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Comparing deliantra/server/common/living.C (file contents):
Revision 1.51 by root, Sat May 12 18:23:51 2007 UTC vs.
Revision 1.120 by root, Fri Apr 30 09:36:32 2010 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
21 * 21 *
22 * The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 23 */
24 24
25#include <global.h> 25#include <global.h>
26#include <funcpoint.h>
27 26
28/* Handy little macro that adds exp and keeps it within bounds. Since 27/* Handy little macro that adds exp and keeps it within bounds. Since
29 * we are now using 64 bit values, I'm not all concerned about overflow issues 28 * we are now using 64 bit values, I'm not all concerned about overflow issues
30 * with exptotal wrapping. exptotal is typically op->exp, or op->perm_exp 29 * with exptotal wrapping. exptotal is typically op->exp, or op->perm_exp
31 */ 30 */
140/* 139/*
141 Since this is nowhere defined ... 140 Since this is nowhere defined ...
142 Both come in handy at least in function add_exp() 141 Both come in handy at least in function add_exp()
143*/ 142*/
144 143
145#define MAX_EXPERIENCE levels[settings.max_level] 144#define MAX_EXPERIENCE levels [settings.max_level]
146 145
147/* because exp_obj sum to make the total score, 146/* because exp_obj sum to make the total score,
148 * we cannot allow that sum to exceed the maximum 147 * we cannot allow that sum to exceed the maximum
149 * amount of experience a player can gain. Thus 148 * amount of experience a player can gain. Thus
150 * we define MAX_EXP_IN_OBJ. It is important to try 149 * we define MAX_EXP_IN_OBJ. It is important to try
157 * line with progression of previous levels, so 156 * line with progression of previous levels, so
158 * if more levels are desired, this should be fixed. 157 * if more levels are desired, this should be fixed.
159 * -b.t. 158 * -b.t.
160 */ 159 */
161 160
162#define MAX_EXP_IN_OBJ levels[settings.max_level]/(MAX_EXP_CAT - 1) 161#define MAX_EXP_IN_OBJ MAX_EXP_IN_OBJ / (MAX_EXP_CAT - 1)
163
164extern sint64 *levels;
165 162
166#define MAX_SAVE_LEVEL 110 163#define MAX_SAVE_LEVEL 110
167 164
168/* This no longer needs to be changed anytime the number of 165/* This no longer needs to be changed anytime the number of
169 * levels is increased - rather, did_make_save will do the 166 * levels is increased - rather, did_make_save will do the
242change_attr_value (living *stats, int attr, sint8 value) 239change_attr_value (living *stats, int attr, sint8 value)
243{ 240{
244 stats->stat (attr) += value; 241 stats->stat (attr) += value;
245} 242}
246 243
247sint8 &
248living::stat (int index)
249{
250 switch (index)
251 {
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 }
260
261 LOG (llevError | logBacktrace, "living.stat() called with out-of-range stat index");
262 static sint8 dummy;
263 return dummy;
264}
265
266sint8
267living::stat (int index) const
268{
269 switch (index)
270 {
271 case STR: return Str;
272 case DEX: return Dex;
273 case CON: return Con;
274 case INT: return Int;
275 case WIS: return Wis;
276 case POW: return Pow;
277 case CHA: return Cha;
278 }
279
280 LOG (llevError | logBacktrace, "living.stat() called with out-of-range stat index");
281 static sint8 dummy;
282 return dummy;
283}
284
285/* 244/*
286 * Ensures that all stats (str/dex/con/wis/cha/int) are within the 245 * Ensures that all stats (str/dex/con/wis/cha/int) are within the
287 * 1-30 stat limit. 246 * 1-30 stat limit.
288 */ 247 */
289void 248void
301/* Rather than having a whole bunch of if (flag) new_draw.. else new_draw, 260/* Rather than having a whole bunch of if (flag) new_draw.. else new_draw,
302 * make this macro to clean those up. Not usuable outside change_abil 261 * make this macro to clean those up. Not usuable outside change_abil
303 * function since some of the values passed to new_draw_info are hardcoded. 262 * function since some of the values passed to new_draw_info are hardcoded.
304 */ 263 */
305#define DIFF_MSG(flag, msg1, msg2) \ 264#define DIFF_MSG(flag, msg1, msg2) \
306 new_draw_info(NDI_UNIQUE, 0, op, (flag>0)?msg1:msg2); 265 new_draw_info (NDI_UNIQUE, 0, op, (flag > 0) ? msg1 : msg2);
307 266
308/* return 1 if we sucessfully changed a stat, 0 if nothing was changed. */ 267/* return 1 if we sucessfully changed a stat, 0 if nothing was changed. */
309 268
310/* flag is set to 1 if we are applying the object, -1 if we are removing 269/* flag is set to 1 if we are applying the object, -1 if we are removing
311 * the object. 270 * the object.
319 * that gives them that ability. 278 * that gives them that ability.
320 */ 279 */
321int 280int
322change_abil (object *op, object *tmp) 281change_abil (object *op, object *tmp)
323{ 282{
324 int flag = QUERY_FLAG (tmp, FLAG_APPLIED) ? 1 : -1, success = 0; 283 int flag = tmp->flag [FLAG_APPLIED] ? 1 : -1;
284 int success = 0;
325 char message[MAX_BUF]; 285 char message[MAX_BUF];
326 int potion_max = 0; 286 int potion_max = 0;
327 287
328 /* remember what object was like before it was changed. note that 288 // keep some stats for comparison purposes
329 * refop is a local copy of op only to be used for detecting changes 289 object::flags_t prev_flag = op->flag;
330 * found by update_stats. refop is not a real object 290 MoveType prev_move_type = op->move_type;
331 */ 291 sint16 prev_resist [NROFATTACKS]; // clumsy
332 object_copy refop = *op; 292 assert (sizeof (prev_resist) == sizeof (op->resist));
293 memcpy (prev_resist, op->resist, sizeof (prev_resist));
333 294
334 if (op->type == PLAYER) 295 if (op->type == PLAYER)
335 { 296 {
336 if (tmp->type == POTION) 297 if (tmp->type == POTION)
337 { 298 {
338 potion_max = 1; 299 potion_max = 1;
300
339 for (int j = 0; j < NUM_STATS; j++) 301 for (int j = 0; j < NUM_STATS; j++)
340 { 302 {
341 int ostat = op->contr->orig_stats.stat (j); 303 int ostat = op->contr->orig_stats.stat (j);
342 int i = tmp->stats.stat (j); 304 int i = tmp->stats.stat (j);
343 305
344 /* nstat is what the stat will be after use of the potion */ 306 /* nstat is what the stat will be after use of the potion */
345 int nstat = flag * i + ostat; 307 int nstat = flag * i + ostat;
346 308
347 /* Do some bounds checking. While I don't think any 309 /* Do some bounds checking. There is the potential for potions
348 * potions do so right now, there is the potential for potions
349 * that adjust that stat by more than one point, so we need 310 * that adjust that stat by more than one point, so we need
350 * to allow for that. 311 * to allow for that.
351 */ 312 */
352 if (nstat < 1 && i * flag < 0) 313 if (nstat < 1 && i * flag < 0)
353 nstat = 1; 314 nstat = 1;
354 else if (nstat > 20 + op->arch->clone.stats.stat (j)) 315 else if (nstat > 20 + op->arch->stats.stat (j))
355 nstat = 20 + op->arch->clone.stats.stat (j); 316 nstat = 20 + op->arch->stats.stat (j);
356 317
357 if (nstat != ostat) 318 if (nstat != ostat)
358 { 319 {
359 op->contr->orig_stats.stat (j) = nstat; 320 op->contr->orig_stats.stat (j) = nstat;
360 potion_max = 0; 321 potion_max = 0;
405 { 366 {
406 success = 1; 367 success = 1;
407 DIFF_MSG (flag, "Your hands begin to glow red.", "Your hands stop glowing red."); 368 DIFF_MSG (flag, "Your hands begin to glow red.", "Your hands stop glowing red.");
408 } 369 }
409 370
410 if (QUERY_FLAG (op, FLAG_LIFESAVE) != QUERY_FLAG (&refop, FLAG_LIFESAVE)) 371 if (op->flag [FLAG_LIFESAVE] != prev_flag [FLAG_LIFESAVE])
411 { 372 {
412 success = 1; 373 success = 1;
413 DIFF_MSG (flag, "You feel very protected.", "You don't feel protected anymore."); 374 DIFF_MSG (flag, "You feel very protected.", "You don't feel protected anymore.");
414 } 375 }
415 376
416 if (QUERY_FLAG (op, FLAG_REFL_MISSILE) != QUERY_FLAG (&refop, FLAG_REFL_MISSILE)) 377 if (op->flag [FLAG_REFL_MISSILE] != prev_flag [FLAG_REFL_MISSILE])
417 { 378 {
418 success = 1; 379 success = 1;
419 DIFF_MSG (flag, "A magic force shimmers around you.", "The magic force fades away."); 380 DIFF_MSG (flag, "A magic force shimmers around you.", "The magic force fades away.");
420 } 381 }
421 382
422 if (QUERY_FLAG (op, FLAG_REFL_SPELL) != QUERY_FLAG (&refop, FLAG_REFL_SPELL)) 383 if (op->flag [FLAG_REFL_SPELL] != prev_flag [FLAG_REFL_SPELL])
423 { 384 {
424 success = 1; 385 success = 1;
425 DIFF_MSG (flag, "You feel more safe now, somehow.", "Suddenly you feel less safe, somehow."); 386 DIFF_MSG (flag, "You feel more safe now, somehow.", "Suddenly you feel less safe, somehow.");
426 } 387 }
427 388
429 * user has multiple items giving the same type appled like we 390 * user has multiple items giving the same type appled like we
430 * used to - that is more work than what we gain, plus messages 391 * used to - that is more work than what we gain, plus messages
431 * can be misleading (a little higher could be miscontrued from 392 * can be misleading (a little higher could be miscontrued from
432 * from fly high) 393 * from fly high)
433 */ 394 */
434 if (tmp->move_type && op->move_type != refop.move_type) 395 if (tmp->move_type && op->move_type != prev_move_type)
435 { 396 {
436 success = 1; 397 success = 1;
437 398
438 /* MOVE_FLY_HIGH trumps MOVE_FLY_LOW - changing your move_fly_low 399 /* MOVE_FLY_HIGH trumps MOVE_FLY_LOW - changing your move_fly_low
439 * status doesn't make a difference if you are flying high 400 * status doesn't make a difference if you are flying high
440 */ 401 */
441 if (tmp->move_type & MOVE_FLY_LOW && !(op->move_type & MOVE_FLY_HIGH)) 402 if (tmp->move_type & MOVE_FLY_LOW && !(op->move_type & MOVE_FLY_HIGH))
442 { 403 {
443 DIFF_MSG (flag, "You start to float in the air!.", "You float down to the ground."); 404 DIFF_MSG (flag, "You start to float in the air!", "You float down to the ground.");
444 } 405 }
445 406
446 if (tmp->move_type & MOVE_FLY_HIGH) 407 if (tmp->move_type & MOVE_FLY_HIGH)
447 { 408 {
448 /* double conditional - second case covers if you have move_fly_low - 409 /* double conditional - second case covers if you have move_fly_low -
452 (op->move_type & MOVE_FLY_LOW ? "You fly lower in the air" : "You float down to the ground.")); 413 (op->move_type & MOVE_FLY_LOW ? "You fly lower in the air" : "You float down to the ground."));
453 } 414 }
454 415
455 if (tmp->move_type & MOVE_SWIM) 416 if (tmp->move_type & MOVE_SWIM)
456 DIFF_MSG (flag, "You feel ready for a swim", "You no longer feel like swimming"); 417 DIFF_MSG (flag, "You feel ready for a swim", "You no longer feel like swimming");
457
458 /* Changing move status may mean you are affected by things you weren't before */
459 check_move_on (op, op);
460 } 418 }
461 419
462 /* becoming UNDEAD... a special treatment for this flag. Only those not 420 /* becoming UNDEAD... a special treatment for this flag. Only those not
463 * originally undead may change their status 421 * originally undead may change their status
464 */ 422 */
465 if (!QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 423 if (!op->arch->flag [FLAG_UNDEAD])
466 if (QUERY_FLAG (op, FLAG_UNDEAD) != QUERY_FLAG (&refop, FLAG_UNDEAD)) 424 if (op->flag [FLAG_UNDEAD] != prev_flag [FLAG_UNDEAD])
467 { 425 {
468 success = 1; 426 success = 1;
469 if (flag > 0) 427 if (flag > 0)
470 { 428 {
471 op->race = "undead"; 429 op->race = "undead";
472 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce drains away!"); 430 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce drains away!");
473 } 431 }
474 else 432 else
475 { 433 {
476 op->race = op->arch->clone.race; 434 op->race = op->arch->race;
477 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!"); 435 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!");
478 } 436 }
479 } 437 }
480 438
481 if (QUERY_FLAG (op, FLAG_STEALTH) != QUERY_FLAG (&refop, FLAG_STEALTH)) 439 if (op->flag [FLAG_STEALTH] != prev_flag [FLAG_STEALTH])
482 { 440 {
483 success = 1; 441 success = 1;
484 DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily."); 442 DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily.");
485 } 443 }
486 444
487 if (QUERY_FLAG (op, FLAG_MAKE_INVIS) != QUERY_FLAG (&refop, FLAG_MAKE_INVIS)) 445 if (op->flag [FLAG_MAKE_INVIS] != prev_flag [FLAG_MAKE_INVIS])
488 { 446 {
489 success = 1; 447 success = 1;
490 DIFF_MSG (flag, "You become transparent.", "You can see yourself."); 448 DIFF_MSG (flag, "You become transparent.", "You can see yourself.");
491 } 449 }
492 450
493 /* blinded you can tell if more blinded since blinded player has minimal 451 /* blinded you can tell if more blinded since blinded player has minimal
494 * vision 452 * vision
495 */ 453 */
496 if (QUERY_FLAG (tmp, FLAG_BLIND)) 454 if (tmp->flag [FLAG_BLIND])
497 { 455 {
498 success = 1; 456 success = 1;
499 if (flag > 0) 457 if (flag > 0)
500 { 458 {
501 if (QUERY_FLAG (op, FLAG_WIZ)) 459 if (op->flag [FLAG_WIZ])
502 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self is blinded."); 460 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self is blinded.");
503 else 461 else
504 { 462 {
505 new_draw_info (NDI_UNIQUE, 0, op, "You are blinded."); 463 new_draw_info (NDI_UNIQUE, 0, op, "You are blinded.");
506 SET_FLAG (op, FLAG_BLIND); 464 op->set_flag (FLAG_BLIND);
507 if (op->type == PLAYER) 465 if (op->type == PLAYER)
508 op->contr->do_los = 1; 466 op->contr->do_los = 1;
509 } 467 }
510 } 468 }
511 else 469 else
512 { 470 {
513 if (QUERY_FLAG (op, FLAG_WIZ)) 471 if (op->flag [FLAG_WIZ])
514 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self can now see again."); 472 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self can now see again.");
515 else 473 else
516 { 474 {
517 new_draw_info (NDI_UNIQUE, 0, op, "Your vision returns."); 475 new_draw_info (NDI_UNIQUE, 0, op, "Your vision returns.");
518 CLEAR_FLAG (op, FLAG_BLIND); 476 op->clr_flag (FLAG_BLIND);
519 if (op->type == PLAYER) 477 if (op->type == PLAYER)
520 op->contr->do_los = 1; 478 op->contr->do_los = 1;
521 } 479 }
522 } 480 }
523 } 481 }
524 482
525 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK) != QUERY_FLAG (&refop, FLAG_SEE_IN_DARK)) 483 if (op->flag [FLAG_SEE_IN_DARK] != prev_flag [FLAG_SEE_IN_DARK])
526 { 484 {
527 success = 1; 485 success = 1;
528 if (op->type == PLAYER) 486 if (op->type == PLAYER)
529 op->contr->do_los = 1; 487 op->contr->do_los = 1;
530 DIFF_MSG (flag, "Your vision is better in the dark.", "You see less well in the dark."); 488 DIFF_MSG (flag, "Your vision is better in the dark.", "You see less well in the dark.");
531 } 489 }
532 490
533 if (QUERY_FLAG (op, FLAG_XRAYS) != QUERY_FLAG (&refop, FLAG_XRAYS)) 491 if (op->flag [FLAG_XRAYS] != prev_flag [FLAG_XRAYS])
534 { 492 {
535 success = 1; 493 success = 1;
536 if (flag > 0) 494 if (flag > 0)
537 { 495 {
538 if (QUERY_FLAG (op, FLAG_WIZ)) 496 if (op->flag [FLAG_WIZ])
539 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a little clearer."); 497 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a little clearer.");
540 else 498 else
541 { 499 {
542 new_draw_info (NDI_UNIQUE, 0, op, "Everything becomes transparent."); 500 new_draw_info (NDI_UNIQUE, 0, op, "Everything becomes transparent.");
543 if (op->type == PLAYER) 501 if (op->type == PLAYER)
544 op->contr->do_los = 1; 502 op->contr->do_los = 1;
545 } 503 }
546 } 504 }
547 else 505 else
548 { 506 {
549 if (QUERY_FLAG (op, FLAG_WIZ)) 507 if (op->flag [FLAG_WIZ])
550 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a bit out of focus."); 508 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a bit out of focus.");
551 else 509 else
552 { 510 {
553 new_draw_info (NDI_UNIQUE, 0, op, "Everything suddenly looks very solid."); 511 new_draw_info (NDI_UNIQUE, 0, op, "Everything suddenly looks very solid.");
554 if (op->type == PLAYER) 512 if (op->type == PLAYER)
561 { 519 {
562 success = 1; 520 success = 1;
563 DIFF_MSG (flag * tmp->stats.luck, "You feel more lucky.", "You feel less lucky."); 521 DIFF_MSG (flag * tmp->stats.luck, "You feel more lucky.", "You feel less lucky.");
564 } 522 }
565 523
524 if (digest_types [tmp->type])
525 {
566 if (tmp->stats.hp && op->type == PLAYER) 526 if (tmp->stats.hp && op->type == PLAYER)
567 { 527 {
568 success = 1; 528 success = 1;
569 DIFF_MSG (flag * tmp->stats.hp, "You feel much more healthy!", "You feel much less healthy!"); 529 DIFF_MSG (flag * tmp->stats.hp, "You feel much more healthy!", "You feel much less healthy!");
570 } 530 }
571 531
572 if (tmp->stats.sp && op->type == PLAYER && tmp->type != SKILL) 532 if (tmp->stats.sp && op->type == PLAYER
573 { 533 && tmp->type != SKILL && tmp->type != BOW)
534 {
574 success = 1; 535 success = 1;
575 DIFF_MSG (flag * tmp->stats.sp, "You feel one with the powers of magic!", "You suddenly feel very mundane."); 536 DIFF_MSG (flag * tmp->stats.sp, "You feel one with the powers of magic!", "You suddenly feel very mundane.");
576 } 537 }
577 538
578 /* for the future when artifacts set this -b.t. */ 539 /* for the future when artifacts set this -b.t. */
579 if (tmp->stats.grace && op->type == PLAYER) 540 if (tmp->stats.grace && op->type == PLAYER)
580 { 541 {
581 success = 1; 542 success = 1;
582 DIFF_MSG (flag * tmp->stats.grace, "You feel closer to your god!", "You suddenly feel less holy."); 543 DIFF_MSG (flag * tmp->stats.grace, "You feel closer to your god!", "You suddenly feel less holy.");
583 } 544 }
584 545
585 if (tmp->stats.food && op->type == PLAYER) 546 if (tmp->stats.food && op->type == PLAYER)
586 { 547 {
587 success = 1; 548 success = 1;
588 DIFF_MSG (flag * tmp->stats.food, "You feel your digestion slowing down.", "You feel your digestion speeding up."); 549 DIFF_MSG (flag * tmp->stats.food, "You feel your digestion slowing down.", "You feel your digestion speeding up.");
550 }
589 } 551 }
590 552
591 /* Messages for changed resistance */ 553 /* Messages for changed resistance */
592 for (int i = 0; i < NROFATTACKS; i++) 554 for (int i = 0; i < NROFATTACKS; i++)
593 { 555 {
594 if (i == ATNR_PHYSICAL) 556 if (i == ATNR_PHYSICAL)
595 continue; /* Don't display about armour */ 557 continue; /* Don't display about armour */
596 558
597 if (op->resist[i] != refop.resist[i]) 559 if (op->resist [i] != prev_resist [i])
598 { 560 {
599 success = 1; 561 success = 1;
562
600 if (op->resist[i] > refop.resist[i]) 563 if (op->resist [i] > prev_resist [i])
601 sprintf (message, "Your resistance to %s rises to %d%%.", change_resist_msg[i], op->resist[i]); 564 sprintf (message, "Your resistance to %s rises to %d%%.", change_resist_msg [i], op->resist [i]);
602 else 565 else
603 sprintf (message, "Your resistance to %s drops to %d%%.", change_resist_msg[i], op->resist[i]); 566 sprintf (message, "Your resistance to %s drops to %d%%.", change_resist_msg [i], op->resist [i]);
604 567
605 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message); 568 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message);
606 } 569 }
607 } 570 }
608 571
609 if (!potion_max) 572 if (!potion_max)
610 {
611 for (int j = 0; j < NUM_STATS; j++) 573 for (int j = 0; j < NUM_STATS; j++)
612 {
613 if (int i = tmp->stats.stat (j)) 574 if (int i = tmp->stats.stat (j))
614 { 575 {
615 success = 1; 576 success = 1;
616 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]); 577 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]);
617 } 578 }
618 }
619 }
620 579
621 return success; 580 return success;
622} 581}
623 582
624/* 583/*
635object::drain_specific_stat (int deplete_stats) 594object::drain_specific_stat (int deplete_stats)
636{ 595{
637 object *tmp; 596 object *tmp;
638 archetype *at; 597 archetype *at;
639 598
640 at = archetype::find (ARCH_DEPLETION); 599 at = archetype::find (shstr_depletion);
641 if (!at) 600 if (!at)
642 { 601 {
643 LOG (llevError, "Couldn't find archetype depletion.\n"); 602 LOG (llevError, "Couldn't find archetype depletion.\n");
644 return; 603 return;
645 } 604 }
647 { 606 {
648 tmp = present_arch_in_ob (at, this); 607 tmp = present_arch_in_ob (at, this);
649 608
650 if (!tmp) 609 if (!tmp)
651 { 610 {
652 tmp = arch_to_object (at); 611 tmp = at->instance ();
653 tmp = insert_ob_in_ob (tmp, this); 612 tmp = insert_ob_in_ob (tmp, this);
654 SET_FLAG (tmp, FLAG_APPLIED); 613 tmp->set_flag (FLAG_APPLIED);
655 } 614 }
656 } 615 }
657 616
658 new_draw_info (NDI_UNIQUE, 0, this, drain_msg[deplete_stats]); 617 new_draw_info (NDI_UNIQUE, 0, this, drain_msg[deplete_stats]);
659 change_attr_value (&tmp->stats, deplete_stats, -1); 618 change_attr_value (&tmp->stats, deplete_stats, -1);
665 * via an applied bad_luck object. 624 * via an applied bad_luck object.
666 */ 625 */
667void 626void
668object::change_luck (int value) 627object::change_luck (int value)
669{ 628{
670 archetype *at = archetype::find ("luck"); 629 archetype *at = archetype::find (shstr_luck);
671 if (!at) 630 if (!at)
672 LOG (llevError, "Couldn't find archetype luck.\n"); 631 LOG (llevError, "Couldn't find archetype luck.\n");
673 else 632 else
674 { 633 {
675 object *tmp = present_arch_in_ob (at, this); 634 object *tmp = present_arch_in_ob (at, this);
677 if (!tmp) 636 if (!tmp)
678 { 637 {
679 if (!value) 638 if (!value)
680 return; 639 return;
681 640
682 tmp = arch_to_object (at); 641 tmp = at->instance ();
683 tmp = insert_ob_in_ob (tmp, this); 642 tmp = insert_ob_in_ob (tmp, this);
684 SET_FLAG (tmp, FLAG_APPLIED); 643 tmp->set_flag (FLAG_APPLIED);
685 } 644 }
686 645
687 if (value) 646 if (value)
688 { 647 {
689 /* Limit the luck value of the bad luck object to +/-100. This 648 /* Limit the luck value of the bad luck object to +/-100. This
723void 682void
724object::remove_statbonus () 683object::remove_statbonus ()
725{ 684{
726 for (int i = 0; i < NUM_STATS; ++i) 685 for (int i = 0; i < NUM_STATS; ++i)
727 { 686 {
728 sint8 v = arch->clone.stats.stat (i); 687 sint8 v = arch->stats.stat (i);
729 stats.stat (i) -= v; 688 stats.stat (i) -= v;
730 contr->orig_stats.stat (i) -= v; 689 contr->orig_stats.stat (i) -= v;
731 } 690 }
732} 691}
733 692
737void 696void
738object::add_statbonus () 697object::add_statbonus ()
739{ 698{
740 for (int i = 0; i < NUM_STATS; ++i) 699 for (int i = 0; i < NUM_STATS; ++i)
741 { 700 {
742 sint8 v = arch->clone.stats.stat (i); 701 sint8 v = arch->stats.stat (i);
743 stats.stat (i) += v; 702 stats.stat (i) += v;
744 contr->orig_stats.stat (i) += v; 703 contr->orig_stats.stat (i) += v;
745 } 704 }
746} 705}
706
707static struct copy_flags : object::flags_t
708{
709 copy_flags ()
710 {
711 set (FLAG_LIFESAVE);
712 set (FLAG_REFL_SPELL);
713 set (FLAG_REFL_MISSILE);
714 set (FLAG_STEALTH);
715 set (FLAG_XRAYS);
716 set (FLAG_BLIND);
717 set (FLAG_SEE_IN_DARK);
718 }
719} copy_flags;
747 720
748/* 721/*
749 * Updates all abilities given by applied objects in the inventory 722 * Updates all abilities given by applied objects in the inventory
750 * of the given object. Note: This function works for both monsters 723 * of the given object. Note: This function works for both monsters
751 * and players; the "player" in the name is purely an archaic inheritance. 724 * and players; the "player" in the name is purely an archaic inheritance.
756 * spell system split, grace points now added to system --peterm 729 * spell system split, grace points now added to system --peterm
757 */ 730 */
758void 731void
759object::update_stats () 732object::update_stats ()
760{ 733{
761 int i, j;
762 float f, max = 9, added_speed = 0, bonus_speed = 0, sp_tmp, speed_reduce_from_disease = 1; 734 float f, max_speed = 9, added_speed = 0, bonus_speed = 0, speed_reduce_from_disease = 1;
763 int weapon_weight = 0, weapon_speed = 0; 735 int weapon_weight = 0, weapon_speed = 0;
764 int best_wc = 0, best_ac = 0, wc = 0, ac = 0; 736 int best_wc = 0, best_ac = 0, wc = 0, ac = 0;
765 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; 737 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS];
766 object *grace_obj = NULL, *mana_obj = NULL, *wc_obj = NULL, *tmp; 738 object *grace_obj = NULL, *mana_obj = NULL, *tmp;
767 float old_speed = speed; 739 float old_speed = speed;
740 int stat_sum [NUM_STATS];
741
742 MoveType move_type; // we use change_move_type to change it, so use a local copy
768 743
769 /* First task is to clear all the values back to their original values */ 744 /* First task is to clear all the values back to their original values */
770 if (type == PLAYER) 745 if (type == PLAYER)
771 { 746 {
747 contr->delayed_update = false;
748
772 for (i = 0; i < NUM_STATS; i++) 749 for (int i = 0; i < NUM_STATS; i++)
773 stats.stat (i) = contr->orig_stats.stat (i); 750 stat_sum [i] = contr->orig_stats.stat (i);
774 751
775 if (settings.spell_encumbrance == TRUE) 752 if (settings.spell_encumbrance == TRUE)
776 contr->encumbrance = 0; 753 contr->encumbrance = 0;
777 754
778 attacktype = 0; 755 attacktype = 0;
788 for (int i = NUM_BODY_LOCATIONS; i--; ) 765 for (int i = NUM_BODY_LOCATIONS; i--; )
789 slot[i].used = slot[i].info; 766 slot[i].used = slot[i].info;
790 767
791 slaying = 0; 768 slaying = 0;
792 769
793 if (!QUERY_FLAG (this, FLAG_WIZ)) 770 if (!this->flag [FLAG_WIZ])
794 {
795 CLEAR_FLAG (this, FLAG_XRAYS);
796 CLEAR_FLAG (this, FLAG_MAKE_INVIS);
797 } 771 {
772 this->clr_flag (FLAG_XRAYS);
773 this->clr_flag (FLAG_MAKE_INVIS);
774 }
798 775
799 CLEAR_FLAG (this, FLAG_LIFESAVE); 776 this->clr_flag (FLAG_LIFESAVE);
800 CLEAR_FLAG (this, FLAG_STEALTH); 777 this->clr_flag (FLAG_STEALTH);
801 CLEAR_FLAG (this, FLAG_BLIND); 778 this->clr_flag (FLAG_BLIND);
802 779
803 if (!QUERY_FLAG (&arch->clone, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL); 780 if (!arch->flag [FLAG_REFL_SPELL ]) this->clr_flag (FLAG_REFL_SPELL);
804 if (!QUERY_FLAG (&arch->clone, FLAG_REFL_MISSILE)) CLEAR_FLAG (this, FLAG_REFL_MISSILE); 781 if (!arch->flag [FLAG_REFL_MISSILE]) this->clr_flag (FLAG_REFL_MISSILE);
805 if (!QUERY_FLAG (&arch->clone, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD); 782 if (!arch->flag [FLAG_UNDEAD ]) this->clr_flag (FLAG_UNDEAD);
806 if (!QUERY_FLAG (&arch->clone, FLAG_SEE_IN_DARK )) CLEAR_FLAG (this, FLAG_SEE_IN_DARK); 783 if (!arch->flag [FLAG_SEE_IN_DARK ]) this->clr_flag (FLAG_SEE_IN_DARK);
807 784
808 path_attuned = arch->clone.path_attuned; 785 path_attuned = arch->path_attuned;
809 path_repelled = arch->clone.path_repelled; 786 path_repelled = arch->path_repelled;
810 path_denied = arch->clone.path_denied; 787 path_denied = arch->path_denied;
811 glow_radius = arch->clone.glow_radius; 788 glow_radius = arch->glow_radius;
812 move_type = arch->clone.move_type; 789 move_type = arch->move_type;
813
814 chosen_skill = 0;
815 790
816 /* initializing resistances from the values in player/monster's 791 /* initializing resistances from the values in player/monster's
817 * archetype clone 792 * archetype clone
818 */ 793 */
819 memcpy (&resist, &arch->clone.resist, sizeof (resist)); 794 memcpy (&resist, &arch->resist, sizeof (resist));
820 795
821 for (i = 0; i < NROFATTACKS; i++) 796 for (int i = 0; i < NROFATTACKS; i++)
822 { 797 {
823 if (resist[i] > 0) 798 if (resist[i] > 0)
824 prot[i] = resist[i], vuln[i] = 0; 799 prot[i] = resist[i], vuln[i] = 0;
825 else 800 else
826 vuln[i] = -(resist[i]), prot[i] = 0; 801 vuln[i] = -resist[i], prot[i] = 0;
827 802
828 potion_resist[i] = 0; 803 potion_resist[i] = -1000;
829 } 804 }
830 805
831 wc = arch->clone.stats.wc; 806 wc = arch->stats.wc;
832 stats.dam = arch->clone.stats.dam; 807 stats.dam = arch->stats.dam;
833 808
834 /* for players which cannot use armour, they gain AC -1 per 3 levels, 809 /* for players which cannot use armour, they gain AC -1 per 3 levels,
835 * plus a small amount of physical resist, those poor suckers. ;) 810 * plus a small amount of physical resist, those poor suckers. ;)
836 * the fact that maxlevel is factored in could be considered sort of bogus - 811 * the fact that maxlevel is factored in could be considered sort of bogus -
837 * we should probably give them some bonus and cap it off - otherwise, 812 * we should probably give them some bonus and cap it off - otherwise,
838 * basically, if a server updates its max level, these playes may find 813 * basically, if a server updates its max level, these playes may find
839 * that their protection from physical goes down 814 * that their protection from physical goes down
840 */ 815 */
841 if (!QUERY_FLAG (this, FLAG_USE_ARMOUR) && type == PLAYER) 816 if (!this->flag [FLAG_USE_ARMOUR] && type == PLAYER)
842 { 817 {
843 ac = MAX (-10, arch->clone.stats.ac - level / 3); 818 ac = max (-10, arch->stats.ac - level / 3);
844 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100; 819 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100;
845 } 820 }
846 else 821 else
847 ac = arch->clone.stats.ac; 822 ac = arch->stats.ac;
848 823
849 stats.luck = arch->clone.stats.luck; 824 stats.luck = arch->stats.luck;
850 speed = arch->clone.speed; 825 speed = arch->speed;
826
827 chosen_skill = 0;
851 828
852 /* OK - we've reset most all the objects attributes to sane values. 829 /* OK - we've reset most all the objects attributes to sane values.
853 * now go through and make adjustments for what the player has equipped. 830 * now go through and make adjustments for what the player has equipped.
854 */ 831 */
855 for (tmp = inv; tmp; tmp = tmp->below) 832 for (tmp = inv; tmp; tmp = tmp->below)
856 { 833 {
857 /* See note in map.c:update_position about making this additive
858 * since light sources are never applied, need to put check here.
859 */
860 if (tmp->glow_radius > glow_radius)
861 glow_radius = tmp->glow_radius;
862
863 /* This happens because apply_potion calls change_abil with the potion 834 /* This happens because apply_potion calls change_abil with the potion
864 * applied so we can tell the player what changed. But change_abil 835 * applied so we can tell the player what changed. But change_abil
865 * then calls this function. 836 * then calls this function.
866 */ 837 */
867 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION) 838 if (tmp->flag [FLAG_APPLIED] && tmp->type == POTION)
868 continue; 839 continue;
840
841 glow_radius += tmp->glow_radius;
869 842
870 /* For some things, we don't care what is equipped */ 843 /* For some things, we don't care what is equipped */
871 if (tmp->type == SKILL) 844 if (tmp->type == SKILL)
872 { 845 {
873 /* Want to take the highest skill here. */ 846 /* Want to take the highest skill here. */
886 else if (tmp->level > grace_obj->level) 859 else if (tmp->level > grace_obj->level)
887 grace_obj = tmp; 860 grace_obj = tmp;
888 } 861 }
889 } 862 }
890 863
891 /* Container objects are not meant to adjust a players, but other applied 864 /* Container objects are not meant to adjust players, but other applied
892 * objects need to make adjustments. 865 * objects need to make adjustments.
893 * This block should handle all player specific changes 866 * This block should handle all player specific changes
894 * The check for Praying is a bit of a hack - god given bonuses are put 867 * The check for Praying is a bit of a hack - god given bonuses are put
895 * in the praying skill, and the player should always get those. 868 * in the praying skill, and the player should always get those.
896 * It also means we need to put in additional checks for applied below, 869 * It also means we need to put in additional checks for applied below,
898 * up, etc. 871 * up, etc.
899 */ 872 */
900 if ((tmp->flag [FLAG_APPLIED] 873 if ((tmp->flag [FLAG_APPLIED]
901 && tmp->type != CONTAINER 874 && tmp->type != CONTAINER
902 && tmp->type != CLOSE_CON) 875 && tmp->type != CLOSE_CON)
903 || (tmp->type == SKILL
904 && tmp->subtype == SK_PRAYING)) 876 || (tmp->type == SKILL && tmp->subtype == SK_PRAYING))
905 { 877 {
906 if (type == PLAYER) 878 if (type == PLAYER)
907 { 879 {
908 if (tmp == contr->combat_ob || tmp == contr->ranged_ob) 880 contr->item_power += tmp->item_power;
909 if (tmp != current_weapon && (tmp->type != SKILL || tmp->subtype != SK_PRAYING))
910 continue;
911 881
912 for (i = 0; i < NUM_STATS; i++) 882 for (int i = 0; i < NUM_STATS; i++)
913 change_attr_value (&stats, i, tmp->stats.stat (i)); 883 stat_sum [i] += tmp->stats.stat (i);
914 884
915 /* these are the items that currently can change digestion, regeneration, 885 if (digest_types [tmp->type])
916 * spell point recovery and mana point recovery. Seems sort of an arbitary
917 * list, but other items store other info into stats array.
918 */
919 if (tmp->type == WEAPON || tmp->type == BOW ||
920 tmp->type == ARMOUR || tmp->type == HELMET ||
921 tmp->type == SHIELD || tmp->type == RING ||
922 tmp->type == BOOTS || tmp->type == GLOVES ||
923 tmp->type == AMULET || tmp->type == GIRDLE ||
924 tmp->type == BRACERS || tmp->type == CLOAK ||
925 tmp->type == DISEASE || tmp->type == FORCE ||
926 tmp->type == SKILL)
927 { 886 {
928 contr->digestion += tmp->stats.food; 887 contr->digestion += tmp->stats.food;
929 contr->gen_hp += tmp->stats.hp; 888 contr->gen_hp += tmp->stats.hp;
889 if (tmp->type != BOW) // ugly exception for bows
930 contr->gen_sp += tmp->stats.sp; 890 contr->gen_sp += tmp->stats.sp;
931 contr->gen_grace += tmp->stats.grace; 891 contr->gen_grace += tmp->stats.grace;
932 contr->gen_sp_armour += tmp->gen_sp_armour; 892 contr->gen_sp_armour += tmp->gen_sp_armour;
933 contr->item_power += tmp->item_power;
934 } 893 }
935 } /* if this is a player */ 894 } /* if this is a player */
936 else 895 else
937 { 896 {
938 if (tmp->type == WEAPON) 897 if (tmp->type == WEAPON)
939 current_weapon = tmp; 898 current_weapon = tmp;
940 } 899 }
941 900
942 /* Update slots used for items */ 901 /* Update slots used for items */
943 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 902 if (tmp->flag [FLAG_APPLIED]) // exclude praying...
944 for (i = 0; i < NUM_BODY_LOCATIONS; i++) 903 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
945 slot[i].used += tmp->slot[i].info; 904 slot[i].used += tmp->slot[i].info;
946 905
947 if (tmp->type == SYMPTOM) 906 if (tmp->type == SYMPTOM)
948 {
949 speed_reduce_from_disease = tmp->last_sp / 100.f; 907 min_it (speed_reduce_from_disease, tmp->last_sp ? tmp->last_sp / 100.f : 1.f);
950 908
951 if (speed_reduce_from_disease == 0)
952 speed_reduce_from_disease = 1;
953 }
954
955 /* Pos. and neg. protections are counted seperate (-> pro/vuln). 909 /* Pos. and neg. protections are counted separate (-> pro/vuln).
956 * (Negative protections are calculated exactly like positive.) 910 * (Negative protections are calculated exactly like positive.)
957 * Resistance from potions are treated special as well. If there's 911 * Resistance from potions are treated special as well. If there's
958 * more than one potion-effect, the bigger prot.-value is taken. 912 * more than one potion-effect, the bigger prot.-value is taken.
959 */ 913 */
960 if (tmp->type != POTION) 914 if (tmp->type == POTION_EFFECT)
961 {
962 for (i = 0; i < NROFATTACKS; i++) 915 for (int i = 0; i < NROFATTACKS; i++)
963 {
964 /* Potential for cursed potions, in which case we just can use
965 * a straight MAX, as potion_resist is initialised to zero.
966 */
967 if (tmp->type == POTION_EFFECT)
968 {
969 if (potion_resist[i])
970 potion_resist[i] = MAX (potion_resist[i], tmp->resist[i]);
971 else
972 potion_resist[i] = tmp->resist[i]; 916 max_it (potion_resist[i], tmp->resist[i]);
973 } 917 else if (tmp->type != POTION)
918 for (int i = 0; i < NROFATTACKS; i++)
974 else if (tmp->resist[i] > 0) 919 if (tmp->resist[i] > 0)
975 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100; 920 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100;
976 else if (tmp->resist[i] < 0) 921 else if (tmp->resist[i] < 0)
977 vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100; 922 vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100;
978 }
979 }
980 923
981 /* There may be other things that should not adjust the attacktype */ 924 /* There may be other things that should not adjust the attacktype */
982 if ((tmp->type != WEAPON && tmp->type != BOW && tmp->type != SYMPTOM) 925 if (tmp->type != SYMPTOM)
983 || current_weapon == tmp)
984 { 926 {
985 attacktype |= tmp->attacktype; 927 attacktype |= tmp->attacktype;
986 path_attuned |= tmp->path_attuned; 928 path_attuned |= tmp->path_attuned;
987 path_repelled |= tmp->path_repelled; 929 path_repelled |= tmp->path_repelled;
988 path_denied |= tmp->path_denied; 930 path_denied |= tmp->path_denied;
989 move_type |= tmp->move_type; 931 move_type |= tmp->move_type;
990 stats.luck += tmp->stats.luck; 932 stats.luck += tmp->stats.luck;
991 } 933 }
992 934
993 if (QUERY_FLAG (tmp, FLAG_LIFESAVE )) SET_FLAG (this, FLAG_LIFESAVE); 935 flag |= tmp->flag & copy_flags;
994 if (QUERY_FLAG (tmp, FLAG_REFL_SPELL )) SET_FLAG (this, FLAG_REFL_SPELL);
995 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE)) SET_FLAG (this, FLAG_REFL_MISSILE);
996 if (QUERY_FLAG (tmp, FLAG_STEALTH )) SET_FLAG (this, FLAG_STEALTH);
997 if (QUERY_FLAG (tmp, FLAG_XRAYS )) SET_FLAG (this, FLAG_XRAYS);
998 if (QUERY_FLAG (tmp, FLAG_BLIND )) SET_FLAG (this, FLAG_BLIND);
999 if (QUERY_FLAG (tmp, FLAG_SEE_IN_DARK )) SET_FLAG (this, FLAG_SEE_IN_DARK);
1000 936
1001 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (&arch->clone, FLAG_UNDEAD)) 937 if (tmp->flag [FLAG_UNDEAD] && !arch->flag [FLAG_UNDEAD])
1002 SET_FLAG (this, FLAG_UNDEAD); 938 this->set_flag (FLAG_UNDEAD);
1003 939
1004 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS)) 940 //TODO: copy_flags?
941 if (tmp->flag [FLAG_MAKE_INVIS])
1005 { 942 {
1006 SET_FLAG (this, FLAG_MAKE_INVIS); 943 set_flag (FLAG_MAKE_INVIS);
1007 invisible = 1; 944 invisible = 1;
1008 } 945 }
1009 946
1010 if (tmp->stats.exp && tmp->type != SKILL) 947 if (tmp->stats.exp && tmp->type != SKILL)
1011 { 948 {
1018 added_speed += tmp->stats.exp; 955 added_speed += tmp->stats.exp;
1019 } 956 }
1020 957
1021 switch (tmp->type) 958 switch (tmp->type)
1022 { 959 {
1023#if 0
1024 case WAND:
1025 case ROD: 960 case SKILL:
1026 case HORN: 961 {
1027 if (type != PLAYER || current_weapon == tmp) 962 // some skills will end up here without counting as "applied"
963 if (!tmp->flag [FLAG_APPLIED] || skill_flags [tmp->subtype] & SF_AUTARK)
964 break;
965
966 if (chosen_skill)
967 {
968 LOG (llevDebug, "fix_player, op %s has multiple skills applied (%s and %s)\n",
969 &name, &chosen_skill->name, &tmp->name);
970
971 tmp->flag [FLAG_APPLIED] = false;
972 update_stats ();
973 return;
974 }
975
1028 chosen_skill = tmp; 976 chosen_skill = tmp;
1029 break;
1030#endif
1031 977
1032 /* skills modifying the character -b.t. */
1033 /* for all skills and skill granting objects */
1034 case SKILL:
1035 if (!QUERY_FLAG (tmp, FLAG_APPLIED))
1036 break;
1037
1038 if (IS_COMBAT_SKILL (tmp->subtype))
1039 wc_obj = tmp;
1040
1041 if (chosen_skill)
1042 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name);
1043
1044 chosen_skill = tmp;
1045
1046 if (tmp->stats.dam > 0) 978 if (tmp->stats.dam > 0)
1047 { /* skill is a 'weapon' */ 979 { /* skill is a 'weapon' */
1048 if (!QUERY_FLAG (this, FLAG_READY_WEAPON)) 980 if (!this->flag [FLAG_READY_WEAPON])
1049 weapon_speed = WEAPON_SPEED (tmp); 981 weapon_speed = max (0, WEAPON_SPEED (tmp));
1050 982
1051 if (weapon_speed < 0)
1052 weapon_speed = 0;
1053
1054 weapon_weight = tmp->weight; 983 weapon_weight = tmp->weight;
1055 stats.dam += tmp->stats.dam * (1 + (chosen_skill->level / 9)); 984 stats.dam += 1 + chosen_skill->level * tmp->stats.dam / 9;
1056 985
1057 if (tmp->magic) 986 if (tmp->magic)
1058 stats.dam += tmp->magic; 987 stats.dam += tmp->magic;
1059 } 988 }
1060 989
1061 if (tmp->stats.wc) 990 if (tmp->stats.wc)
1062 wc -= tmp->stats.wc + tmp->magic; 991 wc -= tmp->stats.wc + tmp->magic;
1063 992
1064 if (tmp->slaying) 993 if (tmp->slaying)
1065 slaying = tmp->slaying; 994 slaying = tmp->slaying;
1066 995
1067 if (tmp->stats.ac) 996 if (tmp->stats.ac)
1068 ac -= tmp->stats.ac + tmp->magic; 997 ac -= tmp->stats.ac + tmp->magic;
1069 998
1070 if (settings.spell_encumbrance == TRUE && type == PLAYER) 999 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1071 contr->encumbrance += (int) 3 *tmp->weight / 1000; 1000 contr->encumbrance += 3 * tmp->weight / 1000;
1072
1073 break; 1001 }
1074 1002
1075 case SKILL_TOOL:
1076 if (chosen_skill)
1077 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name);
1078
1079 chosen_skill = tmp;
1080 break; 1003 break;
1081 1004
1082 case SHIELD: 1005 case SHIELD:
1083 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1006 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1084 contr->encumbrance += (int) tmp->weight / 2000; 1007 contr->encumbrance += tmp->weight / 2000;
1008 //FALLTHROUGH
1085 case RING: 1009 case RING:
1086 case AMULET: 1010 case AMULET:
1087 case GIRDLE: 1011 case GIRDLE:
1088 case HELMET: 1012 case HELMET:
1089 case BOOTS: 1013 case BOOTS:
1098 if (tmp->stats.ac) 1022 if (tmp->stats.ac)
1099 ac -= tmp->stats.ac + tmp->magic; 1023 ac -= tmp->stats.ac + tmp->magic;
1100 1024
1101 break; 1025 break;
1102 1026
1027 case WAND:
1028 case ROD:
1029 case HORN:
1030 break;
1031
1103 case BOW: 1032 case BOW:
1104 case WEAPON: 1033 case WEAPON:
1105 if (type != PLAYER || current_weapon == tmp)
1106 {
1107 wc -= tmp->stats.wc + tmp->magic; 1034 wc -= tmp->stats.wc + tmp->magic;
1108 1035
1109 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0) 1036 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0)
1110 ac -= tmp->stats.ac + tmp->magic; 1037 ac -= tmp->stats.ac + tmp->magic;
1111 1038
1112 stats.dam += tmp->stats.dam + tmp->magic; 1039 stats.dam += tmp->stats.dam + tmp->magic;
1113 weapon_weight = tmp->weight; 1040 weapon_weight = tmp->weight;
1114 weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2; 1041 weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2;
1115 1042
1116 if (weapon_speed < 0) 1043 if (weapon_speed < 0)
1117 weapon_speed = 0; 1044 weapon_speed = 0;
1118 1045
1119 slaying = tmp->slaying; 1046 slaying = tmp->slaying;
1120 1047
1121 /* If there is desire that two handed weapons should do 1048 /* If there is desire that two handed weapons should do
1122 * extra strength damage, this is where the code should 1049 * extra strength damage, this is where the code should
1123 * go. 1050 * go.
1124 */ 1051 */
1125 1052
1126 if (type == PLAYER) 1053 if (type == PLAYER)
1127 if (settings.spell_encumbrance) 1054 if (settings.spell_encumbrance)
1128 contr->encumbrance += tmp->weight * 3 / 1000; 1055 contr->encumbrance += tmp->weight * 3 / 1000;
1129 }
1130 1056
1131 break; 1057 break;
1132 1058
1133 case ARMOUR: /* Only the best of these three are used: */ 1059 case ARMOUR: /* Only the best of these three are used: */
1134 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1060 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1157 else /* To nullify the below effect */ 1083 else /* To nullify the below effect */
1158 ac += tmp->stats.ac + tmp->magic; 1084 ac += tmp->stats.ac + tmp->magic;
1159 } 1085 }
1160 1086
1161 if (tmp->stats.wc) 1087 if (tmp->stats.wc)
1162 wc -= (tmp->stats.wc + tmp->magic); 1088 wc -= tmp->stats.wc + tmp->magic;
1163 1089
1164 if (tmp->stats.ac) 1090 if (tmp->stats.ac)
1165 ac -= (tmp->stats.ac + tmp->magic); 1091 ac -= tmp->stats.ac + tmp->magic;
1166 1092
1167 if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.f < max) 1093 if (ARMOUR_SPEED (tmp))
1168 max = ARMOUR_SPEED (tmp) / 10.f; 1094 max_speed = min (max_speed, ARMOUR_SPEED (tmp) / 10.f);
1169 1095
1170 break; 1096 break;
1171 } /* switch tmp->type */ 1097 } /* switch tmp->type */
1172 } /* item is equipped */ 1098 } /* item is equipped */
1173 } /* for loop of items */ 1099 } /* for loop of items */
1100
1101 min_it (glow_radius, MAX_LIGHT_RADIUS);
1174 1102
1175 /* We've gone through all the objects the player has equipped. For many things, we 1103 /* We've gone through all the objects the player has equipped. For many things, we
1176 * have generated intermediate values which we now need to assign. 1104 * have generated intermediate values which we now need to assign.
1177 */ 1105 */
1178 1106
1180 * If there is an uncursed potion in effect, granting more protection 1108 * If there is an uncursed potion in effect, granting more protection
1181 * than that, we take: 'total resistance = resistance from potion'. 1109 * than that, we take: 'total resistance = resistance from potion'.
1182 * If there is a cursed (and no uncursed) potion in effect, we take 1110 * If there is a cursed (and no uncursed) potion in effect, we take
1183 * 'total resistance = vulnerability from cursed potion'. 1111 * 'total resistance = vulnerability from cursed potion'.
1184 */ 1112 */
1185 for (i = 0; i < NROFATTACKS; i++) 1113 for (int i = 0; i < NROFATTACKS; i++)
1186 { 1114 {
1187 resist[i] = prot[i] - vuln[i]; 1115 resist[i] = prot[i] - vuln[i];
1188 1116
1189 if (potion_resist[i] && ((potion_resist[i] > resist[i]) || (potion_resist[i] < 0))) 1117 if (potion_resist[i] != -1000
1118 && (potion_resist[i] < 0 || potion_resist[i] > resist[i]))
1190 resist[i] = potion_resist[i]; 1119 resist[i] = potion_resist[i];
1191 } 1120 }
1192 1121
1193 /* Figure out the players sp/mana/hp totals. */
1194 if (type == PLAYER) 1122 if (type == PLAYER)
1195 { 1123 {
1124 // clamp various player stats
1125 for (int i = 0; i < NUM_STATS; ++i)
1126 stats.stat (i) = stat_sum [i];
1127
1128 check_stat_bounds (&stats);
1129
1130 contr->digestion = clamp (contr->digestion, MIN_DIGESTION, MAX_DIGESTION);
1131
1132 /* Figure out the players sp/mana/hp totals. */
1196 int pl_level; 1133 int pl_level;
1197 1134
1198 check_stat_bounds (&(stats));
1199 pl_level = level;
1200
1201 if (pl_level < 1)
1202 pl_level = 1; /* safety, we should always get 1 levels worth of hp! */ 1135 pl_level = max (1, level); /* safety, we should always get 1 levels worth of hp! */
1203 1136
1204 /* You basically get half a con bonus/level. But we do take into account rounding, 1137 /* You basically get half a con bonus/level. But we do take into account rounding,
1205 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels. 1138 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels.
1206 */ 1139 */
1207 for (i = 1, stats.maxhp = 0; i <= pl_level && i <= 10; i++) 1140 stats.maxhp = 0;
1141 for (int i = 1; i <= min (10, pl_level); i++)
1208 { 1142 {
1209 j = contr->levhp[i] + con_bonus[stats.Con] / 2; 1143 int j = contr->levhp[i] + con_bonus[stats.Con] / 2;
1210 1144
1211 if (i % 2 && con_bonus[stats.Con] % 2) 1145 if (i % 2 && con_bonus[stats.Con] % 2)
1212 {
1213 if (con_bonus[stats.Con] > 0) 1146 if (con_bonus[stats.Con] > 0)
1214 j++; 1147 j++;
1215 else 1148 else
1216 j--; 1149 j--;
1217 }
1218 1150
1219 stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */ 1151 stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */
1220 } 1152 }
1221 1153
1222 for (i = 11; i <= level; i++) 1154 stats.maxhp += 2 * max (0, level - 10);
1223 stats.maxhp += 2;
1224 1155
1225 if (stats.hp > stats.maxhp) 1156 if (stats.hp > stats.maxhp)
1226 stats.hp = stats.maxhp; 1157 stats.hp = stats.maxhp;
1227 1158
1228 /* Sp gain is controlled by the level of the player's 1159 /* Sp gain is controlled by the level of the player's
1241 1172
1242 if (mana_obj == this && type == PLAYER) 1173 if (mana_obj == this && type == PLAYER)
1243 stats.maxsp = 1; 1174 stats.maxsp = 1;
1244 else 1175 else
1245 { 1176 {
1246 sp_tmp = 0.f; 1177 float sp_tmp = 0.f;
1247 1178
1248 for (i = 1; i <= mana_obj->level && i <= 10; i++) 1179 for (int i = 1; i <= min (10, mana_obj->level); i++)
1249 { 1180 {
1250 float stmp; 1181 float stmp;
1251 1182
1252 /* Got some extra bonus at first level */ 1183 /* Got some extra bonus at first level */
1253 if (i < 2) 1184 if (i < 2)
1254 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 6.f; 1185 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 6.f;
1255 else 1186 else
1256 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 12.f; 1187 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 12.f;
1257 1188
1258 if (stmp < 1.f)
1259 stmp = 1.f;
1260
1261 sp_tmp += stmp; 1189 sp_tmp += max (1.f, stmp);
1262 } 1190 }
1263 1191
1264 stats.maxsp = (sint16)sp_tmp; 1192 stats.maxsp = int (sp_tmp) + 2 * max (0, mana_obj->level - 10);
1265
1266 for (i = 11; i <= mana_obj->level; i++)
1267 stats.maxsp += 2;
1268 } 1193 }
1194
1269 /* Characters can get their sp supercharged via rune of transferrance */ 1195 /* Characters can get their sp supercharged via rune of transferrance */
1270 if (stats.sp > stats.maxsp * 2) 1196 stats.sp = min (stats.sp, stats.maxsp * 2);
1271 stats.sp = stats.maxsp * 2;
1272 1197
1273 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */ 1198 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */
1274 if (!grace_obj || !grace_obj->level || type != PLAYER) 1199 if (!grace_obj || !grace_obj->level || type != PLAYER)
1275 grace_obj = this; 1200 grace_obj = this;
1276 1201
1281 /* store grace in a float - this way, the divisions below don't create 1206 /* store grace in a float - this way, the divisions below don't create
1282 * big jumps when you go from level to level - with int's, it then 1207 * big jumps when you go from level to level - with int's, it then
1283 * becomes big jumps when the sums of the bonuses jump to the next 1208 * becomes big jumps when the sums of the bonuses jump to the next
1284 * step of 8 - with floats, even fractional ones are useful. 1209 * step of 8 - with floats, even fractional ones are useful.
1285 */ 1210 */
1286 sp_tmp = 0.f; 1211 float sp_tmp = 0.f;
1287 for (i = 1, stats.maxgrace = 0; i <= grace_obj->level && i <= 10; i++) 1212
1213 for (int i = 1; i <= min (10, grace_obj->level); i++)
1288 { 1214 {
1289 float grace_tmp = 0.f; 1215 float grace_tmp = 0.f;
1290 1216
1291 /* Got some extra bonus at first level */ 1217 /* Got some extra bonus at first level */
1292 if (i < 2) 1218 if (i < 2)
1293 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 6.f; 1219 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 6.f;
1294 else 1220 else
1295 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 12.f; 1221 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 12.f;
1296 1222
1297 if (grace_tmp < 1.f)
1298 grace_tmp = 1.f;
1299
1300 sp_tmp += grace_tmp; 1223 sp_tmp += max (1.f, grace_tmp);
1301 } 1224 }
1302 1225
1303 stats.maxgrace = (sint16)sp_tmp;
1304
1305 /* two grace points per level after 11 */ 1226 /* two grace points per level after 10 */
1306 for (i = 11; i <= grace_obj->level; i++) 1227 stats.maxgrace = int (sp_tmp) + 2 * max (0, grace_obj->level - 10);
1307 stats.maxgrace += 2;
1308 } 1228 }
1229
1309 /* No limit on grace vs maxgrace */ 1230 /* No limit on grace vs maxgrace */
1310 1231
1311 if (contr->braced) 1232 if (contr->braced)
1312 { 1233 {
1313 ac += 2; 1234 ac += 2;
1325 * improvement every level, now its fighterlevel/5. So 1246 * improvement every level, now its fighterlevel/5. So
1326 * we give the player a bonus here in wc and dam 1247 * we give the player a bonus here in wc and dam
1327 * to make up for the change. Note that I left the 1248 * to make up for the change. Note that I left the
1328 * monster bonus the same as before. -b.t. 1249 * monster bonus the same as before. -b.t.
1329 */ 1250 */
1251 object *wc_obj = chosen_skill;
1330 1252
1331 if (type == PLAYER && wc_obj && wc_obj->level > 1) 1253 if (contr && wc_obj && wc_obj->level > 1)
1332 { 1254 {
1333 wc -= wc_obj->level + thaco_bonus[stats.Str]; 1255 wc -= wc_obj->level + thaco_bonus[stats.Str];
1334 1256
1335 for (i = 1; i < wc_obj->level; i++) 1257 for (int i = 1; i < wc_obj->level; i++)
1336 { 1258 {
1337 /* addtional wc every 6 levels */ 1259 /* additional wc every 6 levels */
1338 if (!(i % 6)) 1260 if (!(i % 6))
1339 wc--; 1261 wc--;
1340 1262
1341 /* addtional dam every 4 levels. */ 1263 /* additional dam every 4 levels. */
1342 if (!(i % 4) && dam_bonus[stats.Str] >= 0) 1264 if (!(i % 4) && dam_bonus[stats.Str] >= 0)
1343 stats.dam += 1 + dam_bonus[stats.Str] / 5; 1265 stats.dam += 1 + dam_bonus[stats.Str] / 5;
1344 } 1266 }
1345 } 1267 }
1346 else 1268 else
1353 1275
1354 speed = 1.f + speed_bonus[stats.Dex]; 1276 speed = 1.f + speed_bonus[stats.Dex];
1355 1277
1356 if (settings.search_items && contr->search_str[0]) 1278 if (settings.search_items && contr->search_str[0])
1357 speed -= 1; 1279 speed -= 1;
1358
1359 if (attacktype == 0)
1360 attacktype = arch->clone.attacktype;
1361
1362 } /* End if player */ 1280 } /* End if player */
1363 1281
1364 if (added_speed >= 0) 1282 if (added_speed >= 0)
1365 speed += added_speed / 10.f; 1283 speed += added_speed / 10.f;
1366 else /* Something wrong here...: */ 1284 else /* Something wrong here...: */
1367 speed /= 1.f - added_speed; 1285 speed /= 1.f - added_speed;
1368 1286
1369 /* Max is determined by armour */ 1287 /* Max is determined by armour */
1370 if (speed > max) 1288 speed = min (speed, max_speed);
1371 speed = max;
1372 1289
1373 if (type == PLAYER) 1290 if (type == PLAYER)
1374 { 1291 {
1375 /* f is a number the represents the number of kg above (positive num) 1292 /* f is a number the represents the number of kg above (positive num)
1376 * or below (negative number) that the player is carrying. If above 1293 * or below (negative number) that the player is carrying. If above
1377 * weight limit, then player suffers a speed reduction based on how 1294 * weight limit, then player suffers a speed reduction based on how
1378 * much above he is, and what is max carry is 1295 * much above he is, and what is max carry is
1379 */ 1296 */
1380 f = (carrying / 1000) - max_carry[stats.Str]; 1297 float f = (carrying / 1000) - max_carry[stats.Str];
1381 if (f > 0) 1298 if (f > 0.f)
1382 speed = speed / (1.f + f / max_carry[stats.Str]); 1299 speed = speed / (1.f + f / max_carry[stats.Str]);
1383 } 1300 }
1384 1301
1385 speed += bonus_speed / 10.f; /* Not affected by limits */ 1302 speed += bonus_speed / 10.f; /* Not affected by limits */
1303 speed *= speed_reduce_from_disease;
1386 1304
1387 /* Put a lower limit on speed. Note with this speed, you move once every 1305 /* Put a lower limit on speed. Note with this speed, you move once every
1388 * 100 ticks or so. This amounts to once every 12 seconds of realtime. 1306 * 25 ticks or so. This amounts to once every 3 seconds of realtime.
1389 */ 1307 */
1390 speed = speed * speed_reduce_from_disease; 1308 max_it (speed, is_player () ? MIN_PLAYER_SPEED : MIN_ACTIVE_SPEED);
1391 1309
1392 if (speed < 0.01f && type == PLAYER) 1310 if (speed != old_speed)
1393 speed = 0.01f; 1311 set_speed (speed);
1394 1312
1395 if (type == PLAYER) 1313 if (type == PLAYER)
1396 { 1314 {
1397 /* (This formula was made by vidarl@ifi.uio.no) 1315 /* (This formula was made by vidarl@ifi.uio.no)
1398 * Note that we never used these values again - basically 1316 * Note that we never used these values again - basically
1400 * that would just be a real pain to read. 1318 * that would just be a real pain to read.
1401 */ 1319 */
1402 float M = (max_carry[stats.Str] - 121) / 121.f; 1320 float M = (max_carry[stats.Str] - 121) / 121.f;
1403 float M2 = max_carry[stats.Str] / 100.f; 1321 float M2 = max_carry[stats.Str] / 100.f;
1404 float W = weapon_weight / 20000.f; 1322 float W = weapon_weight / 20000.f;
1405 float s = 2 - weapon_speed / 10.f; 1323 float s = (20 - weapon_speed) / 10.f;
1406 float D = (stats.Dex - 14) / 14.f; 1324 float D = (stats.Dex - 14) / 14.f;
1407 float K = 1 + M / 3.f - W / (3 * M2) + speed / 5.f + D / 2.f; 1325 float K = 1 + M / 3.f - W / (3 * M2) + speed / 5.f + D / 2.f;
1408 1326
1409 K *= (4 + level) *1.2f / (6 + level); 1327 K *= (4 + level) * 1.2f / (6 + level);
1410 1328
1411 if (K <= 0.f) 1329 if (K <= 0.01f)
1412 K = 0.01f; 1330 K = 0.01f;
1413 1331
1414 float S = speed / (K * s); 1332 contr->weapon_sp = K * s * .5f; //TODO: balance the .5
1415
1416 contr->weapon_sp = S;
1417 } 1333 }
1418 1334
1419 /* I want to limit the power of small monsters with big weapons: */ 1335 /* I want to limit the power of small monsters with big weapons: */
1420 if (type != PLAYER && arch && stats.dam > arch->clone.stats.dam * 3) 1336 if (type != PLAYER && arch && stats.dam > arch->stats.dam * 3)
1421 stats.dam = arch->clone.stats.dam * 3; 1337 stats.dam = arch->stats.dam * 3;
1422 1338
1423 /* Prevent overflows of wc - best you can get is ABS(120) - this 1339 stats.wc = clamp (wc, MIN_WC, MAX_WC);
1424 * should be more than enough - remember, AC is also in 8 bits, 1340 stats.ac = clamp (ac, MIN_AC, MAX_AC);
1425 * so its value is the same.
1426 */
1427 if (wc > 120)
1428 wc = 120;
1429 else if (wc < -120)
1430 wc = -120;
1431
1432 stats.wc = wc;
1433
1434 if (ac > 120)
1435 ac = 120;
1436 else if (ac < -120)
1437 ac = -120;
1438
1439 stats.ac = ac;
1440 1341
1441 /* if for some reason the creature doesn't have any move type, 1342 /* if for some reason the creature doesn't have any move type,
1442 * give them walking as a default. 1343 * give them walking as a default.
1443 * The second case is a special case - to more closely mimic the 1344 * The second case is a special case - to more closely mimic the
1444 * old behaviour - if your flying, your not walking - just 1345 * old behaviour - if your flying, your not walking - just
1447 if (move_type == 0) 1348 if (move_type == 0)
1448 move_type = MOVE_WALK; 1349 move_type = MOVE_WALK;
1449 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) 1350 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH))
1450 move_type &= ~MOVE_WALK; 1351 move_type &= ~MOVE_WALK;
1451 1352
1452 if (speed != old_speed) 1353 // now apply the new move_type
1453 set_speed (speed); 1354 if (this->move_type != move_type)
1355 change_move_type (move_type);
1454 1356
1455 /* It is quite possible that a player's spell costing might have changed, 1357 /* It is quite possible that a player's spell costing might have changed,
1456 * so we will check that now. 1358 * so we will check that now.
1457 */ 1359 */
1458 if (type == PLAYER) 1360 if (is_player ())
1459 { 1361 contr->update_spells ();
1460 esrv_update_stats (contr);
1461 esrv_update_spells (contr);
1462 }
1463 1362
1464 // update the mapspace, if we are on a map 1363 // update the mapspace, if we are on a map
1465 if (!flag [FLAG_REMOVED] && map) 1364 if (!flag [FLAG_REMOVED] && map)
1466 map->at (x, y).flags_ = 0; 1365 map->at (x, y).flags_ = 0;
1366}
1367
1368void
1369object::set_glow_radius (sint8 rad)
1370{
1371 glow_radius = rad;
1372
1373 if (is_on_map ())
1374 update_all_los (map, x, y);
1375 else if (object *env = outer_env ())
1376 {
1377 env->update_stats ();
1378
1379 if (env->is_on_map ())
1380 update_all_los (env->map, env->x, env->y);
1381 }
1467} 1382}
1468 1383
1469/* 1384/*
1470 * Returns true if the given player is a legal class. 1385 * Returns true if the given player is a legal class.
1471 * The function to add and remove class-bonuses to the stats doesn't 1386 * The function to add and remove class-bonuses to the stats doesn't
1487 1402
1488/* 1403/*
1489 * set the new dragon name after gaining levels or 1404 * set the new dragon name after gaining levels or
1490 * changing ability focus (later this can be extended to 1405 * changing ability focus (later this can be extended to
1491 * eventually change the player's face and animation) 1406 * eventually change the player's face and animation)
1492 *
1493 * Note that the title is written to 'own_title' in the
1494 * player struct. This should be changed to 'ext_title'
1495 * as soon as clients support this!
1496 * Please, anyone, write support for 'ext_title'.
1497 */ 1407 */
1498void 1408void
1499set_dragon_name (object *pl, const object *abil, const object *skin) 1409set_dragon_name (object *pl, const object *abil, const object *skin)
1500{ 1410{
1501 int atnr = -1; /* attacknumber of highest level */ 1411 int atnr = -1; /* attacknumber of highest level */
1519 /* now if there are equals at highest level, pick the one with focus, 1429 /* now if there are equals at highest level, pick the one with focus,
1520 or else at random */ 1430 or else at random */
1521 if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level) 1431 if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level)
1522 atnr = abil->stats.exp; 1432 atnr = abil->stats.exp;
1523 1433
1524 level = (int) (level / 5.);
1525
1526 /* now set the new title */ 1434 /* now set the new title */
1527 if (pl->contr != NULL)
1528 {
1529 if (level == 0)
1530 sprintf (pl->contr->title, "%s hatchling", attacks[atnr]); 1435 if (level < 25) sprintf (pl->contr->title, "%s hatchling", attacks[atnr]);
1531 else if (level == 1)
1532 sprintf (pl->contr->title, "%s wyrm", attacks[atnr]); 1436 else if (level < 50) sprintf (pl->contr->title, "%s wyrm" , attacks[atnr]);
1533 else if (level == 2)
1534 sprintf (pl->contr->title, "%s wyvern", attacks[atnr]); 1437 else if (level < 75) sprintf (pl->contr->title, "%s wyvern" , attacks[atnr]);
1535 else if (level == 3)
1536 sprintf (pl->contr->title, "%s dragon", attacks[atnr]); 1438 else if (level < 100) sprintf (pl->contr->title, "%s dragon" , attacks[atnr]);
1537 else 1439 else
1538 { 1440 {
1539 /* special titles for extra high resistance! */ 1441 /* special titles for extra high resistance! */
1540 if (skin->resist[atnr] > 80)
1541 sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]); 1442 if (skin->resist[atnr] > 80) sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]);
1542 else if (skin->resist[atnr] > 50)
1543 sprintf (pl->contr->title, "ancient %s dragon", attacks[atnr]); 1443 else if (skin->resist[atnr] > 50) sprintf (pl->contr->title, "ancient %s dragon" , attacks[atnr]);
1544 else
1545 sprintf (pl->contr->title, "big %s dragon", attacks[atnr]); 1444 else sprintf (pl->contr->title, "big %s dragon" , attacks[atnr]);
1546 }
1547 } 1445 }
1548 1446
1549 strcpy (pl->contr->own_title, ""); 1447 strcpy (pl->contr->own_title, "");
1550} 1448}
1551 1449
1552/* 1450/*
1553 * This function is called when a dragon-player gains 1451 * This function is called when a dragon-player gains
1554 * an overall level. Here, the dragon might gain new abilities 1452 * an overall level. Here, the dragon might gain new abilities
1555 * or change the ability-focus. 1453 * or change the ability-focus.
1556 */ 1454 */
1557void 1455static void
1558dragon_level_gain (object *who) 1456dragon_level_gain (object *who)
1559{ 1457{
1560 object *abil = NULL; /* pointer to dragon ability force */ 1458 object *abil = NULL; /* pointer to dragon ability force */
1561 object *skin = NULL; /* pointer to dragon skin force */ 1459 object *skin = NULL; /* pointer to dragon skin force */
1562 object *tmp = NULL; /* tmp. object */ 1460 object *tmp = NULL; /* tmp. object */
1563 char buf[MAX_BUF]; /* tmp. string buffer */ 1461 char buf[MAX_BUF]; /* tmp. string buffer */
1564 1462
1565 /* now grab the 'dragon_ability'-forces from the player's inventory */ 1463 /* now grab the 'dragon_ability'-forces from the player's inventory */
1566 shstr_cmp dragon_ability_force ("dragon_ability_force");
1567 shstr_cmp dragon_skin_force ("dragon_skin_force");
1568
1569 for (tmp = who->inv; tmp; tmp = tmp->below) 1464 for (tmp = who->inv; tmp; tmp = tmp->below)
1570 if (tmp->type == FORCE) 1465 if (tmp->type == FORCE)
1571 if (tmp->arch->name == dragon_ability_force) 1466 if (tmp->arch->archname == shstr_dragon_ability_force)
1572 abil = tmp; 1467 abil = tmp;
1573 else if (tmp->arch->name == dragon_skin_force) 1468 else if (tmp->arch->archname == shstr_dragon_skin_force)
1574 skin = tmp; 1469 skin = tmp;
1575 1470
1576 /* if the force is missing -> bail out */ 1471 /* if the force is missing -> bail out */
1577 if (abil == NULL) 1472 if (abil == NULL)
1578 return; 1473 return;
1621 object *skill_obj; 1516 object *skill_obj;
1622 1517
1623 skill_obj = get_archetype_by_skill_name (skill_name, SKILL); 1518 skill_obj = get_archetype_by_skill_name (skill_name, SKILL);
1624 if (!skill_obj) 1519 if (!skill_obj)
1625 { 1520 {
1626 LOG (llevError, "add_player_exp: couldn't find skill %s\n", skill_name); 1521 LOG (llevError, "give_skill_by_name: couldn't find skill %s\n", skill_name);
1627 return NULL; 1522 return NULL;
1628 } 1523 }
1524
1629 /* clear the flag - exp goes into this bucket, but player 1525 /* clear the flag - exp goes into this bucket, but player
1630 * still doesn't know it. 1526 * still doesn't know it.
1631 */ 1527 */
1632 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL); 1528 skill_obj->clr_flag (FLAG_CAN_USE_SKILL);
1633 skill_obj->stats.exp = 0; 1529 skill_obj->stats.exp = 0;
1634 skill_obj->level = 1; 1530 skill_obj->level = 1;
1635 insert_ob_in_ob (skill_obj, op); 1531 op->insert (skill_obj);
1636 1532
1637 if (op->contr) 1533 if (player *pl = op->contr)
1638 { 1534 pl->link_skills ();
1639 op->contr->last_skill_ob [skill_obj->subtype] = skill_obj;
1640 if (op->contr->ns)
1641 op->contr->ns->last_skill_exp[skill_obj->subtype] = -1;//TODO: should be made superfluous
1642 }
1643 1535
1644 return skill_obj; 1536 return skill_obj;
1645} 1537}
1646
1647 1538
1648/* player_lvl_adj() - for the new exp system. we are concerned with 1539/* player_lvl_adj() - for the new exp system. we are concerned with
1649 * whether the player gets more hp, sp and new levels. 1540 * whether the player gets more hp, sp and new levels.
1650 * Note this this function should only be called for players. Monstes 1541 * Note this this function should only be called for players. Monstes
1651 * don't really gain levels 1542 * don't really gain levels
1654 */ 1545 */
1655void 1546void
1656player_lvl_adj (object *who, object *op) 1547player_lvl_adj (object *who, object *op)
1657{ 1548{
1658 char buf[MAX_BUF]; 1549 char buf[MAX_BUF];
1550 bool changed = false;
1659 1551
1660 if (!op) /* when rolling stats */ 1552 if (!op) /* when rolling stats */
1661 op = who; 1553 op = who;
1662 1554
1663 if (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul)) 1555 while (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul))
1664 { 1556 {
1557 changed = true;
1558
1665 op->level++; 1559 op->level++;
1666 1560
1667 if (op != NULL && op == who && op->stats.exp > 1 && is_dragon_pl (who)) 1561 if (op && op == who && op->stats.exp > 1 && who->is_dragon ())
1668 dragon_level_gain (who); 1562 dragon_level_gain (who);
1669 1563
1670 /* Only roll these if it is the player (who) that gained the level */ 1564 /* Only roll these if it is the player (who) that gained the level */
1671 if (op == who && (who->level < 11) && who->type == PLAYER) 1565 if (op == who && (who->level < 11) && who->type == PLAYER)
1672 { 1566 {
1673 who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1; 1567 who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1;
1674 who->contr->levsp[who->level] = die_roll (2, 3, who, PREFER_HIGH); 1568 who->contr->levsp[who->level] = die_roll (2, 3, who, PREFER_HIGH);
1675 who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1; 1569 who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1;
1676 } 1570 }
1677 1571
1678 who->update_stats ();
1679 if (op->level > 1) 1572 if (op->level > 1)
1680 { 1573 {
1681 if (op->type != PLAYER) 1574 if (op->type != PLAYER)
1575 {
1576 who->contr->play_sound (sound_find ("skill_up"));
1682 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); 1577 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1578 }
1683 else 1579 else
1580 {
1581 who->contr->play_sound (sound_find ("level_up"));
1684 sprintf (buf, "You are now level %d.", op->level); 1582 sprintf (buf, "You are now level %d.", op->level);
1583 }
1584
1685 if (who) 1585 if (who)
1686 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); 1586 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1687 } 1587 }
1688 player_lvl_adj (who, op); /* To increase more levels */
1689 } 1588 }
1589
1690 else if (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul)) 1590 while (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul))
1691 { 1591 {
1592 changed = true;
1593
1692 op->level--; 1594 op->level--;
1693 who->update_stats (); 1595
1694 if (op->type != PLAYER) 1596 if (op->type != PLAYER)
1695 { 1597 {
1696 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); 1598 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1697 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); 1599 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1698 } 1600 }
1699 player_lvl_adj (who, op); /* To decrease more levels */
1700 } 1601 }
1701 1602
1702 /* check if the spell data has changed */ 1603 if (changed)
1703 esrv_update_stats (who->contr); 1604 who->update_stats (); // should cause esrv_update_stats and esrv_update_spells
1704 esrv_update_spells (who->contr);
1705} 1605}
1706 1606
1707/* 1607/*
1708 * Returns how much experience is needed for a player to become 1608 * Returns how much experience is needed for a player to become
1709 * the given level. level should really never exceed max_level 1609 * the given level. level should really never exceed max_level
1710 */ 1610 */
1711 1611
1712sint64 1612sint64
1713level_exp (int level, double expmul) 1613level_exp (int level, double expmul)
1714{ 1614{
1715 if (level > settings.max_level) 1615 return expmul * level_to_min_exp (level);
1716 return (sint64) (expmul * levels[settings.max_level]);
1717
1718 return (sint64) (expmul * levels[level]);
1719} 1616}
1720 1617
1721/* 1618/*
1722 * Ensure that the permanent experience requirements in an exp object are met. 1619 * Ensure that the permanent experience requirements in an exp object are met.
1723 * This really just checks 'op to make sure the perm_exp value is within 1620 * This really just checks 'op to make sure the perm_exp value is within
1753 * flag is what to do if the player doesn't have the skill: 1650 * flag is what to do if the player doesn't have the skill:
1754 */ 1651 */
1755static void 1652static void
1756add_player_exp (object *op, sint64 exp, const char *skill_name, int flag) 1653add_player_exp (object *op, sint64 exp, const char *skill_name, int flag)
1757{ 1654{
1758 object *skill_obj = NULL; 1655 object *skill_obj;
1759 sint64 limit, exp_to_add; 1656 sint64 limit, exp_to_add;
1760 int i; 1657 int i;
1761 1658
1762 /* prevents some forms of abuse. */ 1659 /* prevents some forms of abuse. */
1763 if (op->contr->braced) 1660 if (op->contr->braced)
1766 /* Try to find the matching skill. 1663 /* Try to find the matching skill.
1767 * We do a shortcut/time saving mechanism first - see if it matches 1664 * We do a shortcut/time saving mechanism first - see if it matches
1768 * chosen_skill. This means we don't need to search through 1665 * chosen_skill. This means we don't need to search through
1769 * the players inventory. 1666 * the players inventory.
1770 */ 1667 */
1668 skill_obj = 0;
1669
1771 if (skill_name) 1670 if (skill_name)
1772 { 1671 {
1773 if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill)) 1672 skill_obj = op->contr->find_skill (skill_name);
1774 skill_obj = op->chosen_skill;
1775 else
1776 {
1777 for (i = 0; i < NUM_SKILLS; i++)
1778 if (op->contr->last_skill_ob[i] && !strcmp (op->contr->last_skill_ob[i]->skill, skill_name))
1779 {
1780 skill_obj = op->contr->last_skill_ob[i];
1781 break;
1782 }
1783 1673
1784 /* Player doesn't have the skill. Check to see what to do, and give 1674 /* Player doesn't have the skill. Check to see what to do, and give
1785 * it to the player if necessary 1675 * it to the player if necessary
1786 */ 1676 */
1787 if (!skill_obj) 1677 if (!skill_obj)
1788 { 1678 {
1789 if (flag == SK_EXP_NONE) 1679 if (flag == SK_EXP_NONE)
1790 return; 1680 return;
1681
1791 else if (flag == SK_EXP_ADD_SKILL) 1682 if (flag == SK_EXP_ADD_SKILL)
1792 give_skill_by_name (op, skill_name); 1683 skill_obj = give_skill_by_name (op, skill_name);
1793 }
1794 } 1684 }
1795 } 1685 }
1796 1686
1797 if (flag != SK_EXP_SKILL_ONLY) 1687 if (flag != SK_EXP_SKILL_ONLY)
1798 { 1688 {
1799 /* Basically, you can never gain more experience in one shot 1689 /* Basically, you can never gain more experience in one shot
1800 * than half what you need to gain for next level. 1690 * than half what you need to gain for next level.
1801 */ 1691 */
1802 exp_to_add = exp; 1692 exp_to_add = exp;
1803 limit = (levels[op->level + 1] - levels[op->level]) / 2; 1693 limit = (levels [op->level + 1] - levels [op->level]) / 2;
1804 if (exp_to_add > limit) 1694 if (exp_to_add > limit)
1805 exp_to_add = limit; 1695 exp_to_add = limit;
1806 1696
1807 ADD_EXP (op->stats.exp, (sint64) ((float) exp_to_add * (skill_obj ? skill_obj->expmul : 1))); 1697 ADD_EXP (op->stats.exp, (sint64) ((float) exp_to_add * (skill_obj ? skill_obj->expmul : 1)));
1808 if (settings.permanent_exp_ratio) 1698 if (settings.permanent_exp_ratio)
1815 } 1705 }
1816 1706
1817 if (skill_obj) 1707 if (skill_obj)
1818 { 1708 {
1819 exp_to_add = exp; 1709 exp_to_add = exp;
1820 limit = (levels[skill_obj->level + 1] - levels[skill_obj->level]) / 2; 1710 limit = (levels [skill_obj->level + 1] - levels [skill_obj->level]) / 2;
1821 if (exp_to_add > limit) 1711 if (exp_to_add > limit)
1822 exp_to_add = limit; 1712 exp_to_add = limit;
1823 1713
1824 ADD_EXP (skill_obj->stats.exp, exp_to_add); 1714 ADD_EXP (skill_obj->stats.exp, exp_to_add);
1825 if (settings.permanent_exp_ratio) 1715 if (settings.permanent_exp_ratio)
1831 player_lvl_adj (op, skill_obj); 1721 player_lvl_adj (op, skill_obj);
1832 } 1722 }
1833} 1723}
1834 1724
1835/* This function checks to make sure that object 'op' can 1725/* This function checks to make sure that object 'op' can
1836 * lost 'exp' experience. It returns the amount of exp 1726 * lose 'exp' experience. It returns the amount of exp
1837 * object 'op' can in fact lose - it basically makes 1727 * object 'op' can in fact lose - it basically makes
1838 * adjustments based on permanent exp and the like. 1728 * adjustments based on permanent exp and the like.
1839 * This function should always be used for losing experience - 1729 * This function should always be used for losing experience -
1840 * the 'exp' value passed should be positive - this is the 1730 * the 'exp' value passed should be positive - this is the
1841 * amount that should get subtract from the player. 1731 * amount that should get subtract from the player.
1842 */ 1732 */
1843sint64 1733static sint64
1844check_exp_loss (const object *op, sint64 exp) 1734check_exp_loss (const object *op, sint64 exp)
1845{ 1735{
1846 sint64 del_exp; 1736 sint64 del_exp;
1847 1737
1848 if (exp > op->stats.exp) 1738 if (exp > op->stats.exp)
1849 exp = op->stats.exp; 1739 exp = op->stats.exp;
1740
1850 if (settings.permanent_exp_ratio) 1741 if (settings.permanent_exp_ratio)
1851 { 1742 {
1852 del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO); 1743 del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO);
1744
1853 if (del_exp < 0) 1745 if (del_exp < 0)
1854 del_exp = 0; 1746 del_exp = 0;
1747
1855 if (exp > del_exp) 1748 if (exp > del_exp)
1856 exp = del_exp; 1749 exp = del_exp;
1857 } 1750 }
1751
1858 return exp; 1752 return exp;
1859} 1753}
1860 1754
1861sint64 1755sint64
1862check_exp_adjust (const object *op, sint64 exp) 1756check_exp_adjust (const object *op, sint64 exp)
1863{ 1757{
1864 if (exp < 0) 1758 if (exp < 0)
1865 return check_exp_loss (op, exp); 1759 return check_exp_loss (op, exp);
1866 else 1760 else
1867 return MIN (exp, (sint64) MAX_EXPERIENCE - op->stats.exp); 1761 return min (exp, (sint64)MAX_EXPERIENCE - op->stats.exp);
1868} 1762}
1869
1870 1763
1871/* Subtracts experience from player. 1764/* Subtracts experience from player.
1872 * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we 1765 * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we
1873 * only subtract from the matching skill. Otherwise, 1766 * only subtract from the matching skill. Otherwise,
1874 * this subtracts a portion from all 1767 * this subtracts a portion from all
1888 sint64 del_exp; 1781 sint64 del_exp;
1889 1782
1890 for (tmp = op->inv; tmp; tmp = tmp->below) 1783 for (tmp = op->inv; tmp; tmp = tmp->below)
1891 if (tmp->type == SKILL && tmp->stats.exp) 1784 if (tmp->type == SKILL && tmp->stats.exp)
1892 { 1785 {
1893 if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (tmp->skill, skill)) 1786 if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (&tmp->skill, skill))
1894 { 1787 {
1895 del_exp = check_exp_loss (tmp, exp); 1788 del_exp = check_exp_loss (tmp, exp);
1896 tmp->stats.exp -= del_exp; 1789 tmp->stats.exp -= del_exp;
1897 player_lvl_adj (op, tmp); 1790 player_lvl_adj (op, tmp);
1898 } 1791 }
1950 * worth. 1843 * worth.
1951 */ 1844 */
1952 if (op->type != PLAYER) 1845 if (op->type != PLAYER)
1953 { 1846 {
1954 /* Sanity check */ 1847 /* Sanity check */
1955 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1848 if (!op->flag [FLAG_ALIVE])
1956 return; 1849 return;
1957 1850
1958 /* reset exp to max allowed value. We subtract from 1851 /* reset exp to max allowed value. We subtract from
1959 * MAX_EXPERIENCE to prevent overflows. If the player somehow has 1852 * MAX_EXPERIENCE to prevent overflows. If the player somehow has
1960 * more than max exp, just return. 1853 * more than max exp, just return.
1986 * amount of permenent experience, whichever gives the lowest loss. 1879 * amount of permenent experience, whichever gives the lowest loss.
1987 */ 1880 */
1988void 1881void
1989apply_death_exp_penalty (object *op) 1882apply_death_exp_penalty (object *op)
1990{ 1883{
1991 object *tmp;
1992 sint64 loss; 1884 sint64 loss;
1993 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */ 1885 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */
1994 sint64 level_loss; /* defined by the setting 'death_penalty_levels */ 1886 sint64 level_loss; /* defined by the setting 'death_penalty_levels */
1995 1887
1996 for (tmp = op->inv; tmp; tmp = tmp->below) 1888 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1997 if (tmp->type == SKILL && tmp->stats.exp) 1889 if (tmp->type == SKILL && tmp->stats.exp)
1998 { 1890 {
1999
2000 percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100; 1891 percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100;
2001 level_loss = tmp->stats.exp - levels[MAX (0, tmp->level - settings.death_penalty_level)]; 1892 level_loss = tmp->stats.exp - levels [max (0, tmp->level - settings.death_penalty_level)];
2002 1893
2003 /* With the revised exp system, you can get cases where 1894 /* With the revised exp system, you can get cases where
2004 * losing several levels would still require that you have more 1895 * losing several levels would still require that you have more
2005 * exp than you currently have - this is true if the levels 1896 * exp than you currently have - this is true if the levels
2006 * tables is a lot harder. 1897 * tables is a lot harder.
2007 */ 1898 */
2008 if (level_loss < 0) 1899 if (level_loss < 0)
2009 level_loss = 0; 1900 level_loss = 0;
2010 1901
2011 loss = check_exp_loss (tmp, MIN (level_loss, percentage_loss)); 1902 loss = check_exp_loss (tmp, min (level_loss, percentage_loss));
2012 1903
2013 tmp->stats.exp -= loss; 1904 tmp->stats.exp -= loss;
2014 player_lvl_adj (op, tmp); 1905 player_lvl_adj (op, tmp);
2015 } 1906 }
2016 1907
2017 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100; 1908 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100;
2018 level_loss = op->stats.exp - levels[MAX (0, op->level - settings.death_penalty_level)]; 1909 level_loss = op->stats.exp - levels[max (0, op->level - settings.death_penalty_level)];
1910
2019 if (level_loss < 0) 1911 if (level_loss < 0)
2020 level_loss = 0; 1912 level_loss = 0;
1913
2021 loss = check_exp_loss (op, MIN (level_loss, percentage_loss)); 1914 loss = check_exp_loss (op, min (level_loss, percentage_loss));
2022 1915
2023 op->stats.exp -= loss; 1916 op->stats.exp -= loss;
2024 player_lvl_adj (op, NULL); 1917 player_lvl_adj (op, NULL);
2025} 1918}
2026 1919

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