contr->gen_hp = 0;
852 contr->gen_sp = 0; 802 contr->gen_sp = 0;
853 contr->gen_grace = 0; 803 contr->gen_grace = 0;
854 contr->gen_sp_armour = 10; 804 contr->gen_sp_armour = 10;
855 contr->item_power = 0; 805 contr->item_power = 0;
856
857 /* Don't clobber all the range_ values. range_golem otherwise
858 * gets reset for no good reason, and we don't want to reset
859 * range_magic (what spell is readied). These three below
860 * well get filled in based on what the player has equipped.
861 */
862 contr->ranges[range_bow] = NULL;
863 contr->ranges[range_misc] = NULL;
864 contr->ranges[range_skill] = NULL;
865 } 806 }
866 807
867 memcpy (body_used, body_info, sizeof (body_info)); 808 for (int i = NUM_BODY_LOCATIONS; i--; )
809 slot[i].used = slot[i].info;
868 810
869 slaying = 0; 811 slaying = 0;
870 812
871 if (!QUERY_FLAG (this, FLAG_WIZ)) 813 if (!QUERY_FLAG (this, FLAG_WIZ))
872 { 814 {
881 if (!QUERY_FLAG (&arch->clone, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL); 823 if (!QUERY_FLAG (&arch->clone, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL);
882 if (!QUERY_FLAG (&arch->clone, FLAG_REFL_MISSILE)) CLEAR_FLAG (this, FLAG_REFL_MISSILE); 824 if (!QUERY_FLAG (&arch->clone, FLAG_REFL_MISSILE)) CLEAR_FLAG (this, FLAG_REFL_MISSILE);
883 if (!QUERY_FLAG (&arch->clone, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD); 825 if (!QUERY_FLAG (&arch->clone, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD);
884 if (!QUERY_FLAG (&arch->clone, FLAG_SEE_IN_DARK )) CLEAR_FLAG (this, FLAG_SEE_IN_DARK); 826 if (!QUERY_FLAG (&arch->clone, FLAG_SEE_IN_DARK )) CLEAR_FLAG (this, FLAG_SEE_IN_DARK);
885 827
886 path_attuned = arch->clone.path_attuned; 828 path_attuned = arch->clone.path_attuned;
887 path_repelled = arch->clone.path_repelled; 829 path_repelled = arch->clone.path_repelled;
888 path_denied = arch->clone.path_denied; 830 path_denied = arch->clone.path_denied;
889 glow_radius = arch->clone.glow_radius; 831 glow_radius = arch->clone.glow_radius;
890 move_type = arch->clone.move_type; 832 move_type = arch->clone.move_type;
833
891 chosen_skill = NULL; 834 chosen_skill = 0;
892 835
893 /* initializing resistances from the values in player/monster's 836 /* initializing resistances from the values in player/monster's
894 * archetype clone 837 * archetype clone
895 */ 838 */
896 memcpy (&resist, &arch->clone.resist, sizeof (resist)); 839 memcpy (&resist, &arch->clone.resist, sizeof (resist));
899 { 842 {
900 if (resist[i] > 0) 843 if (resist[i] > 0)
901 prot[i] = resist[i], vuln[i] = 0; 844 prot[i] = resist[i], vuln[i] = 0;
902 else 845 else
903 vuln[i] = -(resist[i]), prot[i] = 0; 846 vuln[i] = -(resist[i]), prot[i] = 0;
847
904 potion_resist[i] = 0; 848 potion_resist[i] = 0;
905 } 849 }
906 850
907 wc = arch->clone.stats.wc; 851 wc = arch->clone.stats.wc;
908 stats.dam = arch->clone.stats.dam; 852 stats.dam = arch->clone.stats.dam;
935 */ 879 */
936 if (tmp->glow_radius > glow_radius) 880 if (tmp->glow_radius > glow_radius)
937 glow_radius = tmp->glow_radius; 881 glow_radius = tmp->glow_radius;
938 882
939 /* This happens because apply_potion calls change_abil with the potion 883 /* This happens because apply_potion calls change_abil with the potion
940 * applied so we can tell the player what chagned. But change_abil 884 * applied so we can tell the player what changed. But change_abil
941 * then calls this function. 885 * then calls this function.
942 */ 886 */
943 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION) 887 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION)
944 continue; 888 continue;
945 889
971 * in the praying skill, and the player should always get those. 915 * in the praying skill, and the player should always get those.
972 * It also means we need to put in additional checks for applied below, 916 * It also means we need to put in additional checks for applied below,
973 * because the skill shouldn't count against body positions being used 917 * because the skill shouldn't count against body positions being used
974 * up, etc. 918 * up, etc.
975 */ 919 */
976 if ((QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type != CONTAINER && tmp->type != CLOSE_CON) || 920 if ((tmp->flag [FLAG_APPLIED]
921 && tmp->type != CONTAINER
922 && tmp->type != CLOSE_CON)
923 || (tmp->type == SKILL
977 (tmp->type == SKILL && tmp->subtype == SK_PRAYING)) 924 && tmp->subtype == SK_PRAYING))
978 { 925 {
979 if (type == PLAYER) 926 if (type == PLAYER)
980 { 927 {
981 if (tmp->type == BOW) 928 if (tmp == contr->combat_ob || tmp == contr->ranged_ob)
982 contr->ranges[range_bow] = tmp; 929 if (tmp != current_weapon && (tmp->type != SKILL || tmp->subtype != SK_PRAYING))
983 930 continue;
984 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
985 contr->ranges[range_misc] = tmp;
986 931
987 for (i = 0; i < NUM_STATS; i++) 932 for (i = 0; i < NUM_STATS; i++)
988 change_attr_value (&(stats), i, get_attr_value (&(tmp->stats), i)); 933 change_attr_value (&stats, i, tmp->stats.stat (i));
989 934
990 /* these are the items that currently can change digestion, regeneration, 935 /* these are the items that currently can change digestion, regeneration,
991 * spell point recovery and mana point recovery. Seems sort of an arbitary 936 * spell point recovery and mana point recovery. Seems sort of an arbitary
992 * list, but other items store other info into stats array. 937 * list, but other items store other info into stats array.
993 */ 938 */
994 if ((tmp->type == WEAPON) || 939 if (tmp->type == WEAPON || tmp->type == BOW ||
995 (tmp->type == ARMOUR) || (tmp->type == HELMET) || 940 tmp->type == ARMOUR || tmp->type == HELMET ||
996 (tmp->type == SHIELD) || (tmp->type == RING) || 941 tmp->type == SHIELD || tmp->type == RING ||
997 (tmp->type == BOOTS) || (tmp->type == GLOVES) || 942 tmp->type == BOOTS || tmp->type == GLOVES ||
998 (tmp->type == AMULET) || (tmp->type == GIRDLE) || 943 tmp->type == AMULET || tmp->type == GIRDLE ||
999 (tmp->type == BRACERS) || (tmp->type == CLOAK) || 944 tmp->type == BRACERS || tmp->type == CLOAK ||
1000 (tmp->type == DISEASE) || (tmp->type == FORCE) || 945 tmp->type == DISEASE || tmp->type == FORCE ||
1001 (tmp->type == SKILL)) 946 tmp->type == SKILL)
1002 { 947 {
1003 contr->digestion += tmp->stats.food; 948 contr->digestion += tmp->stats.food;
1004 contr->gen_hp += tmp->stats.hp; 949 contr->gen_hp += tmp->stats.hp;
1005 contr->gen_sp += tmp->stats.sp; 950 contr->gen_sp += tmp->stats.sp;
1006 contr->gen_grace += tmp->stats.grace; 951 contr->gen_grace += tmp->stats.grace;
1007 contr->gen_sp_armour += tmp->gen_sp_armour; 952 contr->gen_sp_armour += tmp->gen_sp_armour;
1008 contr->item_power += tmp->item_power; 953 contr->item_power += tmp->item_power;
1009 } 954 }
1010 } /* if this is a player */ 955 } /* if this is a player */
956 else
957 {
958 if (tmp->type == WEAPON)
959 current_weapon = tmp;
960 }
1011 961
1012 /* Update slots used for items */ 962 /* Update slots used for items */
1013 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 963 if (QUERY_FLAG (tmp, FLAG_APPLIED))
1014 for (i = 0; i < NUM_BODY_LOCATIONS; i++) 964 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
1015 body_used[i] += tmp->body_info[i]; 965 slot[i].used += tmp->slot[i].info;
1016 966
1017 if (tmp->type == SYMPTOM) 967 if (tmp->type == SYMPTOM)
1018 { 968 {
1019 speed_reduce_from_disease = tmp->last_sp / 100.0; 969 speed_reduce_from_disease = tmp->last_sp / 100.f;
970
1020 if (speed_reduce_from_disease == 0) 971 if (speed_reduce_from_disease == 0)
1021 speed_reduce_from_disease = 1; 972 speed_reduce_from_disease = 1;
1022 } 973 }
1023 974
1024 /* Pos. and neg. protections are counted seperate (-> pro/vuln). 975 /* Pos. and neg. protections are counted seperate (-> pro/vuln).
1046 vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100; 997 vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100;
1047 } 998 }
1048 } 999 }
1049 1000
1050 /* There may be other things that should not adjust the attacktype */ 1001 /* There may be other things that should not adjust the attacktype */
1051 if (tmp->type != BOW && tmp->type != SYMPTOM) 1002 if ((tmp->type != WEAPON && tmp->type != BOW && tmp->type != SYMPTOM)
1003 || current_weapon == tmp)
1004 {
1052 attacktype |= tmp->attacktype; 1005 attacktype |= tmp->attacktype;
1053
1054 path_attuned |= tmp->path_attuned; 1006 path_attuned |= tmp->path_attuned;
1055 path_repelled |= tmp->path_repelled; 1007 path_repelled |= tmp->path_repelled;
1056 path_denied |= tmp->path_denied; 1008 path_denied |= tmp->path_denied;
1009 move_type |= tmp->move_type;
1057 stats.luck += tmp->stats.luck; 1010 stats.luck += tmp->stats.luck;
1058 move_type |= tmp->move_type; 1011 }
1059 1012
1060 if (QUERY_FLAG (tmp, FLAG_LIFESAVE )) SET_FLAG (this, FLAG_LIFESAVE); 1013 if (QUERY_FLAG (tmp, FLAG_LIFESAVE )) SET_FLAG (this, FLAG_LIFESAVE);
1061 if (QUERY_FLAG (tmp, FLAG_REFL_SPELL )) SET_FLAG (this, FLAG_REFL_SPELL); 1014 if (QUERY_FLAG (tmp, FLAG_REFL_SPELL )) SET_FLAG (this, FLAG_REFL_SPELL);
1062 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE)) SET_FLAG (this, FLAG_REFL_MISSILE); 1015 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE)) SET_FLAG (this, FLAG_REFL_MISSILE);
1063 if (QUERY_FLAG (tmp, FLAG_STEALTH )) SET_FLAG (this, FLAG_STEALTH); 1016 if (QUERY_FLAG (tmp, FLAG_STEALTH )) SET_FLAG (this, FLAG_STEALTH);
1076 1029
1077 if (tmp->stats.exp && tmp->type != SKILL) 1030 if (tmp->stats.exp && tmp->type != SKILL)
1078 { 1031 {
1079 if (tmp->stats.exp > 0) 1032 if (tmp->stats.exp > 0)
1080 { 1033 {
1081 added_speed += (float) tmp->stats.exp / 3.0; 1034 added_speed += tmp->stats.exp / 3.f;
1082 bonus_speed += 1.0 + (float) tmp->stats.exp / 3.0; 1035 bonus_speed += tmp->stats.exp / 3.f + 1.f;
1083 } 1036 }
1084 else 1037 else
1085 added_speed += (float) tmp->stats.exp; 1038 added_speed += tmp->stats.exp;
1086 } 1039 }
1087 1040
1088 switch (tmp->type) 1041 switch (tmp->type)
1089 { 1042 {
1043#if 0
1044 case WAND:
1045 case ROD:
1046 case HORN:
1047 if (type != PLAYER || current_weapon == tmp)
1048 chosen_skill = tmp;
1049 break;
1050#endif
1051
1090 /* skills modifying the character -b.t. */ 1052 /* skills modifying the character -b.t. */
1091 /* for all skills and skill granting objects */ 1053 /* for all skills and skill granting objects */
1092 case SKILL: 1054 case SKILL:
1093 if (!QUERY_FLAG (tmp, FLAG_APPLIED)) 1055 if (!QUERY_FLAG (tmp, FLAG_APPLIED))
1094 break; 1056 break;
1102 chosen_skill = tmp; 1064 chosen_skill = tmp;
1103 1065
1104 if (tmp->stats.dam > 0) 1066 if (tmp->stats.dam > 0)
1105 { /* skill is a 'weapon' */ 1067 { /* skill is a 'weapon' */
1106 if (!QUERY_FLAG (this, FLAG_READY_WEAPON)) 1068 if (!QUERY_FLAG (this, FLAG_READY_WEAPON))
1107 weapon_speed = (int) WEAPON_SPEED (tmp); 1069 weapon_speed = WEAPON_SPEED (tmp);
1108 1070
1109 if (weapon_speed < 0) 1071 if (weapon_speed < 0)
1110 weapon_speed = 0; 1072 weapon_speed = 0;
1111 1073
1112 weapon_weight = tmp->weight; 1074 weapon_weight = tmp->weight;
1115 if (tmp->magic) 1077 if (tmp->magic)
1116 stats.dam += tmp->magic; 1078 stats.dam += tmp->magic;
1117 } 1079 }
1118 1080
1119 if (tmp->stats.wc) 1081 if (tmp->stats.wc)
1120 wc -= (tmp->stats.wc + tmp->magic); 1082 wc -= tmp->stats.wc + tmp->magic;
1121 1083
1122 if (tmp->slaying != NULL) 1084 if (tmp->slaying)
1123 slaying = tmp->slaying; 1085 slaying = tmp->slaying;
1124 1086
1125 if (tmp->stats.ac) 1087 if (tmp->stats.ac)
1126 ac -= (tmp->stats.ac + tmp->magic); 1088 ac -= tmp->stats.ac + tmp->magic;
1127 1089
1128 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1090 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1129 contr->encumbrance += (int) 3 *tmp->weight / 1000; 1091 contr->encumbrance += (int) 3 *tmp->weight / 1000;
1130
1131 if (type == PLAYER)
1132 contr->ranges[range_skill] = this;
1133 1092
1134 break; 1093 break;
1135 1094
1136 case SKILL_TOOL: 1095 case SKILL_TOOL:
1137 if (chosen_skill) 1096 if (chosen_skill)
1138 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name); 1097 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name);
1139 1098
1140 chosen_skill = tmp; 1099 chosen_skill = tmp;
1141
1142 if (type == PLAYER)
1143 contr->ranges[range_skill] = this;
1144 break; 1100 break;
1145 1101
1146 case SHIELD: 1102 case SHIELD:
1147 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1103 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1148 contr->encumbrance += (int) tmp->weight / 2000; 1104 contr->encumbrance += (int) tmp->weight / 2000;
1152 case HELMET: 1108 case HELMET:
1153 case BOOTS: 1109 case BOOTS:
1154 case GLOVES: 1110 case GLOVES:
1155 case CLOAK: 1111 case CLOAK:
1156 if (tmp->stats.wc) 1112 if (tmp->stats.wc)
1157 wc -= (tmp->stats.wc + tmp->magic); 1113 wc -= tmp->stats.wc + tmp->magic;
1158 1114
1159 if (tmp->stats.dam) 1115 if (tmp->stats.dam)
1160 stats.dam += (tmp->stats.dam + tmp->magic); 1116 stats.dam += tmp->stats.dam + tmp->magic;
1161 1117
1162 if (tmp->stats.ac) 1118 if (tmp->stats.ac)
1163 ac -= (tmp->stats.ac + tmp->magic); 1119 ac -= tmp->stats.ac + tmp->magic;
1164 1120
1165 break; 1121 break;
1166 1122
1123 case BOW:
1167 case WEAPON: 1124 case WEAPON:
1125 if (type != PLAYER || current_weapon == tmp)
1126 {
1168 wc -= (tmp->stats.wc + tmp->magic); 1127 wc -= tmp->stats.wc + tmp->magic;
1169 1128
1170 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0) 1129 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0)
1171 ac -= tmp->stats.ac + tmp->magic; 1130 ac -= tmp->stats.ac + tmp->magic;
1172 1131
1173 stats.dam += (tmp->stats.dam + tmp->magic); 1132 stats.dam += tmp->stats.dam + tmp->magic;
1174 weapon_weight = tmp->weight; 1133 weapon_weight = tmp->weight;
1175 weapon_speed = ((int) WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2; 1134 weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2;
1176 1135
1177 if (weapon_speed < 0) 1136 if (weapon_speed < 0)
1178 weapon_speed = 0; 1137 weapon_speed = 0;
1179 1138
1180 slaying = tmp->slaying; 1139 slaying = tmp->slaying;
1140
1181 /* If there is desire that two handed weapons should do 1141 /* If there is desire that two handed weapons should do
1182 * extra strength damage, this is where the code should 1142 * extra strength damage, this is where the code should
1183 * go. 1143 * go.
1184 */ 1144 */
1185 current_weapon = tmp; 1145
1186 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1146 if (type == PLAYER)
1147 if (settings.spell_encumbrance)
1187 contr->encumbrance += (int) 3 *tmp->weight / 1000; 1148 contr->encumbrance += tmp->weight * 3 / 1000;
1149 }
1188 1150
1189 break; 1151 break;
1190 1152
1191 case ARMOUR: /* Only the best of these three are used: */ 1153 case ARMOUR: /* Only the best of these three are used: */
1192 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1154 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1193 contr->encumbrance += (int) tmp->weight / 1000; 1155 contr->encumbrance += tmp->weight / 1000;
1194 1156
1195 case BRACERS: 1157 case BRACERS:
1196 case FORCE: 1158 case FORCE:
1197 if (tmp->stats.wc) 1159 if (tmp->stats.wc)
1198 { 1160 {
1220 wc -= (tmp->stats.wc + tmp->magic); 1182 wc -= (tmp->stats.wc + tmp->magic);
1221 1183
1222 if (tmp->stats.ac) 1184 if (tmp->stats.ac)
1223 ac -= (tmp->stats.ac + tmp->magic); 1185 ac -= (tmp->stats.ac + tmp->magic);
1224 1186
1225 if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.0 < max) 1187 if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.f < max)
1226 max = ARMOUR_SPEED (tmp) / 10.0; 1188 max = ARMOUR_SPEED (tmp) / 10.f;
1227 1189
1228 break; 1190 break;
1229 } /* switch tmp->type */ 1191 } /* switch tmp->type */
1230 } /* item is equipped */ 1192 } /* item is equipped */
1231 } /* for loop of items */ 1193 } /* for loop of items */
1299 1261
1300 if (mana_obj == this && type == PLAYER) 1262 if (mana_obj == this && type == PLAYER)
1301 stats.maxsp = 1; 1263 stats.maxsp = 1;
1302 else 1264 else
1303 { 1265 {
1304 sp_tmp = 0.0; 1266 sp_tmp = 0.f;
1305 1267
1306 for (i = 1; i <= mana_obj->level && i <= 10; i++) 1268 for (i = 1; i <= mana_obj->level && i <= 10; i++)
1307 { 1269 {
1308 float stmp; 1270 float stmp;
1309 1271
1310 /* Got some extra bonus at first level */ 1272 /* Got some extra bonus at first level */
1311 if (i < 2) 1273 if (i < 2)
1312 stmp = contr->levsp[i] + ((2.0 * (float) sp_bonus[stats.Pow] + (float) sp_bonus[stats.Int]) / 6.0); 1274 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 6.f;
1313 else 1275 else
1314 stmp = (float) contr->levsp[i] + (2.0 * (float) sp_bonus[stats.Pow] + (float) sp_bonus[stats.Int]) / 12.0; 1276 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 12.f;
1315 1277
1316 if (stmp < 1.0) 1278 if (stmp < 1.f)
1317 stmp = 1.0; 1279 stmp = 1.f;
1318 1280
1319 sp_tmp += stmp; 1281 sp_tmp += stmp;
1320 } 1282 }
1321 1283
1322 stats.maxsp = (int) sp_tmp; 1284 stats.maxsp = (sint16)sp_tmp;
1323 1285
1324 for (i = 11; i <= mana_obj->level; i++) 1286 for (i = 11; i <= mana_obj->level; i++)
1325 stats.maxsp += 2; 1287 stats.maxsp += 2;
1326 } 1288 }
1327 /* Characters can get their sp supercharged via rune of transferrance */ 1289 /* Characters can get their sp supercharged via rune of transferrance */
1339 /* store grace in a float - this way, the divisions below don't create 1301 /* store grace in a float - this way, the divisions below don't create
1340 * big jumps when you go from level to level - with int's, it then 1302 * big jumps when you go from level to level - with int's, it then
1341 * becomes big jumps when the sums of the bonuses jump to the next 1303 * becomes big jumps when the sums of the bonuses jump to the next
1342 * step of 8 - with floats, even fractional ones are useful. 1304 * step of 8 - with floats, even fractional ones are useful.
1343 */ 1305 */
1344 sp_tmp = 0.0; 1306 sp_tmp = 0.f;
1345 for (i = 1, stats.maxgrace = 0; i <= grace_obj->level && i <= 10; i++) 1307 for (i = 1, stats.maxgrace = 0; i <= grace_obj->level && i <= 10; i++)
1346 { 1308 {
1347 float grace_tmp = 0.0; 1309 float grace_tmp = 0.f;
1348 1310
1349 /* Got some extra bonus at first level */ 1311 /* Got some extra bonus at first level */
1350 if (i < 2) 1312 if (i < 2)
1351 grace_tmp = contr->levgrace[i] + (((float) grace_bonus[stats.Pow] + 1313 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 6.f;
1352 2.0 * (float) grace_bonus[stats.Wis]) / 6.0);
1353 else 1314 else
1354 grace_tmp = (float) contr->levgrace[i]
1355 + ((float) grace_bonus[stats.Pow] + 2.0 * (float) grace_bonus[stats.Wis]) / 12.0; 1315 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 12.f;
1356 1316
1357 if (grace_tmp < 1.0) 1317 if (grace_tmp < 1.f)
1358 grace_tmp = 1.0; 1318 grace_tmp = 1.f;
1359 1319
1360 sp_tmp += grace_tmp; 1320 sp_tmp += grace_tmp;
1361 } 1321 }
1362 1322
1363 stats.maxgrace = (int) sp_tmp; 1323 stats.maxgrace = (sint16)sp_tmp;
1364 1324
1365 /* two grace points per level after 11 */ 1325 /* two grace points per level after 11 */
1366 for (i = 11; i <= grace_obj->level; i++) 1326 for (i = 11; i <= grace_obj->level; i++)
1367 stats.maxgrace += 2; 1327 stats.maxgrace += 2;
1368 } 1328 }
1388 * monster bonus the same as before. -b.t. 1348 * monster bonus the same as before. -b.t.
1389 */ 1349 */
1390 1350
1391 if (type == PLAYER && wc_obj && wc_obj->level > 1) 1351 if (type == PLAYER && wc_obj && wc_obj->level > 1)
1392 { 1352 {
1393 wc -= (wc_obj->level + thaco_bonus[stats.Str]); 1353 wc -= wc_obj->level + thaco_bonus[stats.Str];
1354
1394 for (i = 1; i < wc_obj->level; i++) 1355 for (i = 1; i < wc_obj->level; i++)
1395 { 1356 {
1396 /* addtional wc every 6 levels */ 1357 /* addtional wc every 6 levels */
1397 if (!(i % 6)) 1358 if (!(i % 6))
1398 wc--; 1359 wc--;
1360
1399 /* addtional dam every 4 levels. */ 1361 /* addtional dam every 4 levels. */
1400 if (!(i % 4) && (dam_bonus[stats.Str] >= 0)) 1362 if (!(i % 4) && dam_bonus[stats.Str] >= 0)
1401 stats.dam += (1 + (dam_bonus[stats.Str] / 5)); 1363 stats.dam += 1 + dam_bonus[stats.Str] / 5;
1402 } 1364 }
1403 } 1365 }
1404 else 1366 else
1405 wc -= (level + thaco_bonus[stats.Str]); 1367 wc -= level + thaco_bonus[stats.Str];
1406 1368
1407 stats.dam += dam_bonus[stats.Str]; 1369 stats.dam += dam_bonus[stats.Str];
1408 1370
1409 if (stats.dam < 1) 1371 if (stats.dam < 1)
1410 stats.dam = 1; 1372 stats.dam = 1;
1411 1373
1412 speed = 1.0 + speed_bonus[stats.Dex]; 1374 speed = 1.f + speed_bonus[stats.Dex];
1413 1375
1414 if (settings.search_items && contr->search_str[0]) 1376 if (settings.search_items && contr->search_str[0])
1415 speed -= 1; 1377 speed -= 1;
1416 1378
1417 if (attacktype == 0) 1379 if (attacktype == 0)
1418 attacktype = arch->clone.attacktype; 1380 attacktype = arch->clone.attacktype;
1419 1381
1420 } /* End if player */ 1382 } /* End if player */
1421 1383
1422 if (added_speed >= 0) 1384 if (added_speed >= 0)
1423 speed += added_speed / 10.0; 1385 speed += added_speed / 10.f;
1424 else /* Something wrong here...: */ 1386 else /* Something wrong here...: */
1425 speed /= (float) (1.0 - added_speed); 1387 speed /= 1.f - added_speed;
1426 1388
1427 /* Max is determined by armour */ 1389 /* Max is determined by armour */
1428 if (speed > max) 1390 if (speed > max)
1429 speed = max; 1391 speed = max;
1430 1392
1435 * weight limit, then player suffers a speed reduction based on how 1397 * weight limit, then player suffers a speed reduction based on how
1436 * much above he is, and what is max carry is 1398 * much above he is, and what is max carry is
1437 */ 1399 */
1438 f = (carrying / 1000) - max_carry[stats.Str]; 1400 f = (carrying / 1000) - max_carry[stats.Str];
1439 if (f > 0) 1401 if (f > 0)
1440 speed = speed / (1.0 + f / max_carry[stats.Str]); 1402 speed = speed / (1.f + f / max_carry[stats.Str]);
1441 } 1403 }
1442 1404
1443 speed += bonus_speed / 10.0; /* Not affected by limits */ 1405 speed += bonus_speed / 10.f; /* Not affected by limits */
1444 1406
1445 /* Put a lower limit on speed. Note with this speed, you move once every 1407 /* Put a lower limit on speed. Note with this speed, you move once every
1446 * 100 ticks or so. This amounts to once every 12 seconds of realtime. 1408 * 100 ticks or so. This amounts to once every 12 seconds of realtime.
1447 */ 1409 */
1448 speed = speed * speed_reduce_from_disease; 1410 speed = speed * speed_reduce_from_disease;
1449 1411
1450 if (speed < 0.01 && type == PLAYER) 1412 if (speed < 0.01f && type == PLAYER)
1451 speed = 0.01; 1413 speed = 0.01f;
1452 1414
1453 if (type == PLAYER) 1415 if (type == PLAYER)
1454 { 1416 {
1455 float M, W, s, D, K, S, M2;
1456
1457 /* (This formula was made by vidarl@ifi.uio.no) 1417 /* (This formula was made by vidarl@ifi.uio.no)
1458 * Note that we never used these values again - basically 1418 * Note that we never used these values again - basically
1459 * all of these could be subbed into one big equation, but 1419 * all of these could be subbed into one big equation, but
1460 * that would just be a real pain to read. 1420 * that would just be a real pain to read.
1461 */ 1421 */
1462 M = (max_carry[stats.Str] - 121) / 121.0; 1422 float M = (max_carry[stats.Str] - 121) / 121.f;
1463 M2 = max_carry[stats.Str] / 100.0; 1423 float M2 = max_carry[stats.Str] / 100.f;
1464 W = weapon_weight / 20000.0; 1424 float W = weapon_weight / 20000.f;
1465 s = 2 - weapon_speed / 10.0; 1425 float s = 2 - weapon_speed / 10.f;
1466 D = (stats.Dex - 14) / 14.0; 1426 float D = (stats.Dex - 14) / 14.f;
1467 K = 1 + M / 3.0 - W / (3 * M2) + speed / 5.0 + D / 2.0; 1427 float K = 1 + M / 3.f - W / (3 * M2) + speed / 5.f + D / 2.f;
1428
1468 K *= (4 + level) / (float) (6 + level) * 1.2; 1429 K *= (4 + level) *1.2f / (6 + level);
1430
1469 if (K <= 0) 1431 if (K <= 0.f)
1470 K = 0.01; 1432 K = 0.01f;
1433
1471 S = speed / (K * s); 1434 float S = speed / (K * s);
1435
1472 contr->weapon_sp = S; 1436 contr->weapon_sp = S;
1473 } 1437 }
1474 1438
1475 /* I want to limit the power of small monsters with big weapons: */ 1439 /* I want to limit the power of small monsters with big weapons: */
1476 if (type != PLAYER && arch != NULL && stats.dam > arch->clone.stats.dam * 3) 1440 if (type != PLAYER && arch && stats.dam > arch->clone.stats.dam * 3)
1477 stats.dam = arch->clone.stats.dam * 3; 1441 stats.dam = arch->clone.stats.dam * 3;
1478 1442
1479 /* Prevent overflows of wc - best you can get is ABS(120) - this 1443 /* Prevent overflows of wc - best you can get is ABS(120) - this
1480 * should be more than enough - remember, AC is also in 8 bits, 1444 * should be more than enough - remember, AC is also in 8 bits,
1481 * so its value is the same. 1445 * so its value is the same.
1530 * false otherwise. 1494 * false otherwise.
1531 */ 1495 */
1532int 1496int
1533allowed_class (const object *op) 1497allowed_class (const object *op)
1534{ 1498{
1535 return op->stats.Dex > 0 && op->stats.Str > 0 && op->stats.Con > 0 && 1499 return op->stats.Dex > 0
1536 op->stats.Int > 0 && op->stats.Wis > 0 && op->stats.Pow > 0 && op->stats.Cha > 0; 1500 && op->stats.Str > 0
1501 && op->stats.Con > 0
1502 && op->stats.Int > 0
1503 && op->stats.Wis > 0
1504 && op->stats.Pow > 0
1505 && op->stats.Cha > 0;
1537} 1506}
1538 1507
1539/* 1508/*
1540 * set the new dragon name after gaining levels or 1509 * set the new dragon name after gaining levels or
1541 * changing ability focus (later this can be extended to 1510 * changing ability focus (later this can be extended to
1763sint64 1732sint64
1764level_exp (int level, double expmul) 1733level_exp (int level, double expmul)
1765{ 1734{
1766 if (level > settings.max_level) 1735 if (level > settings.max_level)
1767 return (sint64) (expmul * levels[settings.max_level]); 1736 return (sint64) (expmul * levels[settings.max_level]);
1737
1768 return (sint64) (expmul * levels[level]); 1738 return (sint64) (expmul * levels[level]);
1769} 1739}
1770 1740
1771/* 1741/*
1772 * Ensure that the permanent experience requirements in an exp object are met. 1742 * Ensure that the permanent experience requirements in an exp object are met.
1809 sint64 limit, exp_to_add; 1779 sint64 limit, exp_to_add;
1810 int i; 1780 int i;
1811 1781
1812 /* prevents some forms of abuse. */ 1782 /* prevents some forms of abuse. */
1813 if (op->contr->braced) 1783 if (op->contr->braced)
1814 exp = exp / 5; 1784 exp /= 5;
1815 1785
1816 /* Try to find the matching skill. 1786 /* Try to find the matching skill.
1817 * We do a shortcut/time saving mechanism first - see if it matches 1787 * We do a shortcut/time saving mechanism first - see if it matches
1818 * chosen_skill. This means we don't need to search through 1788 * chosen_skill. This means we don't need to search through
1819 * the players inventory. 1789 * the players inventory.
1820 */ 1790 */
1821 if (skill_name) 1791 if (skill_name)
1822 { 1792 {
1823 if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill)) 1793 if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill))
1975 * these last two values are only used for players. 1945 * these last two values are only used for players.
1976 */ 1946 */
1977void 1947void
1978change_exp (object *op, sint64 exp, const char *skill_name, int flag) 1948change_exp (object *op, sint64 exp, const char *skill_name, int flag)
1979{ 1949{
1980
1981#ifdef EXP_DEBUG 1950#ifdef EXP_DEBUG
1982 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp); 1951 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp);
1983#endif 1952#endif
1984 1953
1985 /* safety */ 1954 /* safety */
2034 2003
2035/* Applies a death penalty experience, the size of this is defined by the 2004/* Applies a death penalty experience, the size of this is defined by the
2036 * settings death_penalty_percentage and death_penalty_levels, and by the 2005 * settings death_penalty_percentage and death_penalty_levels, and by the
2037 * amount of permenent experience, whichever gives the lowest loss. 2006 * amount of permenent experience, whichever gives the lowest loss.
2038 */ 2007 */
2039
2040void 2008void
2041apply_death_exp_penalty (object *op) 2009apply_death_exp_penalty (object *op)
2042{ 2010{
2043 object *tmp; 2011 object *tmp;
2044 sint64 loss; 2012 sint64 loss;

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