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Comparing deliantra/server/common/living.C (file contents):
Revision 1.39 by root, Sun Apr 29 14:39:55 2007 UTC vs.
Revision 1.76 by root, Tue Aug 7 22:57:57 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
233const char *const short_stat_name[NUM_STATS] = { 232const char *const short_stat_name[NUM_STATS] = {
234 "Str", "Dex", "Con", "Int", "Wis", "Pow", "Cha" 233 "Str", "Dex", "Con", "Int", "Wis", "Pow", "Cha"
235}; 234};
236 235
237/* 236/*
238 * sets Str/Dex/con/Wis/Cha/Int/Pow in stats to value, depending on
239 * what attr is (STR to POW).
240 */
241void
242set_attr_value (living *stats, int attr, sint8 value)
243{
244 switch (attr)
245 {
246 case STR:
247 stats->Str = value;
248 break;
249 case DEX:
250 stats->Dex = value;
251 break;
252 case CON:
253 stats->Con = value;
254 break;
255 case WIS:
256 stats->Wis = value;
257 break;
258 case POW:
259 stats->Pow = value;
260 break;
261 case CHA:
262 stats->Cha = value;
263 break;
264 case INT:
265 stats->Int = value;
266 break;
267 }
268}
269
270/*
271 * Like set_attr_value(), but instead the value (which can be negative) 237 * Like set_attr_value(), but instead the value (which can be negative)
272 * is added to the specified stat. 238 * is added to the specified stat.
273 */ 239 */
274void 240void
275change_attr_value (living *stats, int attr, sint8 value) 241change_attr_value (living *stats, int attr, sint8 value)
276{ 242{
277 if (value == 0) 243 stats->stat (attr) += value;
278 return;
279
280 switch (attr)
281 {
282 case STR:
283 stats->Str += value;
284 break;
285 case DEX:
286 stats->Dex += value;
287 break;
288 case CON:
289 stats->Con += value;
290 break;
291 case WIS:
292 stats->Wis += value;
293 break;
294 case POW:
295 stats->Pow += value;
296 break;
297 case CHA:
298 stats->Cha += value;
299 break;
300 case INT:
301 stats->Int += value;
302 break;
303 default:
304 LOG (llevError, "Invalid attribute in change_attr_value: %d\n", attr);
305 }
306}
307
308/*
309 * returns the specified stat. See also set_attr_value().
310 */
311
312sint8
313get_attr_value (const living *stats, int attr)
314{
315 switch (attr)
316 {
317 case STR: return stats->Str;
318 case DEX: return stats->Dex;
319 case CON: return stats->Con;
320 case WIS: return stats->Wis;
321 case CHA: return stats->Cha;
322 case INT: return stats->Int;
323 case POW: return stats->Pow;
324 }
325
326 return 0;
327} 244}
328 245
329/* 246/*
330 * Ensures that all stats (str/dex/con/wis/cha/int) are within the 247 * Ensures that all stats (str/dex/con/wis/cha/int) are within the
331 * 1-30 stat limit. 248 * 1-30 stat limit.
332 */ 249 */
333
334void 250void
335check_stat_bounds (living *stats) 251check_stat_bounds (living *stats)
336{ 252{
337 int i, v;
338
339 for (i = 0; i < NUM_STATS; i++) 253 for (int i = 0; i < NUM_STATS; i++)
340 if ((v = get_attr_value (stats, i)) > MAX_STAT) 254 {
341 set_attr_value (stats, i, MAX_STAT); 255 sint8 &v = stats->stat (i);
342 else if (v < MIN_STAT) 256 v = clamp (v, MIN_STAT, MAX_STAT);
343 set_attr_value (stats, i, MIN_STAT); 257 }
344} 258}
345 259
346#define ORIG_S(xyz,abc) (op->contr->orig_stats.abc) 260#define ORIG_S(xyz,abc) (op->contr->orig_stats.abc)
347 261
348/* Rather than having a whole bunch of if (flag) new_draw.. else new_draw, 262/* Rather than having a whole bunch of if (flag) new_draw.. else new_draw,
357/* flag is set to 1 if we are applying the object, -1 if we are removing 271/* flag is set to 1 if we are applying the object, -1 if we are removing
358 * the object. 272 * the object.
359 * It is the calling functions responsibilty to check to see if the object 273 * It is the calling functions responsibilty to check to see if the object
360 * can be applied or not. 274 * can be applied or not.
361 * The main purpose of calling this function is the messages that are 275 * The main purpose of calling this function is the messages that are
362 * displayed - fix_player should really always be called after this when 276 * displayed - update_stats should really always be called after this when
363 * removing an object - that is because it is impossible to know if some object 277 * removing an object - that is because it is impossible to know if some object
364 * is the only source of an attacktype or spell attunement, so this function 278 * is the only source of an attacktype or spell attunement, so this function
365 * will clear the bits, but the player may still have some other object 279 * will clear the bits, but the player may still have some other object
366 * that gives them that ability. 280 * that gives them that ability.
367 */ 281 */
368int 282int
369change_abil (object *op, object *tmp) 283change_abil (object *op, object *tmp)
370{ 284{
371 int flag = QUERY_FLAG (tmp, FLAG_APPLIED) ? 1 : -1, i, j, success = 0; 285 int flag = QUERY_FLAG (tmp, FLAG_APPLIED) ? 1 : -1, success = 0;
372 char message[MAX_BUF]; 286 char message[MAX_BUF];
373 int potion_max = 0; 287 int potion_max = 0;
374 288
375 /* remember what object was like before it was changed. note that 289 /* remember what object was like before it was changed. note that
376 * refop is a local copy of op only to be used for detecting changes 290 * refop is a local copy of op only to be used for detecting changes
381 if (op->type == PLAYER) 295 if (op->type == PLAYER)
382 { 296 {
383 if (tmp->type == POTION) 297 if (tmp->type == POTION)
384 { 298 {
385 potion_max = 1; 299 potion_max = 1;
386 for (j = 0; j < NUM_STATS; j++) 300 for (int j = 0; j < NUM_STATS; j++)
387 { 301 {
388 int nstat, ostat; 302 int ostat = op->contr->orig_stats.stat (j);
389 303 int i = tmp->stats.stat (j);
390 ostat = get_attr_value (&(op->contr->orig_stats), j);
391 i = get_attr_value (&(tmp->stats), j);
392 304
393 /* nstat is what the stat will be after use of the potion */ 305 /* nstat is what the stat will be after use of the potion */
394 nstat = flag * i + ostat; 306 int nstat = flag * i + ostat;
395 307
396 /* Do some bounds checking. While I don't think any 308 /* Do some bounds checking. While I don't think any
397 * potions do so right now, there is the potential for potions 309 * potions do so right now, there is the potential for potions
398 * 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
399 * to allow for that. 311 * to allow for that.
400 */ 312 */
401 if (nstat < 1 && i * flag < 0) 313 if (nstat < 1 && i * flag < 0)
402 nstat = 1; 314 nstat = 1;
403 else if (nstat > 20 + get_attr_value (&(op->arch->clone.stats), j)) 315 else if (nstat > 20 + op->arch->stats.stat (j))
404 { 316 nstat = 20 + op->arch->stats.stat (j);
405 nstat = 20 + get_attr_value (&(op->arch->clone.stats), j);
406 }
407 317
408 if (nstat != ostat) 318 if (nstat != ostat)
409 { 319 {
410 set_attr_value (&(op->contr->orig_stats), j, nstat); 320 op->contr->orig_stats.stat (j) = nstat;
411 potion_max = 0; 321 potion_max = 0;
412 } 322 }
413 else if (i) 323 else if (i)
414 { 324 {
415 /* potion is useless - player has already hit the natural maximum */ 325 /* potion is useless - player has already hit the natural maximum */
419 329
420 /* This section of code ups the characters normal stats also. I am not 330 /* This section of code ups the characters normal stats also. I am not
421 * sure if this is strictly necessary, being that fix_player probably 331 * sure if this is strictly necessary, being that fix_player probably
422 * recalculates this anyway. 332 * recalculates this anyway.
423 */ 333 */
424 for (j = 0; j < NUM_STATS; j++) 334 for (int j = 0; j < NUM_STATS; j++)
425 change_attr_value (&(op->stats), j, flag * get_attr_value (&(tmp->stats), j)); 335 change_attr_value (&op->stats, j, flag * tmp->stats.stat (j));
426 336
427 check_stat_bounds (&(op->stats)); 337 check_stat_bounds (&op->stats);
428 } /* end of potion handling code */ 338 } /* end of potion handling code */
429 } 339 }
430 340
431 /* reset attributes that fix_player doesn't reset since it doesn't search 341 /* reset attributes that update_stats doesn't reset since it doesn't search
432 * everything to set 342 * everything to set
433 */ 343 */
434 if (flag == -1) 344 if (flag == -1)
435 { 345 {
436 op->attacktype &= ~tmp->attacktype; 346 op->attacktype &= ~tmp->attacktype;
437 op->path_attuned &= ~tmp->path_attuned; 347 op->path_attuned &= ~tmp->path_attuned;
438 op->path_repelled &= ~tmp->path_repelled; 348 op->path_repelled &= ~tmp->path_repelled;
439 op->path_denied &= ~tmp->path_denied; 349 op->path_denied &= ~tmp->path_denied;
440 /* Presuming here that creatures only have move_type, 350 /* Presuming here that creatures only have move_type,
441 * and not the other move_ fields. 351 * and not the other move_ fields.
442 */ 352 */
443 op->move_type &= ~tmp->move_type; 353 op->move_type &= ~tmp->move_type;
444 } 354 }
445 355
446 /* call fix_player since op object could have whatever attribute due 356 /* call fix_player since op object could have whatever attribute due
447 * to multiple items. if fix_player always has to be called after 357 * to multiple items. if update_stats always has to be called after
448 * change_ability then might as well call it from here 358 * change_ability then might as well call it from here
449 */ 359 */
450 op->update_stats (); 360 op->update_stats ();
451 361
452 /* Fix player won't add the bows ability to the player, so don't 362 /* update_stats won't add the bows ability to the player, so don't
453 * print out message if this is a bow. 363 * print out message if this is a bow.
454 */ 364 */
455 if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW) 365 if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW)
456 { 366 {
457 success = 1; 367 success = 1;
497 if (tmp->move_type & MOVE_FLY_HIGH) 407 if (tmp->move_type & MOVE_FLY_HIGH)
498 { 408 {
499 /* double conditional - second case covers if you have move_fly_low - 409 /* double conditional - second case covers if you have move_fly_low -
500 * in that case, you don't actually land 410 * in that case, you don't actually land
501 */ 411 */
502 DIFF_MSG (flag, "You soar into the air air!.", 412 DIFF_MSG (flag, "You soar into the air!",
503 (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."));
504 } 414 }
415
505 if (tmp->move_type & MOVE_SWIM) 416 if (tmp->move_type & MOVE_SWIM)
506 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");
507 418
508 /* Changing move status may mean you are affected by things you weren't before */ 419 /* Changing move status may mean you are affected by things you weren't before */
509 check_move_on (op, op); 420 check_move_on (op, op);
510 } 421 }
511 422
512 /* becoming UNDEAD... a special treatment for this flag. Only those not 423 /* becoming UNDEAD... a special treatment for this flag. Only those not
513 * originally undead may change their status 424 * originally undead may change their status
514 */ 425 */
515 if (!QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 426 if (!QUERY_FLAG (op->arch, FLAG_UNDEAD))
516 if (QUERY_FLAG (op, FLAG_UNDEAD) != QUERY_FLAG (&refop, FLAG_UNDEAD)) 427 if (QUERY_FLAG (op, FLAG_UNDEAD) != QUERY_FLAG (&refop, FLAG_UNDEAD))
517 { 428 {
518 success = 1; 429 success = 1;
519 if (flag > 0) 430 if (flag > 0)
520 { 431 {
521 op->race = "undead"; 432 op->race = "undead";
522 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce drains away!"); 433 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce drains away!");
523 } 434 }
524 else 435 else
525 { 436 {
526 op->race = op->arch->clone.race; 437 op->race = op->arch->race;
527 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!"); 438 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!");
528 } 439 }
529 } 440 }
530 441
531 if (QUERY_FLAG (op, FLAG_STEALTH) != QUERY_FLAG (&refop, FLAG_STEALTH)) 442 if (QUERY_FLAG (op, FLAG_STEALTH) != QUERY_FLAG (&refop, FLAG_STEALTH))
637 success = 1; 548 success = 1;
638 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.");
639 } 550 }
640 551
641 /* Messages for changed resistance */ 552 /* Messages for changed resistance */
642 for (i = 0; i < NROFATTACKS; i++) 553 for (int i = 0; i < NROFATTACKS; i++)
643 { 554 {
644 if (i == ATNR_PHYSICAL) 555 if (i == ATNR_PHYSICAL)
645 continue; /* Don't display about armour */ 556 continue; /* Don't display about armour */
646 557
647 if (op->resist[i] != refop.resist[i]) 558 if (op->resist[i] != refop.resist[i])
656 } 567 }
657 } 568 }
658 569
659 if (!potion_max) 570 if (!potion_max)
660 { 571 {
661 for (j = 0; j < NUM_STATS; j++) 572 for (int j = 0; j < NUM_STATS; j++)
662 { 573 {
663 if ((i = get_attr_value (&(tmp->stats), j)) != 0) 574 if (int i = tmp->stats.stat (j))
664 { 575 {
665 success = 1; 576 success = 1;
666 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]); 577 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]);
667 } 578 }
668 } 579 }
673 584
674/* 585/*
675 * Stat draining by Vick 930307 586 * Stat draining by Vick 930307
676 * (Feeling evil, I made it work as well now. -Frank 8) 587 * (Feeling evil, I made it work as well now. -Frank 8)
677 */ 588 */
678
679void 589void
680object::drain_stat () 590object::drain_stat ()
681{ 591{
682 drain_specific_stat (rndm (NUM_STATS)); 592 drain_specific_stat (rndm (NUM_STATS));
683} 593}
772 * Subtracts stat-bonuses given by the class which the player has chosen. 682 * Subtracts stat-bonuses given by the class which the player has chosen.
773 */ 683 */
774void 684void
775object::remove_statbonus () 685object::remove_statbonus ()
776{ 686{
777 stats.Str -= arch->clone.stats.Str; 687 for (int i = 0; i < NUM_STATS; ++i)
778 stats.Dex -= arch->clone.stats.Dex; 688 {
779 stats.Con -= arch->clone.stats.Con; 689 sint8 v = arch->stats.stat (i);
780 stats.Wis -= arch->clone.stats.Wis; 690 stats.stat (i) -= v;
781 stats.Pow -= arch->clone.stats.Pow; 691 contr->orig_stats.stat (i) -= v;
782 stats.Cha -= arch->clone.stats.Cha; 692 }
783 stats.Int -= arch->clone.stats.Int;
784
785 contr->orig_stats.Str -= arch->clone.stats.Str;
786 contr->orig_stats.Dex -= arch->clone.stats.Dex;
787 contr->orig_stats.Con -= arch->clone.stats.Con;
788 contr->orig_stats.Wis -= arch->clone.stats.Wis;
789 contr->orig_stats.Pow -= arch->clone.stats.Pow;
790 contr->orig_stats.Cha -= arch->clone.stats.Cha;
791 contr->orig_stats.Int -= arch->clone.stats.Int;
792} 693}
793 694
794/* 695/*
795 * Adds stat-bonuses given by the class which the player has chosen. 696 * Adds stat-bonuses given by the class which the player has chosen.
796 */ 697 */
797void 698void
798object::add_statbonus () 699object::add_statbonus ()
799{ 700{
800 stats.Str += arch->clone.stats.Str; 701 for (int i = 0; i < NUM_STATS; ++i)
801 stats.Dex += arch->clone.stats.Dex; 702 {
802 stats.Con += arch->clone.stats.Con; 703 sint8 v = arch->stats.stat (i);
803 stats.Wis += arch->clone.stats.Wis; 704 stats.stat (i) += v;
804 stats.Pow += arch->clone.stats.Pow; 705 contr->orig_stats.stat (i) += v;
805 stats.Cha += arch->clone.stats.Cha; 706 }
806 stats.Int += arch->clone.stats.Int;
807
808 contr->orig_stats.Str += arch->clone.stats.Str;
809 contr->orig_stats.Dex += arch->clone.stats.Dex;
810 contr->orig_stats.Con += arch->clone.stats.Con;
811 contr->orig_stats.Wis += arch->clone.stats.Wis;
812 contr->orig_stats.Pow += arch->clone.stats.Pow;
813 contr->orig_stats.Cha += arch->clone.stats.Cha;
814 contr->orig_stats.Int += arch->clone.stats.Int;
815} 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;
816 748
817/* 749/*
818 * Updates all abilities given by applied objects in the inventory 750 * Updates all abilities given by applied objects in the inventory
819 * of the given object. Note: This function works for both monsters 751 * of the given object. Note: This function works for both monsters
820 * 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.
825 * spell system split, grace points now added to system --peterm 757 * spell system split, grace points now added to system --peterm
826 */ 758 */
827void 759void
828object::update_stats () 760object::update_stats ()
829{ 761{
830 int i, j;
831 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;
832 int weapon_weight = 0, weapon_speed = 0; 763 int weapon_weight = 0, weapon_speed = 0;
833 int best_wc = 0, best_ac = 0, wc = 0, ac = 0; 764 int best_wc = 0, best_ac = 0, wc = 0, ac = 0;
834 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; 765 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS];
835 object *grace_obj = NULL, *mana_obj = NULL, *wc_obj = NULL, *tmp; 766 object *grace_obj = NULL, *mana_obj = NULL, *tmp;
836 float old_speed = speed; 767 float old_speed = speed;
768 int stat_sum [NUM_STATS];
837 769
838 /* 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 */
839 if (type == PLAYER) 771 if (type == PLAYER)
840 { 772 {
841 for (i = 0; i < NUM_STATS; i++) 773 for (int i = 0; i < NUM_STATS; i++)
842 set_attr_value (&(stats), i, get_attr_value (&(contr->orig_stats), i)); 774 stat_sum [i] = contr->orig_stats.stat (i);
843 775
844 if (settings.spell_encumbrance == TRUE) 776 if (settings.spell_encumbrance == TRUE)
845 contr->encumbrance = 0; 777 contr->encumbrance = 0;
846 778
847 attacktype = 0; 779 attacktype = 0;
850 contr->gen_hp = 0; 782 contr->gen_hp = 0;
851 contr->gen_sp = 0; 783 contr->gen_sp = 0;
852 contr->gen_grace = 0; 784 contr->gen_grace = 0;
853 contr->gen_sp_armour = 10; 785 contr->gen_sp_armour = 10;
854 contr->item_power = 0; 786 contr->item_power = 0;
855
856 /* Don't clobber all the range_ values. range_golem otherwise
857 * gets reset for no good reason, and we don't want to reset
858 * range_magic (what spell is readied). These three below
859 * well get filled in based on what the player has equipped.
860 */
861 contr->ranges[range_bow] = 0;
862 contr->ranges[range_misc] = 0;
863 contr->ranges[range_skill] = 0;
864 } 787 }
865 788
866 memcpy (body_used, body_info, sizeof (body_info)); 789 for (int i = NUM_BODY_LOCATIONS; i--; )
790 slot[i].used = slot[i].info;
867 791
868 slaying = 0; 792 slaying = 0;
869 793
870 if (!QUERY_FLAG (this, FLAG_WIZ)) 794 if (!QUERY_FLAG (this, FLAG_WIZ))
871 { 795 {
875 799
876 CLEAR_FLAG (this, FLAG_LIFESAVE); 800 CLEAR_FLAG (this, FLAG_LIFESAVE);
877 CLEAR_FLAG (this, FLAG_STEALTH); 801 CLEAR_FLAG (this, FLAG_STEALTH);
878 CLEAR_FLAG (this, FLAG_BLIND); 802 CLEAR_FLAG (this, FLAG_BLIND);
879 803
880 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);
881 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);
882 if (!QUERY_FLAG (&arch->clone, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD); 806 if (!QUERY_FLAG (arch, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD);
883 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);
884 808
885 path_attuned = arch->clone.path_attuned; 809 path_attuned = arch->path_attuned;
886 path_repelled = arch->clone.path_repelled; 810 path_repelled = arch->path_repelled;
887 path_denied = arch->clone.path_denied; 811 path_denied = arch->path_denied;
888 glow_radius = arch->clone.glow_radius; 812 glow_radius = arch->glow_radius;
889 move_type = arch->clone.move_type; 813 move_type = arch->move_type;
890 814
891 chosen_skill = NULL; 815 chosen_skill = 0;
892 816
893 /* initializing resistances from the values in player/monster's 817 /* initializing resistances from the values in player/monster's
894 * archetype clone 818 * archetype clone
895 */ 819 */
896 memcpy (&resist, &arch->clone.resist, sizeof (resist)); 820 memcpy (&resist, &arch->resist, sizeof (resist));
897 821
898 for (i = 0; i < NROFATTACKS; i++) 822 for (int i = 0; i < NROFATTACKS; i++)
899 { 823 {
900 if (resist[i] > 0) 824 if (resist[i] > 0)
901 prot[i] = resist[i], vuln[i] = 0; 825 prot[i] = resist[i], vuln[i] = 0;
902 else 826 else
903 vuln[i] = -(resist[i]), prot[i] = 0; 827 vuln[i] = -(resist[i]), prot[i] = 0;
828
904 potion_resist[i] = 0; 829 potion_resist[i] = 0;
905 } 830 }
906 831
907 wc = arch->clone.stats.wc; 832 wc = arch->stats.wc;
908 stats.dam = arch->clone.stats.dam; 833 stats.dam = arch->stats.dam;
909 834
910 /* 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,
911 * plus a small amount of physical resist, those poor suckers. ;) 836 * plus a small amount of physical resist, those poor suckers. ;)
912 * 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 -
913 * 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,
914 * 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
915 * that their protection from physical goes down 840 * that their protection from physical goes down
916 */ 841 */
917 if (!QUERY_FLAG (this, FLAG_USE_ARMOUR) && type == PLAYER) 842 if (!QUERY_FLAG (this, FLAG_USE_ARMOUR) && type == PLAYER)
918 { 843 {
919 ac = MAX (-10, arch->clone.stats.ac - level / 3); 844 ac = max (-10, arch->stats.ac - level / 3);
920 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;
921 } 846 }
922 else 847 else
923 ac = arch->clone.stats.ac; 848 ac = arch->stats.ac;
924 849
925 stats.luck = arch->clone.stats.luck; 850 stats.luck = arch->stats.luck;
926 speed = arch->clone.speed; 851 speed = arch->speed;
927 852
928 /* 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.
929 * 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.
930 */ 855 */
931 for (tmp = inv; tmp; tmp = tmp->below) 856 for (tmp = inv; tmp; tmp = tmp->below)
932 { 857 {
858 /* This happens because apply_potion calls change_abil with the potion
859 * applied so we can tell the player what changed. But change_abil
860 * then calls this function.
861 */
862 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION)
863 continue;
864
933 /* See note in map.c:update_position about making this additive 865 /* See note in map.c:update_position about making this additive
934 * since light sources are never applied, need to put check here. 866 * since light sources are never applied, need to put check here.
935 */ 867 */
936 if (tmp->glow_radius > glow_radius) 868 if (tmp->glow_radius > glow_radius)
937 glow_radius = tmp->glow_radius; 869 glow_radius = tmp->glow_radius;
938
939 /* This happens because apply_potion calls change_abil with the potion
940 * applied so we can tell the player what chagned. But change_abil
941 * then calls this function.
942 */
943 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION)
944 continue;
945 870
946 /* For some things, we don't care what is equipped */ 871 /* For some things, we don't care what is equipped */
947 if (tmp->type == SKILL) 872 if (tmp->type == SKILL)
948 { 873 {
949 /* Want to take the highest skill here. */ 874 /* Want to take the highest skill here. */
971 * in the praying skill, and the player should always get those. 896 * in the praying skill, and the player should always get those.
972 * It also means we need to put in additional checks for applied below, 897 * It also means we need to put in additional checks for applied below,
973 * because the skill shouldn't count against body positions being used 898 * because the skill shouldn't count against body positions being used
974 * up, etc. 899 * up, etc.
975 */ 900 */
976 if ((QUERY_FLAG (tmp, FLAG_APPLIED) 901 if ((tmp->flag [FLAG_APPLIED]
977 && tmp->type != CONTAINER 902 && tmp->type != CONTAINER
978 && tmp->type != CLOSE_CON) 903 && tmp->type != CLOSE_CON)
979 || (tmp->type == SKILL 904 || (tmp->type == SKILL
980 && tmp->subtype == SK_PRAYING)) 905 && tmp->subtype == SK_PRAYING))
981 { 906 {
982 if (type == PLAYER) 907 if (type == PLAYER)
983 { 908 {
984 if (tmp->type == BOW) 909 contr->item_power += tmp->item_power;
985 contr->ranges[range_bow] = tmp;
986 910
987 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 911 if (tmp == contr->combat_ob || tmp == contr->ranged_ob)
988 contr->ranges[range_misc] = tmp; 912 if (tmp != current_weapon
913 && (tmp->type != SKILL || tmp->subtype != SK_PRAYING)
914 && !tmp->flag [FLAG_CURSED]
915 && !tmp->flag [FLAG_DAMNED])
916 continue;
989 917
990 for (i = 0; i < NUM_STATS; i++) 918 for (int i = 0; i < NUM_STATS; i++)
991 change_attr_value (&stats, i, get_attr_value (&tmp->stats, i)); 919 stat_sum [i] = stat_sum [i] + tmp->stats.stat (i);
992 920
993 /* these are the items that currently can change digestion, regeneration, 921 if (digest_types [tmp->type])
994 * spell point recovery and mana point recovery. Seems sort of an arbitary
995 * list, but other items store other info into stats array.
996 */
997 if ((tmp->type == WEAPON) || (tmp->type == BOW) ||
998 (tmp->type == ARMOUR) || (tmp->type == HELMET) ||
999 (tmp->type == SHIELD) || (tmp->type == RING) ||
1000 (tmp->type == BOOTS) || (tmp->type == GLOVES) ||
1001 (tmp->type == AMULET) || (tmp->type == GIRDLE) ||
1002 (tmp->type == BRACERS) || (tmp->type == CLOAK) ||
1003 (tmp->type == DISEASE) || (tmp->type == FORCE) ||
1004 (tmp->type == SKILL))
1005 { 922 {
1006 contr->digestion += tmp->stats.food; 923 contr->digestion += tmp->stats.food;
1007 contr->gen_hp += tmp->stats.hp; 924 contr->gen_hp += tmp->stats.hp;
1008 contr->gen_sp += tmp->stats.sp; 925 contr->gen_sp += tmp->stats.sp;
1009 contr->gen_grace += tmp->stats.grace; 926 contr->gen_grace += tmp->stats.grace;
1010 contr->gen_sp_armour += tmp->gen_sp_armour; 927 contr->gen_sp_armour += tmp->gen_sp_armour;
1011 contr->item_power += tmp->item_power;
1012 } 928 }
1013 } /* if this is a player */ 929 } /* if this is a player */
930 else
931 {
932 if (tmp->type == WEAPON)
933 current_weapon = tmp;
934 }
1014 935
1015 /* Update slots used for items */ 936 /* Update slots used for items */
1016 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 937 if (QUERY_FLAG (tmp, FLAG_APPLIED))
1017 for (i = 0; i < NUM_BODY_LOCATIONS; i++) 938 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
1018 body_used[i] += tmp->body_info[i]; 939 slot[i].used += tmp->slot[i].info;
1019 940
1020 if (tmp->type == SYMPTOM) 941 if (tmp->type == SYMPTOM)
1021 { 942 {
1022 speed_reduce_from_disease = tmp->last_sp / 100.0; 943 speed_reduce_from_disease = tmp->last_sp / 100.f;
1023 944
1024 if (speed_reduce_from_disease == 0) 945 if (speed_reduce_from_disease == 0)
1025 speed_reduce_from_disease = 1; 946 speed_reduce_from_disease = 1;
1026 } 947 }
1027 948
1030 * Resistance from potions are treated special as well. If there's 951 * Resistance from potions are treated special as well. If there's
1031 * more than one potion-effect, the bigger prot.-value is taken. 952 * more than one potion-effect, the bigger prot.-value is taken.
1032 */ 953 */
1033 if (tmp->type != POTION) 954 if (tmp->type != POTION)
1034 { 955 {
1035 for (i = 0; i < NROFATTACKS; i++) 956 for (int i = 0; i < NROFATTACKS; i++)
1036 { 957 {
1037 /* Potential for cursed potions, in which case we just can use 958 /* Potential for cursed potions, in which case we just can use
1038 * a straight MAX, as potion_resist is initialised to zero. 959 * a straight MAX, as potion_resist is initialised to zero.
1039 */ 960 */
1040 if (tmp->type == POTION_EFFECT) 961 if (tmp->type == POTION_EFFECT)
1041 { 962 {
1042 if (potion_resist[i]) 963 if (potion_resist[i])
1043 potion_resist[i] = MAX (potion_resist[i], tmp->resist[i]); 964 potion_resist[i] = max (potion_resist[i], tmp->resist[i]);
1044 else 965 else
1045 potion_resist[i] = tmp->resist[i]; 966 potion_resist[i] = tmp->resist[i];
1046 } 967 }
1047 else if (tmp->resist[i] > 0) 968 else if (tmp->resist[i] > 0)
1048 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100; 969 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100;
1050 vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100; 971 vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100;
1051 } 972 }
1052 } 973 }
1053 974
1054 /* There may be other things that should not adjust the attacktype */ 975 /* There may be other things that should not adjust the attacktype */
1055 if (tmp->type != BOW && tmp->type != SYMPTOM) 976 if (tmp->type != SYMPTOM)
977 {
1056 attacktype |= tmp->attacktype; 978 attacktype |= tmp->attacktype;
1057
1058 path_attuned |= tmp->path_attuned; 979 path_attuned |= tmp->path_attuned;
1059 path_repelled |= tmp->path_repelled; 980 path_repelled |= tmp->path_repelled;
1060 path_denied |= tmp->path_denied; 981 path_denied |= tmp->path_denied;
1061 move_type |= tmp->move_type; 982 move_type |= tmp->move_type;
1062 stats.luck += tmp->stats.luck; 983 stats.luck += tmp->stats.luck;
984 }
1063 985
1064 if (QUERY_FLAG (tmp, FLAG_LIFESAVE )) SET_FLAG (this, FLAG_LIFESAVE); 986 flag |= tmp->flag & copy_flags;
1065 if (QUERY_FLAG (tmp, FLAG_REFL_SPELL )) SET_FLAG (this, FLAG_REFL_SPELL);
1066 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE)) SET_FLAG (this, FLAG_REFL_MISSILE);
1067 if (QUERY_FLAG (tmp, FLAG_STEALTH )) SET_FLAG (this, FLAG_STEALTH);
1068 if (QUERY_FLAG (tmp, FLAG_XRAYS )) SET_FLAG (this, FLAG_XRAYS);
1069 if (QUERY_FLAG (tmp, FLAG_BLIND )) SET_FLAG (this, FLAG_BLIND);
1070 if (QUERY_FLAG (tmp, FLAG_SEE_IN_DARK )) SET_FLAG (this, FLAG_SEE_IN_DARK);
1071 987
1072 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (&arch->clone, FLAG_UNDEAD)) 988 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (arch, FLAG_UNDEAD))
1073 SET_FLAG (this, FLAG_UNDEAD); 989 SET_FLAG (this, FLAG_UNDEAD);
1074 990
1075 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS)) 991 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS))
1076 { 992 {
1077 SET_FLAG (this, FLAG_MAKE_INVIS); 993 SET_FLAG (this, FLAG_MAKE_INVIS);
1080 996
1081 if (tmp->stats.exp && tmp->type != SKILL) 997 if (tmp->stats.exp && tmp->type != SKILL)
1082 { 998 {
1083 if (tmp->stats.exp > 0) 999 if (tmp->stats.exp > 0)
1084 { 1000 {
1085 added_speed += (float) tmp->stats.exp / 3.0; 1001 added_speed += tmp->stats.exp / 3.f;
1086 bonus_speed += 1.0 + (float) tmp->stats.exp / 3.0; 1002 bonus_speed += tmp->stats.exp / 3.f + 1.f;
1087 } 1003 }
1088 else 1004 else
1089 added_speed += (float) tmp->stats.exp; 1005 added_speed += tmp->stats.exp;
1090 } 1006 }
1091 1007
1092 switch (tmp->type) 1008 switch (tmp->type)
1093 { 1009 {
1010#if 0
1011 case WAND:
1012 case ROD:
1013 case HORN:
1014 if (type != PLAYER || current_weapon == tmp)
1015 chosen_skill = tmp;
1016 break;
1017#endif
1018
1094 /* skills modifying the character -b.t. */ 1019 /* skills modifying the character -b.t. */
1095 /* for all skills and skill granting objects */ 1020 /* for all skills and skill granting objects */
1096 case SKILL: 1021 case SKILL:
1097 if (!QUERY_FLAG (tmp, FLAG_APPLIED)) 1022 {
1023 if (!QUERY_FLAG (tmp, FLAG_APPLIED) || skill_flags [tmp->subtype] & SF_APPLY)
1098 break; 1024 break;
1099 1025
1100 if (IS_COMBAT_SKILL (tmp->subtype))
1101 wc_obj = tmp;
1102
1103 if (chosen_skill) 1026 if (chosen_skill)
1027 {
1104 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name); 1028 LOG (llevDebug, "fix_player, op %s has multiple skills applied (%s and %s)\n",
1029 &name, &chosen_skill->name, &tmp->name);
1105 1030
1031 tmp->flag [FLAG_APPLIED] = false;
1032 update_stats ();
1033 return;
1034 }
1035 else
1106 chosen_skill = tmp; 1036 chosen_skill = tmp;
1107 1037
1108 if (tmp->stats.dam > 0) 1038 if (tmp->stats.dam > 0)
1109 { /* skill is a 'weapon' */ 1039 { /* skill is a 'weapon' */
1110 if (!QUERY_FLAG (this, FLAG_READY_WEAPON)) 1040 if (!QUERY_FLAG (this, FLAG_READY_WEAPON))
1111 weapon_speed = (int) WEAPON_SPEED (tmp); 1041 weapon_speed = WEAPON_SPEED (tmp);
1112 1042
1113 if (weapon_speed < 0) 1043 if (weapon_speed < 0)
1114 weapon_speed = 0; 1044 weapon_speed = 0;
1115 1045
1116 weapon_weight = tmp->weight; 1046 weapon_weight = tmp->weight;
1117 stats.dam += tmp->stats.dam * (1 + (chosen_skill->level / 9)); 1047 stats.dam += 1 + chosen_skill->level * tmp->stats.dam / 9;
1118 1048
1119 if (tmp->magic) 1049 if (tmp->magic)
1120 stats.dam += tmp->magic; 1050 stats.dam += tmp->magic;
1121 } 1051 }
1122 1052
1123 if (tmp->stats.wc) 1053 if (tmp->stats.wc)
1124 wc -= (tmp->stats.wc + tmp->magic); 1054 wc -= tmp->stats.wc + tmp->magic;
1125 1055
1126 if (tmp->slaying != NULL) 1056 if (tmp->slaying)
1127 slaying = tmp->slaying; 1057 slaying = tmp->slaying;
1128 1058
1129 if (tmp->stats.ac) 1059 if (tmp->stats.ac)
1130 ac -= (tmp->stats.ac + tmp->magic); 1060 ac -= tmp->stats.ac + tmp->magic;
1131 1061
1132 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1062 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1133 contr->encumbrance += (int) 3 *tmp->weight / 1000; 1063 contr->encumbrance += (int) 3 *tmp->weight / 1000;
1134
1135 if (type == PLAYER)
1136 contr->ranges[range_skill] = this;
1137
1138 break; 1064 }
1139 1065
1140 case SKILL_TOOL:
1141 if (chosen_skill)
1142 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name);
1143
1144 chosen_skill = tmp;
1145
1146 if (type == PLAYER)
1147 contr->ranges[range_skill] = this;
1148 break; 1066 break;
1149 1067
1150 case SHIELD: 1068 case SHIELD:
1151 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1069 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1152 contr->encumbrance += (int) tmp->weight / 2000; 1070 contr->encumbrance += (int) tmp->weight / 2000;
1168 1086
1169 break; 1087 break;
1170 1088
1171 case BOW: 1089 case BOW:
1172 case WEAPON: 1090 case WEAPON:
1091 if (type != PLAYER || current_weapon == tmp)
1092 {
1173 wc -= tmp->stats.wc + tmp->magic; 1093 wc -= tmp->stats.wc + tmp->magic;
1174 1094
1175 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0) 1095 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0)
1176 ac -= tmp->stats.ac + tmp->magic; 1096 ac -= tmp->stats.ac + tmp->magic;
1177 1097
1178 stats.dam += tmp->stats.dam + tmp->magic; 1098 stats.dam += tmp->stats.dam + tmp->magic;
1179 weapon_weight = tmp->weight; 1099 weapon_weight = tmp->weight;
1180 weapon_speed = ((int) WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2; 1100 weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2;
1181 1101
1182 if (weapon_speed < 0) 1102 if (weapon_speed < 0)
1183 weapon_speed = 0; 1103 weapon_speed = 0;
1184 1104
1185 slaying = tmp->slaying; 1105 slaying = tmp->slaying;
1106
1186 /* If there is desire that two handed weapons should do 1107 /* If there is desire that two handed weapons should do
1187 * extra strength damage, this is where the code should 1108 * extra strength damage, this is where the code should
1188 * go. 1109 * go.
1189 */ 1110 */
1190 current_weapon = tmp; 1111
1191 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1112 if (type == PLAYER)
1113 if (settings.spell_encumbrance)
1192 contr->encumbrance += (int) 3 *tmp->weight / 1000; 1114 contr->encumbrance += tmp->weight * 3 / 1000;
1115 }
1193 1116
1194 break; 1117 break;
1195 1118
1196 case ARMOUR: /* Only the best of these three are used: */ 1119 case ARMOUR: /* Only the best of these three are used: */
1197 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1120 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1198 contr->encumbrance += (int) tmp->weight / 1000; 1121 contr->encumbrance += tmp->weight / 1000;
1199 1122
1200 case BRACERS: 1123 case BRACERS:
1201 case FORCE: 1124 case FORCE:
1202 if (tmp->stats.wc) 1125 if (tmp->stats.wc)
1203 { 1126 {
1225 wc -= (tmp->stats.wc + tmp->magic); 1148 wc -= (tmp->stats.wc + tmp->magic);
1226 1149
1227 if (tmp->stats.ac) 1150 if (tmp->stats.ac)
1228 ac -= (tmp->stats.ac + tmp->magic); 1151 ac -= (tmp->stats.ac + tmp->magic);
1229 1152
1230 if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.0 < max) 1153 if (ARMOUR_SPEED (tmp))
1231 max = ARMOUR_SPEED (tmp) / 10.0; 1154 max_speed = min (max_speed, ARMOUR_SPEED (tmp) / 10.f);
1232 1155
1233 break; 1156 break;
1234 } /* switch tmp->type */ 1157 } /* switch tmp->type */
1235 } /* item is equipped */ 1158 } /* item is equipped */
1236 } /* for loop of items */ 1159 } /* for loop of items */
1243 * If there is an uncursed potion in effect, granting more protection 1166 * If there is an uncursed potion in effect, granting more protection
1244 * than that, we take: 'total resistance = resistance from potion'. 1167 * than that, we take: 'total resistance = resistance from potion'.
1245 * If there is a cursed (and no uncursed) potion in effect, we take 1168 * If there is a cursed (and no uncursed) potion in effect, we take
1246 * 'total resistance = vulnerability from cursed potion'. 1169 * 'total resistance = vulnerability from cursed potion'.
1247 */ 1170 */
1248 for (i = 0; i < NROFATTACKS; i++) 1171 for (int i = 0; i < NROFATTACKS; i++)
1249 { 1172 {
1250 resist[i] = prot[i] - vuln[i]; 1173 resist[i] = prot[i] - vuln[i];
1251 1174
1252 if (potion_resist[i] && ((potion_resist[i] > resist[i]) || (potion_resist[i] < 0))) 1175 if (potion_resist[i] && ((potion_resist[i] > resist[i]) || (potion_resist[i] < 0)))
1253 resist[i] = potion_resist[i]; 1176 resist[i] = potion_resist[i];
1254 } 1177 }
1255 1178
1256 /* Figure out the players sp/mana/hp totals. */
1257 if (type == PLAYER) 1179 if (type == PLAYER)
1258 { 1180 {
1181 // clamp various player stats
1182 for (int i = 0; i < NUM_STATS; ++i)
1183 stats.stat (i) = clamp (stat_sum [i], MIN_STAT, MAX_STAT);
1184
1185 contr->digestion = clamp (contr->digestion, MIN_DIGESTION, MAX_DIGESTION);
1186
1187 /* Figure out the players sp/mana/hp totals. */
1259 int pl_level; 1188 int pl_level;
1260 1189
1261 check_stat_bounds (&(stats)); 1190 check_stat_bounds (&(stats));
1262 pl_level = level; 1191 pl_level = level;
1263 1192
1265 pl_level = 1; /* safety, we should always get 1 levels worth of hp! */ 1194 pl_level = 1; /* safety, we should always get 1 levels worth of hp! */
1266 1195
1267 /* You basically get half a con bonus/level. But we do take into account rounding, 1196 /* You basically get half a con bonus/level. But we do take into account rounding,
1268 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels. 1197 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels.
1269 */ 1198 */
1270 for (i = 1, stats.maxhp = 0; i <= pl_level && i <= 10; i++) 1199 stats.maxhp = 0;
1200 for (int i = 1; i <= min (10, pl_level); i++)
1271 { 1201 {
1272 j = contr->levhp[i] + con_bonus[stats.Con] / 2; 1202 int j = contr->levhp[i] + con_bonus[stats.Con] / 2;
1273 1203
1274 if (i % 2 && con_bonus[stats.Con] % 2) 1204 if (i % 2 && con_bonus[stats.Con] % 2)
1275 {
1276 if (con_bonus[stats.Con] > 0) 1205 if (con_bonus[stats.Con] > 0)
1277 j++; 1206 j++;
1278 else 1207 else
1279 j--; 1208 j--;
1280 }
1281 1209
1282 stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */ 1210 stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */
1283 } 1211 }
1284 1212
1285 for (i = 11; i <= level; i++) 1213 stats.maxhp += 2 * max (0, level - 10);
1286 stats.maxhp += 2;
1287 1214
1288 if (stats.hp > stats.maxhp) 1215 if (stats.hp > stats.maxhp)
1289 stats.hp = stats.maxhp; 1216 stats.hp = stats.maxhp;
1290 1217
1291 /* Sp gain is controlled by the level of the player's 1218 /* Sp gain is controlled by the level of the player's
1304 1231
1305 if (mana_obj == this && type == PLAYER) 1232 if (mana_obj == this && type == PLAYER)
1306 stats.maxsp = 1; 1233 stats.maxsp = 1;
1307 else 1234 else
1308 { 1235 {
1309 sp_tmp = 0.0; 1236 float sp_tmp = 0.f;
1310 1237
1311 for (i = 1; i <= mana_obj->level && i <= 10; i++) 1238 for (int i = 1; i <= min (10, mana_obj->level); i++)
1312 { 1239 {
1313 float stmp; 1240 float stmp;
1314 1241
1315 /* Got some extra bonus at first level */ 1242 /* Got some extra bonus at first level */
1316 if (i < 2) 1243 if (i < 2)
1317 stmp = contr->levsp[i] + ((2.0 * (float) sp_bonus[stats.Pow] + (float) sp_bonus[stats.Int]) / 6.0); 1244 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 6.f;
1318 else 1245 else
1319 stmp = (float) contr->levsp[i] + (2.0 * (float) sp_bonus[stats.Pow] + (float) sp_bonus[stats.Int]) / 12.0; 1246 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 12.f;
1320 1247
1321 if (stmp < 1.0)
1322 stmp = 1.0;
1323
1324 sp_tmp += stmp; 1248 sp_tmp += max (1.f, stmp);
1325 }
1326
1327 stats.maxsp = (int) sp_tmp;
1328
1329 for (i = 11; i <= mana_obj->level; i++)
1330 stats.maxsp += 2;
1331 } 1249 }
1250
1251 stats.maxsp = int (sp_tmp) + 2 * max (0, mana_obj->level - 10);
1252 }
1253
1332 /* Characters can get their sp supercharged via rune of transferrance */ 1254 /* Characters can get their sp supercharged via rune of transferrance */
1333 if (stats.sp > stats.maxsp * 2) 1255 stats.sp = min (stats.sp, stats.maxsp * 2);
1334 stats.sp = stats.maxsp * 2;
1335 1256
1336 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */ 1257 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */
1337 if (!grace_obj || !grace_obj->level || type != PLAYER) 1258 if (!grace_obj || !grace_obj->level || type != PLAYER)
1338 grace_obj = this; 1259 grace_obj = this;
1339 1260
1344 /* store grace in a float - this way, the divisions below don't create 1265 /* store grace in a float - this way, the divisions below don't create
1345 * big jumps when you go from level to level - with int's, it then 1266 * big jumps when you go from level to level - with int's, it then
1346 * becomes big jumps when the sums of the bonuses jump to the next 1267 * becomes big jumps when the sums of the bonuses jump to the next
1347 * step of 8 - with floats, even fractional ones are useful. 1268 * step of 8 - with floats, even fractional ones are useful.
1348 */ 1269 */
1349 sp_tmp = 0.0; 1270 float sp_tmp = 0.f;
1350 for (i = 1, stats.maxgrace = 0; i <= grace_obj->level && i <= 10; i++) 1271
1272 for (int i = 1; i <= min (10, grace_obj->level); i++)
1351 { 1273 {
1352 float grace_tmp = 0.0; 1274 float grace_tmp = 0.f;
1353 1275
1354 /* Got some extra bonus at first level */ 1276 /* Got some extra bonus at first level */
1355 if (i < 2) 1277 if (i < 2)
1356 grace_tmp = contr->levgrace[i] + (((float) grace_bonus[stats.Pow] + 1278 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 6.f;
1357 2.0 * (float) grace_bonus[stats.Wis]) / 6.0);
1358 else 1279 else
1359 grace_tmp = (float) contr->levgrace[i]
1360 + ((float) grace_bonus[stats.Pow] + 2.0 * (float) grace_bonus[stats.Wis]) / 12.0; 1280 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 12.f;
1361 1281
1362 if (grace_tmp < 1.0)
1363 grace_tmp = 1.0;
1364
1365 sp_tmp += grace_tmp; 1282 sp_tmp += max (1.f, grace_tmp);
1366 } 1283 }
1367 1284
1368 stats.maxgrace = (int) sp_tmp;
1369
1370 /* two grace points per level after 11 */ 1285 /* two grace points per level after 10 */
1371 for (i = 11; i <= grace_obj->level; i++) 1286 stats.maxgrace = int (sp_tmp) + 2 * max (0, grace_obj->level - 10);
1372 stats.maxgrace += 2;
1373 } 1287 }
1288
1374 /* No limit on grace vs maxgrace */ 1289 /* No limit on grace vs maxgrace */
1375 1290
1376 if (contr->braced) 1291 if (contr->braced)
1377 { 1292 {
1378 ac += 2; 1293 ac += 2;
1390 * improvement every level, now its fighterlevel/5. So 1305 * improvement every level, now its fighterlevel/5. So
1391 * we give the player a bonus here in wc and dam 1306 * we give the player a bonus here in wc and dam
1392 * to make up for the change. Note that I left the 1307 * to make up for the change. Note that I left the
1393 * monster bonus the same as before. -b.t. 1308 * monster bonus the same as before. -b.t.
1394 */ 1309 */
1310 object *wc_obj = chosen_skill;
1395 1311
1396 if (type == PLAYER && wc_obj && wc_obj->level > 1) 1312 if (contr && wc_obj && wc_obj->level > 1)
1397 { 1313 {
1398 wc -= wc_obj->level + thaco_bonus[stats.Str]; 1314 wc -= wc_obj->level + thaco_bonus[stats.Str];
1399 1315
1400 for (i = 1; i < wc_obj->level; i++) 1316 for (int i = 1; i < wc_obj->level; i++)
1401 { 1317 {
1402 /* addtional wc every 6 levels */ 1318 /* additional wc every 6 levels */
1403 if (!(i % 6)) 1319 if (!(i % 6))
1404 wc--; 1320 wc--;
1405 1321
1406 /* addtional dam every 4 levels. */ 1322 /* additional dam every 4 levels. */
1407 if (!(i % 4) && dam_bonus[stats.Str] >= 0) 1323 if (!(i % 4) && dam_bonus[stats.Str] >= 0)
1408 stats.dam += 1 + dam_bonus[stats.Str] / 5; 1324 stats.dam += 1 + dam_bonus[stats.Str] / 5;
1409 } 1325 }
1410 } 1326 }
1411 else 1327 else
1414 stats.dam += dam_bonus[stats.Str]; 1330 stats.dam += dam_bonus[stats.Str];
1415 1331
1416 if (stats.dam < 1) 1332 if (stats.dam < 1)
1417 stats.dam = 1; 1333 stats.dam = 1;
1418 1334
1419 speed = 1.0 + speed_bonus[stats.Dex]; 1335 speed = 1.f + speed_bonus[stats.Dex];
1420 1336
1421 if (settings.search_items && contr->search_str[0]) 1337 if (settings.search_items && contr->search_str[0])
1422 speed -= 1; 1338 speed -= 1;
1423 1339
1424 if (attacktype == 0) 1340 if (attacktype == 0)
1425 attacktype = arch->clone.attacktype; 1341 attacktype = arch->attacktype;
1426
1427 } /* End if player */ 1342 } /* End if player */
1428 1343
1429 if (added_speed >= 0) 1344 if (added_speed >= 0)
1430 speed += added_speed / 10.0; 1345 speed += added_speed / 10.f;
1431 else /* Something wrong here...: */ 1346 else /* Something wrong here...: */
1432 speed /= (float) (1.0 - added_speed); 1347 speed /= 1.f - added_speed;
1433 1348
1434 /* Max is determined by armour */ 1349 /* Max is determined by armour */
1435 if (speed > max) 1350 speed = min (speed, max_speed);
1436 speed = max;
1437 1351
1438 if (type == PLAYER) 1352 if (type == PLAYER)
1439 { 1353 {
1440 /* f is a number the represents the number of kg above (positive num) 1354 /* f is a number the represents the number of kg above (positive num)
1441 * or below (negative number) that the player is carrying. If above 1355 * or below (negative number) that the player is carrying. If above
1442 * weight limit, then player suffers a speed reduction based on how 1356 * weight limit, then player suffers a speed reduction based on how
1443 * much above he is, and what is max carry is 1357 * much above he is, and what is max carry is
1444 */ 1358 */
1445 f = (carrying / 1000) - max_carry[stats.Str]; 1359 f = (carrying / 1000) - max_carry[stats.Str];
1446 if (f > 0) 1360 if (f > 0)
1447 speed = speed / (1.0 + f / max_carry[stats.Str]); 1361 speed = speed / (1.f + f / max_carry[stats.Str]);
1448 } 1362 }
1449 1363
1450 speed += bonus_speed / 10.0; /* Not affected by limits */ 1364 speed += bonus_speed / 10.f; /* Not affected by limits */
1451 1365
1452 /* Put a lower limit on speed. Note with this speed, you move once every 1366 /* Put a lower limit on speed. Note with this speed, you move once every
1453 * 100 ticks or so. This amounts to once every 12 seconds of realtime. 1367 * 100 ticks or so. This amounts to once every 12 seconds of realtime.
1454 */ 1368 */
1455 speed = speed * speed_reduce_from_disease; 1369 speed = speed * speed_reduce_from_disease;
1456 1370
1457 if (speed < 0.01 && type == PLAYER) 1371 if (speed < 0.01f && type == PLAYER)
1458 speed = 0.01; 1372 speed = 0.01f;
1459 1373
1460 if (type == PLAYER) 1374 if (type == PLAYER)
1461 { 1375 {
1462 float M, W, s, D, K, S, M2;
1463
1464 /* (This formula was made by vidarl@ifi.uio.no) 1376 /* (This formula was made by vidarl@ifi.uio.no)
1465 * Note that we never used these values again - basically 1377 * Note that we never used these values again - basically
1466 * all of these could be subbed into one big equation, but 1378 * all of these could be subbed into one big equation, but
1467 * that would just be a real pain to read. 1379 * that would just be a real pain to read.
1468 */ 1380 */
1469 M = (max_carry[stats.Str] - 121) / 121.0; 1381 float M = (max_carry[stats.Str] - 121) / 121.f;
1470 M2 = max_carry[stats.Str] / 100.0; 1382 float M2 = max_carry[stats.Str] / 100.f;
1471 W = weapon_weight / 20000.0; 1383 float W = weapon_weight / 20000.f;
1472 s = 2 - weapon_speed / 10.0; 1384 float s = (20 - weapon_speed) / 10.f;
1473 D = (stats.Dex - 14) / 14.0; 1385 float D = (stats.Dex - 14) / 14.f;
1474 K = 1 + M / 3.0 - W / (3 * M2) + speed / 5.0 + D / 2.0; 1386 float K = 1 + M / 3.f - W / (3 * M2) + speed / 5.f + D / 2.f;
1387
1475 K *= (4 + level) / (float) (6 + level) * 1.2; 1388 K *= (4 + level) * 1.2f / (6 + level);
1389
1476 if (K <= 0) 1390 if (K <= 0.01f)
1477 K = 0.01; 1391 K = 0.01f;
1478 S = speed / (K * s); 1392
1479 contr->weapon_sp = S; 1393 contr->weapon_sp = K * s * .5f; //TODO: balance the .5
1480 } 1394 }
1481 1395
1482 /* I want to limit the power of small monsters with big weapons: */ 1396 /* I want to limit the power of small monsters with big weapons: */
1483 if (type != PLAYER && arch != NULL && stats.dam > arch->clone.stats.dam * 3) 1397 if (type != PLAYER && arch && stats.dam > arch->stats.dam * 3)
1484 stats.dam = arch->clone.stats.dam * 3; 1398 stats.dam = arch->stats.dam * 3;
1485 1399
1486 /* Prevent overflows of wc - best you can get is ABS(120) - this 1400 stats.wc = clamp (wc, MIN_WC, MAX_WC);
1487 * should be more than enough - remember, AC is also in 8 bits, 1401 stats.ac = clamp (ac, MIN_AC, MAX_AC);
1488 * so its value is the same.
1489 */
1490 if (wc > 120)
1491 wc = 120;
1492 else if (wc < -120)
1493 wc = -120;
1494
1495 stats.wc = wc;
1496
1497 if (ac > 120)
1498 ac = 120;
1499 else if (ac < -120)
1500 ac = -120;
1501
1502 stats.ac = ac;
1503 1402
1504 /* if for some reason the creature doesn't have any move type, 1403 /* if for some reason the creature doesn't have any move type,
1505 * give them walking as a default. 1404 * give them walking as a default.
1506 * The second case is a special case - to more closely mimic the 1405 * The second case is a special case - to more closely mimic the
1507 * old behaviour - if your flying, your not walking - just 1406 * old behaviour - if your flying, your not walking - just
1537 * false otherwise. 1436 * false otherwise.
1538 */ 1437 */
1539int 1438int
1540allowed_class (const object *op) 1439allowed_class (const object *op)
1541{ 1440{
1542 return op->stats.Dex > 0 && op->stats.Str > 0 && op->stats.Con > 0 && 1441 return op->stats.Dex > 0
1543 op->stats.Int > 0 && op->stats.Wis > 0 && op->stats.Pow > 0 && op->stats.Cha > 0; 1442 && op->stats.Str > 0
1443 && op->stats.Con > 0
1444 && op->stats.Int > 0
1445 && op->stats.Wis > 0
1446 && op->stats.Pow > 0
1447 && op->stats.Cha > 0;
1544} 1448}
1545 1449
1546/* 1450/*
1547 * set the new dragon name after gaining levels or 1451 * set the new dragon name after gaining levels or
1548 * changing ability focus (later this can be extended to 1452 * changing ability focus (later this can be extended to
1619 object *skin = NULL; /* pointer to dragon skin force */ 1523 object *skin = NULL; /* pointer to dragon skin force */
1620 object *tmp = NULL; /* tmp. object */ 1524 object *tmp = NULL; /* tmp. object */
1621 char buf[MAX_BUF]; /* tmp. string buffer */ 1525 char buf[MAX_BUF]; /* tmp. string buffer */
1622 1526
1623 /* now grab the 'dragon_ability'-forces from the player's inventory */ 1527 /* now grab the 'dragon_ability'-forces from the player's inventory */
1624 shstr_cmp dragon_ability_force ("dragon_ability_force");
1625 shstr_cmp dragon_skin_force ("dragon_skin_force");
1626
1627 for (tmp = who->inv; tmp; tmp = tmp->below) 1528 for (tmp = who->inv; tmp; tmp = tmp->below)
1628 if (tmp->type == FORCE) 1529 if (tmp->type == FORCE)
1629 if (tmp->arch->name == dragon_ability_force) 1530 if (tmp->arch->archname == shstr_dragon_ability_force)
1630 abil = tmp; 1531 abil = tmp;
1631 else if (tmp->arch->name == dragon_skin_force) 1532 else if (tmp->arch->archname == shstr_dragon_skin_force)
1632 skin = tmp; 1533 skin = tmp;
1633 1534
1634 /* if the force is missing -> bail out */ 1535 /* if the force is missing -> bail out */
1635 if (abil == NULL) 1536 if (abil == NULL)
1636 return; 1537 return;
1682 if (!skill_obj) 1583 if (!skill_obj)
1683 { 1584 {
1684 LOG (llevError, "add_player_exp: couldn't find skill %s\n", skill_name); 1585 LOG (llevError, "add_player_exp: couldn't find skill %s\n", skill_name);
1685 return NULL; 1586 return NULL;
1686 } 1587 }
1588
1687 /* clear the flag - exp goes into this bucket, but player 1589 /* clear the flag - exp goes into this bucket, but player
1688 * still doesn't know it. 1590 * still doesn't know it.
1689 */ 1591 */
1690 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL); 1592 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL);
1691 skill_obj->stats.exp = 0; 1593 skill_obj->stats.exp = 0;
1692 skill_obj->level = 1; 1594 skill_obj->level = 1;
1693 insert_ob_in_ob (skill_obj, op); 1595 insert_ob_in_ob (skill_obj, op);
1694 1596
1695 if (op->contr) 1597 if (player *pl = op->contr)
1696 { 1598 {
1697 op->contr->last_skill_ob [skill_obj->subtype] = skill_obj; 1599 pl->last_skill_ob [skill_obj->subtype] = skill_obj;
1698 if (op->contr->ns) 1600 if (pl->ns)
1699 op->contr->ns->last_skill_exp[skill_obj->subtype] = -1;//TODO: should be made superfluous 1601 pl->ns->last_skill_exp[skill_obj->subtype] = -1;//TODO: should be made superfluous
1700 } 1602 }
1701 1603
1702 return skill_obj; 1604 return skill_obj;
1703} 1605}
1704
1705 1606
1706/* player_lvl_adj() - for the new exp system. we are concerned with 1607/* player_lvl_adj() - for the new exp system. we are concerned with
1707 * whether the player gets more hp, sp and new levels. 1608 * whether the player gets more hp, sp and new levels.
1708 * Note this this function should only be called for players. Monstes 1609 * Note this this function should only be called for players. Monstes
1709 * don't really gain levels 1610 * don't really gain levels
1712 */ 1613 */
1713void 1614void
1714player_lvl_adj (object *who, object *op) 1615player_lvl_adj (object *who, object *op)
1715{ 1616{
1716 char buf[MAX_BUF]; 1617 char buf[MAX_BUF];
1618 bool changed = false;
1717 1619
1718 if (!op) /* when rolling stats */ 1620 if (!op) /* when rolling stats */
1719 op = who; 1621 op = who;
1720 1622
1721 if (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul)) 1623 while (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul))
1722 { 1624 {
1625 changed = true;
1626
1723 op->level++; 1627 op->level++;
1724 1628
1725 if (op != NULL && op == who && op->stats.exp > 1 && is_dragon_pl (who)) 1629 if (op && op == who && op->stats.exp > 1 && is_dragon_pl (who))
1726 dragon_level_gain (who); 1630 dragon_level_gain (who);
1727 1631
1728 /* Only roll these if it is the player (who) that gained the level */ 1632 /* Only roll these if it is the player (who) that gained the level */
1729 if (op == who && (who->level < 11) && who->type == PLAYER) 1633 if (op == who && (who->level < 11) && who->type == PLAYER)
1730 { 1634 {
1731 who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1; 1635 who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1;
1732 who->contr->levsp[who->level] = die_roll (2, 3, who, PREFER_HIGH); 1636 who->contr->levsp[who->level] = die_roll (2, 3, who, PREFER_HIGH);
1733 who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1; 1637 who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1;
1734 } 1638 }
1735 1639
1736 who->update_stats ();
1737 if (op->level > 1) 1640 if (op->level > 1)
1738 { 1641 {
1739 if (op->type != PLAYER) 1642 if (op->type != PLAYER)
1643 {
1644 who->contr->play_sound (sound_find ("skill_up"));
1740 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); 1645 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1646 }
1741 else 1647 else
1648 {
1649 who->contr->play_sound (sound_find ("level_up"));
1742 sprintf (buf, "You are now level %d.", op->level); 1650 sprintf (buf, "You are now level %d.", op->level);
1651 }
1652
1743 if (who) 1653 if (who)
1744 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); 1654 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1745 } 1655 }
1746 player_lvl_adj (who, op); /* To increase more levels */
1747 } 1656 }
1657
1748 else if (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul)) 1658 while (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul))
1749 { 1659 {
1660 changed = true;
1661
1750 op->level--; 1662 op->level--;
1751 who->update_stats (); 1663
1752 if (op->type != PLAYER) 1664 if (op->type != PLAYER)
1753 { 1665 {
1754 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); 1666 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1755 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); 1667 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1756 } 1668 }
1757 player_lvl_adj (who, op); /* To decrease more levels */ 1669 }
1670
1671 if (changed)
1758 } 1672 {
1759 1673 who->update_stats ();
1674 esrv_update_stats (who->contr);
1760 /* check if the spell data has changed */ 1675 /* check if the spell data has changed */
1761 esrv_update_stats (who->contr);
1762 esrv_update_spells (who->contr); 1676 esrv_update_spells (who->contr);
1677 }
1763} 1678}
1764 1679
1765/* 1680/*
1766 * Returns how much experience is needed for a player to become 1681 * Returns how much experience is needed for a player to become
1767 * the given level. level should really never exceed max_level 1682 * the given level. level should really never exceed max_level
1770sint64 1685sint64
1771level_exp (int level, double expmul) 1686level_exp (int level, double expmul)
1772{ 1687{
1773 if (level > settings.max_level) 1688 if (level > settings.max_level)
1774 return (sint64) (expmul * levels[settings.max_level]); 1689 return (sint64) (expmul * levels[settings.max_level]);
1690
1775 return (sint64) (expmul * levels[level]); 1691 return (sint64) (expmul * levels[level]);
1776} 1692}
1777 1693
1778/* 1694/*
1779 * Ensure that the permanent experience requirements in an exp object are met. 1695 * Ensure that the permanent experience requirements in an exp object are met.
1816 sint64 limit, exp_to_add; 1732 sint64 limit, exp_to_add;
1817 int i; 1733 int i;
1818 1734
1819 /* prevents some forms of abuse. */ 1735 /* prevents some forms of abuse. */
1820 if (op->contr->braced) 1736 if (op->contr->braced)
1821 exp = exp / 5; 1737 exp /= 5;
1822 1738
1823 /* Try to find the matching skill. 1739 /* Try to find the matching skill.
1824 * We do a shortcut/time saving mechanism first - see if it matches 1740 * We do a shortcut/time saving mechanism first - see if it matches
1825 * chosen_skill. This means we don't need to search through 1741 * chosen_skill. This means we don't need to search through
1826 * the players inventory. 1742 * the players inventory.
1827 */ 1743 */
1828 if (skill_name) 1744 if (skill_name)
1829 { 1745 {
1830 if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill)) 1746 if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill))
2071 player_lvl_adj (op, tmp); 1987 player_lvl_adj (op, tmp);
2072 } 1988 }
2073 1989
2074 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100; 1990 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100;
2075 level_loss = op->stats.exp - levels[MAX (0, op->level - settings.death_penalty_level)]; 1991 level_loss = op->stats.exp - levels[MAX (0, op->level - settings.death_penalty_level)];
1992
2076 if (level_loss < 0) 1993 if (level_loss < 0)
2077 level_loss = 0; 1994 level_loss = 0;
2078 loss = check_exp_loss (op, MIN (level_loss, percentage_loss)); 1995 loss = check_exp_loss (op, MIN (level_loss, percentage_loss));
2079 1996
2080 op->stats.exp -= loss; 1997 op->stats.exp -= loss;

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