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Comparing deliantra/server/common/living.C (file contents):
Revision 1.55 by root, Sat May 12 19:41:02 2007 UTC vs.
Revision 1.79 by root, Thu Nov 8 01:14:12 2007 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * This program is free software; you can redistribute it and/or modify 8 * Crossfire TRT 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 3 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, see <http://www.gnu.org/licenses/>.
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 * 20 *
22 * The authors can be reached via e-mail at <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <crossfire@schmorp.de>
23 */ 22 */
24 23
25#include <global.h> 24#include <global.h>
26#include <funcpoint.h> 25#include <funcpoint.h>
27 26
311 * 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
312 * to allow for that. 311 * to allow for that.
313 */ 312 */
314 if (nstat < 1 && i * flag < 0) 313 if (nstat < 1 && i * flag < 0)
315 nstat = 1; 314 nstat = 1;
316 else if (nstat > 20 + op->arch->clone.stats.stat (j)) 315 else if (nstat > 20 + op->arch->stats.stat (j))
317 nstat = 20 + op->arch->clone.stats.stat (j); 316 nstat = 20 + op->arch->stats.stat (j);
318 317
319 if (nstat != ostat) 318 if (nstat != ostat)
320 { 319 {
321 op->contr->orig_stats.stat (j) = nstat; 320 op->contr->orig_stats.stat (j) = nstat;
322 potion_max = 0; 321 potion_max = 0;
422 } 421 }
423 422
424 /* becoming UNDEAD... a special treatment for this flag. Only those not 423 /* becoming UNDEAD... a special treatment for this flag. Only those not
425 * originally undead may change their status 424 * originally undead may change their status
426 */ 425 */
427 if (!QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 426 if (!QUERY_FLAG (op->arch, FLAG_UNDEAD))
428 if (QUERY_FLAG (op, FLAG_UNDEAD) != QUERY_FLAG (&refop, FLAG_UNDEAD)) 427 if (QUERY_FLAG (op, FLAG_UNDEAD) != QUERY_FLAG (&refop, FLAG_UNDEAD))
429 { 428 {
430 success = 1; 429 success = 1;
431 if (flag > 0) 430 if (flag > 0)
432 { 431 {
433 op->race = "undead"; 432 op->race = "undead";
434 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce drains away!"); 433 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce drains away!");
435 } 434 }
436 else 435 else
437 { 436 {
438 op->race = op->arch->clone.race; 437 op->race = op->arch->race;
439 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!"); 438 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!");
440 } 439 }
441 } 440 }
442 441
443 if (QUERY_FLAG (op, FLAG_STEALTH) != QUERY_FLAG (&refop, FLAG_STEALTH)) 442 if (QUERY_FLAG (op, FLAG_STEALTH) != QUERY_FLAG (&refop, FLAG_STEALTH))
685void 684void
686object::remove_statbonus () 685object::remove_statbonus ()
687{ 686{
688 for (int i = 0; i < NUM_STATS; ++i) 687 for (int i = 0; i < NUM_STATS; ++i)
689 { 688 {
690 sint8 v = arch->clone.stats.stat (i); 689 sint8 v = arch->stats.stat (i);
691 stats.stat (i) -= v; 690 stats.stat (i) -= v;
692 contr->orig_stats.stat (i) -= v; 691 contr->orig_stats.stat (i) -= v;
693 } 692 }
694} 693}
695 694
699void 698void
700object::add_statbonus () 699object::add_statbonus ()
701{ 700{
702 for (int i = 0; i < NUM_STATS; ++i) 701 for (int i = 0; i < NUM_STATS; ++i)
703 { 702 {
704 sint8 v = arch->clone.stats.stat (i); 703 sint8 v = arch->stats.stat (i);
705 stats.stat (i) += v; 704 stats.stat (i) += v;
706 contr->orig_stats.stat (i) += v; 705 contr->orig_stats.stat (i) += v;
707 } 706 }
708} 707}
708
709/* These are the items that currently can change digestion, regeneration,
710 * spell point recovery and mana point recovery. Seems sort of an arbitary
711 * list, but other items store other info into stats array.
712 */
713static struct digest_types : std::bitset<NUM_TYPES>
714{
715 digest_types ()
716 {
717 set (WEAPON);
718 set (BOW);
719 set (ARMOUR);
720 set (HELMET);
721 set (SHIELD);
722 set (RING);
723 set (BOOTS);
724 set (GLOVES);
725 set (AMULET);
726 set (GIRDLE);
727 set (BRACERS);
728 set (CLOAK);
729 set (DISEASE);
730 set (FORCE);
731 set (SKILL);
732 }
733} digest_types;
734
735static struct copy_flags : object::flags_t
736{
737 copy_flags ()
738 {
739 set (FLAG_LIFESAVE);
740 set (FLAG_REFL_SPELL);
741 set (FLAG_REFL_MISSILE);
742 set (FLAG_STEALTH);
743 set (FLAG_XRAYS);
744 set (FLAG_BLIND);
745 set (FLAG_SEE_IN_DARK);
746 }
747} copy_flags;
709 748
710/* 749/*
711 * Updates all abilities given by applied objects in the inventory 750 * Updates all abilities given by applied objects in the inventory
712 * of the given object. Note: This function works for both monsters 751 * of the given object. Note: This function works for both monsters
713 * and players; the "player" in the name is purely an archaic inheritance. 752 * and players; the "player" in the name is purely an archaic inheritance.
718 * spell system split, grace points now added to system --peterm 757 * spell system split, grace points now added to system --peterm
719 */ 758 */
720void 759void
721object::update_stats () 760object::update_stats ()
722{ 761{
723 int i, j;
724 float f, max = 9, added_speed = 0, bonus_speed = 0, sp_tmp, speed_reduce_from_disease = 1; 762 float f, max_speed = 9, added_speed = 0, bonus_speed = 0, speed_reduce_from_disease = 1;
725 int weapon_weight = 0, weapon_speed = 0; 763 int weapon_weight = 0, weapon_speed = 0;
726 int best_wc = 0, best_ac = 0, wc = 0, ac = 0; 764 int best_wc = 0, best_ac = 0, wc = 0, ac = 0;
727 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; 765 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS];
728 object *grace_obj = NULL, *mana_obj = NULL, *tmp; 766 object *grace_obj = NULL, *mana_obj = NULL, *tmp;
729 float old_speed = speed; 767 float old_speed = speed;
768 int stat_sum [NUM_STATS];
730 769
731 /* First task is to clear all the values back to their original values */ 770 /* First task is to clear all the values back to their original values */
732 if (type == PLAYER) 771 if (type == PLAYER)
733 { 772 {
734 for (i = 0; i < NUM_STATS; i++) 773 for (int i = 0; i < NUM_STATS; i++)
735 stats.stat (i) = contr->orig_stats.stat (i); 774 stat_sum [i] = contr->orig_stats.stat (i);
736 775
737 if (settings.spell_encumbrance == TRUE) 776 if (settings.spell_encumbrance == TRUE)
738 contr->encumbrance = 0; 777 contr->encumbrance = 0;
739 778
740 attacktype = 0; 779 attacktype = 0;
760 799
761 CLEAR_FLAG (this, FLAG_LIFESAVE); 800 CLEAR_FLAG (this, FLAG_LIFESAVE);
762 CLEAR_FLAG (this, FLAG_STEALTH); 801 CLEAR_FLAG (this, FLAG_STEALTH);
763 CLEAR_FLAG (this, FLAG_BLIND); 802 CLEAR_FLAG (this, FLAG_BLIND);
764 803
765 if (!QUERY_FLAG (&arch->clone, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL); 804 if (!QUERY_FLAG (arch, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL);
766 if (!QUERY_FLAG (&arch->clone, FLAG_REFL_MISSILE)) CLEAR_FLAG (this, FLAG_REFL_MISSILE); 805 if (!QUERY_FLAG (arch, FLAG_REFL_MISSILE)) CLEAR_FLAG (this, FLAG_REFL_MISSILE);
767 if (!QUERY_FLAG (&arch->clone, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD); 806 if (!QUERY_FLAG (arch, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD);
768 if (!QUERY_FLAG (&arch->clone, FLAG_SEE_IN_DARK )) CLEAR_FLAG (this, FLAG_SEE_IN_DARK); 807 if (!QUERY_FLAG (arch, FLAG_SEE_IN_DARK )) CLEAR_FLAG (this, FLAG_SEE_IN_DARK);
769 808
770 path_attuned = arch->clone.path_attuned; 809 path_attuned = arch->path_attuned;
771 path_repelled = arch->clone.path_repelled; 810 path_repelled = arch->path_repelled;
772 path_denied = arch->clone.path_denied; 811 path_denied = arch->path_denied;
773 glow_radius = arch->clone.glow_radius; 812 glow_radius = arch->glow_radius;
774 move_type = arch->clone.move_type; 813 move_type = arch->move_type;
775 814
776 chosen_skill = 0; 815 chosen_skill = 0;
777 816
778 /* initializing resistances from the values in player/monster's 817 /* initializing resistances from the values in player/monster's
779 * archetype clone 818 * archetype clone
780 */ 819 */
781 memcpy (&resist, &arch->clone.resist, sizeof (resist)); 820 memcpy (&resist, &arch->resist, sizeof (resist));
782 821
783 for (i = 0; i < NROFATTACKS; i++) 822 for (int i = 0; i < NROFATTACKS; i++)
784 { 823 {
785 if (resist[i] > 0) 824 if (resist[i] > 0)
786 prot[i] = resist[i], vuln[i] = 0; 825 prot[i] = resist[i], vuln[i] = 0;
787 else 826 else
788 vuln[i] = -(resist[i]), prot[i] = 0; 827 vuln[i] = -(resist[i]), prot[i] = 0;
789 828
790 potion_resist[i] = 0; 829 potion_resist[i] = 0;
791 } 830 }
792 831
793 wc = arch->clone.stats.wc; 832 wc = arch->stats.wc;
794 stats.dam = arch->clone.stats.dam; 833 stats.dam = arch->stats.dam;
795 834
796 /* for players which cannot use armour, they gain AC -1 per 3 levels, 835 /* for players which cannot use armour, they gain AC -1 per 3 levels,
797 * plus a small amount of physical resist, those poor suckers. ;) 836 * plus a small amount of physical resist, those poor suckers. ;)
798 * the fact that maxlevel is factored in could be considered sort of bogus - 837 * the fact that maxlevel is factored in could be considered sort of bogus -
799 * we should probably give them some bonus and cap it off - otherwise, 838 * we should probably give them some bonus and cap it off - otherwise,
800 * basically, if a server updates its max level, these playes may find 839 * basically, if a server updates its max level, these playes may find
801 * that their protection from physical goes down 840 * that their protection from physical goes down
802 */ 841 */
803 if (!QUERY_FLAG (this, FLAG_USE_ARMOUR) && type == PLAYER) 842 if (!QUERY_FLAG (this, FLAG_USE_ARMOUR) && type == PLAYER)
804 { 843 {
805 ac = MAX (-10, arch->clone.stats.ac - level / 3); 844 ac = max (-10, arch->stats.ac - level / 3);
806 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100; 845 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100;
807 } 846 }
808 else 847 else
809 ac = arch->clone.stats.ac; 848 ac = arch->stats.ac;
810 849
811 stats.luck = arch->clone.stats.luck; 850 stats.luck = arch->stats.luck;
812 speed = arch->clone.speed; 851 speed = arch->speed;
813 852
814 /* OK - we've reset most all the objects attributes to sane values. 853 /* OK - we've reset most all the objects attributes to sane values.
815 * now go through and make adjustments for what the player has equipped. 854 * now go through and make adjustments for what the player has equipped.
816 */ 855 */
817 for (tmp = inv; tmp; tmp = tmp->below) 856 for (tmp = inv; tmp; tmp = tmp->below)
818 { 857 {
819 /* See note in map.c:update_position about making this additive
820 * since light sources are never applied, need to put check here.
821 */
822 if (tmp->glow_radius > glow_radius)
823 glow_radius = tmp->glow_radius;
824
825 /* This happens because apply_potion calls change_abil with the potion 858 /* This happens because apply_potion calls change_abil with the potion
826 * applied so we can tell the player what changed. But change_abil 859 * applied so we can tell the player what changed. But change_abil
827 * then calls this function. 860 * then calls this function.
828 */ 861 */
829 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION) 862 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION)
830 continue; 863 continue;
864
865 /* See note in map.c:update_position about making this additive
866 * since light sources are never applied, need to put check here.
867 */
868 if (tmp->glow_radius > glow_radius)
869 glow_radius = tmp->glow_radius;
831 870
832 /* For some things, we don't care what is equipped */ 871 /* For some things, we don't care what is equipped */
833 if (tmp->type == SKILL) 872 if (tmp->type == SKILL)
834 { 873 {
835 /* Want to take the highest skill here. */ 874 /* Want to take the highest skill here. */
865 || (tmp->type == SKILL 904 || (tmp->type == SKILL
866 && tmp->subtype == SK_PRAYING)) 905 && tmp->subtype == SK_PRAYING))
867 { 906 {
868 if (type == PLAYER) 907 if (type == PLAYER)
869 { 908 {
909 contr->item_power += tmp->item_power;
910
870 if (tmp == contr->combat_ob || tmp == contr->ranged_ob) 911 if (tmp == contr->combat_ob || tmp == contr->ranged_ob)
912 if (tmp != current_weapon
871 if (tmp != current_weapon && (tmp->type != SKILL || tmp->subtype != SK_PRAYING)) 913 && (tmp->type != SKILL || tmp->subtype != SK_PRAYING)
914 && !tmp->flag [FLAG_CURSED]
915 && !tmp->flag [FLAG_DAMNED])
872 continue; 916 continue;
873 917
874 for (i = 0; i < NUM_STATS; i++) 918 for (int i = 0; i < NUM_STATS; i++)
875 change_attr_value (&stats, i, tmp->stats.stat (i)); 919 stat_sum [i] = stat_sum [i] + tmp->stats.stat (i);
876 920
877 /* these are the items that currently can change digestion, regeneration, 921 if (digest_types [tmp->type])
878 * spell point recovery and mana point recovery. Seems sort of an arbitary
879 * list, but other items store other info into stats array.
880 */
881 if (tmp->type == WEAPON || tmp->type == BOW ||
882 tmp->type == ARMOUR || tmp->type == HELMET ||
883 tmp->type == SHIELD || tmp->type == RING ||
884 tmp->type == BOOTS || tmp->type == GLOVES ||
885 tmp->type == AMULET || tmp->type == GIRDLE ||
886 tmp->type == BRACERS || tmp->type == CLOAK ||
887 tmp->type == DISEASE || tmp->type == FORCE ||
888 tmp->type == SKILL)
889 { 922 {
890 contr->digestion += tmp->stats.food; 923 contr->digestion += tmp->stats.food;
891 contr->gen_hp += tmp->stats.hp; 924 contr->gen_hp += tmp->stats.hp;
892 contr->gen_sp += tmp->stats.sp; 925 contr->gen_sp += tmp->stats.sp;
893 contr->gen_grace += tmp->stats.grace; 926 contr->gen_grace += tmp->stats.grace;
894 contr->gen_sp_armour += tmp->gen_sp_armour; 927 contr->gen_sp_armour += tmp->gen_sp_armour;
895 contr->item_power += tmp->item_power;
896 } 928 }
897 } /* if this is a player */ 929 } /* if this is a player */
898 else 930 else
899 { 931 {
900 if (tmp->type == WEAPON) 932 if (tmp->type == WEAPON)
901 current_weapon = tmp; 933 current_weapon = tmp;
902 } 934 }
903 935
904 /* Update slots used for items */ 936 /* Update slots used for items */
905 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 937 if (QUERY_FLAG (tmp, FLAG_APPLIED))
906 for (i = 0; i < NUM_BODY_LOCATIONS; i++) 938 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
907 slot[i].used += tmp->slot[i].info; 939 slot[i].used += tmp->slot[i].info;
908 940
909 if (tmp->type == SYMPTOM) 941 if (tmp->type == SYMPTOM)
910 {
911 speed_reduce_from_disease = tmp->last_sp / 100.f;
912
913 if (speed_reduce_from_disease == 0)
914 speed_reduce_from_disease = 1; 942 speed_reduce_from_disease =
915 } 943 min (speed_reduce_from_disease, tmp->last_sp ? tmp->last_sp / 100.f : 1.f);
916 944
917 /* Pos. and neg. protections are counted seperate (-> pro/vuln). 945 /* Pos. and neg. protections are counted seperate (-> pro/vuln).
918 * (Negative protections are calculated exactly like positive.) 946 * (Negative protections are calculated exactly like positive.)
919 * Resistance from potions are treated special as well. If there's 947 * Resistance from potions are treated special as well. If there's
920 * more than one potion-effect, the bigger prot.-value is taken. 948 * more than one potion-effect, the bigger prot.-value is taken.
921 */ 949 */
922 if (tmp->type != POTION) 950 if (tmp->type != POTION)
923 { 951 {
924 for (i = 0; i < NROFATTACKS; i++) 952 for (int i = 0; i < NROFATTACKS; i++)
925 { 953 {
926 /* Potential for cursed potions, in which case we just can use 954 /* Potential for cursed potions, in which case we just can use
927 * a straight MAX, as potion_resist is initialised to zero. 955 * a straight MAX, as potion_resist is initialised to zero.
928 */ 956 */
929 if (tmp->type == POTION_EFFECT) 957 if (tmp->type == POTION_EFFECT)
930 { 958 {
931 if (potion_resist[i]) 959 if (potion_resist[i])
932 potion_resist[i] = MAX (potion_resist[i], tmp->resist[i]); 960 potion_resist[i] = max (potion_resist[i], tmp->resist[i]);
933 else 961 else
934 potion_resist[i] = tmp->resist[i]; 962 potion_resist[i] = tmp->resist[i];
935 } 963 }
936 else if (tmp->resist[i] > 0) 964 else if (tmp->resist[i] > 0)
937 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100; 965 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100;
949 path_denied |= tmp->path_denied; 977 path_denied |= tmp->path_denied;
950 move_type |= tmp->move_type; 978 move_type |= tmp->move_type;
951 stats.luck += tmp->stats.luck; 979 stats.luck += tmp->stats.luck;
952 } 980 }
953 981
954 if (QUERY_FLAG (tmp, FLAG_LIFESAVE )) SET_FLAG (this, FLAG_LIFESAVE); 982 flag |= tmp->flag & copy_flags;
955 if (QUERY_FLAG (tmp, FLAG_REFL_SPELL )) SET_FLAG (this, FLAG_REFL_SPELL);
956 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE)) SET_FLAG (this, FLAG_REFL_MISSILE);
957 if (QUERY_FLAG (tmp, FLAG_STEALTH )) SET_FLAG (this, FLAG_STEALTH);
958 if (QUERY_FLAG (tmp, FLAG_XRAYS )) SET_FLAG (this, FLAG_XRAYS);
959 if (QUERY_FLAG (tmp, FLAG_BLIND )) SET_FLAG (this, FLAG_BLIND);
960 if (QUERY_FLAG (tmp, FLAG_SEE_IN_DARK )) SET_FLAG (this, FLAG_SEE_IN_DARK);
961 983
962 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (&arch->clone, FLAG_UNDEAD)) 984 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (arch, FLAG_UNDEAD))
963 SET_FLAG (this, FLAG_UNDEAD); 985 SET_FLAG (this, FLAG_UNDEAD);
964 986
965 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS)) 987 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS))
966 { 988 {
967 SET_FLAG (this, FLAG_MAKE_INVIS); 989 SET_FLAG (this, FLAG_MAKE_INVIS);
991#endif 1013#endif
992 1014
993 /* skills modifying the character -b.t. */ 1015 /* skills modifying the character -b.t. */
994 /* for all skills and skill granting objects */ 1016 /* for all skills and skill granting objects */
995 case SKILL: 1017 case SKILL:
996 if (!QUERY_FLAG (tmp, FLAG_APPLIED)) 1018 {
1019 if (!QUERY_FLAG (tmp, FLAG_APPLIED) || skill_flags [tmp->subtype] & SF_APPLY)
997 break; 1020 break;
998 1021
999 if (chosen_skill) 1022 if (chosen_skill)
1023 {
1000 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name); 1024 LOG (llevDebug, "fix_player, op %s has multiple skills applied (%s and %s)\n",
1025 &name, &chosen_skill->name, &tmp->name);
1001 1026
1027 tmp->flag [FLAG_APPLIED] = false;
1028 update_stats ();
1029 return;
1030 }
1031 else
1002 chosen_skill = tmp; 1032 chosen_skill = tmp;
1003 1033
1004 if (tmp->stats.dam > 0) 1034 if (tmp->stats.dam > 0)
1005 { /* skill is a 'weapon' */ 1035 { /* skill is a 'weapon' */
1006 if (!QUERY_FLAG (this, FLAG_READY_WEAPON)) 1036 if (!QUERY_FLAG (this, FLAG_READY_WEAPON))
1007 weapon_speed = WEAPON_SPEED (tmp); 1037 weapon_speed = WEAPON_SPEED (tmp);
1008 1038
1009 if (weapon_speed < 0) 1039 if (weapon_speed < 0)
1010 weapon_speed = 0; 1040 weapon_speed = 0;
1011 1041
1012 weapon_weight = tmp->weight; 1042 weapon_weight = tmp->weight;
1013 stats.dam += 1 + (chosen_skill->level * tmp->stats.dam / 9); 1043 stats.dam += 1 + chosen_skill->level * tmp->stats.dam / 9;
1014 1044
1015 if (tmp->magic) 1045 if (tmp->magic)
1016 stats.dam += tmp->magic; 1046 stats.dam += tmp->magic;
1017 } 1047 }
1018 1048
1019 if (tmp->stats.wc) 1049 if (tmp->stats.wc)
1020 wc -= tmp->stats.wc + tmp->magic; 1050 wc -= tmp->stats.wc + tmp->magic;
1021 1051
1022 if (tmp->slaying) 1052 if (tmp->slaying)
1023 slaying = tmp->slaying; 1053 slaying = tmp->slaying;
1024 1054
1025 if (tmp->stats.ac) 1055 if (tmp->stats.ac)
1026 ac -= tmp->stats.ac + tmp->magic; 1056 ac -= tmp->stats.ac + tmp->magic;
1027 1057
1028 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1058 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1029 contr->encumbrance += (int) 3 *tmp->weight / 1000; 1059 contr->encumbrance += (int) 3 *tmp->weight / 1000;
1030
1031 break; 1060 }
1032 1061
1033 case SKILL_TOOL:
1034 if (chosen_skill)
1035 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name);
1036
1037 chosen_skill = tmp;
1038 break; 1062 break;
1039 1063
1040 case SHIELD: 1064 case SHIELD:
1041 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1065 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1042 contr->encumbrance += (int) tmp->weight / 2000; 1066 contr->encumbrance += (int) tmp->weight / 2000;
1120 wc -= (tmp->stats.wc + tmp->magic); 1144 wc -= (tmp->stats.wc + tmp->magic);
1121 1145
1122 if (tmp->stats.ac) 1146 if (tmp->stats.ac)
1123 ac -= (tmp->stats.ac + tmp->magic); 1147 ac -= (tmp->stats.ac + tmp->magic);
1124 1148
1125 if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.f < max) 1149 if (ARMOUR_SPEED (tmp))
1126 max = ARMOUR_SPEED (tmp) / 10.f; 1150 max_speed = min (max_speed, ARMOUR_SPEED (tmp) / 10.f);
1127 1151
1128 break; 1152 break;
1129 } /* switch tmp->type */ 1153 } /* switch tmp->type */
1130 } /* item is equipped */ 1154 } /* item is equipped */
1131 } /* for loop of items */ 1155 } /* for loop of items */
1138 * If there is an uncursed potion in effect, granting more protection 1162 * If there is an uncursed potion in effect, granting more protection
1139 * than that, we take: 'total resistance = resistance from potion'. 1163 * than that, we take: 'total resistance = resistance from potion'.
1140 * If there is a cursed (and no uncursed) potion in effect, we take 1164 * If there is a cursed (and no uncursed) potion in effect, we take
1141 * 'total resistance = vulnerability from cursed potion'. 1165 * 'total resistance = vulnerability from cursed potion'.
1142 */ 1166 */
1143 for (i = 0; i < NROFATTACKS; i++) 1167 for (int i = 0; i < NROFATTACKS; i++)
1144 { 1168 {
1145 resist[i] = prot[i] - vuln[i]; 1169 resist[i] = prot[i] - vuln[i];
1146 1170
1147 if (potion_resist[i] && ((potion_resist[i] > resist[i]) || (potion_resist[i] < 0))) 1171 if (potion_resist[i] && ((potion_resist[i] > resist[i]) || (potion_resist[i] < 0)))
1148 resist[i] = potion_resist[i]; 1172 resist[i] = potion_resist[i];
1149 } 1173 }
1150 1174
1151 /* Figure out the players sp/mana/hp totals. */
1152 if (type == PLAYER) 1175 if (type == PLAYER)
1153 { 1176 {
1177 // clamp various player stats
1178 for (int i = 0; i < NUM_STATS; ++i)
1179 stats.stat (i) = clamp (stat_sum [i], MIN_STAT, MAX_STAT);
1180
1181 contr->digestion = clamp (contr->digestion, MIN_DIGESTION, MAX_DIGESTION);
1182
1183 /* Figure out the players sp/mana/hp totals. */
1154 int pl_level; 1184 int pl_level;
1155 1185
1156 check_stat_bounds (&(stats)); 1186 check_stat_bounds (&(stats));
1157 pl_level = level; 1187 pl_level = level;
1158 1188
1160 pl_level = 1; /* safety, we should always get 1 levels worth of hp! */ 1190 pl_level = 1; /* safety, we should always get 1 levels worth of hp! */
1161 1191
1162 /* You basically get half a con bonus/level. But we do take into account rounding, 1192 /* You basically get half a con bonus/level. But we do take into account rounding,
1163 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels. 1193 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels.
1164 */ 1194 */
1165 for (i = 1, stats.maxhp = 0; i <= pl_level && i <= 10; i++) 1195 stats.maxhp = 0;
1196 for (int i = 1; i <= min (10, pl_level); i++)
1166 { 1197 {
1167 j = contr->levhp[i] + con_bonus[stats.Con] / 2; 1198 int j = contr->levhp[i] + con_bonus[stats.Con] / 2;
1168 1199
1169 if (i % 2 && con_bonus[stats.Con] % 2) 1200 if (i % 2 && con_bonus[stats.Con] % 2)
1170 {
1171 if (con_bonus[stats.Con] > 0) 1201 if (con_bonus[stats.Con] > 0)
1172 j++; 1202 j++;
1173 else 1203 else
1174 j--; 1204 j--;
1175 }
1176 1205
1177 stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */ 1206 stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */
1178 } 1207 }
1179 1208
1180 for (i = 11; i <= level; i++) 1209 stats.maxhp += 2 * max (0, level - 10);
1181 stats.maxhp += 2;
1182 1210
1183 if (stats.hp > stats.maxhp) 1211 if (stats.hp > stats.maxhp)
1184 stats.hp = stats.maxhp; 1212 stats.hp = stats.maxhp;
1185 1213
1186 /* Sp gain is controlled by the level of the player's 1214 /* Sp gain is controlled by the level of the player's
1199 1227
1200 if (mana_obj == this && type == PLAYER) 1228 if (mana_obj == this && type == PLAYER)
1201 stats.maxsp = 1; 1229 stats.maxsp = 1;
1202 else 1230 else
1203 { 1231 {
1204 sp_tmp = 0.f; 1232 float sp_tmp = 0.f;
1205 1233
1206 for (i = 1; i <= mana_obj->level && i <= 10; i++) 1234 for (int i = 1; i <= min (10, mana_obj->level); i++)
1207 { 1235 {
1208 float stmp; 1236 float stmp;
1209 1237
1210 /* Got some extra bonus at first level */ 1238 /* Got some extra bonus at first level */
1211 if (i < 2) 1239 if (i < 2)
1212 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 6.f; 1240 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 6.f;
1213 else 1241 else
1214 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 12.f; 1242 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 12.f;
1215 1243
1216 if (stmp < 1.f)
1217 stmp = 1.f;
1218
1219 sp_tmp += stmp; 1244 sp_tmp += max (1.f, stmp);
1220 } 1245 }
1221 1246
1222 stats.maxsp = (sint16)sp_tmp; 1247 stats.maxsp = int (sp_tmp) + 2 * max (0, mana_obj->level - 10);
1223
1224 for (i = 11; i <= mana_obj->level; i++)
1225 stats.maxsp += 2;
1226 } 1248 }
1227 1249
1228 /* Characters can get their sp supercharged via rune of transferrance */ 1250 /* Characters can get their sp supercharged via rune of transferrance */
1229 if (stats.sp > stats.maxsp * 2) 1251 stats.sp = min (stats.sp, stats.maxsp * 2);
1230 stats.sp = stats.maxsp * 2;
1231 1252
1232 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */ 1253 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */
1233 if (!grace_obj || !grace_obj->level || type != PLAYER) 1254 if (!grace_obj || !grace_obj->level || type != PLAYER)
1234 grace_obj = this; 1255 grace_obj = this;
1235 1256
1240 /* store grace in a float - this way, the divisions below don't create 1261 /* store grace in a float - this way, the divisions below don't create
1241 * big jumps when you go from level to level - with int's, it then 1262 * big jumps when you go from level to level - with int's, it then
1242 * becomes big jumps when the sums of the bonuses jump to the next 1263 * becomes big jumps when the sums of the bonuses jump to the next
1243 * step of 8 - with floats, even fractional ones are useful. 1264 * step of 8 - with floats, even fractional ones are useful.
1244 */ 1265 */
1245 sp_tmp = 0.f; 1266 float sp_tmp = 0.f;
1246 for (i = 1, stats.maxgrace = 0; i <= grace_obj->level && i <= 10; i++) 1267
1268 for (int i = 1; i <= min (10, grace_obj->level); i++)
1247 { 1269 {
1248 float grace_tmp = 0.f; 1270 float grace_tmp = 0.f;
1249 1271
1250 /* Got some extra bonus at first level */ 1272 /* Got some extra bonus at first level */
1251 if (i < 2) 1273 if (i < 2)
1252 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 6.f; 1274 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 6.f;
1253 else 1275 else
1254 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 12.f; 1276 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 12.f;
1255 1277
1256 if (grace_tmp < 1.f)
1257 grace_tmp = 1.f;
1258
1259 sp_tmp += grace_tmp; 1278 sp_tmp += max (1.f, grace_tmp);
1260 } 1279 }
1261 1280
1262 stats.maxgrace = (sint16)sp_tmp;
1263
1264 /* two grace points per level after 11 */ 1281 /* two grace points per level after 10 */
1265 for (i = 11; i <= grace_obj->level; i++) 1282 stats.maxgrace = int (sp_tmp) + 2 * max (0, grace_obj->level - 10);
1266 stats.maxgrace += 2;
1267 } 1283 }
1268 1284
1269 /* No limit on grace vs maxgrace */ 1285 /* No limit on grace vs maxgrace */
1270 1286
1271 if (contr->braced) 1287 if (contr->braced)
1291 1307
1292 if (contr && wc_obj && wc_obj->level > 1) 1308 if (contr && wc_obj && wc_obj->level > 1)
1293 { 1309 {
1294 wc -= wc_obj->level + thaco_bonus[stats.Str]; 1310 wc -= wc_obj->level + thaco_bonus[stats.Str];
1295 1311
1296 for (i = 1; i < wc_obj->level; i++) 1312 for (int i = 1; i < wc_obj->level; i++)
1297 { 1313 {
1298 /* additional wc every 6 levels */ 1314 /* additional wc every 6 levels */
1299 if (!(i % 6)) 1315 if (!(i % 6))
1300 wc--; 1316 wc--;
1301 1317
1316 1332
1317 if (settings.search_items && contr->search_str[0]) 1333 if (settings.search_items && contr->search_str[0])
1318 speed -= 1; 1334 speed -= 1;
1319 1335
1320 if (attacktype == 0) 1336 if (attacktype == 0)
1321 attacktype = arch->clone.attacktype; 1337 attacktype = arch->attacktype;
1322 } /* End if player */ 1338 } /* End if player */
1323 1339
1324 if (added_speed >= 0) 1340 if (added_speed >= 0)
1325 speed += added_speed / 10.f; 1341 speed += added_speed / 10.f;
1326 else /* Something wrong here...: */ 1342 else /* Something wrong here...: */
1327 speed /= 1.f - added_speed; 1343 speed /= 1.f - added_speed;
1328 1344
1329 /* Max is determined by armour */ 1345 /* Max is determined by armour */
1330 if (speed > max) 1346 speed = min (speed, max_speed);
1331 speed = max;
1332 1347
1333 if (type == PLAYER) 1348 if (type == PLAYER)
1334 { 1349 {
1335 /* f is a number the represents the number of kg above (positive num) 1350 /* f is a number the represents the number of kg above (positive num)
1336 * or below (negative number) that the player is carrying. If above 1351 * or below (negative number) that the player is carrying. If above
1337 * weight limit, then player suffers a speed reduction based on how 1352 * weight limit, then player suffers a speed reduction based on how
1338 * much above he is, and what is max carry is 1353 * much above he is, and what is max carry is
1339 */ 1354 */
1340 f = (carrying / 1000) - max_carry[stats.Str]; 1355 float f = (carrying / 1000) - max_carry[stats.Str];
1341 if (f > 0) 1356 if (f > 0.f)
1342 speed = speed / (1.f + f / max_carry[stats.Str]); 1357 speed = speed / (1.f + f / max_carry[stats.Str]);
1343 } 1358 }
1344 1359
1345 speed += bonus_speed / 10.f; /* Not affected by limits */ 1360 speed += bonus_speed / 10.f; /* Not affected by limits */
1361 speed *= speed_reduce_from_disease;
1346 1362
1347 /* Put a lower limit on speed. Note with this speed, you move once every 1363 /* Put a lower limit on speed. Note with this speed, you move once every
1348 * 100 ticks or so. This amounts to once every 12 seconds of realtime. 1364 * 25 ticks or so. This amounts to once every 3 seconds of realtime.
1349 */ 1365 */
1350 speed = speed * speed_reduce_from_disease;
1351
1352 if (speed < 0.01f && type == PLAYER) 1366 if (speed < 0.04f && type == PLAYER)
1353 speed = 0.01f; 1367 speed = 0.04f;
1368
1369 if (speed != old_speed)
1370 set_speed (speed);
1354 1371
1355 if (type == PLAYER) 1372 if (type == PLAYER)
1356 { 1373 {
1357 /* (This formula was made by vidarl@ifi.uio.no) 1374 /* (This formula was made by vidarl@ifi.uio.no)
1358 * Note that we never used these values again - basically 1375 * Note that we never used these values again - basically
1360 * that would just be a real pain to read. 1377 * that would just be a real pain to read.
1361 */ 1378 */
1362 float M = (max_carry[stats.Str] - 121) / 121.f; 1379 float M = (max_carry[stats.Str] - 121) / 121.f;
1363 float M2 = max_carry[stats.Str] / 100.f; 1380 float M2 = max_carry[stats.Str] / 100.f;
1364 float W = weapon_weight / 20000.f; 1381 float W = weapon_weight / 20000.f;
1365 float s = 2 - weapon_speed / 10.f; 1382 float s = (20 - weapon_speed) / 10.f;
1366 float D = (stats.Dex - 14) / 14.f; 1383 float D = (stats.Dex - 14) / 14.f;
1367 float K = 1 + M / 3.f - W / (3 * M2) + speed / 5.f + D / 2.f; 1384 float K = 1 + M / 3.f - W / (3 * M2) + speed / 5.f + D / 2.f;
1368 1385
1369 K *= (4 + level) *1.2f / (6 + level); 1386 K *= (4 + level) * 1.2f / (6 + level);
1370 1387
1371 if (K <= 0.f) 1388 if (K <= 0.01f)
1372 K = 0.01f; 1389 K = 0.01f;
1373 1390
1374 float S = speed / (K * s); 1391 contr->weapon_sp = K * s * .5f; //TODO: balance the .5
1375
1376 contr->weapon_sp = S;
1377 } 1392 }
1378 1393
1379 /* I want to limit the power of small monsters with big weapons: */ 1394 /* I want to limit the power of small monsters with big weapons: */
1380 if (type != PLAYER && arch && stats.dam > arch->clone.stats.dam * 3) 1395 if (type != PLAYER && arch && stats.dam > arch->stats.dam * 3)
1381 stats.dam = arch->clone.stats.dam * 3; 1396 stats.dam = arch->stats.dam * 3;
1382 1397
1383 /* Prevent overflows of wc - best you can get is ABS(120) - this 1398 stats.wc = clamp (wc, MIN_WC, MAX_WC);
1384 * should be more than enough - remember, AC is also in 8 bits, 1399 stats.ac = clamp (ac, MIN_AC, MAX_AC);
1385 * so its value is the same.
1386 */
1387 if (wc > 120)
1388 wc = 120;
1389 else if (wc < -120)
1390 wc = -120;
1391
1392 stats.wc = wc;
1393
1394 if (ac > 120)
1395 ac = 120;
1396 else if (ac < -120)
1397 ac = -120;
1398
1399 stats.ac = ac;
1400 1400
1401 /* if for some reason the creature doesn't have any move type, 1401 /* if for some reason the creature doesn't have any move type,
1402 * give them walking as a default. 1402 * give them walking as a default.
1403 * The second case is a special case - to more closely mimic the 1403 * The second case is a special case - to more closely mimic the
1404 * old behaviour - if your flying, your not walking - just 1404 * old behaviour - if your flying, your not walking - just
1407 if (move_type == 0) 1407 if (move_type == 0)
1408 move_type = MOVE_WALK; 1408 move_type = MOVE_WALK;
1409 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) 1409 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH))
1410 move_type &= ~MOVE_WALK; 1410 move_type &= ~MOVE_WALK;
1411 1411
1412 if (speed != old_speed)
1413 set_speed (speed);
1414
1415 /* It is quite possible that a player's spell costing might have changed, 1412 /* It is quite possible that a player's spell costing might have changed,
1416 * so we will check that now. 1413 * so we will check that now.
1417 */ 1414 */
1418 if (type == PLAYER) 1415 if (type == PLAYER)
1419 { 1416 {
1482 atnr = abil->stats.exp; 1479 atnr = abil->stats.exp;
1483 1480
1484 level = (int) (level / 5.); 1481 level = (int) (level / 5.);
1485 1482
1486 /* now set the new title */ 1483 /* now set the new title */
1487 if (pl->contr != NULL) 1484 if (pl->contr)
1488 { 1485 {
1489 if (level == 0) 1486 if (level == 0)
1490 sprintf (pl->contr->title, "%s hatchling", attacks[atnr]); 1487 sprintf (pl->contr->title, "%s hatchling", attacks[atnr]);
1491 else if (level == 1) 1488 else if (level == 1)
1492 sprintf (pl->contr->title, "%s wyrm", attacks[atnr]); 1489 sprintf (pl->contr->title, "%s wyrm", attacks[atnr]);
1521 object *skin = NULL; /* pointer to dragon skin force */ 1518 object *skin = NULL; /* pointer to dragon skin force */
1522 object *tmp = NULL; /* tmp. object */ 1519 object *tmp = NULL; /* tmp. object */
1523 char buf[MAX_BUF]; /* tmp. string buffer */ 1520 char buf[MAX_BUF]; /* tmp. string buffer */
1524 1521
1525 /* now grab the 'dragon_ability'-forces from the player's inventory */ 1522 /* now grab the 'dragon_ability'-forces from the player's inventory */
1526 shstr_cmp dragon_ability_force ("dragon_ability_force");
1527 shstr_cmp dragon_skin_force ("dragon_skin_force");
1528
1529 for (tmp = who->inv; tmp; tmp = tmp->below) 1523 for (tmp = who->inv; tmp; tmp = tmp->below)
1530 if (tmp->type == FORCE) 1524 if (tmp->type == FORCE)
1531 if (tmp->arch->name == dragon_ability_force) 1525 if (tmp->arch->archname == shstr_dragon_ability_force)
1532 abil = tmp; 1526 abil = tmp;
1533 else if (tmp->arch->name == dragon_skin_force) 1527 else if (tmp->arch->archname == shstr_dragon_skin_force)
1534 skin = tmp; 1528 skin = tmp;
1535 1529
1536 /* if the force is missing -> bail out */ 1530 /* if the force is missing -> bail out */
1537 if (abil == NULL) 1531 if (abil == NULL)
1538 return; 1532 return;
1593 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL); 1587 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL);
1594 skill_obj->stats.exp = 0; 1588 skill_obj->stats.exp = 0;
1595 skill_obj->level = 1; 1589 skill_obj->level = 1;
1596 insert_ob_in_ob (skill_obj, op); 1590 insert_ob_in_ob (skill_obj, op);
1597 1591
1598 if (op->contr) 1592 if (player *pl = op->contr)
1599 { 1593 {
1600 op->contr->last_skill_ob [skill_obj->subtype] = skill_obj; 1594 pl->last_skill_ob [skill_obj->subtype] = skill_obj;
1601 if (op->contr->ns) 1595 if (pl->ns)
1602 op->contr->ns->last_skill_exp[skill_obj->subtype] = -1;//TODO: should be made superfluous 1596 pl->ns->last_skill_exp[skill_obj->subtype] = -1;//TODO: should be made superfluous
1603 } 1597 }
1604 1598
1605 return skill_obj; 1599 return skill_obj;
1606} 1600}
1607 1601
1614 */ 1608 */
1615void 1609void
1616player_lvl_adj (object *who, object *op) 1610player_lvl_adj (object *who, object *op)
1617{ 1611{
1618 char buf[MAX_BUF]; 1612 char buf[MAX_BUF];
1613 bool changed = false;
1619 1614
1620 if (!op) /* when rolling stats */ 1615 if (!op) /* when rolling stats */
1621 op = who; 1616 op = who;
1622 1617
1623 if (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul)) 1618 while (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul))
1624 { 1619 {
1620 changed = true;
1621
1625 op->level++; 1622 op->level++;
1626 1623
1627 if (op && op == who && op->stats.exp > 1 && is_dragon_pl (who)) 1624 if (op && op == who && op->stats.exp > 1 && is_dragon_pl (who))
1628 dragon_level_gain (who); 1625 dragon_level_gain (who);
1629 1626
1633 who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1; 1630 who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1;
1634 who->contr->levsp[who->level] = die_roll (2, 3, who, PREFER_HIGH); 1631 who->contr->levsp[who->level] = die_roll (2, 3, who, PREFER_HIGH);
1635 who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1; 1632 who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1;
1636 } 1633 }
1637 1634
1638 who->update_stats ();
1639 if (op->level > 1) 1635 if (op->level > 1)
1640 { 1636 {
1641 if (op->type != PLAYER) 1637 if (op->type != PLAYER)
1638 {
1639 who->contr->play_sound (sound_find ("skill_up"));
1642 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); 1640 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1641 }
1643 else 1642 else
1643 {
1644 who->contr->play_sound (sound_find ("level_up"));
1644 sprintf (buf, "You are now level %d.", op->level); 1645 sprintf (buf, "You are now level %d.", op->level);
1646 }
1645 1647
1646 if (who) 1648 if (who)
1647 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); 1649 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1648 } 1650 }
1649
1650 player_lvl_adj (who, op); /* To increase more levels */
1651 } 1651 }
1652
1652 else if (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul)) 1653 while (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul))
1653 { 1654 {
1655 changed = true;
1656
1654 op->level--; 1657 op->level--;
1655 who->update_stats ();
1656 1658
1657 if (op->type != PLAYER) 1659 if (op->type != PLAYER)
1658 { 1660 {
1659 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); 1661 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1660 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); 1662 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1661 } 1663 }
1664 }
1662 1665
1663 player_lvl_adj (who, op); /* To decrease more levels */ 1666 if (changed)
1664 } 1667 {
1665 1668 who->update_stats ();
1669 esrv_update_stats (who->contr);
1666 /* check if the spell data has changed */ 1670 /* check if the spell data has changed */
1667 esrv_update_stats (who->contr);
1668 esrv_update_spells (who->contr); 1671 esrv_update_spells (who->contr);
1672 }
1669} 1673}
1670 1674
1671/* 1675/*
1672 * Returns how much experience is needed for a player to become 1676 * Returns how much experience is needed for a player to become
1673 * the given level. level should really never exceed max_level 1677 * the given level. level should really never exceed max_level

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