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Comparing deliantra/server/common/living.C (file contents):
Revision 1.26 by root, Mon Jan 8 18:18:35 2007 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) 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 *
8 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
9 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
10 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
11 (at your option) any later version. 11 * (at your option) any later version.
12 12 *
13 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 GNU General Public License for more details. 16 * GNU General Public License for more details.
17 17 *
18 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
19 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 21 *
22 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>
23*/ 23 */
24 24
25#include <global.h> 25#include <global.h>
26#include <funcpoint.h> 26#include <funcpoint.h>
27 27
28/* 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
192static const char *const drain_msg[NUM_STATS] = { 192static const char *const drain_msg[NUM_STATS] = {
193 "Oh no! You are weakened!", 193 "Oh no! You are weakened!",
194 "You're feeling clumsy!", 194 "You're feeling clumsy!",
195 "You feel less healthy", 195 "You feel less healthy",
196 "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!",
197 "Your face gets distorted!", 199 "Your face gets distorted!",
198 "Watch out, your mind is going!",
199 "Your spirit feels drained!"
200}; 200};
201const char *const restore_msg[NUM_STATS] = { 201const char *const restore_msg[NUM_STATS] = {
202 "You feel your strength return.", 202 "You feel your strength return.",
203 "You feel your agility return.", 203 "You feel your agility return.",
204 "You feel your health return.", 204 "You feel your health return.",
205 "You feel your memory return.",
205 "You feel your wisdom return.", 206 "You feel your wisdom return.",
207 "You feel your spirits return.",
206 "You feel your charisma return.", 208 "You feel your charisma return.",
207 "You feel your memory return.",
208 "You feel your spirits return."
209}; 209};
210const char *const gain_msg[NUM_STATS] = { 210const char *const gain_msg[NUM_STATS] = {
211 "You feel stronger.", 211 "You feel stronger.",
212 "You feel more agile.", 212 "You feel more agile.",
213 "You feel healthy.", 213 "You feel healthy.",
214 "You feel smarter.",
214 "You feel wiser.", 215 "You feel wiser.",
216 "You feel more potent.",
215 "You seem to look better.", 217 "You seem to look better.",
216 "You feel smarter.",
217 "You feel more potent."
218}; 218};
219const char *const lose_msg[NUM_STATS] = { 219const char *const lose_msg[NUM_STATS] = {
220 "You feel weaker!", 220 "You feel weaker!",
221 "You feel clumsy!", 221 "You feel clumsy!",
222 "You feel less healthy!", 222 "You feel less healthy!",
223 "You feel stupid!",
223 "You lose some of your memory!", 224 "You lose some of your memory!",
225 "You feel less potent!",
224 "You look ugly!", 226 "You look ugly!",
225 "You feel stupid!",
226 "You feel less potent!"
227}; 227};
228 228
229const char *const statname[NUM_STATS] = { 229const char *const statname[NUM_STATS] = {
230 "strength", "dexterity", "constitution", "intelligence", "wisdom", "power", "charisma" 230 "strength", "dexterity", "constitution", "intelligence", "wisdom", "power", "charisma"
231}; 231};
677 */ 677 */
678 678
679void 679void
680object::drain_stat () 680object::drain_stat ()
681{ 681{
682 drain_specific_stat (RANDOM () % NUM_STATS); 682 drain_specific_stat (rndm (NUM_STATS));
683} 683}
684 684
685void 685void
686object::drain_specific_stat (int deplete_stats) 686object::drain_specific_stat (int deplete_stats)
687{ 687{
755 return; 755 return;
756 756
757 /* Randomly change the players luck. Basically, we move it 757 /* Randomly change the players luck. Basically, we move it
758 * back neutral (if greater>0, subtract, otherwise add) 758 * back neutral (if greater>0, subtract, otherwise add)
759 */ 759 */
760 if (RANDOM () % (FABS (tmp->stats.luck)) >= RANDOM () % 30) 760 if (rndm (abs (tmp->stats.luck)) >= rndm (30))
761 { 761 {
762 int diff = tmp->stats.luck > 0 ? -1 : 1; 762 int diff = tmp->stats.luck > 0 ? -1 : 1;
763 763
764 stats.luck += diff; 764 stats.luck += diff;
765 tmp->stats.luck += diff; 765 tmp->stats.luck += diff;
818 * Updates all abilities given by applied objects in the inventory 818 * Updates all abilities given by applied objects in the inventory
819 * of the given object. Note: This function works for both monsters 819 * of the given object. Note: This function works for both monsters
820 * 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.
821 * This functions starts from base values (archetype or player object) 821 * This functions starts from base values (archetype or player object)
822 * and then adjusts them according to what the player has equipped. 822 * and then adjusts them according to what the player has equipped.
823 */ 823 *
824
825/* 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.
826 spell system split, grace points now added to system --peterm 825 * spell system split, grace points now added to system --peterm
827 */ 826 */
828
829void 827void
830object::update_stats () 828object::update_stats ()
831{ 829{
832 int i, j; 830 int i, j;
833 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;
845 843
846 if (settings.spell_encumbrance == TRUE) 844 if (settings.spell_encumbrance == TRUE)
847 contr->encumbrance = 0; 845 contr->encumbrance = 0;
848 846
849 attacktype = 0; 847 attacktype = 0;
848
850 contr->digestion = 0; 849 contr->digestion = 0;
851 contr->gen_hp = 0; 850 contr->gen_hp = 0;
852 contr->gen_sp = 0; 851 contr->gen_sp = 0;
853 contr->gen_grace = 0; 852 contr->gen_grace = 0;
854 contr->gen_sp_armour = 10; 853 contr->gen_sp_armour = 10;
855 contr->item_power = 0; 854 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 } 855 }
866 856
867 memcpy (body_used, body_info, sizeof (body_info)); 857 for (int i = NUM_BODY_LOCATIONS; i--; )
858 slot[i].used = slot[i].info;
868 859
869 slaying = 0; 860 slaying = 0;
870 861
871 if (!QUERY_FLAG (this, FLAG_WIZ)) 862 if (!QUERY_FLAG (this, FLAG_WIZ))
872 { 863 {
881 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);
882 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);
883 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);
884 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);
885 876
886 path_attuned = arch->clone.path_attuned; 877 path_attuned = arch->clone.path_attuned;
887 path_repelled = arch->clone.path_repelled; 878 path_repelled = arch->clone.path_repelled;
888 path_denied = arch->clone.path_denied; 879 path_denied = arch->clone.path_denied;
889 glow_radius = arch->clone.glow_radius; 880 glow_radius = arch->clone.glow_radius;
890 move_type = arch->clone.move_type; 881 move_type = arch->clone.move_type;
882
891 chosen_skill = NULL; 883 chosen_skill = 0;
892 884
893 /* initializing resistances from the values in player/monster's 885 /* initializing resistances from the values in player/monster's
894 * archetype clone 886 * archetype clone
895 */ 887 */
896 memcpy (&resist, &arch->clone.resist, sizeof (resist)); 888 memcpy (&resist, &arch->clone.resist, sizeof (resist));
899 { 891 {
900 if (resist[i] > 0) 892 if (resist[i] > 0)
901 prot[i] = resist[i], vuln[i] = 0; 893 prot[i] = resist[i], vuln[i] = 0;
902 else 894 else
903 vuln[i] = -(resist[i]), prot[i] = 0; 895 vuln[i] = -(resist[i]), prot[i] = 0;
896
904 potion_resist[i] = 0; 897 potion_resist[i] = 0;
905 } 898 }
906 899
907 wc = arch->clone.stats.wc; 900 wc = arch->clone.stats.wc;
908 stats.dam = arch->clone.stats.dam; 901 stats.dam = arch->clone.stats.dam;
926 speed = arch->clone.speed; 919 speed = arch->clone.speed;
927 920
928 /* 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.
929 * 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.
930 */ 923 */
931
932 for (tmp = inv; tmp; tmp = tmp->below) 924 for (tmp = inv; tmp; tmp = tmp->below)
933 { 925 {
934 /* See note in map.c:update_position about making this additive 926 /* See note in map.c:update_position about making this additive
935 * since light sources are never applied, need to put check here. 927 * since light sources are never applied, need to put check here.
936 */ 928 */
937 if (tmp->glow_radius > glow_radius) 929 if (tmp->glow_radius > glow_radius)
938 glow_radius = tmp->glow_radius; 930 glow_radius = tmp->glow_radius;
939 931
940 /* This happens because apply_potion calls change_abil with the potion 932 /* This happens because apply_potion calls change_abil with the potion
941 * 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
942 * then calls this function. 934 * then calls this function.
943 */ 935 */
944 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION) 936 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION)
945 continue; 937 continue;
946 938
972 * in the praying skill, and the player should always get those. 964 * in the praying skill, and the player should always get those.
973 * 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,
974 * because the skill shouldn't count against body positions being used 966 * because the skill shouldn't count against body positions being used
975 * up, etc. 967 * up, etc.
976 */ 968 */
977 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
978 (tmp->type == SKILL && tmp->subtype == SK_PRAYING)) 973 && tmp->subtype == SK_PRAYING))
979 { 974 {
980 if (type == PLAYER) 975 if (type == PLAYER)
981 { 976 {
982 if (tmp->type == BOW)
983 contr->ranges[range_bow] = tmp;
984
985 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 977 if ((tmp->type == WEAPON || tmp->type == BOW)
986 contr->ranges[range_misc] = tmp; 978 && tmp != current_weapon)
979 continue;
987 980
988 for (i = 0; i < NUM_STATS; i++) 981 for (i = 0; i < NUM_STATS; i++)
989 change_attr_value (&(stats), i, get_attr_value (&(tmp->stats), i)); 982 change_attr_value (&stats, i, get_attr_value (&tmp->stats, i));
990 983
991 /* these are the items that currently can change digestion, regeneration, 984 /* these are the items that currently can change digestion, regeneration,
992 * 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
993 * list, but other items store other info into stats array. 986 * list, but other items store other info into stats array.
994 */ 987 */
995 if ((tmp->type == WEAPON) || 988 if ((tmp->type == WEAPON) || (tmp->type == BOW) ||
996 (tmp->type == ARMOUR) || (tmp->type == HELMET) || 989 (tmp->type == ARMOUR) || (tmp->type == HELMET) ||
997 (tmp->type == SHIELD) || (tmp->type == RING) || 990 (tmp->type == SHIELD) || (tmp->type == RING) ||
998 (tmp->type == BOOTS) || (tmp->type == GLOVES) || 991 (tmp->type == BOOTS) || (tmp->type == GLOVES) ||
999 (tmp->type == AMULET) || (tmp->type == GIRDLE) || 992 (tmp->type == AMULET) || (tmp->type == GIRDLE) ||
1000 (tmp->type == BRACERS) || (tmp->type == CLOAK) || 993 (tmp->type == BRACERS) || (tmp->type == CLOAK) ||
1007 contr->gen_grace += tmp->stats.grace; 1000 contr->gen_grace += tmp->stats.grace;
1008 contr->gen_sp_armour += tmp->gen_sp_armour; 1001 contr->gen_sp_armour += tmp->gen_sp_armour;
1009 contr->item_power += tmp->item_power; 1002 contr->item_power += tmp->item_power;
1010 } 1003 }
1011 } /* if this is a player */ 1004 } /* if this is a player */
1005 else
1006 {
1007 if (tmp->type == WEAPON)
1008 current_weapon = tmp;
1009 }
1012 1010
1013 /* Update slots used for items */ 1011 /* Update slots used for items */
1014 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 1012 if (QUERY_FLAG (tmp, FLAG_APPLIED))
1015 for (i = 0; i < NUM_BODY_LOCATIONS; i++) 1013 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
1016 body_used[i] += tmp->body_info[i]; 1014 slot[i].used += tmp->slot[i].info;
1017 1015
1018 if (tmp->type == SYMPTOM) 1016 if (tmp->type == SYMPTOM)
1019 { 1017 {
1020 speed_reduce_from_disease = tmp->last_sp / 100.0; 1018 speed_reduce_from_disease = tmp->last_sp / 100.f;
1019
1021 if (speed_reduce_from_disease == 0) 1020 if (speed_reduce_from_disease == 0)
1022 speed_reduce_from_disease = 1; 1021 speed_reduce_from_disease = 1;
1023 } 1022 }
1024 1023
1025 /* Pos. and neg. protections are counted seperate (-> pro/vuln). 1024 /* Pos. and neg. protections are counted seperate (-> pro/vuln).
1026 * (Negative protections are calculated extactly like positive.) 1025 * (Negative protections are calculated exactly like positive.)
1027 * Resistance from potions are treated special as well. If there's 1026 * Resistance from potions are treated special as well. If there's
1028 * more than one potion-effect, the bigger prot.-value is taken. 1027 * more than one potion-effect, the bigger prot.-value is taken.
1029 */ 1028 */
1030 if (tmp->type != POTION) 1029 if (tmp->type != POTION)
1031 { 1030 {
1040 potion_resist[i] = MAX (potion_resist[i], tmp->resist[i]); 1039 potion_resist[i] = MAX (potion_resist[i], tmp->resist[i]);
1041 else 1040 else
1042 potion_resist[i] = tmp->resist[i]; 1041 potion_resist[i] = tmp->resist[i];
1043 } 1042 }
1044 else if (tmp->resist[i] > 0) 1043 else if (tmp->resist[i] > 0)
1045 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100; 1044 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100;
1046 else if (tmp->resist[i] < 0) 1045 else if (tmp->resist[i] < 0)
1047 vuln[i] += ((100 - vuln[i]) * (-tmp->resist[i])) / 100; 1046 vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100;
1048 } 1047 }
1049 } 1048 }
1050 1049
1051 /* There may be other things that should not adjust the attacktype */ 1050 /* There may be other things that should not adjust the attacktype */
1052 if (tmp->type != BOW && tmp->type != SYMPTOM) 1051 if ((tmp->type != WEAPON && tmp->type != BOW && tmp->type != SYMPTOM)
1052 || current_weapon == tmp)
1053 {
1053 attacktype |= tmp->attacktype; 1054 attacktype |= tmp->attacktype;
1054
1055 path_attuned |= tmp->path_attuned; 1055 path_attuned |= tmp->path_attuned;
1056 path_repelled |= tmp->path_repelled; 1056 path_repelled |= tmp->path_repelled;
1057 path_denied |= tmp->path_denied; 1057 path_denied |= tmp->path_denied;
1058 move_type |= tmp->move_type;
1058 stats.luck += tmp->stats.luck; 1059 stats.luck += tmp->stats.luck;
1059 move_type |= tmp->move_type; 1060 }
1060 1061
1061 if (QUERY_FLAG (tmp, FLAG_LIFESAVE )) SET_FLAG (this, FLAG_LIFESAVE); 1062 if (QUERY_FLAG (tmp, FLAG_LIFESAVE )) SET_FLAG (this, FLAG_LIFESAVE);
1062 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);
1063 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);
1064 if (QUERY_FLAG (tmp, FLAG_STEALTH )) SET_FLAG (this, FLAG_STEALTH); 1065 if (QUERY_FLAG (tmp, FLAG_STEALTH )) SET_FLAG (this, FLAG_STEALTH);
1077 1078
1078 if (tmp->stats.exp && tmp->type != SKILL) 1079 if (tmp->stats.exp && tmp->type != SKILL)
1079 { 1080 {
1080 if (tmp->stats.exp > 0) 1081 if (tmp->stats.exp > 0)
1081 { 1082 {
1082 added_speed += (float) tmp->stats.exp / 3.0; 1083 added_speed += tmp->stats.exp / 3.f;
1083 bonus_speed += 1.0 + (float) tmp->stats.exp / 3.0; 1084 bonus_speed += tmp->stats.exp / 3.f + 1.f;
1084 } 1085 }
1085 else 1086 else
1086 added_speed += (float) tmp->stats.exp; 1087 added_speed += tmp->stats.exp;
1087 } 1088 }
1088 1089
1089 switch (tmp->type) 1090 switch (tmp->type)
1090 { 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
1091 /* skills modifying the character -b.t. */ 1101 /* skills modifying the character -b.t. */
1092 /* for all skills and skill granting objects */ 1102 /* for all skills and skill granting objects */
1093 case SKILL: 1103 case SKILL:
1094 if (!QUERY_FLAG (tmp, FLAG_APPLIED)) 1104 if (!QUERY_FLAG (tmp, FLAG_APPLIED))
1095 break; 1105 break;
1103 chosen_skill = tmp; 1113 chosen_skill = tmp;
1104 1114
1105 if (tmp->stats.dam > 0) 1115 if (tmp->stats.dam > 0)
1106 { /* skill is a 'weapon' */ 1116 { /* skill is a 'weapon' */
1107 if (!QUERY_FLAG (this, FLAG_READY_WEAPON)) 1117 if (!QUERY_FLAG (this, FLAG_READY_WEAPON))
1108 weapon_speed = (int) WEAPON_SPEED (tmp); 1118 weapon_speed = WEAPON_SPEED (tmp);
1109 1119
1110 if (weapon_speed < 0) 1120 if (weapon_speed < 0)
1111 weapon_speed = 0; 1121 weapon_speed = 0;
1112 1122
1113 weapon_weight = tmp->weight; 1123 weapon_weight = tmp->weight;
1116 if (tmp->magic) 1126 if (tmp->magic)
1117 stats.dam += tmp->magic; 1127 stats.dam += tmp->magic;
1118 } 1128 }
1119 1129
1120 if (tmp->stats.wc) 1130 if (tmp->stats.wc)
1121 wc -= (tmp->stats.wc + tmp->magic); 1131 wc -= tmp->stats.wc + tmp->magic;
1122 1132
1123 if (tmp->slaying != NULL) 1133 if (tmp->slaying)
1124 slaying = tmp->slaying; 1134 slaying = tmp->slaying;
1125 1135
1126 if (tmp->stats.ac) 1136 if (tmp->stats.ac)
1127 ac -= (tmp->stats.ac + tmp->magic); 1137 ac -= tmp->stats.ac + tmp->magic;
1128 1138
1129 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1139 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1130 contr->encumbrance += (int) 3 *tmp->weight / 1000; 1140 contr->encumbrance += (int) 3 *tmp->weight / 1000;
1131
1132 if (type == PLAYER)
1133 contr->ranges[range_skill] = this;
1134 1141
1135 break; 1142 break;
1136 1143
1137 case SKILL_TOOL: 1144 case SKILL_TOOL:
1138 if (chosen_skill) 1145 if (chosen_skill)
1139 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);
1140 1147
1141 chosen_skill = tmp; 1148 chosen_skill = tmp;
1142
1143 if (type == PLAYER)
1144 contr->ranges[range_skill] = this;
1145 break; 1149 break;
1146 1150
1147 case SHIELD: 1151 case SHIELD:
1148 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1152 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1149 contr->encumbrance += (int) tmp->weight / 2000; 1153 contr->encumbrance += (int) tmp->weight / 2000;
1153 case HELMET: 1157 case HELMET:
1154 case BOOTS: 1158 case BOOTS:
1155 case GLOVES: 1159 case GLOVES:
1156 case CLOAK: 1160 case CLOAK:
1157 if (tmp->stats.wc) 1161 if (tmp->stats.wc)
1158 wc -= (tmp->stats.wc + tmp->magic); 1162 wc -= tmp->stats.wc + tmp->magic;
1159 1163
1160 if (tmp->stats.dam) 1164 if (tmp->stats.dam)
1161 stats.dam += (tmp->stats.dam + tmp->magic); 1165 stats.dam += tmp->stats.dam + tmp->magic;
1162 1166
1163 if (tmp->stats.ac) 1167 if (tmp->stats.ac)
1164 ac -= (tmp->stats.ac + tmp->magic); 1168 ac -= tmp->stats.ac + tmp->magic;
1165 1169
1166 break; 1170 break;
1167 1171
1172 case BOW:
1168 case WEAPON: 1173 case WEAPON:
1174 if (type != PLAYER || current_weapon == tmp)
1175 {
1169 wc -= (tmp->stats.wc + tmp->magic); 1176 wc -= tmp->stats.wc + tmp->magic;
1170 1177
1171 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0) 1178 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0)
1172 ac -= tmp->stats.ac + tmp->magic; 1179 ac -= tmp->stats.ac + tmp->magic;
1173 1180
1174 stats.dam += (tmp->stats.dam + tmp->magic); 1181 stats.dam += tmp->stats.dam + tmp->magic;
1175 weapon_weight = tmp->weight; 1182 weapon_weight = tmp->weight;
1176 weapon_speed = ((int) WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2; 1183 weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2;
1177 1184
1178 if (weapon_speed < 0) 1185 if (weapon_speed < 0)
1179 weapon_speed = 0; 1186 weapon_speed = 0;
1180 1187
1181 slaying = tmp->slaying; 1188 slaying = tmp->slaying;
1189
1182 /* If there is desire that two handed weapons should do 1190 /* If there is desire that two handed weapons should do
1183 * extra strength damage, this is where the code should 1191 * extra strength damage, this is where the code should
1184 * go. 1192 * go.
1185 */ 1193 */
1186 current_weapon = tmp; 1194
1187 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1195 if (type == PLAYER)
1196 if (settings.spell_encumbrance)
1188 contr->encumbrance += (int) 3 *tmp->weight / 1000; 1197 contr->encumbrance += tmp->weight * 3 / 1000;
1198 }
1189 1199
1190 break; 1200 break;
1191 1201
1192 case ARMOUR: /* Only the best of these three are used: */ 1202 case ARMOUR: /* Only the best of these three are used: */
1193 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1203 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1194 contr->encumbrance += (int) tmp->weight / 1000; 1204 contr->encumbrance += tmp->weight / 1000;
1195 1205
1196 case BRACERS: 1206 case BRACERS:
1197 case FORCE: 1207 case FORCE:
1198 if (tmp->stats.wc) 1208 if (tmp->stats.wc)
1199 { 1209 {
1221 wc -= (tmp->stats.wc + tmp->magic); 1231 wc -= (tmp->stats.wc + tmp->magic);
1222 1232
1223 if (tmp->stats.ac) 1233 if (tmp->stats.ac)
1224 ac -= (tmp->stats.ac + tmp->magic); 1234 ac -= (tmp->stats.ac + tmp->magic);
1225 1235
1226 if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.0 < max) 1236 if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.f < max)
1227 max = ARMOUR_SPEED (tmp) / 10.0; 1237 max = ARMOUR_SPEED (tmp) / 10.f;
1228 1238
1229 break; 1239 break;
1230 } /* switch tmp->type */ 1240 } /* switch tmp->type */
1231 } /* item is equipped */ 1241 } /* item is equipped */
1232 } /* for loop of items */ 1242 } /* for loop of items */
1300 1310
1301 if (mana_obj == this && type == PLAYER) 1311 if (mana_obj == this && type == PLAYER)
1302 stats.maxsp = 1; 1312 stats.maxsp = 1;
1303 else 1313 else
1304 { 1314 {
1305 sp_tmp = 0.0; 1315 sp_tmp = 0.f;
1306 1316
1307 for (i = 1; i <= mana_obj->level && i <= 10; i++) 1317 for (i = 1; i <= mana_obj->level && i <= 10; i++)
1308 { 1318 {
1309 float stmp; 1319 float stmp;
1310 1320
1311 /* Got some extra bonus at first level */ 1321 /* Got some extra bonus at first level */
1312 if (i < 2) 1322 if (i < 2)
1313 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;
1314 else 1324 else
1315 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;
1316 1326
1317 if (stmp < 1.0) 1327 if (stmp < 1.f)
1318 stmp = 1.0; 1328 stmp = 1.f;
1319 1329
1320 sp_tmp += stmp; 1330 sp_tmp += stmp;
1321 } 1331 }
1322 1332
1323 stats.maxsp = (int) sp_tmp; 1333 stats.maxsp = (sint16)sp_tmp;
1324 1334
1325 for (i = 11; i <= mana_obj->level; i++) 1335 for (i = 11; i <= mana_obj->level; i++)
1326 stats.maxsp += 2; 1336 stats.maxsp += 2;
1327 } 1337 }
1328 /* Characters can get their sp supercharged via rune of transferrance */ 1338 /* Characters can get their sp supercharged via rune of transferrance */
1340 /* 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
1341 * 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
1342 * 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
1343 * step of 8 - with floats, even fractional ones are useful. 1353 * step of 8 - with floats, even fractional ones are useful.
1344 */ 1354 */
1345 sp_tmp = 0.0; 1355 sp_tmp = 0.f;
1346 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++)
1347 { 1357 {
1348 float grace_tmp = 0.0; 1358 float grace_tmp = 0.f;
1349 1359
1350 /* Got some extra bonus at first level */ 1360 /* Got some extra bonus at first level */
1351 if (i < 2) 1361 if (i < 2)
1352 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;
1353 2.0 * (float) grace_bonus[stats.Wis]) / 6.0);
1354 else 1363 else
1355 grace_tmp = (float) contr->levgrace[i]
1356 + ((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;
1357 1365
1358 if (grace_tmp < 1.0) 1366 if (grace_tmp < 1.f)
1359 grace_tmp = 1.0; 1367 grace_tmp = 1.f;
1360 1368
1361 sp_tmp += grace_tmp; 1369 sp_tmp += grace_tmp;
1362 } 1370 }
1363 1371
1364 stats.maxgrace = (int) sp_tmp; 1372 stats.maxgrace = (sint16)sp_tmp;
1365 1373
1366 /* two grace points per level after 11 */ 1374 /* two grace points per level after 11 */
1367 for (i = 11; i <= grace_obj->level; i++) 1375 for (i = 11; i <= grace_obj->level; i++)
1368 stats.maxgrace += 2; 1376 stats.maxgrace += 2;
1369 } 1377 }
1389 * monster bonus the same as before. -b.t. 1397 * monster bonus the same as before. -b.t.
1390 */ 1398 */
1391 1399
1392 if (type == PLAYER && wc_obj && wc_obj->level > 1) 1400 if (type == PLAYER && wc_obj && wc_obj->level > 1)
1393 { 1401 {
1394 wc -= (wc_obj->level + thaco_bonus[stats.Str]); 1402 wc -= wc_obj->level + thaco_bonus[stats.Str];
1403
1395 for (i = 1; i < wc_obj->level; i++) 1404 for (i = 1; i < wc_obj->level; i++)
1396 { 1405 {
1397 /* addtional wc every 6 levels */ 1406 /* addtional wc every 6 levels */
1398 if (!(i % 6)) 1407 if (!(i % 6))
1399 wc--; 1408 wc--;
1409
1400 /* addtional dam every 4 levels. */ 1410 /* addtional dam every 4 levels. */
1401 if (!(i % 4) && (dam_bonus[stats.Str] >= 0)) 1411 if (!(i % 4) && dam_bonus[stats.Str] >= 0)
1402 stats.dam += (1 + (dam_bonus[stats.Str] / 5)); 1412 stats.dam += 1 + dam_bonus[stats.Str] / 5;
1403 } 1413 }
1404 } 1414 }
1405 else 1415 else
1406 wc -= (level + thaco_bonus[stats.Str]); 1416 wc -= level + thaco_bonus[stats.Str];
1407 1417
1408 stats.dam += dam_bonus[stats.Str]; 1418 stats.dam += dam_bonus[stats.Str];
1409 1419
1410 if (stats.dam < 1) 1420 if (stats.dam < 1)
1411 stats.dam = 1; 1421 stats.dam = 1;
1412 1422
1413 speed = 1.0 + speed_bonus[stats.Dex]; 1423 speed = 1.f + speed_bonus[stats.Dex];
1414 1424
1415 if (settings.search_items && contr->search_str[0]) 1425 if (settings.search_items && contr->search_str[0])
1416 speed -= 1; 1426 speed -= 1;
1417 1427
1418 if (attacktype == 0) 1428 if (attacktype == 0)
1419 attacktype = arch->clone.attacktype; 1429 attacktype = arch->clone.attacktype;
1420 1430
1421 } /* End if player */ 1431 } /* End if player */
1422 1432
1423 if (added_speed >= 0) 1433 if (added_speed >= 0)
1424 speed += added_speed / 10.0; 1434 speed += added_speed / 10.f;
1425 else /* Something wrong here...: */ 1435 else /* Something wrong here...: */
1426 speed /= (float) (1.0 - added_speed); 1436 speed /= 1.f - added_speed;
1427 1437
1428 /* Max is determined by armour */ 1438 /* Max is determined by armour */
1429 if (speed > max) 1439 if (speed > max)
1430 speed = max; 1440 speed = max;
1431 1441
1436 * weight limit, then player suffers a speed reduction based on how 1446 * weight limit, then player suffers a speed reduction based on how
1437 * much above he is, and what is max carry is 1447 * much above he is, and what is max carry is
1438 */ 1448 */
1439 f = (carrying / 1000) - max_carry[stats.Str]; 1449 f = (carrying / 1000) - max_carry[stats.Str];
1440 if (f > 0) 1450 if (f > 0)
1441 speed = speed / (1.0 + f / max_carry[stats.Str]); 1451 speed = speed / (1.f + f / max_carry[stats.Str]);
1442 } 1452 }
1443 1453
1444 speed += bonus_speed / 10.0; /* Not affected by limits */ 1454 speed += bonus_speed / 10.f; /* Not affected by limits */
1445 1455
1446 /* 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
1447 * 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.
1448 */ 1458 */
1449 speed = speed * speed_reduce_from_disease; 1459 speed = speed * speed_reduce_from_disease;
1450 1460
1451 if (speed < 0.01 && type == PLAYER) 1461 if (speed < 0.01f && type == PLAYER)
1452 speed = 0.01; 1462 speed = 0.01f;
1453 1463
1454 if (type == PLAYER) 1464 if (type == PLAYER)
1455 { 1465 {
1456 float M, W, s, D, K, S, M2;
1457
1458 /* (This formula was made by vidarl@ifi.uio.no) 1466 /* (This formula was made by vidarl@ifi.uio.no)
1459 * Note that we never used these values again - basically 1467 * Note that we never used these values again - basically
1460 * all of these could be subbed into one big equation, but 1468 * all of these could be subbed into one big equation, but
1461 * that would just be a real pain to read. 1469 * that would just be a real pain to read.
1462 */ 1470 */
1463 M = (max_carry[stats.Str] - 121) / 121.0; 1471 float M = (max_carry[stats.Str] - 121) / 121.f;
1464 M2 = max_carry[stats.Str] / 100.0; 1472 float M2 = max_carry[stats.Str] / 100.f;
1465 W = weapon_weight / 20000.0; 1473 float W = weapon_weight / 20000.f;
1466 s = 2 - weapon_speed / 10.0; 1474 float s = 2 - weapon_speed / 10.f;
1467 D = (stats.Dex - 14) / 14.0; 1475 float D = (stats.Dex - 14) / 14.f;
1468 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
1469 K *= (4 + level) / (float) (6 + level) * 1.2; 1478 K *= (4 + level) *1.2f / (6 + level);
1479
1470 if (K <= 0) 1480 if (K <= 0.f)
1471 K = 0.01; 1481 K = 0.01f;
1482
1472 S = speed / (K * s); 1483 float S = speed / (K * s);
1484
1473 contr->weapon_sp = S; 1485 contr->weapon_sp = S;
1474 } 1486 }
1475 1487
1476 /* 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: */
1477 if (type != PLAYER && arch != NULL && stats.dam > arch->clone.stats.dam * 3) 1489 if (type != PLAYER && arch && stats.dam > arch->clone.stats.dam * 3)
1478 stats.dam = arch->clone.stats.dam * 3; 1490 stats.dam = arch->clone.stats.dam * 3;
1479 1491
1480 /* 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
1481 * 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,
1482 * so its value is the same. 1494 * so its value is the same.
1515 if (type == PLAYER) 1527 if (type == PLAYER)
1516 { 1528 {
1517 esrv_update_stats (contr); 1529 esrv_update_stats (contr);
1518 esrv_update_spells (contr); 1530 esrv_update_spells (contr);
1519 } 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;
1520} 1536}
1521 1537
1522/* 1538/*
1523 * Returns true if the given player is a legal class. 1539 * Returns true if the given player is a legal class.
1524 * 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
1527 * false otherwise. 1543 * false otherwise.
1528 */ 1544 */
1529int 1545int
1530allowed_class (const object *op) 1546allowed_class (const object *op)
1531{ 1547{
1532 return op->stats.Dex > 0 && op->stats.Str > 0 && op->stats.Con > 0 && 1548 return op->stats.Dex > 0
1533 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;
1534} 1555}
1535 1556
1536/* 1557/*
1537 * set the new dragon name after gaining levels or 1558 * set the new dragon name after gaining levels or
1538 * changing ability focus (later this can be extended to 1559 * changing ability focus (later this can be extended to
1609 object *skin = NULL; /* pointer to dragon skin force */ 1630 object *skin = NULL; /* pointer to dragon skin force */
1610 object *tmp = NULL; /* tmp. object */ 1631 object *tmp = NULL; /* tmp. object */
1611 char buf[MAX_BUF]; /* tmp. string buffer */ 1632 char buf[MAX_BUF]; /* tmp. string buffer */
1612 1633
1613 /* 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
1614 for (tmp = who->inv; tmp != NULL; tmp = tmp->below) 1638 for (tmp = who->inv; tmp; tmp = tmp->below)
1615 {
1616 if (tmp->type == FORCE) 1639 if (tmp->type == FORCE)
1617 {
1618 if (strcmp (tmp->arch->name, "dragon_ability_force") == 0) 1640 if (tmp->arch->name == dragon_ability_force)
1619 abil = tmp; 1641 abil = tmp;
1620 if (strcmp (tmp->arch->name, "dragon_skin_force") == 0) 1642 else if (tmp->arch->name == dragon_skin_force)
1621 skin = tmp; 1643 skin = tmp;
1622 } 1644
1623 }
1624 /* if the force is missing -> bail out */ 1645 /* if the force is missing -> bail out */
1625 if (abil == NULL) 1646 if (abil == NULL)
1626 return; 1647 return;
1627 1648
1628 /* The ability_force keeps track of maximum level ever achieved. 1649 /* The ability_force keeps track of maximum level ever achieved.
1760sint64 1781sint64
1761level_exp (int level, double expmul) 1782level_exp (int level, double expmul)
1762{ 1783{
1763 if (level > settings.max_level) 1784 if (level > settings.max_level)
1764 return (sint64) (expmul * levels[settings.max_level]); 1785 return (sint64) (expmul * levels[settings.max_level]);
1786
1765 return (sint64) (expmul * levels[level]); 1787 return (sint64) (expmul * levels[level]);
1766} 1788}
1767 1789
1768/* 1790/*
1769 * 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.
1806 sint64 limit, exp_to_add; 1828 sint64 limit, exp_to_add;
1807 int i; 1829 int i;
1808 1830
1809 /* prevents some forms of abuse. */ 1831 /* prevents some forms of abuse. */
1810 if (op->contr->braced) 1832 if (op->contr->braced)
1811 exp = exp / 5; 1833 exp /= 5;
1812 1834
1813 /* Try to find the matching skill. 1835 /* Try to find the matching skill.
1814 * 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
1815 * chosen_skill. This means we don't need to search through 1837 * chosen_skill. This means we don't need to search through
1816 * the players inventory. 1838 * the players inventory.
1817 */ 1839 */
1818 if (skill_name) 1840 if (skill_name)
1819 { 1841 {
1820 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))
1951 del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction)); 1973 del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction));
1952 tmp->stats.exp -= del_exp; 1974 tmp->stats.exp -= del_exp;
1953 player_lvl_adj (op, tmp); 1975 player_lvl_adj (op, tmp);
1954 } 1976 }
1955 } 1977 }
1978
1956 if (flag != SK_SUBTRACT_SKILL_EXP) 1979 if (flag != SK_SUBTRACT_SKILL_EXP)
1957 { 1980 {
1958 del_exp = check_exp_loss (op, exp); 1981 del_exp = check_exp_loss (op, exp);
1959 op->stats.exp -= del_exp; 1982 op->stats.exp -= del_exp;
1960 player_lvl_adj (op, NULL); 1983 player_lvl_adj (op, NULL);
1961 } 1984 }
1962} 1985}
1963
1964
1965 1986
1966/* change_exp() - changes experience to a player/monster. This 1987/* change_exp() - changes experience to a player/monster. This
1967 * 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.
1968 * 1989 *
1969 * The exp passed is typically not modified much by this function - 1990 * The exp passed is typically not modified much by this function -
1970 * it is assumed the caller has modified the exp as needed. 1991 * it is assumed the caller has modified the exp as needed.
1971 * skill_name is the skill that should get the exp added. 1992 * skill_name is the skill that should get the exp added.
1972 * 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.
1973 * these last two values are only used for players. 1994 * these last two values are only used for players.
1974 */ 1995 */
1975
1976void 1996void
1977change_exp (object *op, sint64 exp, const char *skill_name, int flag) 1997change_exp (object *op, sint64 exp, const char *skill_name, int flag)
1978{ 1998{
1979
1980#ifdef EXP_DEBUG 1999#ifdef EXP_DEBUG
1981 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);
1982#endif 2001#endif
1983 2002
1984 /* safety */ 2003 /* safety */
2025 else 2044 else
2026 /* note that when you lose exp, it doesn't go against 2045 /* note that when you lose exp, it doesn't go against
2027 * a particular skill, so we don't need to pass that 2046 * a particular skill, so we don't need to pass that
2028 * along. 2047 * along.
2029 */ 2048 */
2030 subtract_player_exp (op, FABS (exp), skill_name, flag); 2049 subtract_player_exp (op, abs (exp), skill_name, flag);
2031
2032 } 2050 }
2033} 2051}
2034 2052
2035/* 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
2036 * settings death_penalty_percentage and death_penalty_levels, and by the 2054 * settings death_penalty_percentage and death_penalty_levels, and by the
2037 * amount of permenent experience, whichever gives the lowest loss. 2055 * amount of permenent experience, whichever gives the lowest loss.
2038 */ 2056 */
2039
2040void 2057void
2041apply_death_exp_penalty (object *op) 2058apply_death_exp_penalty (object *op)
2042{ 2059{
2043 object *tmp; 2060 object *tmp;
2044 sint64 loss; 2061 sint64 loss;

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