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Comparing deliantra/server/common/living.C (file contents):
Revision 1.22 by root, Tue Dec 26 08:54:59 2006 UTC vs.
Revision 1.47 by root, Mon May 7 03:05:57 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};
676 */ 677 */
677 678
678void 679void
679object::drain_stat () 680object::drain_stat ()
680{ 681{
681 drain_specific_stat (RANDOM () % NUM_STATS); 682 drain_specific_stat (rndm (NUM_STATS));
682} 683}
683 684
684void 685void
685object::drain_specific_stat (int deplete_stats) 686object::drain_specific_stat (int deplete_stats)
686{ 687{
754 return; 755 return;
755 756
756 /* Randomly change the players luck. Basically, we move it 757 /* Randomly change the players luck. Basically, we move it
757 * back neutral (if greater>0, subtract, otherwise add) 758 * back neutral (if greater>0, subtract, otherwise add)
758 */ 759 */
759 if (RANDOM () % (FABS (tmp->stats.luck)) >= RANDOM () % 30) 760 if (rndm (abs (tmp->stats.luck)) >= rndm (30))
760 { 761 {
761 int diff = tmp->stats.luck > 0 ? -1 : 1; 762 int diff = tmp->stats.luck > 0 ? -1 : 1;
762 763
763 stats.luck += diff; 764 stats.luck += diff;
764 tmp->stats.luck += diff; 765 tmp->stats.luck += diff;
817 * Updates all abilities given by applied objects in the inventory 818 * Updates all abilities given by applied objects in the inventory
818 * of the given object. Note: This function works for both monsters 819 * of the given object. Note: This function works for both monsters
819 * and players; the "player" in the name is purely an archaic inheritance. 820 * and players; the "player" in the name is purely an archaic inheritance.
820 * This functions starts from base values (archetype or player object) 821 * This functions starts from base values (archetype or player object)
821 * and then adjusts them according to what the player has equipped. 822 * and then adjusts them according to what the player has equipped.
822 */ 823 *
823
824/* July 95 - inserted stuff to handle new skills/exp system - b.t. 824 * July 95 - inserted stuff to handle new skills/exp system - b.t.
825 spell system split, grace points now added to system --peterm 825 * spell system split, grace points now added to system --peterm
826 */ 826 */
827
828void 827void
829object::update_stats () 828object::update_stats ()
830{ 829{
831 int i, j; 830 int i, j;
832 float f, max = 9, added_speed = 0, bonus_speed = 0, sp_tmp, speed_reduce_from_disease = 1; 831 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; 832 int weapon_weight = 0, weapon_speed = 0;
834 int best_wc = 0, best_ac = 0, wc = 0, ac = 0; 833 int best_wc = 0, best_ac = 0, wc = 0, ac = 0;
835 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; 834 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS];
836 object *grace_obj = NULL, *mana_obj = NULL, *wc_obj = NULL, *tmp; 835 object *grace_obj = NULL, *mana_obj = NULL, *wc_obj = NULL, *tmp;
836 float old_speed = speed;
837 837
838 /* First task is to clear all the values back to their original values */ 838 /* First task is to clear all the values back to their original values */
839 if (type == PLAYER) 839 if (type == PLAYER)
840 { 840 {
841 for (i = 0; i < NUM_STATS; i++) 841 for (i = 0; i < NUM_STATS; i++)
843 843
844 if (settings.spell_encumbrance == TRUE) 844 if (settings.spell_encumbrance == TRUE)
845 contr->encumbrance = 0; 845 contr->encumbrance = 0;
846 846
847 attacktype = 0; 847 attacktype = 0;
848
848 contr->digestion = 0; 849 contr->digestion = 0;
849 contr->gen_hp = 0; 850 contr->gen_hp = 0;
850 contr->gen_sp = 0; 851 contr->gen_sp = 0;
851 contr->gen_grace = 0; 852 contr->gen_grace = 0;
852 contr->gen_sp_armour = 10; 853 contr->gen_sp_armour = 10;
853 contr->item_power = 0; 854 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 } 855 }
864 856
865 memcpy (body_used, body_info, sizeof (body_info)); 857 for (int i = NUM_BODY_LOCATIONS; i--; )
858 slot[i].used = slot[i].info;
866 859
867 slaying = 0; 860 slaying = 0;
868 861
869 if (!QUERY_FLAG (this, FLAG_WIZ)) 862 if (!QUERY_FLAG (this, FLAG_WIZ))
870 { 863 {
879 if (!QUERY_FLAG (&arch->clone, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL); 872 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); 873 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); 874 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); 875 if (!QUERY_FLAG (&arch->clone, FLAG_SEE_IN_DARK )) CLEAR_FLAG (this, FLAG_SEE_IN_DARK);
883 876
884 path_attuned = arch->clone.path_attuned; 877 path_attuned = arch->clone.path_attuned;
885 path_repelled = arch->clone.path_repelled; 878 path_repelled = arch->clone.path_repelled;
886 path_denied = arch->clone.path_denied; 879 path_denied = arch->clone.path_denied;
887 glow_radius = arch->clone.glow_radius; 880 glow_radius = arch->clone.glow_radius;
888 move_type = arch->clone.move_type; 881 move_type = arch->clone.move_type;
882
889 chosen_skill = NULL; 883 chosen_skill = 0;
890 884
891 /* initializing resistances from the values in player/monster's 885 /* initializing resistances from the values in player/monster's
892 * archetype clone 886 * archetype clone
893 */ 887 */
894 memcpy (&resist, &arch->clone.resist, sizeof (resist)); 888 memcpy (&resist, &arch->clone.resist, sizeof (resist));
897 { 891 {
898 if (resist[i] > 0) 892 if (resist[i] > 0)
899 prot[i] = resist[i], vuln[i] = 0; 893 prot[i] = resist[i], vuln[i] = 0;
900 else 894 else
901 vuln[i] = -(resist[i]), prot[i] = 0; 895 vuln[i] = -(resist[i]), prot[i] = 0;
896
902 potion_resist[i] = 0; 897 potion_resist[i] = 0;
903 } 898 }
904 899
905 wc = arch->clone.stats.wc; 900 wc = arch->clone.stats.wc;
906 stats.dam = arch->clone.stats.dam; 901 stats.dam = arch->clone.stats.dam;
924 speed = arch->clone.speed; 919 speed = arch->clone.speed;
925 920
926 /* OK - we've reset most all the objects attributes to sane values. 921 /* 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. 922 * now go through and make adjustments for what the player has equipped.
928 */ 923 */
929
930 for (tmp = inv; tmp; tmp = tmp->below) 924 for (tmp = inv; tmp; tmp = tmp->below)
931 { 925 {
932 /* See note in map.c:update_position about making this additive 926 /* See note in map.c:update_position about making this additive
933 * since light sources are never applied, need to put check here. 927 * since light sources are never applied, need to put check here.
934 */ 928 */
935 if (tmp->glow_radius > glow_radius) 929 if (tmp->glow_radius > glow_radius)
936 glow_radius = tmp->glow_radius; 930 glow_radius = tmp->glow_radius;
937 931
938 /* This happens because apply_potion calls change_abil with the potion 932 /* This happens because apply_potion calls change_abil with the potion
939 * applied so we can tell the player what chagned. But change_abil 933 * applied so we can tell the player what changed. But change_abil
940 * then calls this function. 934 * then calls this function.
941 */ 935 */
942 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION) 936 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION)
943 continue; 937 continue;
944 938
970 * in the praying skill, and the player should always get those. 964 * 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, 965 * 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 966 * because the skill shouldn't count against body positions being used
973 * up, etc. 967 * up, etc.
974 */ 968 */
975 if ((QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type != CONTAINER && tmp->type != CLOSE_CON) || 969 if ((QUERY_FLAG (tmp, FLAG_APPLIED)
970 && tmp->type != CONTAINER
971 && tmp->type != CLOSE_CON)
972 || (tmp->type == SKILL
976 (tmp->type == SKILL && tmp->subtype == SK_PRAYING)) 973 && tmp->subtype == SK_PRAYING))
977 { 974 {
978 if (type == PLAYER) 975 if (type == PLAYER)
979 { 976 {
980 if (tmp->type == BOW)
981 contr->ranges[range_bow] = tmp;
982
983 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 977 if ((tmp->type == WEAPON || tmp->type == BOW)
984 contr->ranges[range_misc] = tmp; 978 && tmp != current_weapon)
979 continue;
985 980
986 for (i = 0; i < NUM_STATS; i++) 981 for (i = 0; i < NUM_STATS; i++)
987 change_attr_value (&(stats), i, get_attr_value (&(tmp->stats), i)); 982 change_attr_value (&stats, i, get_attr_value (&tmp->stats, i));
988 983
989 /* these are the items that currently can change digestion, regeneration, 984 /* these are the items that currently can change digestion, regeneration,
990 * spell point recovery and mana point recovery. Seems sort of an arbitary 985 * spell point recovery and mana point recovery. Seems sort of an arbitary
991 * list, but other items store other info into stats array. 986 * list, but other items store other info into stats array.
992 */ 987 */
993 if ((tmp->type == WEAPON) || 988 if ((tmp->type == WEAPON) || (tmp->type == BOW) ||
994 (tmp->type == ARMOUR) || (tmp->type == HELMET) || 989 (tmp->type == ARMOUR) || (tmp->type == HELMET) ||
995 (tmp->type == SHIELD) || (tmp->type == RING) || 990 (tmp->type == SHIELD) || (tmp->type == RING) ||
996 (tmp->type == BOOTS) || (tmp->type == GLOVES) || 991 (tmp->type == BOOTS) || (tmp->type == GLOVES) ||
997 (tmp->type == AMULET) || (tmp->type == GIRDLE) || 992 (tmp->type == AMULET) || (tmp->type == GIRDLE) ||
998 (tmp->type == BRACERS) || (tmp->type == CLOAK) || 993 (tmp->type == BRACERS) || (tmp->type == CLOAK) ||
1005 contr->gen_grace += tmp->stats.grace; 1000 contr->gen_grace += tmp->stats.grace;
1006 contr->gen_sp_armour += tmp->gen_sp_armour; 1001 contr->gen_sp_armour += tmp->gen_sp_armour;
1007 contr->item_power += tmp->item_power; 1002 contr->item_power += tmp->item_power;
1008 } 1003 }
1009 } /* if this is a player */ 1004 } /* if this is a player */
1005 else
1006 {
1007 if (tmp->type == WEAPON)
1008 current_weapon = tmp;
1009 }
1010 1010
1011 /* Update slots used for items */ 1011 /* Update slots used for items */
1012 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 1012 if (QUERY_FLAG (tmp, FLAG_APPLIED))
1013 for (i = 0; i < NUM_BODY_LOCATIONS; i++) 1013 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
1014 body_used[i] += tmp->body_info[i]; 1014 slot[i].used += tmp->slot[i].info;
1015 1015
1016 if (tmp->type == SYMPTOM) 1016 if (tmp->type == SYMPTOM)
1017 { 1017 {
1018 speed_reduce_from_disease = tmp->last_sp / 100.0; 1018 speed_reduce_from_disease = tmp->last_sp / 100.f;
1019
1019 if (speed_reduce_from_disease == 0) 1020 if (speed_reduce_from_disease == 0)
1020 speed_reduce_from_disease = 1; 1021 speed_reduce_from_disease = 1;
1021 } 1022 }
1022 1023
1023 /* Pos. and neg. protections are counted seperate (-> pro/vuln). 1024 /* Pos. and neg. protections are counted seperate (-> pro/vuln).
1024 * (Negative protections are calculated extactly like positive.) 1025 * (Negative protections are calculated exactly like positive.)
1025 * Resistance from potions are treated special as well. If there's 1026 * Resistance from potions are treated special as well. If there's
1026 * more than one potion-effect, the bigger prot.-value is taken. 1027 * more than one potion-effect, the bigger prot.-value is taken.
1027 */ 1028 */
1028 if (tmp->type != POTION) 1029 if (tmp->type != POTION)
1029 { 1030 {
1030 for (i = 0; i < NROFATTACKS; i++) 1031 for (i = 0; i < NROFATTACKS; i++)
1031 { 1032 {
1032 /* Potential for cursed potions, in which case we just can use 1033 /* Potential for cursed potions, in which case we just can use
1033 * a straight MAX, as potion_resist is initialized to zero. 1034 * a straight MAX, as potion_resist is initialised to zero.
1034 */ 1035 */
1035 if (tmp->type == POTION_EFFECT) 1036 if (tmp->type == POTION_EFFECT)
1036 { 1037 {
1037 if (potion_resist[i]) 1038 if (potion_resist[i])
1038 potion_resist[i] = MAX (potion_resist[i], tmp->resist[i]); 1039 potion_resist[i] = MAX (potion_resist[i], tmp->resist[i]);
1039 else 1040 else
1040 potion_resist[i] = tmp->resist[i]; 1041 potion_resist[i] = tmp->resist[i];
1041 } 1042 }
1042 else if (tmp->resist[i] > 0) 1043 else if (tmp->resist[i] > 0)
1043 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100; 1044 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100;
1044 else if (tmp->resist[i] < 0) 1045 else if (tmp->resist[i] < 0)
1045 vuln[i] += ((100 - vuln[i]) * (-tmp->resist[i])) / 100; 1046 vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100;
1046 } 1047 }
1047 } 1048 }
1048 1049
1049 /* There may be other things that should not adjust the attacktype */ 1050 /* There may be other things that should not adjust the attacktype */
1050 if (tmp->type != BOW && tmp->type != SYMPTOM) 1051 if ((tmp->type != WEAPON && tmp->type != BOW && tmp->type != SYMPTOM)
1052 || current_weapon == tmp)
1053 {
1051 attacktype |= tmp->attacktype; 1054 attacktype |= tmp->attacktype;
1052
1053 path_attuned |= tmp->path_attuned; 1055 path_attuned |= tmp->path_attuned;
1054 path_repelled |= tmp->path_repelled; 1056 path_repelled |= tmp->path_repelled;
1055 path_denied |= tmp->path_denied; 1057 path_denied |= tmp->path_denied;
1058 move_type |= tmp->move_type;
1056 stats.luck += tmp->stats.luck; 1059 stats.luck += tmp->stats.luck;
1057 move_type |= tmp->move_type; 1060 }
1058 1061
1059 if (QUERY_FLAG (tmp, FLAG_LIFESAVE )) SET_FLAG (this, FLAG_LIFESAVE); 1062 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); 1063 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); 1064 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); 1065 if (QUERY_FLAG (tmp, FLAG_STEALTH )) SET_FLAG (this, FLAG_STEALTH);
1075 1078
1076 if (tmp->stats.exp && tmp->type != SKILL) 1079 if (tmp->stats.exp && tmp->type != SKILL)
1077 { 1080 {
1078 if (tmp->stats.exp > 0) 1081 if (tmp->stats.exp > 0)
1079 { 1082 {
1080 added_speed += (float) tmp->stats.exp / 3.0; 1083 added_speed += tmp->stats.exp / 3.f;
1081 bonus_speed += 1.0 + (float) tmp->stats.exp / 3.0; 1084 bonus_speed += tmp->stats.exp / 3.f + 1.f;
1082 } 1085 }
1083 else 1086 else
1084 added_speed += (float) tmp->stats.exp; 1087 added_speed += tmp->stats.exp;
1085 } 1088 }
1086 1089
1087 switch (tmp->type) 1090 switch (tmp->type)
1088 { 1091 {
1092#if 0
1093 case WAND:
1094 case ROD:
1095 case HORN:
1096 if (type != PLAYER || current_weapon == tmp)
1097 chosen_skill = tmp;
1098 break;
1099#endif
1100
1089 /* skills modifying the character -b.t. */ 1101 /* skills modifying the character -b.t. */
1090 /* for all skills and skill granting objects */ 1102 /* for all skills and skill granting objects */
1091 case SKILL: 1103 case SKILL:
1092 if (!QUERY_FLAG (tmp, FLAG_APPLIED)) 1104 if (!QUERY_FLAG (tmp, FLAG_APPLIED))
1093 break; 1105 break;
1101 chosen_skill = tmp; 1113 chosen_skill = tmp;
1102 1114
1103 if (tmp->stats.dam > 0) 1115 if (tmp->stats.dam > 0)
1104 { /* skill is a 'weapon' */ 1116 { /* skill is a 'weapon' */
1105 if (!QUERY_FLAG (this, FLAG_READY_WEAPON)) 1117 if (!QUERY_FLAG (this, FLAG_READY_WEAPON))
1106 weapon_speed = (int) WEAPON_SPEED (tmp); 1118 weapon_speed = WEAPON_SPEED (tmp);
1107 1119
1108 if (weapon_speed < 0) 1120 if (weapon_speed < 0)
1109 weapon_speed = 0; 1121 weapon_speed = 0;
1110 1122
1111 weapon_weight = tmp->weight; 1123 weapon_weight = tmp->weight;
1114 if (tmp->magic) 1126 if (tmp->magic)
1115 stats.dam += tmp->magic; 1127 stats.dam += tmp->magic;
1116 } 1128 }
1117 1129
1118 if (tmp->stats.wc) 1130 if (tmp->stats.wc)
1119 wc -= (tmp->stats.wc + tmp->magic); 1131 wc -= tmp->stats.wc + tmp->magic;
1120 1132
1121 if (tmp->slaying != NULL) 1133 if (tmp->slaying)
1122 slaying = tmp->slaying; 1134 slaying = tmp->slaying;
1123 1135
1124 if (tmp->stats.ac) 1136 if (tmp->stats.ac)
1125 ac -= (tmp->stats.ac + tmp->magic); 1137 ac -= tmp->stats.ac + tmp->magic;
1126 1138
1127 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1139 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1128 contr->encumbrance += (int) 3 *tmp->weight / 1000; 1140 contr->encumbrance += (int) 3 *tmp->weight / 1000;
1129
1130 if (type == PLAYER)
1131 contr->ranges[range_skill] = this;
1132 1141
1133 break; 1142 break;
1134 1143
1135 case SKILL_TOOL: 1144 case SKILL_TOOL:
1136 if (chosen_skill) 1145 if (chosen_skill)
1137 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name); 1146 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name);
1138 1147
1139 chosen_skill = tmp; 1148 chosen_skill = tmp;
1140
1141 if (type == PLAYER)
1142 contr->ranges[range_skill] = this;
1143 break; 1149 break;
1144 1150
1145 case SHIELD: 1151 case SHIELD:
1146 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1152 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1147 contr->encumbrance += (int) tmp->weight / 2000; 1153 contr->encumbrance += (int) tmp->weight / 2000;
1151 case HELMET: 1157 case HELMET:
1152 case BOOTS: 1158 case BOOTS:
1153 case GLOVES: 1159 case GLOVES:
1154 case CLOAK: 1160 case CLOAK:
1155 if (tmp->stats.wc) 1161 if (tmp->stats.wc)
1156 wc -= (tmp->stats.wc + tmp->magic); 1162 wc -= tmp->stats.wc + tmp->magic;
1157 1163
1158 if (tmp->stats.dam) 1164 if (tmp->stats.dam)
1159 stats.dam += (tmp->stats.dam + tmp->magic); 1165 stats.dam += tmp->stats.dam + tmp->magic;
1160 1166
1161 if (tmp->stats.ac) 1167 if (tmp->stats.ac)
1162 ac -= (tmp->stats.ac + tmp->magic); 1168 ac -= tmp->stats.ac + tmp->magic;
1163 1169
1164 break; 1170 break;
1165 1171
1172 case BOW:
1166 case WEAPON: 1173 case WEAPON:
1174 if (type != PLAYER || current_weapon == tmp)
1175 {
1167 wc -= (tmp->stats.wc + tmp->magic); 1176 wc -= tmp->stats.wc + tmp->magic;
1168 1177
1169 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0) 1178 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0)
1170 ac -= tmp->stats.ac + tmp->magic; 1179 ac -= tmp->stats.ac + tmp->magic;
1171 1180
1172 stats.dam += (tmp->stats.dam + tmp->magic); 1181 stats.dam += tmp->stats.dam + tmp->magic;
1173 weapon_weight = tmp->weight; 1182 weapon_weight = tmp->weight;
1174 weapon_speed = ((int) WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2; 1183 weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2;
1175 1184
1176 if (weapon_speed < 0) 1185 if (weapon_speed < 0)
1177 weapon_speed = 0; 1186 weapon_speed = 0;
1178 1187
1179 slaying = tmp->slaying; 1188 slaying = tmp->slaying;
1189
1180 /* If there is desire that two handed weapons should do 1190 /* If there is desire that two handed weapons should do
1181 * extra strength damage, this is where the code should 1191 * extra strength damage, this is where the code should
1182 * go. 1192 * go.
1183 */ 1193 */
1184 current_weapon = tmp; 1194
1185 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1195 if (type == PLAYER)
1196 if (settings.spell_encumbrance)
1186 contr->encumbrance += (int) 3 *tmp->weight / 1000; 1197 contr->encumbrance += tmp->weight * 3 / 1000;
1198 }
1187 1199
1188 break; 1200 break;
1189 1201
1190 case ARMOUR: /* Only the best of these three are used: */ 1202 case ARMOUR: /* Only the best of these three are used: */
1191 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1203 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1192 contr->encumbrance += (int) tmp->weight / 1000; 1204 contr->encumbrance += tmp->weight / 1000;
1193 1205
1194 case BRACERS: 1206 case BRACERS:
1195 case FORCE: 1207 case FORCE:
1196 if (tmp->stats.wc) 1208 if (tmp->stats.wc)
1197 { 1209 {
1219 wc -= (tmp->stats.wc + tmp->magic); 1231 wc -= (tmp->stats.wc + tmp->magic);
1220 1232
1221 if (tmp->stats.ac) 1233 if (tmp->stats.ac)
1222 ac -= (tmp->stats.ac + tmp->magic); 1234 ac -= (tmp->stats.ac + tmp->magic);
1223 1235
1224 if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.0 < max) 1236 if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.f < max)
1225 max = ARMOUR_SPEED (tmp) / 10.0; 1237 max = ARMOUR_SPEED (tmp) / 10.f;
1226 1238
1227 break; 1239 break;
1228 } /* switch tmp->type */ 1240 } /* switch tmp->type */
1229 } /* item is equipped */ 1241 } /* item is equipped */
1230 } /* for loop of items */ 1242 } /* for loop of items */
1298 1310
1299 if (mana_obj == this && type == PLAYER) 1311 if (mana_obj == this && type == PLAYER)
1300 stats.maxsp = 1; 1312 stats.maxsp = 1;
1301 else 1313 else
1302 { 1314 {
1303 sp_tmp = 0.0; 1315 sp_tmp = 0.f;
1304 1316
1305 for (i = 1; i <= mana_obj->level && i <= 10; i++) 1317 for (i = 1; i <= mana_obj->level && i <= 10; i++)
1306 { 1318 {
1307 float stmp; 1319 float stmp;
1308 1320
1309 /* Got some extra bonus at first level */ 1321 /* Got some extra bonus at first level */
1310 if (i < 2) 1322 if (i < 2)
1311 stmp = contr->levsp[i] + ((2.0 * (float) sp_bonus[stats.Pow] + (float) sp_bonus[stats.Int]) / 6.0); 1323 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 6.f;
1312 else 1324 else
1313 stmp = (float) contr->levsp[i] + (2.0 * (float) sp_bonus[stats.Pow] + (float) sp_bonus[stats.Int]) / 12.0; 1325 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 12.f;
1314 1326
1315 if (stmp < 1.0) 1327 if (stmp < 1.f)
1316 stmp = 1.0; 1328 stmp = 1.f;
1317 1329
1318 sp_tmp += stmp; 1330 sp_tmp += stmp;
1319 } 1331 }
1320 1332
1321 stats.maxsp = (int) sp_tmp; 1333 stats.maxsp = (sint16)sp_tmp;
1322 1334
1323 for (i = 11; i <= mana_obj->level; i++) 1335 for (i = 11; i <= mana_obj->level; i++)
1324 stats.maxsp += 2; 1336 stats.maxsp += 2;
1325 } 1337 }
1326 /* Characters can get their sp supercharged via rune of transferrance */ 1338 /* Characters can get their sp supercharged via rune of transferrance */
1338 /* store grace in a float - this way, the divisions below don't create 1350 /* 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 1351 * 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 1352 * becomes big jumps when the sums of the bonuses jump to the next
1341 * step of 8 - with floats, even fractional ones are useful. 1353 * step of 8 - with floats, even fractional ones are useful.
1342 */ 1354 */
1343 sp_tmp = 0.0; 1355 sp_tmp = 0.f;
1344 for (i = 1, stats.maxgrace = 0; i <= grace_obj->level && i <= 10; i++) 1356 for (i = 1, stats.maxgrace = 0; i <= grace_obj->level && i <= 10; i++)
1345 { 1357 {
1346 float grace_tmp = 0.0; 1358 float grace_tmp = 0.f;
1347 1359
1348 /* Got some extra bonus at first level */ 1360 /* Got some extra bonus at first level */
1349 if (i < 2) 1361 if (i < 2)
1350 grace_tmp = contr->levgrace[i] + (((float) grace_bonus[stats.Pow] + 1362 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 1363 else
1353 grace_tmp = (float) contr->levgrace[i]
1354 + ((float) grace_bonus[stats.Pow] + 2.0 * (float) grace_bonus[stats.Wis]) / 12.0; 1364 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 12.f;
1355 1365
1356 if (grace_tmp < 1.0) 1366 if (grace_tmp < 1.f)
1357 grace_tmp = 1.0; 1367 grace_tmp = 1.f;
1358 1368
1359 sp_tmp += grace_tmp; 1369 sp_tmp += grace_tmp;
1360 } 1370 }
1361 1371
1362 stats.maxgrace = (int) sp_tmp; 1372 stats.maxgrace = (sint16)sp_tmp;
1363 1373
1364 /* two grace points per level after 11 */ 1374 /* two grace points per level after 11 */
1365 for (i = 11; i <= grace_obj->level; i++) 1375 for (i = 11; i <= grace_obj->level; i++)
1366 stats.maxgrace += 2; 1376 stats.maxgrace += 2;
1367 } 1377 }
1387 * monster bonus the same as before. -b.t. 1397 * monster bonus the same as before. -b.t.
1388 */ 1398 */
1389 1399
1390 if (type == PLAYER && wc_obj && wc_obj->level > 1) 1400 if (type == PLAYER && wc_obj && wc_obj->level > 1)
1391 { 1401 {
1392 wc -= (wc_obj->level + thaco_bonus[stats.Str]); 1402 wc -= wc_obj->level + thaco_bonus[stats.Str];
1403
1393 for (i = 1; i < wc_obj->level; i++) 1404 for (i = 1; i < wc_obj->level; i++)
1394 { 1405 {
1395 /* addtional wc every 6 levels */ 1406 /* addtional wc every 6 levels */
1396 if (!(i % 6)) 1407 if (!(i % 6))
1397 wc--; 1408 wc--;
1409
1398 /* addtional dam every 4 levels. */ 1410 /* addtional dam every 4 levels. */
1399 if (!(i % 4) && (dam_bonus[stats.Str] >= 0)) 1411 if (!(i % 4) && dam_bonus[stats.Str] >= 0)
1400 stats.dam += (1 + (dam_bonus[stats.Str] / 5)); 1412 stats.dam += 1 + dam_bonus[stats.Str] / 5;
1401 } 1413 }
1402 } 1414 }
1403 else 1415 else
1404 wc -= (level + thaco_bonus[stats.Str]); 1416 wc -= level + thaco_bonus[stats.Str];
1405 1417
1406 stats.dam += dam_bonus[stats.Str]; 1418 stats.dam += dam_bonus[stats.Str];
1407 1419
1408 if (stats.dam < 1) 1420 if (stats.dam < 1)
1409 stats.dam = 1; 1421 stats.dam = 1;
1410 1422
1411 speed = 1.0 + speed_bonus[stats.Dex]; 1423 speed = 1.f + speed_bonus[stats.Dex];
1412 1424
1413 if (settings.search_items && contr->search_str[0]) 1425 if (settings.search_items && contr->search_str[0])
1414 speed -= 1; 1426 speed -= 1;
1415 1427
1416 if (attacktype == 0) 1428 if (attacktype == 0)
1417 attacktype = arch->clone.attacktype; 1429 attacktype = arch->clone.attacktype;
1418 1430
1419 } /* End if player */ 1431 } /* End if player */
1420 1432
1421 if (added_speed >= 0) 1433 if (added_speed >= 0)
1422 speed += added_speed / 10.0; 1434 speed += added_speed / 10.f;
1423 else /* Something wrong here...: */ 1435 else /* Something wrong here...: */
1424 speed /= (float) (1.0 - added_speed); 1436 speed /= 1.f - added_speed;
1425 1437
1426 /* Max is determined by armour */ 1438 /* Max is determined by armour */
1427 if (speed > max) 1439 if (speed > max)
1428 speed = max; 1440 speed = max;
1429 1441
1434 * weight limit, then player suffers a speed reduction based on how 1446 * weight limit, then player suffers a speed reduction based on how
1435 * much above he is, and what is max carry is 1447 * much above he is, and what is max carry is
1436 */ 1448 */
1437 f = (carrying / 1000) - max_carry[stats.Str]; 1449 f = (carrying / 1000) - max_carry[stats.Str];
1438 if (f > 0) 1450 if (f > 0)
1439 speed = speed / (1.0 + f / max_carry[stats.Str]); 1451 speed = speed / (1.f + f / max_carry[stats.Str]);
1440 } 1452 }
1441 1453
1442 speed += bonus_speed / 10.0; /* Not affected by limits */ 1454 speed += bonus_speed / 10.f; /* Not affected by limits */
1443 1455
1444 /* Put a lower limit on speed. Note with this speed, you move once every 1456 /* 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. 1457 * 100 ticks or so. This amounts to once every 12 seconds of realtime.
1446 */ 1458 */
1447 speed = speed * speed_reduce_from_disease; 1459 speed = speed * speed_reduce_from_disease;
1448 1460
1449 if (speed < 0.01 && type == PLAYER) 1461 if (speed < 0.01f && type == PLAYER)
1450 speed = 0.01; 1462 speed = 0.01f;
1451 1463
1452 if (type == PLAYER) 1464 if (type == PLAYER)
1453 { 1465 {
1454 float M, W, s, D, K, S, M2;
1455
1456 /* (This formula was made by vidarl@ifi.uio.no) 1466 /* (This formula was made by vidarl@ifi.uio.no)
1457 * Note that we never used these values again - basically 1467 * Note that we never used these values again - basically
1458 * all of these could be subbed into one big equation, but 1468 * all of these could be subbed into one big equation, but
1459 * that would just be a real pain to read. 1469 * that would just be a real pain to read.
1460 */ 1470 */
1461 M = (max_carry[stats.Str] - 121) / 121.0; 1471 float M = (max_carry[stats.Str] - 121) / 121.f;
1462 M2 = max_carry[stats.Str] / 100.0; 1472 float M2 = max_carry[stats.Str] / 100.f;
1463 W = weapon_weight / 20000.0; 1473 float W = weapon_weight / 20000.f;
1464 s = 2 - weapon_speed / 10.0; 1474 float s = 2 - weapon_speed / 10.f;
1465 D = (stats.Dex - 14) / 14.0; 1475 float D = (stats.Dex - 14) / 14.f;
1466 K = 1 + M / 3.0 - W / (3 * M2) + speed / 5.0 + D / 2.0; 1476 float K = 1 + M / 3.f - W / (3 * M2) + speed / 5.f + D / 2.f;
1477
1467 K *= (4 + level) / (float) (6 + level) * 1.2; 1478 K *= (4 + level) *1.2f / (6 + level);
1479
1468 if (K <= 0) 1480 if (K <= 0.f)
1469 K = 0.01; 1481 K = 0.01f;
1482
1470 S = speed / (K * s); 1483 float S = speed / (K * s);
1484
1471 contr->weapon_sp = S; 1485 contr->weapon_sp = S;
1472 } 1486 }
1473 1487
1474 /* I want to limit the power of small monsters with big weapons: */ 1488 /* 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) 1489 if (type != PLAYER && arch && stats.dam > arch->clone.stats.dam * 3)
1476 stats.dam = arch->clone.stats.dam * 3; 1490 stats.dam = arch->clone.stats.dam * 3;
1477 1491
1478 /* Prevent overflows of wc - best you can get is ABS(120) - this 1492 /* Prevent overflows of wc - best you can get is ABS(120) - this
1479 * should be more than enough - remember, AC is also in 8 bits, 1493 * should be more than enough - remember, AC is also in 8 bits,
1480 * so its value is the same. 1494 * so its value is the same.
1502 if (move_type == 0) 1516 if (move_type == 0)
1503 move_type = MOVE_WALK; 1517 move_type = MOVE_WALK;
1504 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) 1518 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH))
1505 move_type &= ~MOVE_WALK; 1519 move_type &= ~MOVE_WALK;
1506 1520
1521 if (speed != old_speed)
1507 set_speed (speed); 1522 set_speed (speed);
1508 1523
1509 /* It is quite possible that a player's spell costing might have changed, 1524 /* It is quite possible that a player's spell costing might have changed,
1510 * so we will check that now. 1525 * so we will check that now.
1511 */ 1526 */
1512 if (type == PLAYER) 1527 if (type == PLAYER)
1513 { 1528 {
1514 esrv_update_stats (contr); 1529 esrv_update_stats (contr);
1515 esrv_update_spells (contr); 1530 esrv_update_spells (contr);
1516 } 1531 }
1532
1533 // update the mapspace, if we are on a map
1534 if (!flag [FLAG_REMOVED] && map)
1535 map->at (x, y).flags_ = 0;
1517} 1536}
1518 1537
1519/* 1538/*
1520 * Returns true if the given player is a legal class. 1539 * Returns true if the given player is a legal class.
1521 * The function to add and remove class-bonuses to the stats doesn't 1540 * The function to add and remove class-bonuses to the stats doesn't
1524 * false otherwise. 1543 * false otherwise.
1525 */ 1544 */
1526int 1545int
1527allowed_class (const object *op) 1546allowed_class (const object *op)
1528{ 1547{
1529 return op->stats.Dex > 0 && op->stats.Str > 0 && op->stats.Con > 0 && 1548 return op->stats.Dex > 0
1530 op->stats.Int > 0 && op->stats.Wis > 0 && op->stats.Pow > 0 && op->stats.Cha > 0; 1549 && op->stats.Str > 0
1550 && op->stats.Con > 0
1551 && op->stats.Int > 0
1552 && op->stats.Wis > 0
1553 && op->stats.Pow > 0
1554 && op->stats.Cha > 0;
1531} 1555}
1532 1556
1533/* 1557/*
1534 * set the new dragon name after gaining levels or 1558 * set the new dragon name after gaining levels or
1535 * changing ability focus (later this can be extended to 1559 * changing ability focus (later this can be extended to
1606 object *skin = NULL; /* pointer to dragon skin force */ 1630 object *skin = NULL; /* pointer to dragon skin force */
1607 object *tmp = NULL; /* tmp. object */ 1631 object *tmp = NULL; /* tmp. object */
1608 char buf[MAX_BUF]; /* tmp. string buffer */ 1632 char buf[MAX_BUF]; /* tmp. string buffer */
1609 1633
1610 /* now grab the 'dragon_ability'-forces from the player's inventory */ 1634 /* now grab the 'dragon_ability'-forces from the player's inventory */
1635 shstr_cmp dragon_ability_force ("dragon_ability_force");
1636 shstr_cmp dragon_skin_force ("dragon_skin_force");
1637
1611 for (tmp = who->inv; tmp != NULL; tmp = tmp->below) 1638 for (tmp = who->inv; tmp; tmp = tmp->below)
1612 {
1613 if (tmp->type == FORCE) 1639 if (tmp->type == FORCE)
1614 {
1615 if (strcmp (tmp->arch->name, "dragon_ability_force") == 0) 1640 if (tmp->arch->name == dragon_ability_force)
1616 abil = tmp; 1641 abil = tmp;
1617 if (strcmp (tmp->arch->name, "dragon_skin_force") == 0) 1642 else if (tmp->arch->name == dragon_skin_force)
1618 skin = tmp; 1643 skin = tmp;
1619 } 1644
1620 }
1621 /* if the force is missing -> bail out */ 1645 /* if the force is missing -> bail out */
1622 if (abil == NULL) 1646 if (abil == NULL)
1623 return; 1647 return;
1624 1648
1625 /* The ability_force keeps track of maximum level ever achieved. 1649 /* The ability_force keeps track of maximum level ever achieved.
1676 */ 1700 */
1677 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL); 1701 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL);
1678 skill_obj->stats.exp = 0; 1702 skill_obj->stats.exp = 0;
1679 skill_obj->level = 1; 1703 skill_obj->level = 1;
1680 insert_ob_in_ob (skill_obj, op); 1704 insert_ob_in_ob (skill_obj, op);
1705
1681 if (op->contr) 1706 if (op->contr)
1682 { 1707 {
1683 op->contr->last_skill_ob[skill_obj->subtype] = skill_obj; 1708 op->contr->last_skill_ob [skill_obj->subtype] = skill_obj;
1684 op->contr->last_skill_exp[skill_obj->subtype] = -1; 1709 if (op->contr->ns)
1710 op->contr->ns->last_skill_exp[skill_obj->subtype] = -1;//TODO: should be made superfluous
1685 } 1711 }
1712
1686 return skill_obj; 1713 return skill_obj;
1687} 1714}
1688 1715
1689 1716
1690/* player_lvl_adj() - for the new exp system. we are concerned with 1717/* player_lvl_adj() - for the new exp system. we are concerned with
1754sint64 1781sint64
1755level_exp (int level, double expmul) 1782level_exp (int level, double expmul)
1756{ 1783{
1757 if (level > settings.max_level) 1784 if (level > settings.max_level)
1758 return (sint64) (expmul * levels[settings.max_level]); 1785 return (sint64) (expmul * levels[settings.max_level]);
1786
1759 return (sint64) (expmul * levels[level]); 1787 return (sint64) (expmul * levels[level]);
1760} 1788}
1761 1789
1762/* 1790/*
1763 * Ensure that the permanent experience requirements in an exp object are met. 1791 * Ensure that the permanent experience requirements in an exp object are met.
1800 sint64 limit, exp_to_add; 1828 sint64 limit, exp_to_add;
1801 int i; 1829 int i;
1802 1830
1803 /* prevents some forms of abuse. */ 1831 /* prevents some forms of abuse. */
1804 if (op->contr->braced) 1832 if (op->contr->braced)
1805 exp = exp / 5; 1833 exp /= 5;
1806 1834
1807 /* Try to find the matching skill. 1835 /* Try to find the matching skill.
1808 * We do a shortcut/time saving mechanism first - see if it matches 1836 * We do a shortcut/time saving mechanism first - see if it matches
1809 * chosen_skill. This means we don't need to search through 1837 * chosen_skill. This means we don't need to search through
1810 * the players inventory. 1838 * the players inventory.
1811 */ 1839 */
1812 if (skill_name) 1840 if (skill_name)
1813 { 1841 {
1814 if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill)) 1842 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)); 1973 del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction));
1946 tmp->stats.exp -= del_exp; 1974 tmp->stats.exp -= del_exp;
1947 player_lvl_adj (op, tmp); 1975 player_lvl_adj (op, tmp);
1948 } 1976 }
1949 } 1977 }
1978
1950 if (flag != SK_SUBTRACT_SKILL_EXP) 1979 if (flag != SK_SUBTRACT_SKILL_EXP)
1951 { 1980 {
1952 del_exp = check_exp_loss (op, exp); 1981 del_exp = check_exp_loss (op, exp);
1953 op->stats.exp -= del_exp; 1982 op->stats.exp -= del_exp;
1954 player_lvl_adj (op, NULL); 1983 player_lvl_adj (op, NULL);
1955 } 1984 }
1956} 1985}
1957
1958
1959 1986
1960/* change_exp() - changes experience to a player/monster. This 1987/* change_exp() - changes experience to a player/monster. This
1961 * does bounds checking to make sure we don't overflow the max exp. 1988 * does bounds checking to make sure we don't overflow the max exp.
1962 * 1989 *
1963 * The exp passed is typically not modified much by this function - 1990 * The exp passed is typically not modified much by this function -
1964 * it is assumed the caller has modified the exp as needed. 1991 * it is assumed the caller has modified the exp as needed.
1965 * skill_name is the skill that should get the exp added. 1992 * skill_name is the skill that should get the exp added.
1966 * flag is what to do if player doesn't have the skill. 1993 * flag is what to do if player doesn't have the skill.
1967 * these last two values are only used for players. 1994 * these last two values are only used for players.
1968 */ 1995 */
1969
1970void 1996void
1971change_exp (object *op, sint64 exp, const char *skill_name, int flag) 1997change_exp (object *op, sint64 exp, const char *skill_name, int flag)
1972{ 1998{
1973
1974#ifdef EXP_DEBUG 1999#ifdef EXP_DEBUG
1975 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp); 2000 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp);
1976#endif 2001#endif
1977 2002
1978 /* safety */ 2003 /* safety */
2019 else 2044 else
2020 /* note that when you lose exp, it doesn't go against 2045 /* note that when you lose exp, it doesn't go against
2021 * a particular skill, so we don't need to pass that 2046 * a particular skill, so we don't need to pass that
2022 * along. 2047 * along.
2023 */ 2048 */
2024 subtract_player_exp (op, FABS (exp), skill_name, flag); 2049 subtract_player_exp (op, abs (exp), skill_name, flag);
2025
2026 } 2050 }
2027} 2051}
2028 2052
2029/* Applies a death penalty experience, the size of this is defined by the 2053/* 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 2054 * settings death_penalty_percentage and death_penalty_levels, and by the
2031 * amount of permenent experience, whichever gives the lowest loss. 2055 * amount of permenent experience, whichever gives the lowest loss.
2032 */ 2056 */
2033
2034void 2057void
2035apply_death_exp_penalty (object *op) 2058apply_death_exp_penalty (object *op)
2036{ 2059{
2037 object *tmp; 2060 object *tmp;
2038 sint64 loss; 2061 sint64 loss;

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